on the move 2: mobile computing now

90
mobile computing now on the move 2 2

Upload: erik-bohemia

Post on 24-Mar-2016

216 views

Category:

Documents


0 download

DESCRIPTION

This booklet chronicles how three Intel PC Client Solutions Division staff, six Northumbria Academic Staff and 76 students worked together on ‘On the Move 2’ to generate innovative, user-focused concepts and experiences that provide an inspirational contribution to our future mobile computing concepts. The ideas have been developed in a way that makes them instantly relevant and viable in the context of our own concept development processes.

TRANSCRIPT

Page 1: On the Move 2: Mobile Computing Now

mobile computing now

on the move 2

mobile com

puting nowon the m

ove 2

Page 2: On the Move 2: Mobile Computing Now
Page 3: On the Move 2: Mobile Computing Now

Edited by:Erik Bohemia

Thomas GreenoughNick Oakley

Neil SmithHannah Toes

Northumbria UniversityNewcastle upon Tyne

NE1 8STUnited Kingdom

Type set in Neo Sans and Helvetica

ISBN number: 978-0-9549587-4-9

Printed in Great Britain by Northumbria Graphics

© 2010 Northumbria University and Intel Corporation

mobile computing now

on the move 2

Page 4: On the Move 2: Mobile Computing Now

02

foreword // northumbria university

>> Opposite: School of Design, City Campus East, Northumbria University, UK

At Northumbria University we believe we represent a new type of excellent university. A university that as well as being strong in the fundamentals of teaching and research, is also strongly business-facing, acts as a catalyst for change and produces graduates with a global perspective.

As a leading proponent of this new kind of university, we are committed to strengthening our engagement with businesses and organisations. We believe partnership can and must be mutually beneficial, continuously adding value through knowledge sharing and innovation.

Our School of Design, in particular, has a long and successful tradition of working with Industry and over thirty years proven experience in delivering innovative solutions for internationally leading companies like Intel.

Having worked with Intel for over 3 years now, we have been able to build on the synergies that exist between our two organisations and, with a mutual desire to make ‘what ifs’ a reality, we have created a long term relationship that adds

meaning and value to our respective causes.

‘On the Move 2’, the project described in this booklet, is a perfect example of this. Following on from an earlier project between Intel and Northumbria University, ‘On the Move 2’ demonstrates how long term working relationships enable us to view collaboration as an iterative process rather than a series of one off projects. In this way the partners can work together to continuously re-examine the outcomes and knowledge generated within each project to refine our understanding and deliver solutions that are both innovative and relevant.

The story told in this booklet is one of true collaboration and we are proud and pleased to have been part of this project – and we look forward to working with Intel in the future.

Professor Craig MahoneyDeputy Vice-Chancellor (Learning and Teaching)

Page 5: On the Move 2: Mobile Computing Now
Page 6: On the Move 2: Mobile Computing Now

04

foreword // intel

>> Opposite: Robert Noyce Building, Santa Clara, California

This booklet chronicles how three Intel PCSD (PC Client Solutions Division) staff, six Northumbria Academic Staff and 76 students worked together on ‘On the Move 2’ to generate innovative, user-focused concepts and experiences that provide an inspirational contribution to our future mobile computing concepts. The ideas have been developed in a way that makes them instantly relevant and viable in the context of our own concept development processes.

The objective in the following pages is as follows:

OneTo capture a narrative that demonstrates the value of our relationship with the School of Design at Northumbria University, highlighting the value of collaborating with fertile young minds from outside our technology focussed bubble.

TwoTo describe the students’ process from brief to concept illustrating what we did, how we went about it and what we learned along the way.

ThreeTo highlight the importance of communication in creating a successful collaborative partnership.

The energy of both the staff and students has been very motivating and adds user focused oxygen to the PCSD innovation effort. I am proud of the collaboration and believe it represents a constructive and fruitful iteration of a process that in itself can be refined further with future projects.

Nick OakleyFuture Concept Design Strategist

Page 7: On the Move 2: Mobile Computing Now

05

Page 8: On the Move 2: Mobile Computing Now

contents

Page 9: On the Move 2: Mobile Computing Now

project foundations ..... 008

design process ..... 028

brief ..... 032

explore ..... 038

define ..... 046

develop ..... 054

refine ..... 062

projects examples ..... 070

intel presentation, portland, oregon ..... 078

epilogue ..... 082

conclusion ..... 084

acknowledgements ..... 086

Page 10: On the Move 2: Mobile Computing Now

project context ..... 010

intel staff ..... 014

northumbria university ..... 016

project teams ..... 018

locations ..... 022

relationship diagram ..... 023

the global studio ..... 024

project background

Page 11: On the Move 2: Mobile Computing Now

project context ..... 010

intel staff ..... 014

northumbria university ..... 016

project teams ..... 018

locations ..... 022

relationship diagram ..... 023

the global studio ..... 024

Page 12: On the Move 2: Mobile Computing Now

010pr

ojec

t co

ntex

t

>> Opposite: On The Move (2008)

During the past four years, a small team of academics from the School of Design at Northumbria University have developed and implemented an innovative international collaborative teaching and research model named ‘The Global Studio’. The Global Studio is a response within Higher Education to shifting trends taking place in manufacturing and the related emergence of globally networked organisations, which are providing new challenges for the management of product development teams.

