GroupInteractive Institute Piteå

Interactive Institute Piteå

Sound is a natural part of everyday life. Talking and listening is perhaps the most important way to interact with other people. Sound reaches our ears from all directions and informs us about events, materials, distances and directions. Considering this, interactive applications are strangely silent with a few exceptions.

At Interactive Institute Piteå we are specialized in finding creative and unique solutions for the interface between man and machine. Our aim is to involve more senses of the human body in the interaction with her surroundings. Our approach often results in multimodal solutions combining new technologies with different fields of design, where sound design is an important component. 

Who we are

The group consists of people with experience from academia, education and industry in the fields of design, communication as well as music/sound and technology. This mix might explain why we are both good at thinking in new ways and able to create innovative working prototypes and products.

What we do

We like to tackle new problems and challenges and to find innovative solutions to them. We can offer inspiring lectures and workshops, or be your partner in small to large-scale R&D projects. Maybe in your next project we will be your collaboration partner?

”The collaboration with the Interactive Institute Piteå has strongly influenced the way we approach not only sound, but also positively influenced our work with other senses and properties. The demanding environments of the future will require multimodal interfaces, and through this project we ensure that we are in the forefront of research. In addition, we have received methods and processes that we can start to use operatively already today.”
- Torkel Varg, Head of Styling & Vehicle Ergonomics, Scania

People

Johan Fagerlönn
PHD, Senior Researcher
+46 (0)70 368 98 10
johan.fagerlonn [at] tii.se

Kristin Hammarberg
Interaction Designer / Designer
+ 46 76 204 12 68
kristin.hammarberg [at] tii.se

Sofia Larsson
Senior Researcher
+46 70 381 02 12
sofia.larsson [at] tii.se

Stefan Lindberg
Sound Designer
+46 70 66 44 996
stefan.lindberg [at] tii.se

Anna Sirkka
MSc, Studio Director and Project Manager
+46 73 031 32 15
anna.sirkka [at] tii.se

Publications
Number of items: 75.

Fagerlönn, Johan and Lindberg, Stefan and Sirkka, Anna (2012) Graded Auditory Warnings During In-Vehicle Use: Using Sound to Guide Drivers Without Additional Noise. In: 4th International Conference on Automotive User Interfaces and Interactive Vehicular Applications, Portsmouth, NH, USA.

Liljedahl, Mats and Lindberg, Stefan and Delsing, Katarina and Polojärvi, Mikko and Saloranta, Timo and Alakärppä , Ismo (2012) Testing Two Tools for Multimodal Navigation. Advances in Human-Computer Interaction, 2012 . ISSN 1687-5907

Liljedahl, Mats and Papworth, Nigel (2012) Using Sound to Enhance Users’ Experiences of Mobile Applications. In: Audio Mostly 2012 - A conference on interaction with sound, 26 - 28 September 2012, Corfu, Greece. (In Press)

Liljedahl, Mats and Delsing, Katarina (2012) Sound for enhanced experiences in mobile applications. SMC Sweden 2012, Sound and Music Computing, Understanding and Particing in Sweden . pp. 10-12.

Fagerlönn, Johan and Delsing, Katarina (2012) Designing auditory displays for visually dominant user environments. In: SMC Sweden 2012, Sound and Music Computing, Understanding and Practicing in Sweden, "Vad pågår just nu?", 2012, KTH, Royal Institute of Technology.

Fagerlönn, Johan (2011) Designing Auditory Warning Signals to Improve the Safety of Commercial Vehicles. Doctoral thesis, Luleå University of Technology.

Liljedahl, Mats and Lindberg, Stefan (2011) Sound Parameters for Expressing Geographic Distance in a Mobile Navigation Application. In: Audio Mostly 2011 - A conference on Interaction With Sound, 7-9 Sept 2011, Coimbra, Portugal.

Fagerlönn, Johan and Andersson, Anders and Liljedahl, Mats (2011) Advanced Driving Simulator to Evaluate Sound Design Strategies for Intelligent Transport Systems. Virtual Prototyping and Assessment by Simulation, Linköping, Sweden.

Alakärppä, Ismo and Riekki, Jukka and Larsson, Sofia and Jaakkola, Elisa (2011) Sound Aided Interface of a Pervasive Pain Monitoring System. In: the 5th International Symposium on Medical Information & Communication Technology, 27-30 March 2011, Montreux, Switzerland.

