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Ioana Ocnarescu
November, 2011
BEYOND
TECHCARDS:
INTERMEDIATE
REPRESENTATIONS TO
SUPPORT THE CREATIVE
PROCESS OF EMERGING
TECHNOLOGIES
IASDR 2011, TUDELFT (NL)
COPYRIGHT © 2011 ALCATEL-LUCENT. ALL RIGHTS RESERVED.
PAPER TITLE:
Beyond TechCards: a first step toward the investigation of new
dimensions of intermediate representations to support the creative process
of emerging technologies
RESEARCH TEAM:
BEYOND TECHCARDS:
INTERMEDIATE REPRESENTATIONS TO SUPPORT THE
CREATIVE PROCESS OF EMERGING TECHNOLOGIES
Ioana Ocnarescu
Florentin Rodio
Alexis Eve
Jean-Baptiste Labrune
Carole Bouchard
Améziane Aoussat
COPYRIGHT © 2011 ALCATEL-LUCENT. ALL RIGHTS RESERVED.
3
Alcatel-Lucent
Bell Labs
Applications Domain
DISCOVER AND OBSERVE
SCIENTIFIC FACTS
Theories, models, methods,
observations,…
1. RESEARCH & DESIGN AT BELL LABS
A RESEARCH LABORATORY IN AN INDUSTRIAL CONTEXT
INVENT
TECHNOLOGIES
The historical focus: technical innovations
in software engineering, operating
systems, physics and networks, …
IMAGINE AND CREATE
APPLICATIONS
User-centered prototypes,
technical demonstrators, …
COPYRIGHT © 2011 ALCATEL-LUCENT. ALL RIGHTS RESERVED.
4
1. RESEARCH & DESIGN AT BELL LABS
A CASE STUDY EXAMPLE
Belgium
1 Project leader technical
3 Technical specialists
2 Designers
India
1 Technical specialist
France
1 Project leader technical
10 Technical specialists
1 Project leader design
3 Designers
1 Human centered specialist
Source Placeholder
16 Technical specialists, 6 Designers, 1 Human centered specialist
TO CREATE A TECHNICAL DEMOSTRATOR DURING 6 MONTHS
COPYRIGHT © 2011 ALCATEL-LUCENT. ALL RIGHTS RESERVED.
5
1. RESEARCH & DESIGN AT BELL LABS
AN INTERNATIONAL RESEARCH PROJECT
Source Placeholder
UNDERSTAND TECHNOLOGY BLOCKS & CREATE USER STORIES
COPYRIGHT © 2011 ALCATEL-LUCENT. ALL RIGHTS RESERVED.
6
2. WHEN RESEARCH HELPS INDUSTRY
TOOLS FOR COLLABORATIVE WORK
Ideo Method Cards
intermediate objects
intermediate representations
boundary objects
design artefacts
[Bertelsen, 2000], Bouchard [2005], Mer et al[1995], Moggridge [2007], Vinck [1999], Vinck [2009]
COPYRIGHT © 2011 ALCATEL-LUCENT. ALL RIGHTS RESERVED.
7
2. WHEN RESEARCH HELPS INDUSTRY
TOOLS FOR COLLABORATIVE WORK
Source Placeholder
•  ROLES:
•  identification, presentation and translation;
•  coordination and communication in the design process;
•  to stimulate creativity, inspirational material;
•  to test and prototype concepts.
•  CHARACTERISTICS:
•  Open objects;
•  Close objects.
Ideo Method Cards
COPYRIGHT © 2011 ALCATEL-LUCENT. ALL RIGHTS RESERVED.
8
2. WHEN RESEARCH HELPS INDUSTRY
TECHCARDS - TOOLS FOR COLLABORATIVE WORK
COPYRIGHT © 2011 ALCATEL-LUCENT. ALL RIGHTS RESERVED.
9
1 - Title and name of the platform,
2 - Metaphorical image,
3 - Short description of the technology,
4 - Maturity level,
5 - Ownership,
6 - Technical characteristics,
7 - What to improve points,
8 - Location & contact.
2. WHEN RESEARCH HELPS INDUSTRY
TECHCARDS - TOOLS FOR COLLABORATIVE WORK
COPYRIGHT © 2011 ALCATEL-LUCENT. ALL RIGHTS RESERVED.
10
•  CONTRIBUTIONS:
•  Concrete outcomes à a way to initiate communication
and collaboration in a multidisciplinary environment;
•  This format helped us to visualize, materialize and
make tangible pure technological thoughts, ideas and
algorithms.
•  ROLES:
•  For designers: a necessity in this particular context + an
inspirational material;
•  For technical specialists: a first prove of the existence
of their technology even in a conceptual way;
•  For team leaders: see the overall process from the
conceptual to the concrete and allowed them to see what
could be delivered, on time, and what human resources
were required.
