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Mobility&Udi 2011
Mobility&Udi 2011
Mobility&Udi 2011
Mobility&Udi 2011
Mobility&Udi 2011
Mobility&Udi 2011
Mobility&Udi 2011
Mobility&Udi 2011
Mobility&Udi 2011
Mobility&Udi 2011
Mobility&Udi 2011
Mobility&Udi 2011
Mobility&Udi 2011
Mobility&Udi 2011
Mobility&Udi 2011
Mobility&Udi 2011
Mobility&Udi 2011
Mobility&Udi 2011
Mobility&Udi 2011
Mobility&Udi 2011
Mobility&Udi 2011
Mobility&Udi 2011
Mobility&Udi 2011
Mobility&Udi 2011
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Mobility&Udi 2011

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Keynote at conference "Mobility and identity from Cultural, Economic and Business Perspectives"

Keynote at conference "Mobility and identity from Cultural, Economic and Business Perspectives"

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  • 1. 1 FI-CoC UK-DRUSA-IxD NL-USI IT-EUD TW-ID Ting-Ray Chang, Research Scientist, Context-Aware & Human-Service Interaction Research Scientist, VTT Technical Research Centre of Finland PhD student, Engineering Design Centre (EDC) University of Cambridge
  • 2. 2 Designing technology always with our users? “Mobility” in User-Driven Innovation Sonderborg, Denmark, 2011 Nov. 30th or designing for users traveling/ living around the world?Image source: comfort surf
  • 3. 3 User Driven Innovation & Co-Creation User-Driven Innovation [Holmquist, L.(2004)] : “Users considered as a source of inspiration that can foster innovation.” Co-creation: With USERS, designers/researchers gain insights in idea generation for creating services Co-design: Users’ role is an EQUAL design partner which enables the designers and users make design decisions together Participatory design: multi-stakeholders work together in different stages of design practices
  • 4. 4 Case 1 – Three User-Driven Innovation methods for co-creating Cloud Services Cloud Software: from installable applications to web-based computing, accessible anywhere, from multi devices, somewhat a new idea for everyday end-users Open Telco: Open API framework for mobile networks, aim to develop services utilizing users’ data via tele-operators Creating value proposals within the project partners (stakeholders)  Expertise from the project group: technical, business, designers, researchers, etc.  9 value proposals  Outcome  illustrated initial scenarios  Technical possibilities  services users actually want Cloud Software program
  • 5. 5 Motivations & some initial decisions Cloud computing, what could it be for our end-users? To involve users in early design processes To gather different levels of insights from the end-users, from the values of the services to specific interactions and user experiences Different types of user-involvement: real-world versus lab setting, face-to-face versus online interaction, synchronized versus unsynchronized ideation Resource dependent Quantitative versus qualitative analysis in goal-oriented research Focus group, online crowdsourcing, and living lab
  • 6. 6 Focus group ideation Established user study method Goal: feedback on acceptance and ideation of proposed value proposals 8 participants, 4F+4M, invited and scheduled, user lab setting, one hour. Introduce value proposals with illustrated scenarios, comments and group discussions. Followed by group ideations of future TV Lists of ideas and comments were produced, many consensus were reached
  • 7. 7Online Crowdsourcing in Open Web Lab (Owela) 84 Users from around the world invited to participate the online ideation Users ideated free from time and space restrictions Researcher participation for motivating and monitoring ideation and discussions Large amount of data (221 threaded comments), crazy ideas, deep feelings, and vivid stories More tech-oriented user groups
  • 8. 8An example of user ideations of future TV
  • 9. 9 Living lab, the Open Innovation Showroom (Ihme) Ihme: bring user research to the users’ world, in a living lab (in Finnish Ihme also means miracle) Other new technology to try and experience (e.g. eye-ware-free 3D-TV) Semi-structured discussions between researchers, designers and users 20 – 45 mins per session, 26 participants in first two weeks Users of all types could participate in & out freely, attracted “everyday” user groups Pro: Designers/researchers in users’ shoes, co-create tangible UX Challenge: recruit & motivate participation, flexible schedule
  • 10. 10examples of user ideations of future TV and M2M
  • 11. 11 Take-aways For our project:  value proposals evaluated and further developed into cloud services, ex. Group text chat, “why? I already have it on my phone..”  Deep understanding of the end-users  Ideation and evaluation with lead users and everyday users For researchers and designers:Focus group was the most efficient method for producing quick ideas and feedback;Owela online crowdsourcing gave most creative ideas;Ihme direct interaction in a living lab creates the most close-to-real- life-experience (tangible) ideas. Other things to consider: resource, recruiting and motivating users
  • 12. 12 Corporate visions ofmobility in User driven Innovation – Docomo mobile life –
  • 13. 13 Case 2 – mobile and personal wellbeing Mobile – always with you Tracking – GPS, accelerator, RFID, NFC, text & video input Apps success? April 2011, Android market, AppStore, browsed and searched, 5K+ What do the experts and end-users say? Persuasive Technology, Usability, Technical, Technology Acceptance Model for Mobile (TAMM) Further results please see forthcoming publications
  • 14. 14
  • 15. 15 Case 2 – mobile and personal wellbeing Mobile – always with you Tracking – GPS, accelerator, RFID, NFC, text & video input Apps success? April 2011, Android market, AppStore, browsed and searched, 5K+ What do the experts and end-users say? Persuasive Technology, Usability, Technical, Technology Acceptance Model for Mobile (TAMM) Further results please see forthcoming publications
  • 16. 16 Case 2 – mobile and personal wellbeing Tracking Goal setting Challenges Food entry (RFID, NFC) Diary Mood Social sharing profiling
  • 17. 17 Current PhD project – visual stimuli as communication tool for co-creation Visual stimuli  Communication  Visual methods Co-creation  Multi-stakeholders  Service, product, or built environment design Example of a tool for mobility and identity
  • 18. Map your life! My name is _____________, I’m _____________ I consider myself related to these cultures: Plz draw ur flagMap your life on the map from day one... (mark age too) I speak: I like: I consider home: My citizenship(s): Other things about me:
  • 19. 22Eye candy – where ideas come from by RSA Invitation for collaborations!
  • 20. 23 For further interests To find out more about User-driven innovation and TAMM (Technology Acceptance Model for Mobile Services), see: http://www.vtt.fi/people/eija_kaasinen.jsp?lang=en Visual Methods: www.visualmethods.org Cloud Software Program: http://www.cloudsoftwareprogram.org Further questions or to get the PPT from this presentation:Find ”Ting-Ray Chang” on LinkedIn, or (DesignResearcher)http://www.linkedin.com/in/designresearcher
  • 21. 24VTT creates businessfrom technology

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