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Making sense of the world Engaging people in sustainable living and planning Jan-Christoph Zoels

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Page 1: Engaging people in sustainable living and planningblogs.fhnw.ch/kollaborative-siedlungsentwicklung/files/2012/12/... · Engaging people in sustainable living and planning Jan-Christoph

Making sense of the worldEngaging people in sustainable living and planning

Jan-Christoph Zoels

Page 2: Engaging people in sustainable living and planningblogs.fhnw.ch/kollaborative-siedlungsentwicklung/files/2012/12/... · Engaging people in sustainable living and planning Jan-Christoph

Designed by Experientia

Title

Our approach

Conduct research

Develop strategies

Create solutions

Design prototypes

Test results

Our deliverables

User research insights

Design strategies

Design concepts

Experience prototypes

Usability recommendations

About us. We are an international experience

design consultancy, helping companies and

organizations to innovate their products, services

and processes by putting people first.

Experientia was founded in 2005 and is based in

Turin, Italy.

2

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Our clients

North AmericaAdaptive Path USAConifer Research USACVS-Pharmacy USAIntel USAKeep Sight USAKodak USAMicrosoft USAMotorola USARed Hat USASAP Germany, USASC Johnson USATandem Seven USAThompson CompuMark USA

EuropeAlcatel-Lucent France, SpainAVIS ItalyBarclays Italy, UKBlyk Finland, UKCasa.it ItalyCittadellarte ItalyCity of Genk BelgiumCity of Kortrijk BelgiumCondé Nast ItalyCSI-Piemonte ItalyDada.it ItalyDesign Flanders BelgiumDeutsche Telekom Germanyélogos SpainExpedia UKFacem Tre Spade Italy

Ferrero ItalyFidelity International UKFideuram Bank ItalyFiera Milano ItalyFinmeccanica ItalyFlanders InShape BelgiumFoviance ItalyFujitsu-Siemens GermanyGranStudio, ItalyIdean FinlandIntel UKISTUD Foundation ItalyITC-ILO ItalyKortrijk Xpo BelgiumLast Minute UKLogitech Switzerland

Max Mara ItalyNokia Denmark Finland FranceProntoSeat ItalySamsung Electronics, Italy, Korea, UKSitra/SRV FinlandSwisscom SwitzerlandTechno System ItalyToncelli Cucine ItalyTorino World Design Capital ItalyUnicredit Bank Austria ItalyUPA ItalyVodafone Germany Italy UKWhirlpool UK

AsiaASUS TaiwanHaier ChinaHewlett Packard IndiaSamsung Electronics Italy, Korea, UK

IndustriesArchitecture & urban planningBanking & financeConsumer productsFashionPublic sectorHealth & well-beingIT & softwareMedia & entertainmentTelecomTravel & tourism

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Designed by Experientia

Title

Research on future scenarios and strategy development

Scenarios

In-depth understanding of user needs through observation and analysis

User profiles

Comprehensive usability analysis Implementation support

Strong user experiences Iterative prototypes

User-centered design concepts and strategies

Design specification

Context

Understand

Ideas

DesignEnvision

TestExperience Touchpoints

Prototype

PeopleOur services.

4

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Designed by Experientia

Sharing

Field observations

Contextual interviews

Mystery shopping

Diaries

Visual stories

Persona development

Card sorting

Shaping

Ideation

Brain & bodystorming

Concept development

Scenario design

Participatory design

Interaction design

Industrial design

Service design

Prototyping

Evaluating

Heuristic evaluation

Scenario testing

Usability testing

Pre-launch analysis

Post-implementation

assessment

Research techniques. Understanding people focuses on

sharing, shaping and evaluating experiences.

5

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Designed by Experientia

Experientia

Technology impressions and appearances concerns

people’s first encounter with a product or service.

It is about the look and feel, about the ‘wow’.

Design process

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Designed by Experientia

Experientia

Product experience is about using a product or service

and whether it meets expectations - the ‘show’.