Fagerlönn, Johan (2011) Making Auditory Warning Signals Informative: Examining the Acceptance of Auditory Icons as Warning Signals in Trucks. In: 6th International Driving Symposium on Human Factors in Driver Assessment, Training and Vehicle Design, 2011.

Fagerlönn, Johan (2011) Urgent alarms in trucks: effects on annoyance and subsequent driving performance. IET Intelligent Transport Systsems, 5 (4). pp. 252-258. ISSN 1751-956X

Liljedahl, Mats (2011) Sound for Fantasy and Freedom. In: Game Sound Technology and Player Interaction: Concepts and Developments. IGI Global, Hershey, New York, pp. 22-43. ISBN 978-1-61692-830-8

Liljedahl, Mats and Fagerlönn, Johan (2010) Methods for Sound Design: A Review and Implications for Research and Practice. In: Audio Mostly - A Conference on Interaction with Sound, 15-17 September 2010, Piteå, Sweden.

Papworth, Nigel (2010) iSpooks: an audio focused game design. In: Audio Mostly - A Conference On Interaction With Sound, 15-17 September 2010, Piteå, Sweden.

Lundén, Peter and Gustin, Marja and Nilsson, Mats E. and Forssén, Jens and Hellström, Björn (2010) Psychoacoustic evaluation as a tool for optimization in the development of an urban soundscape simulator. In: Audio Mostly 2010, 15-17 Sept 2010, Piteå, Sweden.

Fagerlönn, Johan (2010) Distracting effects of auditory warnings on experienced drivers. In: 16th International Conference on Auditory Display, 9-15 June 2010, Washington, DC, USA.

Liljedahl, Mats (2010) Awesome - a tool for simulating sound environments. In: 16th International Conference on Auditory Display, 9-15 June 2010, Washington, DC, USA.

Liljedahl, Mats (2010) II City Audio Guide. In: The Eighth International Conference on Pervasive Computing, Workshop:Multimodal Location Based Techniques for Extreme Navigation, 17-20 May 2010, Helsinki, Finland.

Örtqvist, Daniel and Liljedahl, Mats (2010) Immersion and Gameplay Experience: A Contingency Framework. International Journal of Computer Games Technology, 2010 .

Cunningham, Stuart and Papworth, Nigel (2010) Supporting Wellness with Digital Audio Activities. In: 1st Workshop on HCI for Wellness (HCI4WELL), part of the 24th BCS Conference on Human-Computer Interaction (HCI 2010), 7 September 2010, Dundee, Scotland.

Fagerlönn, Johan (2010) Auditory signs to support traffic awareness. IET Intelligent Transport Systems, 4 (4). pp. 262-269.

Forssén, Jens and Kaczmarek, Tomasz and Alvarsson, Jesper and Lundén, Peter and Nilsson, Mats E. (2009) Auralization of traffic noise within the LISTEN project – preliminary results for passenger car pass-by. In: Euronoise 2009, 26-28 Oct 2009, Edinburgh, Scotland.

Nilsson, Mats E. and Rådsten-Ekman, Maria and Lundén, Peter and Becker, Peter (2009) Perceptual evaluation of a real time auralization tool. In: Euronoise 2009, 26-28 Oct 2009, Edinburgh, Scotland.

Lundén, Peter and Becker, Peter (2009) The Design of Tools for Auralization and Acoustic Simulation Targeted for Architects and City Planners. In: The 16th International Congress on Sound and Vibration (ICSV16), 5-9 July 2009, Krakow, Poland.

Fagerlönn, Johan and Alm, Håkan (2009) Auditory signs to support traffic awareness. In: Proceedings of ITS World Congress 2009, 21–25 Sept. 2009, Stockholm, Sweden.

Fagerlönn, Johan and Liljedahl, Mats (2009) Awesome sound design tool: a web based utility that invites end users into the audio design process. In: 15th International Conference on Auditory Display (ICAD2009), 18-22 May 2009 , Copenhagen, Denmark.

Fagerlönn, Johan and Liljedahl, Mats (2009) Designing a web-based tool that inform the audio design process. In: CMMR 2009 "Auditory Display" post-symposium proceedings. Springer Verlag.

Liljedahl, Mats and Fagerlönn, Johan (2009) Tapping into effective emotional reactions via a user driven audio design tool. In: Audio Mostly - A conference on interaction with sound, 2–3 Sept 2009, Glasgow, Scotland, UK.