During the past four years, seven international collaborative research projects involving high profile overseas universities and multinational industry partners have been undertaken in the Global Studio. A focus of the Global Studio is developing a better understanding of product development processes that are conducted by globally distributed and cross-cultural design teams.

The Global Studio is enabling staff and students at Northumbria University to work in a cross-disciplinary and cross-institutional context with staff and students from the participating partners based in countries such as Australia, the USA, the Netherlands and Korea.

The cross-institutional collaboration is enabling the intersection of various disciplinary approaches which are facilitating the development of innovative design led solutions as catalogued in this booklet.

The productive collaborative relationship between Intel’s Mobility Group based at the Intel HQ in Portland, Oregon, USA and the School of Design at Northumbria University began in 2008 with a project titled ‘On the Move’. This project explored three broad themes: Design for Experience, Imagining a Notebook and Futures of Mobile Computing. Eight specific areas were researched to provide design concepts which engaged with the broader themes to provide ‘forward looking concepts’. For example, the Tag the World: Travel Companion investigated a concept for a device which would allow travellers to add a digital tag to a physical location and also to work as a type of ‘viewfinder’ bringing together the digitally tagged and physical environments. The concept proposed an innovative interface design to access existing digital information as well as to enter new tags to provide information for the surrounding physical environment. Other projects dealt with issues such as mobile computing for primary schools, enhancing gamers’ experiences, redefining interactions with a notebook, and sharing corroboratively digital content during meetings. >>

Page 13: On the Move 2: Mobile Computing Now

!

Page 14: On the Move 2: Mobile Computing Now

012

The subsequent On the Move 2: Mobile Computing Now project, as the theme suggests, aimed to develop design led concepts which would be potentially introduced onto a market within the next two years. At Northumbria the project was led by a team of experienced interdisciplinary staff who guided eleven interdisciplinary design teams. Each design team had students from both BA Design for Industry and BA Interactive Media Design. The user-research undertaken by the teams uncovered issues to be further explored, which in turn led to the development of design led solutions.

>> Opposite: On The Move 2 (2009-2010)

proj

ect

cont

ext

The eleven projects covered a wide range of areas of exploration such as providing fire fighters with last minute information, or enabling professional journalists to edit photos while they are working in the field, or enabling doctors to remotely monitor and check on pregnant women in developing world countries who might not otherwise have access to a specialist doctor. This booklet outlines how various techniques deployed at various project stages enabled the teams to develop innovative and viable ideas, which will provide inspiration to Intel staff and which could be taken forward to develop prototypes.

THE WORLDWIDE DESIGN STUDIO

>> Additional information related to the Global Studio has been provided at: www.theglobalstudio.eu

Page 15: On the Move 2: Mobile Computing Now
Page 16: On the Move 2: Mobile Computing Now

014in

tel s

taff

Nick OakleyOregon, USAFuture Concept Design StrategistNick has 30 years experience in both consultancy and corporate design in Europe and the US, and a career that spans consumer products, professional equipment, strategic innovation efforts, corporate identity and transportation programs. He moved to the US from the UK in 1995 to work for IDEO San Francisco before migrating north to Oregon and to Intel.

Patrick LynchOregon, USAPlatform Enabling ManagerPatrick has spent most of his 14 years with Intel defining and developing innovative systems in the categories of servers, software, desktops and for the last 5 years, mobile. Patrick works with key partners in the computer industry such as ODMs and OEMs to help them bring products to market that include elements of Intel’s vision for the future of mobile computing and support exciting new user experiences and usage models.

Page 17: On the Move 2: Mobile Computing Now

015

Caleb RabinowitzCalifornia, USAConcept Strategy ManagerCaleb leads various PC client concept and product programs for Intel’s PC Client Group. Caleb works with a cross-functional team responsible for the initial platform vision of mobile products: people, experience, technology and design. He is passionate about the connection we all have to those shiny objects, our personal desires and the effort to make it all come to life.

intel staff

Page 18: On the Move 2: Mobile Computing Now

016

Erik BohemiaReaderErik is a Reader at School of Design at Northumbria University. Erik’s current research focus is on changes associated with globalisation and the impact of these changes on Design.

Neil SmithEnterprise FellowNeil has been associated to the University for over twenty years, taking on a full time appointment twelve years ago. Throughout this period he has been active as both a lecturer and a researcher for the School.

David O’LearyAssociate Senior LecturerDavid is an industrial designer and lecturer with over eight years of involvement with the Design School at Northumbria, teaching primarily on the Design for Industry programme.

nort

hum

bria

sta

ff

Page 19: On the Move 2: Mobile Computing Now

017

Thomas GreenoughSenior Lecturer: Interactive Media DesignThomas has been part of the interactive and multimedia academic team at Northumbria since 2006. Thomas has extensive industrial experience with companies such as Thought Interactive Ltd. Thomas is also a fellow of the RSA and a member of the Interaction Design Association.

