This document is a minor thesis by Francesco Bonadiman on innovation and entrepreneurship. It discusses developing a tabletop system to paper prototype mobile applications. The document begins with an introduction that outlines the business idea of creating a tool to improve paper prototyping for mobile devices. It then provides a literature analysis on paper prototyping and its benefits. Finally, it describes the methods that will be used in the thesis, including a market and competitor analysis, description of the business idea and value proposition, and contributions to the author's major thesis project. The overall goal is to examine the market for prototyping tools and identify opportunities for a new product.
Enhancing the interaction space of a tabletop computing system to design pape...Francesco Bonadiman
This Master Thesis presents new low-tech interaction techniques developed to enhance the user interaction in tabletop computing environments. These low-tech approaches, indeed, aim at creating a valuable alternative to high-tech solutions, which instead focus their interaction on computer and mobile devices. Electronic tools, in fact, tend to distract the users and disturb the creative design process when working with low-tech methods within tabletop-based environments. The new interaction techniques were designed, implemented and finally applied to a tabletop computing system conceived to enhance paper-prototyping for mobile devices. This way, designers do not need to continuously shift the fidelity of the media they are working with and are able to perform a number of different actions on the paper sketches (like editing or duplicating screens) by only using low-tech solutions. Therefore, these interaction techniques are evaluated with users to assess how fast or mentally demanding they are and which of the developed approaches is preferred.
NTU Workshop: 03 What Is The Distributed Manufacturing ScenarioMassimo Menichinelli
My presentation for the third day at the Open P2P Design workshop organized with Roger Pitiot at IDAS in Singapore.
http://www.workshop.colab-design.org/
Lorenzo Cordella Portfolio 2021_ Industrial Product Design Lorenzo Cordella
A compendium of some of the most relevant projects I did, together with some personal fast concepts.
Some of my projects are not in this portfolio due to confidentiality, but please feel free to ask me any questions you may have as I can be reached at lorenzocordella@yahoo.it or (+39) 333 911 8511. I appreciate you taking the time to review my qualifications.
Typography and Responsive Grids in the World of Mobile DevelopmentTiago Pedras
To designers and art directors, responsive web design poses a challenge. Responsive grids and patterns and, above all, the behavior of typographic design need to be taken into consideration across mobile platforms, since mobile devices are particularly restricted in terms of readability. Although typographic design may look nice on a smartphone or tablet, what about usability? This workshop will provide an answer to this question, and it will analyze the influence of typographic design on the user experience. It will be held in German and English.
Video links:
Slide 16: http://www.youtube.com/watch?v=WNIrs8FgYKU
Slide 28: http://www.youtube.com/watch?v=KI_tuYlVg-I
Slide 114: http://www.kickstarter.com/projects/207474036/iconic-advanced-icons-for-the-modern-web
Slide 116: http://simplefocus.com/flowtype/
The document summarizes the design process for creating a tracking device for children's belongings. It involved user research through an animated storyboard, ideating multiple concepts and selecting one through evaluation, developing wireframes and a visual design, creating 3D and physical prototypes using various tools, testing technologies, and laser cutting a final prototype. The process utilized lean UX and agile development principles of iterative design, validation with users, and parallel prototyping across interactive, physical, and electronic systems. The design process highlighted the challenges of managing development across different mediums in parallel and the importance of flexibility to change based on user feedback.
The EIT Alumni Startup Days bring together graduates, researchers, developers, designers, young professionals, entrepreneurs, and start-up enthusiasts under one roof, over a weekend to share ideas, form teams, build future products and services, and embark on new entrepreneurial adventures.
The EIT Alumni Startup Days is a non-profit event, and all income from the participation fees is 100% re-invested into the event.
This document summarizes a presentation on the "Right to be Forgotten" and discusses related issues. It begins by introducing the presenter and defines the Right to be Forgotten as having information about oneself deleted or removed from search results if it is inadequate, irrelevant, excessive or not up-to-date. It then discusses example cases that led to the establishment of this right and the European Court of Justice's ruling. The document outlines how Google has implemented removal of search results and talks about debates around whether information online should always remain available or be removable in some cases. It closes by considering philosophical questions around balancing privacy, transparency and the historical record.
Enhancing the interaction space of a tabletop computing system to design pape...Francesco Bonadiman
This Master Thesis presents new low-tech interaction techniques developed to enhance the user interaction in tabletop computing environments. These low-tech approaches, indeed, aim at creating a valuable alternative to high-tech solutions, which instead focus their interaction on computer and mobile devices. Electronic tools, in fact, tend to distract the users and disturb the creative design process when working with low-tech methods within tabletop-based environments. The new interaction techniques were designed, implemented and finally applied to a tabletop computing system conceived to enhance paper-prototyping for mobile devices. This way, designers do not need to continuously shift the fidelity of the media they are working with and are able to perform a number of different actions on the paper sketches (like editing or duplicating screens) by only using low-tech solutions. Therefore, these interaction techniques are evaluated with users to assess how fast or mentally demanding they are and which of the developed approaches is preferred.
NTU Workshop: 03 What Is The Distributed Manufacturing ScenarioMassimo Menichinelli
My presentation for the third day at the Open P2P Design workshop organized with Roger Pitiot at IDAS in Singapore.
http://www.workshop.colab-design.org/
Lorenzo Cordella Portfolio 2021_ Industrial Product Design Lorenzo Cordella
A compendium of some of the most relevant projects I did, together with some personal fast concepts.
Some of my projects are not in this portfolio due to confidentiality, but please feel free to ask me any questions you may have as I can be reached at lorenzocordella@yahoo.it or (+39) 333 911 8511. I appreciate you taking the time to review my qualifications.
Typography and Responsive Grids in the World of Mobile DevelopmentTiago Pedras
To designers and art directors, responsive web design poses a challenge. Responsive grids and patterns and, above all, the behavior of typographic design need to be taken into consideration across mobile platforms, since mobile devices are particularly restricted in terms of readability. Although typographic design may look nice on a smartphone or tablet, what about usability? This workshop will provide an answer to this question, and it will analyze the influence of typographic design on the user experience. It will be held in German and English.
Video links:
Slide 16: http://www.youtube.com/watch?v=WNIrs8FgYKU
Slide 28: http://www.youtube.com/watch?v=KI_tuYlVg-I
Slide 114: http://www.kickstarter.com/projects/207474036/iconic-advanced-icons-for-the-modern-web
Slide 116: http://simplefocus.com/flowtype/
The document summarizes the design process for creating a tracking device for children's belongings. It involved user research through an animated storyboard, ideating multiple concepts and selecting one through evaluation, developing wireframes and a visual design, creating 3D and physical prototypes using various tools, testing technologies, and laser cutting a final prototype. The process utilized lean UX and agile development principles of iterative design, validation with users, and parallel prototyping across interactive, physical, and electronic systems. The design process highlighted the challenges of managing development across different mediums in parallel and the importance of flexibility to change based on user feedback.
The EIT Alumni Startup Days bring together graduates, researchers, developers, designers, young professionals, entrepreneurs, and start-up enthusiasts under one roof, over a weekend to share ideas, form teams, build future products and services, and embark on new entrepreneurial adventures.
The EIT Alumni Startup Days is a non-profit event, and all income from the participation fees is 100% re-invested into the event.
This document summarizes a presentation on the "Right to be Forgotten" and discusses related issues. It begins by introducing the presenter and defines the Right to be Forgotten as having information about oneself deleted or removed from search results if it is inadequate, irrelevant, excessive or not up-to-date. It then discusses example cases that led to the establishment of this right and the European Court of Justice's ruling. The document outlines how Google has implemented removal of search results and talks about debates around whether information online should always remain available or be removable in some cases. It closes by considering philosophical questions around balancing privacy, transparency and the historical record.
HutteBot is a Telegram bot we (Francesco Bonadiman, Luca Galasso, Massimiliano Bolognesi and Silvio Biasiol) developed for the Hackathon.bz.it.
By using public transport and mountain cabins APIs, and by combining them with OpenStreetMaps and GoogleMaps ones, we created this bot which (ideally) allows users to:
- view mountain cabins within your area
- choose those ones you want to reach via Smart Mobility
- sort and filter cabins according to different parameters
- view cards of the cabins with info, maps and itineraries.
Get in touch with us in case you are interested to develop a Telegram bot ;)
"FrancigenR" is a native iOS mobile application which allows users to plan their trip on the Via Francigena by choosing the POIs suggested according to their profiles (updated through gamification) and to meet like-minded people they might travel with. We developed and presented this app at the HackathonBiz in Milan, organized by Uvet and Talent Garden on November, 15-16th, and we won the final prize consisting of 5K€. Demo-video: https://youtu.be/2znzGyEJIb8
DwesaBot is a light and powerful local guide for South Africans living in the Dwesa region. It comes as a chatbot for Telegram and it allows users to share journeys, check for springs nearby and report new ones (with their quality), share local food with people nearby and report accidents and road disruptions. It also promotes open-data usage and transparency for the Government, since it allows citizens to verify the location of water springs, together with their quality and queue, and to report illegal dumping sites.
Luca, Massimiliano, Silvio and I participated in the IEEE ISC2 Hackathon, organized by IEEE, EIT Digital and FBK and held in Trento on September, 13-14th, and we won both the Track prize and the final one, for a total amount of 5K euros. We are now redesigning and further developing the bot together with the ICT4G Unit of FBK, in order to launch a more complete version of the bot within the year.
MonMaps is for people enthusiastic about travelling: it is an enriched experience in passing local knowledge, such as favourite points of interest, recommended tours or hidden treasures.
As we like to say, MonMaps “lets your friends see the city through your eyes”, thanks to eye-catching maps made by you, with your customised content, styles and themes.
Get creative and share your Must-See places with the people you care about.
BarWin provides the whole solution of social and interactive gaming to bars. Customers of the bar could connect via the Wi-Fi of the bar and use their cellphones as joysticks. The overall interaction will be displayed on the screen so other customers could also watch the game and this may attract them to join.
BarWin provides different games, for example, poker, blackjack, bingo, roulette and quizzes. which are suitable for multiplayers playing. In future more games will be developed and provided to bars.
Bars can use products of BarWin for free. This enables the bars to attract customers by a unique selling point. They can not only boost their sales of drinks and food, but also get one share from the winner’s pot. Details of revenue model could be found in customer segmentation part.
"EYECITY, un progetto di piattaforma gestionale di integrazione per il comune di MI per l’analisi in tempo reale dei dati raccolti dai sensori per creare previsioni in supporto al decision making tramite data analytics e predictive learning."
Enhancing the interaction space of a tabletop computing system to design pape...Francesco Bonadiman
This document describes a blended prototyping system that allows designers to create paper prototypes of mobile applications and test them digitally on a tabletop surface. The system uses either color detection or barcode recognition to digitize paper sketches and define interactive components. It aims to enhance paper prototyping without disrupting the design process through unnecessary shifts in fidelity between paper and digital tools. The document outlines the hardware, software, interaction techniques, alternatives considered, and an evaluation method to measure the success of the new techniques based on parameters like quickness, ease-of-use, distraction, and user experience.
Scanned by CamScanner11. INTRODUCTIONPrototy.docxkenjordan97598
Scanned by CamScanner
1
1. INTRODUCTION
Prototypes are widely recognized to be a core means
of exploring and expressing designs for interactive
computer artifacts. It is common practice to build
prototypes in order to represent different states of
an evolving design, and to explore options. How-
ever, since interactive systems are complex, it may
be difficult or impossible to create prototypes of a
whole design in the formative stages of a project.