Liljedahl, Mats and Papworth, Nigel (2008) Beowulf field test paper. In: Audio Mostly - A conference on interaction with sound, 22-23 Oct 2008, Piteå, Sweden.

Marshall, Nigel and Daubney, Alison (2008) Developing reflective learning in a virtual world. In: ISME, International Society for Music Education, 28th World Conference, 20-25 July 2008, Bologna, Italy. (Unpublished)

Hellström, Björn and Nilsson, Mats and Becker, Peter and Lundén, Peter (2008) Acoustic Design Artifacts and Methods for Urban Soundscapes. In: Fifteenth International Congress on Sound and Vibration, 6-10 July 2008, Daejeon,South Korea.

Lundén, Peter (2008) Uni-Verse Acoustic Simulation System: interactive real-time room acoustic simulation in dynamic 3D environments. In: Acoustics'08, 29 June - 4 July 2008, Paris, France.

Fagerlönn, Johan (2008) Ljud som informationsbärare. In: Transportforum, 25th Annual Nordic Conference for the Transport Sector , 9-10 Jan 2008, Linköping, Sweden.

Fagerlönn, Johan (2007) Expressive Musical Warning Signals. In: ICAD 2007 - The 13th International Conference on Auditory Display, 26-29 June 2007, Montréal, Canada.

Fagerlönn, Johan (2007) "Informative auditory warning signals": a review of published material within the HCI and Auditory Display communities. In: Proceedings of the 39th Nordic Ergonomics Society Conference, 1-3 October 2007, Lysekil, Sweden.

Papworth, Nigel and Liljedahl, Mats (2007) Designing Audio-based networked games to maximize player immersion. In: The 2nd International Conference on Internet Technologies and Applications (ITA 07), 4-7 September 2007, Wrexham, North Wales.

Papworth, Nigel and Liljedahl, Mats and Lindberg, Stefan (2007) Beowulf - An Audio Mostly Game. In: ACE 2007 - International Conference on Advances in Computer Entertainment, 13-15 June 2007, Saltzburg, Austria.

Papworth, Nigel and Liljedahl, Mats and Lindberg, Stefan (2007) Beowulf: A Game Experience Built On Sound Effects. In: ICAD 2007 - The 13th International Conference on Auditory Display, 26-29 June 2007, Montréal, Canada.

Papworth, Nigel and Liljedahl, Mats and Lindberg, Stefan (2007) Effective interactive design through quick and flexible prototyping. In: Audio Mostly 2007 - 2nd Conference on Interaction with Sound, September 27-28 2007, Ilmenau, Germany.

Lefford, Nyssim (2006) Sound, Behavior and Space. In: Acoustic Navigation workshop, 21 April 2006, Kungliga Konsthögskolan, Stockholm.

Fagerlönn, Johan and Lefford, Nyssim (2006) Music, Physicality and the Physiology of Listeners. In: Physicality 2006, 6-7 February 2006, Lancaster, UK.

Liljedahl, Mats and Lindberg, Stefan (2006) DigiWall - an audio mostly game. In: ICAD 2006, 20-23 June 2006, London, UK.

Liljedahl, Mats and Lindberg, Stefan and Papworth, Nigel (2006) Digiwall: Breaking the Bounds of the Conventional Interface. In: GDC:06 Game Developers Conference, 20-24 March 2006, San Jose, California.

Nordlinder, Martin (2006) The Lair of Beowulf, a study of 3D positional sound in an audio mostly game. Masters thesis, Luleå University of Technology, Dept. Computer Science / Media Technology.

Wingstedt, Johnny and Brändström, Sture and Berg, Jan (2006) Young Adolescents' Usage of Narrative Functions of Media Music by Manipulation of Musical Expression. Psychology of Music . (Submitted)

Berg, Jan (2005) Evaluation of Perceived Spatial Audio Quality. In: The 9th World Multi-Conference on Systemics, Cybernetics and Informatics, 2005, Orlando, Florida, USA.

Berg, Jan (2005) Hearing Meaning in Machine Listening. In: Workshop at the 119th Audio Engineering Society Convention, 7-10 October 2005, New York, NY, USA.

Berg, Jan (2005) OPAQUE - a tool for the elicitation and grading of audioquality attributes. In: The 118th AES Convention, 28-31 May 2005, Barcelona, Spain.

