santoro uxss-introduction

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Milan, 10th – 14th Sep. 2012 Summer School Open Innovation & User eXperience Design & AssessmentDay 1, 10th September 2012 Session: Introduction Presenter: Roberto Santoro

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Page 1: Santoro uxss-introduction

Milan, 10th – 14th Sep. 2012

Summer School “Open Innovation & User eXperience Design & Assessment”

Day 1, 10th September 2012

Session: Introduction Presenter: Roberto Santoro

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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

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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”

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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)

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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 !!!

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320 ENoLL Members and Growing…6 WAVES

Individuals register at any time at www.openlivinglabs.eu

www.ami-communities.eu

LL-Open

LL-

Partners

ENoLL

LL-Partners

LL-Policy

media energy

health

regio

cities

manufacturing

Living LAB Open Communities

100s of public bodies, 1.000s of companies, 100.000s of final users

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European Society of Concurrent Engineering

• Established in 1994 as Non-profit-making organisation • Sustainable knowledge community for Concurrent Enterprising

Over 500 members 50% Academic 50% Industrial

35 Countries worldwide

Concurrent Engineering-Enterprising-Innovation

User Community based Living Labs Collaborative Networks

ESoCE Industry Forum

USER DRIVEN OPEN & RESPONSIBLE INNOVATION

Rome, 3 December 2012

WWW.ESOCE.NET [email protected]

Innovating Product-Services by Collaboration

Munich, 18-20 June, 2012

Delivering full text access to the world's highest quality technical

literature in engineering and technology

18th International Conference

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“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.

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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

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European Commission Enterprise and Industry

18th International ICE Conference

“Innovation by Collaboration and Entrepreneurial Partnerships”

ICE 2012

Design Methods • Lead User • Contextual Design • Empathic Design • LUPI® Design • Usability Design • Experiential Design • User Centred Design • Participatory Design • Web 2.0 Design

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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)

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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

.

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The ELLIOT Platform support to the Living Lab Cycle

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ELLIOT Observes the Consumers of the IOT service and Measures their experience

in using it

Designers model the experience measurement

ELLIOT supports Designers by model (CoPa) and linking tools (Serious Gaming) and

access to previous experiences

ELLIOT provides a feedback to the Designers

of the IOT service

ELLIOT supports Designers by simulated environments

(SG)

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ELLIOT Use Cases (III): Green City Services Experience in the City of NICE - FRANCE

Business • Provide easy to use and engaging green services • Change citizen behavior towards a more sustainable lifestyle • Respect citizen privacy and confidentiality

Social • Generate enthusiasm for IoT based services • Foster citizen involvement in air quality measurement • Encourage collaborative tagging and information sharing

Knowledge • Increase awareness on IoT paradigm • Update knowledge on the impact of air quality in daily lives

The KBS chromo-framework © R.Santoro A. Bifulco PRO-VE 2005

Knowledge

Status

Target

Business

Social

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User Experience Based Design Roadmap

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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”

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