This document provides an overview of a summer school on open innovation and user experience design and assessment taking place from September 10-14, 2012 in Milan. The summer school will introduce concepts of user experience design and apply them to specific cases, including developing a smart conference networking app. Participants will learn about experience design methodologies, living labs, and the ELLIOT project for designing IoT experiences. The document outlines the agenda, presenters, and goals of improving design innovation through user-centered approaches.
1. Living Labs aim to provide structure and governance to user involvement in open innovation as an intermediary.
2. They observe user-led practices to identify tacit knowledge, which they then diffuse into ad-hoc innovation networks at mid-low levels of innovation.
3. By performing context-based experimentation, Living Labs can generate local modifications to existing meanings or new meanings for products and services.
The document discusses Living Labs and the European Network of Living Labs (ENoLL). It describes Living Labs as user-driven open innovation ecosystems where users help develop new technologies, products, and services. ENoLL aims to foster collaboration between public organizations, businesses, and users to accelerate innovation and address global challenges through open innovation. The network promotes cooperation between its members and helps position them internationally.
The document describes research into developing an interface called iLook that allows users to manage home appliances using touch interactions and augmented reality. iLook uses a zooming user interface across five levels (Inside, Eldo, Home, Indesit, World) to provide overviews and details of appliance information. The researchers conducted workshops with stakeholders to generate concepts and evaluate a mockup of iLook. Challenges included designing for the different levels and providing coordinated multiple views using zooming, focus+context, and augmented reality features. Situated evaluations provided insights into helping users construct mental models of the system.
This upcoming Wikimania 2008 tutorial discusses the three principles of “open collaboration” which I believe are underlying wikis, open source, and other forms of peer production.
Open innovation and user centricity for living labsFrancesco Niglia
Open Innovation 2.0 is a new paradigm for innovation that emphasizes collaboration across organizational boundaries. It discusses the evolution from individual to open innovation and the key roles of users, industry, government, and academia. Living labs are presented as real-world test beds that facilitate user-centric open innovation through public-private-people partnerships. User centricity shifts the focus of innovation to involving users in all stages of the process from idea generation to product development and deployment.
The document discusses a brainstorming session on supporting startups and scaling up at the iEER Conference in Brussels. It provides background on iEER which aims to define solutions to boost regional entrepreneurship ecosystems. Key findings from iEER include the need for collaboration across organizations and reducing silos. Examples of good practices for startup support are provided, such as startup events and incubation/acceleration programs. Challenges and opportunities for the future are then discussed, such as how to bridge innovation and business, the role of funding, and leveraging new technologies.
Presentation Promotech Labs Interreg June_30th_2011PROMOTECH CEI
Promotech Labs is a European Business Innovation Centre that has supported over 571 business creations and 337 SME diversifications over 30 years. It offers coaching for entrepreneurs through the business creation process from idea generation to business launch. Promotech is experimenting with a Living Lab approach that involves groups of users to co-design products and services with entrepreneurs through meetings, collaborative tools, and usage tests. The goal is to create an open innovation ecosystem that drives innovation through user involvement.
The document discusses a panel on innovation networks held at the 6th INSME Annual Meeting in Rio de Janeiro, Brazil in 2010. It provides an overview of the panel topics which include what a living lab is, the European Network of Living Labs, living lab methodologies and tools, best practice cases, the Brazil Living Labs Network, and EU-Brazil living lab collaboration. Living labs are described as user-driven open innovation ecosystems where users co-create, experiment, and test new ideas, products, and services in real-life environments.
1. Living Labs aim to provide structure and governance to user involvement in open innovation as an intermediary.
2. They observe user-led practices to identify tacit knowledge, which they then diffuse into ad-hoc innovation networks at mid-low levels of innovation.
3. By performing context-based experimentation, Living Labs can generate local modifications to existing meanings or new meanings for products and services.
The document discusses Living Labs and the European Network of Living Labs (ENoLL). It describes Living Labs as user-driven open innovation ecosystems where users help develop new technologies, products, and services. ENoLL aims to foster collaboration between public organizations, businesses, and users to accelerate innovation and address global challenges through open innovation. The network promotes cooperation between its members and helps position them internationally.
The document describes research into developing an interface called iLook that allows users to manage home appliances using touch interactions and augmented reality. iLook uses a zooming user interface across five levels (Inside, Eldo, Home, Indesit, World) to provide overviews and details of appliance information. The researchers conducted workshops with stakeholders to generate concepts and evaluate a mockup of iLook. Challenges included designing for the different levels and providing coordinated multiple views using zooming, focus+context, and augmented reality features. Situated evaluations provided insights into helping users construct mental models of the system.
This upcoming Wikimania 2008 tutorial discusses the three principles of “open collaboration” which I believe are underlying wikis, open source, and other forms of peer production.
