kristina höök director oskar juhlin co -director

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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. - PowerPoint PPT Presentation

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MOBILE LIFEPLAYFUL RESEARCH ON MOBILE APPLICATIONS

Kristina HöökDirector

Oskar JuhlinCo-director

MOBILE LIFE CENTRE

MOBILE LIFE CENTRE 2007 - 2017

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

STOCKHOLM UNIVERSITY SICS INTERACTIVE INSTITUTE

MOBILE LIFE CENTRE PARTNERS

ERICSSONSONY ERICSSON

TELIASONERAMICROSOFT RESEARCH

NOKIASTOCKHOLM CITY

WHAT WE TYPICALLY DO

STUDIESOF

MOBILE LIFE

BUILDING MOBILE

SERVICES

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

PERVASIVE GAME EXPERIENCE

BODILY AND EMOTIONAL EXPERIENCE

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 modelBEEHIVES

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

ASSOCIATIVE DESIGN

STUDIESOF

MOBILE LIFE

BUILDING MOBILE

SERVICES

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 modelBEEHIVES

TRANSFER SCENARIOS

STUDIESOF

MOBILE LIFE

BUILDING MOBILE

SERVICES

SENSUAL EVALUATION INSTRUMENT

STUDIESOF

MOBILE LIFE

BUILDING MOBILE

SERVICES

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

MALLEABLE MATERIALS

Mobile 2.0

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 technology

How 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 PaperTHE MOBILE LIFE WAY

LUDIC SOCIETYVISION

ECO-SYSTEMDRIVERS

PLAYFULEXPERIENCES

WHAT WE TYPICALLY DO

MALLEABLE MATERIALS

STUDIESOF

MOBILE LIFE

BUILDING MOBILE

SERVICES

BUILDINGMOBILE

AESTHETICINTERACTIONS

STAGINGINTERACTIVE EXPERIENCES

TECH FOR

EXPERI-ACTS

BUILDINGMOBILE

APPS

MOBILE LIFEPLAYFUL RESEARCH ON MOBILE APPLICATIONSFrom 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 COLLABORATION

Domain 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.org

oskarj@tii.se

WWW.MOBILELIFECENTRE.ORG

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