Choosing the right kind of more focused prototype
to build is an art in itself, and communicating its
limited purposes to its various audiences is a criti-
cal aspect of its use.
The ways that we talk, and even think about pro-
totypes, can get in the way of their effective use.
Current terminology for describing prototypes cen-
ters on attributes of prototypes themselves, such as
what tool was used to create them, and how re-
fined-looking or -behaving they are. Such terms
can be distracting. Tools can be used in many dif-
ferent ways, and detail is not a sure indicator of
completeness.
We propose a change in the language used to talk
about prototypes, to focus more attention on fun-
damental questions about the interactive system
being designed: What role will the artifact play in
a user’s life? How should it look and feel? How
should it be implemented? The goal of this chapter
is to establish a model that describes any prototype
in terms of the artifact being designed, rather than
the prototype’s incidental attributes. By focusing
on the purpose of the prototype—that is, on what
it prototypes—we can make better decisions about
the kinds of prototypes to build. With a clear pur-
pose for each prototype, we can better use proto-
types to think and communicate about design.
In the first section we describe some current diffi-
culties in communicating about prototypes: the
complexity of interactive systems; issues of multi-
disciplinary teamwork; and the audiences of pro-
totypes. Next, we introduce the model and illus-
trate it with some initial examples of prototypes
from real projects. In the following section we
present several more examples to illustrate some
further issues. We conclude the chapter with a sum-
mary of the main implications of the model for
prototyping practice.
2. THE PROBLEM WITH PROTOTYPES
Interactive computer systems are complex. Any
artifact can have a rich variety of software, hard-
ware, auditory, visual, and interactive features. For
example, a personal digital assistant such as the
Apple Newton has an operating system, a hard case
with various ports, a graphical user interface and
audio feedback. Users experience the combined
effect of such interrelated features; and the task of
designing—and prototyping—the user experience
is therefore complex. Every aspect of the system
must be designed (or inherited from a previous sys-
tem), and many features need to be evaluated in
combination with others.
Prototypes provide the means for examining de-.
This document provides an introduction to using storyboards for user experience design. It discusses how storyboards can help visualize user journeys and experiences through a series of conceptual illustrations. The document explains that storyboards are an effective tool that use images to communicate ideas more powerfully than words alone. It also presents a seven step process for creating requirements stories using storyboards to help define needs, foresee issues, and get stakeholders on the same page.
Simulation Modelling Practice and Theory 47 (2014) 28–45Cont.docxedgar6wallace88877
Simulation Modelling Practice and Theory 47 (2014) 28–45
Contents lists available at ScienceDirect
Simulation Modelling Practice and Theory
j o u r n a l h o m e p a g e : w w w . e l s e v i e r . c o m / l o c a t e / s i m p a t
Insight Maker: A general-purpose tool for web-based modeling
& simulation
http://dx.doi.org/10.1016/j.simpat.2014.03.013
1569-190X/� 2014 The Author. Published by Elsevier B.V.
This is an open access article under the CC BY license (http://creativecommons.org/licenses/by/3.0/).
E-mail address: [email protected]
1 The exact search query used was ‘’’modeling tool’’ OR ‘‘simulation tool’’’ in the Topic field.
Scott Fortmann-Roe
University of California, Berkeley, Department of Environmental Science, Policy, and Management, 130 Mulford Hall, Berkeley, CA 94720-3114, United States
a r t i c l e i n f o a b s t r a c t
Article history:
Received 29 April 2013
Received in revised form 23 March 2014
Accepted 26 March 2014
Available online 14 June 2014
Keywords:
Modeling
Simulation
Web-based technologies
System Dynamics
Agent-Based Modeling
A web-based, general-purpose simulation and modeling tool is presented in this paper. The
tool, Insight Maker, has been designed to make modeling and simulation accessible to a
wider audience of users. Insight Maker integrates three general modeling approaches –
System Dynamics, Agent-Based Modeling, and imperative programming – in a unified
modeling framework. The environment provides a graphical model construction interface
that is implemented purely in client-side code that runs on users’ machines. Advanced fea-
tures, such as model scripting and an optimization tool, are also described. Insight Maker,
under development for several years, has gained significant adoption with currently more
than 20,000 registered users. In addition to detailing the tool and its guiding philosophy,
this first paper on Insight Maker describes lessons learned from the development of a com-
plex web-based simulation and modeling tool.
� 2014 The Author. Published by Elsevier B.V. This is an open access article under the CC BY
license (http://creativecommons.org/licenses/by/3.0/).
1. Introduction
The field of modeling and simulation tools is diverse and emergent. General-purpose modeling tools (e.g. MATLAB’s
Simulink or the Modelica language [1]) sit beside highly focused and domain-specific applications (e.g. [2] for modeling
network control systems, [3] for simulating the behavior of wireless network routing protocols, or [4] for the simulation
and control of turbines). Interest in and published works on such tools has grown over time. The ISI Web of Knowledge
reports a substantial growth in papers published on modeling or simulation tools with 299 such papers published in the span
of 1985–1989, 1482 published from 1995 to 1999, and 3727 published from 2005 to 2009.1
For end-users, simulation and modeling tools are generally designed as executables to be run on a consumer operating
system such as W.
Interaction Room - Creating Space for Developments (Software Projects)adesso Turkey
The Interaction Room serves several purposes:
1) The focus on mission-critical aspects
2) Identification and elimination of risks associated with intuitive visualization methods at an early stage
3) Improving teamwork and the establishment of joint project responsibility between the IT and specialist departments.
The Interaction Room makes the relationships between processes, data and the application environment transparent and creates the basis for efficient decision-making processes. It is a method which steers the interest of those involved in the project’s progress and contributes to ensuring that all participants continuously work on the vision of the software that is being developed. The Interaction Room is not a theoretical concept but has proven itself in the business environment, as can be seen in successful projects in which the Interaction Room has already been used effectively.
Methods and tools used in the project. Analysis of the situation, surroundings, materials and customer needs. Service analysis, benchmarking, recommendations, communication strategy. Do you want to learn more? Visit the website http://www.ideoagency.com/
Track 09 - New publishing and scientific communication ways:
Electronic edition, digital educational resources
Authors: Ana Catarina Silva and Maria Manuel Borges
https://www.youtube.com/watch?v=tAdQkqUYROo&list=PLboNOuyyzZ86iI_x9SRTfV1KlSRX9DcEc&index=5
Seminar and Project Manager and Resourceful Trainer(SMART)IOSR Journals
Abstract: This paper presents an approach to eradicate all of the confusion which surrounds anyone while
preparing for the project and seminar. Also it aims in helping the institution to manage the previous batch’s
seminars and project. Seminar and project activity mainly deals with effective data searching and keeping pace
with emerging technologies. This paper focuses the concepts like keeping data at one place, providing guidance
related to Projects and seminars. This paper can represent an application that can be used by anyone for
solving queries related to project and seminar.
fsdfgList of Course Work Subjects
S.NO SEM SUBJECT CODE SUBJECT TITLE ELECTIVE/CORE CREDIT
1 1 22MC202 MACHINE LEARNING
TECHNIQUES CORE 3
2 1 22PRM01
RESEARCH METHODOLOGY AND
IPR CORE 3
3 1 22MC302
ADVANCED ARTIFICIAL
INTELLIGENCE ELECTIVE 3
4 3 22MC209 ADVANCED INTERNET OF THINGS CORE 3
5 3
22PVD30 SYSTEM LEVEL HARDWARE SOFTWARE CODESIGN ELECTIVE 3
6 3 22MC324
INFORMATION RETRIEVAL
TECHNIQUES ELECTIVE 3
22MC202 MACHINE LEARNING TECHNIQUES
Course Objective 1. To introduce students to the basic concepts and techniques of Machine Learning.
2. To have a thorough understanding of the Supervised and Unsupervised learning techniques
3. To implement linear and non-linear learning models
4. To implement distance-based clustering techniques
5. To understand graphical models of machine learning algorithms
Unit I FUNDAMENTALS OF MACHINE LEARNING 9
Learning – Types of Machine Learning – Supervised Learning – The Brain and the Neuron – Design a Learning System – Perspectives and Issues in Machine Learning – Concept Learning Task – Concept Learning as Search – Finding a Maximally Specific Hypothesis – Version Spaces and the Candidate Elimination Algorithm – Linear Discriminants – Perceptron – Linear Separability – Linear regression.
Unit II LINEAR MODELS 9
Multi-layer Perceptron – Going Forwards – Going Backwards: Back Propagation Error – Multi-layer Perceptron in Practice – Examples of using the MLP – Overview – Deriving Back-Propagation – Radial Basis Functions and Splines – Concepts – RBF Network – Curse of Dimensionality – Interpolations and Basis Functions – Support Vector Machines
Unit III DISTANCE-BASED MODELS 9
Nearest neighbor models – K-means – clustering around medoids – silhouettes – hierarchical clustering
– Density based methods- Grid based methods- Advanced cluster analysis- k-d trees – locality sensitive hashing – non-parametric regression – bagging and random forests – boosting – meta learning
Unit IV
TREE AND RULE MODELS
9
Decision trees – learning decision trees – ranking and probability estimation trees – regression trees
– clustering trees – learning ordered rule lists – learning unordered rule lists – descriptive rule
learning – Mining Frequent patterns, Association and Correlations, advanced association rule techniques-first order rule learning
Unit V
REINFORCEMENT LEARNING AND GRAPHICAL MODELS
9
Reinforcement Learning – Overview – Getting Lost Example – Markov Decision Process, Markov Chain Monte Carlo Methods – Sampling – Proposal Distribution – Markov Chain Monte Carlo – Graphical Models – Bayesian Networks – Markov Random Fields – Hidden Markov Models –
Tracking Methods.
TOTAL HOURS: 45 PERIODS
CO1 Understanding distinguish between, supervised, unsupervised and semi- supervised learning
CO2 Apply the appropriate machine learning strategy for any given problem
Course Outcome
CO3 Suggestion of using supervised, unsupervised or semi-superv
The document provides a feasibility study for a proposed Connected Products Studio (CPS) in London. It analyzes the current landscape of connected products startups and resources available. Through stakeholder interviews, the top pain points for startups were identified as connecting hardware and software, developing proof of concepts due to lack of expertise, and conducting user research. The report recommends the CPS provide resources like a connected technologies library, expertise through workshops and a pilot program, and opportunities for startups to connect with potential customers and vendors through showcases and networking. If successful, the CPS could help accelerate the development of startups in the connected products field in the UK.
This document discusses the importance of computers in human life and management until 2020. It covers several topics related to human-computer interaction (HCI) including the goals of HCI research, the relationship between humans and computers, differences between the human brain and computers, resources used for interaction, and interface analysis and specification. The key goals of HCI research are to create computer interfaces that are more usable and understandable in order to maximize effectiveness and efficiency. Understanding how humans use technology and creating tools to enable building appropriate interfaces are important to achieving this goal.
This document proposes a service-oriented reference architecture for goal modeling and analysis tools to address interoperability issues. It discusses using iStarML as an interchange format and presents an extension called iStarML+P that adds temporal constraints, effects, and utilities. It then proposes a reference architecture where tools expose reasoning capabilities as services using iStarML+P. As a case study, it presents Y-Reason, a tool that translates iStarML+P models to SHOP2 planner input using the reference architecture.
IT 700 Final Project Guidelines and RubricOverviewAs the fin.docxADDY50
IT 700 Final Project Guidelines and Rubric
Overview
As the final stop in your journey toward your Master of Science in Information Technology, you will complete a capstone project that integrates the knowledge and skills you have developed in previous coursework and over the duration of the term by working to solve an information technology problem. To do this, you will develop a project proposal that identifies the problem you plan to solve. You will then design your solution and report on the implementation of your solution. You will also reflect on your project and your journey through the Information Technology (IT) program as well as how you plan to position yourself professionally.