Open innovation and user centricity for living labsFrancesco Niglia
Open Innovation 2.0 is a new paradigm for innovation that emphasizes collaboration across organizational boundaries. It discusses the evolution from individual to open innovation and the key roles of users, industry, government, and academia. Living labs are presented as real-world test beds that facilitate user-centric open innovation through public-private-people partnerships. User centricity shifts the focus of innovation to involving users in all stages of the process from idea generation to product development and deployment.
The document discusses a brainstorming session on supporting startups and scaling up at the iEER Conference in Brussels. It provides background on iEER which aims to define solutions to boost regional entrepreneurship ecosystems. Key findings from iEER include the need for collaboration across organizations and reducing silos. Examples of good practices for startup support are provided, such as startup events and incubation/acceleration programs. Challenges and opportunities for the future are then discussed, such as how to bridge innovation and business, the role of funding, and leveraging new technologies.
Presentation Promotech Labs Interreg June_30th_2011PROMOTECH CEI
Promotech Labs is a European Business Innovation Centre that has supported over 571 business creations and 337 SME diversifications over 30 years. It offers coaching for entrepreneurs through the business creation process from idea generation to business launch. Promotech is experimenting with a Living Lab approach that involves groups of users to co-design products and services with entrepreneurs through meetings, collaborative tools, and usage tests. The goal is to create an open innovation ecosystem that drives innovation through user involvement.
The document discusses a panel on innovation networks held at the 6th INSME Annual Meeting in Rio de Janeiro, Brazil in 2010. It provides an overview of the panel topics which include what a living lab is, the European Network of Living Labs, living lab methodologies and tools, best practice cases, the Brazil Living Labs Network, and EU-Brazil living lab collaboration. Living labs are described as user-driven open innovation ecosystems where users co-create, experiment, and test new ideas, products, and services in real-life environments.
The document discusses the case for establishing an African Network of Living Labs (ANoLL). It begins by explaining what living labs are and how they function as user-driven innovation ecosystems. It argues that living labs are well-suited to addressing big challenges around sustainability, democracy, and development on the continent. Finally, it lays out the benefits of living labs such as accelerating innovation, improving collaboration, and enabling sustainable behavior change through user involvement. The overall goal is to make the case for an African-focused living labs network to help find solutions to issues facing African countries and communities.
Example for Innovation Degree of NoveltyMotaz Agamawi
This document contains a table listing examples of different forms and types of innovation. The table includes innovations such as the transistor, which was a radical product innovation; McLaren's baby buggy design from 1965, which was an architectural product innovation; and SMS text messaging, which was a modular service innovation that became widely popular. The document provides brief descriptions of each innovation listed in the table.
This document discusses open source organizations and projects. It outlines four types of open source organizations: single vendor projects, developer communities, user communities, and competence centers. It provides examples of each type, including Linux Foundation, Mozilla Foundation, Kuali Foundation, and Swiss Open Systems User Group. The document also describes activities of competence centers such as organizing events, consulting, publishing studies, and coordinating development initiatives.
For the second year we are showcasing different projects - an outcome of work done in Living Labs. These projects are from different disciplines, ranging from Energy, Smart Cities to Health. We invite you to vote for a project of your choice. https://bit.ly/2Gwb5Tt
The document provides an overview of an intensive course on software innovation. It discusses the course content, which includes theory, practice, reflection, and a mini-project. The pedagogical style is action learning with some formal and interactive lectures as well as action-based activities. The document also outlines several work-style heuristics for software innovation, such as keeping an awareness of technology trajectories, infrastructure development, and timing of innovation windows.
LINK design and development is a privately owned product design and development firm founded in 2009. It employs 35 people and had a turnover of 2.3 million euros in 2011. The company specializes in user-centered product design and development services for globally operating clients. Its integrated experience-based design process combines design, engineering, and usability expertise to create user-oriented, practical, and technically functional products.
LINK design and development is a privately owned product design and development firm founded in 2009. It employs 35 people and had a turnover of 2.3 million euros in 2011. The company specializes in user-centered product design, development, and innovation services for globally operating clients. Its integrated experience-based design process combines design, engineering, and usability expertise to create practical and user-oriented products.
The document provides an overview of the European Network of Living Labs (ENoLL). It describes ENoLL as a non-profit international association established in 2010 to represent over 300 member Living Labs across Europe and globally. ENoLL aims to promote open innovation through user-driven Living Labs that facilitate co-creation between citizens, researchers, companies and public agencies.
The document summarizes a presentation about user innovation. It discusses how some technologies like Machinima were started by users, and how firms can learn from innovative users. It also covers how the technical identity and meaning of technologies like the bicycle changed over time as users interpreted and applied new functions. The document advocates that firms search for "lead users" facing needs before others and relate to online communities to learn about user innovations.
The voice of the customer & the continuum of creativity - Gianfranco ZaccaisOpenKnowledge srl
Design Continuum is a global design and innovation consultancy. It uses an intranet platform called Orange to facilitate collaboration between its interdisciplinary teams of designers, engineers, and analysts located around the world. Orange allows employees to connect with each other, share knowledge and work products, and engage in research communities on topics like pleasure, fun, and social behaviors. The document outlines how Orange supports collaboration, resource planning, project management, knowledge sharing, and discussion to help Design Continuum deliver innovative experiences that improve people's lives and drive business success for its clients.
