Interactive Institute Smart Studio
 
publications

Parts of the Smart studio's research is presented in scientific papers, project reports and other writing. You can find these papers on this page. You may find other types of material in the press material section of this site.

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scientific | project reports | other
Awareness Aspects of the Remote Home: A Concept for a Remotely Shared Flat Share | view pdf

M. Sc. thesis, human-computer interaction, Royal Institute of Technology (KTH), Stockholm, 2005.

The RemoteHome is a concept for the first remotely shared apartment. It is one place of living in two different cities: London and Berlin.

This Master’s thesis revolves around the exhibit of the home at the E-cultures Fair in Amsterdam between the 23rd and the 25th of October 2003. It also looks back at previous versions o fthe Remote Home in an effort to evaluate how well the home succeeds in one of its major goals: To represent awareness on distance.

The home consist of a set of interactive furniture located at two different places and with a similar,although not identical, setup. For the exhibition one piece of furniture, the interactive wall, was modified to become more responsive and easy to understand. During interviews at the exhibition and the following workshop it became apparent that there was no single answer on how to improve interactiveness and the feeling of presence. This mostly because the RemoteHome as a project has more than one goal. It is a product for only a few friends or couple but it is designed to be shown for a larger audience.

The solution suggested for improving interaction and awareness is to choose between either the home or exhibition setting and continue the development from there. In a home setting the RemoteHome should focus on feedback, privacy and situation adaptation. At the fair it should be more self explanatory and conspicuous in order to mediate any awareness efficiently. Anonymity is one problem that should be dealt with.

date: May 2005

author:

  • Loove Broms

    project:

  • Remote Home

    related:

  • KTH
  • e-culture fair
  • Physical Reflection: methods to improve inaccurate depth maps of objects observed by a 3D camera | view pdf

    M. Sc. thesis, Centre for Mathematical Studies, Lunds Tekniska Högskola.

    This master thesis is a prestudy and a part of the project Physical Reflections for the Smart studio at the Interactive Institute in cooperation with Lunds Tekniska Högskola

    Physical Reflection is a project based on the idea that a mechanical mat of nails should reflect an observed object's surface. A 3D camera serves as an observer, having the ability of calculating the depth to each point in the scene. However, this ability is poor and the resulting depth maps are noisy and inaccurate. The main purpose of this thesis is to improve the quality of those depth maps.

    An idea to improve inaccurate depth maps of a certain class of objects is to apply a statistical model to them. Faces are an interesting class and they are given special attention in this thesis. A well-known method called the Appearance Model is tested and the facial depth maps are approximated the model to resemble it.

    Another method to improve inaccurate depth maps is to fill-in all surface holes of missing data, The advantage is that the method works on all types of objects. A number of different techniques capable of achieving this are tested in this thesis, for example, normalized convolution .

    The results showed that the statistical model did not fulfil the requirements of Physical Reflection , but the filling-in surface holes techniques achieved its aim. The thesis demonstrates that a mechanical nail mat can give the impression of a physical reflection of a real-world object and the constellation can be the basis for an interesting art exhibit.

    date: June 2004

    author:

  • Astrid Wåhlin

    related:

  • Mathematics LTH
  • HellHunt | view pdf

    Paper presented at the Inter-Society for Electronic Arts festival (ISEA) 2004.

    This paper describes the thoughts and ideas behind the webbased art piece; "HellHunt". In its literal tracking down the axis of evil, the webspider puts forward a number of highly relevant questions. "Hellhunt" displays the mutual dependency between the individual freedom of expression, imagination and thought on the one hand, while on the other a cultural formation based upon patterns, symbols and common values.

    date: Aug 2004

    author:

  • Thomas Broomé

    project:

  • Lords of Legacy

    related:

  • ISEA2004
  • ISEA
  • Storing, indexing and retrieving my autobiography | view pdf

    Position Paper, Pervasive 2004 Workshop on Memory and Sharing of Experiences, April 20th Vienna, Austria