Evaluation of Capstone
This capstone will be assessed somewhat differently than other courses you have taken online at SNHU. There are three separate components which will be submitted at different times during the course; however, they all operate together to comprise the whole capstone experience and
are not
assessed separately. You will be evaluated on all three as a unit in determining whether you have demonstrated proficiency in each outcome. Your work is expected to meet the highest professional standards.
This assessment will evaluate your mastery with respect to the following outcomes:
·
Develop innovative and agile, computer-based solutions to business problems through a systems analysis approach and technology integration and application
·
Design a plan for implementing and monitoring solutions that incorporate core information technologies, concepts, and methods appropriate for secure information use across an enterprise
·
Collaborate and communicate effectively in a variety of environments through situational awareness and audience analysis
·
Develop an implementation plan for systematic information risk assessment for change management plans and processes within enterprise business and information technology environments
·
Using computational logic and critical analysis, construct ethically sound, technology-informed procedures to ensure legal compliance and maintain security within enterprise information technology environments
Prompt
To simulate a real work environment, your capstone project will progress from developing a project proposal, to reporting on the design and creation of a project solution, to reflecting on the capstone experience. As you can see, writing is an important part of this capstone experience. IT professionals are not typically known for being great writers; however, successful IT professionals employ quality communication skills. The proposal, report, and reflection are opportunities for you to exhibit your superior written communication skills.
Working individually and with feedback from peers and your instructor, you will analyze a real-world problem that can be solved with information technology. The problem needs to have significance to your chosen discipline (database design, software progra ...
Personalised Product Design Using Virtual Interactive Techniques ijcga
Use of Virtual Interactive Techniques for personalized product design is described in this paper. Usually products are designed and built by considering general usage patterns and Prototyping is used to mimic the static or working behaviour of an actual product before manufacturing the product. The user does not
have any control on the design of the product. Personalized design postpones design to a later stage. It allows for personalized selection of individual components by the user. This is implemented by displaying the individual components over a physical model constructed using Cardboard or Thermocol in the actual size and shape of the original product. The components of the equipment or product such as
screen, buttons etc. are then projected using a projector connected to the computer into the physical model. Users can interact with the prototype like the original working equipment and they can select, shape, position the individual components displayed on the interaction panel using simple hand gestures. Computer Vision techniques as well as sound processing techniques are used to detect and recognize the user gestures captured using a web camera and microphone.
This document summarizes a report on collaboration and business models in the creative industry. It identifies important stakeholders in the creative industry through interviews. It also examines best practices and challenges related to collaboration and business models through case studies. A literature review provides background on the creative industry, collaboration, and business model frameworks. Key findings include the importance of networks for collaboration, challenges around formalization and intellectual property, and how open and co-development models can benefit the creative industry.
Supporting The Initial Stages of The Product Design Process: Towards Knowledg...CSCJournals
The creation of new products and services is an everyday activity for many industries, often assisted by professional design studios. It is evident that extensive knowledge is required by designers during the conceptual product design process, matching the complexity of design problems. Techniques based on association, analogy and metaphors are often used to facilitate the process of creative thinking and inspiration leading to new product designs. This paper presents a novel semantic tool, which has been developed to seamlessly assist product designers with knowledge management tasks during information discovery and support the formulation of new product concepts. The technology can be used in combination with a sketching application to support the generation of relevant visual content, helping to stimulate associative thinking, and thus assist creativity at the initial stage of the product design process.
HutteBot is a Telegram bot we (Francesco Bonadiman, Luca Galasso, Massimiliano Bolognesi and Silvio Biasiol) developed for the Hackathon.bz.it.
By using public transport and mountain cabins APIs, and by combining them with OpenStreetMaps and GoogleMaps ones, we created this bot which (ideally) allows users to:
- view mountain cabins within your area
- choose those ones you want to reach via Smart Mobility
- sort and filter cabins according to different parameters
- view cards of the cabins with info, maps and itineraries.
Get in touch with us in case you are interested to develop a Telegram bot ;)
"FrancigenR" is a native iOS mobile application which allows users to plan their trip on the Via Francigena by choosing the POIs suggested according to their profiles (updated through gamification) and to meet like-minded people they might travel with. We developed and presented this app at the HackathonBiz in Milan, organized by Uvet and Talent Garden on November, 15-16th, and we won the final prize consisting of 5K€. Demo-video: https://youtu.be/2znzGyEJIb8
DwesaBot is a light and powerful local guide for South Africans living in the Dwesa region. It comes as a chatbot for Telegram and it allows users to share journeys, check for springs nearby and report new ones (with their quality), share local food with people nearby and report accidents and road disruptions. It also promotes open-data usage and transparency for the Government, since it allows citizens to verify the location of water springs, together with their quality and queue, and to report illegal dumping sites.
Luca, Massimiliano, Silvio and I participated in the IEEE ISC2 Hackathon, organized by IEEE, EIT Digital and FBK and held in Trento on September, 13-14th, and we won both the Track prize and the final one, for a total amount of 5K euros. We are now redesigning and further developing the bot together with the ICT4G Unit of FBK, in order to launch a more complete version of the bot within the year.
MonMaps is for people enthusiastic about travelling: it is an enriched experience in passing local knowledge, such as favourite points of interest, recommended tours or hidden treasures.
As we like to say, MonMaps “lets your friends see the city through your eyes”, thanks to eye-catching maps made by you, with your customised content, styles and themes.
Get creative and share your Must-See places with the people you care about.
BarWin provides the whole solution of social and interactive gaming to bars. Customers of the bar could connect via the Wi-Fi of the bar and use their cellphones as joysticks. The overall interaction will be displayed on the screen so other customers could also watch the game and this may attract them to join.
BarWin provides different games, for example, poker, blackjack, bingo, roulette and quizzes. which are suitable for multiplayers playing. In future more games will be developed and provided to bars.
Bars can use products of BarWin for free. This enables the bars to attract customers by a unique selling point. They can not only boost their sales of drinks and food, but also get one share from the winner’s pot. Details of revenue model could be found in customer segmentation part.
"EYECITY, un progetto di piattaforma gestionale di integrazione per il comune di MI per l’analisi in tempo reale dei dati raccolti dai sensori per creare previsioni in supporto al decision making tramite data analytics e predictive learning."
Enhancing the interaction space of a tabletop computing system to design pape...Francesco Bonadiman
This document describes a blended prototyping system that allows designers to create paper prototypes of mobile applications and test them digitally on a tabletop surface. The system uses either color detection or barcode recognition to digitize paper sketches and define interactive components. It aims to enhance paper prototyping without disrupting the design process through unnecessary shifts in fidelity between paper and digital tools. The document outlines the hardware, software, interaction techniques, alternatives considered, and an evaluation method to measure the success of the new techniques based on parameters like quickness, ease-of-use, distraction, and user experience.
Scanned by CamScanner11. INTRODUCTIONPrototy.docxkenjordan97598
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1
1. INTRODUCTION
Prototypes are widely recognized to be a core means
of exploring and expressing designs for interactive
computer artifacts. It is common practice to build
prototypes in order to represent different states of
an evolving design, and to explore options. How-
ever, since interactive systems are complex, it may
be difficult or impossible to create prototypes of a
whole design in the formative stages of a project.
Choosing the right kind of more focused prototype
to build is an art in itself, and communicating its
limited purposes to its various audiences is a criti-
cal aspect of its use.
The ways that we talk, and even think about pro-
totypes, can get in the way of their effective use.
Current terminology for describing prototypes cen-
ters on attributes of prototypes themselves, such as
what tool was used to create them, and how re-
fined-looking or -behaving they are. Such terms
can be distracting. Tools can be used in many dif-
ferent ways, and detail is not a sure indicator of
completeness.
We propose a change in the language used to talk
about prototypes, to focus more attention on fun-
damental questions about the interactive system
being designed: What role will the artifact play in
a user’s life? How should it look and feel? How
should it be implemented? The goal of this chapter
is to establish a model that describes any prototype
in terms of the artifact being designed, rather than
the prototype’s incidental attributes. By focusing
on the purpose of the prototype—that is, on what
it prototypes—we can make better decisions about
the kinds of prototypes to build. With a clear pur-
pose for each prototype, we can better use proto-
types to think and communicate about design.
In the first section we describe some current diffi-
culties in communicating about prototypes: the
complexity of interactive systems; issues of multi-
disciplinary teamwork; and the audiences of pro-
totypes. Next, we introduce the model and illus-
trate it with some initial examples of prototypes
from real projects. In the following section we
present several more examples to illustrate some
further issues. We conclude the chapter with a sum-
mary of the main implications of the model for
prototyping practice.
2. THE PROBLEM WITH PROTOTYPES
Interactive computer systems are complex. Any
artifact can have a rich variety of software, hard-
ware, auditory, visual, and interactive features. For
example, a personal digital assistant such as the
Apple Newton has an operating system, a hard case
with various ports, a graphical user interface and
audio feedback. Users experience the combined
effect of such interrelated features; and the task of
designing—and prototyping—the user experience
is therefore complex. Every aspect of the system
must be designed (or inherited from a previous sys-
tem), and many features need to be evaluated in
combination with others.
Prototypes provide the means for examining de-.
This document provides an introduction to using storyboards for user experience design. It discusses how storyboards can help visualize user journeys and experiences through a series of conceptual illustrations. The document explains that storyboards are an effective tool that use images to communicate ideas more powerfully than words alone. It also presents a seven step process for creating requirements stories using storyboards to help define needs, foresee issues, and get stakeholders on the same page.
Simulation Modelling Practice and Theory 47 (2014) 28–45Cont.docxedgar6wallace88877
Simulation Modelling Practice and Theory 47 (2014) 28–45
Contents lists available at ScienceDirect
Simulation Modelling Practice and Theory
j o u r n a l h o m e p a g e : w w w . e l s e v i e r . c o m / l o c a t e / s i m p a t
Insight Maker: A general-purpose tool for web-based modeling
& simulation
http://dx.doi.org/10.1016/j.simpat.2014.03.013
1569-190X/� 2014 The Author. Published by Elsevier B.V.
This is an open access article under the CC BY license (http://creativecommons.org/licenses/by/3.0/).
E-mail address: [email protected]
1 The exact search query used was ‘’’modeling tool’’ OR ‘‘simulation tool’’’ in the Topic field.
Scott Fortmann-Roe
University of California, Berkeley, Department of Environmental Science, Policy, and Management, 130 Mulford Hall, Berkeley, CA 94720-3114, United States
a r t i c l e i n f o a b s t r a c t
Article history:
Received 29 April 2013
Received in revised form 23 March 2014
Accepted 26 March 2014
Available online 14 June 2014
Keywords:
Modeling
Simulation
Web-based technologies
System Dynamics
Agent-Based Modeling
A web-based, general-purpose simulation and modeling tool is presented in this paper. The
tool, Insight Maker, has been designed to make modeling and simulation accessible to a
wider audience of users. Insight Maker integrates three general modeling approaches –
System Dynamics, Agent-Based Modeling, and imperative programming – in a unified
modeling framework. The environment provides a graphical model construction interface
that is implemented purely in client-side code that runs on users’ machines. Advanced fea-
tures, such as model scripting and an optimization tool, are also described. Insight Maker,
under development for several years, has gained significant adoption with currently more
than 20,000 registered users. In addition to detailing the tool and its guiding philosophy,
this first paper on Insight Maker describes lessons learned from the development of a com-
plex web-based simulation and modeling tool.
