The document discusses open innovation through relinquishing control and creating open systems. It argues that innovation occurs through flows of information, energy, material, and behavior within networks of people and things. True open innovation involves open delivery systems that allow others to build upon your work, open experiences that let users build their own ideal path across channels, and open design processes that include users or let them design themselves. Fully open systems maximize innovation potential by combining open social and technological networks.
The Real Problem of Bridging the Multimedia “Semantic Gap” jrs21
WWW-2007 Panel Position:
- Since video search is visual, the semantic spaces should be defined visually as well
- Create large multimedia knowledge-base with exemplar content representing all semantic concepts relevant for search
- Allow semantics space to evolve from end-user perspectives (across sports, entertainment, news)
- Allow technology to focus on extracting the relevant semantics – truly providing the needed data-driven approach for bridging the multimedia semantic gap
NMC Horizon Report Project Preview -- 2012 Museum Edition presented by Holly Witchey and Alex Freeman at the 2012 MCN Conference in Seattle, Washington on Thursday, November 8, 2012.
Designed for Introduction to Information Technology - foundation course for Applied Information Technology major program at St. John Fisher College.
Note: testing. This is my first Slideshare upload.
The Real Problem of Bridging the Multimedia “Semantic Gap” jrs21
WWW-2007 Panel Position:
- Since video search is visual, the semantic spaces should be defined visually as well
- Create large multimedia knowledge-base with exemplar content representing all semantic concepts relevant for search
- Allow semantics space to evolve from end-user perspectives (across sports, entertainment, news)
- Allow technology to focus on extracting the relevant semantics – truly providing the needed data-driven approach for bridging the multimedia semantic gap
NMC Horizon Report Project Preview -- 2012 Museum Edition presented by Holly Witchey and Alex Freeman at the 2012 MCN Conference in Seattle, Washington on Thursday, November 8, 2012.
Designed for Introduction to Information Technology - foundation course for Applied Information Technology major program at St. John Fisher College.
Note: testing. This is my first Slideshare upload.
Socio-cultural User Experience (SX) and Social Interaction Design (SxD)Samir Dash
This paper introduces the ‘socio-cultural’ dimension of User Experience (UX) and Interaction Design (IxD) with reference to emerging devices and related eco-systems.
Socio-Cultural User Experience (SX) – the missing piece in UX:
I have coined the term ‘SX’ aka ‘Socio-Cultural User Experience’ to represent the aspect of Usability Design or User Experience (UX) that deals with usability aspect of products/ software in a social context.
Social Interaction Design (SxD) – Helping IxD to Focus on Context and Environment of the User
I am using the term ‘SxD’ aka ‘Social Interaction Design’ that deals with the ‘social aspect’ of Human – Computer - Interaction (HCI) and Interaction Design (IxD) that focuses on usability design in context of how the user is interactive with the app in specific socio-cultural context.
Considering the ‘Others’ in the User’s Social Circle:
The existing UX model does not analyze the need beyond the current user and his ‘type’ to do a usability test -- it never considers how it is impacting the other members of the society while the target user set is using the app/system.
Rediscovering Accessibility for Future Tech - Everyone is affected!Samir Dash
his is a rediscovery of “Accessibility” in the world of touch-screens and other natural interfaces. With new technology innovation the lines between accessibility technology and Technology for Mass are getting blurred. What used to be a special need is becoming a general need for mass use.Situational Disabilities Use-cases are defining the new age devices, wearable & smart interfaces.
High time we need to rediscover on “accessibility” what we think we have already discovered!
Towards user co-creation of value on the Internet-of-Things (IoT)trappenl
With the promise of an Internet-of-Things, an abundance of connected smart objects around us will collaborate to deliver us novel services that we couldn’t have dreamt of before. But, how should we, as an industry, prepare for this? How can we create (new) value for our customers?
Let’s start with some history. In the last years, the general availability of creation tools and distribution mechanisms for digital media has resulted in a so-called long tail of user created digital artefacts complementing the commercial offering of online media. Everyone can now create movies and put them on YouTube. A similar trend is ongoing for web resources where toolkits for creating mash-ups are complemented with online communities for sharing APIs and code.
I will present some inhibiting factors that prevent this wave of mass creativity to start in the world of connected Internet-of-Things (IoT) devices. How can people trust services delivered by the IoT? How can they understand the services delivered to them by the smart environment? And, finally, how can users actively participate in this Internet-of-Things, as they do now on the Web?