Berg, Jan and Wingstedt, Johnny and Liljedahl, Mats and Lindberg, Stefan (2005) Perceived Properties of Parameterised Music for Interactive Applications. In: The 9th World Multi-Conference on Systemics, Cybernetics and Informatics, 10-13 July 2005, Orlando, Florida, USA.

Fagerlönn, Johan (2005) BodyResT - A prototype using music responding to heart rate for stress reduction. Masters thesis, Luleå University of Technology, Dept. Computer Science / Media Technology.

Lefford, Nyssim (2005) Generation of Musical Patterns and Perceptions of Similarity. In: 5th Conference of Understanding and Creating Music, 27-30 November 2005, Caserta, Italy.

Lefford, Nyssim (2005) Investigating Composers' Perceptions and Style through Musical Composition Games. In: GA2005 - 8th Generative Art Conference, 15-17 December 2005, Milan, Italy.

Lefford, Nyssim (2005) The Structure, Perception and Generation of Musical Patterns. In: The 10th Rhythm Perception and Production Workshop, 2-6 July 2005, Alden Biesen, Belgium.

Lefford, Nyssim and Wingstedt, Johnny and Sjömark, Cecilia (2005) Context, Individuality and Music's Affect on Listeners. In: CONTEXT'05 - the Fifth International and Interdisciplinary Conference on Modelling and Using Context, 6-8 July 2005, Paris, France.

Liljedahl, Mats and Lindberg, Stefan and Berg, Jan (2005) Digiwall - an Interactive Climbing Wall. In: 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology, 15-17 June 2005, Valencia, Spain.

Sjömark, Cecilia (2005) Biofeedback Music. In: Hälsa, livsstil och teknologi, 1-3 June 2005, Luleå, Sweden.

Sjömark, Cecilia and Wingstedt, Johnny and Axelsson, Karin and Berg, Jan (2005) Musical Parameters for Promoting Relaxation And Stress-Reduction in Listeners. In: International Scientific Conference on Intelligence Ambience and Well-Being, 19-20 September 2005, Tampere, Finland.

Wingstedt, Johnny (2005) Film music: techniques and methods. In: Lecture at the Royal University of Technology (KTH), 28 September 2005, Stockholm, Sweden.

Wingstedt, Johnny (2005) Musikens berättande funktioner i film. In: Lecture at KTH, Inst. för Numerisk analys och datalogi (NADA), Stockholm.

Wingstedt, Johnny (2005) Narrative music: towards an understanding of musical narrative functions in multimedia. Licentiate thesis, Luleå University of Technology, School of Music Piteå.

Wingstedt, Johnny and Berg, Jan (2005) Relations between Selected Musical Parameters and Expressed Emotions – Extending the Potential of Computer Entertainment. In: 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology, 15-17 June 2005, Valencia, Spain.

Wingstedt, Johnny and Berg, Jan and Liljedahl, Mats and Lindberg, Stefan (2005) REMUPP: an interface for evaluation of relations between musical parameters and perceived properties. In: 2005 ACM SIGCHI International Conference on advances in computer entertainment technology, 15-17 June 2005, Valencia, Spain.

Wingstedt, Johnny and Liljedahl, Mats and Lindberg, Stefan and Berg, Jan (2005) REMUPP - An Interactive Tool for Investigating Musical Properties and Relations. In: NIME05 - International Conference on New Interfaces for Musical Expression, 26-28 May 2005, Vancouver, Canada.

Berg, Jan (2004) Hur kan man mäta ljudkvalitet? In: Inbjuden som föreläsare till Uppsala Universitet, Uppsala, Sweden.

Berg, Jan (2004) Musikaliska parametrar. In: Inbjuden som föreläsare till Uppsala Universitet, Uppsala, Sweden.

Delsing, Katarina (2004) Research,and prototyping at The Interactive Institute. In: Premio Cenacolo Event, 15 November 2004, Milan, Italy.

Kapica, Radek (2004) Den interaktiva klätterväggen – utveckling av väggkontroll och grafisk editor. Masters thesis, Luleå University of Technology.

Wingstedt, Johnny (2004) Filmkompositörens arbetsmetoder. In: Inbjuden som föreläsare till Musikhögskolan i Piteå, Piteå, Sweden.