    This paper describes an ongoing experiment consisting of photographing each time my right hand uses an object in order to create my autobiography for self-reflection and enforcing my identity. This experiment has now been carried out for six months. The daily sequences of photos are linked together on a portable computer based on the typology of the object represented. With this structure I can review the database and retrieve a record of my past activities both chronologically and in an associative manner. The portable database is also used to support communication with persons in my proximity. Finally I consider a scenario where several users carrying such database could interact with one another.

    date: Apr 2004

    author:

  • Alberto Frigo

    project:

  • autobiographical memory system

    related:

  • pervasive2004
  • Artefacts as Research | view pdf

    CHI2004: connect , Vienna, Austria, April 2004

    This paper contributes to the discussion about the role of design in HCI research. The word Design is described both as a process, a practice and a product. It is argued that design is important to HCI research all these ways. A case study about an interdisciplinary project, called Brainball, is presented to exemplify the discussion. It is argued that design practitioners are important when it comes to materializing abstract ideas and that this embodiment of knowledge is important to fully understand a new artefact. Design is also needed in a research context to change and challenge prevailing norms. Finally it is argued that knowledge always is situated and exists in a certain context of use. To communicate knowledge, it needs to take a physical shape, to be designed, into an artefact. Challenging the dichotomy between theory and practice might be the most important contribution by design to research.

    date: Mar 2004

    author:

  • Sara Ilstedt

    project:

  • dysfunctional things

    related:

  • chi2004
  • Making Sense - Design for well-being | view pdf

    Ph. D. thesis, KTH, 2004
    TRITA-NA-0405, ISSN-0348-2952, ISRN-KTH-/NA/R-04/05­SE, ISBN-91-7287-710-1

    The theme of this dissertation is the design of IT artefacts for increased well-being in the home. The goal has been to provide a better understanding of the coupling between design and health, and to give examples of how to design for increased well-being. The context for the investigation has been the home, and various research initiatives in smart homes and IT-supported care.

    We create our reality in the form of material structures such as buildings, products, workplaces and homes. These artefacts are a reflection of ourselves, we have created them and we understand ourselves through them. Together with immaterial artefacts like political systems, educational systems and healthcare, they constitute our society. The totality of these material and immaterial artefacts forms the conditions of our everyday life. This investigation points at a new way to look at artefacts as social actors in an interactive world. In this perspective, use becomes a dialogue and cooperation with the artefact. Design work becomes a careful creative practice in which the focus is the interplay between the artefact and its social environment. Stress and ill-health is an indication that there is an unbalance in the interplay. Well-being on the other hand means that there is a balance between the artificial world and the individual. Design practitioners, and others that create our world, have an important task in designing new artefacts that do not reproduce obsolete or dysfunctional behaviour.

    Inspired by coping theories, a salutogenic approach to design aims at identifying and strengthening the aspects of artefacts that help us handle adversities. This means to create artefacts that form a world, which is comprehensible, manageable and meaningful. People that live in environments where they cannot influence decisions, with high demands and The theme of this dissertation is the design of IT artefacts for increased well-being in the home. The goal has been to provide a better understanding of the coupling between design and health, and to give examples of how to design for increased well-being. The context for the investigation has been the home, and various research initiatives in smart homes and IT-supported care.

    We create our reality in the form of material structures such as buildings, products, workplaces and homes. These artefacts are a reflection of ourselves, we have created them and we understand ourselves through them. Together with immaterial artefacts like political systems, educational systems and healthcare, they constitute our society. The totality of these material and immaterial artefacts forms the conditions of our everyday life. This investigation points at a new way to look at artefacts as social actors in an interactive world. In this perspective, use becomes a dialogue and cooperation with the artefact. Design work becomes a careful creative practice in which the focus is the interplay between the artefact and its social environment. Stress and ill-health is an indication that there is an unbalance in the interplay. Well-being on the other hand means that there is a balance between the artificial world and the individual. Design practitioners, and others that create our world, have an important task in designing new artefacts that do not reproduce obsolete or dysfunctional behaviour.