I will zoom into this last aspect by addressing the required tools and sharing mechanisms for non-technical users to participate and co-create value on the Internet-of-Things. I will use SenseTale.com as one example trying to fill this gap. SenseTale is a live research prototype resulting from multi-disciplinary research that offers an online marketplace for IoT applications, real-time data and user created high-level abstractions thereof. SenseTale offers a first glimpse of a 3-sided marketplace where creative users, developers, and device manufacturers meet.
These are the slide used at a speech in Shanghai on May 9, 2007. The presentation lays out a vision for the future of technology (specifically for mobility) for 20 years. You may not agree with the vision. The objective is use this as a catalyst for conversations.
Healthcare Innovation Now: 3 themes and 10 insights.frog
frog’s Executive Creative Director Fabio Sergio builds a strong case at Mobile Health Industry Summit 2011 in Brussels about why healthcare solutions should be ecosystem-based and designed around people, not "just" patients.
Socio-cultural User Experience (SX) and Social Interaction Design (SxD)Samir Dash
This paper introduces the ‘socio-cultural’ dimension of User Experience (UX) and Interaction Design (IxD) with reference to emerging devices and related eco-systems.
Socio-Cultural User Experience (SX) – the missing piece in UX:
I have coined the term ‘SX’ aka ‘Socio-Cultural User Experience’ to represent the aspect of Usability Design or User Experience (UX) that deals with usability aspect of products/ software in a social context.
Social Interaction Design (SxD) – Helping IxD to Focus on Context and Environment of the User
I am using the term ‘SxD’ aka ‘Social Interaction Design’ that deals with the ‘social aspect’ of Human – Computer - Interaction (HCI) and Interaction Design (IxD) that focuses on usability design in context of how the user is interactive with the app in specific socio-cultural context.
Considering the ‘Others’ in the User’s Social Circle:
The existing UX model does not analyze the need beyond the current user and his ‘type’ to do a usability test -- it never considers how it is impacting the other members of the society while the target user set is using the app/system.
Rediscovering Accessibility for Future Tech - Everyone is affected!Samir Dash
his is a rediscovery of “Accessibility” in the world of touch-screens and other natural interfaces. With new technology innovation the lines between accessibility technology and Technology for Mass are getting blurred. What used to be a special need is becoming a general need for mass use.Situational Disabilities Use-cases are defining the new age devices, wearable & smart interfaces.
High time we need to rediscover on “accessibility” what we think we have already discovered!
Towards user co-creation of value on the Internet-of-Things (IoT)trappenl
With the promise of an Internet-of-Things, an abundance of connected smart objects around us will collaborate to deliver us novel services that we couldn’t have dreamt of before. But, how should we, as an industry, prepare for this? How can we create (new) value for our customers?
Let’s start with some history. In the last years, the general availability of creation tools and distribution mechanisms for digital media has resulted in a so-called long tail of user created digital artefacts complementing the commercial offering of online media. Everyone can now create movies and put them on YouTube. A similar trend is ongoing for web resources where toolkits for creating mash-ups are complemented with online communities for sharing APIs and code.
I will present some inhibiting factors that prevent this wave of mass creativity to start in the world of connected Internet-of-Things (IoT) devices. How can people trust services delivered by the IoT? How can they understand the services delivered to them by the smart environment? And, finally, how can users actively participate in this Internet-of-Things, as they do now on the Web?
I will zoom into this last aspect by addressing the required tools and sharing mechanisms for non-technical users to participate and co-create value on the Internet-of-Things. I will use SenseTale.com as one example trying to fill this gap. SenseTale is a live research prototype resulting from multi-disciplinary research that offers an online marketplace for IoT applications, real-time data and user created high-level abstractions thereof. SenseTale offers a first glimpse of a 3-sided marketplace where creative users, developers, and device manufacturers meet.
These are the slide used at a speech in Shanghai on May 9, 2007. The presentation lays out a vision for the future of technology (specifically for mobility) for 20 years. You may not agree with the vision. The objective is use this as a catalyst for conversations.
Healthcare Innovation Now: 3 themes and 10 insights.frog
frog’s Executive Creative Director Fabio Sergio builds a strong case at Mobile Health Industry Summit 2011 in Brussels about why healthcare solutions should be ecosystem-based and designed around people, not "just" patients.
LinkedIn Lunch and Learn Presented by Ryan Swindall (@swinrs) from AccellionRyan Swindall
A short presentation on LinkedIn and how to get started, a few thoughts on being effective with this digital tool, and a few thoughts on the costs and benefits of the service.
