Monday, 25. May 2009
A Living Lab is a user-centred open innovation ecosystem
integrating concurrent research and innovation processes within a
business-citizens-government partnership.
It is intended to:
- Engage all
stakeholders, especially user communities, at the earlier stage of
Research and Innovation for discovering emerging scenarios, usages and
behaviours;
- Bring together technology push and market pull (i.e.
crowdsourcing, crowdcasting) into a diversity of views, constraints and
Knowledge Sharing;
- Explore, experiment, and evaluate (including
socio-ergonomic, socio-cognitive and socio-economic aspects) new ideas
and innovative concepts as well as related artefacts in real life
situation;
- Observe the potentiality of a viral adoption of new
artefacts through a confrontation with user’s value models.
Methodologies already exist for involving users in the
innovation process, such as Lead User created by Von Hippel in 1986 and
recently characterised as User-Centric Innovation in NPD (Bligram;
Brem; Voigt, 2008) while design of most objects is still felt by users
through the generated emotional connection as explained in Norman’s
book Emotional Design (Norman, 2005).
Various models of User Centred
Design, such as Cooperative Design (Erlbaum, 1991), Participatory
Design (Schuler, Namioka, 1997) and Contextual Design (Bayer &
Holtzblatt, 1998), are intended to consider user requirements right
from the beginning. These 3 models of UCD are compliant with the
Human-centred Design Processes for Interactive Systems (ISO13407).
Last
but not least, Experience Design (Aarts & Marzano, 2003) is more
focusing on the user experience quality, through the use of interaction
model impacting user perception, than on the number of functionalities.
Beside these formal methodologies, the Web environment has also
induced user-centred approaches such as Web2.0 where users are creating
content, Crowdsourcing for opening call-for-solutions to individuals
and communities (i.e. Innocentive), Mass Collaboration where a large
number of users are creating content to serve the community, Wisdom of
Crowds (Surowiecki, 2004) for aggregating individual and community
opinions.
However, there is a need to formalise both a LL process and a
LL platform where to share knowledge and crystallise the collective
work, including social intelligence, of multidisciplinary teams and
user communities.
It is proposed to articulate the various activities
around a technology platform offering Science and Innovation Services
for designing, exploring, experimenting and evaluating innovative
scenarios and solutions. Hence, new concepts, artefacts and solutions
will emerge from the resulting increase of knowledge."
References
- Aarts, Emile H. L.; Stefano Marzano (2003). The New Everyday: Views on Ambient Intelligence. 010 Publishers. p. 46. ISBN 9789064505027.
- Beyer, H. & Holtzblatt, K. (1998). Contextual Design:
Defining Customer-Centered Systems. San Francisco: Morgan Kaufmann.
ISBN: 1-55860-411-1
- Bilgram, V.; Brem, A.; Voigt, K.-I. (2008). User-Centric
Innovations in New Product Development; Systematic Identification of
Lead User Harnessing Interactive and Collaborative Online-Tools, in:
International Journal of Innovation Management, Vol. 12, No. 3, pp.
419-458.
- ISO 13407:(1999), titled Human-centred design processes for
interactive systems, is an ISO Standard providing Guidance on
human-centred design activities throughout the life cycle of
interactive computer-based systems.
- ISTAG Report on Experience Application Research (EAR)
(2004). “Involving Users in the Development of Ambient Intelligence”.
European Commission – IST 2004
- Erlbaum, L (1991). Design At Work - Cooperative design of Computer Systems, Greenbaum & Kyng (eds)
- Pallot, M. (2009). The Living Lab Approach: A User Centred Open Innovation Ecosystem. Webergence Blog ().
- Schuler, Namioka (1997). Participatory Design, Lawrence
Erlbaum 1993 and chapter 11 in Helander’s Handbook of HCI, Elsevier
1997
- User Experience (http://www.uxnet.org)
- Von Hippel, E. (1986). Lead users: a source of novel product concepts. Management Science 32, 791–805)