Design process

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Designed by Experientia

Experientia

Finally quality of life looks at what is meaningful and relevant

to people and what ultimately makes good design succeed -

the ‘flow’.

Design process

Page 9: Engaging people in sustainable living and planningblogs.fhnw.ch/kollaborative-siedlungsentwicklung/files/2012/12/... · Engaging people in sustainable living and planning Jan-Christoph

Designed by Experientia

Experientia

Design principles

Tracking responses

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Designed by Experientia

Stakeholder engagement

Aim: to encourage and support spontaneous citizens

participation in the decision making process and to involve

stakeholders and local companies in building a competitive

ecosystem of initiatives and services

Outcome: “encouraging more active involvement by

communities and other stakeholders:

• improvement in the quality and sustainability of public

and private-sector services

• building greater community cohesion

• tackling complex problems in public sector service design

and delivery”

Stakeholder engagement

Design methods

Claire Gray, Stakeholder handbook, REVIT EU program

Levels of public participation

Inform >

Consult >

Involve >

Collaborate >

Empower

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Designed by Experientia

Low carbon living - Sitra/SRV. As part of a team made up

of international engineering and planning firm Arup

(London) and architectural firm Sauerbruch Hutton

(Berlin), Experientia won an international competition to

develop a building block in the city of Helsinki, Finland,

which will have low or no carbon emissions.

It has an integrated approach to energy efficiency, with high

architectural, spatial and social values and constructed

with sustainable materials, methods & operations.

Jätkäsaari covers a plan area of 100 hectares of mixed-use

development and infrastructure and will house circa 16,000

inhabitants and 6,000 new jobs. www.low2no.org

CASE STUDY 2010 —

Low2No

12

Clients

Sitra, Finnish Innovation Fund

SRV, developer

VVO, housing agency

Time frame

2009 Competition, 1st prize

2010–11 design phase

2014 Completion

Location

Jätkäsaari, Helsinki, Finland

23,000 m2 residential

6,000 m2 office & incubator

1,600 m2 retail and services

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An architectural rendering by Sauerbruch Hutton of

the future low-to-no carbon district.

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Designed by Experientia

Title

Create value through innovative processes. Experientia is responsible for the workstream “Low carbon

lifestyles - enabling behavioral change”, designing energy

demand management solutions such as advanced smart

meters, mobile applications and services as well as designing

and coordinating “mixed use” service offerings.

Participatory design processes with stakeholders, local

entrepreneurs and future residents ensure the fit within the

Finnish culture.

Low2No

14

Our approach

Ethnographic research

User & stakeholder interviews

Personas & scenarios

Concept design

Participatory design workshops

Prototype development

Strategic communications

Our deliverables

Research analysis

Behavioral change models

Personas & scenarios

Concept development

Interactive prototypes

CASE STUDY 2010 —

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Designed by Experientia

Experientia

Design process

Connectivity and citizen engagement è Involve local entrepreneurs in developing a competitive

ecosystem of products, services and initiatives

è Favour spontaneous participation in the decision making process

è Support stakeholders in creating a synergic team and sharing a common business code

è Engage local residents through collaborative and participative activities

Strategic interventions

Awareness and engagement

Self assessment

Community action

Cultural leadership

Low2NoCASE STUDY 2010 —

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Designed by Experientia

Experientia

Design process

Guided tour

Open yard

Scenario workshop

Cultural probe

User observation

Definition Concept Design Production info Construction Post-occupancy

Decision making

Creative workshop Mock-up

Planning for real

Blog

Analysis

Service prototype

Experience prototype

> > > > >

Post-occupancy evaluation

Low2NoCASE STUDY 2010 —

Interviews

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Tell them and they’ll forget; Demonstrate and they’ll remember;Involve them and they’ll understand” Geller, 1989

