Projects
Nokia Sensor Application (2004-2005)

With Nokia Sensor, users express themselves by creating personal pages on their phone. Then, they can check out the pages of people nearby, exchange Sensor messages and share files using Bluetooth radio within a range of 10-15 m. Based on Scent and DigiDress prototypes, Sensor supports 10 S60 phones in 12 languages. Usage is free of charge. I acted as product manager up to its launch in May 2005.
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DigiDress (2002-2003)

DigiDress application allowed mobile phone users to create digital identity expressions, that could be seen by other phone users within Bluetooth range. User could also send messages via Bluetooth. A prototype was implemented and tested with 618 users for 89 days. The identity expressions created were both serious and playful, revealing and non-revealing.
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Scent (2002-2003)

By comparing the phonebook data stored on users' mobile phones, Scent application enriched face-to-face encounters by discovering common acquaintancies, while still maintaining privacy. It also allowed users to create identity expressions and guestbooks. 539 users installed Scent and used it over period of 8 weeks.
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DeDe - Defined Delivery (2002-2003)

DeDe enhanced existing mobile messaging on Nokia 7650 phones by allowing the sender to define the context in which the message will be delivered to the recipient. Context can be time, location, a phone call or a nearby Bluetooth device. A four weeks user study showed that DeDe was incorporated as part of the participants' existing messaging culture.
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GeoNotes (2000-2002)

GeoNotes was a JAVA application allowing users handheld PCs and PDAs to mass-annotate physical locations with digital and public 'notes'. Other users were then able to access those notes at the location. GeoNotes used W-LAN for positioning technology. During a one-month trial of the system, 78 users published 283 information items connected to indoor and outdoor places.
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ExMS - Expressive Messaging (2000-2002)

This project investigated expressivity in mobile communication, particularly in relation to teenagers and the SMS culture. By extending expressivity with an embodied representation of the sender - an avatar - the ExMS prototype application enhanced the expressivity and developed new forms of peer-to-peer communication. The prototype underwent a 3-weeks field trial with eleven 17 year olds in a Stockholm school.
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Awake (2000-2001)

In a collaboration project between SICS and Telia Research, Awake project developed four new service concepts with particular emphasis on social aspects. One of the concepts was patented.

MagiCster (2000-2001)
EU funded MagiCster project aimed to design a believable conversational interface agent which makes use of gaze, gesture and body posture as well as speech in a synchronized fashion and to evaluate the use of the conversational agent in laboratory conditions to determine which aspects of the embodied agent are important for what types of human-computer interactions.
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Kaktus (1999-2000)
The Kaktus project tried to create a socially and emotionally rich computer game in which the user had to make the right decisions in order to maintain friendships and relations. Through traditional and untraditional AI techniques, Kaktus sought to simulate emotionally and socially intelligent reactions in artificial characters.
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FamilyLink (2000)
FamilyLink developed concepts and demonstrators aimed for family, including communication and sharing of common information. Collaboration project between SICS and Ericsson Research, Kista.
Agneta & Frida (1998)  

The Agneta & Frida was my first computer-based prototype. By placing to animated characters in on the computer desktop, watching the browser together with the user, it sought to merge narrative and web browsing experiences into one. The system was evaluated in a user study.
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Persona (1997-2000)

Computer users live in a world of information spaces. One of the most critical activities which users need to undertake is to retrieve information from such spaces. As in everyday life, users often use direct or indirect social cues to accomplish this task. Persona investigated such social navigation, and developed tools to support it.
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Understanding Cinema (1994-2003)  

Spectators of cinema and television are not passive. They perceive, think and feel in sophisticated ways. Understanding Cinema developed a theory that could describe these processes, merging perspectives from cinema studies, psychology and constructivism.
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