Requireme ents for the Next Generation of M Mobile Services and

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Requireme
ents for the Next
Generation of Mobile
M
Services and
App
plications
Prof. Dr. Jari Porras
Lappeenranta Univ. of Tech., Finland
WGB – Services,, Devices and Service
Architectu
ures
WGA – User
U
Needs & Requirements in
Wireless World
W
Contents
• Motivation
i i
• Users
– Change of users
of users and their
and their needs
n
– Clash of generations
• Apps and services
and services
– Change of habits
– Rise of the apps
– Implications
l
to technology
h l
• WWRF Activities
– WGA
WGA challenges
challenges and activit
and activitties
– WGB challenges and vision
• Summaryy
5/24/2013
Wireless World Research
R
Forum
Motivation
“ does not happen just “xG
d
h
by increasing capacity. We have enough bandwidth
h, Users require new applications/services!” 8.9.
li ti /
i !” 8 9.2004
2004
• Technologies have evolvved (bandwidth, devices)
• Users and their behavio
or have changed
• Apps and services have exploded
5/24/2013
Wireless World Research
R
Forum
Users now and in futurre
• Generations of users
f
• Post war generation
Post war generation
n (born in 40s (born in 40s ‐ mid 60s)
mid 60s)
• X‐Generation (mid 60s –
6
early 80s)
• Y‐Generation (earlyy 80s – mid 90s)
• ZZ‐Generation
Generation (late 9
(late 90s‐)
9 )
90s
• X‐Generation users are digital immigrants
• Y/Z‐Generation users arre digital natives, Millenials
• Z‐Generation more Z‐Generation more “social”
social
Tienari J. & Piekkari R.
• New generations
i
h
have bee
b en researched in sense of h di
f
education and working lifee aspects
• Information age mindset
• Computers aren’t tech
p
hnology
gy
• The Internet is better than TV
• Staying connected is e
St i
t d i essential
ti l
• Multitasking is a way o
of life
• Doing is better than knowing
• Zero tolerance for del
Zero tolerance for delays
• Different values and activee challenging
Ob
blinger D.
Millenials
Basics for the user needs
• Psychologist A. Maslow
h l
l w characterized user h
d
needs in various levels
• Human tries to satissfy the basic needs first (physical ‐>> mental)
(physical mental)) • How has the changee of users and evolvin
ng technologies affecte
g
ed this model ?
Yang Y et al
Implications
• “
“The
h way in which
h h we strivve for
f
society’s respect and appro
oval has
d ti ll changed
drastically
h
d over th
h centuries”
he
t i ”
• Humans, Families and Sociiety have changed from static to mo
h
f
ore dynamic
• “Our human need ffor resp
pect and
p
recognition has thus remaiined, while
attaining this goal has become all more
difficult”
Brice Le Blévennec, Emakina
Cl h off Generations
Clash
G
i
• Technology is seen as efficient
T h l
i
ffi i t solution in various fields
l i i
i
fi ld
• “Technologies for healthyy aging” or “Ambient assisted li i t h l i ”
living technologies” are g
good examples of fields where d
l
f fi ld h
good technological solutiions might not be adapted due to the clash of generation
to the clash of generation
ns
• Physiological and esteem need
ds: “Capacity to handle it myself approach”, “Technolog
y
pp
,
g
gies make people appear p p pp
helpless and challenges their sself‐image”, • Security and belonging: “Little
y
g g
e concern for safety but seek y
out human contact”, “Whose need we are looking at ?”
y
g
g
p
y
• “Many existing technologies a
re poorly matched to the real needs of prospective users”
Thielke S. et al.
Change of the habits
Flurry
Mobile takes over
Rise of the apps
• Ordinary
Ordinary people consume people consume more and more mobile more and more mobile
services and applications
– Number of available applica
N b
f
il bl
li tions has exploded
ti
h
l d d
– Users try several application
ns and change then frequently
Flurry
H ddo we use our ti
How
tim
me
Flurry, Keynote
Real needs vs.
vs usage
Kukka et a
• PanOulu
P O l experiments for vario
i
f
ious years reveal the difference l h diff
what users think they need an
nd what the actually use
5/24/2013
Wireless World Research
R
Forum
Rising apps
Flurry
Maslow and services
• nn
Wang J. et al
UX is all to the users
““The idea of a design h id
f d i
hierarchy of needs rests on the assumption that in order to be successful, a design must meet basic needs before it can satisfy higher‐level needs. Before a design can “Wow” us, it must work as intended. “
Smashing Magazine
What makes the
difference ?
• V
Various elements i
l
affecting to the user experience (design)
experience (design)
• Mobile ≠ Web
• Sho
Should take mobile ld take mobile
characteristics into account
• Challenges for the developers and p
developing tools 5/24/2013
Wireless World Research Forum
Smashing Magazine
C b foraging
Cyber
f
i
• small mobile devices offloadi
ll
bil d i
ffl ding some of their resource f th i
intensive work to stronger computers (surrogates) in the local network environment
local network environment
• Resources: CPU power, ““energy”, network connectivity, storage capacity, externaal displays, printers etc.
storage capacity, externa
al displays, printers etc.
Transferring user
requirements
5/24/2013
Wireless World Research Forum
Fettweis G.
R f
References
• Ti
Tienarii J. & Piekkari
J & Pi kk i R.: “Unma
R “U anaging
i Z‐generation”, Z
i ”
Talentum, 2011 (in Finnish)
• Obli
Oblinger D.: “Boomers & Gen‐
D “B
& G ‐Xers
X Millenials”, EDUCAUSE Mill i l ” EDUCAUSE
Review, Jul/Aug, 2003.