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Designed by Experientia

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Ownership

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Empowerment

tĞǁŝůůůŽŽŬƚŽLJŽƵĨŽƌĂĚǀŝĐĞĂŶĚŝŶŶŽǀĂƟŽŶŝŶĨŽƌŵƵůĂƟŶŐƐŽůƵƟŽŶƐĂŶĚŝŶĐŽƌƉŽƌĂƚĞLJŽƵƌĂĚǀŝĐĞĂŶĚƌĞĐĐŽŵĞŶĚĂƟŽŶƐŝŶƚŽƚŚĞĚĞĐŝƐŝŽŶƐƚŽƚŚĞŵĂdžŝŵƵŵĞdžƚĞŶƚƉŽƐƐŝďůĞ

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tĞǁŝůůŬĞĞƉLJŽƵŝŶĨŽƌŵĞĚůŝƐƚĞŶƚŽĂŶĚĂĐŬŶŽǁůĞĚŐĞĐŽŶĐĞƌŶƐĂŶĚĂƐƉŝƌĂƟŽŶƐĂŶĚƉƌŽǀŝĚĞĨĞĞĚďĂĐŬŽŶŚŽǁƉƵďůŝĐŝŶƉƵƚŝŶŇƵĞŶĐĞĚƚŚĞĚĞĐŝƐŝŽŶ

tĞǁŝůůŬĞĞƉLJŽƵŝŶĨŽƌŵĞĚ

ŶĂůLJƐŝƐĞǀĂůƵĂƟŽŶƐĂŶĚĂůůĚĞĐŝƐŝŽŶƐĂƌĞĂůƌĞĂĚLJƚĂŬĞŶWĞŽƉůĞŚĂǀĞƚŚĞŽƉƉŽƌƚƵŶŝƚLJƚŽďĞŝŶĨŽƌŵĞĚĂŶĚƵƉĚĂƚĞĚŽŶƚŚĞƐƚĂŐĞŽĨƚŚĞƉƌŽĐĞƐƐ

Inform dŽƉƌŽǀŝĚĞƚŚĞƉƵďůŝĐŝŶĨŽƌŵĂƟŽŶŽŶĂƉŽůŝĐLJŽƌƉƌŽũĞĐƚŝƐŐŽŝŶŐƚŽďĞƌĞĂůŝƐĞĚdŽĂƐƐŝƐƚƉĞŽƉůĞŝŶƵŶĚĞƌƐƚĂŶĚŝŶŐƚŚĞƉƌŽďůĞŵĂůƚĞƌŶĂƟǀĞƐŽƉƉŽƚƵŶŝƟĞƐĂŶĚŽƌƐŽůƵƟŽŶƐ

Awareness

Increasing level of public engagement

Increasing level of public impact

Main features

Referencemethodologies

Promise to people

Public participation

goal

Increasing level of public impactIncreasing level of public engagement

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Designed by Experientia

Title

Engagement and Awarenessè Make behavioral change easier and convenient

è Present meaningful and contextual information

è Enable choices

è Create tools for evaluation

è Facilitate cognitive, emotional and sensorial appraisal

Community actionsè Utilize social reputation as behavioral enforcer

è Co-monitor to effect policy change

è Share common values

è Create a pool of shared knowledge

è Enable support networks

Self assessmentè Translate understanding into actions

è Set targets to make information measurable and actionable

è Simulate impact or alternatives

è Provide immediate feedback

è Reward to create and sustain change

Leading by exampleè Facilitate open dialogue between public/private

è Make backstory transparent

è Create public incentives to sustain change

è Model behaviors

è Provide feedback loops to constantly refine processes and policies

Low2No

Facilitating and enabling behavioral change.

20

CASE STUDY 2010 —

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Designed by Experientia

Title

50 behavioral change solutions. Experientia designed

fifty initial ideas for tools and services that could facilitate

behavioral change in Jätkäsaari.

Low2No

21

These included:

• technological solutions, such as

smart meters, dynamic pricing systems,

and data on cost and peak usage;

• participatory solutions, such as

games, competitions, workshops and

websites;

• public installations, such as

artworks catalyzing energy

consumption reduction;

• business initiatives to encourage

private and public entities to get

involved.

