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Management system for Business continuity - ISO 22301

Name of service (page headline, shown in promos – maximum of 70 characters incl. spaces): Management system for Business continuity - ISO 22301 Lead (include SEO-words and the main benefits for your target groups. Stick to one paragraph, maximum 2-3 sentences):

ISO 22301 provides organizations, regardless of size, with support for systematic work in their continuity planning. The standard helps your organization with plans and work to reduce the likelihood, respond to, and not least how to recover after disruptions when they occur.

Purpose/Benefit:

Continuity planning is about ensuring that the business can continue to function even in the event of serious disruptions – such as cyberattacks, fires, natural disasters, or attacks. It is a more comprehensive and long-term effort than traditional disaster preparedness, focusing on maintaining IT systems and other critical functions without interruption.  

If your organization has high demands on availability and operational reliability from customers, suppliers, or other stakeholders, ISO 22301 is a standard worth looking into.  

With a certified management system according to ISO 22301, you ensure that your organization's continuity work follows an established standard and verifies it at the same time to suppliers, customers, and other stakeholders. It strengthens the trust of your stakeholders and creates a clear structure for how you manage risks and disruptions.  

The certification serves as proof that you are working with continuous improvements in continuity – and the annual audit helps you develop both efficiency and resilience over time. 

In a society where threats and vulnerabilities are increasing, the need for continuity planning becomes increasingly important. Even if you hope that crises never occur, ISO 22301 provides a clear path for how you can prepare – and stand strong when the unexpected happens. 

Method (what/which methods are used to perform the service):

See the description of RISE certification process for management systems.  

Once the organization meets the requirements for certification of management systems for continuity management according to ISO 22301, a certificate can be issued. 

Delivery (what does the client get after performed service – e.g. a report, certificate etc.):

With RISE as your certification body, you get a partner to grow with. We also offer certification of management systems for quality, environment, occupational health and safety, and information security, as well as a wide range of other certification services within management systems, products, and personnel. RISE can deliver a comprehensive solution for you in the area. 

Contact us to learn more! 

Area: Certification Contact person (Enter one name per field. Activated personal contact pages will appear automatically):
Edin Catovic, Certifieringsingenjör/Försäljning
Contact Certification
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Field measurements: No Price type: 1 Division: Do not use - Division Built Environment Preparation: No preparation required Link to order form: Offertförfrågan Certification and marking: Management Systems Certification Type of service: Certification Instrument: Not applicable General area: Not applicable Order information: Skicka in en offertförfrågan URL: /en/certification-at-rise/management-system-certification/request-a-quote-for-m… Divison (OLD): Do not use - Division Built Environment Delivery level: Accredited
edin.catovic@ri.se,ceforsaljning@ri.se
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9. Industry, innovation and infrastructure
Purpose - Header: Why Business continuity certification? Metod - Header: Process Delivery - Header: Why certify with RISE?
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Risk and security Sekundär områdes navigation:
Cybersecurity
Service innovation
Tjänstetyp tagg: Certifiering

Digilog - Digital games for citizen participation in urban development

Digilog
The image depicts two hands holding a gaming controller.

The interest in participation – of citizens, users and stakeholders - in the building sector has grown the past few years. Digital games has increasingly been used in both the public and private sectors. Despite this, there’s a lack of research and development in the field - a situation that RISE wants to remedy through the Digilog initative.

Coordinator and project manager
Completed
Urban development
Västra Götaland Region
2018-2019
Division: Do not use - Division Built Environment

Digital games have been used in citizen participation for decades, and have lately grown in popularity as urban development tools. Some research has been done on the subject and, together with practical experiences, it indicates that use of games can be a way of motivating participation as well as stimulating learning on urban development. Still, there’s much we don’t know about the advantages, disadvantages, prerequisites and obstacles for using digital games in this area.

In order for games to better contribute to urban development processes, the knowledge base as well as methodology needs to be strenghtened – for this reason RISE started the initiative Digilog in 2018. A preparatory inquiry into the subject has been conducted within Digilog; with the aim to compile the knowledge that already exists, identify knowledge gaps and initiate future development work. Amongst other things, the inquiry has resulted in a research review, which is available for anyone who wants to learn more about the subject matter. During the inquiry phase work also began on building a consortium with different relevant actors, which will develop future projects in the subject area.