Share, communicate,
materialize, inspire, …
2. WHEN RESEARCH HELPS INDUSTRY
TECHCARDS - WHAT WE HAVE LEARNED?
COPYRIGHT © 2011 ALCATEL-LUCENT. ALL RIGHTS RESERVED.
11
3. RESEARCH QUESTION AND HYPOTHESIS
Hypothesis 1.
Participants who used the TechCards will score higher on measure of fluidity
than participants who did not use the TechCards.
The creative and motivational potential of the TechCards in the
design process
Hypothesis 2.
Participants who used the TechCards will score higher on measure of
adaptation than participants who did not use the TechCards.
Hypothesis 3.
Participant who played the game will score higher on measure of creative
performance than participants who did not play the game.
Hypothesis 4.
Participant who played the game will score higher on measure of intrinsic
motivation than participants who did not play the game.
COPYRIGHT © 2011 ALCATEL-LUCENT. ALL RIGHTS RESERVED.
12
4. THE EXPERIMENTATION
CONDITIONS AND SET-UP
1. List of technologies
simple creativity session with
16 design students divided
in 4 groups x 4 persons.
2. TechCards session
creativity session with
TechCards, no rules,
16 design students divided
in 4 groups x 4 persons.
3.Game based
TechCards session
creativity session with
TechCards with rules,
16 design students divided
in 4 groups x 4 persons.
COPYRIGHT © 2011 ALCATEL-LUCENT. ALL RIGHTS RESERVED.
13
4. THE EXPERIMENTATION
GENERAL PROCEDURE
All participants in the study were told to enumerate
creative use-cases for a specific set of technology
The 4 rules:
1.  "We need as much ideas as possible. More ideas lead to a
greater probability of finding a creative one.”
2.  "All ideas are welcome, even the craziest.”
3.  “Ideas proposed by someone may be combined
4.  or improved by someone else.”
5.  "Never criticize the ideas of others! An assessment phase will
come later.”
Timing:
25min (creativity session) + 10min (23 item questionnaire)
COPYRIGHT © 2011 ALCATEL-LUCENT. ALL RIGHTS RESERVED.
14
4. THE EXPERIMENTATION
CREATIVE PERFORMANCE – ANALYSIS AND RESULTS
Components to measure creativity:
1.  Fluency
2.  Adaptation
3.  Originality
4.  Overall creativity
Methods:
4 one-way ANOVAs to test the difference of creative production
among three creativity sessions.
COPYRIGHT © 2011 ALCATEL-LUCENT. ALL RIGHTS RESERVED.
15
4. THE EXPERIMENTATION
INTRINSEC MOTIVATION – ANALYSIS AND RESULTS
Scales from Intrinsic Motivation Inventory:
1.  Interest / Enjoyment
2.  Perceived Competence
3.  Effort / Importance
4.  Pressure / Tension
Methods:
4 one-way ANOVAs were used to test the difference of intrinsic
motivation and subjective experience among the three creativity
sessions.
COPYRIGHT © 2011 ALCATEL-LUCENT. ALL RIGHTS RESERVED.
16
4. THE EXPERIMENTATION
DISCUSSIONS
Results and interpretation:
1.  In both TechCards sessions we observed
more fluency and a higher number of
adapted ideas (H1 & H2).
2.  We observed an increased motivation of
participants in the gaming session
compared to the other conditions. (H3)
3.  We observed that in the Game condition
the creative output is significantly more
original and creative. (H4)
OBSERVATIONS, LIMITATIONS,
CONSTRAINTS, …
COPYRIGHT © 2011 ALCATEL-LUCENT. ALL RIGHTS RESERVED.
17
4. THE EXPERIMENTATION
DISCUSSIONS
Study limitations:
1.  Is the motivational effect is maintained
over time and repetitive gaming
sessions?
2.  low number of use-cases
= ?
technology misunderstanding,
card incomprehension
intrinsic difficulties related to the specific
technology to generate ideas
OBSERVATIONS, LIMITATIONS,
CONSTRAINTS, …
COPYRIGHT © 2011 ALCATEL-LUCENT. ALL RIGHTS RESERVED.
18
5. CONTRIBUTIONS AND CONCLUSIONS
PERSPECTIVES:
1.  Other rules - what kind of game experience?
2.  Test, explore and understand new
experimental aspects of this tool in other
projects in order to find new ways of
understanding and interacting with
technology;
3.  Augment the TechCards in order to perceive
the technology in more than a visual way,
toward an interactive experience;
4.  Research opportunity for innovation
management.