CASE STUDY 2010 —

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Low2No2010 —

Commercial, mobility and social services

complement the behavioral change intervention.

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Low2No2010 —

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Designed by Experientia

Services: The Food Hub. A “Food Hub”, offering services

related to the purchase, consumption and sharing of food,

an ethical and sustainable alternative to the products commonly

offered in the Finnish market.

è Purchase: a sales point and open market to buy biological

and seasonal products provided by a network of local producers

(Community Supported Agriculture scheme);

è Consumption: a 0-miles restaurant, with catering services

and a cafeteria providing biological products;

è Sharing: cooking courses, a meeting room for cooking lessons

and informal work meetings, and a green house.

Low2No

26

CASE STUDY 2010 —

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Designed by Experientia

Low2No

Services: Eco-laundry. Uses highly efficient practices

and detergents with a low environmental impact.

It provides:

è a support service for reusable diapers for individuals and the

daycares in the region;

è services and lessons in sewing, washing and caring of textiles;

è home delivery for individuals and businesses in the area.

27

CASE STUDY 2010 —

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Designed by Experientia

Low2No

Services: communal sauna. An eco-friendly response to

the presence of a private electric sauna in most Finnish homes.

The sauna will be a traditional, wood-fueled sauna, providing

spaces for families, friends and small work groups.

Communal areas will be furnished with fires and wood logs,

with catering provided by the Food Hub.

The heat generated by the sauna will be reused to heat a local

greenhouse.

28

CASE STUDY 2010 —

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Designed by Experientia

Low2No

Live & work. In collaboration with various stakeholders

Experientia conceptualized incubator, live&work and office

facilities. A living lab arrangement will test resulting outcomes.

The co-working/incubator space will serve three needs:

è incubating start-ups related to Sitra’s innovation programs;

è hosting micro start-ups selected by venture funds or external

innovation programs;

è desk-sharing of professionals from the “public”.

29

CASE STUDY 2010 —

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Designed by Experientia

Award-winning service design. Experientia's service platform

design for Low2No won the prestigious Italian National Prize

for Innovation in Services, 2011.

The Low2No service platform will contribute to making

sustainability an integral part of the daily activities and lives

of the residents and workers of the area.

Experientia worked with carefully selected local entrepreneurs

to design multiple businesses with a good fit with the soul and

mission of the zone.

Low2No

30

CASE STUDY 2010 —

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Designed by Experientia

Open source hardware

Aim: “Open source hardware is hardware whose design is

made publicly available so that anyone can study, modify,

distribute, make, and sell the design or hardware based on

that design.”

Outcome: “Open source hardware gives people the freedom

to control their technology while sharing knowledge and

encouraging commerce through the open exchange of

designs.”

Open sourceDesign methods

http://freedomdefined.org/OSHW

From open source software to hardware and services

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Arduino

“Arduino is an open-source electronics prototyping platform

based on flexible, easy-to-use hardware and software.

It's intended for artists, designers, hobbyists, and anyone

interested in creating interactive objects or environments.” http://www.arduino.cc/

History

Created by Prof Massimo Banzi & team at Interaction Design Institute Ivrea, 2004

Initial investment 250 000 €

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The prototyping toolbox

“All designers have their medium: for a product designer it

may be plastics, for an architect brick or concrete, for a

graphic designer litho printing ...

Until recently, this medium was only accessible to engineers:

designers weren’t able to work directly with programming and

electronics to develop and test their ideas.”

This map shows the work of professors and students over the

past four years at Interaction-Ivrea, together with many

collaborators all over the world. The software and hardware

they have built, used in many of the Institute’s projects, allows

designers to be truly creative in this new medium.”