Michael SalmondSenior Lecturer: Interactive Media DesignMichael is a digital artist and media theorist as well as a full time lecturer. He has exhibited his artwork at national and international events. Michael is also on the Executive board of the New Media Caucus of the College Arts Association.

northumbria staff

Gilbert CocktonProfessor of Human-Centred Problem Solving Gilbert has been a member of the Centre for Design Research at Northumbria since September 2009. Amongst other positions, Gilbert has held a UK NESTA fellowship on Value Centred Design (2005-2008) and has co-chaired the CHI conference in 2003.

Page 20: On the Move 2: Mobile Computing Now

018te

am b

uild

ing

and

bran

d id

entit

y

To begin the project, Design for Industry and Interactive Media Design students formed 11 interdisciplinary design teams consisting between 4-6 people. The first exercise which the teams worked on was a team-building activity to create a brand name and identity to represent their group.

>> Opposite: clockwise from top left: Goji, Recca and Bamboo.

We found the team-building activity fresh and energetic, with loads of brand ideas put into the

mix. This was a good starting point to the project.

Student, Northumbria University.

This activity allowed the team members to learn about each others disciplines and design skill set. The exercise also enabled the team members to get to know one another, for example how past experiences on design placement could aid the project journey.

Page 21: On the Move 2: Mobile Computing Now

019

Page 22: On the Move 2: Mobile Computing Now

020pr

ojec

t te

ams

Page 23: On the Move 2: Mobile Computing Now

021project team

s

Page 24: On the Move 2: Mobile Computing Now

022ge

ogra

phic

loca

tions

IntelOregonUSANick Oakley

IntelCaliforniaUSACaleb Rabinowitz

IntelOregonUSAPatrick Lynch

Northumbria University Newcastle upon TyneUKDFI StaffIMD StaffDFI StudentsIMD Students

Page 25: On the Move 2: Mobile Computing Now

023

IMDInteractive Media Design

DFIDesign for Industry

Intel

DFI Staff

IMD Staff

IMD Students

DFI Students

11 P

roje

ct T

eam

s

NickOakley

PatrickLynch

CalebRabinowitz

multidisciplinary project relationships

Page 26: On the Move 2: Mobile Computing Now

024

Communication is one of the key factors which can have an effect on the design process.

As in other Global Studio projects, the main method of communication between the design teams based in the UK and Intel staff located in the USA, was carried out through a dedicated web server and regular teleconference reviews. The Global Studio aims to equip design students with skills for working in globally networked organisations, particularly the development of skills in intercultural communication and collaboration. This aim opens up the opportunity for students to develop a deeper understanding of different working and social cultures by collaborating with industry partners across the world.

It was good talking to Nick face-to-face to gain the client’s professional

feedback, advice and opinions on our project area.

Student, Northumbria University.

mai

n co

mm

unic

atio

n m

etho

ds

>> Opposite: Nick Oakley UK Visit (October 2009). Clockwise from top left: Recca, Avocado, Bamboo, Infuse.

In October 2009, Nick Oakley visited the university for a two day workshop exercise, which allowed the teams to talk through their initial and developing ideas on a one-to-one basis. This enabled Nick to give face-to-face advice on the group’s progress and aid the direction for the next phase of the project.

Page 27: On the Move 2: Mobile Computing Now
Page 28: On the Move 2: Mobile Computing Now

026

Using Skype greatly improved our communication with Intel.

Student, Northumbria University

In The Global Studio, communication is mainly facilitated through technology, due to the distance between the collaborators.

A dedicated secure project website, which was hosted on a Northumbria web server, was set-up for the On The Move 2 project using Plone and each of the student teams, academics and Intel staff were given access to this site.

The project webpages were used by the project teams to keep track of their project and share and exchange information with regards to the project progress. Student teams were responsible for designing, constructing and maintaining thier own project webpages. The project website provided a common space/interface between the university and Intel. This was supplemented by other IT technologies, such as teleconferencing, videoconferencing and e-mail.

com

mun

icat

ion

// v

ideo

conf

eren

cing

// t

elec

onfe

renc

ing

>> Opposite: Tele and Video Conferences. Clockwise from top left: Goji, Intel (Oregon), Bamboo and Cloud 9.

Northumbria and Intel used tele/video conferencing to conduct the regular project review sessions between the project teams. These sessions enabled the students to gain invaluable feedback and advice.

