Beyond
the Web
- Design of everyday technology.
This
is a compiled summary of my main research projects. I hope you find
the discriptions, and the ideas, inspiring.
Archive - Index
Naturens
Hus
CoDesk
AtWork
VideoCafe
Smart Things
Emotional Communication
comHOME
BrainBall
Sense and Sensations
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Naturens
Hus (1990 - 1991)
The “Naturens
Hus Multimedia Project” was a project that explored the use
of multimedia for advanced education. This project was a collaboration
between Naturens Hus (A museum for environmental issues), KTH (The
Royal Institute of Technology), Stockholm University, Apple and
AviCom (a media company in Stockholm). The core idea in the project
was to develop an external workshop that could facilitate a learning
environment for multimedia productions. As such we organized seminaries
and courses as well as build a couple of multimedia installations.
MultiG
(1991 - 1994)
The MultiG research programme was an effort
conducted in broad cooperation between academia and industry with
a interest towards study novel applications and Gigabit networking
concepts. The spirit of the program is similar to the spirit of
the Gigabit research part of the US NREN effort. My primary task
was to explore and build a novel CSCW-environment, the KnowledgeNet,
and its user interface, the Collaborative Desktop.
COMIC (1993 - 1995)
Within the Esprite Basic Research
project COMIC (University of Manchester, Nottingham, Lancaster,
Risoo, Milano, Barcelona and GMD in Bonn) did I study CSCW related
issues from two different sides. From a social point of view I did
study how to capture and represent organisational context in CSCW
systems. I was also involved in technical matters such as development
of object oriented models for CSCW support, the COMIC Shared Object
Server.
CoDesk (1992 - 1994)
The CoDesk project
was my first case-study for my Ph.D. thesis. The Collaborative Desktop
is an extension of the traditional desktop model with CSCW support.
In addition to normal desktop objects you will also find member
objects (representing people that you would like to work with) and
room objects (environments for cooperation and work). The idea is
hence that CoDesk should not be regarded as a specific CSCW application,
but as ‘a basic environment for CSCW’, an extension
of the traditional desktop model with CSCW support. The CoDesk system
was developed through co-operative design methods, like paper mock-ups,
videos and software prototypes. The CoDesk system was build at IPLab
/ KTH.
/ CHI’94
- Tollmar, Sundblad and Marmolin 1994 /
AtWork
(1995 - 1996)
The AtWork system
is a web-based information system that enables a highly flexible
work style while still maintaining social awareness among groups
of working professionals. Through various communication mechanisms
are people connected to the AtWork community able to inform as well
as reach each other. The design of the AtWork mixed cooperative
design with ethnographic studies to balance transient and traditional
work practices. This approach becomes one of the key results from
this study, i.e. how to combine traditional and new communication
media to advocate new practice while still support current practice.
We have labeled this design practice as – dual-purpose design.
The AtWork system was developed at IPLab / KTH.
/ CSCW’96
- Tollmar, Sandor and Schömer 1996 /
VideoCafe
(1996 - 1998)
The VideoCafé
is an installation of a media space between two research groups,
one at KTH-CID and the other at Ericsson Media Lab. Our main objective
has been to develop the VideoCafé so it could connect people
in physically separate locations at places that are suitable for
social and work-related conversations. In this respect, we can capitalize
on the existing ‘social architecture’ at the sites we
have been working on – those places to which visitors have
ready access and which form the sites where the social exchange
is ‘at-ease’. The VideoCafé system was build
in a close loop with the users of the system and eight different
setting was tested through the project. This reflective design of
the VideoCafé environment allowed us to collect and store
different experiences that we could implement later in our next
generation of prototypes. This design approach did we labeled as
‘design-in-use’.
/ BIT –
Tollmar et al. /
Smart
Things (1997- 1999)
The primary
goal with the project “Smart things and Environments”
(Centre for User Oriented IT Design at the Royal Institute of Technology)
was to: ”Activate the world” by providing small, smart
computing devices that could melt into our environments to support
us in our everyday life. This kind of applications was (and still
are) of great interest in the research community as well as in industry.
However it was our opinion that many of these, although highly imaginative,
projects have tended not to include user involvement and assessment
of the different prototypes that have been demonstrated. The CID
”Smart things in Smart Environments” project started
hence with the goal of being able to differ from past research programmes
by incorporating user-oriented research and design methodology as
our principal research directives. This work formed the basis for
the establishments of the Smart Studio at Interactive Institute.
/ Designjournalen
/
Emotional
Communication (1999 - 2001)
New media for
simple emotional communication between family members and close
friends is a theme that has inspired the project Emotional Communication.
To understand how new forms of communication can be used and how
they affect the family's social life is a very important part of
this project based on the user-oriented study Virtually Living Together.
From this, several small projects have developed, all dealing with
questions of finding subtle and different forms of communication
as a compliment to the more particular audio-visually based communication
we normally use. The Emotional Communication project was performed
at CID / KTH and Smart Studio / Interactive Institute
/ DIS’2000
- Tollmar, Junestrand & Torgny 2000 /
/ NordiCHI 2002 - Tollmar and Persson 2002 /
comHOME
(1998 - 2000)
The work with
comHOME, a smart home of the future, started as a collaboration
with CID/KTH, Smart Studio/Interactive Institute, Telia S-Lab, Ericsson
Medialab and T.A.C. The residence works as a full-scale model as
well as a showroom located at Telia Networks in Fasta, Stockholm.
The comHOME project has its origin in a number of scenarios developed
in workshops and group discussions. One of the key issues of study
in the comHOME project was how to integrate new communication media
into the domestic space from both an architectural as well as technology
perspective.
/ CoBuild'98
- Tollmar and Junestrand /
/ CoBuild'99 - Junestrand and Tollmar /
/ CHI 2000 - Junestrand, Lenman, Thuresson and Tollmar /
BrainBal
(1999 - )
Brainball is
a game, a piece of artwork and a research project about new methods
of interaction between human and machines using biosensors. The
result is similar to a traditional two-player game, where intelligence
and activity determine the result. However, Brainball turns traditional
concepts on their heads. In Brainball, relaxation and not activity
is the winning criterion. Brainball was a collaborative project
at the Smart Studio/Interactive Institute.
/ Brainball
– II ref /
SenSen
(1999 - 2001)
The collaborative
project Sense & Sensation (SENSEN) is a collaboration between
the Interactive Institute (II) in Stockholm, Sweden, the MIT AI-Lab
(AI) in Boston, Ma, USA, and a number of industrial partners. The
aim of the project is to develop a research framework in the area
of vision-based perceptual interfaces that allows a computer user
to interact with the computer without having to use the normal keyboard
and mouse. With these interfaces, the computer can interpret the
user’s context, gestures, gaze, body movements and voice commands.
The approach
in the SENSEN project is to combine the aesthetic design skills
from The Interactive Institute and technology expertise from MIT
AI-Lab, in order to create a unique context, from which new ideas
may evolve. Our main objective is twofold: Firstly, we want to demonstrate
that computer vision is useful and provide a robust modality within
areas such as reactive environments and ubiquitous computing. We
believe that computer vision is about to become a modality in human-computer
interaction in a variety of areas, such as: portable devices, mobile
robotics, reactive environments and smart objects. Secondly, by
using our skills in design and technology, we want to explore how
integrated vision based perceptual interfaces can lead to radically
new interfaces and designs in everyday technology.
/ ref ii –
sensen /
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