    Inspired by coping theories, a salutogenic approach to design aims at identifying and strengthening the aspects of artefacts that help us handle adversities. This means to create artefacts that form a world, which is comprehensible, manageable and meaningful. People that live in environments where they cannot influence decisions, with high demands and low control, are likely to become ill. But people that have environments, in which they receive feedback, support and can control their own situa- tion stay well. With new, complex technology such as ubiquitous comput- ing, it becomes even more important to support recognition and routines. And it becomes essential in domestic use and in IT-support for the dis- abled and elderly.

    The empirical work reported here consists of four case studies related to IT artefacts for well-being. The case studies include field studies, critical analysis, design concepts, prototype building and evaluation. Based on the findings in these studies, four considerations for design of interactive systems for the home are suggested:design for understanding, for detecting and managing of errors, for disabling and for alternative coping. Finally it is suggested that if research is to concern itself not only with evaluations and general laws, but also with ideas and practical examples of a better future life – then design knowledge becomes an essential element in research. In this endeavour we need more cooperation between practitioners from the social and technical sciences, the humanities and design.


    date: Mar 2004

    authod:

  • Sara Ilstedt
  • related:

    The Dysfunctionality of Everyday Things - on stress, design and artifacts | view pdf

    5th European Academy of Design Conference, Barcelona, Spain, April 2003.

    This paper addresses the increasing issue of stress and burnout in contemporary society and attempts to connect this to product design. Stress can be defined as the reaction of a mismatch between the demands of the world and the needs and capacities of the individual. To what degree does technological products and design artefacts contribute to stress? Research shows that software that is unintelligible and difficult to use increase stress in users. But what are the criteria to be used when we design and evaluate products? The paper presents a survey on the relation between stress, relaxation and products. The answers are categorised and conclusions drawn about when and why artefacts stress us. How people cope with life reminds to a large extend on how they cope with products. Health sociologist Antonovsky has developed concepts for evaluating people's abilities to handle the strains of life, which he calls the "Sense of Coherence". The paper argues that this can be applied on products to give guidelines on why products stress us, and to create an understanding of how design can be used to increase relaxation. A special emphasis is placed on Antonovsky's concept Meaningfulness and how this applies in product design.

    Keywords: Stress, Health, Product Design, Meaning, Aesthetics

    Semiotics in Product Design | view pdf

    CID, Nada, KTH, Stockholm, Sep. 2002. CID-175, ISSN: 1403 - 073 X.

    This text is an attempt to show how semiotic study can be used to understand aspects of communication in product design. I will bring up some of the most common concepts and ideas in semiotics and see how they can be understood in a design context. I will also use these theories to analyse some underlying values and concepts in design theory like the complex interplay between meaning and form. I do not use semiotics to inform other designers of how they should do better products, but rather as a tool for criticising and reflecting about seemingly "natural" ways of designing...

    date: 2002

    author:

  • Sara Ilstedt

    related:

  • Research + Design: The Making of Brainball | view html

    Interactions, Volume 10, issue 1, pp. 26-34, ACM Press, New York, NY, USA. ISSN:1072-552

    The article is an in depth description about the making and success of the relaxation game Brainball. The author describes the background, the design process, user testing and finally draw conclusions about multidiciplinary research in art and design.
      The front cover of Interactions, Feb. 2003

    date: 2002

    author:

  • Sara Ilstedt

    related:

  • Mänsklig teknik eller teknisk mänsklighet? | view pdf

    CID, KTH och Smart studio.

    This report is about the human being and her relationship to a technological home environment. The purpose is partly to illustrate the interaction between man and technology in the home that is going on, has been going on and will be going on in the future. Partly to create new opportunities to think, act and find new ways about technology and information technology in the home. The matter is viewed from different angles through litterature studies and accounts for home technology, information technology, smart homes and intelligent environments. By doing etnografic studies about human beings' ways of thinking and acting related to home technology the problem is also viewed from a user perspective.

