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1




                                             FI-CoC
                      UK-DR
USA-IxD                                  NL-USI

                                        IT-EUD               TW-ID




                  Ting-Ray Chang, Research Scientist,
             Context-Aware & Human-Service Interaction
      Research Scientist, VTT Technical Research Centre of Finland
             PhD student, Engineering Design Centre (EDC)
                         University of Cambridge
2




                             Designing technology always with our users?


                               “Mobility”
                                in User-Driven Innovation
                                Sonderborg, Denmark, 2011 Nov. 30th


      or designing for users traveling/
      living around the world?


Image source: comfort surf
3




        User Driven Innovation & Co-Creation
 User-Driven Innovation [Holmquist, L.(2004)] :
 “Users considered as a source of inspiration that can foster
 innovation.”

 Co-creation: With USERS, designers/researchers gain insights in idea
  generation for creating services

 Co-design: Users’ role is an EQUAL design partner which enables the
  designers and users make design decisions together

 Participatory design: multi-stakeholders work together in different
  stages of design practices
4




   Case 1 – Three User-Driven Innovation methods for
               co-creating Cloud Services
 Cloud Software: from installable applications to web-based computing,
  accessible anywhere, from multi devices, somewhat a new idea for
  everyday end-users

 Open Telco: Open API framework for mobile networks, aim to develop
  services utilizing users’ data via tele-operators

 Creating value proposals within the project partners (stakeholders)
     Expertise from the project group: technical,
      business, designers, researchers, etc.
     9 value proposals
     Outcome  illustrated initial scenarios
     Technical possibilities  services users
      actually want

                                                        Cloud Software program
5




      Motivations & some initial decisions
 Cloud computing, what could it be for our end-users?

 To involve users in early design processes

 To gather different levels of insights from the end-users, from the
  values of the services to specific interactions and user experiences

 Different types of user-involvement: real-world versus lab setting,
  face-to-face versus online interaction, synchronized versus
  unsynchronized ideation

 Resource dependent

 Quantitative versus qualitative analysis in goal-oriented research

 Focus group, online crowdsourcing, and living lab
6




                       Focus group ideation
 Established user study method
 Goal: feedback on acceptance and ideation of proposed value proposals
 8 participants, 4F+4M, invited and scheduled, user lab setting, one hour.
 Introduce value proposals with illustrated scenarios, comments and group
  discussions. Followed by group ideations of future TV
 Lists of ideas and comments were produced, many consensus were reached
7




Online Crowdsourcing in Open Web Lab (Owela)
 84 Users from around the
  world invited to participate
  the online ideation
 Users ideated free from time
  and space restrictions
 Researcher participation for
  motivating and monitoring
  ideation and discussions
 Large amount of data (221
  threaded comments), crazy
  ideas, deep feelings, and
  vivid stories
 More tech-oriented user
  groups
8




An example of user ideations of future TV
9




     Living lab, the Open Innovation Showroom (Ihme)
 Ihme: bring user research to the users’ world, in a living lab (in Finnish
  Ihme also means miracle)
 Other new technology to try and experience (e.g. eye-ware-free 3D-TV)
 Semi-structured discussions between researchers, designers and users
 20 – 45 mins per session, 26 participants in first two weeks
 Users of all types could participate in & out freely, attracted “everyday”
  user groups
 Pro: Designers/researchers in users’ shoes, co-create tangible UX
 Challenge: recruit & motivate participation, flexible schedule
10




examples of user ideations of future TV and M2M
11




                                 Take-aways
 For our project:
     value proposals evaluated and further developed into cloud services,
      ex. Group text chat, “why? I already have it on my phone..”
     Deep understanding of the end-users
     Ideation and evaluation with lead users and everyday users
 For researchers and designers:
Focus group was the most efficient method for producing quick
  ideas and feedback;
Owela online crowdsourcing gave most creative ideas;
Ihme direct interaction in a living lab creates the most close-to-real-
  life-experience (tangible) ideas.