Page 29: On the Move 2: Mobile Computing Now
Page 30: On the Move 2: Mobile Computing Now

the design process

Page 31: On the Move 2: Mobile Computing Now

on the move 2 design process ..... 030

design brief ..... 032

explore ..... 038

define ..... 046

develop ..... 054

refine ..... 062

Page 32: On the Move 2: Mobile Computing Now

030on

the

mov

e 2

desi

gn p

roce

ss //

tim

e lin

e

Brief

21 S

ept 2

009

03 N

ov 2

009

Tele

conf

eren

ce

12

Oct

200

9

19 O

ct 2

009

08

Oct

200

9 T

elec

onfe

renc

e

13

Oct

200

9 T

elec

onfe

renc

e

15 O

ct 2

009

Nic

k O

akle

y’s

Vis

it to

UN

N

29 O

ct 2

009

Tele

conf

eren

ce

05 N

ov 2

009

Tele

conf

eren

ce

Key:

Internal and External Reviews♦

Develop

Define

Internal Review

♦Explore

Page 33: On the Move 2: Mobile Computing Now

031

Refine

Outcomes

02 F

eb 2

010

Team

s 1-

5 P

rese

ntat

ion

at N

orth

umbr

ia U

nive

rsity

Mar

ch 2

010

Pre

sent

atio

n at

Inte

l Offi

ces,

Por

tland

, Ore

gon,

US

A

28 J

an 2

010

Team

s 6-

11 P

rese

ntat

ion

at N

orth

umbr

ia U

nive

rsity

17 N

ov 2

009

Tele

conf

eren

ce

19 N

ov 2

009

Tele

conf

eren

ce

08 D

ec 2

009

Tele

conf

eren

ce

10 D

ec 2

009

Tele

conf

eren

ce

♦ ♦ ♦

♦Refine

♦ ♦ ♦

06 D

ec 2

009

Inte

rnal

Rev

iew

26 N

ov 2

009

Inte

rnal

Rev

iew

12 N

ov 2

009

Inte

rnal

Rev

iew

22 J

an 2

010

Inte

rnal

Rev

iew

Page 34: On the Move 2: Mobile Computing Now

design brief

Page 35: On the Move 2: Mobile Computing Now

Illustrating Intel’s brief to Northumbria University

project brief content ..... 034

project stimuli ..... 036

Page 36: On the Move 2: Mobile Computing Now

034

the focusCreate forward-looking concepts for the mobile computing experience with a 2011-2014 time frame. By exploring user, market and technological trends, design for a targeted user to enhance their mobile computing behaviour, experience and usage.

design brief // intel re

fine

deve

lop

defin

eex

plor

ebrief

^^ Northumbria University Briefing Session in the Guild Hall

Interaction beyond a keyboard, mouse and track pad...Nick Oakley, Intel

Page 37: On the Move 2: Mobile Computing Now

035

the outcomePresentations which capture the form of user experience vignettes, prototypes and narrative communication in the form of animations that point to concept opportunities that might be interpreted and taken forward by MPSD (Mobile Platform Solutions Division).

We want a tangible outcome...Nick Oakley, Intel

Page 38: On the Move 2: Mobile Computing Now

036

the stimuliDuring the briefing Intel exposed the students to a range of ideas and stimuli, that were intended to provide provocations, context and background to the project.

design brief // intelre

fine

deve

lop

defin

eex

plor

ebrief

^^ Composed by Nick Oakley

the technologyTrends such as mobile sensors, gestures, display innovations (E-ink), and augmented reality.

Page 39: On the Move 2: Mobile Computing Now

037

the userA broad approach to consumer pursuits from micro-gaming to health care management.

the market Areas such as niche products and services, sustainability, and product security.

Page 40: On the Move 2: Mobile Computing Now

explore

Page 41: On the Move 2: Mobile Computing Now

The research phase enabled the designers to familiarise themselves with the project’s core issue(s).

mind mapping ..... 040

persona generation ..... 042

field research ..... 044

Page 42: On the Move 2: Mobile Computing Now

040

definitionThis tool enabled designers to generate ideas and concepts around the project’s subject area. This activity involved all the team members working together to increase energy and fostered more innovation in the exploration phase of the project’s journey.

taskOne way this was accomplished was by creating a matrix to visually map out market and user research. This provided a foundation for the project teams to create a guideline for the project’s market and user focus. A more traditional way is the mind map, to visually link and map out various areas (illustrated on the opposite page). Another method is to communicate the content and initial ideas around the product focus.

...this will help us throughout the project by enabling us to identify key

areas of interest.

Matrix design, student, Northumbria University

mind mapping

>> Opposite: Simple Innovation.

how this has informed the project Mind mapping aided the design teamin developing an understanding ofthe project’s problem space, whilsthighlighting areas for further researchand development.

refin

ede

velo

pde

fine

explore

brie

f

Page 43: On the Move 2: Mobile Computing Now

041

Intel Project

Target Market

Specific Trade

Hobbies

Family

Photographer

Construction

Education

CourseAcademic

BA

Policing

All Ages

Simple Set Up

Network

Interaction

How Do People Use Laptops?

Just Screen

Entertainment

Music

Film

Online TV

Everyone not needing the same layout

Input

Touch Screen

Track Pad

Mouse

Keyboard

Creative

Touchscreen

Large Trackpad

Business manKeyboard

Portable

Projector

Location BasedInput tp any moniter

Personal SpaceLaptop Contents=User

User space wireless entity

Transfer to di!ernt devices

Take user area with you everywhere

Click and drag onto device

Home computer 'Area'

Mostly Laptops

No need for computer desk

Wireless HUB

Printer

Scanner

CD drive?