The document is an introduction to innovation that provides definitions of innovation, discusses why innovation is important for businesses, and classifies different types of innovation. It defines innovation as the successful exploitation of new ideas and discusses innovation in terms of invention, commercialization, and diffusion of new products or services. The document also outlines different degrees of innovation from new products to improvements, and classifies innovations as application, market, technology, or paradigm innovations based on the novelty of the technology and market.
This document summarizes a presentation on sustainability awareness in design. It discusses the expanding role of design and initial findings from a survey on how designers consider sustainability. The survey looked at designers' competence on responsibility issues, ethics, attention to value chains, and consideration of user needs. Findings indicate a gap between a sense of global responsibility and focus on users. There is potential to lose sight of products and production if design focuses only on product-service systems. The designer's perceived role is smaller than it could be to address macro needs of ecosystems and societies.
Adaptive Products: Designing for evolution through useSimon King
The document discusses the concept of adaptive products, which are designed to evolve through use over time in response to changing needs and situations. It argues that traditional user-centered design is not enough to ensure long-term usefulness. Adaptive products allow for flexibility and customization by users through visible seams between modular layers that change at different rates. Designers can encourage adaptation by empowering users to edit product scripts and sharing adaptations through user communities.
“Design is a potent strategy tool that companies can use to gain a sustainable competetive advantage. Yet most companies neglect design as a strategy tool” writes Phillip Kotler. This presentation gives an introduction to what design is and what the some of the business benefits are. It also introduces the Norwegian Design Council, our history and what we do.
Originally created for students who visit the design council in Oslo.
This document outlines the European Network of Living Labs (ENoLL) Public Private People Partnership (PPP). It discusses global challenges and how living labs can provide sustainable solutions through open innovation. It describes ENoLL's role in connecting living labs across Europe to address issues like clean energy, climate change, health, and mobility. The document proposes a ENoLL PPP to extend living lab approaches through initiatives like large-scale pilots, education programs, and aligning with EU innovation policies and funding sources to tackle societal challenges through user-driven research and development.
The document discusses key principles for achieving good design. It emphasizes that design is a process, not just an input. It recommends having a designer on the core team from the start. It advocates shifting the focus from product to user experience. The document stresses that good design is iterative through quick iterations. It also notes the importance of measuring return on investment from design through user testing.
2012 URISA Track, Alternative Interfaces - Why?, Brady HustadGIS in the Rockies
For over twenty years the keyboard, mouse and monitor have ruled all methods of interfacing with a spatial data application. With the advent of mobile devices, wireless and various other technologies, a cornucopia of new interfaces has become available for users both in the office and in the field. In this presentation, we will prove that a current-generation interface method can work in today’s modern spatial applications by demonstrating mapping functionality working with a Microsoft™ Kinect. We will then explore how voice recognition, motion sensors, touch screens and other alternative interfaces might benefit an organization.
The document discusses European living labs and open innovation ecosystems. It notes that global challenges require diverse knowledge and mass collaboration. Living labs are open, user-driven ecosystems that engage stakeholders to stimulate collaboration and co-create solutions. The European Network of Living Labs (ENoLL) connects over 300 living labs across Europe and beyond to support open innovation.
The document discusses using an open innovation network to manage ideas and innovation projects across multiple hospitals and provider groups. It introduces Induct Software, an innovation management platform that can help establish such a network. Induct allows hospitals to capture ideas from various stakeholders, manage innovation projects and portfolios, and facilitate collaboration both within and outside each organization through an open innovation portal. The document provides examples of how Induct has helped healthcare innovation consortiums like CIMIT to connect researchers, hospitals and funders.
This document appears to be an outline for a presentation that was created in 2010 and aims to simplify doing things. It lists animals like alligator, bumblebee, cat, dog, elephant, and frog on one slide and has a basic structure with an introduction, main sections, and subsections.
The document discusses the case for establishing an African Network of Living Labs (ANoLL). It begins by explaining what living labs are and how they function as user-driven innovation ecosystems. It argues that living labs are well-suited to addressing big challenges around sustainability, democracy, and development on the continent. Finally, it lays out the benefits of living labs such as accelerating innovation, improving collaboration, and enabling sustainable behavior change through user involvement. The overall goal is to make the case for an African-focused living labs network to help find solutions to issues facing African countries and communities.
Example for Innovation Degree of NoveltyMotaz Agamawi
This document contains a table listing examples of different forms and types of innovation. The table includes innovations such as the transistor, which was a radical product innovation; McLaren's baby buggy design from 1965, which was an architectural product innovation; and SMS text messaging, which was a modular service innovation that became widely popular. The document provides brief descriptions of each innovation listed in the table.
