234 research outputs found
DIGITAL CO-CREATION Digitalization within Service Design : Transformation from analog thinking towards digital doing
The German automotive industry has accelerated its digital transformation as OEMs (Original Equipment Manufacturers) moving from car manufacturers towards becoming mobility providers, striving for new mobility solutions like offering Mobility as a Service (MaaS), Electric Vehicles (EVs) and Self-Driving-System (SDS). OEMs focus on expanding their core product-driven businesses to access service-orientated business models, the transformation from ownership towards shared mobility. Considering internal and external factors, this requires a new set of expertise, capabilities and an underlying approach to fulfill the demands in the complexity of human-centered development and front- and backstage alignment within the organization. At the same time, Service Design as a practice has risen in attraction by industry, being recognized and increasingly requested for its integration in the functions and divisions of the organization. The scale of Service Design in influence and impact has reached professional practice, making its way from a trendy buzzword to professional practice of turning complex problems collaboratively into tangible solutions. It is seen as a powerful opportunity for combining Business, Human-Centered Design and Engineering. Service Design establishes new ways of exploring business opportunities towards agile problem-solving but focuses on the ‘doing’ side towards further implementation.
The contribution of this industrial-based doctoral thesis shall define how Service Design can be deployed and implemented in the field of organizational transformation and mobility development in the era of digital transformation (Digitalization). This research approach seeks to acquire new knowledge on how the Service Design practice can be applied and executed to be perceived as a practical approach to improve the enterprise’s processes and operating procedures and also provide a strategy to grow Service Design within the organization. This research has followed developing a pilot in a lean start-up approach of build, measure, learn with various business units and brands within the Volkswagen Group, this also implies that this research case study consisted of analyzing the Volkswagen Group needs for Service Design.
The ‘10X-Service Design Lab’ (10X-SDL) has been designed as the framework of a combination of modular lab space, facilitation enhanced process, methodological driven tool box, operational model in alignment with a digital workflow and workspace striving for accelerated decision making. It is based on the hypothesis that the proposed framework enhances Service Design practice and, at the same time, it increases its attractiveness for business purposes. The 10X-SDL is designed to accelerate project development in a human-centered and holistic way by an open workspace platform lead by facilitators on which project developers, participants, and stakeholders can digitally co-create products, services, systems, and strategies.
This research has been conducted as a case study within the Volkswagen Group from 2015 to 2019 in cooperation with the main partners of Service Innovation Corner (SINCO) of the University of Lapland and visual collaboration software company DEON
A Lean UX framework for creating a reusable product from start to finish
Lean UX is a methodology that focuses on speeding up the UX process by getting rid of unnecessary elements, introducing new ways of working and thinking out-side the box. The motivation behind this thesis is the lack of frameworks for Lean UX development as well as bridging the gap between design and development. This is done through introducing a framework for Lean UX development, that focuses on reusability throughout the process.
To create the framework, I conducted a literature review on Lean UX practices and similar works with either processes or frameworks that target the development aspects of UX. The framework was implemented as part of a project at a company called Contiot. Contiot aims to digitalize the calibration process through creating a platform for creating, sharing and verifying digital calibration certificates. The goal of the project was to create the design for the final product. The framework was evaluated using a survey within the team consisting of seven members, and walkthroughs of the implemented framework were conducted externally for validation.
The literature review in combination with the company’s mission resulted in a framework consisting of four stages: The Define stage for determining the users, their usage and the structure of the platform in the form of a sitemap, the Ideate stage for creating tangible solutions and testing different ideas, the Prototype stage for creating a representation of the final product and finally the Handover stage for creating a smooth transition from design to development.
Through the evaluation it became evident that the framework was perceived as useful within the team during the process. The framework provides a methodical approach to the whole process and creates a shared understanding within the team. Throughout the process it became evident that there is a tradeoff between reusability and speed, where the more reusable something is the longer it usually takes to develop, which is important when considering creating different artefacts both in the long and short term. Turning the design into code proved more difficult than expected, and the current state of design to code software still need more research
Development of a mobile solution for spatial data collection using open source technologies
Information technologies (ITs), and sports resources and services aid the potential to
transform governmental organizations, and play an important role in contributing to
sustainable communities development, respectively. Spatial data is a crucial source
to support sports planning and management. Low-cost mobile geospatial tools bring
productive and accurate data collection, and their use combining a handy and customized
graphical user interface (GUI) (forms, mapping, media support) is still in an
early stage. Recognizing the benefits — efficiency, effectiveness, proximity to citizens
— that Mozambican Minister of Youth and Sports (MJD) can achieve with information
resulted from the employment of a low-cost data collection platform, this project
presents the development of a mobile mapping application (app) — m-SportGIS —
under Open Source (OS) technologies and a customized evolutionary software methodology.