Router

Base AreaLaptop Dock

Screen

Keyboard

80% of Laptops Don't Leave the Home

User Freedom

Cusomization

Layout

Colour

Personalisation

Use

Change Layout

Unit Contents

Screen

Removable (Wireless)

Keyboard

CD Drive

What do people actually use?USBs

Speakers

Page 44: On the Move 2: Mobile Computing Now

042

definition This was an inquisitive and observational exploration of tangible people. The personas were used to provide focus on the usability, aesthetic and functionality of the product and/or service.

taskTeams collated their user research information and created a collection of personas which refered to the insights they had identified. By generating a scenario of use, and a journal of a day-in-the-life for each persona, the teams communicated how a product and/or service would fit into the user’s daily lives. The example shown on the opposite page is from the Bamboo team, which is one of many personas which were created by the project teams.

...create a number of aspirational personas to aid our design process.

Student, Northumbria University.

persona generation

>> Opposite: Persona. Bamboo.

how this has informed the projectPersonas gave the teams a target user market to focus upon throughout the project’s journey. This specifically identified target user(s), enabling the teams to use personas as an ideation filtering tool - making sure that the design direction(s) are focused on their user market.

refin

ede

velo

pde

fine

explore

brie

f

Page 45: On the Move 2: Mobile Computing Now

Age: 35Occupation: Accountant and mature student, studying French part time.Location: LondonHobbies: Daisy is passionate about healthy living and self improvement. She works as an accountant in the city but feels she would benefit from extra qualifications and enjoys the social benefits of university life.

Personas - Daisy Swires

_use case scenarios

Page 46: On the Move 2: Mobile Computing Now

044

definitionThe field research is an interactive investigation into the project area. Designers went out into the problem space environment to observe, interview, experience and analyse the area for which they are designed.

taskProject teams visited their target market’s work/social or leisure space to gain valuable information on the user, the current products and services they interact with, and the environment in which they are used. For example, Infuse visited the Byker Fire Station to observe and interview their target user market within their working environment.

field research

>> Opposite: Fire Services Visit. Infuse.

Visiting the fire department enables us to effectively define our problem space.

Student, Northumbria University.

how this has informed the projectThis task enabled the designers to understand the environment and user situation, for which they are designing. This generated a criteria for the team to follow into the defining phase of the project.

refin

ede

velo

pde

fine

explore

brie

f

Page 47: On the Move 2: Mobile Computing Now
Page 48: On the Move 2: Mobile Computing Now

define

Page 49: On the Move 2: Mobile Computing Now

A phase where the designers defined the problem space which they want to focus on within a project’s brief.

component research ..... 048

sketching ..... 050

gestural interface design ..... 052

Page 50: On the Move 2: Mobile Computing Now

048

definitionA tool which required the development of an understanding of the platform hardware and physical constraints of a typical mobile device.

taskTeams such as Goji, Infuse, Cepro and Avocado disassembled a laptop or similar product, to measure and weigh the internal parts and create a list of components that will be encased in the proposed enclosure.

This was a great exercise in developing a realistic design outcome.

Student, Northumbria University

component research

>> Opposite: Avocado.

how this has informed the projectThe information was used to inform production of the appearance models and General Arrangement drawings.

refin

ede

velo

pdefi

neex

plor

ebr

ief

Page 51: On the Move 2: Mobile Computing Now
Page 52: On the Move 2: Mobile Computing Now

050

definition An energetic process of sketching-up ideas in the medium of drawing, which then were translated into 3D physical objects to test and evaluate the ideas in their physical proposed representations. taskStudents used sketching as an initial method of quick communication to their team members and/or Intel. However, the sketching alone can not fully communicate an idea. This is where sketch physical models came in to action. They were used to express the design ideas intent and how the user will physically interact with the product.

sketching

>> Opposite: Cloud 9.

We were just drawing the same form over-and-over again, we needed to go into the workshop

to push the design forward.

Student, Northumbria University.

how this has informed the projectSketching visually illustrated the design idea for the team and Intel in order to evaluate and give feedback. This critical evaluation helped the project teams to move forward through the design ideas phase of a project to the next stage.

refin

ede

velo

pdefi

neex

plor

ebr

ief

Page 53: On the Move 2: Mobile Computing Now

051

Page 54: On the Move 2: Mobile Computing Now

052

definitionAn interpretation of human gestures with computer technology.

taskThe teams began by sketching a display screen on paper and acted out various gestural ideas to interact with the computer. Once the ideas were developed, these visuals were transferred into computer software, such as Adobe PhotoShop. Afterwards these stills were transferred into a Flash animation, which enabled the gestural design to be communicated in a narrative style. This task was mainly driven by the Interactive Media Design students from each of the teams.

gestural interface design

>> Opposite: Clockwise from top left: Cloud 9 and Bamboo

how this has informed the projectThis exercise developed the interface design to inform the product design direction. For example, a touch sensitive screen will require the product to have a screen which enables this technology to be facilitated.

