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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”
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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.
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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
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• 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)
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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
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