| 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.
Read more>>
|
|
| 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.
Read More>>
|
|
| 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.
Read more>>
|
| 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.
Read More>>
|
|
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.
Read More>>
|
| 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.
Read More>>
|
| 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.
Read
more (MagiCster web site)>> |
|
| 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.
Read More>> |
|
| 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.
Read more>>
|
|
| 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.
Read more>>
|
|
| 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.
Read more >>
|
|