� 2014 The Author. Published by Elsevier B.V. This is an open access article under the CC BY
license (http://creativecommons.org/licenses/by/3.0/).
1. Introduction
The field of modeling and simulation tools is diverse and emergent. General-purpose modeling tools (e.g. MATLAB’s
Simulink or the Modelica language [1]) sit beside highly focused and domain-specific applications (e.g. [2] for modeling
network control systems, [3] for simulating the behavior of wireless network routing protocols, or [4] for the simulation
and control of turbines). Interest in and published works on such tools has grown over time. The ISI Web of Knowledge
reports a substantial growth in papers published on modeling or simulation tools with 299 such papers published in the span
of 1985–1989, 1482 published from 1995 to 1999, and 3727 published from 2005 to 2009.1
For end-users, simulation and modeling tools are generally designed as executables to be run on a consumer operating
system such as W.
Interaction Room - Creating Space for Developments (Software Projects)adesso Turkey
The Interaction Room serves several purposes:
1) The focus on mission-critical aspects
2) Identification and elimination of risks associated with intuitive visualization methods at an early stage
3) Improving teamwork and the establishment of joint project responsibility between the IT and specialist departments.
The Interaction Room makes the relationships between processes, data and the application environment transparent and creates the basis for efficient decision-making processes. It is a method which steers the interest of those involved in the project’s progress and contributes to ensuring that all participants continuously work on the vision of the software that is being developed. The Interaction Room is not a theoretical concept but has proven itself in the business environment, as can be seen in successful projects in which the Interaction Room has already been used effectively.
Methods and tools used in the project. Analysis of the situation, surroundings, materials and customer needs. Service analysis, benchmarking, recommendations, communication strategy. Do you want to learn more? Visit the website http://www.ideoagency.com/
Track 09 - New publishing and scientific communication ways:
Electronic edition, digital educational resources
Authors: Ana Catarina Silva and Maria Manuel Borges
https://www.youtube.com/watch?v=tAdQkqUYROo&list=PLboNOuyyzZ86iI_x9SRTfV1KlSRX9DcEc&index=5
Seminar and Project Manager and Resourceful Trainer(SMART)IOSR Journals
Abstract: This paper presents an approach to eradicate all of the confusion which surrounds anyone while
preparing for the project and seminar. Also it aims in helping the institution to manage the previous batch’s
seminars and project. Seminar and project activity mainly deals with effective data searching and keeping pace
with emerging technologies. This paper focuses the concepts like keeping data at one place, providing guidance
related to Projects and seminars. This paper can represent an application that can be used by anyone for
solving queries related to project and seminar.
fsdfgList of Course Work Subjects
S.NO SEM SUBJECT CODE SUBJECT TITLE ELECTIVE/CORE CREDIT
1 1 22MC202 MACHINE LEARNING
TECHNIQUES CORE 3
2 1 22PRM01
RESEARCH METHODOLOGY AND
IPR CORE 3
3 1 22MC302
ADVANCED ARTIFICIAL
INTELLIGENCE ELECTIVE 3
4 3 22MC209 ADVANCED INTERNET OF THINGS CORE 3
5 3
22PVD30 SYSTEM LEVEL HARDWARE SOFTWARE CODESIGN ELECTIVE 3
6 3 22MC324
INFORMATION RETRIEVAL
TECHNIQUES ELECTIVE 3
22MC202 MACHINE LEARNING TECHNIQUES
Course Objective 1. To introduce students to the basic concepts and techniques of Machine Learning.
2. To have a thorough understanding of the Supervised and Unsupervised learning techniques
3. To implement linear and non-linear learning models
4. To implement distance-based clustering techniques
5. To understand graphical models of machine learning algorithms
Unit I FUNDAMENTALS OF MACHINE LEARNING 9
Learning – Types of Machine Learning – Supervised Learning – The Brain and the Neuron – Design a Learning System – Perspectives and Issues in Machine Learning – Concept Learning Task – Concept Learning as Search – Finding a Maximally Specific Hypothesis – Version Spaces and the Candidate Elimination Algorithm – Linear Discriminants – Perceptron – Linear Separability – Linear regression.
Unit II LINEAR MODELS 9
Multi-layer Perceptron – Going Forwards – Going Backwards: Back Propagation Error – Multi-layer Perceptron in Practice – Examples of using the MLP – Overview – Deriving Back-Propagation – Radial Basis Functions and Splines – Concepts – RBF Network – Curse of Dimensionality – Interpolations and Basis Functions – Support Vector Machines
Unit III DISTANCE-BASED MODELS 9
Nearest neighbor models – K-means – clustering around medoids – silhouettes – hierarchical clustering
– Density based methods- Grid based methods- Advanced cluster analysis- k-d trees – locality sensitive hashing – non-parametric regression – bagging and random forests – boosting – meta learning
Unit IV
TREE AND RULE MODELS
9
Decision trees – learning decision trees – ranking and probability estimation trees – regression trees
– clustering trees – learning ordered rule lists – learning unordered rule lists – descriptive rule
learning – Mining Frequent patterns, Association and Correlations, advanced association rule techniques-first order rule learning
Unit V
REINFORCEMENT LEARNING AND GRAPHICAL MODELS
9
Reinforcement Learning – Overview – Getting Lost Example – Markov Decision Process, Markov Chain Monte Carlo Methods – Sampling – Proposal Distribution – Markov Chain Monte Carlo – Graphical Models – Bayesian Networks – Markov Random Fields – Hidden Markov Models –
Tracking Methods.
TOTAL HOURS: 45 PERIODS
CO1 Understanding distinguish between, supervised, unsupervised and semi- supervised learning
CO2 Apply the appropriate machine learning strategy for any given problem
Course Outcome
CO3 Suggestion of using supervised, unsupervised or semi-superv
The document provides a feasibility study for a proposed Connected Products Studio (CPS) in London. It analyzes the current landscape of connected products startups and resources available. Through stakeholder interviews, the top pain points for startups were identified as connecting hardware and software, developing proof of concepts due to lack of expertise, and conducting user research. The report recommends the CPS provide resources like a connected technologies library, expertise through workshops and a pilot program, and opportunities for startups to connect with potential customers and vendors through showcases and networking. If successful, the CPS could help accelerate the development of startups in the connected products field in the UK.
This document discusses the importance of computers in human life and management until 2020. It covers several topics related to human-computer interaction (HCI) including the goals of HCI research, the relationship between humans and computers, differences between the human brain and computers, resources used for interaction, and interface analysis and specification. The key goals of HCI research are to create computer interfaces that are more usable and understandable in order to maximize effectiveness and efficiency. Understanding how humans use technology and creating tools to enable building appropriate interfaces are important to achieving this goal.
This document proposes a service-oriented reference architecture for goal modeling and analysis tools to address interoperability issues. It discusses using iStarML as an interchange format and presents an extension called iStarML+P that adds temporal constraints, effects, and utilities. It then proposes a reference architecture where tools expose reasoning capabilities as services using iStarML+P. As a case study, it presents Y-Reason, a tool that translates iStarML+P models to SHOP2 planner input using the reference architecture.
IT 700 Final Project Guidelines and RubricOverviewAs the fin.docxADDY50
IT 700 Final Project Guidelines and Rubric
Overview
As the final stop in your journey toward your Master of Science in Information Technology, you will complete a capstone project that integrates the knowledge and skills you have developed in previous coursework and over the duration of the term by working to solve an information technology problem. To do this, you will develop a project proposal that identifies the problem you plan to solve. You will then design your solution and report on the implementation of your solution. You will also reflect on your project and your journey through the Information Technology (IT) program as well as how you plan to position yourself professionally.
Evaluation of Capstone
This capstone will be assessed somewhat differently than other courses you have taken online at SNHU. There are three separate components which will be submitted at different times during the course; however, they all operate together to comprise the whole capstone experience and
are not
assessed separately. You will be evaluated on all three as a unit in determining whether you have demonstrated proficiency in each outcome. Your work is expected to meet the highest professional standards.
This assessment will evaluate your mastery with respect to the following outcomes:
·
Develop innovative and agile, computer-based solutions to business problems through a systems analysis approach and technology integration and application
·
Design a plan for implementing and monitoring solutions that incorporate core information technologies, concepts, and methods appropriate for secure information use across an enterprise
·
Collaborate and communicate effectively in a variety of environments through situational awareness and audience analysis
·
Develop an implementation plan for systematic information risk assessment for change management plans and processes within enterprise business and information technology environments
·
Using computational logic and critical analysis, construct ethically sound, technology-informed procedures to ensure legal compliance and maintain security within enterprise information technology environments
Prompt
To simulate a real work environment, your capstone project will progress from developing a project proposal, to reporting on the design and creation of a project solution, to reflecting on the capstone experience. As you can see, writing is an important part of this capstone experience. IT professionals are not typically known for being great writers; however, successful IT professionals employ quality communication skills. The proposal, report, and reflection are opportunities for you to exhibit your superior written communication skills.
Working individually and with feedback from peers and your instructor, you will analyze a real-world problem that can be solved with information technology. The problem needs to have significance to your chosen discipline (database design, software progra ...
Personalised Product Design Using Virtual Interactive Techniques ijcga
Use of Virtual Interactive Techniques for personalized product design is described in this paper. Usually products are designed and built by considering general usage patterns and Prototyping is used to mimic the static or working behaviour of an actual product before manufacturing the product. The user does not
have any control on the design of the product. Personalized design postpones design to a later stage. It allows for personalized selection of individual components by the user. This is implemented by displaying the individual components over a physical model constructed using Cardboard or Thermocol in the actual size and shape of the original product. The components of the equipment or product such as
screen, buttons etc. are then projected using a projector connected to the computer into the physical model. Users can interact with the prototype like the original working equipment and they can select, shape, position the individual components displayed on the interaction panel using simple hand gestures. Computer Vision techniques as well as sound processing techniques are used to detect and recognize the user gestures captured using a web camera and microphone.
This document summarizes a report on collaboration and business models in the creative industry. It identifies important stakeholders in the creative industry through interviews. It also examines best practices and challenges related to collaboration and business models through case studies. A literature review provides background on the creative industry, collaboration, and business model frameworks. Key findings include the importance of networks for collaboration, challenges around formalization and intellectual property, and how open and co-development models can benefit the creative industry.
Supporting The Initial Stages of The Product Design Process: Towards Knowledg...CSCJournals
The creation of new products and services is an everyday activity for many industries, often assisted by professional design studios. It is evident that extensive knowledge is required by designers during the conceptual product design process, matching the complexity of design problems. Techniques based on association, analogy and metaphors are often used to facilitate the process of creative thinking and inspiration leading to new product designs. This paper presents a novel semantic tool, which has been developed to seamlessly assist product designers with knowledge management tasks during information discovery and support the formulation of new product concepts. The technology can be used in combination with a sketching application to support the generation of relevant visual content, helping to stimulate associative thinking, and thus assist creativity at the initial stage of the product design process.
Bring ideas to life faster! Learn digital prototyping & process prototyping to create interactive models & streamline your design for smoother workflow.
HCI LAB MANUAL
1
To understand the trouble of interacting with machines - Redesign interfaces of home
appliances.
2 Design a system based on user-centered approach.
3 Understand the principles of good screen design.
4 Redesign existing Graphical User Interface with screen complexity
5 Design Web User Interface based on Gestalt Theory
6 Implementation of Different Kinds of Menus
7 Implementation of Different Kinds of Windows
8 Design a system with proper guidelines for icons
This document discusses various methods for prototyping, including:
- Low and high fidelity prototyping using sketches, paper prototypes, mockups, and storyboards.
