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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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Mobile Life • Playful research on mobile applications Kristina HöökDirectorOskar JuhlinCo-director • Mobile Life Centre
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
Stockholm University SICS Interactive Institute Ericsson Sony Ericsson TeliaSonera Microsoft Research Nokia Stockholm City Mobile Life Centre partners
Building mobile services Studies of Mobile Life What we typically do
I. playful ExperiencesII. In the wildIIi. Exploratory design methodsiV. MAlleable materialsV. Eco systems Five mobile life Challenges
I. playful Experiences Five mobile life Challenges
We have a vision of a ludic society where enjoyment, experience and play are adopted into all aspects of life The Mobile Life WAY
Friendsense Bodily and emotional Experience
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
I. playful ExperiencesII. In the wildIIi. Exploratory design methodsiV. MAlleable materialsV. Eco systems Five mobile life Challenges
II. In the wild Interaction everywhere
I. playful ExperiencesII. In the wildIIi. Exploratory design methodsiV. MAlleable materialsV. Eco systems Five mobile life Challenges
IIi. Exploratory design method Five mobile life Challenges
Enter game designers, artists, dancers, …Methods & languages for experiential qualities Exploratory design methods
Building mobile services Studies of Mobile Life Associative Design
Demo film:swarmcam / instant broadcast system Associative design
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
Building mobile services Studies of Mobile Life Transfer Scenarios
Building mobile services Studies of Mobile Life Sensual Evaluation Instrument
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
I. playful ExperiencesII. In the wildIIi. Exploratory design methodsiV. MAlleable materialsV. Eco systems Five mobile life Challenges
IV. MAlleable materials Five mobile life Challenges
Mobile 2.0 Malleable materials
Geochat and portrait catalogue Mobile 2.0 examples
I. playful ExperiencesII. In the wildIIi. Exploratory design methodsiV. MAlleable materialsV. Eco systems Five mobile life Challenges
User experience & PaYECO-SYSTEM HomeEco-system Drivers Together with industry
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
$ experience & PaYECO-SYSTEM HomeEco-system Drivers Together with industry
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
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
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
Forms of collaborationDomain projectsTheme projectsInternshipsCash & technology
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
kiah@mobilelifecentre.orgoskarj@tii.se • www.mobilelifecentre.org