China is considered home to the world's factories, manufacturing everything from zippers to photovoltaic cells and with its population of over 1.3 billion and booming economy, consumerism is on the rise, too. But lets peak into the hidden layer of China's unique blend of creativity and tech innovation. There's the Shanzhai phenomenon - unique to China but even more interesting is looking at how Chinese consumers use technology differently, creating and combining platforms to suit the demands of a generation bred on instant gratification and constant connectivity.
HIC2012 The Future of Healthcare: Innovation at the EdgeRajiv Mehta
This was an invited keynote delivered in Sydney, at Australia's annual health informatics conference HIC2012. I was asked to speak about the Quantified Self, and the self-tracking movement in general, and its potential impact on healthcare.
Nearly 40 years ago in Silicon Valley, a group of pioneers leveraged technological advances and new ways of thinking to make computing personal. Computing went from being dismissed as a tool of bureaucratic control to being embraced as a symbol of individual expression and liberation. The creativity of millions of individuals was unleashed. Their experimentation has changed the world, often exceeding the innovation from traditional institutions. Today another generation is leveraging technological advances and new ways of thinking to make healthcare personal. They are developing and using tools, technologies, ideas and communities to enable and empower individuals to understand and manage their own health. They are encouraging and supporting crowd-sourced scientific advancements. What are these people doing? What tools are they using? What have they learnt? And how is all this activity going to impact traditional healthcare institutions, the nature of care services, and the pace of health technology innovation?
Pharma and Social Media: What's the New Normal?Steve Woodruff
When considering the role of social media in the pharma/healthcare industry, it is best to step back and grasp the overall trends shaping the way we now communicate. What is the New Normal?
Mobile devices and applications in healthcare: Security and Compliance Risksdata brackets
Recent HHS analysis of reported breaches indicates that almost 40% of large breaches involve lost or stolen devices.” Majority of these devices are laptops, smart phones, etc., This 50-minute webinar will focus on how to effectively comply and secure mobile devices in healthcare industry.
On the future of healthcare - it’s less about being sick, more about staying well & healthy - the ages of Genomic medicine and Self monitoring will lead to healthcare which becomes consumer-driven, engaging, addictive, fun and social – in short: Precise, Participatory, Predictive & Preventive
Macedonia Tourism - Opportunities, Challange and Trends | Dr Prem Jagyasi | D...Dr Prem Jagyasi
Macedonia has great potential to promote itself as tourism destination, despite of efforts from both public and private organization currently Macedonia hasnt reached to full potential. This presentation through lights on current trends, challenges and opportunities for Macedonia Tourism Industry.
Digital Evolutions: Startups, Platforms and EcosystemsSimone Cicero
This presentation was first released as Lecture in two Startup Accelerators lately. The presentation recaps on several digital trends and correlates them with Platform Design, previously covered in the record breaking "Future Proof Design" presentation available here: http://www.slideshare.net/Meedabyte/future-proof-design-and-the-platform-design-canvas.
In search for new ideas to frame Platform Design as a discipline in a more global discourse regarding the digital market, I went in search of complementary theories: most of this research have been consolidated in this lecture
In parallel, the Platform Design canvas is transforming into a more comprehensive Toolkit. See context here: http://wp.me/plmpp-uG
a. compare and contrast the nuances of varied online platforms, sites, and content to best achieve specific class objectives or address situational challenges (CS_ICT11/12-ICTPT-Ia-b-1);
b. share plans on how to use your knowledge on the different trends in ICT; and
c. independently compose an insightful reflection on the nature of ICT in the context of your life, society, and professional tracks (Arts, TechVoc, Sports, Academic).
iPhones: Markets, Marketing, Development and researchchrisvanaart
Mobile App business
- Consumers and Companies
- stakeholders, markets
Building Mobile apps
- Architectures
Research with Mobile apps
-cultural heritage
-Personalized TV watching
TestingTime - Guest Article - let’s save the world—democracy, inclusion and s...Jan Groenefeld
You are probably asking yourself: “As a UX designer, can I actually change the world?” Not by yourself – but you can make a positive contribution. The prerequisite is the interdisciplinary cooperation of specialists in operational ergonomics, product designers, developers, and some others. Find out the influence of technologies on our society, how we reduce reservations thanks to human-centred design, and how we use our tools optimally in the “Digital Designer” college to obtain a relationship between human beings and technology that has real added value. Let’s go!
Similar to Relinquishing Control: Creating Space for Open Innovation (20)
The 50-plus population in the United States consists of close to 100 million consumers. Between now and 2030, this demographic will expand by over 34%. Additionally, by 2030 roughly 1 in 5 Americans will be 65 years of age and older, for a total of 72 million seniors.
