Santoro uxss-introduction

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Santoro uxss-introduction

  1. 1. Summer School Open Innovation & User eXperience Design & Assessment Day 1, 10th September 2012Session: IntroductionPresenter: Roberto Santoro Milan, 10th – 14th Sep. 2012
  2. 2. 1st Summer School on “Open Innovation andUser eXperience Design & Assessment”Hands on UX Design Summer School - Milan, 10th –14th September 2012• To raise awareness on design innovation, basedon the Integration of Design methodologies withinLiving Labs’ environments• To apply UX design concepts to specific casesincluding Smart Conference• To develop a roadmap for the UX based designframework
  3. 3. User Experience The four elements of User Experience (Rubinoff, 2004) Facets of the User Experience (Morville, 2004) User Experience (ISO 9241-210):•  “A persons perceptions and responses that result from the use or anticipated use of a product, system or service" •  “is subjective and focuses on the use”•  “includes all the users emotions, beliefs, preferences, perceptions, physical and psychological responses, behaviours and accomplishments that occur before, during and after use” 3
  4. 4. Experience DesignExperience Design is the practice of designing products, processes, services,events, and environments with a focus placed on the quality of the userexperience and culturally relevant solutions, with less emphasis placed onincreasing and improving functionality of the design (Aarts & Marzano, 2003).Many disciplines are involved in Experience Design, such as cognitive andperceptual psychology, cognitive science, architecture and environmentaldesign, interaction design (ergonomics & haptics), product design,ethnography, service design, heuristics, technical communication anddesign thinking. The Knowledge, Social and Business dimensions of User Experience (Santoro 2012) 4
  5. 5. LLAB Community•  2005 AMI Communities, constituting Living Lab task force as flagship initiative•  2006 supporting the launch of ENoLL by Finnish European Presidency,•  2007 Governance Task Force Chair, for the foundation of ENoLL•  2008 addressing the ICT 2008 gala event organized by the French Presidency of the European Union•  2009 elected acting Chair of ENoLL, constituting the ENoLL AISBL legal entity•  2010 Launching the First Living Lab Summer School in Paris•  2011 Setting Transversal Thematic Innovation Platforms at ICE 2011 (Living Lab Design Innovation and Mixed Reality)•  2012 Launching the First User-Centred Design Innovation Living Lab Prize•  2012 1st Open Innovation & User eXperience Design & Assessment Summer School - UXSS in Milan !!!
  6. 6. Living LAB Open Communities 100s of public bodies, 1.000s of companies, 100.000s of final users LL- Open LL- LL- Policy Partner s LL- Partners ENoL L 320 ENoLL Members and Growing…6 WAVES citiesIndividuals register at any time at regio www.openlivinglabs.eu energy media www.ami-communities.eu health manufacturing
  7. 7. European Society of Concurrent Engineering• Established in 1994 as Non-profit-making Over 500 membersorganisation 50% Academic 50% Industrial• Sustainable knowledge community forConcurrent Enterprising 35 Countries worldwide 18th International ESoCE Industry Forum Conference Innovating USER DRIVEN OPEN & Product-Services RESPONSIBLE by Collaboration INNOVATION Rome, 3 December 2012 2012 Munich, 18-20 June, Concurrent Engineering-Enterprising- Innovation User Community based Living Labs Collaborative Networks Delivering full text access to the WWW.ESOCE.NET worlds highest quality technical Rsantoro@esoce.net literature in engineering and
  8. 8. “IDeALL: Integrating Design for All inLiving Labs”•  “How to Improve User-Centered Innovation with Design for all Methodologies and Experimentations with Users in Living Labs? Example of IDeALL Project.” http://www.ami-communities.eu/wiki/IDeALL•  The goal of the IDeALL project is to connect designers and innovative eco-systems in order to create a common platform. Furthermore, its purpose is to link two innovative and user- centered communities: Living labs and the Design for All community.•  This project banks on the fact that the connection of Living Labs and Design for All communities will favour innovation through joint approach toward non-technological innovation, putting the human being at the heart of the concerns. 8