The app development embraced the combination of mobile web technologies and
Application Programming Interfaces (APIs) (e.g. Sencha Touch (ST), Apache Cordova,
OpenLayers) to deploy a native-to-the-device (Android operating system) product, taking
advantage of device’s capabilities (e.g. File system, Geolocation, Camera). In addition
to an integrated Web Map Service (WMS), was created a local and customized
Tile Map Service (TMS) to serve up cached data, regarding the IT infrastructures limitations
in several Mozambican regions. m-SportGIS is currently being exploited by
Mozambican Government staff to inventory all kind of sports facilities, which resulted
and stored data feeds a WebGIS platform to manage Mozambican sports resources
Toward a more accessible cultural heritage. Experiences, methodologies and tools.
L'abstract è presente nell'allegato / the abstract is in the attachmen
Agile UX: Unifying design and engineering for optimal product development workflows
Digital products, ranging from mobile to desktop applications, from platforms to websites, have become extremely prominent in our everyday life. Their role in tackling real-life challenges is huge, and their place in the modern industry is central. Actually, the rise of digital products is only at its outset, and will be exponential in the next coming years and decades. In the conceptualization and developement of digital products come two major disciplines, among others, into play; UX design and software engineering. In order to deliver great quality products, addressing people’s needs, fulfilling businesses’ objectives, while providing users with a delightful overall experience, optimal work and collaboration between UX designers and software engineers need to happen in the background. Nonetheless, issues and challenges between the design and engineering ways of working are many, regardless of the context. Agile UX, a modern and rising approach to product development, is seen as a potential solution to alleviate these challenges. In a nutshell, Agile UX aims at unifying Agiles software development (ASD), the dominant software engineering approach and philosophy, and UX design (UX) processes and practices, in order to optimise workflows between designers and developers.
This thesis reveals exisiting gaps with the Agile UX approach and current Agile UX frameworks, preventing them to truly be actionable in the industry, and therefore to be a practical solution for reconciling design and engineering in product development. These gaps are adressed here through an empirical study looking at understanding the wide array of contexts of the industry and their specificities.
This thesis research is a two phases study of the Agile UX modern approach to digital product development. The first phase assembles extensive literature and Web content reviews in order to investigate and map the challenges between design and engineering, and understanding to what extent is Agile UX a solution to alleviating those challenges. The main findings of this first phase highlight the aforementioned gaps of the Agile UX approach. Agile UX is indeed a solution to reconciling UX design and software enginnering, but it lacks of clear guidelines and attention to contextuality, preventing it to be trully actionable. Agile UX as it is defined today also has very little considerations on the evolution of the UX design and software engineering disciplines, and fails at anticipating the future of digital products.
Based on these insights, the second phase of the thesis brings up qualitative insights from industry practitioners, including UX designers, software engineers, managers and leaders, in order to address the limitations of the Agile UX approach. This second phase encapsulates the main objective of this thesis; understanding how to contextually adopt an Agile UX approach to product development.
The findings of this thesis highlight the diversity of the industry and the uniqueness of each product development context. The design-engineering relationship varies a lot across organisations, and many contextual facets impact on the ways processes and collaboration practices are defined. Common trends have been highlighted, as well as numerous divergence points. Clear signs show that Agile UX is spreading in the industry already, but quite inequally. At the same time, Agile UX seems to align with the future trends of product development. In addition to the extensive findings, this research concludes with the draft proposition of a methodology. This could be the first building step towards a more developed solution, aiming at supporting teams wishing to optimising their product development workflows, throught Agile UX
INTERACT 2015 Adjunct Proceedings. 15th IFIP TC.13 International Conference on Human-Computer Interaction 14-18 September 2015, Bamberg, Germany
INTERACT is among the world’s top conferences in Human-Computer Interaction. Starting with the first INTERACT conference in 1990, this conference series has been organised under the aegis of the Technical Committee 13 on Human-Computer Interaction of the UNESCO International Federation for Information Processing (IFIP). This committee aims at developing the science and technology of the interaction between humans and computing devices.