In general, we are living longer and with more health complications. Even so, most of us want nothing more than to remain in the company of our friends and loved ones, stay in places that are most familiar and comfortable to us, and maintain our mental and physical autonomy.
This presentation explores the transformative impact that great design and emerging technologies will have on creating sustainable, supportive, and connected communities for the aging population and those who care for them.
Understanding human motivation_in_the_age_of_connected_machinesfrog
Solving large-scale, Industrial Internet problems has the potential of creating huge cost savings, new products, and market opportunities. However, beyond the technical challenges, understanding human motivations and values underpinned by the Internet of Things is difficult.
As data collection and connectivity grow exponentially, the interface to remote storage, analytics and connected systems become an inflection point through which potential value is delivered to end users and equipment operators thus, increasing the importance and value of how we interact with connected hardware.
Examples are shown of how the Industrial Internet of Things can unlock value propositions such as increased productivity, better analysis, and business intelligence by better understanding human motivation.
Envisioning the Balance: The Dyanmic Role of Design in Entrepreneurshipfrog
What is the expanding role of design in entrepreneurship? What is the interplay between them? David Sherwin, an Interaction Design Director at frog, shares his personal take on this subject from a designer's point of view, with principles you can use to drive sustainable growth and beneficial cultural change within your businesses, as well as approaches for creating valuable new products, services and business models with your customers and communities. This talk was delivered on March 5 at Think Big Partners in Kansas City as part of Kansas City Design Week 2014.
SXSW: Designing Smart Objects for Emotional Peoplefrog
Wearable technology, smart meters, and networked devices have generated an environment of abundant digital chatter. It’s now socially acceptable to compete with your FuelBand, send a text to your thermostat, and argue with Siri. Our eagerness to communicate with objects as we would a friend points to a new criterion for designing intelligent products. We want our technology to be smart, but also deeply personal. This presentation outlines the opportunities and risks associated with designing smart objects for emotional people. Through stories of emerging products and experimental research endeavors, it highlights the fine line designers must walk between enhancing the emotional intelligence of individuals, and replacing it.
Data is the fuel of the connected world, and aspects like value, trust, transparency and ultimately ownership have been a continuous source for debate. As our technical capabilities and our comfort with and within the connected world evolves, so does the conversation about our habits and practices around customer data. As a product strategy and design company that has been leading the industry for more than four decades, I believe that frog is in a good position to reflect forward.
frogs from around the world predict the 15 most significant technology trends you will see in 2014. Check out the list and cast your votes on what you think is Likely or Not Likely: http://fro.gd/1ksg2iS
“The modern city is becoming a pointer system, the new URL, for tomorrow’s hybrid digital–physical environment. Today's Facebook will be complemented by tomorrow's Placebook. Explosive innovation and adoption of computing, mobile devices, and rich sources of data are changing the cities in which we live, work, and play. It's about us, and how computing in the context of our cities is changing how we live. A digital landscape overlays our physical world and is expanding to offer ever-richer experiences that complement, and in emerging cases, replace the physical experience. In the meta–cities of the future, computing isn't just with us; it surrounds us, and it uses the context of our environment to empower us in more natural, yet powerful ways.”
Is This Progress? More Meaning in Our Digital Lifefrog
VP of Creative Paul Pugh moderated the panel "Is This Progress? More Meaning in Our Digital Life" at SXSW Interactive 2013.
IT advances have created a mass transformation comparable to the Renaissance and the Industrial Revolution. As we use digital tools to create new connections and experiences, what is the impact on our analog realities? Consider:
1. The collective memory of our online activities far exceeds our human capacity to remember; we struggle with information overload and privacy concerns instead of treasuring our digital legacy.
2. News is omnipresent yet more compartmentalized than ever, as we invent siloes to absorb the deluge of information. We traded newspapers for online news feeds, but are we better informed, or more myopic?
3. Both human relationships and physical artifacts are decamping for the cloud. Is a Facebook friend truly nurturing? Is digital music as interesting as a hard-earned vinyl collection?
frog Interaction Designer Jennifer Dunnam explores the farmers’ market, technology, and the future urban environment. Presented at the Food, the City, and Innovation Conference in Austin, Texas.
The next big disruption in lifelong learning will be by design. We are innately trained and poised to have a global impact on how other people can survive and thrive, whether they are designers or not. In this talk from AIGA Seattle's Into the Woods 2012 conference, David Sherwin points out opportunities and shares tools he's gathered to encourage people to be better critical thinkers and problem solvers, using the activity areas of the Collective Action Toolkit as a frame (which at the time was still a work in progress).