This document discusses open source organizations and projects. It outlines four types of open source organizations: single vendor projects, developer communities, user communities, and competence centers. It provides examples of each type, including Linux Foundation, Mozilla Foundation, Kuali Foundation, and Swiss Open Systems User Group. The document also describes activities of competence centers such as organizing events, consulting, publishing studies, and coordinating development initiatives.
For the second year we are showcasing different projects - an outcome of work done in Living Labs. These projects are from different disciplines, ranging from Energy, Smart Cities to Health. We invite you to vote for a project of your choice. https://bit.ly/2Gwb5Tt
The document provides an overview of an intensive course on software innovation. It discusses the course content, which includes theory, practice, reflection, and a mini-project. The pedagogical style is action learning with some formal and interactive lectures as well as action-based activities. The document also outlines several work-style heuristics for software innovation, such as keeping an awareness of technology trajectories, infrastructure development, and timing of innovation windows.
LINK design and development is a privately owned product design and development firm founded in 2009. It employs 35 people and had a turnover of 2.3 million euros in 2011. The company specializes in user-centered product design and development services for globally operating clients. Its integrated experience-based design process combines design, engineering, and usability expertise to create user-oriented, practical, and technically functional products.
LINK design and development is a privately owned product design and development firm founded in 2009. It employs 35 people and had a turnover of 2.3 million euros in 2011. The company specializes in user-centered product design, development, and innovation services for globally operating clients. Its integrated experience-based design process combines design, engineering, and usability expertise to create practical and user-oriented products.
The document provides an overview of the European Network of Living Labs (ENoLL). It describes ENoLL as a non-profit international association established in 2010 to represent over 300 member Living Labs across Europe and globally. ENoLL aims to promote open innovation through user-driven Living Labs that facilitate co-creation between citizens, researchers, companies and public agencies.
The document summarizes a presentation about user innovation. It discusses how some technologies like Machinima were started by users, and how firms can learn from innovative users. It also covers how the technical identity and meaning of technologies like the bicycle changed over time as users interpreted and applied new functions. The document advocates that firms search for "lead users" facing needs before others and relate to online communities to learn about user innovations.
The voice of the customer & the continuum of creativity - Gianfranco ZaccaisOpenKnowledge srl
Design Continuum is a global design and innovation consultancy. It uses an intranet platform called Orange to facilitate collaboration between its interdisciplinary teams of designers, engineers, and analysts located around the world. Orange allows employees to connect with each other, share knowledge and work products, and engage in research communities on topics like pleasure, fun, and social behaviors. The document outlines how Orange supports collaboration, resource planning, project management, knowledge sharing, and discussion to help Design Continuum deliver innovative experiences that improve people's lives and drive business success for its clients.
The document is an introduction to innovation that provides definitions of innovation, discusses why innovation is important for businesses, and classifies different types of innovation. It defines innovation as the successful exploitation of new ideas and discusses innovation in terms of invention, commercialization, and diffusion of new products or services. The document also outlines different degrees of innovation from new products to improvements, and classifies innovations as application, market, technology, or paradigm innovations based on the novelty of the technology and market.
This document summarizes a presentation on sustainability awareness in design. It discusses the expanding role of design and initial findings from a survey on how designers consider sustainability. The survey looked at designers' competence on responsibility issues, ethics, attention to value chains, and consideration of user needs. Findings indicate a gap between a sense of global responsibility and focus on users. There is potential to lose sight of products and production if design focuses only on product-service systems. The designer's perceived role is smaller than it could be to address macro needs of ecosystems and societies.
Adaptive Products: Designing for evolution through useSimon King
The document discusses the concept of adaptive products, which are designed to evolve through use over time in response to changing needs and situations. It argues that traditional user-centered design is not enough to ensure long-term usefulness. Adaptive products allow for flexibility and customization by users through visible seams between modular layers that change at different rates. Designers can encourage adaptation by empowering users to edit product scripts and sharing adaptations through user communities.
“Design is a potent strategy tool that companies can use to gain a sustainable competetive advantage. Yet most companies neglect design as a strategy tool” writes Phillip Kotler. This presentation gives an introduction to what design is and what the some of the business benefits are. It also introduces the Norwegian Design Council, our history and what we do.
Originally created for students who visit the design council in Oslo.
This document outlines the European Network of Living Labs (ENoLL) Public Private People Partnership (PPP). It discusses global challenges and how living labs can provide sustainable solutions through open innovation. It describes ENoLL's role in connecting living labs across Europe to address issues like clean energy, climate change, health, and mobility. The document proposes a ENoLL PPP to extend living lab approaches through initiatives like large-scale pilots, education programs, and aligning with EU innovation policies and funding sources to tackle societal challenges through user-driven research and development.
The document discusses key principles for achieving good design. It emphasizes that design is a process, not just an input. It recommends having a designer on the core team from the start. It advocates shifting the focus from product to user experience. The document stresses that good design is iterative through quick iterations. It also notes the importance of measuring return on investment from design through user testing.