 

 

Stefan Molnar

Forskare
+46 70 538 59 78 Read more about Stefan
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11. Sustainable cities and communities
16. Peace, justice and strong institutions
Göteborgs Stad (Gothenburg municipality)
Digital games for citizen participation in urban development - research review (language: Swedish)
Attach document: Project end date: Social sustainability in urban development Sekundär områdes navigation:
Design
Service innovation

Tools for social sustainability in the construction phase

Social sustainability in construction
The image depicts an active construction site - including construction workers, tools, machines, buildings materials and pipes.

In a previous project RISE, Skanska, Veidekke and Wästbygg developed a material to support decision-making for entrepreneurs who work with social sustainability in the construction phase. Now RISE is investigating how this tool is used in practice; in order to test, proof and further develop the material.

Project manager and researcher
Active
Built environment Urban development
Västra Götaland Region
2019-2021
Division: Do not use - Division Built Environment

The material A tool for social sustainability in the construction phase was developed during the project The socially sustainable entrepreneur. It consists of a discussion manual, a slide show (which explains how the tool should be utilized and in what ways the construction phase impacts people) and a more theoretical report on the tool's background and design. The manual contains a number of key issues to discuss before, during and after the construction phase. Together with the slide show, this is intended to help entrepreneurs develop their ability to reflect on the impact of construction projects on people in the surrounding area.

To ensure that the tool fulfills its purpose, and contributes to more socially sustainable processes and results, the tool will be tested and developed further. RISE will follow a number of construction projects where the tool is implemented and study how it is being used - and how it is perceived by the users. During this project the researchers will also function as process support for the entrepreneurs, so as to facilitate mutual learning about social sustainability and the practical processes involved in the construction phase.

 

 

11. Sustainable cities and communities
Skanska Erlandsson Bygg
Project end date: Social sustainability in urban development Sekundär områdes navigation:
Construction
Service innovation

Conflict management, dialogue and reader engagement in the new media landscape

KOM

The media is a central part of the democratic system and has an important role to promote inclusive public discussions, especially in a polarized context. The project aims to strengthen the media's ability to work as inclusive democratic arenas via innovation in close collaborations with stakeholders.

Projektledare
Active
Design Digitalisation
Region Norrbotten Region Skåne Region Stockholm Västra Götaland Region
2019-12-31
495 000
Division: Division Digital Systems and Societal Transformation

The social challenge that the project focuses on is a growing polarization in the public sphere. This challenge has been clearly highlighted by the Swedish Government Official Reports on democracy, and polarization between groups is referred to as a special risk factor for democracy.

The project is expected to result in deeper knowledge of the challenges, needs, markets and a network of users and stakeholders for the next innovation step. Effects in the long term, after a step 3 project, are expected to be that media will be able to offer safe discussion tools for conflict-ridden topics and that more readers, from more groups in society, participate in discussions across lines of conflict and via media actors' platforms.

The project has four work packages: Media market analysis that deepens the knowledge of the media as an attractive arena for discussions, Needs analysis and user studies in collaboration with reader groups and other groups in civil society to increase understanding of the user's/reader's perspective, Idea workshop where early concepts are developed based on needs analysis and lastly a package for Planning for the next project.

Collaborating parties are RISE, Direktpress AB, Södertörns Högskola, Lindholmens Science Park and Ifrågasätt AB, consortium with expertise in  media, ICT, design, journalism and challenges related to online discussions.

5. Gender equality
16. Peace, justice and strong institutions
Project end date: Social sustainability in urban development Sekundär områdes navigation:
Design
Risk and security
Service innovation

Shared Shuttle Services (S3)

S3
WalkingpastArma

The project S3 - Shared Shuttle Services is piloting shared autonomous electric mini buses at Lindholmen and Chalmers Campus Johanneberg in Gothenburg to show one of the solutions to the traffic challenges in our increasingly urbanised cities and to demonstrate how new mobility solutions can strengthen a sustainable city development. The initiative is part of Drive Sweden's project in The Swedish Government’s Innovation Partnership Program.

Project leader
Active
Automated vehicles Electromobility
Västra Götaland Region
2019-12-31
12,5 MSEK
Division: Division Digital Systems and Societal Transformation

Cities are faced with the challenge of exploring new ways to increase densification while maintaining a high quality of life, and meeting the demand for increased mobility. One of the main challenges is parking, which utilises vast amounts of land that could otherwise be used for housing people or services. Furthermore, building parking to meet parking requirements is expensive and is a hinder for building new apartment complexes. Finally, studies show that parking undermines the efforts of other sustainable transport projects like cycling infrastructure and improved public transport.