  9. 9. ICE 2012 18th International ICE Conference Innovation by Collaboration and Entrepreneurial Partnerships European Commission Enterprise and Industry IDeALL - Integrating Design for All in Living LabsThe workshop main objective is to identify and share methodologies based on user-centredapproaches. used in « design sentres » and in « Living Labs » The identified methodologieswill then be compared in interactive sessions –  am: Identifying User-centred methods in the Design and LLAB Community –  pm: Comparing methods and approaches Design Methods • Lead User • Contextual Design • Empathic Design • LUPI® Design • Usability Design • Experiential Design • User Centred Design • Participatory Design 9 • Web 2.0 Design
  10. 10. The final list of 16 criteria forDesign Methods assessment•  Cost Effectiveness (includes Cost Process and Cost)•  Decision Power (who has the power of deciding? Legitimacy? Designers? Users? Policymakers? Degree of hierarchy?•  Empirical Evidence (the degree to which a method was previously successful: it means that empirical studies of this method are available)•  Expertise (type and level of expertise needed)•  Impact Measurement (the degree to which the method has an impact on the design successfulness)•  Immersive Experience (the degree of interaction within the innovative scenario)•  Product Evaluation (users and companies perspectives)•  Nature of Deliverables (e.g. prototypes, products, services, scenarios)•  Observations (needs & expectations, capacities, users behaviours & feelings)•  Physical Support (the material used to play the innovative scenario)•  Privacy Issues (e.g. digital identity, confidential information, anonymous characteristics)•  Public/Private (the degree to which the method is compatible with either PP partnership or just Public dev. or just Private dev.)•  Time (Project planning)•  User Feedback (e.g. surveys, Focus Group Interview)•  User Contribution (the degree of involvement as observed subject or as co-creating value)•  User Involvement (individual user, group of users)•  Visual (the degree of concretisation of the concepts) 10
  11. 11. Designing IoT Experiencesthe ELLIOT (Experiential Living Labfor the Internet of Things) project(www.elliot-project.eu), which aims todevelop an Internet Of Things (IOT)experiential platform where users/citizens are directly involved in co-creating, exploring andexperimenting new ideas, conceptsand technological artefacts related toIOT applications and services.ELLIOT will allow studying thepotential impact of IOT and theFuture Internet in the context of theOpen User Centred Innovationparadigm and of the Living Labapproach .
  12. 12. The ELLIOT Platform support to the Living Lab Cycle ELLIOT Observes the ELLIOT supports Designers Consumers of the IOT service by simulated environments and Measures their experience (SG) in using itELLIOT supports Designersby model (CoPa) and linking Designers model the experiencetools (Serious Gaming) and measurement access to previous experiences ELLIOT provides a feedback to the Designers of the IOT service 12
  13. 13. ELLIOT Use Cases (III): Green City Services Experience in the City of NICE - FRANCE Knowledge • Increase awareness on IoT paradigm • Update knowledge on the impact of air Social quality in daily lives Status Social • Generate enthusiasm for IoT based Target services • Foster citizen involvement in air quality measurement Business • Encourage collaborative tagging and Knowledge information sharing The KBS chromo-framework © R.Santoro A. Bifulco PRO-VE 2005 Business • Provide easy to use and engaging green services • Change citizen behavior towards a more sustainable lifestyle • Respect citizen privacy and confidentiality 13
  14. 14. User Experience Based Design RoadmapUser Experience (ISO 9241-210):“A persons perceptions and responses that result from the use or anticipated use of aproduct, system or service"“includes all the users emotions, beliefs, preferences, perceptions, physical andpsychological responses, behaviours and accomplishments that occur before, duringand after use” 14
  15. 15. Summer SchoolOpen Innovation & User eXperience Design & Assessment Download  the  Summer  School    Networking  App     “SmartUXSS” Join The Co-creation Team for the Best Summer School Networking App Ever 15

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