2012 URISA Track, Alternative Interfaces - Why?, Brady HustadGIS in the Rockies
For over twenty years the keyboard, mouse and monitor have ruled all methods of interfacing with a spatial data application. With the advent of mobile devices, wireless and various other technologies, a cornucopia of new interfaces has become available for users both in the office and in the field. In this presentation, we will prove that a current-generation interface method can work in today’s modern spatial applications by demonstrating mapping functionality working with a Microsoft™ Kinect. We will then explore how voice recognition, motion sensors, touch screens and other alternative interfaces might benefit an organization.
The document discusses European living labs and open innovation ecosystems. It notes that global challenges require diverse knowledge and mass collaboration. Living labs are open, user-driven ecosystems that engage stakeholders to stimulate collaboration and co-create solutions. The European Network of Living Labs (ENoLL) connects over 300 living labs across Europe and beyond to support open innovation.
The document discusses using an open innovation network to manage ideas and innovation projects across multiple hospitals and provider groups. It introduces Induct Software, an innovation management platform that can help establish such a network. Induct allows hospitals to capture ideas from various stakeholders, manage innovation projects and portfolios, and facilitate collaboration both within and outside each organization through an open innovation portal. The document provides examples of how Induct has helped healthcare innovation consortiums like CIMIT to connect researchers, hospitals and funders.
This document appears to be an outline for a presentation that was created in 2010 and aims to simplify doing things. It lists animals like alligator, bumblebee, cat, dog, elephant, and frog on one slide and has a basic structure with an introduction, main sections, and subsections.
Jonah Terry improved his habits from being a procrastinator to starting projects earlier like an early bird. He got better at budgeting projects, listening to different perspectives, and working in groups which will help him in buying a house and presenting at exhibition night using evidence and connecting math and science. In the end, he concluded that he got better at starting projects earlier, listening to people's ideas, and helping students in groups.
This document discusses setting up a circuit using batteries to power a light. The author initially tried using 4 AA batteries but did not get bright enough light, so switched to using 2 D batteries which provided more power. The document also mentions changing a school cell phone policy to allow 7th and 8th graders to use phones during lunch.
Jonah Terry improved his habits from being a procrastinator to starting projects earlier like an early bird. He got better at budgeting projects, listening to different perspectives, and working in groups which will help him in buying a house and presenting at exhibition night using evidence and connecting math and science. In the end, he concluded that he got better at starting projects earlier, listening to people's ideas, and helping students in groups.
The document summarizes a workshop on common assets for smart cities' living labs innovation. It discusses identifying and characterizing common assets that can be shared to build collaborative innovation ecosystems for smart cities. Such assets include testbeds, living lab facilities, user communities, technologies, methodologies, and open data. The workshop agenda includes presentations on frameworks for managing common assets from various European projects and an open discussion.
The document outlines Michael Lascarides' presentation on crowdsourcing projects at the New York Public Library. It discusses several projects the library has undertaken that involve crowdsourcing, including Map Warper which had volunteers digitize historical maps, What's On The Menu? which had volunteers transcribe menus to create a searchable database of historical dishes, and seeking volunteers to help transcribe archival materials like letters and diaries. The presentation provides several rules and best practices for effective crowdsourcing design, such as making tasks very small and simple, showing results immediately, rewarding participants, and building an ongoing community around the project.
The presentation discusses how emotions are at the core of the library experience. It shares findings from surveys and case studies that show patrons value the physical and social aspects of libraries. While technology allows remote access, many patrons still prefer visiting libraries for inspiration and community. The emotional connection patrons feel encourages continued support and visitation. Libraries should focus on experiences that can't be duplicated digitally to make the most of this relationship.
2011 National Digital Forum of New Zealand - Keynotemlascarides
The document discusses the speaker's background and experience with libraries, providing context for his work at the New York Public Library. It then gives an overview of the size and scope of the NYPL's collections and digital resources, as well as the challenge of prioritizing projects in such a large institution. The speaker uses an analogy about aiming past a target to discuss how digital libraries have evolved from scarcity to abundance of resources online.
Este documento explica cómo calcular el consumo de energía de los electrodomésticos y aparatos eléctricos en el hogar. Proporciona ejemplos detallados de cómo calcular la potencia en watts, el consumo en kilowatts hora por día y por mes para diferentes aparatos como refrigeradoras, abanicos, lámparas y más. También muestra cómo calcular el consumo total mensual de un hogar promedio y cuánto costaría según la tarifa aplicable. El objetivo es enseñar a los usuarios a conocer y entender mejor
Living labs are open innovation ecosystems that integrate research and innovation processes through the co-creation of ideas and technologies with users in real-life settings. They involve users not just as subjects but as creators. This allows all stakeholders to consider products' real-world performance and adoption throughout the design and lifecycle. SomeTime is a Finnish community that can be seen as a living lab, as it uses social media to boost positive development and empower individuals through self-organized collaboration on open innovations. It is considering registering with the European network of over 300 living labs supported by the EU Commission.