To address this challenge the S3 project aims at piloting shared autonomous shuttle services to demonstrate how developer-financed transportation solutions can spark and support dense urban growth.

The project is led by RISE Viktoria and brings together developers, industry, academia and the public officials, to together design and demonstrate new shared mobility options that can strengthen Gothenburg and regional mobility. S3 is the second project in Sweden to test autonomous shuttles, but it is unique in its approach of designing the services together with real-estate and city developers. The project will increase this groups knowledge in new forms of mobility services, providing the necessary technology and tools to incorporate mobility services from the planning phase.

11. Sustainable cities and communities
Holo Chalmers Chalmersfastigheter Ericsson Förvaltnings AB Framtiden Göteborgs Stads Parkering AB Härryda Kommun Karlastaden Utvecklings AB Stadsbyggnadskontoret Göteborg Sunfleet Trafikkontoret Göteborgs Stad Volvo Cars Västtrafik Älvstranden Utveckling AB
Projekt logo: S3 Project end date: Mobility Sekundär områdes navigation:
Autonomous vehicles
Urban development
Service innovation

Future Industrial VoicE

FIVE
microphone

Voice interaction is becoming more common in consumer products and in vehicles. Voice interaction leads to a number of benefits, such as hands-free interaction. The project aimed at evaluating and demonstrating how voice interaction can improve interaction between humans and intelligent systems in future industry.

Project leader
Completed
Work environment Artificial intelligence Design Mobility Production and manufacturing
Region Norrbotten
1 year
Division: Division Digital Systems and Societal Transformation

Voice interaction is becoming more and more common in consumer products and in vehicles. Today there are shortcomings in the technology, especially regarding the ability to interpret different voices and voice recognition in presence of background noise, which probably contributes to the lack of interest in designing and implementing solutions in industrial contexts. The project aimed to evaluate and demonstrate how voice interaction (speech and voice based sound) could improve interaction between humans and intelligent systems in future industry (in 2030). 

Voice interaction leads to a number of benefits, such as hands-free interaction. Combining voice interaction with intelligent systems creates new and novel opportunities for effective communication and interaction between humans and machines. 
The project resulted in a better understanding of the potential of voice interaction by identifying key use cases and developing design solutions. The project outcomes have provided a foundation for the work in several subsequent projects. The challenges addressed in the project remain relevant, especially considering the rapid development in generative AI.

The project included stakeholders from the process and manufacturing industries (Smurfit Kappa Kraftliner and Svalson). Additionally, parties with expertise in voice interaction (Scania and POC) contributed with unique knowledge from the automotive sector.

Project end date: Production and manufacturing Sekundär områdes navigation:
Artificial intelligence
Sensors and sensor systems
Service innovation

Tacit Knowhow

Tacit Knowhow
An anvil with a motion tracked hammer and pliers

When something which is known or desired to be learned is not a fact but an experience, “how” to do it is more important that “what” to do. “What” to do is easy to learn, it must only be told for the knowledge to transfer. “How” to do something is more complex.

Development and exploration
Completed
Professional education
1,5 år
500 000 SEK
Division: Division Bioeconomy

In order to know how to do something it is necessary to practice learning. This is not limited to the mind but also requires learning with arms, eyes and fingertips. Tacit knowhow is the knowledge of the body and what is desired in to be able or skilled.

RISE and blacksmith master Gustav Thane are trying to find a way to track and present activity in a way accessible and clear enough for many to access and start their personal journey into new abilities. It´s about motor skill and visualization of the nuances of how things are being done. The project span over one and a half year and is financed by the Swedish Konstnärsnämnden via Kulturbryggan.

In the project a wide variety of sensors, methods and ideas are applied in various ways to quantify and measure aspects of crafting and other tacit knowledge heavy domains. Extended reality technologies are used to visualize and explore if data can approach or be used to better understand and observe such knowledge.

Peter Ljungstrand

Forskare
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Project end date: Design Sekundär områdes navigation:
Sensors and sensor systems
Lifelong learning
Service innovation

COSMO@HOME

COSMO@HOME
Magnetic resonance imaging where the patient's experience is different

COSMO@HOME aims to develop a digital tool for children to prepare at home for upcoming MRI
scans to avoid sedation during the scans themselves.

