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Kristina Höök Director Oskar Juhlin Co -director

Mobile L i fe Playful research on mobile applications. Kristina Höök Director Oskar Juhlin Co -director. Mobile Life Centre. Mobile L i fe Centre 2007 - 2017.

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Kristina Höök Director Oskar Juhlin Co -director

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  1. Mobile Life • Playful research on mobile applications Kristina HöökDirectorOskar JuhlinCo-director • Mobile Life Centre

  2. Mobile Life Centre 2007 - 2017 Kristinahöök, Lars Erik Holmquist, Oskar Juhlin, AnnikaWaern, YlvaFernaues, Maria Håkansson, Petra Sundström, Anna Ståhl, JakobTholander, Jarmo Laaksolahti, Tove Jaensson, Pedro Ferreira, Elsa Vaara, Arvidengström, StaffanJonsson, MattiasJakobsson, MattiasRost, Sara Ljungblad, LiselottBrunnberg, Marie Denward, Maria Holm, Daniel SundStröm, Claus Weymann, Nicolas Belloni, ZeynepAhmet, Barry Brown

  3. Stockholm University SICS Interactive Institute Ericsson Sony Ericsson TeliaSonera Microsoft Research Nokia Stockholm City Mobile Life Centre partners

  4. Building mobile services Studies of Mobile Life What we typically do

  5. I. playful ExperiencesII. In the wildIIi. Exploratory design methodsiV. MAlleable materialsV. Eco systems Five mobile life Challenges

  6. I. playful Experiences Five mobile life Challenges

  7. We have a vision of a ludic society where enjoyment, experience and play are adopted into all aspects of life The Mobile Life WAY

  8. Pervasive Game experience

  9. Bodily and emotional Experience

  10. Friendsense Bodily and emotional Experience

  11. Group 1: Draw a business model analysis of who sells what in each scenario (BtB and BtC) – who owns the customer relationship?Group 2: Describe what you, as end user, will want to pay for, and who do you pay to (and likely in practice, will be paying for)Group 3: Find things you want to do with mobile services/devices, that don’t fit this model Beehives

  12. I. playful ExperiencesII. In the wildIIi. Exploratory design methodsiV. MAlleable materialsV. Eco systems Five mobile life Challenges

  13. II. In the wild Interaction everywhere

  14. I. playful ExperiencesII. In the wildIIi. Exploratory design methodsiV. MAlleable materialsV. Eco systems Five mobile life Challenges

  15. IIi. Exploratory design method Five mobile life Challenges

  16. Enter game designers, artists, dancers, …Methods & languages for experiential qualities Exploratory design methods

  17. Building mobile services Studies of Mobile Life Associative Design

  18. Demo film:swarmcam / instant broadcast system Associative design

  19. Group 1: Draw a business model analysis of who sells what in each scenario (BtB and BtC) – who owns the customer relationship?Group 2: Describe what you, as end user, will want to pay for, and who do you pay to (and likely in practice, will be paying for)Group 3: Find things you want to do with mobile services/devices, that don’t fit this model Beehives

  20. Building mobile services Studies of Mobile Life Transfer Scenarios

  21. Building mobile services Studies of Mobile Life Sensual Evaluation Instrument

  22. Stay close to the natives in the wild. Ground your work in their practices.Appreciate the magic, without mystifying.Rigor without rigidity. The Mobile Life WAy

  23. I. playful ExperiencesII. In the wildIIi. Exploratory design methodsiV. MAlleable materialsV. Eco systems Five mobile life Challenges

  24. IV. MAlleable materials Five mobile life Challenges

  25. Mobile 2.0 Malleable materials

  26. Geochat and portrait catalogue Mobile 2.0 examples

  27. I. playful ExperiencesII. In the wildIIi. Exploratory design methodsiV. MAlleable materialsV. Eco systems Five mobile life Challenges

  28. User experience & PaYECO-SYSTEM HomeEco-system Drivers Together with industry

  29. An ever-changing web of actors in a market of mobile services, devices, infrastructure and technologyHow value networks changeHow players drive variations and selections on the marketHow players compete and depend on each other Eco-system

  30. $ experience & PaYECO-SYSTEM HomeEco-system Drivers Together with industry

  31. Start with the needs and possibilities for one of the actors in the eco-system: the consumers. By addressing the way technology can enter and sustain their lived experiences we aim to influence towards ecosystems that support rich, varied, valued, and valuable experiences.Find eco-system drivers. Mobile Life White Paper The Mobile Life WAy

  32. Eco-System Drivers Ludic Society vision Malleable Materials Playful Experiences Building Mobile Aesthetic Interactions Building mobile Services Staging Interactive Experiences Tech For Experi-Acts Building Mobile Apps Studies of Mobile Life What we typically do

  33. Mobile Life • pLayful research on mobile applications From Luther to ludic societyFrom usability to playful experienceFrom classical design cycle to explorative designFrom end-users to creative peopleDealing with malleable materials • www.mobilelifecentre.org

  34. Forms of collaborationDomain projectsTheme projectsInternshipsCash & technology

  35. Projects:Theme: Mobile Eco-SystemTheme: Social Properties of Mobile LifeTheme: MethodsDomain: Supple ExperiencesDomain: Pervasive GamesDomain: MoreVideo!Domain: Mobile 2.0Domain: mFashionDomain: Generalised Interaction ModelsDomain: Playful experiences

  36. kiah@mobilelifecentre.orgoskarj@tii.se • www.mobilelifecentre.org

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