- Experience prototyping to test feasibility, logistics, and customer experience of a service.
- Virtual prototyping to test usability based on a virtual model instead of a real prototype.
- Rapid prototyping to develop concepts through software or hardware prototypes to clarify requirements.
The document provides examples of different prototyping methods and emphasizes the value of prototyping for collecting early feedback to refine designs in an iterative process.
The enterprise challenge of process management in share pointAlexis López Tapia
Since its inconspicuous and almost timid appearance in 2001, as a simple add-on in the Office CD called "SharePoint Team Services", up the recently released 2013 draft, the current business collaboration platform –true flagship of Microsoft in the corporate-level–, has come a long way, both technologically and commercially.
As Gustavo Velez pointed out in the editorial of the latest issue of the journal CompartiMOSS: "Sharepoint 2013 is new developments regarding SharePoint 2010, but is far from a revolution" ... and perhaps just as well, because in my humble opinion as a biologist, "the SharePoint ecosystem" is not yet ripe for revolution, and also because evolution is fundamentally adaptation and –after 12 years of the platform in the market– many "business species" have failed to fully adapt to even use...
Presentation slides for the GH User Meetup on 18th of April 2016. Main takeaway: Parametric models can go beyond aesthetic and technical exploration: they can embody a narrative and subsequently be the base of collaborative decision making.
Similar to A tabletop system to paper-prototype for mobile applications (20)
Michele needs to find tech companies to invite them over as speakers at next Speck&Tech events. He can do it easily, just by using Atoka!
Atoka is a B2B lead-generation service, containing highly detailed information about companies from official (e.g., national company registers) and unofficial (e.g., the website of a company) sources. Atoka is used by thousands of small and big companies in Italy and abroad.
Next to Atoka, SpazioDati works on applying Semantic Text Analysis and Machine Learning models on massive amounts of corporate data to provide services - both B2B and B2C - of Sales Intelligence, Lead Generation, Data Cleansing, and more.
We are looking for software developers that are ready to “get their hands dirty” for building a better world (of data, at least), where information is clean and easily accessible. We are a multicultural team that loves collaboration, we are “agile enough” and, hard to believe, we all love data.
Check out more: www.spaziodati.eu/en/jobs
Since its initial conception on 1 March 2016, the purpose of Speck&Tech has always been clear and straightforward: creating a “community of entrepreneurs, developers, designers, professionals and anyone who wants to build a network of tech enthusiasts within the Trento area, with the purpose of learning and sharing new ideas regarding development, design, entrepreneurship, startups and any related topic”.
3.5 years, 40+ events and thousands of “speckers” later, we are still pursuing that mission - and we believe we are on the right path. We warmly invite all of you to actively contribute and give back to our unique community, so to help us reach this goal, and make Trentino even better.
Since its initial conception on 1 March 2016, the purpose of Speck&Tech has always been clear and straightforward: creating a “community of entrepreneurs, developers, designers, professionals and anyone who wants to build a network of tech enthusiasts within the Trento area, with the purpose of learning and sharing new ideas regarding development, design, entrepreneurship, startups and any related topic”.
2.5 years, 30+ events and thousands of “speckers” later, we are still pursuing that mission - and we believe we are on the right path. We warmly invite all of you to actively contribute and give back to our unique community, so to help us reach this goal, and make Trentino even better.
The Club Alpbach Trentino organized, with the support of the European Commission in Italy, a conference for students, academics and professionals. During this event the challenges and opportunities for the creation of a European digital single market will be discussed, which is one of the 10 political priorities the European Commission has defined for the 2015-2019 five-year period.
The discussion will address, in two panels, two sides of this question: in the Data Economy panel, the entrepreneurial opportunities and the possible evolutions of the digital economy within a single European market; in the Data Policies panel, the regulatory challenges and integrations of the digital economy among Member States in terms of data protection, consumer protection, antitrust law and data portability.
Institutional greetings and introduction - with Chiara Maule (Councilor for innovation of the Municipality of Trento)
Panels:
- Data Economy: Stefano Bernardi (Token Economy), Bruno Lepri (FBK), Michele Barbera (Spaziodati), Lara Kersbamer (Almamobile); moderator: Francesco Bonadiman (EIT Digital).
- Data Policies: Monika Nardo (European Consumer Center), Simonetta Vezzoso (Unitn); Maurizio Napolitano (FBK); Giorgia Lodi (Agency for Italia Digitale); moderator: Cristina Pozzi (Author)
BenVeneto è una proposta che abbiamo progettato e presentato ad H-ACK WINE, una maratona di progettazione promossa da H-Farm, durante la quale designer, architetti ed esperti di comunicazione e di food&wine si sono sfidati per sviluppare un concept creativo per lo stand della Regione Veneto al Vinitaly 2018.
This document provides an agenda for a two-day urban data science bootcamp workshop in Amsterdam. The workshop will use design thinking techniques to help identify problems in the city that could be addressed through quantitative and data-driven approaches. Participants will be split into multidisciplinary teams to take part in co-creation sessions, analyze use cases, and brainstorm potential data sources and analytical techniques. The goal is to empathize with users, define problems clearly, and explore how to turn issues into opportunities for improvement.
This document discusses how car sharing can help the environment by reducing the number of cars on the road. It proposes a new AI-driven ride sharing paradigm where users can request on-demand, task-based journeys through a service not intended to replace taxis. Safety and payments would be ensured through user ratings and an initial coin offering of tokens respectively. The team behind the concept includes developers from EIT Digital, Bonfiglioli, Eye-Track and UniTN.
SpeakerRank is a unique platform which allows events' and conferences' organizers to find the ideal speaker they are looking for, based on expertise, confidence and knowledge from the reviews of the audience.
We developed the initial concept and prototype for the Summer Lido Hackathon in Merano, Italy, which awarded us with the first prize.
Smart & sustainable transportation for everyone by chatbotsFrancesco Bonadiman
The chatbot market is growing very fast, therefore approaching it as soon as possible might lead to a competitive advantage. Chatbots are available on any platform, on any device, at any time. They are incredibly light, responsive, adaptable, and inexperienced users won't even notice it's a robot they are talking to.
The idea is to implement a chatbot to connect the transportation and mountain huts APIs with OpenStreetMap's and Google Maps' APIs. By combining all these data a bot was created which allows users (such as tourists or locals, mostly young people living in the city, but not owning a car) to reach in a "smart" and ecological way the very end of the road and, from there, walk on the mountain paths to the huts. Users can also view charts with info, data and pics of the mountain cabins, which are loaded into the chatbot as HTML5 content. Of course the whole idea can be realized without the focus on mountain cabins, but just receiving the data about public transport and interacting with the chatbot to get times, stops and connections without leaving the messaging app. All this will make it very easy, in term of user-experience and cognitive load to access the service. This will ultimately lead to better (access to) mobility and, consequently, less pollution and congestion.
Read more here: https://ec.europa.eu/transport/themes/research/challenge_en
Viviamo in un’era dove l’incertezza è la normalità. Per questo le assicurazioni, che vendono questa “percezione di sicurezza”, sono in difficoltà.
Per risolvere questo problema, le assicurazioni devono adottare un cambio totale di paradigma.
Devono “ristrutturare” il modello attuale di assicurazione rivolgendosi ai nuovi bisogni assicurativi degli utenti
E tornare a focalizzarsi sui problemi che hanno gli utenti, e il motivo che li spinge a fare una assicurazione.
Le vere NECESSITA’ della nostra epoca sono:
- avere tutto, disponibile, sul momento, ovunque (on-the-go);
- averlo online, su mobile, a distanza di un tocco;
- poterlo customizzare e cambiare facilmente in base ai propri utilizzi;
- usarlo “quel tanto che basta”, per poi lasciarlo.
Quindi la nostra soluzione si basa sullo sviluppo di un’intelligenza artificiale, che apprende che tipo di utente sei, imparando dai dati che estrapola dal telefono, come ad esempio Social Media, localizzazione e app di fitness, ma anche in futuro sensori, wearables e IoT. Quindi li confronta con quelli di altri utenti attraverso machine learning per determinare un’offerta su misura in base all’indice di rischio calcolato, e riconosci eventuali frodi via anomaly detection. , che predice il rischio di assicurare qualcuno e, di conseguenza, quello che l’utente andrà a pagare per la polizza più adatta ai propri bisogni.
Inoltre abbiamo sviluppato delle APIs che danno la possibilità a qualunque PMI di permettere agli utenti di assicurare un prodotto o servizio, in cambio di una percentuale sulle transazioni.
This document provides tips for salespeople to effectively sell products to customers. It recommends salespeople ask 1000 questions to learn about customers, define typical customer personas, and try to solve customers' problems by finding opportunities. It also suggests identifying potential problems customers may have and creating opportunities to sell solutions. The document advises telling stories about customers and products as well as using techniques like versioning, establishing a foot in the door, and having social and loyalty goals to close sales.
Artusi Learning is not only a digital version of the Artusi manual, but a whole blended course to experience the style and the culture of the Italian food. The Artusi Brand guarantees the quality and standards of the Italian cuisine as defined by its Father and author of the cookbook "The Science of Cooking and the Art of Fine dining", Pellegrino Artusi.
Our partner and sponsor for next event, happening on the 14th of December, is EIT Digital, and they are providing us with such a cool and inspiring speaker we'll disclose in the upcoming days.
EIT Digital is a leading European digital innovation and entrepreneurial education organisation driving Europe's digital transformation. They are also inviting you to join the "Italian Innovation Day 2016", which will take place at the Trento Co-Location Centre in Povo on December 15, 2016
The event will bring together industrial partners, young entrepreneurs, researchers, students as well as the relevant stakeholders in the EIT Digital ecosystem, all committed to Europe's Digital Transformation.
Participants in the Italian Innovation Day 2016 will experience a day packed with interaction opportunities, learning what has been achieved and looking ahead at the evolution of EIT Digital, while discovering hands-on innovation.
THETHA is a web-tool to promote open transparency for your Government. It allows citizens to verify the location of water springs, together with their quality and queue. Moreover, it allows them to view road disruptions and accidents, while the State can manage them and get to know about illegal dumping sites. This is one of the ideas we worked at during the IEEE ISC2 Hackathon held in Trento on September, 13-14th.
With this presentation we introduce you to the "EIT Digital Alumni", the Community of graduates from EIT Digital. Our mission is to keep strong connections among fellow Alumni and the EIT Digital ecosystem. Visit our website at http://alumni.eitdigital.eu
This document discusses applications of emotion recognition technology across several domains:
1) Medicine - To help monitor patients and enhance healthcare like rehabilitation, companion robots, and counseling. It could also help with autism therapy and music therapy.
2) E-learning - To adjust an online tutor's presentation based on a learner's emotions, making the tutoring experience more interactive and effective.
3) Monitoring - Such as detecting emotions in car drivers to alert other cars, warning employees before angry emails, and prioritizing angry calls at call centers.
4) Entertainment - Like music players that satisfy users based on recognized moods.
5) Marketing - To improve advertising by understanding emotional impacts and engagement
Die Avenue Verte ist ein neuer Radweg zwischen Paris und London, die ich letzten Sommer mit meinem Vater fuhr.
Die Avenue Verte wurde offiziell im Juni 2012 für die Olympischen Spiele im London eröffnet.Die Route ist noch nicht abgeschlossen und mehrere Abschnitte sind temporär und nicht asphaltiert, so ist es geeignet nur für Hybrid oder Mountainbikes.
The right to be forgotten is “The right to silence on past events in life that are no longer occurring”, which means keeping the data for as long as needed and then destroy or archive them.