Co-creation in the Sphere of Urban Policies. Robert Arnkilsmartmetropolia2014
This document discusses co-creation in urban policies through the quadruple helix innovation model. It explores this conceptually by outlining the quadruple helix model involving government, academia, business, and civic groups. It also discusses the cocreative learning process involving socialization, externalization, combination, and internalization. Finally, it provides an example of cocreation of city policy through the My Generation at Work project involving 12 European cities promoting youth employment.
This document provides information about the European Network of Living Labs (ENoLL). It defines Living Labs as open innovation ecosystems that integrate users into the innovation process. ENoLL aims to facilitate knowledge sharing and partnerships among its 150 member Living Labs. The network supports various innovation activities, such as validating business ideas, testing products and services, and helping companies internationalize. It provides benefits for both public and private sector organizations.
The document discusses Living Labs and smart communities. It provides information about the European Network of Living Labs (ENoLL), which has over 300 member Living Labs worldwide. Living Labs are described as real-life test and experimentation environments where users and producers co-create innovations through public-private-people partnerships. Examples are given of different Living Lab projects focused on technologies for older users.
The European Network of Living Labs (ENoLL) is an international non-profit organization with over 300 member Living Labs worldwide. Living Labs are public-private partnerships that involve end-users in the innovation process to develop, test, and validate new technologies, services, and products in real-life contexts. ENoLL facilitates collaboration between its members and engages with the European Commission on initiatives related to areas like smart cities, digital technologies, health, and more.
Intervención Roberto Santoro. Presidente ESoCE net, ENOLL governance chair, Living Labs en las Primeras Jornadas de Centros de Conocimiento. Citilab Cornellà #citilab #joceco
Oplægget blev holdt ved InfinIT-arrangementet Temadag om integrering af usability-arbejde i agile udviklingsprocesser, der blev afholdt den 6. maj 2014. Læs mere om arrangementet her: http://infinit.dk/dk/hvad_kan_vi_goere_for_dig/viden/reportager/hvordan_kombineres_agil_udvikling_og_usability-arbejde.htm
This document discusses services provided by Living Labs and their networks. It aims to identify and categorize existing and potential value-added services from stakeholders' perspectives to provide guidance for Living Labs and the European Network of Living Labs (ENoLL). Through workshops and discussions with various stakeholders, four main categories of services were identified: 1) services supporting collaborative innovation and networking, 2) services supporting validation and demonstration, 3) services specific to different stakeholder groups, and 4) services supporting organization governance and management. Existing services can serve as best practices, while potential future services provide direction for Living Labs' evolution.
Break out: Project Communication and Dissemination - Koen De Vosimec.archive
This document discusses best practices for disseminating project information to target audiences. It advises selecting the right dissemination tools and channels based on the audience, such as using social media, websites, newsletters, and publishing tools. A case study of the Apollon project shows what dissemination methods worked well, such as an open living labs website and newsletter, and what did not, like LinkedIn and Twitter. The document stresses publishing results at the right time, to the right audience, using existing channels, with simple explanations and an enticing manner.
This document discusses the role of Living Labs in driving regional innovation. It begins by outlining global challenges and the need for sustainable solutions. Living Labs are presented as open innovation ecosystems that engage stakeholders to stimulate collaboration and enable behavior change. The document then provides an overview of the European Network of Living Labs and examples of regional Living Labs. It argues that Living Labs can help regions implement smart specialization strategies by identifying local strengths and involving citizens in co-creation. The conclusion is that Living Labs provide an approach for integrating technology and social innovation to solve big challenges through mass participation.
This presentation reviews the following topics:
1. What is a living lab?
2. Living Lab methodologies
3. Organization of Living Labs
4. Examples of LL projects
5. How can CyberParks take advantage of living labs?
1. Living Labs involve co-creating innovations with users early in the development process in real-life environments.
2. They act as open innovation intermediaries that aim to provide structure and governance to user involvement.
3. Involving users is important because it allows observation of user-led practices to identify tacit knowledge and diffuse it, operating at mid-low innovation levels by experimenting locally to generate new meanings.
4. Real-life environments are important because innovation is a societal process where adoption plays a role, and meanings are negotiated socially through modified or new interpretations based on context-specific experimentation.
I made this presentation to explain the service design process during the workshop "Design for safety food, production and distribution network" hold in Tongji Unversity (Shanghai), in collaboration with Kolding Design Skolen (Denmark)
This document discusses the Connected Smart Cities Network workshop held in 2011. It covers big challenges facing cities like climate change and sustainable development. It discusses how smart cities and open innovation can help address these issues through collaborations between citizens, developers, and governments. Living labs are presented as a method for co-creating solutions through user-driven research and innovation. The emergence of networks like the European Network of Living Labs (ENoLL) aims to foster such collaborations across cities.
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
Building Production Ready Search Pipelines with Spark and MilvusZilliz
Spark is the widely used ETL tool for processing, indexing and ingesting data to serving stack for search. Milvus is the production-ready open-source vector database. In this talk we will show how to use Spark to process unstructured data to extract vector representations, and push the vectors to Milvus vector database for search serving.
