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MOBILE LIFE PLAYFUL RESEARCH ON MOBILE APPLICATIONS Kristina Höök Director Oskar Juhlin Co-director MOBILE LIFE CENTRE.

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Presentation on theme: "MOBILE LIFE PLAYFUL RESEARCH ON MOBILE APPLICATIONS Kristina Höök Director Oskar Juhlin Co-director MOBILE LIFE CENTRE."— Presentation transcript:

1 MOBILE LIFE PLAYFUL RESEARCH ON MOBILE APPLICATIONS Kristina Höök Director Oskar Juhlin Co-director MOBILE LIFE CENTRE

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3 MOBILE LIFE CENTRE KRISTINA HÖÖK, LARS ERIK HOLMQUIST, OSKAR JUHLIN, ANNIKA WAERN, YLVA FERNAUES, MARIA HÅKANSSON, PETRA SUNDSTRÖM, ANNA STÅHL, JAKOB THOLANDER, JARMO LAAKSOLAHTI, TOVE JAENSSON, PEDRO FERREIRA, ELSA VAARA, ARVID ENGSTRÖM, STAFFAN JONSSON, MATTIAS JAKOBSSON, MATTIAS ROST, SARA LJUNGBLAD, LISELOTT BRUNNBERG, MARIE DENWARD, MARIA HOLM, DANIEL SUNDSTRÖM, CLAUS WEYMANN, NICOLAS BELLONI, ZEYNEP AHMET, BARRY BROWN

4 STOCKHOLM UNIVERSITY SICS INTERACTIVE INSTITUTE MOBILE LIFE CENTRE PARTNERS ERICSSON SONY ERICSSON TELIASONERA MICROSOFT RESEARCH NOKIA STOCKHOLM CITY

5 WHAT WE TYPICALLY DO STUDIES OF MOBILE LIFE BUILDING MOBILE SERVICES

6 I. PLAYFUL EXPERIENCES II. IN THE WILD III. EXPLORATORY DESIGN METHODS IV. MALLEABLE MATERIALS V. ECO SYSTEMS FIVE MOBILE LIFE CHALLENGES

7 I. PLAYFUL EXPERIENCES FIVE MOBILE LIFE CHALLENGES

8 We have a vision of a ludic society where enjoyment, experience and play are adopted into all aspects of life THE MOBILE LIFE WAY

9 PERVASIVE GAME EXPERIENCE

10 BODILY AND EMOTIONAL EXPERIENCE

11 FRIENDSENSE BODILY AND EMOTIONAL EXPERIENCE

12 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

13 I. PLAYFUL EXPERIENCES II. IN THE WILD III. EXPLORATORY DESIGN METHODS IV. MALLEABLE MATERIALS V. ECO SYSTEMS FIVE MOBILE LIFE CHALLENGES

14 II. IN THE WILD INTERACTION EVERYWHERE

15 I. PLAYFUL EXPERIENCES II. IN THE WILD III. EXPLORATORY DESIGN METHODS IV. MALLEABLE MATERIALS V. ECO SYSTEMS FIVE MOBILE LIFE CHALLENGES

16 III. EXPLORATORY DESIGN METHOD FIVE MOBILE LIFE CHALLENGES

17 Enter game designers, artists, dancers, … Methods & languages for experiential qualities EXPLORATORY DESIGN METHODS

18 ASSOCIATIVE DESIGN STUDIES OF MOBILE LIFE BUILDING MOBILE SERVICES

19 Demo film: swarmcam / instant broadcast system ASSOCIATIVE DESIGN

20 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

21 TRANSFER SCENARIOS STUDIES OF MOBILE LIFE BUILDING MOBILE SERVICES

22 SENSUAL EVALUATION INSTRUMENT STUDIES OF MOBILE LIFE BUILDING MOBILE SERVICES

23 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

24 I. PLAYFUL EXPERIENCES II. IN THE WILD III. EXPLORATORY DESIGN METHODS IV. MALLEABLE MATERIALS V. ECO SYSTEMS FIVE MOBILE LIFE CHALLENGES

25 IV. MALLEABLE MATERIALS FIVE MOBILE LIFE CHALLENGES

26 MALLEABLE MATERIALS Mobile 2.0

27 GEOCHAT AND PORTRAIT CATALOGUE MOBILE 2.0 EXAMPLES

28 I. PLAYFUL EXPERIENCES II. IN THE WILD III. EXPLORATORY DESIGN METHODS IV. MALLEABLE MATERIALS V. ECO SYSTEMS FIVE MOBILE LIFE CHALLENGES

29 USER EXPERIENCE & PAY ECO-SYSTEM HOME ECO-SYSTEM DRIVERS TOGETHER WITH INDUSTRY

30 An ever-changing web of actors in a market of mobile services, devices, infrastructure and technology How value networks change How players drive variations and selections on the market How players compete and depend on each other ECO-SYSTEM

31 EXPERIENCE & PAY ECO-SYSTEM HOME ECO-SYSTEM DRIVERS TOGETHER WITH INDUSTRY $

32 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

33 LUDIC SOCIETY VISION ECO-SYSTEM DRIVERS PLAYFUL EXPERIENCES WHAT WE TYPICALLY DO MALLEABLE MATERIALS STUDIES OF MOBILE LIFE BUILDING MOBILE SERVICES BUILDING MOBILE AESTHETIC INTERACTIONS STAGING INTERACTIVE EXPERIENCES TECH FOR EXPERI-ACTS BUILDING MOBILE APPS

34 MOBILE LIFE PLAYFUL RESEARCH ON MOBILE APPLICATIONS From Luther to ludic society From usability to playful experience From classical design cycle to explorative design From end-users to creative people Dealing with malleable materials

35 FORMS OF COLLABORATION Domain projects Theme projects Internships Cash & technology

36 Projects: Theme: Mobile Eco-System Theme: Social Properties of Mobile Life Theme: Methods Domain: Supple Experiences Domain: Pervasive Games Domain: MoreVideo! Domain: Mobile 2.0 Domain: mFashion Domain: Generalised Interaction Models Domain: Playful experiences

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