Gillian Crampton SmithThe prototyping toolbox

Map design by Giorgio Olivero

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Designed by Experientia

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Myriel Milicevic Neighbourhood Satellites 2005

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Natalie Jeremijenko

Feral Robot Sniffer Dogs 2002

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Designed by Experientia

Japan Geigermap - Haiyan Zhang

“This map visualises crowd-sourced radiation geiger

counter readings from across Japan. Click on the labels

to get more information on the source of each reading.”

http://japan.failedrobot.com/

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Lapka

“Your very own environmental monitor! A precise and

beautiful set of devices designed to measure and play with

the hidden qualities of your environment”

Modules

Radiation

Humidity

EMF

Organic

http://mylapka.com

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Designed by Experientia

Participatory design

Aim: to shape the concept and design of new products and

services through the direct involvement of users or consumers

in the design process.

Outcome: co-creation and cross-fertilisation among various

professions in a foresight activity. These design projects can

become symbolic processes able to engage people in

constructing their own context and ‘point to something

meaningful’ that they have constructed (Stacey et al., 2000).

Participatory design

Design methods

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CASE STUDY 2011 —

FredericiaC

Engaging citizens in Frederica. Experientia

participated, together with Arup and Effekt, in a parallel

competition for the urban development of 22h in

Fredericia, Denmark.

The FredericiaC development board involved Experientia

in the making of the development plan, which stems from a

combination of the best ideas in the winning proposals.

Based on the competition entry, Experientia contributed on

the design of temporary events and spaces for FredericiaC,

and to engaging citizens in the build-up to the project

master plan.

www.fredericiac.dk

Clients

Realdania

City of Fredericia

Time frame

2011 Competition, 2nd prize

2012–15 design phase

2025 Completion

Location

Fredericia, Denmark

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2011 —

FredericiaC Business as usual: Breakdown of developer's 40 year carbon footprint (metric tonnes of CO2e)

Copyright Arup

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Designed by Experientia

CASE STUDY 2011 —

FredericiaC

44

Building a process for people to flourish. To focus our attention on bringing the community to work

with us in defining this place, its vision and its outlook.

Building a process for low carbon development.We strongly believe that Fredericia C can be a magnet for

low carbon initiatives and investments, starting with low

carbon mobility, buildings and services.

Building a place over time.We want Fredericia C to be conceived as a place where

every action, every effort, every investment remains there,

adding richness, value and attractiveness to the place.

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Designed by Experientia

Title

45

people participation strategiesFredericiaCCASE STUDY 2011 —

We proposed a method integrating development

in four key perspectives of the plan:

• Time - Planning for a transitory development

• People - Involving people throughout the process

• Space and environment - Creating sustainable places

• Socio-economy - Stimulating the economy

Method an integrated process

Integrated process. We proposed a method integrating development

in four key perspectives of the plan:

• Time - Planning for a transitory development

• People - Involving people throughout the process

• Space and environment - Creating sustainable places

• Socio-economy - Stimulating the economy

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Designed by Experientia

Title

46

1 Awareness

Stimulate awareness of the

changes that are going to

involve the site and of the

potential of present and future

residents, and their

communities, to shape it.

2 Empowerment

Empower and build human

capacity - building,

exchanging and creating

skills as a way to empower

individuals and open new

employment opportunities;

3 Ownership

Stimulate ownership through

participatory development

strategies (partnerships,

governance, resource pooling)

in Fredericia;

“Cities innovate when people mix, mingle, sharing and combining ideas from different

vantage points and traditions. That mixing takes place on shared infrastructure

and shared spaces that bring people together”

Leadbeater, 2007

People participation design strategyPeople participation strategiesFredericiaCCASE STUDY 2011 —

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Designed by Experientia

Title

Personas: the growers of FCScenario

design

FredericiaC

47

CASE STUDY 2011 —

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Designed by Experientia

A life path in Fredericia

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Designed by Experientia

Ideas for temporary uses of Fredericia Shipyard.FredericiaCCASE STUDY 2011 —

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Designed by Experientia

Title

How Fredericia grows until 2036

50

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Tracking responses

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Designed by Experientia

Process flows

Aim: Visualised representations of the interactions

between the user and product or service functions in the

design solution.