ALU Bell Labs
Open Days 2011
ioana.ocnarescu@gmail.com
November, 2011
THANK YOU! QUESTIONS?

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TechCards, intermediate representations to support the creative process of emerging technologies - IASDR 2011

  • 1. Ioana Ocnarescu November, 2011 BEYOND TECHCARDS: INTERMEDIATE REPRESENTATIONS TO SUPPORT THE CREATIVE PROCESS OF EMERGING TECHNOLOGIES IASDR 2011, TUDELFT (NL)
  • 2. COPYRIGHT © 2011 ALCATEL-LUCENT. ALL RIGHTS RESERVED. PAPER TITLE: Beyond TechCards: a first step toward the investigation of new dimensions of intermediate representations to support the creative process of emerging technologies RESEARCH TEAM: BEYOND TECHCARDS: INTERMEDIATE REPRESENTATIONS TO SUPPORT THE CREATIVE PROCESS OF EMERGING TECHNOLOGIES Ioana Ocnarescu Florentin Rodio Alexis Eve Jean-Baptiste Labrune Carole Bouchard Améziane Aoussat
  • 3. COPYRIGHT © 2011 ALCATEL-LUCENT. ALL RIGHTS RESERVED. 3 Alcatel-Lucent Bell Labs Applications Domain DISCOVER AND OBSERVE SCIENTIFIC FACTS Theories, models, methods, observations,… 1. RESEARCH & DESIGN AT BELL LABS A RESEARCH LABORATORY IN AN INDUSTRIAL CONTEXT INVENT TECHNOLOGIES The historical focus: technical innovations in software engineering, operating systems, physics and networks, … IMAGINE AND CREATE APPLICATIONS User-centered prototypes, technical demonstrators, …
  • 4. COPYRIGHT © 2011 ALCATEL-LUCENT. ALL RIGHTS RESERVED. 4 1. RESEARCH & DESIGN AT BELL LABS A CASE STUDY EXAMPLE Belgium 1 Project leader technical 3 Technical specialists 2 Designers India 1 Technical specialist France 1 Project leader technical 10 Technical specialists 1 Project leader design 3 Designers 1 Human centered specialist Source Placeholder 16 Technical specialists, 6 Designers, 1 Human centered specialist TO CREATE A TECHNICAL DEMOSTRATOR DURING 6 MONTHS
  • 5. COPYRIGHT © 2011 ALCATEL-LUCENT. ALL RIGHTS RESERVED. 5 1. RESEARCH & DESIGN AT BELL LABS AN INTERNATIONAL RESEARCH PROJECT Source Placeholder UNDERSTAND TECHNOLOGY BLOCKS & CREATE USER STORIES
  • 6. COPYRIGHT © 2011 ALCATEL-LUCENT. ALL RIGHTS RESERVED. 6 2. WHEN RESEARCH HELPS INDUSTRY TOOLS FOR COLLABORATIVE WORK Ideo Method Cards intermediate objects intermediate representations boundary objects design artefacts [Bertelsen, 2000], Bouchard [2005], Mer et al[1995], Moggridge [2007], Vinck [1999], Vinck [2009]
  • 7. COPYRIGHT © 2011 ALCATEL-LUCENT. ALL RIGHTS RESERVED. 7 2. WHEN RESEARCH HELPS INDUSTRY TOOLS FOR COLLABORATIVE WORK Source Placeholder •  ROLES: •  identification, presentation and translation; •  coordination and communication in the design process; •  to stimulate creativity, inspirational material; •  to test and prototype concepts. •  CHARACTERISTICS: •  Open objects; •  Close objects. Ideo Method Cards
  • 8. COPYRIGHT © 2011 ALCATEL-LUCENT. ALL RIGHTS RESERVED. 8 2. WHEN RESEARCH HELPS INDUSTRY TECHCARDS - TOOLS FOR COLLABORATIVE WORK
  • 9. COPYRIGHT © 2011 ALCATEL-LUCENT. ALL RIGHTS RESERVED. 9 1 - Title and name of the platform, 2 - Metaphorical image, 3 - Short description of the technology, 4 - Maturity level, 5 - Ownership, 6 - Technical characteristics, 7 - What to improve points, 8 - Location & contact. 2. WHEN RESEARCH HELPS INDUSTRY TECHCARDS - TOOLS FOR COLLABORATIVE WORK
  • 10. COPYRIGHT © 2011 ALCATEL-LUCENT. ALL RIGHTS RESERVED. 10 •  CONTRIBUTIONS: •  Concrete outcomes à a way to initiate communication and collaboration in a multidisciplinary environment; •  This format helped us to visualize, materialize and make tangible pure technological thoughts, ideas and algorithms. •  ROLES: •  For designers: a necessity in this particular context + an inspirational material; •  For technical specialists: a first prove of the existence of their technology even in a conceptual way; •  For team leaders: see the overall process from the conceptual to the concrete and allowed them to see what could be delivered, on time, and what human resources were required. Share, communicate, materialize, inspire, … 2. WHEN RESEARCH HELPS INDUSTRY TECHCARDS - WHAT WE HAVE LEARNED?
