Exploration of the user involvement models and methods of participation in modern technology Master Thesis Human-Centered Informatics 142 000 characters (60 pages) Author: Mihail Dimitrov Supervisor: Ann Bygholm Aalborg ` 02.06.2014 Aalborg University - Page | 1 Acknowledgements First and foremost, I would like to express my deep gratitude to my thesis supervisor Ann Bygholm, for patiently guiding me through the writing process and for being a helpful asset, providing valuable advices and assistance. I would also like to offer my special thanks to my family and friends, for their moral support. Last, but not least, I would like to sincerely thank my friend Gergana for being a source of inspiration and motivation for me. Thank you! Mihail Dimitrov Page | 2 Page | 3 Abstract Exploration of the user involvement models and methods of participation in modern technology By Mihail Dimitrov Aalborg, June 2014 As the technological world advances, the competition among manufacturers becomes more severe, and companies are looking for new ways to maximise their profits. Therefore their focus has been shifted to the individual users, and their voice. Now, companies are trying harder than ever to utilize the users’ feedback as much as possible, in order to maintain a high rate of satisfaction among their customers. This Master thesis’ main objective is to investigate which are the new ways of user involvement in the design process of today, and what defines their unique characteristics, as well as to understand user involvement in its many variations, in which it has been applied for many years. This is achieved by doing a “desk-study” and by exploring in detail three main practices, which were chosen for this thesis – Participatory Design, User-driven Innovation, and Co-creation. The three aforementioned approaches are also the most established ones, and their impact has been researched for many years. By doing this investigation, I am also examining the new models for user involvement, which have appeared in the past years. To illustrate one of the models, I am creating a case, which represents a Future Participatory Workshop, and studies a particular technology, and the way users interact with it. The goal of the workshop is to generate a discussion, which will trigger the users’ tacit knowledge, and therefore cause them to suggest new features or ways of improvement for the product. The investigated product in question is the Samsung’s Galaxy Gear Smart watch, and it serves as an intermediate point between users and researchers, as it is a source of valuable information, which the participants of the workshop are able to share. This workshop is done with the purpose to illustrate one of the models within a real-life scenario, and also to demonstrate my practical knowledge for this practice. On the basis of the results of this research, it can be concluded that the user involvement covers many different areas, activities and approaches, but at the same time, it is also applied for various reasons – from providing the users with a voice, through a method for producing more efficient products, to a way of conducting a more successful marketing strategy, therefore achieving higher level of publicity. Page | 4 Page | 5 Table of contents INTRODUCTION 8 RESEARCH QUESTIONS 12 CASE DESCRIPTION – WEARABLE TECHNOLOGY 14 STATE OF WEARABLE TECHNOLOGY SMART WATCH SAMSUNG GALAXY GEAR WATCH CHOICE OF CASE AND RELEVANCE 14 14 15 16 METHODOLOGICAL APPROACH 18 WHAT IS USER INVOLVEMENT? ADVANTAGES AND DISADVANTAGES OF INVOLVING THE USERS TECHNIQUE OF COLLECTING DATA USER INVOLVEMENT APPROACHES 18 20 22 24 PARTICIPATORY DESIGN Overview Stages of Participatory Design Challenges and benefits of Participatory Design Participatory Design Ethnography USER-DRIVEN INNOVATION Overview Forms of user-driven innovation The Innovation Wheel Lead-user innovation Innovation through “Open-source” products CO-CREATION Overview Steps in the co-creation process Types of co-creation Examples Challenges and benefits 24 24 25 27 26 28 28 29 32 34 35 37 37 38 40 41 41 CONTEMPORARY MODELS OF USER INVOLVEMENT 43 MODEL 1: PRODUCT CUSTOMIZATION MODEL 2: WORKSHOP WITH SPECIALISTS MODEL 3: “THE LEGO-MODEL” MODEL 4: CROWD-SOURCING AND CROWD-FUNDING REVIEW OF EXISTING SMART TECHNOLOGY WHAT IS THE SAMSUNG GALAXY GEAR SMART WATCH? LIST OF FEATURES AND REVIEW OF THE TECHNOLOGY GESTURE CONTROLS ADVANTAGES AND DISADVANTAGES OF THE WATCH 44 45 47 48 51 51 51 55 56 Page | 6 SMART WATCH WORKSHOP OVERVIEW PARTICIPANTS FUTURE WORKSHOP STAGES Preparation Stage 1 – Critique Stage 2 – Fantasy Stage 3 – Implementation The follow-up phase ANALYSIS OF THE RESPONDENTS’ ANSWERS 59 59 59 60 60 61 64 67 68 69 CONCLUSION 73 BIBLIOGRAPHY 77 LIST OF FIGURES 81 Page | 7 Introduction In the world of technology, we have been witnessing the process of an increased competition on innovative products. It is a competition of new technology, however, it also focuses on consumer understanding and satisfying user needs. Today, competition concentrates on the understanding of emerging customer needs and the ability to utilise this valuable information when developing new products and experiences. In the Information and Communications Technology (ICT) industry, where innovations are the main source of technological progress, there is a risk that researchers and designers might create a product, which only a few people would want or need to use. Academic studies and increasingly