Outcome: “…a proper visualisation is a kind of narrative,

providing a clear answer to a question without extraneous

details.”

Process flows

Design methods

Ben Fry: Visualising Data, 2007

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Aaron Koblin_Flight Patterns

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Designed by Experientia

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Designed by Experientia Sugarstacks.com

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Designed by Experientia

Iota Partners - IoT data driven user research

Combines experience based research and innovation with

sensor technologies and analytics to provide business

intelligence and strategy.

We mine data from the IOT. We build sensors to collect data.

We help businesses instrument, understand, stir up, and

change behavior— strategically and continually.

http://www.iota-partners.com/

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Designed by Experientia

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Designed by Experientia

Contextual inquiry or design ethnography

Aim: to understand human activity through participatory

observation in a setting where the activity takes place.

A method used to capture human behaviour in the context of

the person’s natural environment, as a means of gaining

insights about user behaviour and unarticulated needs, in order

to create innovative solutions.

Outcome: Research techniques include interviews, video

ethnography and self-documentation by users and the results

can be observations, insights and applications.

Contextual inquiry

Design methods

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Designed by Experientia

CASE STUDY 2009

Developingmarkets

Our deliverables

Remote user research method development

Research analysis

Strategic recommendations

Scenarios of use

Interaction flow and user interface design

Video prototypes

Low-fi and hi-fi experience prototyping

Contextual observations. Ethnographic

research uncovers many interesting stories.

Here, a user’s diary provides visual insights into

a person’s daily life.

60

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Designed by Experientia

Title

CASE STUDY 2009

Developingmarkets

Remote user research. A research blog enabled us to

communicate with and receive data reception from users

over a distance. During the project, users in remote locations

posted their pictures and stories using SMS and MMS.

61

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Designed by Experientia

Title

CASE STUDY 2009

Developingmarkets

Personas are a useful tool when analyzing and synthesizing

the results of ethnographic research. Featured above are

some of the localized personas that Experientia developed

through user research.

62

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Designed by Experientia

CASE STUDY 2009

Developingmarkets

CoR companion. A service to help users feel secure in

potentially unsafe contexts and situations.

People request the virtual companionship of a trusted friend

during, for example, a solitary trip. A variety of interaction

methods allow constant updates on the user’s status.

Initial user interface

and icon design for

a mobile application

suite.

63

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Designed by Experientia

CASE STUDY 2009

Developingmarkets

Experience prototyping. A short animated film

demonstrates a series of mobile application concepts to

stakeholders.

64

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Designed by Experientia

CASE STUDY 2009

Developingmarkets

Interaction flow and UI design

65

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Designed by Experientia

Opportunity map

Aim: A qualitative and experience-based analysis aimed at

identifying gaps in the current user experience in order to

reveal new business opportunities. The analysis is often

structured through a matrix of roles, career stages and tasks,

or a description of activities, information sources and needs.

Outcome: Opportunity maps help to discover desired

qualities, and to support, enhance and change priorities and

strategy development.

Opportunitymaps

Design methods

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Designed by Experientia

Opportunitymaps

Design methods

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Designed by Experientia

2010 —

Low2No

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Designed by Experientia

Low2No

Advanced smart meters. The Low2No concept prototype

is a holistic, people-centered, advanced smart meter.

We have envisioned an empowering smart meter that tracks

personal carbon footprint, offers handy tips to reduce it and

connects people to a like-minded community.

User requirements:

è Provide contextual realtime feedback

è Analyze personal consumption (energy, water, waste, etc.)

è Incentivize reduced consumption through social reward systems

è Integrate controls - holistic approach

è Design intuitive and meaningful interface controls

70

CASE STUDY 2010 —

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Designed by Experientia

Check, Compare, Act. We identified core tasks

a smart meter must enable:

è Check personal energy consumption information,

raising awareness and understanding of real-time

consumption;

è Compare personal consumption with peers,

past behaviors, goals, patterns and trends,

and comparisons between similar offerings;

è Act to control consumption, through interactions

offering personalized real-time tips and the ability

to program and modify household settings.