• Blé
Blévennec
ennec B.: “Art of artificial B “Art of artificial recognition”, Blog, Emakina, recognition” Blog Emakina
http://www.emakina.be/
• Thielke et. al: et al: “Maslow’s
Maslow s Hiera
Hieraarchy of human needs and archy of human needs and
adoption of health‐related tecchnologies for older adults”, Ageing International, Dec. 201
g g
,
12.
• Wang et. al.: “Understanding EEvolution in Internetware using a double pyramids model”, Pro
py
oc. of Internetware’12.
R f
References
• YYang Y. et al: “A Case study: Be
Y
l “A C
d Behavior Study of Chinese Users h i S d f Chi
U
on the Internet and Mobile Intternet”, Proc. of HCII, 2011.
• K
Kukka
kk H. et al: “This is not clas
H t l “Thi i
t l ssified: Everyday information ifi d E
d i f
ti
seeking and encountering in smart urban spaces”, Personal Ubiquitous Computing, 2013
Ubiquitous Computing, 2013
• Fettweis G.: “A 5G Wireless Co
ommunications Vision”, Microwave Journal, Dec. 2012
,
2.
• Flurry Blog: http://blog.flurry.ccom/
• “2012
2012 Mobile User Survey
Mobile User Survey”, Ke
Keeynote, 2012
eynote 2012
• Smashing Magazine: http://mo
obile.smashingmagazine.com/
WWRF
F Activities
A ti iti
WGA – User
U
Needs & Requirements in
Wireless World
W
WGB – Services, Devices and Service
Architectu
ures
WGA Objectives
• WGA
WGA is focused on discove
i f
d
di
ering and promoting i
d
i
research areas that strive tto understand the users’ needs for and requiremen
needs for and requiremen
nts to ireless f t re
nts to wireless future internet systems; how the users are driving the creation and design of new
creation and design of new
w emerging services in a
w, emerging services in a secure environment and h
how users will interact with devices systems and appliications in the Wireless devices, systems and appli
ications in the Wireless
World. Based on an undersstanding of the user requirements and the user
q
r interaction with devices, ,
systems and applications, W
WGA investigates and studies the elements of viaable business models under different socio‐econ
nomic conditions. 5/24/2013
Wireless World Research
R
Forum
WGA Challenges
•Translating user experie
ence requirements
– integration between user requirements and technology
advances
•Context security
y
– authenticity and identity on
o the move
•User
User experience and va
alues
– viable business models
•User
User requirements and geographical context
– Impact of socio-cultural settings
s
•User Scenarios for a Wo
orldwide Wireless Future
WGA Working subjects
• Methods
Methods, processes, best processes best
practices for user‐centered research and design
research and design
• User scenario creation and analysis
• The needs of users, operators service providers
operators, service providers
for secure and trustworthy
wireless systems
• Identification of future services and applications
services and applications based on user experiences
• User
User interaction interaction
technologies
• User Centric Identity User Centric Identity
Management Systems
• Spectrum requirements Spectrum requirements
needed to serve user (e.g., no home/ work distinction)
no home/ work distinction)
• Geographical or socio‐
economic contexts
economic contexts
• Business models
WWRF Vision 2020
7 trillion wireless devicess serving 7 billion people by 2020
•
•
•
•
•
All people will be served w
All
people will be served with wireless devices ith wireless devices
Affordable to purchase and
d operate
Calm computing: Technologgy invisible to users
Calm computing: Technolog
gy invisible to users
Machine to machine comm
munications
All devices are part of the ((mobile) Internet
WGB – Challenges
• Emphasize services and not ju
ust devices
– Devices are going to be (very) ch
heap and various ecosystems will evolve; BUT customers will use services
evolve; BUT customers will use s
s
=> All people will be provided with services through wireless devices
• Ease the use of services and d
devices
– Personalization and Adaptation n
needs to be taken into account
=> Key‐point is the User experien
nce not the (in‐)visibility of technology
• Provide needed services at th
Provide needed services at the right time & place
e right time & place
– Emphasize roaming & service avvailability instead of connectivity
– User experience may sometimes
p
y
s work without connections
=> All Users are able to take partt in the (mobile) Internet by services
WGB – Impact Areass
• What is already clear
– The (mobile) Internet should/will not be a network of sites
– The Future Internet starts as a weeb of information
• WGB paves the way to inform
WGB paves the way to inform
mation usage
mation usage
Source: Dreamworks Pictures, 2002
Easy
information
navigation
Turning
information
into
knowledge
Making
Decisions
Knowledge
g
Managem
ment
Starting
Actions
WGB - Overall Visio
on
An ambient life style where
unning services, that are
- seven trillion devices ru
„
Easy to creatte Î
- Intuitive Tools for Service Creation
- Graphical Servicce Composition
„
Easy to share
eÎ
- Generalised client-server / P2P architecture
- Service deploym
ment in just a few clicks
- Semantic based publishing
p
g
„
Easy to use Î
- Semantic Servicce discovery
- Interoperability,
I t
bilit composability
c
bilit off services
i
- Excellent User Experience
E
WGB - Overall Visio
on
Service Creation should be
b done by everybody
- Like uploading photos to
t Flickr®
WGB - Overall Visio
on
Enrich Service Landscape
e
- Like choosing tables/ch
hairs from stores
Towards a
multitude
of option
5/24/2013
Wireless World Research
R
Forum
WGB - Overall Visio
on
Service experience is of upmost
u
importance
- Should be far beyond “ttouching screens”
Enhance useer
experience
Better look for EnE (Effficiency & Experience)
vs. LnG (Layers & Generations)
Summary
• Users and societies are d
in middle of fast ddl f f
changes
• Need to understand thee nature of these changes
• Changes create needs
• Needs are tackled in various levels; applications, devices, ne
pp
,
, etworks, radio
,
• WWRF is the right placee to work on the future solutions
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