 Other things to consider: resource, recruiting and motivating users
12




       Corporate visions of
mobility in User driven Innovation
     – Docomo mobile life –
13




       Case 2 – mobile and personal wellbeing
 Mobile – always with you
 Tracking – GPS, accelerator, RFID, NFC, text & video input

 Apps success?
 April 2011, Android market, AppStore, browsed and
  searched, 5K+

 What do the experts and end-users say?
 Persuasive Technology, Usability, Technical, Technology
  Acceptance Model for Mobile (TAMM)
 Further results please see forthcoming publications
14
15




       Case 2 – mobile and personal wellbeing
 Mobile – always with you
 Tracking – GPS, accelerator, RFID, NFC, text & video input

 Apps success?
 April 2011, Android market, AppStore, browsed and
  searched, 5K+

 What do the experts and end-users say?
 Persuasive Technology, Usability, Technical, Technology
  Acceptance Model for Mobile (TAMM)
 Further results please see forthcoming publications
16




       Case 2 – mobile and personal wellbeing

 Tracking
 Goal setting
 Challenges
 Food entry (RFID, NFC)
 Diary
 Mood
 Social sharing
 profiling
17




      Current PhD project – visual stimuli as
       communication tool for co-creation
 Visual stimuli
     Communication
     Visual methods

 Co-creation
     Multi-stakeholders
     Service, product, or built environment design

 Example of a tool for mobility and identity
Map your life! My name is _____________, I’m _____________
 I consider myself related to these cultures:    Plz draw ur flag




Map your life on the map from day one... (mark age too)        I speak:




                                                               I like:




                                                               I consider home:




                                                               My citizenship(s):




                                                               Other things about me:
22




Eye candy – where ideas come from by RSA




     Invitation for collaborations!
23




                      For further interests

 To find out more about User-driven innovation and TAMM
  (Technology Acceptance Model for Mobile Services), see:
  http://www.vtt.fi/people/eija_kaasinen.jsp?lang=en

 Visual Methods: www.visualmethods.org

 Cloud Software Program:
  http://www.cloudsoftwareprogram.org

 Further questions or to get the PPT from this presentation:
Find ”Ting-Ray Chang” on LinkedIn, or (DesignResearcher)
http://www.linkedin.com/in/designresearcher
24