Low2No

71

People need clear, quickly understandable information, visualized in a way that makes sense to them.

Ability to compare behaviors, products, services, etc. to averages and goals.

Build from short-term to long-term changes.

CASE STUDY 2010 —

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Designed by Experientia

Fast changing smart metering landscape.

èLarge scale role-outs in US, Europe, Asia

èEfficiency gains for energy providers, less impact on end

users. Why?

èNew entrants into market: Navetas, Intel, Belkin, GE,

Nest, etc.

èMarket exit: Google Powermeter, Microsoft Home. Why?

èEmergent technologies: energy disaggregation,

behavioral learning apps

èExtensive market research

Low2No

72

Nest learning thermostat

”NEST learns from your temperature adjustments, programs itself to keep you comfortable, and guides you to energy savings. You can control the thermostat from anywhere using a smartphone, tablet or laptop, and Nest never stops learning, even as your life and the seasons change.”

CASE STUDY 2010 —

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Designed by Experientia

Insights to improve end user experience.

è People use circa 1min a day to monitor energy consumption

è Realtime feedback is effective: 5-15% energy reduction

(Oxford Uni, Uni of Otago)

è Provide motivation to reduce consumption: positive feedback

cycle, show top 5 - 9 appliances, tips for energy consumption, goal

setting tools

è Simplicity of data comparison: less than 7 data points

è Influence of display medium impact on customer actions:

in-home displays 28%, web portal 9% (Fraunhofer USA)

è Connect energy consumption to everyday life: open API,

measurable results, continued engagement, social network integration

è Engage people in installation process

Low2No

73

CASE STUDY 2010 —

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Low2NoCASE STUDY 2010 —

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Low2No, smart metering solution designed by Experientia®, 2010 Stories, consumption monitoring iPhone application designed by Experientia®, 2012

Building dashboard, home management tablet app designed by Experientia®, 2012EcoFamilies, resources consumption portal designed by Experientia®, 2012

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Designed by Experientia

Open yard

Aim: A set of initiatives hosted on a project site during the

start-up, design and construction phase (e.g. workshops,

events, community activities). In this way, future inhabitants

can be informed directly about the progress and can start

seeing the area as their own. Public events for inviting

participatory contributions from residents and visitors can be

hosted at the project site (e.g. ‘Good participation’ games).

Outcome: Engagement, co-funding, business plan evaluation.

Open yardDesign methods

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SITRA

Dan Hill, Brickstarter.org/background-thinking/

From NIMBY to YIMBY

Aim: “Brickstarter enables everyday people, using everyday technology and

culture, to articulate and progress sustainable ideas about their community.

Brickstarter is a platform to turn possibilities into proposals into projects.

Outcome: ‘a Kickstarter for development of shared spaces and resources’:

• community decision-making;

• new engagement tools;

• long-term investment in sustainable infrastructure; participation and

representation;

• prototyping as research, iteration as planning;

• user-centred redesign of governance and legislation;

• different relationships between citizens, businesses and governance;

• potentially even prototypes of political systems.”

Brickstarter

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Designed by Experientia

SITRA

Brickstarter

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SITRA

Brickstarter

http://brickstarter.org/brickstarter-prototype-sketches-questions/#comment-386

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SITRA

Brickstarter

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SITRA

Brickstarter

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SITRA

Brickstarter

http://brickstarter.org/brickstarter-prototype-sketches-questions/#comment-386

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Designed by Experientia

12 Steps Toward a Better NeighborhoodDavid Sloan Wilson

1. Create a Neighborhood Identity.

2. Develop an agenda.

3. Meet face-to-face under pleasant circumstances.

4. Be inclusive.

5. Share the work and make it proportional to benefits.

6. Make decisions by consensus or by another process regarded as fair by group members.

7. Monitor good behavior.

8. Graduated sanctions.

9. Fast, fair, conflict resolution.

10. Gain the authority to make your own decisions.

11. Work with other groups, large and small.

12. Plan for the longevity of your group.

Engaging communities

Design methods

http://www.onbeing.org/program/feature/12-steps-toward-better-neighborhood/4723

The Neighborhood Project: Using Evolution to Improve My City,One Block at a Time

David Sloan Wilson

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Designed by Experientia

Experience prototyping

Aim: “a form of prototyping that enables design team

members, users and clients to gain first-hand appreciation of

existing or future conditions through active engagement with

prototypes.”