    The text is in Swedish.

    date: 2002

    author:

  • Carolina Browall

    related:

  • cid
  • The ReFashion lab: building digital matter and hybrid space | view pdf

    Presented at the ISEA 2002 conference in Nagoya, Japan

    Interactive Media embedded in architectural settings can create new forms and organizations of mixed reality environments: enjoyment of the immediate physical nature of our built environments can be blended with the ephemeral nature of animated and interactive digital content.

    date: Nov. 2002

    author:

  • Tobi Schneidler

    project:

  • refashion

  • related:
  • isea 2002
  • Camelot - rundabordssamtal och seminarier kring framtidens boende | view pdf

    Rapport i programmet Telematik 2004, VINNOVA-rapport VR 2000:13 och TELDOK Rapport 146. In Swedish.

    Our goal with the seminars was to initiate a discussion between different interest groups, with different experiences, opinions and starting points. Our hope was that, by publishing this material to the public, this discussion will be considered in future building and research. But also that it will contribute to a more unconstrained and critical discussion around IT and the future dwelling.

    date: Sep. 2002

    authors:

  • Carolina Browall
  • Konrad Tollmar
  • Fredrik Petersson

    project:

  • camelot

  • related:
  • Vinnova
  • Teldok
  • Understanding Remote Presence | view pdf

    Accepted to NordicCHI. English only.

    In this paper, we discuss a study of new media for interpersonal communication. The paper motivates, designs and presents a small evaluation of a technology that is intended to support intimacy at distance. It first presents an ethnographic study examining family communication and the role of artifacts in supporting emotional closeness, e.g. heirlooms, activities and places in the house. The paper then describes a couple of prototypes that were designed to support different types of closeness and how we evaluated one of these prototypes in a study of 3 families (6 households), for two weeks each. The interview data that the study presents show that people were generally positive about the technology, although this depended on the nature of the users' pre-existing communication patterns. One critical point here is about the importance of pairing blue sky design with down-to-earth deployment and demonstrate commendable ethnographic-like work to inform design practice. Finally do we discuss some issues around users experiences of "telematic emotional communication" and how this has enriched our understanding of remote presence.

    date: Sep. 2002

    author:

  • Konrad Tollmar
  • Joakim Persson

    project:

  • 6th Sense

  • related:
  • NordiCHI
  • Rewind - concept design for supporting rest or sleep in public environments | view pdf

    Master's Thesis, KTH. English only.

    Rewind is a Master's project that focuses on how to support sleeping in public environments. With focus on interdisciplinary methods the project's aim was to investigate the conventions of sleep and to develop a conceptual framework that could inform the design of a device that could support sleeping in public environments...

    date: Sep. 2002

    author:

  • AnnSofie Börjesson

    project:

  • rewind
  • Designing the invisible computer - from radio-clock to screenfridge | view pdf

    Accepted to NIC2001. English only.

    This paper will discuss the concept of invisible computing in a product design context. Within product development and advertising, design is commonly used to disregard chronology and semantics. New, unsettling objects can be made to seem old and familiar, or vice versa, something old can acquire a new, "modern" look. The paper argues that it is not unproblematic to make computer technology invisible. Hiding technology and products means to naturalise and normalise something that is highly complex, problematic and frightening. Instead design should be used to express and visualise these problematic issues. The paper advocates a critical design perspective using theories influenced by feminism.

    date: Oct. 2001

    author:

  • Sara Ilstedt Hjelm

    related:

  • NIC2001
  • Brainball - using brain activity for cool competition | view pdf

    Accepted to NordiCHI 2000. English only.

    This paper describes Brainball, a game and a research project on methods of human-machine interaction using brain activity. It also describes the results of an evaluation with users.

    date: Oct. 2000

    author:

  • Sara Ilstedt Hjelm
  • Carolina Browall

    project:

  • Brainball

    related:

  • NordiCHI
  • Virtually Living Together: A design framework for new communication media | view pdf

    Proc. of the ACM symposium on Designing interactive systems (DIS) 2000, Pages 83 - 91. English only.

    date: 2000

    author:

  • Konrad Tollmar
  • Stefan Junestrand
  • Olle Torgny

    related:

  • DIS2000
  • Private and Public Digital Domestic Spaces | view pdf

    International Journal of Human Computer Interaction; Special Issue of Home Use of IT, 2000. English only.

    date: 2000

    author:

  • Stefan Junestrand
  • Ulf Keijer
  • Konrad Tollmar
  • projekt:
  • ComHome
  • Measuring and Evaluation of ICT-supported Services in the Domestic Environment | view pdf

    Published and presented at HOIT2000. English only.