policymakers have begun to understand what many successful businesses have long known: that users, customers and amateurs can be an incredibly valuable source of invention and innovation. With increased global competition and cheaper sources of high-quality technological solutions, companies can no longer rely on maintaining a competitive advantage based on “traditional” drivers of price and quality. They must strive to seek alternative sources of competitive advantage and are, therefore, undertaking major transformation in their innovation processes and business models in order to deliver more valuable products and services to the market. In order to deliver a higher level of contribution, these new innovation strategies often involve direct participation and involvement of users in various stages of the innovation process. The idea of involving users has been around for very long time, and has always been successful. During that time, the reasons for involving the users have changed – from democratisation, through a way of an effective product development to an answer of the severe competition. But even with different purposes, the objective of the user inclusion remains the same – to be able to produce a product or a service with a maximum usability and user value, using the customers as an effective and practical resource during the design process. The term “user-centered innovation” was first embraced by Professor Eric Von Hippel from Massachusetts Institute of Technology (MIT), who defined the concept as “innovation created by the user to obtain a higher user value as opposed to commercial innovations taking place within companies” (Hippel, 2005). The concept of user involvement has existed and called by various names – Participatory Design, User-driven innovation, Co-creation, etc. These approaches of involving the users in the creation of a new product or service are the foundation of the investigation in this Master Thesis. They represent the idea, which firmly stands for actively including all the stakeholders (partners, employees, customers, users) in the design process, in order to ensure that the product or service meets their needs. Participatory Design first appeared in Scandinavia, under the name “Cooperative design” in the 1970s (Bødker, 1987). The nature of this approach has made it Page | 8 exceptionally successful, being the foundation of many major projects worldwide. The areas, in which the Participatory Design is widely used, are extraordinarily diverse, drawing on fields such as graphic design, software engineering, architecture, public policy, psychology, anthropology, sociology, and from localized experiences in diverse national and cultural contexts (Gregory, 2003). Another term, concerning user involvement is the User-driven Innovation approach. Eric Von Hippel stated that his observations led him to believe that many products and services are “polished” by the users, during the implementation phase of the product. The goal of this approach is to deliver a better experience for the end user, as he is in the role of a resource in the innovation process, providing his knowledge in order to improve the end product. This is only achievable by having a meaningful cooperation with the users, reaching a high level of awareness of their needs, and the ability to translate them into a unique product or service, which cannot be found elsewhere on the market. The last term, which I will be investigating, is Co-creation. It represents a business strategy, focusing on customer experience and interactive relationships. Cocreation allows and encourages a more active involvement from the customer to create a value rich experience. By using it, the researchers are able to gain more insight, to help refine concepts, and understand the real issues and needs of all stakeholders. Some of the most recognised companies in the world, such as Lego, Coca-Cola, Microsoft and Burberry are using co-creation in order to receive help from the users to define their products. Consequently, after the introduction of the aforementioned approaches, the users have taken the role of the ones, defining the requirements. Organising the users and involving them has become a crucial step when developing an innovative product or experience. Academic studies have proven that user involvement has positive effects on the quality or speed of the research and design process, as well as on the level of user satisfaction (Kujala, 2003). Fig.1 illustrates the idea of user involvement, and also serves as a slogan for the whole idea, which is the root of it - to exhibits benefits for all sides. The shift of mind-set, the various models of user involvement and their benefits are the foundation of the investigation, which will be conducted in this project. Page | 9 Figure 1: French student poster. In English - I participate, you participate, he participates, we participate, you participate, they profit This research seeks to explore the phenomenon of involving the users into the design process of technological products with the purpose of creating a more successful end creation. My analysis will draw upon the techniques and methods of involving users, by giving explanation about the advantages and disadvantages of customer participation. As this could be done in various ways, I would identify and investigate what are the new trends in the user involvement process. I will also look into the different