22 research outputs found

    Taking real-life seriously : an approach to decomposing context beyond 'environment' in living labs

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    The maturity of Living Labs has grown and several researchers have tried to create a uniform definition of what Living Labs are by emphasizing the multi-method and real-life, contextual approach. Although researchers thus recognize the importance of context in Living Labs, they do not provide insights into how context can be taken into account. The real-life context predominantly focuses on the in-situ use of a product during field trials where users are observed in their everyday life. The contribution of this paper will be twofold. By means of a case study we will show how context can be evaluated in the front end of design, so Living Lab researchers are no longer dependent on the readiness level of a product, and we will show how field trials can be evaluated in a more structured way to cover all components of context. By using a framework to evaluate the impact of context on product use, Living Lab researchers can improve the overall effectiveness of data gathering and analysis methods in a Living Lab project

    Bottom-up radio: creating a new media format using living lab research

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    This study resulted in the creation of a new media format for urban youth, adopting a living lab-approach, as current studies have shown that this group is currently not reached with the contemporary media offer. Living lab research is a state-of-the art methodology that aims at involving end-users in the innovation process over a longer time span, combining both quantitative and qualitative research techniques and tools. In a first phase, a panel of urban youngsters was created using an intake survey (N=290). These data were analyzed resulting in three distinct types of urban youngsters. In a second phase, a qualitative research trajectory was organized in order to refine the three profiles and get an insight in their media use, digital skills, media preferences and needs with regards to the current media offer. Research methods during this phase included diary studies, participatory observation during workshops and probe research. In a third phase, co-creation sessions were organized with youngsters from the urban panel in order to get feedback on a concept that was iteratively developed during the first two phases of the project. Results show that mobile devices and social media are important for these urban youngsters and that most of these youngsters have quite some creative skills. Radio seems to be a less popular medium, although they spend a significant amount of time listening to music. Further, results show that these youngsters are in need of a platform which stimulates community building and offers a space to express their creativity. A third requirement for the development of a new media format that would meet the needs of these youngers is a format that provides space for local elements and niche markets. This all resulted in the launch of Chase, an urban, crowdsourced radio station

    Identifying lead users in a living lab environment

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    This paper emphasizes the identification process of lead users within a living lab environment. Lead users are seen as important contributors to the living lab methodology since they express needs before the general market does. Additionally they generate ideas with a high level of novelty. Living Lab researchers have focused on the added value of involving these users in their research, but research on how to identify these lead users is still lacking. Therefore this paper will focus on the identification process of lead users by means of a Living Lab case study in the world of movie theaters

    The rise and fall of wearable fitness trackers

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    Wearables are becoming increasingly popular in different industries for various purposes. It is suggested that the market will reach 30 billion USD in 2020, containing a variety of products made by different companies. Yet one of the current issues is the large attrition rate of consumers no longer wearing their device. Current business models are built on technology push and therefore do not succeed in matching the technology to consumer needs. Previous studies have either focused on the technological features or adoption potential of wearables. Yet, little is known about the elements leading to attrition. Therefore the purpose of the paper is to identify the key determinants from a consumer perspective leading to dissatisfaction and eventually wearable attrition

    A framework for field testing in living lab innovation projects

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    Within innovation research and, more specifically, living lab projects, a crucial component is to test an innovation in a real-life context with potential end users. Such a field test can validate assumptions by combining insights on behaviour and attitudes towards the innovation. This allows for iterative tailoring of the innovation to the needs and wants of the potential end users. Moreover, relevant insights can be gathered to stop or rescope the innovation project before big investments are made. Although studies indicate that testing innovations (or prototypes) in real-life contexts improves the innovation process, there is no specific framework on how to conduct a field test for an innovation. This is important because, in living lab field tests, users are actively involved in co-creating the solutions, which impacts the operational side of setting up living lab projects. Therefore, within this article, we propose a framework for field testing based on the degree to which it reflects reality and the stage within the living lab process. We distinguish four types of field tests: concept, mock-up, pilot, and go2market field test. Based on this framework, we propose some practical guidelines for setting up living lab field tests

    Overcoming barriers to experimentation in business-to-business living labs

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    Business-to-business (B2B) living lab projects have been mentioned in different areas of academic research, but the innovation management literature requires deeper analysis of their potential opportunities and challenges. Real-life experimentation is a key requirement for living labs as it enables deeper insights in the potential success of innovations. However, the literature has not provided insights on how living lab projects can implement real-life experimentation in B2B innovation projects and does not describe appropriate conditions for experimentation in these settings. In this study, we identified three main barriers preventing real-life experimentation in B2B living lab projects: the technological complexity, the need for integration, and the difficulty in identifying testers. The barriers are discussed in detailed and potential solutions are provided to help overcome these barriers and stimulate the adoption of real-life experimentation in B2B innovation projects

    Living labs for in-situ open innovation: from idea to product validation and beyond

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    In this paper we present the Living Lab methodology as an overall framework for in-situ open innovation involving the end-user as equal participant in the innovation process. As a specific form of distributed innovation, relying on co-creation, we demonstrate the applicability of the Living Lab-approach for home ICT innovation by means of four innovation projects in different stages of maturity. We describe the used research methodologies and reflect on the role of the user
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