In this presentation we are going to talk about Privacy and Ethical issues in Biometric Systems, a really important topic about which there have been many discussions especially in the last 15 years. But, despite some enthusiastic views, things haven’t changed so much since the early 2000s.
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANEFebless Hernane
CapCut is an easy-to-use video editing app perfect for beginners. To start, download and open CapCut on your phone. Tap "New Project" and select the videos or photos you want to edit. You can trim clips by dragging the edges, add text by tapping "Text," and include music by selecting "Audio." Enhance your video with filters and effects from the "Effects" menu. When you're happy with your video, tap the export button to save and share it. CapCut makes video editing simple and fun for everyone!
ARENA - Young adults in the workplace (Knight Moves).pdfKnight Moves
Presentations of Bavo Raeymaekers (Project lead youth unemployment at the City of Antwerp), Suzan Martens (Service designer at Knight Moves) and Adriaan De Keersmaeker (Community manager at Talk to C)
during the 'Arena • Young adults in the workplace' conference hosted by Knight Moves.
Maximize Your Content with Beautiful Assets : Content & Asset for Landing Page pmgdscunsri
Figma is a cloud-based design tool widely used by designers for prototyping, UI/UX design, and real-time collaboration. With features such as precision pen tools, grid system, and reusable components, Figma makes it easy for teams to work together on design projects. Its flexibility and accessibility make Figma a top choice in the digital age.
Architectural and constructions management experience since 2003 including 18 years located in UAE.
Coordinate and oversee all technical activities relating to architectural and construction projects,
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Organize and typically develop, and review building plans, ensuring that a project meets all safety and
environmental standards.
Prepare feasibility studies, construction contracts, and tender documents with specifications and
tender analyses.
Consulting with clients, work on formulating equipment and labor cost estimates, ensuring a project
meets environmental, safety, structural, zoning, and aesthetic standards.
Monitoring the progress of a project to assess whether or not it is in compliance with building plans
and project deadlines.
Attention to detail, exceptional time management, and strong problem-solving and communication
skills are required for this role.
3. 1. Introduction
1.1. The Business Idea
Both in research and industry environments, Paper-based Prototyping (simply known as
Paper-Prototyping) is an essential step in the development process; indeed, although related
technology has highly evolved in the last 50 years, it is still incredibly useful to easily generate
an effective UI prototype at early stages of design and at almost no cost. Paper-Prototyping
consists in creating paper versions of User Interfaces and letting users test these versions
instead of a real software UI, as described by Carolyn Snyder in her book [1].
This technique saves a huge amount of time for (possibly wrong) development which,
especially for companies and enterprises, means money: therefore, the less they invest in a
prototype, the less concern they will have about throwing it away and starting from scratch.
Further details and advantages, together with thoughts and opinions about this method, will
be discussed in the Literature Analysis.
As said above, technology has extremely changed in recent times; for example, desktop and
laptop computers are being replaced by smartphones, tablets and smartwatches in everyday
life. However, this change is not being reflected on the way UI prototypes are generated.
Viewing this problem from an I&E perspective gives us a clearer idea of what this can mean:
there are no adequate tools to effectively paper-prototype for mobile devices.
This is due to several reasons (which will be illustrated in the following sections): either these
tools are too complicated to be used, or they are not fast and light enough, or maybe they have
no focus on mobile usability testing, or even they do not allow to reuse hand drawings. This
inadequacy can be clearly noticed by only looking at the market, where prototyping tools are
mostly for desktop/laptop UIs and, at the same time, extremely few products are designed to
integrate Paper-Prototyping sketches, forcing designers to manually take pictures of their
designs and therefore breaking the creative process.
In order to solve this problem, I am currently working at Telekom Innovation Laboratories on
my Master Thesis Project, which is about ways to improve the user interaction with a tabletop
computing system designed to paper-prototype for mobile devices. Thus, in this thesis, I am
going to perform both a market and a competitor analysis for the environment which my Major
Thesis is based on. Afterwards, I will illustrate the business idea and explain the value
proposition that differentiates my solution from the other products listed in the Competitor
Analysis, proving how my proposal should take advantage of the market differentiation.
Finally, I will describe the initial steps of the business idea itself, explaining the reasons of the
chosen target and introducing an initial pricing strategy for the product. I will conclude this
Minor Thesis work by presenting my contributions to the Master Thesis Project.
3
4. 1.2. Research Background
I am an Italian student about to complete my double degree at the EIT Digital Master School in
Berlin after spending my first year in Paris: this I&E Minor Thesis represents a part of my final
thesis for the Major in Human-Computer Interaction and Design. These two years, indeed, have
made me become extremely passionate about concepts such as Design Thinking, Usability and
User Experience (UX); at the same time, thanks to the Innovation and Entrepreneurship part
offered by this Master, I am able to put my ideas into a business context. Therefore, I decided
to couple this thesis to the work content and the topic of my Major Thesis.
Being mostly interested in pure HCI and, especially, in (Paper-) Prototyping, I decided to focus
on this area for my Master Thesis: thus, I started working at the Quality and Usability Lab of 1
the Telekom Innovation Laboratories in Berlin, which is a research and development institute 2
established by Deutsche Telekom in order to “develop innovative products and solutions while
working in close cooperation with science and industry” . 3
More precisely, I am working with Benjamin Bähr on his Doctoral Project, named Blended
Prototyping . Here I implement and evaluate ways to expand and enhance interaction 4
techniques in a tabletop computing system that was developed previously in the research
project. In this Minor Thesis, I analyse the market for prototyping tools with the purpose of
finding the perfect positioning and target for possible later products.
1.3. Methods to Use
To realize this I&E Thesis I intend to integrate in this document various sources and methods:
● Literature review on HCI and prototyping topics: to get a broader and more complete
view of the problem I am going to analyse, it is essential to have a deep understanding
of the State of the Art regarding prototyping and why this technique is fundamental in
the design and development environments;
● Articles about prototyping: in order to get enough significant data about the topic and
the several prototyping tools present on the market, I am going to include relevant
parts from some articles on online newspapers, blogs and HCI communities;
● Comparison of similar products: the competitor analysis is going to be realized by
taking into consideration the different players on the market, while the proposition
value will describe what differentiates my proposal from theirs;
● My Major Thesis: since I decided to tightly couple my Minor Thesis to my Major one, I
am going to refer to the latter for all the technical and HCI-related part. This I&E Thesis,
in a way, is a direct consequence, because it intends to use the former study to create a
business and examine the market where this is meant to be launched.
1
Quality and Usability Lab website: http://www.qu.tuberlin.de
2
TLabs website: http://www.laboratories.telekom.com/public/Deutsch/Pages/default.aspx
3
TLabs on Wikipedia: http://en.wikipedia.org/wiki/Telekom_Innovation_Laboratories
4
Blended Prototyping: http://www.blendedprototyping.de
4
5. 2. Literature Analysis
2.1. State of the Art
To completely get what the added value of our system is, I first need to introduce some
concepts we only briefly mentioned in the previous Introduction and which are highlighted in
the title of this Thesis: “paper-prototype for mobile applications”. This leads us to divide this
State of the Art section into three subsequent and connected parts, which gradually become
more and more detailed and specific for the setting we are going to analyse. Therefore, in
order to fully understand the product environment, our literature research is going to have
three main topics: first of all, what Prototyping means; secondly, why Paper-Prototyping is
that essential; lastly, why we mainly focused on Mobile devices.
Prototyping
The word prototype is composed by two Greek terms, proto (first) and typos (impression): by
simply looking at its name we can understand its meaning. A prototype, indeed, is an initial
design which offers a “first impression” of a not-yet-developed product [2]; it is “a concrete
representation of part or all of an interactive system”, “a tangible artifact” [3]. The process of
building prototypes is obviously named Prototyping. This way, other designers and users can
get a feeling of how the envisioned idea should look like once realized; not only that, but they
can even try it out, test it, express concerns and give feedback. Moreover, a prototype helps to
“find a new perspective and experience on one’s own ideas”, giving it a precise and “ordered
structure” [4]: that is to say, it is definitely useful to clarify someone’s mind.
As introduced above, a prototype has two main objectives: testing different design solutions
and collecting opinions and suggestions about them. This method, anyway, is totally different
from normal testing, since it is performed in an early stage of development, i.e. before starting
the coding phase: it is therefore immediate to understand how this technique saves time and
cost (and we will go back to this point later when discussing about Paper-Prototyping).
Another advantage of a prototype is its iterative nature, as it can be changed and optimized
several times, according to feedbacks, usability testing and discussions, until a satisfactory
user interface design is achieved.
Prototyping techniques can be divided according to their fidelity, which means “the degree to
which the prototype accurately represents the appearance and interaction of the product” : this 5
can be high (computer-based functional simulation with refined graphic design), medium
(pretty detailed but with approximated objects) and low (mostly rough and schematic sketches
with little or no functionality) [5]. We are going to concentrate on this latter type.
5
Research Methodologies in HCI: http://grouplab.cpsc.ucalgary.ca/saul/681/1998/prototyping/survey.html
5
6. Low-fidelity (Lo-Fi) prototypes are generally used to express design solutions, to generate
alternatives and to quickly represent ideas, whereas the functionalities and the user interaction
are usually of less importance. Indeed, the main purpose is to demonstrate the idea to the
users, exchanging thoughts and collecting feedbacks, by showing them the desired “look and
feel” of the interface. A Lo-Fi prototype can be obtained by only sketching on paper with a
pencil, which leads us to our second category: Paper-Prototyping.
Paper-Prototyping
Paper-Prototyping is a “widely used method for designing, testing and refining user interfaces”
according to Carolyn Snyder. As she describes in her book, this technique was probably born in
the early 1990s, when it was “used by a few pockets of usability pioneers”, but it rapidly gained
popularity and became a standard in the development process of big companies in the
following years. What is surprising is that, almost 25 years and some technological revolutions
later, this technique is still essential, widely used and has (nearly) not changed since.
The tools, indeed, are always the same: paper, pencils, glue, scissors, highlighters and so on.
Thus, the users are given a task, which they will try to accomplish by interacting not with a real
software interface, but with a paper version of it (as the name suggests): a team member
(“computer”) will simulate the dynamic behavior of the interface, by changing and moving
papers and sketches according to the user’s input. Since the handcrafted work does not need
to look perfect and using the tools is such a basic and intuitive action, the groups can be
created by gathering people from different backgrounds and disciplines, hence stimulating the
collaboration and enhancing the generation of ideas.
Paper-Prototyping is usually described with two adjectives: fast and cheap.
● Fast because it allows designers to quickly express concepts, generating a myriad of
diverse solutions and trying them out with users straightaway [6]. This due to the fact
that Paper-Prototyping is based on an iterative process, where design solutions are
continuously generated, tested with the users and then either discarded or improved.
Moreover, by reducing the specifications and the details of the interface it is possible to
save an enormous amount of time, which is vital especially in the early stages of design.
● Cheap, for many reasons. As already said, saving time is usually equal to saving money.
Then, Paper-Prototyping avoids wrong development choices by identifying mistakes in
an interface before it is coded. In her book, Snyder even states that “the benefits from
early usability data are at least ten times bigger than the benefits from late usability
data”; however, still several people do not believe to “get enough information from
something that simple and that cheap”. Moreover, such an iterative and participatory
task smoothes the transition between the ideation and the consequent development.