“An Outlook of the Ongoing and Future Relationship between Blockchain Technologies and Process-aware Information Systems.” Invited talk at the joint workshop on Blockchain for Information Systems (BC4IS) and Blockchain for Trusted Data Sharing (B4TDS), co-located with with the 36th International Conference on Advanced Information Systems Engineering (CAiSE), 3 June 2024, Limassol, Cyprus.
GraphRAG for Life Science to increase LLM accuracyTomaz Bratanic
GraphRAG for life science domain, where you retriever information from biomedical knowledge graphs using LLMs to increase the accuracy and performance of generated answers
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdfPaige Cruz
Monitoring and observability aren’t traditionally found in software curriculums and many of us cobble this knowledge together from whatever vendor or ecosystem we were first introduced to and whatever is a part of your current company’s observability stack.
While the dev and ops silo continues to crumble….many organizations still relegate monitoring & observability as the purview of ops, infra and SRE teams. This is a mistake - achieving a highly observable system requires collaboration up and down the stack.
I, a former op, would like to extend an invitation to all application developers to join the observability party will share these foundational concepts to build on:
HCL Notes and Domino License Cost Reduction in the World of DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-and-domino-license-cost-reduction-in-the-world-of-dlau/
The introduction of DLAU and the CCB & CCX licensing model caused quite a stir in the HCL community. As a Notes and Domino customer, you may have faced challenges with unexpected user counts and license costs. You probably have questions on how this new licensing approach works and how to benefit from it. Most importantly, you likely have budget constraints and want to save money where possible. Don’t worry, we can help with all of this!
We’ll show you how to fix common misconfigurations that cause higher-than-expected user counts, and how to identify accounts which you can deactivate to save money. There are also frequent patterns that can cause unnecessary cost, like using a person document instead of a mail-in for shared mailboxes. We’ll provide examples and solutions for those as well. And naturally we’ll explain the new licensing model.
Join HCL Ambassador Marc Thomas in this webinar with a special guest appearance from Franz Walder. It will give you the tools and know-how to stay on top of what is going on with Domino licensing. You will be able lower your cost through an optimized configuration and keep it low going forward.
These topics will be covered
- Reducing license cost by finding and fixing misconfigurations and superfluous accounts
- How do CCB and CCX licenses really work?
- Understanding the DLAU tool and how to best utilize it
- Tips for common problem areas, like team mailboxes, functional/test users, etc
- Practical examples and best practices to implement right away
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We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
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Santoro uxss-introduction
1. Summer School
Open Innovation & User eXperience Design & Assessment
Day 1, 10th September 2012
Session: Introduction
Presenter: Roberto Santoro
Milan, 10th – 14th Sep. 2012
2. 1st Summer School on “Open Innovation and
User eXperience Design & Assessment”
Hands on UX Design Summer School - Milan, 10th –
14th September 2012
• To raise awareness on design innovation, based
on the Integration of Design methodologies within
Living Labs’ environments
• To apply UX design concepts to specific cases
including Smart Conference
• To develop a roadmap for the UX based design
framework
3. User Experience
The four elements of User Experience (Rubinoff, 2004) Facets of the User Experience (Morville, 2004)
User Experience (ISO 9241-210):
• “A person's perceptions and responses that result from the use or anticipated use of a product,
system or service"
• “is subjective and focuses on the use”
• “includes all the users' emotions, beliefs, preferences, perceptions, physical and psychological
responses, behaviours and accomplishments that occur before, during and after use”
3
4. Experience Design
Experience Design is the practice of designing products, processes, services,
events, and environments with a focus placed on the quality of the user
experience and culturally relevant solutions, with less emphasis placed on
increasing and improving functionality of the design (Aarts & Marzano, 2003).
Many disciplines are involved in Experience Design, such as cognitive and
perceptual psychology, cognitive science, architecture and environmental
design, interaction design (ergonomics & haptics), product design,
ethnography, service design, heuristics, technical communication and
design thinking.
The Knowledge, Social and Business dimensions of User Experience (Santoro 2012) 4
5. LLAB Community
• 2005 AMI Communities, constituting Living
Lab task force as flagship initiative
• 2006 supporting the launch of ENoLL by
Finnish European Presidency,
• 2007 Governance Task Force Chair, for
the foundation of ENoLL
• 2008 addressing the ICT 2008 gala event
organized by the French Presidency of the
European Union
• 2009 elected acting Chair of ENoLL,
constituting the ENoLL AISBL legal entity
• 2010 Launching the First Living Lab
Summer School in Paris
• 2011 Setting Transversal Thematic
Innovation Platforms at ICE 2011 (Living
Lab Design Innovation and Mixed Reality)
• 2012 Launching the First User-Centred
Design Innovation Living Lab Prize
• 2012 1st Open Innovation & User
eXperience Design & Assessment
Summer School - UXSS in Milan !!!