    A full-scale business structure (IT-BO) for providing ICT-supported services in a domestic environment has been set up in collaboration between a major Swedish telecom company and a leading housing company in a suburb of Stockholm, Sweden. There four working ICT-supported services, viz. a new electronic key, a digital bulletin board, a new access telephone system and free internal telephony have been implemented in a multi-storeyed residential building...

    date: 2000

    author:

  • Stefan Junestrand
  • Ulf Keijer

    related:

  • HOIT2000
  • Understanding Professional Work and Technology in Domestic Environments | view pdf

    Proc. of CSCW '98, WA - Seattle, ACM Press. English only.

    ... In this paper will we give our viewpoint of our approach towards an more holistic view on the use of technology in domestic environments. The results are based on empirical work where we in three different studies have been able to observe the need for and the use of modern IT in improving daily-life as well as creating opportunities to be able to perform professional work at home.

    date: 2000

    author:

  • Stefan Junestrand
  • Konrad Tollmar

    related:

  • CSCW '98
  • Design Patterns for Private and Public Digital Spaces in the Home Environment

    International Journal of Man-Machine Studies special Issue on domestic Technologies, Jan 2001.

    date: 2000

    author:

  • Stefan Junestrand
  • Ulf Keijer
  • Konrad Tollmar
  • SEATED | view pdf

    Magisterexamensprojekt. Institutionen för Industridesign, Konstfack, Stockholm, 1999. In Swedish.

    I framtidens hem omringas vi av smarta små osynliga produkter som känner vår närvaro och vet vad vi gör – och varför. Hur ska vi kunna känna oss hemma i sådana bostäder? Lösningen är användbar smart teknologi med humor och möjlighet att säga stopp och stänga av allting när vi vill. The Smart Environment And TEchnology Design project (SEATED) visar hur IT-teknik i hemmet kan komma att förändra människors sätt att kommunicera och interagera med varandra och med de smarta ting som kommer att finnas i bostaden...

    date: 1999

    author:

  • Lennart Andersson
  • Jakob Boije
  • Private and Public Spaces - the use of Video Mediated Communication in a Future Home Environment | view pdf

    Proc. of CHI '2000, Haag, ACM Press. English only.

    date: 1999

    author:

  • Stefan Junestrand
  • Sören Lenman
  • Björn Thureson
  • Konrad Tollmar

    projekt:
  • ComHome

    related:

  • CHI '2000
  • Video Mediated Communication for Domestic Environments - Architectural and Technological Design | view pdf

    Streiz et al, Cooperative Buildings, Integrating Information, Organisation and Architecture, 2nd International Workshop, CoBuild '99, Pittsburgh, PA, Oct 1999, Proceedings, Lecture Notes in Computer Science, Springer. English only.

    date: 1999

    author:

  • Stefan Junestrand
  • Konrad Tollmar

    related:

  • CoBuild '99
  • IT-tjänster för bostaden i informationssamhället - ett arkitekturperspektiv | view pdf

    Nordisk Arkitekturforskning, vol 12, nr 1 1999. Swedish only.

    date: 1999

    author:

  • Stefan Junestrand
  • Ulf Keijer

    related:

  • Nordisk Arkitekturforskning
  • Virtually Living Together: Using multiple-method designing in the search for telematic emotional communication | view pdf

    ACM symposium on Designing interactive systems (DIS) 2000. English only.

    date: 1999

    author:

  • Stefan Junestrand
  • Konrad Tollmar
  • Olle Torgny

    related:

  • DIS2000
  • User Study of Video Mediated Communication in the Domestic Environment with Intellectually Disabled Persons | view pdf

    Presented at NordicCHI 2000. English only.

    date: 1999

    author:

  • Stefan Junestrand
  • Konrad Tollmar
  • Olle Torgny

    related:

  • NordicCHI2000
  • scientific | project reports | other
    plentycast - concept document | view pdf (14.5 MB - large file!)

