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Whereas so-called augmented reality is about enhancing impressions, enhancing the users senses for instance through specialized goggles or head-phones, we envision Amplified Reality to be about enhancing the expressions of things and people in the world. By embedding technology into ordinary real-world objects, we can enrich and enhance the way these things function in our daily life.
Publications:
Falk, J., Redström J., and Björk, S. Amplifying Reality. Proc. First International Symposium on Handheld and Ubiquitous Computing (HUC) '99, Springer Verlag, 1999. [PDF]

BreakBits BreakBits
We have explored the possibilities of using music and sound to convey information about changes in a computerized environment, exemplified by the BreakBits interface. Our main concern has been to investigate how music can be used to promote users' awareness of the status of the computing environment, and augment relevant information, in a way similar to how film music contributes to how a movie is experienced.
Publications:
Fredriksson, C., Liljas, G. and Ljungstrand, P.
BreakBits: Using Music to Facilitate Awareness in User Interfaces. In: Proceedings of Graphics Interface 2000 (Poster presentation), Montréal, Canada. [PDF] [Poster as PDF]
InfoArt Informative Art
Loosely based on the kinds of paintings, posters and pictures that furnish our walls, we are experimenting with how"pieces of art" can be made to explicitly present information about their environment. Normally when creating an information visualisation, one can optimise the presentation in order to achieve maximum efficiency and readability. In informative art, the structures carrying the information have to be designed with other considerations in mind, as the resulting presentation should be able to ta ke the role of a piece of art on display at, for instance, an office.This project addresses several important issues, e.g. what and how digital information can be mapped to real-world objects without fundamentally changing their existing role and usage.
Publications:
Redström, J, Skog, T, and Hallnäs, L.
Informative Art: Using Amplified Artworks as Information Displays. In: Proc. of Designing Augmented Reality Environments 2000, ACM Press, 2000. [Abstract] [PDF]
PLAY Slow Technology
As information technology enters an increasing number of situations and environments effectively becoming a part of the environment, human computer interaction design turns into environment design. With Slow Technology we are experimenting with tim e as a variable in interface design beyond the point of tryig to minimize the time taken to perform a certain task. Instead, we want to design technology that encourages moments of reflection and mental rest by being slow, i.e., to provide food rather than fast-food for thought.
The ScribbleBoard The ScribbleBoard
The ScribbleBoard is an interactive whiteboard placed at a person's door. Like a traditional messageboard, it is used for coordination, e.g., leaving and reading short notes. It is a sort of 'portal' that can be read and updated by passers-by as well as from abroad via various interfaces, e.g. web, email, SMS and WAP. Many other modern coordination mechanisms (e.g., email and mobile telephony) focus on an individual, without regard to where that person happens to be at the moment. The ScribbleBoard is primarily place-centered, rather than person-centered. The context of the ScribbleBoard, such as location and time of day are important parts of the messages delivered through it.
PLAY Token-Based Access to Digital Information
When users have access to a multitude of networked information, the problem becomes not so much one of providing access to data but organising it. By using physical objects (tokens) as pointers to networked digital information, we attempt to use properties of the physical world to organize the virtual.
Publications:
Holmquist, L.E., Redström J. and Ljungstrand, P. Token-Based Access to Digital Information. Proc. First International Symposium on Handheld and Ubiquitous Computing (HUC) '99, Springer Verlag, 1999. [PDF]
The ChatterBox The ChatterBox
The ChatterBox is a system that that creates and presents texts based on fragments of text obtained over a computer network. The system produces new texts based on the information flowing between the collaborators, serving both as inspiration for current work and as an interactive art form in itself.
Publications:
Redström, J., Ljungstrand, P. and Jaksetic, P. (2000). The ChatterBox: Using Text Manipulation in an Entertaining Information Display. In: Proceedings of Graphics Interface 2000, Montréal, Canada. [Abstract] [PDF]
Redström, J., Jaksetic, P. and Ljungstrand, P. (1999). The ChatterBox. Proc. First International Symposium on Handheld and Ubiquitous Computing (HUC) '99, Springer Verlag, 1999. [PDF]
Plug&Play UbiComp Designing for Local Interaction
We are exploring a decentralized approach to ubiquitous computing, based on emergent networks of small mobile computers that communicate directly with each other when they are within a certain range. As networks of such units do not depend on the availability on any infrastructure, users will be able to manipulate holistic properties of the networks, by locally introducing, removing and moving the individual devices.
Publications:
Redström, J., Dahlberg, P., Ljungstrand, P. and Holmquist, L.E. Designing for Local Interaction. Proc. Managing Interactions in Smart Environments (MANSE) '99, Springer Verlag, 1999. [PDF]
WebStickers WebStickers
WebStickers is a low-cost, distributed system that turns ordinary physical objects into web bookmarks. By doing this we can "inherit" desirable properties of physical objects that traditional web bookmarks do not have. For instance, we can use our physical space to arrange bookmarks for easy retrieval, and we can use objects with different life spans, for instance PostIT-notes for bookmarks we do not expect to use for very long.
Publications:
Ljungstrand, P., Redström, J. and Holmquist, L. E. Webstickers: Using Physical Tokens to Access, Manage and Share Bookmarks to the Web. To appear in: Proc. of Designing Augmented Reality Environments 2000, ACM Press, 2000. [Abstract]
Ljungstrand, P. and Holmquist, L.E. WebStickers: Using Physical Objects as WWW Bookmarks. Extended Abstracts of ACM Computer-Human Interaction (CHI) '99, ACM Press, 1999.
A Sound Environment
How should we design "the soundtrack of our lives"? What constitutes a good soundscape? Soundscape studies might benefit from incorporating the larger theoretical framework of ecology in order to answer these questions. However, ecology also puts some constraints on possible theories or ideas about good soundscapes, if these are to be consistent with the methodology employed.
Publications:
Redström, J. Is Acoustic Ecology About Ecology? In The New Soundscape Newsletter, published by the World Forum for Acoustic Ecology. [RTF] [PDF]
Designing Auditory Icons Designing Auditory Icons
How can we construct interfaces to information using only audio? By employing a spatialized model based on Noth American shamanism, this project sketched a possible solution to the problems encountered when designing audio-only information spaces.
Publications:
Bjur, J.J. Auditory Icons in an Information Space. In Proceedings of Hör Upp! WFAE Conference on acoustic ecology, Stockholm, Sweden, 1998. [PDF]
DishJockey The Dishjockey
Using multimedia and novel interfaces, we can find ways of augmenting the affordances of everyday activities, in order to make them more entertaining. Here, we based the concept on some of the affordances of dishing, with the aim to change a boring every-day task into something more like an artistic performance.
Publications:
Redström, J. The DishJockey: Integrating Multimedia into Everyday Activities. Poster presentation, ACM Multimedia 98, Bristol, UK. [PDF] [RTF]

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