6. Living LAB Open Communities
100s of public bodies,
1.000s of companies,
100.000s of final users
LL-
Open
LL-
LL- Policy
Partner
s
LL-
Partners
ENoL
L
320 ENoLL Members and Growing…6 WAVES cities
Individuals register at any time at regio
www.openlivinglabs.eu energy
media
www.ami-communities.eu health
manufacturing
7. European Society of Concurrent Engineering
• Established in 1994 as Non-profit-making Over 500 members
organisation
50% Academic 50% Industrial
• Sustainable knowledge community for
Concurrent Enterprising 35 Countries worldwide
18th International
ESoCE Industry Forum Conference
Innovating
USER DRIVEN OPEN & Product-Services
RESPONSIBLE by Collaboration
INNOVATION
Rome, 3 December 2012 2012 Munich, 18-20 June,
Concurrent Engineering-Enterprising-
Innovation
User Community based Living Labs
Collaborative Networks
Delivering full text access to the
WWW.ESOCE.NET
world's highest quality technical
Rsantoro@esoce.net literature in engineering and
8. “IDeALL: Integrating Design for All in
Living Labs”
• “How to Improve User-Centered Innovation
with Design for all Methodologies and
Experimentations with Users in Living Labs?
Example of IDeALL Project.”
http://www.ami-communities.eu/wiki/IDeALL
• The goal of the IDeALL project is to connect
designers and innovative eco-systems in order
to create a common platform. Furthermore, its
purpose is to link two innovative and user-
centered communities: Living labs and the
Design for All community.
• This project banks on the fact that the
connection of Living Labs and Design for All
communities will favour innovation through joint
approach toward non-technological innovation,
putting the human being at the heart of the
concerns.
8
9. ICE 2012
18th International ICE Conference
Innovation by Collaboration and Entrepreneurial Partnerships
European Commission
Enterprise and Industry
IDeALL - Integrating Design for All in Living Labs
The workshop main objective is to identify and share methodologies based on user-centred
approaches. used in « design sentres » and in « Living Labs » The identified methodologies
will then be compared in interactive sessions
– am: Identifying User-centred methods in the Design and LLAB Community
– pm: Comparing methods and approaches
Design Methods
• Lead User
• Contextual Design
• Empathic Design
• LUPI® Design
• Usability Design
• Experiential Design
• User Centred Design
• Participatory Design
9
• Web 2.0 Design
10. The final list of 16 criteria for
Design Methods assessment
• Cost Effectiveness (includes Cost Process and Cost)
• Decision Power (who has the power of deciding? Legitimacy? Designers?
Users? Policymakers? Degree of hierarchy?
• Empirical Evidence (the degree to which a method was previously successful: it means that
empirical studies of this method are available)
• Expertise (type and level of expertise needed)
• Impact Measurement (the degree to which the method has an impact on the design
successfulness)
• Immersive Experience (the degree of interaction within the innovative scenario)
• Product Evaluation (users and companies perspectives)
• Nature of Deliverables (e.g. prototypes, products, services, scenarios)
• Observations (needs & expectations, capacities, users behaviours & feelings)
• Physical Support (the material used to play the innovative scenario)
• Privacy Issues (e.g. digital identity, confidential information, anonymous characteristics)
• Public/Private (the degree to which the method is compatible with either PP partnership or just
Public dev. or just Private dev.)
• Time (Project planning)
• User Feedback (e.g. surveys, Focus Group Interview)
• User Contribution (the degree of involvement as observed subject or as co-creating value)
• User Involvement (individual user, group of users)
• Visual (the degree of concretisation of the concepts)
10
11. Designing IoT Experiences
the ELLIOT (Experiential Living Lab
for the Internet of Things) project
(www.elliot-project.eu), which aims to
develop an Internet Of Things (IOT)
experiential platform where users/
citizens are directly involved in co-
creating, exploring and
experimenting new ideas, concepts
and technological artefacts related to
IOT applications and services.
ELLIOT will allow studying the
potential impact of IOT and the
Future Internet in the context of the
Open User Centred Innovation
paradigm and of the Living Lab
approach
.
12. The ELLIOT Platform support to the Living Lab Cycle
ELLIOT Observes the
ELLIOT supports Designers Consumers of the IOT service
by simulated environments and Measures their experience
(SG) in using it
ELLIOT supports Designers
by model (CoPa) and linking
Designers model the experience
tools (Serious Gaming) and
measurement
access to previous
experiences
ELLIOT provides a
feedback to the Designers
of the IOT service 12
14. User Experience Based Design Roadmap
User Experience (ISO 9241-210):
“A person's perceptions and responses that result from the use or anticipated use of a
product, system or service"
“includes all the users' emotions, beliefs, preferences, perceptions, physical and
psychological responses, behaviours and accomplishments that occur before, during
and after use” 14
15. Summer School
Open Innovation & User eXperience Design & Assessment
Download
the
Summer
School
Networking
App
“SmartUXSS” Join The Co-creation
Team for the Best
Summer School
Networking App Ever
15