    The plentycast project explores a new technology for streaming sound and video over the Internet. The Smart studio has produced a document containing both reflections on our relationship to media and suggestions on different ways of using the plentycast technology.

    date: Oct. 2003

    author:

  • Magnus Jonsson
  • Fredrik Petersson

    project:

  • plentycast
  • orb - a collaborative telepresence project | view pdf

    Final report from the orb project, an artisticly driven project in which the concept of telepresence was investigated. The project was a collaboration between the smart studio and the Conceptual Information Arts Dept. (CIA), San Francisco State University

    date: Oct. 2002

    author:

  • Arijana Kajfes

    project:

  • orb
  • Användarstudie av artefakter för emotionell kommunikation | view pdf

    Financed by KFB. Swedish only.

    I vår forskning kring nya kommunikationsmedia arbetar vi med att utveckla nya typer av kommunikationsmedia som skiljer sig ifrån de traditionella tal- och bildmedia genom att fokusera på de icke-verbala taktila sinnena. "Användarstudier av artefakter för emotionell kommunikation" är ett projekt som har syftat på att studera hur dessa kommunikationsmedier kan erbjuda nya möjligheter till social kommunikation mellan familjemedlemmar. Med medel ifrån KFB har vi nu utfört en mindre användarstudie av ett par prototyper som vi utvecklat inom detta projekt.

    date: Jun. 2002

    author:

  • Joakim Persson
  • Konrad Tollmar

    project:

  • 6th Sense
  • Virusrapporten: IT, hälsa och framtidens boende | view pdf

    Virusprojektet föreslår snygga och smarta lösningar som ska stimulera rörelse, avslappning och kommunikation i framtidens IT-hem.

    date: 2001

    author:

  • Fredrik Petersson
  • Sara Ilstedt Hjelm
  • Carolina Browall
  • Ann Natt och Dag
  • Ingvar Sjöberg

    project:

  • virus
  • Projekt Virus - rapport av förstudien | view pdf

    Projektets målsättning är att hitta en boendeform lämpad för så många som möjligt,
    inberäknat personer med en viss form av hjälpbehov, på grund av t ex ökad
    arbetsbelastning, stress, depression, splittrade familjer, sjukdom, ålderdom eller
    funktionshinder. En förutsättning för att vi ska kunna bo kvar i hemmet är att vi kan
    känna oss trygga i att vi där kan få den extra hjälp vi behöver. Detta gäller såväl
    fysisk som psykisk samt social trygghet. Förstudien fokuserar på människan. Det är
    varje individs önskemål, tankar och behov som är kärnan.

    Physical Computing | view pdf

    Using the BX24 microcontroller and simple electronics and programming to build interactive things.

    This is an introductory text aimed primarily at people who have little or nor previous experience of working with electronics or programming, but who are bold enough to want to get started with "physical computing." This is a recent version of a document first prepared for a workshop in 2000.

    date: 2000-2006

    author:

  • Fredrik Petersson
  • Den osynliga datorn | view pdf

    Form nr 1 2000

    Tufft, tungt och mörkt som ett vapen eller smickrande vackert som ett smycke? Datorn kan idag se ut hur som helst - eller inte synas alls. Vare sig vi vill det eller inte smyger den sig in "under huden" på oss, eller under tapeten i vårt hem. Håller vi på att bli offer för maskinterror eller håller datorn bara vänlig koll på våra behov och nycker? I vart fall en utveckling som genererar ett gigantiskt designarbete.

    date: 2000

    author:

  • Sara Ilstedt Hjelm
  • Philips Reflex Action - en potent penis | view pdf

    Form nr 7 1999

    ...När min man för en tid sedan köpte en ny rakapparat fick jag mig en tankeställare. Sedd ur en ny vinkel ser rakapparaten , av märket Philips, så till den milda grad ut som en snopp att jag undrar vad Philips produktdesigner tänkt på. Likheten kan rimligtvis inte bara vara en tillfällighet eller?

    date: 1999

    author:

  • Sara Ilstedt Hjelm
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