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
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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
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
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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
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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
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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