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