VTT creates business
from technology

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Mobility&Udi 2011

  • 1. 1 FI-CoC UK-DR USA-IxD NL-USI IT-EUD TW-ID Ting-Ray Chang, Research Scientist, Context-Aware & Human-Service Interaction Research Scientist, VTT Technical Research Centre of Finland PhD student, Engineering Design Centre (EDC) University of Cambridge
  • 2. 2 Designing technology always with our users? “Mobility” in User-Driven Innovation Sonderborg, Denmark, 2011 Nov. 30th or designing for users traveling/ living around the world? Image source: comfort surf
  • 3. 3 User Driven Innovation & Co-Creation  User-Driven Innovation [Holmquist, L.(2004)] : “Users considered as a source of inspiration that can foster innovation.”  Co-creation: With USERS, designers/researchers gain insights in idea generation for creating services  Co-design: Users’ role is an EQUAL design partner which enables the designers and users make design decisions together  Participatory design: multi-stakeholders work together in different stages of design practices
  • 4. 4 Case 1 – Three User-Driven Innovation methods for co-creating Cloud Services  Cloud Software: from installable applications to web-based computing, accessible anywhere, from multi devices, somewhat a new idea for everyday end-users  Open Telco: Open API framework for mobile networks, aim to develop services utilizing users’ data via tele-operators  Creating value proposals within the project partners (stakeholders)  Expertise from the project group: technical, business, designers, researchers, etc.  9 value proposals  Outcome  illustrated initial scenarios  Technical possibilities  services users actually want Cloud Software program
  • 5. 5 Motivations & some initial decisions  Cloud computing, what could it be for our end-users?  To involve users in early design processes  To gather different levels of insights from the end-users, from the values of the services to specific interactions and user experiences  Different types of user-involvement: real-world versus lab setting, face-to-face versus online interaction, synchronized versus unsynchronized ideation  Resource dependent  Quantitative versus qualitative analysis in goal-oriented research  Focus group, online crowdsourcing, and living lab
  • 6. 6 Focus group ideation  Established user study method  Goal: feedback on acceptance and ideation of proposed value proposals  8 participants, 4F+4M, invited and scheduled, user lab setting, one hour.  Introduce value proposals with illustrated scenarios, comments and group discussions. Followed by group ideations of future TV  Lists of ideas and comments were produced, many consensus were reached
  • 7. 7 Online Crowdsourcing in Open Web Lab (Owela)  84 Users from around the world invited to participate the online ideation  Users ideated free from time and space restrictions  Researcher participation for motivating and monitoring ideation and discussions  Large amount of data (221 threaded comments), crazy ideas, deep feelings, and vivid stories  More tech-oriented user groups
  • 8. 8 An example of user ideations of future TV
  • 9. 9 Living lab, the Open Innovation Showroom (Ihme)  Ihme: bring user research to the users’ world, in a living lab (in Finnish Ihme also means miracle)  Other new technology to try and experience (e.g. eye-ware-free 3D-TV)  Semi-structured discussions between researchers, designers and users  20 – 45 mins per session, 26 participants in first two weeks  Users of all types could participate in & out freely, attracted “everyday” user groups  Pro: Designers/researchers in users’ shoes, co-create tangible UX  Challenge: recruit & motivate participation, flexible schedule
  • 10. 10 examples of user ideations of future TV and M2M
  • 11. 11 Take-aways  For our project:  value proposals evaluated and further developed into cloud services, ex. Group text chat, “why? I already have it on my phone..”  Deep understanding of the end-users  Ideation and evaluation with lead users and everyday users  For researchers and designers: Focus group was the most efficient method for producing quick ideas and feedback; Owela online crowdsourcing gave most creative ideas; Ihme direct interaction in a living lab creates the most close-to-real- life-experience (tangible) ideas.  Other things to consider: resource, recruiting and motivating users
  • 12. 12 Corporate visions of mobility in User driven Innovation – Docomo mobile life –
  • 13. 13 Case 2 – mobile and personal wellbeing  Mobile – always with you  Tracking – GPS, accelerator, RFID, NFC, text & video input  Apps success?  April 2011, Android market, AppStore, browsed and searched, 5K+  What do the experts and end-users say?  Persuasive Technology, Usability, Technical, Technology Acceptance Model for Mobile (TAMM)  Further results please see forthcoming publications
  • 14. 14
  • 15. 15 Case 2 – mobile and personal wellbeing  Mobile – always with you  Tracking – GPS, accelerator, RFID, NFC, text & video input  Apps success?  April 2011, Android market, AppStore, browsed and searched, 5K+  What do the experts and end-users say?  Persuasive Technology, Usability, Technical, Technology Acceptance Model for Mobile (TAMM)  Further results please see forthcoming publications
  • 16. 16 Case 2 – mobile and personal wellbeing  Tracking  Goal setting  Challenges  Food entry (RFID, NFC)  Diary  Mood  Social sharing  profiling
  • 17. 17 Current PhD project – visual stimuli as communication tool for co-creation  Visual stimuli  Communication  Visual methods  Co-creation  Multi-stakeholders  Service, product, or built environment design  Example of a tool for mobility and identity
  • 18.
  • 19.
  • 20.
  • 21. Map your life! My name is _____________, I’m _____________ I consider myself related to these cultures: Plz draw ur flag Map your life on the map from day one... (mark age too) I speak: I like: I consider home: My citizenship(s): Other things about me:
  • 22. 22 Eye candy – where ideas come from by RSA Invitation for collaborations!
  • 23. 23 For further interests  To find out more about User-driven innovation and TAMM (Technology Acceptance Model for Mobile Services), see: http://www.vtt.fi/people/eija_kaasinen.jsp?lang=en  Visual Methods: www.visualmethods.org  Cloud Software Program: http://www.cloudsoftwareprogram.org  Further questions or to get the PPT from this presentation: Find ”Ting-Ray Chang” on LinkedIn, or (DesignResearcher) http://www.linkedin.com/in/designresearcher