þÿ<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head> <title>Curriculum Vitae</title> </head> <body bgcolor="#FFFF66"> <font color="grey" face="Arial"><a name="back">PROJECTS</a></font> <font color="grey" face="Arial" size="2"> <hr> <P>THE SUPPLE PROJECT <p>The Supple project explores the concept of supple systems and how to design them. A supple system is a device that combines custom-built hardware, sensor technology, and wireless communication, to interact with end-users and create a physical, emotional, and highly involving interaction. <p>Supple systems rely on subtle signals; rich human communication and interpretation strategies such as emotion, social ritual, nonverbal communication, and kinesthetic engagement; and emergent dynamics, to provide engaging moment-to-moment experiences. There are two main factors driving the evolution of supple systems. One is the rapid growth of leisure and entertainment use of technologies and the other is the commercial availability of sensor technology for tracking human expression which has lead to an increasing number of systems attempting to use such technology to provide compelling experiences. Successful examples of existing supple systems include the Nintendo WII and Apples iPhone. Designing and building supple systems is challenging because it is an unfamiliar material  for interaction designers but also because it requires a wide range of competencies. The quality of an experience arises in interaction between users and systems. This interaction is in turn affected by a systems hardware as well as its software, and how well they work together. Even seemingly simple artefacts, such as pulse-meters, require holistic design of specialized hardware, specialized software, and specialized user interfaces to be successful. Each factor is equally important: a problem concerning any one of them can ruin an otherwise great experience. <p>In this project, we aim to develop a process for rapid, integrated, development of supple systems. We will focus our efforts on building so-called life-style applications, mobile systems that are tightly integrated into our every-day lives, as their often advanced use of technology highlights the challenges for future applications of supple systems  be it in factories, vehicles, or applications on our mobile phones. The systems developed within the project will explore new materials, such as fabric or paper, integrated with sensors and wireless technologies. <p> <a href="http://designingsupplesystems.blogspot.com/" target="top">http://designingsupplesystems.blogspot.com/</a> <hr> <P>COMPLETED PROJECTS <p><a href="http://friendsense.sics.se" target="top">FriendSense:</a> a project mainly located in the Mobile Life Centre at Stockholm University, but FriendSense is also a project with many other contributing partners, both members in the centre such as TeliaSonera and SICS but also outside contributors such as School of Information and Communication Technology. In FriendSense we try to build communication tools that allows for physical and emotional closeness between friends. We focus on friends who know each other well and therefore are acquainted with each other's ways of expressing themselves. To them, small nuances in expressions may reveal important underlying messages about their friends' emotional status, needs or problems. Even when they have not met for a while, such a group of friends will try to maintain the strong ties between them through spreading information and tokens of friendship in the circle of friends. <p><a href="http://www.sics.se/interaction/projects/ad/" target="top">Affective Diary:</a> a project conducted at the Interaction Lab at SICS in cooperation with Microsoft Research. The affective diary assembles sensor data, captured from the user and uploaded via their mobile phone, to form an ambiguous, abstract colourful body shape. With a range of other materials from the mobile phone, such as text and MMS messages, photographs, etc., these shapes are made available to the user. Combining these materials, the diary is designed to invite reflection and to allow the user to piece together their own stories. <p><a href="http://emoto.sics.se" target="top">eMoto:</a> a joint project between SICS and Stockholm University. eMoto is a mobile messaging service for sending and receiving affective messages. The application extends on both the input and output channels when sending text messages between mobile phones. The aim is to convey more of the emotional content through the very narrow channel that a text message otherwise provides. In eMoto the user uses affective gestures to convey the emotional content of her message which is then translated and communicated in colors, shapes and animations. <p><a href="http://www.sics.se/humle/projects/socifer" target="top">Socifer:</a> a project where we developed components for Stena Lines' online booking site there to enhance the social experience of traveling. By displaying booking statistics we attempted to make other ferry travelers visible to the person booking a ticket, allowing for social behavior or a second approach was to enhance the travel experience by bringing travelers in contact with each other. Besides providing general contact making facilities (a thematic notice board, an on-line chat), we propose an intense contact game. <p><a href="http://geonotes.sics.se" target="top">GeoNotes:</a> a location-based information system where users are allowed to both read and write short pieces of text in relation to physical objects. Via wirelessly connected terminals users will have access to a virtual world of information that overlays the physical world where they act. The posted information can be anything from greetings to recommendations and comments on other people's notes. To handle the potential information overload users are equipped with a range of functionality that allows them to sort and sort out notes that they are especially interested in. </body> </html>