6
7. Anyway, what is even more interesting and surprising about Paper-Prototyping, is the freedom
of thought and critique felt by the users. As described by Bähr [7], “a polished interface
increases the users’ hesitation to critically communicate their experiences”, since they might be
“shy to describe their problems and issues with the software. These people will be more likely
to discuss their opinions, when they are presented with a simple diagram, or even childish
looking paper-based sketch interface representation”. In other words, an interface with a
sketchy look might provide more useful and spontaneous feedback than a highly detailed one,
where a developer has put work and effort that would get wasted . 6
Moreover, a vast number of published research papers shows that not only “paper-prototypes
are as effective as high-fidelity prototypes at detecting many types of usability issues” , but 7
also that the usability problems discovered were the same [8][9][10][11].
Mobile
As discussed above, Paper-Prototyping offers a number of important advantages to the
development team. However, as introduced at the very beginning, after about 25 years almost
nothing has changed, despite some technological revolutions: this, if on one hand makes the
learning process easier, on the other might not offer an adequate solution for some new and
emerging technologies. Mobile devices are one of these examples: indeed, while
Paper-Prototyping works definitely well inside a laboratory, applying this method to mobile
testing is proven to be problematic for a number of reasons.
First of all, the term “mobile” by definition indicates something taking the design process out
of the lab, by testing and evaluating the applications in real-life scenarios and settings. This
variety of usage contexts and environmental conditions is therefore an additional challenge for
the UI, which has to remain usable all the time while adapting to unstable user attention [12].
Moreover, for the same reasons, the monitoring itself of the interaction with the mobile device
is definitely more difficult than for an in situ testing.
Finally, a hardware-related issue. There is a tremendous number and a huge variety of mobile
devices, which have different potentialities but, at the same time, hardware limitations and
constraints that are difficult (if not impossible) to fully simulate through a paper-prototype.
Furthermore, a normal paper-prototype is likely to “deteriorate during outside evaluation” [13].
For this reason, de Sá and Carriço tried to apply the concept of Paper-Prototyping to the
context of mobile testing: they then built identical reproductions of mobile devices, but made
of wood or plastics, replacing the screen with a drawer where paper representations were
inserted. However, even if these tools were at least testable out of the lab, several inherent
problems occurred and this technique never reached the market.
6
SpyreStudios article: http://spyrestudios.com/whysketchingandwireframingideasstrengthensdesigns/
7
Usability.gov Blog: http://www.usability.gov/getinvolved/blog/index.html
7
8.
2.2. Market Need: I&E Problem
Even if an ultimate numerical evidence cannot be given, it is undeniable that a huge demand
for prototyping tools and, obviously, for Paper-Prototyping ones too, exists. But unfortunately,
there are no official percentages about which companies, startups, research institutes or even
freelancers use these techniques daily for any user-centered design process. Lacking a market
share analysis, however, there are other factors which are relevant to express how crucial this
market need is.
Firstly, there are thousands of blogs, articles and websites discussing about prototyping tools,
testing and ranking them according to different parameters and trying to choose the best one:
I am going to use these references for the following competitor analysis. What matters at the
moment is to understand that, even if there is such a considerable number of prototyping tools
on the market, there is not a monopoly and new ones are continuously emerging. This not only
indicates that the market is extremely dynamic and open, but also that the market need is still
there: this is of course a problem, but at the same time is an opportunity for us and our system.
Secondly, it can be easily assessed by simply looking at the website of any company offering
prototyping tools or services: on their customer page they have a number of clients, many of
whom are big and well-known companies. The funny and maybe surprising thing is that some
of these customers appear on several of these companies’ websites: this can only indicate that
large enterprises have to use multiple prototyping tools in order to try to satisfy their needs.
Thirdly, recently more and more of these tools are offering a mobile version of their service or,
thanks to the incredible boom and development of mobile technologies, new companies are
basing their tool directly on a mobile app. This way, by checking the number of downloads and
installs, the reviews and the ratings, it is already possible to have an idea of the product itself.
Anyway, at the moment we are mostly focusing on the market of prototyping tools in general.
But what about Paper-Prototyping? Is there a real need for this kind of tools? Of course there is.
And this is simply proven by the trend of the market in recent times: several of the new apps
and services released in the last few years, as we will see in the next section, are designed with
the purpose of creating digital versions of sketches and helping the Paper-Prototyping process.
Moreover, a few years ago Rosenfeld Media ran a survey about prototyping, with almost 200 8
participants (mainly from the US) who “represented a mix of roles in the UX community”. This
survey revealed that, surprisingly with the 81% of preferences, the most common tool and
method for prototyping was none other than Paper! Therefore, this survey strengthen what has
been said up to now (and in the previous State of the Art).
8
Rosenfeld Media survey: http://rosenfeldmedia.com/prototyping/firstprototypingsurveyresul/
8
9. On top of that, it highlights that “there are a lot of tools used in combination to produce
prototypes” and that “the most important factor for using a tool is time and effort to produce a
working prototype” (the main features of Paper-Prototyping), “followed by a prototype usable
for testing” (which is what our system aims to do).
Thus, after this long and detailed report we can definitely have a clear and precise idea of the
specifics and the requirements that the product we would love and use should have. This ought
to allow designers to sketch quickly, generating several versions of the same design without
forcing them to express too many details; and, straightaway, to explore and discuss these
designs with the users through a collaborative process. Finally, these prototypes should be
suitable for being tested outside the lab, in a real-life scenario and in a myriad of different
usage contexts.
The curious fact is that such product does not exist (yet), while the market is overcrowded by a
plenty of similar competitors, where some of them only differ in minimal functions or details.
Of course, some work better than others and are somewhat close to the specification above;
however, given that these have not built a monopoly and that still multiple products are being
used at the same time, implies that we are still far from perfection.
3. Analytical Essay
3.1. Competitor Analysis
As described a number of times in the previous sections, there are several tools on the market
and everyone has its own features and peculiarity; nevertheless, very few of these address the
specific needs of mobile devices, being this still a recent and immature field of research.
Thus, this Competitor Analysis will be in reverse order respect to the one adopted in the State
of the Art: which means, I will first start presenting the more mobile-friendly products, followed
by the ones connected to Paper-Prototyping and finishing with classic prototyping tools.
I was initially inspired by the evaluation conducted by Emily Schwartzman back in 2013, which
generated a chart containing 10 different prototyping tools . According to what she wrote in 9
the article, she managed to create a prototype with each tool, but each one “has features that
support slightly different tasks and needs”, therefore some of them worked better than others
for a certain task and in different situations. She then decided to constantly update her chart
with the new-born products. I used this chart as a reference and combined it with articles , 10 11 12
posts on blogs and my experience so far. 13
9
Designer’s Toolkit: http://www.cooper.com/journal/2013/07/designerstoolkitprototestingforprototypes
10
Designer’s Toolkit Prototyping Tools: http://www.cooper.com/prototypingtools
11
UX Prototyping Tools: http://www.core77.com/posts/39834/6NewUXPrototypingToolsforDesigners
12
Top Interactive Prototyping Tools: http://www.coderewind.com/2015/06/top7interactiveprototypingtools
13
20 Free “Must Try” Solutions: http://blog.templatemonster.com/2015/08/19/listofprototypingtools
9
10. ● Pop: Prototyping On Paper (popapp.in): I started with this app since it is the closest to
our system and one of our most serious potential competitors [14]. It allows designers
to use existing sketches as a starting point, which makes it perfect for
Paper-Prototyping (as suggested by the name), and to convert them into working and
testable prototypes by simply connecting them through hotspots. It was launched at
the end of 2012 and raised an angel round of $700,000 from investors.
Strengths: extremely fast and easy-to-use, perfect for mobile interaction.
Weaknesses: the interactivity is limited to hotspots for moving between screens.
● Invision (invisionapp.com): similar to Pop, it is definitely one of the most popular of the
new prototyping tools. It transforms a static project into a quick click-through prototype
that can be shared and tested on the phone or on a computer. While it has no drawing
or image creation tools, which makes it really easy to learn, it offers a strong set of
cloud storage features, transitions, integrations and gestures to support prototyping.
Strengths: really intuitive, fast-growing community, features constantly added.
Weaknesses: not as paper-focused as Pop, it only works with existing mockups.
● Marvel (marvelapp.com): I would call it a “copy” of Invision (or vice versa), even if some
functionalities might be a little more difficult to use. Otherwise the features are the
same as its previous competitor: linking screens, adding transitions and gestures,
sharing the project and saving it on the cloud. It is again really similar to Pop, but has a
slightly different scope, not being primarily focused on paper sketches.
Strengths: easy-to-learn, it provides frames for several devices.
Weaknesses: as for Invision, only existing mockups can be used.
● Flinto (flinto.com): again, much the same as above. What Flinto focuses on, however, is
the capability to test the design from the very beginning, applying adjustments on the
go and replacing sketches with mockups through a simple drag-and-drop. This way, the
final prototypes will look like real things.
Strengths: it automatically creates scrollable areas; it just needs one click to share stuff.
Weaknesses: there is no control of individual elements and gestures are not supported.
● Balsamiq (balsamiq.com): one of the oldest and still one of the best for creating
mockups and prototypes. The main key strength is its simplicity: the choices are so
limited that it is impossible to waste time on useless details, which on the other hand
makes the task often inadequate. Anyway, it is really easy to generate a clickable
prototype: its “sketchy” look helps focusing only on the content and the interaction.
Strengths: it seems to be sketching on a whiteboard, but using a computer.
Weaknesses: limited functionalities and import/export options.
● Solidify (solidifyapp.com): this app is perfect whenever needed to run usability testing
on a clickable prototype and get a good number of feedback. Indeed, it is specifically
designed for user testing, in order to “track and display number of clicks, time spent on
10
11. each page, and other testing metrics”.
Strengths: features for running usability tests, collecting feedback and creating reports.
Weaknesses: no animations, creation or editing of individual elements in the tool.
● Justinmind (justinmind.com): an elegant and flexible prototyping tool with powerful
features, which works well for click-through prototypes and with existing design assets.
It is possible to create prototypes from existing mockups and building new screens too.
It offers design templates for graphics and all the effects, animations and transitions
are regulated through an intuitive panel.
Strengths: it supports gesture-based interaction and can easily drag-and-drop assets.
Weaknesses: one of the youngest, thus fewer people using it and less documentation.
● FluidUI (fluidui.com): a browser-based tool used mainly to design mobile interfaces, but
has libraries to support desktop ones too. Prototypes can be created both from existing
mockups and by building screens from scratch by arranging pre-built widgets into a
drag-and-drop editor, which uses a Zooming User Interface and an infinite canvas
layout model for content display.
Strengths: various elements and libraries for many different devices.
Weaknesses: moderate learning curve, plus some features that are not easy to find out.
● Pixate (pixate.com): live prototyping tool for native iOS and Android apps. Ideal to
experiment with complex animations, interactions and gestures right on the mobile,
while being able to see the updates on the devices in real-time. There are no UI
elements within the tool, but only layers, actions and animations.
Strengths: live simulation of the prototype and updates in real-time on the device.
Weaknesses: medium learning curve and impossible to preview prototype on desktop.
● Axure (axure.com): one of the oldest and still ruling prototyping tools for enterprises.
For this reason, it has a wide user base, an active community and several forums for
support. It is a robust system that offers advanced desktop animations, as well as other
features such as group workflow, version control and responsiveness to numerous
screen resolutions.
Strengths: great support, built-in libraries of widgets and flexible control.
Weaknesses: steep learning curve for a first-time user and no device-specific features.
● Proto.io (proto.io): the tool has an extensive widget library and by drag-and-drop it is
possible to add or remove any element and adjust its settings with a click. Being
difficult to utilize for a first-time user, the tool comes with detailed documentation and
video tutorials. The projects are managed from a dashboard supporting team workflow
with various roles; it is cloud-integrated to allow assets to be added and managed.
Strengths: good training and support documentation.