Utvecking av prototyp
Active
Design Pharmaceuticals Medical devices
3 år
5 000 000 SEK
Division: Division Digital Systems and Societal Transformation

The app will contain different personalized modules such as exercises and games to learn to lay still or breathe deeply. One module may allow to experience a scan in virtual reality and another parental module would provide background information. The aim is to reduce the number of sedations with 20%, which will lead to a decrease in hospital time, cost reduction and improved healthcare.

To be able to carry out successful MR scans on children without sedation, a novel preparation protocol has been developed called COSMO. COSMO is designed to achieve MR acquisitions with awake children as young as four years of age in a time and resource efficient manner. This without mock scanners, lengthy preparation procedures or repeated hospital visits. The children are prepared by immersing them in a fantasy, child friendly and engaging story, which is told and performed by trained hospital staff.

The aim of this project is to scale up the COSMO protocol by creating a digital COSMO tool that can be used by children and parents to prepare for the scanning sessions at home. Such a tool will bypass or limit the need for dedicated staff members and is as such far more scalable and cost-effective than the current approach. In this project, we will design and implement the tool based on prior knowledge of all the partners to achieve optimal success, a maximal number of scans without the need for sedation. The tool will be tested in 3 different hospitals to evaluate its effectiveness, efficiency and clinical impact.

Marie Sjölinder

Senior Researcher
+46 70 776 15 96 Read more about Marie
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Project end date: Digital health Sekundär områdes navigation:
Design
Medtech
Service innovation

Framtidens mål (Meal of the future)

Framtidens mål (Meal of the future)
A food printer printing an edible RISE logotype

Many elderly people suffer from malnutrition, which contributes to ill health, personal suffering, prolonged hospital stays and high healthcare costs. 3D printing is an innovative technology in the food field with unique possibilities for automated production of visually appealing foods with custom consistency.

Projektledning, konceptualisering och utveckling
Completed
Design Food
1 år
Division: Division Bioeconomy

In the healthcare sector, an extra vulnerable group is those who have difficulty chewing and swallowing (dysphagia), which is common among the elderly but also occurs in younger groups such as stroke and cancer patients. The aim of the project is to achieve reduced malnutrition and increased quality of life for those with swallowing difficulties, and to reduce healthcare costs. To achieve this, technologies such as 3D printing and printable food ingredients will be used to produce attractive, texture adapted and individualized diets.

The goal is that this project will reduce the problems of malnutrition and increase the quality of life for those suffering from dysphagia. In addition, a goal is to reduce healthcare costs through a broader range of texture adapted food. In the long term, the idea is that an entire system of customized food can be produced, for example by means of 3D printing.

3D printing is a very flexible process, which enables individual customization of products. An innovative concept is to place 3D printers in manufacturing kitchens that prepare food for elderly care and hospitals. This is to allow automatic production of new, attractive and texture adapted foods with the possibility of personalizing each meal.

Evelina Höglund

Enhetschef
+46 10 516 66 19 Read more about Evelina
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Project end date: Food Sekundär områdes navigation:
Additive manufacturing
Health and life science
Service innovation

Liseberg VR

Liseberg VR
Screenshot of Rutch Race, a game developed by RISE for Liseberg

RISE and Liseberg, Gothenburg's Amusement Park, explore how emerging technologies such as virtual reality, motion simulation and available development platforms fit into the future of entertainment.

Projektledare
Completed
Design
Västra Götaland Region
1 år
300000

Liseberg was opened in 1939 and is one of Scandinavias most visited amusement parks. The park has hosted a multitude of attractions throughout the years including many roller coasters.

The park has previously created a virtual reality installation simulating Valkyria, a "dive coaster" reaching top speeds of about 105 kilometers per hour. As the real coaster was completed, the simulator became redundant and its hardware available for new potential uses. This project explores whether game developers and other personel at the park can make use of current state development platforms for in-house development as well as open up the park to external actors.

Throughout the project, a game design has been developed in colaboration between RISE and Liseberg based on the park's expertice on their own target group and technical limitations. RISE has, in addition to leading the project, educated the park's game developers in modern, digital game development, explored potential innovation vectors as well as developed a new game. The project has explored broader questions such as the function, requirements and possibilities of the future of amusement parks.

Erik Einebrant

Researcher, designer & developer
+46738351442 Read more about Erik
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Project end date: Service innovation Sekundär områdes navigation: Advanced electronics