Wingstedt, Johnny (2004) Music, Technology & Research and Music, Technology & Learning. In: Swedish Prosperity and Technology, 2004, Palais des Beaux Arts in Brussels, Belgium.

Wingstedt, Johnny (2004) Musikens berättande funktioner i film. In: Inbjuden som föreläsare till Uppsala Universitet, Inst. för Psykologi, Uppsala, Sweden.

Wingstedt, Johnny (2004) Narrative functions of film music in a relational perspective. In: XXVI World Conference ISME 2004 : "SOUND WORLDS TO DISCOVER", 11-16 July 2004, Teneriffa, Spain.

Berg, Jan (2003) The Bolkesjø participant listening test. Execution of an on-site listening experiment and presentation of the results. In: The 21st Nordic Sound Symposium, 5 - 8 October 2003, Bolkesjø, Norway.

Berg, Jan (2003) Evaluation of perceived spatial quality of 5-channel microphone techniques by using selected spatial attributes. In: 22nd Tonmeistertagung - Verband Deutscher Tonmeister 2002, 22-25 Nov 2002, Hannover, Germany.

Berg, Jan (2003) Perceived Quality in Surround Sound Systems. In: The 21st Nordic Sound Symposium, 5 - 8 October 2003, Bolkesjø, Norway.

Berg, Jan and Rumsey, Francis (2003) Systematic evaluation of perceived spatial quality. In: AES 24th International Conference on Multichannel Audio, 26-28 June 2003, Banff, Alberta, Canada.

This list was generated on Thu Sep 29 02:55:38 2016 CEST.
Projects

Completed projects

News

Pages

In media

Pages

Tools for Sound Design

Within this research area we study user interfaces and investigate the possibilities for improving interaction using sound.

Sound is a very important means of communication in the everyday world and has advantages over other methods of communication. Surveillance of an industrial process or driving a vehicle are to large extend visual tasks. A constantly increasing and more complex information flow in these kinds of environments contribute to the risk that users will become more distracted and confused in critical situations. Sonically-enhanced interfaces may allow the user to employ more appropriate senses to solve a problem, rather than using vision only to solve all problems.

We are also investigating how we can incorporate the esthetical and expressive aspects of sound into the design of new kinds of intuitive and tolerable auditory messages. Besides for industrial applications we are interested in how sound can be used in systems to assist and facilitate people with special needs, such as assistive technology for elderly and visual impaired.

Projects

Sound Design for Vehicles

Sound makes future vehicles safer and more attractive.

The design of auditory warning signals is seen as an important factor in vehicle design. Interfaces that include sound have unique advantages over purely visual options. For instance, sound can be perceived from any direction, while visual displays must be seen in order to be effective. Today, new systems and interfaces are constantly implemented in the vehicles. Systems that make use of communicative and carefully implemented sounds, as opposed to purely visual displays, allow drivers to stay focused on the road. Such auditory solutions can have a considerable positive effect on traffic safety. Researchers at the Interactive Institute’s Sonic Studio are currently examining how information flow in vehicles can be improved by the use of auditory and multimodal displays.

Furthermore, electrical and hybrid cars will become more common on our roads. The external sound of such quiet vehicles can seriously impact both safety and the experience for people in the near surroundings, especially in urban environments. The Sonic Studio is currently researching how to design the external sound for future electric and hybrid cars.

Projects

Sound Design for Operator Interfaces

The field of sound design and multimodal solutions are getting increasingly important within industrial applications. Existing IT solutions such as the control and surveillance of industrial processes are by tradition mainly visual tasks. A constantly increasing and more complex information flow in these kinds of environments contribute to the risk that users will become more distracted and confused in critical situations.
By also using sound, one can design multimodal solutions that efficiently utilize human capabilities and thus contribute to a better working environment. Sound can be used to express many types of information, ranging from direction and distance to emotions and priority.

In this project we have studied alarm sounds in control room environments. With experience from areas such as game design, media production, and vehicle interface development we have been able take a whole new approach to methods within alarm sound design.
Poor alarm management and poorly designed alarm sounds are common problems in control rooms within the process industry. The purpose of an alarm is to alert the operators to deviations from normal conditions, and the goal is to prevent physical and economic loss through operators acting on conditions causing the alarms.

Key factors in operator effectiveness are the speed and accuracy with which the operator can identify the alarms. Consequently, this project aimed to develop a concept for alarm sounds which both informed about and guided operators to the production section involved. Sounds that conveyed urgency information and were accepted, perhaps even liked, by the operators.