refin

ede

velo

pdefi

neex

plor

ebr

ief

Page 55: On the Move 2: Mobile Computing Now
Page 56: On the Move 2: Mobile Computing Now

develop

Page 57: On the Move 2: Mobile Computing Now

A phase where the defined project focus was driven through development.

product and user experience scenarios ..... 056

soft modeling ..... 058

product refinement ..... 060

Page 58: On the Move 2: Mobile Computing Now

056

definitionA creatation of a typical user journey when using the product to expose design problems that still needed to be addressed in the development phase.

taskFor example, Goji created a sketch model of the chosen design idea(s) and acted out a typical scenario of product use by the ‘user’. As one team member carried out the action, the other team members observed and analysed the usability and functionality of the product.

user experience scenarios

>> Opposite: Testing the design against the scenario.Goji.

Mapping out the user’s scenario helped us to develop certain aspects of the design, such as

the product’s ergonomics.

Student, Northumbria University

how this has informed the projectThe observations of the acted scenario served well in developing the product further to meet the needs of the user within their environment.

refin

edevelop

defin

eex

plor

ebr

ief

Page 59: On the Move 2: Mobile Computing Now

057

Page 60: On the Move 2: Mobile Computing Now

058

definitionA model, usually made from foam, was created to evaluate the design proposal.

taskAs the students worked through the sketch and sketch model stages, they progressed into the soft model phase. This involved the creation of physical representations of developed ideas made from MDF, card, paper, foam, or clay based models. An evaluation of the model’s worth to the project was carried out based on a number of criteria, for example, does the idea fit in with the user’s life style?

soft modeling

>> Opposite: Cloud 9.

...this was a successful way to communicate our ideas to Intel in the teleconferences...they gave

good feedback and areas for us to work on.

Student, Northumbria University

how this has informed the projectThis process technique aided in refining the form and aesthetic detail of the product to progress it into the refinement phase based on solid evaluation.

refin

edevelop

defin

eex

plor

ebr

ief

Page 61: On the Move 2: Mobile Computing Now

059

Page 62: On the Move 2: Mobile Computing Now

060

definitionA model was created to aid in the communication of the proposed product’s aesthetic qualities.

taskA number of processes and tasks were carried out under this method. For example; spray painting, polishing and varnishing. An important element was to assemble all the separate parts of the product together to produce the final model.

product refinement

>> Opposite: Clockwise from top left: Simple Innovation, Anti Code, Cloud 9 and Avocado.

how this has informed the projectThis has provided the design team with a 3D model to aesthetically communicate the idea to their Intel clients. The models were also used in producing short movies during the final stages of the project. These movies were used to communicate the overall design solution.

refin

edevelop

defin

eex

plor

ebr

ief

Page 63: On the Move 2: Mobile Computing Now
Page 64: On the Move 2: Mobile Computing Now

refine

Page 65: On the Move 2: Mobile Computing Now

A chosen design from the develop phase was taken forward to the refinement of product and narrative

detail, which led to the final phase of the project.

user interaction ..... 064

animation production ..... 066

presentation material ..... 068

Page 66: On the Move 2: Mobile Computing Now

064

definitionAn exploration into how users can interact with a product via its interface.

taskAll design teams designed an interface which graphically communicated the content to the user. The Interactive Media Design team members produced a user interaction experience, which fitted with the device in terms of both form (screen dimensions) and function (controls). The designs were superimposed onto the device to generate an animation to communicate the product’s and user’s full story. Design programs such as Abode Flash and After Effects were used in the production of this task.

user interaction

>> Opposite: Bamboo.

how this has informed the projectThis gave the device the means to visually communicate the product’s data and functions via an interactive interface.

refine

deve

lop

defin

eex

plor

ebr

ief

Page 67: On the Move 2: Mobile Computing Now
Page 68: On the Move 2: Mobile Computing Now

066

definitionFilming to document the narrative communication of the product in use by its user in context.

taskTeams created hand drawn storyboards which they used as a foundation for directing the filming. Props and back drops were made to create an environment that set the situation where the product will be used. Once the filming was completed, the teams edited the content to create a concise two minute animation.

animation production

>> Opposite: Animation Filming. Clockwise from top left: Bamboo and Goji.

how this has informed the projectThis provided Intel with a concise presentation of why, how, by who and where the product would be used.

refine

deve

lop

defin

eex

plor

ebr

ief

Page 69: On the Move 2: Mobile Computing Now
Page 70: On the Move 2: Mobile Computing Now

068

definitionA graphical communication of the final design solution.

taskTeams communicated their final solutions by utilising methods such as animation, process boards, product shots and graphical storyboards, shown here as created by Infuse. All these presentation methods aided in telling the story of the proposed solution, as well as the process which the teams went through, from the initial design brief to the final product stage.

presentation material

>> Opposite: Storyboard Communication. Infuse.

how this has informed the projectThese various presentations illustrated to Intel the journeys which the students had embarked upon, and the solutions which resulted in a thorough, creative design outcome.

refine

deve

lop

defin

eex

plor

ebr

ief

Page 71: On the Move 2: Mobile Computing Now

069

>> Opposite: Storyboard Communication. Infuse.