  • 11. COPYRIGHT © 2011 ALCATEL-LUCENT. ALL RIGHTS RESERVED. 11 3. RESEARCH QUESTION AND HYPOTHESIS Hypothesis 1. Participants who used the TechCards will score higher on measure of fluidity than participants who did not use the TechCards. The creative and motivational potential of the TechCards in the design process Hypothesis 2. Participants who used the TechCards will score higher on measure of adaptation than participants who did not use the TechCards. Hypothesis 3. Participant who played the game will score higher on measure of creative performance than participants who did not play the game. Hypothesis 4. Participant who played the game will score higher on measure of intrinsic motivation than participants who did not play the game.
  • 12. COPYRIGHT © 2011 ALCATEL-LUCENT. ALL RIGHTS RESERVED. 12 4. THE EXPERIMENTATION CONDITIONS AND SET-UP 1. List of technologies simple creativity session with 16 design students divided in 4 groups x 4 persons. 2. TechCards session creativity session with TechCards, no rules, 16 design students divided in 4 groups x 4 persons. 3.Game based TechCards session creativity session with TechCards with rules, 16 design students divided in 4 groups x 4 persons.
  • 13. COPYRIGHT © 2011 ALCATEL-LUCENT. ALL RIGHTS RESERVED. 13 4. THE EXPERIMENTATION GENERAL PROCEDURE All participants in the study were told to enumerate creative use-cases for a specific set of technology The 4 rules: 1.  "We need as much ideas as possible. More ideas lead to a greater probability of finding a creative one.” 2.  "All ideas are welcome, even the craziest.” 3.  “Ideas proposed by someone may be combined 4.  or improved by someone else.” 5.  "Never criticize the ideas of others! An assessment phase will come later.” Timing: 25min (creativity session) + 10min (23 item questionnaire)
  • 14. COPYRIGHT © 2011 ALCATEL-LUCENT. ALL RIGHTS RESERVED. 14 4. THE EXPERIMENTATION CREATIVE PERFORMANCE – ANALYSIS AND RESULTS Components to measure creativity: 1.  Fluency 2.  Adaptation 3.  Originality 4.  Overall creativity Methods: 4 one-way ANOVAs to test the difference of creative production among three creativity sessions.
  • 15. COPYRIGHT © 2011 ALCATEL-LUCENT. ALL RIGHTS RESERVED. 15 4. THE EXPERIMENTATION INTRINSEC MOTIVATION – ANALYSIS AND RESULTS Scales from Intrinsic Motivation Inventory: 1.  Interest / Enjoyment 2.  Perceived Competence 3.  Effort / Importance 4.  Pressure / Tension Methods: 4 one-way ANOVAs were used to test the difference of intrinsic motivation and subjective experience among the three creativity sessions.
  • 16. COPYRIGHT © 2011 ALCATEL-LUCENT. ALL RIGHTS RESERVED. 16 4. THE EXPERIMENTATION DISCUSSIONS Results and interpretation: 1.  In both TechCards sessions we observed more fluency and a higher number of adapted ideas (H1 & H2). 2.  We observed an increased motivation of participants in the gaming session compared to the other conditions. (H3) 3.  We observed that in the Game condition the creative output is significantly more original and creative. (H4) OBSERVATIONS, LIMITATIONS, CONSTRAINTS, …
  • 17. COPYRIGHT © 2011 ALCATEL-LUCENT. ALL RIGHTS RESERVED. 17 4. THE EXPERIMENTATION DISCUSSIONS Study limitations: 1.  Is the motivational effect is maintained over time and repetitive gaming sessions? 2.  low number of use-cases = ? technology misunderstanding, card incomprehension intrinsic difficulties related to the specific technology to generate ideas OBSERVATIONS, LIMITATIONS, CONSTRAINTS, …
  • 18. COPYRIGHT © 2011 ALCATEL-LUCENT. ALL RIGHTS RESERVED. 18 5. CONTRIBUTIONS AND CONCLUSIONS PERSPECTIVES: 1.  Other rules - what kind of game experience? 2.  Test, explore and understand new experimental aspects of this tool in other projects in order to find new ways of understanding and interacting with technology; 3.  Augment the TechCards in order to perceive the technology in more than a visual way, toward an interactive experience; 4.  Research opportunity for innovation management. ALU Bell Labs Open Days 2011