A prerequisite for us to be able to investigate and develop our design ideas was a test bed. The local paper mill, Smurfit Kappa Kraftliner was well suited for our needs and through a highly user-driven process we developed an alarm sound concept consisting of in total seven production sections.

Each alarm sound consisted of two parts, one part conveying urgency information, and the other part conveying information that could be associated with the alarming section. In collaboration with the operators a variety of associative sounds were identified that could represent incidents in the process. 

An iconic water drop sound is representing an alarm in the washing unit where the used cooking liquors are separated from the cellulose fibers.

A breaking twig sound raises awareness of an alarm situation in the mechanical pulping process. For instance, there could be something stuck in the wood chipping section.

Chemical pulp production is the cooking of the wood raw material with chemicals. The sound of a steam kettle boiling informs the operators of an issue in this section. An alarm can for example be triggered due to tolerance limits deviations.

During the development process, the concept has been continuously evaluated. The evaluations were mainly conducted through questionnaires and focus groups. Results indicate increased operator effectiveness and a clearly improved working environment.

Sound design for indoor cycling

Most indoor cycling classes are coached with music. Often, the music chosen by the instructor is dance or rock music set to a dance beat. In this project we aimed at developing a new concept for indoor cycling, in which the music was replaced by a narrative sound design. The design consisted of rhythms and sound effects that aimed at recreating the sense of cycling in different kinds of environments. For instance, in one part of the class, the sound design built a soundscape where the participants could imagine they were cycling in the jungle being hunted by tigers.

Instruktör Camilla Lundberg

The concept was tested during an indoor cycling class at Korpen Piteå. After the class the participants were given a questionnaire to provide feedback about the concept. The results of the questionnaire showed that the participants generally liked the concept. Additionally, several participants commented on the concept’s great potential for further development.

If you’re an instructor and interested in trying the concept at your gym, please contact us.

Smart Cities and Games

Devices such as smartphones often demand the users’ full attention, the graphical user interfaces locks the users eyes and hands to the screen. In many situations this makes it difficult to use the device and it may even put the user in danger. A solution to the problem may be the new technologies available in the latest smartphones. GPS positioning, electronic compasses, accelerometers and directional audio holds the potential to design interfaces that put more of the users everyday abilities to play.

In our everyday lives we constantly use our ears to locate events, to take in emotions and meanings from others, to detect potential dangers, to analyse processes - the list can be made long. In the same natural way we use our arms and hands to interact with others and the world around us. We use them to indicate directions, to communicate intentions, to describe processes, to express emotions and much more.
It took evolution billions of years to develop these abilities and to make them the natural tools for interaction with the environment they are today. Slowly, technology is catching up. The interaction between humans and their machines does not have to be dictated by technological concerns anymore. Today we can design interfaces that work more on human terms than ever before.

We want to make it possible for people to put more of their everyday senses, needs, desires, emotions and skills to play when interacting with technology.
In the II City project we explore how the latest smartphones can be utilizied to design multimodal user interfaces that make this happen.

Projects

AUDIO GAMES DESIGN

We design games that use sound to create innovative gaming experiences that change the way we interact with, and think about, gaming.

With iSpooks we have created a fully playable, audio game for the iPhone. DigiWall® combines climbing and gaming in a unique and challenging experience and is today available as a commercial product. In our mini-game, Beowulf, we use sound to push your emotional boundaries. Echo Range moves the gaming experience away from the screen, and out into the urban environment.

Projects

  • iSpooks - a fully developed, audio driven, experimental game for the iPhone.
  • Beowulf - a gaming experience that utilizes the players own imagination to create an intense, immersive experience.
  • DigiWall® - a climbing wall that redefines the gaming experience through full-body, physical interaction.
  • Echo Range - a game that uses the physical restrictions of the real world to enhance a classic virtual gameplay experience.
  • GRIEG (Gender Roles in Emerging Games) - a research project that aims at mapping out and exploring possible future game applications that in a better way than today fills the needs of girls.
Service Design

Service Design is the holistic process of aligning all different kinds or resources in the process of designing and developing high-quality services. At Interactive Institute Piteå we use service design methods in both design and research considering user centered applications- often with emphasis on how interactive sound can contribute to successful services.

Projects