Page 72: On the Move 2: Mobile Computing Now

project examples

Page 73: On the Move 2: Mobile Computing Now

This section show cases three projects which illustrate the diversity of the

project themes.

bamboo ..... 72

cloud 9 ..... 74

recca ..... 76

Page 74: On the Move 2: Mobile Computing Now

072

bamboo

The Bamboo has been designed to inspire a wireless generation. This device incorporates new and existing technologies to become a truly revolutionary portable computer.

This mobile device uses emerging wireless technologies in new ways, where hard drives, keyboards, displays and all other hardware can be handled remotely.

The unique user friendly gestural interface, which uses the idea of tree-mapping, enables the user to quickly and simply share files, work or photos through a wide range of different media, for example interactive display or digital projectors.

Bamboo utilises the benefits of cloud computing to update, store and access vast quantities of data, to support the ultimate in mobile computing. The Bamboo dock enables the user to store files in the home, allowing work and home life to be separated.

>> Opposite: The Bamboo

The interface has been specially designed to minimise power consumption. Because the two screens are different dimensions, the central point is still screen space instead of folding space.

The back painted glass fascia allowed us to create a sense of depth within the device and

help give the form an organic feel.

Bamboo Student, Northumbria University

Page 75: On the Move 2: Mobile Computing Now

>> Opposite: The Bamboo

Page 76: On the Move 2: Mobile Computing Now

074

Advancement in technology and the frequency that we use Internet has resulted in more demand on image capture; consequently the way we interact and view images has completely changed.

The Lightbox brings these elements together by creating a tool for professionals that improves and consolidates the pre and post image capture processes in digital photography.

cloud 9

>> Opposite: Lightbox

Lightbox is a slate that uses touch screen technology to enhance the professional photography process. The device will provide a means of instant access to cataloguing, editing and transferring photographs to various s ources through a wireless connection between the camera, the web and the device.

Page 77: On the Move 2: Mobile Computing Now

>> Opposite: Lightbox

Page 78: On the Move 2: Mobile Computing Now

076

recca

The ScrapBook is a device which enables users to capture and orgnaise their digital media in a similar way to how they would organise images and or data in a paper based scrapbook, jotter or sketchbook.

This device aims to help the user develop ideas with an interface which enables them to merge all of their ideas on to one screen. The easy to use interface allows the user to interact with the product while stationary or on the move.

>> Opposite: The ScrapBook

Although this product is aimed at the digital design industry, it can be used by other industries with similiar creative thought processes, such as fashion and architecture.

The ScrapBook has a 10.1 inch LCD display with pressure pads to provide an innovative control.

Page 79: On the Move 2: Mobile Computing Now

>> Opposite: The ScrapBook

Page 80: On the Move 2: Mobile Computing Now

intel presentationportland, oregon

Page 81: On the Move 2: Mobile Computing Now

Project teams Bamboo, Goji, Recca and Cloud 9 travelled to Portland, Oregon, USA with three

Northumbria academic staff, to present their projects to a number of Intel PC

Client Solutions Division staff.

Page 82: On the Move 2: Mobile Computing Now

This was a fantastic opportunity and experience for us all to present in Portland today.

Student, Northumbria University

It has been great to have seen so much creativity here today...Thanks you guys, good job.

Intel

We were asked some challenging questions, which pushed us to think beyond the work

we had done.

Student, Northumbria University

Page 83: On the Move 2: Mobile Computing Now
Page 84: On the Move 2: Mobile Computing Now

082

epilogue

>> Opposite: Intel Building. Portland, Oregon.

As a company, Intel thrives on new ideas and perspectives and embraces the challenge of doing things differently. As part of this tradition, we welcome inspiration from outside influences and our relationship with Northumbria School of Design is based on this philosophy.

Having worked with Northumbria over a few years now, we each have a good understanding of each other’s culture and ways of working - which of course helps us to communicate both during and post projects. It also enables us to work iteratively to enhance past thinking or projects. This year’s collaboration is no exception.

Building on an earlier project, the outputs of this collaboration demonstrate an impressive depth of thinking around the problem space and a clear understanding of what the usage and spec should be and how this links to Intel.

The breadth of ideas and outcomes presented – some of which I believe have potential – has also been inspiring. But, equally important has been the way in which these ideas and outcomes were communicated. I have seen great creativity in the video communication and this has helped to engage and excite us about the potential for future developments.

I would finally like to thank Nick Oakley, Patrick Lynch, Caleb Rabinowitz and Northumbria School of Design for all their hard work.

Murali VeeramoneyDirectorMobile Platforms Solutions Division

Page 85: On the Move 2: Mobile Computing Now

>> Opposite: Intel Building. Portland, Oregon.