Weaknesses: steep learning curve and extremely time-consuming.
11
12. ● UXPin (uxpin.com): it was developed “by UX designers for UX designers”. Prototypes
can be created from existing mockups or external files or by building screens using
extensive UI libraries. It is similar to JustinMind, but the dashboard includes elements
from other popular frameworks (like Bootstrap). UXPin has focused on team workflow
and collaboration with features like screen-sharing and VOIP.
Strengths: user testing with prototypes through built-in video conferencing software.
Weaknesses: the performance of the tool can be frustrating and buggy.
Several tools have been excluded from this Competitor Analysis because too similar to some
of the listed products, too focused on layouts and wireframing or due to their smaller user base
and, therefore, market size. The following are only some of them: FieldTest (fieldtestapp.com),
Principle (principleformac.com), Prototypes (prototypesapp.com), HotGloo (hotgloo.com),
Moqups (moqups.com), Mockups.me (mockups.me), Mockflow (mockflow.com), Webflow
(webflow.com), Concept.ly (concept.ly), Wireframesketcher (wireframesketcher.com), Origami
(facebook.github.io/origami), Protoshare (protoshare.com), Briefs (giveabrief.com), Flairbuilder
(flairbuilder.com), Wireframe (wireframe.cc), Codiqa (codiqa.com), Framer.js (framerjs.com),
Indigo Studio (infragistics.com/products/indigo-studio), Form (relativewave.com/form).
3.2. Market Differentiation
After analysing the competitors on the market and, in the Literature Analysis, understanding
what the State of the Art is and what the Market Need looks like from an I&E perspective, it is
now time to combine all these previous concepts and then focus on the Market Differentiation.
Therefore I decided to position all the competitors on the graph below, placing them according
to the two main criteria we are basing our system on: on the X-axis, the ease of use, a
combination of time and effort required to create a working prototype; on the Y-axis, the
suitability for paper sketches and mobile usability testing.
12
13. As can be seen from the graph above, the green area indicates that there is actually space for
our product! Indeed, it makes the Paper-Prototyping process extremely fast and, furthermore,
it is totally concentrated on the creation of a running mobile version for usability testing. Pop,
as can be noticed, is the most similar product: however, there are some fundamental
differences which distinguish it from our system and that will be the core of the Value
Proposition. Pop and the other first 4 apps on the list are the ones we might call the “direct
competitors” : all of them offer quite a comparable product and service and compete with the 14
same customers. Designers who need a prototyping tool which works quickly, and allows them
to have a testing version in few minutes by starting from paper sketches, can choose one of
these tools and will be definitely satisfied in any case.
On the other hand, the rest of these products (from Balsamiq to UXPin) can be classified as
“indirect competitors” [15], since they allow the user to (probably) obtain the same results, but
by using their resources in a different way (or at least in a way they are not meant to be used).
This is the case of all these (semi-)professional programs, which (mostly) recreate the design
from scratch and so require much more time, since they provide a huge number of features. At
the same time, these tools encourage too much focus on the layouts, the alignments and other
details of the prototypes, which are not relevant in the early design phase. Here, instead, it is
crucial being fast and generating several completely different ideas, testing and merging them
into an ultimate solution.
As Bill Buxton says, you first need to get “the right design, before proceeding with getting the 15
design right”: and computer programs, or electronic tools, are not good at supporting the
multiple ideas and divergent thinking needed to get the right design. Which is why our
system is so different.
3.3. Value Proposition
It is finally high time to answer the I&E question formulated at the beginning by presenting our
solution. The tool, which is called “Blended Prototyping”, is a tabletop system developed to
simplify and accelerate the design while paper-prototyping [16]. This special tabletop
computing setup offers the possibility to manually sketch and develop interface screens on
regular paper sheets; these screens can then be translated into digital versions and runnable
applications on the target device by only defining “hotspots” on the prototypes. Thus, Blended
Prototyping transfers the techniques of Paper-Prototyping to mobile devices: the product is not
digital since the beginning, but it is sketched on paper and then digitized and enhanced.
This way, this system minimizes the implementation effort and allows users to collaboratively
sketch multiple and different prototype alternatives, which can be automatically converted into
prototype applications able to run on mobile devices and ready to be tested. Therefore, what
14
Small Business BC: http://smallbusinessbc.ca/article/understandingyourcompetition
15
Bill Buxton’s website: http://www.billbuxton.com
13
14. makes this system so unique, is that it takes advantage of the positive effects of collaborative
paper sketching, by creating a whole environment for discussion and ideation; furthermore, it
is still perfect for the testing on the field. Besides, replicating and distributing the digital copies
of the prototypes is then extremely easy and it is another added value: it solves the problem of
sharing design ideas with people outside the design team (like clients) and it makes it simple
to reuse them and interact with them. In addition, unlike several other existing approaches,
Blended Prototyping enable designers to program functionalities and define dynamic interface
behaviours for the sketched prototypes by simply adding some code in a native programming
language. This ultimately smoothes the transition towards the development phase.
3.4. Business Proposal
This chapter focuses on bringing the previous Value Proposition into the actual market context,
assessing this way the marketability of the idea. First, after discussing how the system works, I
will now explain the two parts it consists of: the hardware and the software part.
The hardware component includes several elements (the so-called tabletop setup):
● a video projector (average price: 700€), located vertically in a central position above a
regular meeting table, which projects the screen models for the prototypes and the
already virtualized ones;
● a webcam (average price: 100€), pointing at the table for barcode marker recognition,
which has the purpose of following the different screens and mapping them;
● a DSLR camera (average price: 600€), used for taking high-resolution pictures of the
tabletop surface, which can then be digitized.
The software part, on the other hand, consists of the Java application (running on a PC) which
controls the projector and all the cameras, automatically capturing the sketches as they evolve
thanks to the barcode markers placed on the top of the sheets. As Bähr describes in his paper,
the interface on the tabletop is ultimately integrated with the virtual semantics projected on
top. The system creates then a digitized paper-prototype: all the paper sheets are shown on
the mobile device display, where the users can perform certain actions and test them out in the
field, in realistic usage contexts.
Being the product a combination of hardware and software, it can be offered to the customers
in a number of different solutions. The following are just initial and tentative revenue streams
(for example, there could be a Basic and a Pro version too), based on the prices of the different
components and compared to the competitor's’ pricing strategy:
● Hardware + Software (one time subscription): 1.999€
● Hardware + Software (yearly rental): 699€
● Hardware + Software (monthly rental): 69.99€
● Hardware + Software (student subscription): 1.499€
● Software Only (one time subscription): 499€
● Software Only (yearly rental): 299€
● Software Only (monthly rental): 29.99€
● Software Only (student subscription): 399€
14
15. The target would be dual: on the one hand, I would start approaching big companies and
startups, which could definitely invest some money and working space for having such a
system for their business; on the other, I would target research institutes and labs, which
could highly benefit from this tabletop setup for academic and scientific purposes. In this case,
single users (such as Master or PhD students) might take advantage of the discounted price to
personally have the system, either for research or freelancing aims. Blended Prototyping would
then be extremely useful for companies working with Agile Software Development 16
methodologies (like Scrum ), because it surely helps iterative and incremental processes; at 17
the same time, it would be beneficial for businesses following Design Thinking , since such a 18
system would easily amalgamate people from totally opposite backgrounds working in the
same company, by making everyone able to use design methods towards a common goal.
3.5. My Contribution
For my Master Thesis Project I am exploring possible ways to improve the user interaction with
the tabletop system. Once the designers want to digitize the sketches, or perform any action
on the prototypes, they have to use a mobile application on a tablet. This step, even if usable
and perfectly working, is definitely against the principles and the aims of the table: one single
user is obliged to stop (or pause) the ideation process to convert the sketches into virtualized
versions, breaking the collaborative moment and the so-called “flow” . 19
What I am doing, therefore, is trying to find various and different solutions to avoid using the
tablet application: I am mainly focusing on the color detection process, which allows users to
paint (with a marker pen) inside a component of a sketch (more or less the same process as
creating a hotspot) which, according to the color chosen in a control card, is recognized as a
button, a textbox, etc. In the coming weeks I am going to run some user-studies to validate my
choices or reject my assumptions.
4. Summary
As outlined in the Introduction, in this Minor Thesis I described the business idea connected to
the project I am working at for my Major Thesis. After giving a short introduction of the aim of
this work and presenting myself and the methods I would have used, I described the Literature
Analysis related to Paper-Prototyping for mobile devices, focusing on each of these topics by
depicting the technological State of the Art; I then analysed the market and discovered the
Market Need, which is the problem I was trying to solve. In the Analytical Essay part, I started
displaying the Competitor Analysis and, therefore, I illustrated the Market Differentiation and
16
Understanding Agile Methodology: http://agilemethodology.org
17
Scrum.org website: http://www.scrum.org
18
Design Thinking on Wikipedia: http://en.wikipedia.org/wiki/Design_thinking
19
Flow on Wikipedia: http://en.wikipedia.org/wiki/Flow_(psychology)
15
16. the Value Proposition of our system, followed by the Business Proposal related. Finally I
explained what was my contribution to the whole project.
This Minor Thesis work was particularly inspiring and educational, since it forced me to think
“out of the box”, no more focusing on the HCI and technical side of the topics, whereas seeing
them from an I&E point of view and continuously asking myself: “Could it work? Does it solve a
need? Would people pay for this?”. Moreover, the choice of linking it to the Major Thesis made
me become even more passionate about by thinking at a possible business-oriented future.
5. References
[1] Snyder, C., Paper Prototyping, The Fast and easy way to design and refine User Interfaces,
2003, Morgan Kaufmann Publishers
[2] Bähr, B., Thoughts on Blended Prototyping (in Prototype! Physical, Virtual, Hybrid, Smart:
Tackling New Challenges in Design and Engineering), 2012
[3] Beaudouin-Lafon, M. & Mackay, W., Prototyping tools and techniques, 2002, ACM Library
[4] Preece, J. et al., Human-Computer Interaction, 1994, Addison-Wesley
[5] Rudd, J. et al., Low vs. high fidelity prototyping debate. Interactions, 1996, ACM Library
[6] Landay J., SILK: Sketching Interfaces Like Krazy, 1996, ACM Library
[7] Bähr, B. et al., A Tabletop System for supporting Paper Prototyping of Mobile Interfaces,
2010, “PaperComp” Workshop, UbiComp 2010 Copenhagen, Denmark
[8] Liu, L. & Khooshabeh, P., Paper or Interactive? A study of prototyping techniques for
ubiquitous computing environments, 2003, ACM Library
[9] Virzi R. et al., Usability problem identification using both low- and high-fidelity prototypes,
1996, ACM Library
[10] Catani, M. & Biers, D., Usability evaluation and prototype fidelity: Users and usability
professionals, 1998, Human Factors and Ergonomics Society Annual Meeting
[11] Novick, D., Testing documentation with “low-tech” simulation, 2000, IEEE Documentation
[12] de Sá, M. & Carriço, L., A mobile tool for In-Situ Prototyping, 2009, ACM Library
[13] de Sá, M. & Carriço, L., Low-fi prototyping for mobile devices, 2006, ACM Library
[14] Bergen, M. & Peteraf, M., Competitor Identification and Competitor Analysis: A
Broad-Based Managerial Approach, 2002, Managerial and Decision Economics
[15] Czepiel, J. & Kerin, R., Competitor Analysis (in Handbook of Marketing Strategy), 2011,
Edward Elgar Publishing
[16] Bähr, B. & Neumann, S., Blended Prototyping Design (in Rethinking Prototyping:
Proceedings of the Design Modelling Symposium - Berlin 2013)
16