Outcome: Facilitates shared values across team members in

“understanding of existing experiences, exploring design ideas

and in communicating design concepts”.

Experience prototyping

Design methods

Buchenau, Marion; Suri, Jane Fulton: Experience Prototyping. ACM 2000

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Experience prototyping

Scenariolab

ICU

OR

ICU

OR

2D鳥瞰從建築師的平面圖拉出比例模型

讓醫護人員從鳥瞰的角度談他們的經驗與需求

3D佈局打造1:1的白模空間讓醫護人員檢視現有空間的樣貌

以作為4D的討論起點

Healthcare environments: ICU & OR, Swungho Hospital

Iterative experience modeling approach from 2D to 3D to built;

stakeholder participation across all project stages

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ICU

OR

ICU

ICU

OR

Experience prototyping

Scenariolab

建置完成之加護病房

4D實演醫護團隊進入白模劇場從親身演練到可能性排列讓建築師與醫療團隊共創具體與可行的方案

Healthcare environments: ICU & OR, Swungho Hospital

Iterative experience modeling approach from 2D to 3D to built;

stakeholder participation across all project stages

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Philips Medical Ambient Experience project, 2004

Use of projection technologies and miniature devices “to customize

the immediate environment in healthcare facilities for people who

have to undergo examinations such as CT or MR scans”Philips: Breathing life into delicate ideas. 2006

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Journey home planner, UK

Helping mothers to understand the healthcare procedures

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Designed by Experientia

Title

99

philips

Studio KLV_Dynamicon museum

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Designed by Experientia

Prisma kitchen - Toncelli Cucine. Experientia

designed Prisma, a high-tech, minimalist and dynamic

kitchen, for Toncelli, an international leader in luxury

kitchens.

Prisma contains exclusive built-in appliances and

interactive touchscreen technology from Samsung.

The sliding chopping board and lazy susan integrates

a stand for a tablet computer.

Experientia also redesigned Toncelli’s 2012

communications materials, and the Eurocucina 2012

trade fair stand.

Our approach

Benchmark of current market offerings

Design strategy

Concept development

Industrial design

Interaction design

Implementation support

Communications design

Trade fair stand design

100

CASE STUDY 2012

Prisma kitchen

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Designed by Experientia 102

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Designed by Experientia 103

CASE STUDY 2012

Prisma kitchen

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Designed by Experientia

Experientia

Design principles

Tracking responses

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Designed by Experientia

Spot, embrace and fuel changeExplore weak signals. Embrace ambiguous paths of exploration from foresight to design thinking in creating value. Take risks and don’t be afraid of failures.

Empathise with people and culturesDiscover people’s aspirations and make them tangible.

Be inspired by progressive behavioursProvide a clear understanding of Progressives and their role in societies. Act upon people’s insights to structure the design activity.

Co-create!Open the design cycle to people, by exchanging values and evolving together. Understand people by sharing, shaping and evaluating their experiences.

Unleash cross-disciplinary ingenuityRecognise the importance of the ideas spread across all stakeholders. Allow people a sense of ownership and achievement.

Excite through experience prototypesUse emotionally engaging media to communicate and test ideas. Share. Evangelise.

Create value through innovative processValue arises from implementation: spot, empathise, be inspired, co-create, unleash, excite, live!

Design principles

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Torino (HQ)

Via Cesare Battisti 15

10123 Torino

Italia

T +39 011 812 9687

F +39 011 813 4121

[email protected]

www.experientia.com

Experientia