The 15th IFIP TC.13 International Conference on Human-Computer Interaction - INTERACT 2015 took place from 14 to 18 September 2015 in Bamberg, Germany. The theme of INTERACT 2015 was "Connection.Tradition.Innovation". This volume presents the Adjunct Proceedings - it contains the position papers for the students of the Doctoral Consortium as well as the position papers of the participants of the various workshops
Volume II Acquisition Research Creating Synergy for Informed Change, Thursday 19th Annual Acquisition Research Proceedings
ProceedingsApproved for public release; distribution is unlimited
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Mediated participatory design for contextually aware in-vehicle user-experiences with autonomous vehicles
This thesis was submitted for the award of Doctor of Philosophy and was awarded by Brunel University LondonThis study reports on the empirical findings of a series of participatory design workshops for the development of a supportive automotive user experience design system. Identifying and addressing this area with traditional research methods is problematic due to the different user experience (UX) design perspectives that might conflict and the related limitations of the automotive domain. Consequently, we deploy a pragmatic epistemological paradigm and apply participatory prototyping methods to resolve this problem. We conduct two iterations of design and evaluation with 19 user experience (UX) designers through individual participatory prototyping activities to gain insights into their explicit, observable, tacit and latent needs. We describe the design of a toolkit tailored to the character of the study to be used in relevant studies of ill-defined or wicked problems. The participatory design activities initially allowed us to explore the motivation to use different technologies, the system’s architecture, detailed features of interactivity, and to describe our users’ needs. As a result, our first analysis of data led us to design implications that translate participants’ needs into UX goals. We use these UX goals for the design of goal-directed personas and scenarios of use as actionable insights to develop our system. A medium-fidelity functional prototype of our system was then evaluated, while contextually aware automotive UX practitioners criticised our design decisions. Some of the essential findings when supporting the contextual understanding are generating new knowledge to inform both theory and practice. The results propose that most automotive UX designers are ready to adopt technologies that use sensitive physiological measures such as eyes, face, body tracking using cameras and computer vision. In contrast, non-automotive UX designers who empathise with the passengers and the drivers and perceive the in-vehicle space as something more private are suggesting that this might affect people’s trust. The majority agrees to collect data and communicate with the users using implicit and explicit context, as a way to support UX design in the autonomous vehicles would require the consent of the passengers. Even though UX designers suggested a general interest in the social and temporal context of the interactions, the limitations of privacy and safety in the vehicle limit them in collecting task-related contextual data leaving the social, temporal, and physical context unexplored. Safety is arguably a factor that will not restrict the future of autonomous driving experiences research and design since there is no cognitive demand on level five autonomy which hands the passengers with plenty of other options when not driving, assuming that they are ready to trust a fully automated system. However, our study does not provide us with a direction on the privacy of autonomous vehicle experiences and whether privacy will continue being a limitation in the context of self-driving vehicles. Thus, we would recommend further research on trust and privacy in fully automated vehicles. We conclude by discussing the design implications and functional tools of our system, including 1) a video tagging tool that supports saving an occurrence identified momentarily on real-time video. 2) A privacy call-wall which uses implicit and explicit context to avoid intrusiveness in private situations. 3) A human-like avatar tool for mitigating privacy issues, and 4) an interactive interviewing tool to support communication between UXers and the passengers of autonomous vehicles. Finally, 5) exploration tools, including a tool for searching participants’ characteristics and target groups of people. We further inform the body of knowledge in participatory UX and HCI methods about the advantages of our methodological approach and the limitations of using it. We discuss why involving non-experts in co-design activities using toolkits tailored to the domain of interest is valuable. Furthermore, we extensively address how, and we give directions for the design of similar toolkits by describing the toolkit that we designed and applied in our study. Conclusively we discuss the broader implications of trust and privacy in other domains and how this related to our findings
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