Page 86: On the Move 2: Mobile Computing Now

084

conclusion

Overall, this has been a stimulating and successful project for everyone involved. As always, however, one of the most important aspects of any project is reflecting on what worked and where there is potential for improvement, the following represent a few of the highlights from On the Move 2.

The Design ProcessThe strength of the design process undertaken by the project teams was based on thorough research into user, market and technology trends. By actively exploring the problem space, through tools such as persona generation and field research, the students were able to create a solid reference point for their projects’ journey. The investigation into user interaction with devices was particularly important as it allowed us to conduct an in-depth exploration of relationship between users and their devices and drive the collaboration into a new field. As a result we strongly recommend that this process and these tools should be adopted in future collaborations as, without this solid understanding of the problem space, the outcomes might not be asrelevant.

Interdisciplinary TeamworkBy combining the skills of industrial design and interactive media staff and students, we were able to build on and enhance the outcome from the 2008 On the Move project. The benefits of interdisciplinary teamwork were evident throughout this project and this kind of approach should definitely be considered for future collaborations.

In addition to blending different design disciplines, collaborations of this nature might benefit from the involvement of more technology focused Intel employees, as we believe this would help to create a clearer definition of opportunities and limitations. This in turn, could help to enhance the design proposition and provide a more tangible outcome.

Story Telling and Video AnimationThe concept of bringing to life the essence of the product and user experience through story telling and video animation immediately engaged the Intel team. In future it is recommended that the length of animations remain two minutes or less to ensure the message remains clear, focused and immediately understandable. >>

Page 87: On the Move 2: Mobile Computing Now

085

The Global StudioThe Global Studio web server created a good platform for long distance collaborative work. First and foremost it provided Intel with instant access to the students’ latest work, enabling them to provide timely feedback during the review teleconference meetings. Looking forward, we need to explore navigational improvements and file transferring speeds in order to increase effectiveness during teleconference sessions.

An added benefit of this approach is the fact that students continuously upload and comment on each other’s work throughout the project. This has provided a rich archive of information that clearly documents the project’s process. The incorporation of videoconferencing tools such as Skype definitely enhanced communication between Intel and the students during their meetings.

In future, we recommend that these facilities should be introduced at the beginning of the project. In this way, we can facilitate a strong working relationship between Northumbria University Intel from the outset.

The FutureWe believe this project has established a clear link between human behaviours and products and that this will undoubtedly provide us with a richer experience base for future collaborations.

Perhaps most importantly, this project has provided us with another opportunity to enhance our working relationship with Intel and increase our understanding of each other’s values, strengths and objectives. This will hopefully provide us with a solid platform to work together in the future to explore new territories, such as cultural issues and the barriers and benefits of creating collaborations between students from different cultural traditions.

Page 88: On the Move 2: Mobile Computing Now

086

Daniel Reed William Rodell Alex RossellMichael SalmondAdam Sayles Claire Scott Sarah SempleJonathon Shek Christopher StampMartin James StephensonAlex Steven Martin SuTracey UrwinLiam VineyLaura Warwick Anton Webb Gemma WhartonGraeme Wharton Alan Wu Nur Iylia Zalani

We would like to extend our thanks to the following people for their valuable contributions to this publication:

Fiona AkermanArchibald ColvinJacquie KellyPatrick NiallAndrew StewartLouise TaylorLuke Wilson

thank you to the follow people and organisations

Kris AitmanClaire Alexander Jonny Andrews Mark Bailey Steven BaileyMark BastonCameron BrownCallum Butler Benjamin Oliver CarterSimon Chuck Gilbert Cockton Duncan Colquhoun Joanne Cone Liam Craig Kevin Crulley Marek CzyzewskiHusam Elfaki Caius Eugene Howard FenwickSam FielderDavid FinneganAysar GhassanCraig Graham Joe GoldsmithGary Joseph HallJonathon Hamilton Sophie Harper Chris HodgsonMartha HodgsonMelissa Howe James Hunter Matthew James Isherwood

Adam Jenkins Athanasios Karachalios Callan Kemp Mathew KiplingErin Kirtley Louis KnightKirill Krymov Dmitry KolomeetsStephanie LauffAndy LeeVicky LeeTanakorn Lertudommungmee Stephanie LeungBen LovattPatrick LynchThomas Magee Lap Fung ManVictoria MartinezKathryn McKelveyJack Merrell Anna Milner Steven Myers Jemma NewloveDavid O’LearyNatalie OughtonVicky Paisley Prajay Parmar Stuart Pearce Matteo Pennacchio Caleb RabinowitzJumera Rahman James Ravenhall

Page 89: On the Move 2: Mobile Computing Now

087

Daniel Reed William Rodell Alex RossellMichael SalmondAdam Sayles Claire Scott Sarah SempleJonathon Shek Christopher StampMartin James StephensonAlex Steven Martin SuTracey UrwinLiam VineyLaura Warwick Anton Webb Gemma WhartonGraeme Wharton Alan Wu Nur Iylia Zalani

Page 90: On the Move 2: Mobile Computing Now

mobile computing now

on the move 2m

obile computing now

on the move 2