IoT och Gamification - For a safe industry
Reference number | |
Coordinator | RISE Research Institutes of Sweden AB - SICS Swedish ICT Västerås AB |
Funding from Vinnova | SEK 4 973 143 |
Project duration | May 2017 - April 2019 |
Status | Completed |
Purpose and goal
The aim of the project is to create a safer industry by applying wearable IoT and Gamification. The project apply UX- and design research in creative cooperation with end users in the process industry. It identified challenges for which the project could make impact and developed innovative concepts and prototypes to be used in the process industry - and possibly other hazardous environments.
Expected results and effects
This project has looked at how Gamification can be applied to ensure that personnel are motivated to adhere to the security instructions that are available. The project has also developed conceptual and prototyped systems of personal safety with new portable sensors and IoT technology. The research has increased the digitalization readiness and the level of discussions around personal safety in the process industry. The result will have effect on what kind of projects and specifications will be produced when investing in digital solutions and safety processes.
Planned approach and implementation
IoT and Gamification was divided in two parts that address two challenges: 1. We utilized available technology and developed a system that integrated technology related to personal safety in a holistic solution. 2. The project investigated how Gamification can be applied to create greater commitment to safety. This was made through communication, observations, interviews and workshops. The most promising prototypes were evaluated with end-users in the industry. The project identified a supplier who will produce one of many solutions that were developed in the project.