Yes, it’s already that transitional time when our current year ends and another begins, and today and tomorrow are quickly changing hands. Rather than look back at significant trends of the past 366 days (2012 was a leap year, remember?), we asked a wide variety of technologists, designers, and strategists across frog’s studios around the world to take a look to the future. The near future, that is. “Near” in that 2013 is not only upon us, but also “near” in that these technologies are highly feasible, commercially viable, and are bubbling up to the surface of the global zeitgeist. We believe you’ll be hearing a lot more about these trends within the next 12 months, and possibly be experiencing them in some form, too.
Here's our second annual list of Tech Trend predictions for the coming year. There are 20 individual forecasts and, new for 2013, we've also related each prediction to larger waves in business, culture, and innovation.
6. *a “situation” is a network of people and
things, animated by flows of information,
energy, material, and behavior.
7. *a “situation” is a network of people and
things, animated by flows of information,
energy, material, and behavior.
“innovation” is the process by which new
things are added to a situation, modifying both
the structure of the network and it’s flows
8. 2. open delivery:
the delivery tree
Carl Fredrik Hill [Public domain],
via Wikimedia Commons
10. Digital Touchpoints
(Web sites, applications, etc )
Physical Touchpoints
(Phones, Computers, Cars, etc)
Platforms
(OS’s, Cloud Computers, Logistics, etc)
Utilities and Infrastructure
(Telco Networks, Roads, etc)
Standards and Policy
(W3C, IEC, IEEE, etc)
Content and Service
(media, healthcare,
travel, banking, etc)
11. User (composed) Experience
(selective, opportunistic, open)
Digital Touchpoints
(Browsers, Web sites, Mobile apps, etc )
Physical Touchpoints
(Phones, Computers, Cars, etc)
Platforms
(OS’s, Cloud Computers, Logistics, etc)
Utilities and Infrastructure
(Telco Networks, Roads, etc)
Standards and Policy
(W3C, IEC, IEEE, etc)
Content and Service
(media, healthcare,
travel, banking, etc)
12. Many of todays platform players originated as
mere digital touchpoints. Their migration to
platform status was fueled by openness.
13. 3rd Party Applications Example: Mobile OS
What’s more important:
Device Manufacturers the best product, or the
best (most open)
delivery tree?
14. 3. open experiences:
multichannel ecosystems
kindly lent by Gianluca Brugnoli (http://twitter.com/lowresolution)
15. The digital world. Today.
Social network
This is still a PC
Tablet
a twitter client
mobile app
There is still a
search engine
Mobile and pervasive, multichannel and multiscreen, application based.
The main starting point is a social network, relevant content is found following
social connections or a location.
16. Multiple screens and devices live
together
Users access data, content and services with the
best screen available in that situation
17. Example: shopping experience
The multichannel shopping User Experience flows on a service platform
made of di erent channels and touchpoints.
1. LANDING AND 2. PRODUCT 3. PRODUCT 4. SHOPPING CART 5. ORDER SET UP 6. CRM AND
PROMOTION DISCOVERY PRESENTATION MANAGEMENT CHECK OUT SUPPORT
Website
eMail
Mobile
Store
Call Center
Paper
18. Example: shopping experience
End users build their own experience across the platform, jumping from
a channel to another, connecting the available touchpoints.
1. LANDING AND 2. PRODUCT 3. PRODUCT 4. SHOPPING CART 5. ORDER SET UP 6. CRM AND
PROMOTION DISCOVERY PRESENTATION MANAGEMENT CHECK OUT SUPPORT
Website
eMail
Mobile
Store
Call Center
Paper
19. Example: Albert Heijn - Appie shopping assistant.
From the web to the grocery store through a mobile app
20. Design considerations
Many entry points are possible
In the system there are many entry points where the user can initiate
the interaction, following context, situation and other needs and goals.
There is no one best way
Interaction and task flow doesn’t always follow one single optimal
process, but is the combination of various partial and occasional actions
accomplished by the user with di erent tools in di erent context.
Design for connections
In the system scenario, design is mainly focused on finding the
connections with the whole network, than in creating closed and self-
su cient systems, tools and services.
Connections are social and cultural assets, other than technical.
28. The social The technological
situation situation
Innovation
Potential
People: Abu badali, CC-BY-SA-2.5 Gears: eugrafia CC-BY-SA-3.0,
via Wikimedia Commons via Wikimedia Commons
29. Open Delivery
Don’t build anything more than you have to.
Let others build on top of your product.
The social The technological
situation situation
30. Open Use
Let users build their own ideal path.
Design for connections
The social The technological
situation situation
31. Open Design
Design with users.
Or let them design for themselves.
The social The technological
situation situation