models of user involvement of today, and demonstrate their specific characteristics, which made them stand out. It is important to delimit the confines of this project. Clearly, I could have used other techniques and methods in order to conduct this research. Also, there are alternative ways of improving products, rather than using the users’ input. Nevertheless, I chose to investigate the domain of user involvement by analysing three different positions in it – those of Participatory Design, User-driven innovation and Co-creation. In my opinion, involving the user in the design process and understanding their needs lies into the root of the humanistic studies, and in addition to all foregoing, it represents a personal drive, as it is a strong interest of mine. Page | 10 Page | 11 Research Questions The problem which needs to be addressed in this research is how the users take part in the design process by analysing three different positions. During this investigation, I will search for answers of what is the user’s role in the three distinct traditions of user involvement, and what the typical user inclusion models of today are. I believe that designing products cannot be confided just to experts and leadership, but it needs to incorporate the creativity, expertise and ideas of the users and benefit from them. I have chosen this topic not only because of my personal eagerness about this area of research, but also because I wonder how the technological world advances, and what are the necessary steps, which need to be taken, in order to progress. As nowadays user involvement becomes an essential part of the design process, it is important to define the levels of user participation and draw the lines of its impact. The focus of this thesis is to explore the new ways, in which the users become part of the technological innovations, by identifying various user involvement models, ways of organising, interacting and participating. By investigating this topic, I will be able to clarify the new methods of creation of technology. All these reflections bring us to the Research questions: “How do Participatory Design, User-driven Innovation and Co-creation conceptualise user involvement, what differs between them, and what is their contribution for developing new products?” “What are the contemporary models of user involvement, and what are the tools and techniques, which they use?” In this project, I will work with the aforementioned research questions, by doing an investigation of the different approaches and their specifics, as well as by analysing the different positions of the aforementioned traditions. The investigation represents a “desk-study”, since in its majority, the research gathers and analyses information about user involvement, which is already available for print or on the Internet. Additionally to the investigation of the user involvement approaches, I will also be doing a case study, demonstrating one of the models of user involvement in a real-life scenario. I will elaborate further on my choice of case and the reasons behind it in the following chapter. Page | 12 Page | 13 Case description – Wearable Technology In this chapter I will describe the case I have chosen, give details about the specific technology and its state, as well as why I find it relevant to include a case in this project. State of wearable technology Wearable devices are products that must be worn on the user’s body for an extended period of time, significantly enhancing the user’s experience as a result of the product being worn. Furthermore, the device must contain advanced circuitry, wireless connectivity and at least a minimal level of independent processing capability. In 2014, 90 million wearable devices are expected to be shipped (Wearable Devices, 2014), and the number is expected to reach a significant increase by 2017, according to ABI Research. Adding further momentum to the growth of the market is the entry of most of the major platforms into the space, including Google, Microsoft and Apple. Smart Watch The target wearable technology, which will be a source of information in this case, is the Smart Watch. The smart watch characterises a new, more functional wristwatch, with added functionality, which can often be compared to a Personal Digital Assistant (PDA) device. Because of its increasing popularity, as well as the innovation that brings into our lives, this specific type of technology is interesting and is a subject of an investigation. Today, personal computing is being redefined, as the technology around us becomes a part of who we are. The wearable technology is a way to extend ourselves, because the technology is now physically attached to our bodies. The smart watches are able to provide information coming from the smartphone, and display it on their screen. The technology is still being developed, but it provides a new ground for research, which has never been explored so far. But even though the technology is in its early stages of development, many of the models are already equipped with a vast number of applications, which are typically found in a smartphone. Please note that this investigation concerns the smart watches which are already on the market by 01.02.2014. As there are new models being developed relatively quickly, their features and potential will not be included in this project, as I will not be able to fully investigate their capabilities. A detailed review of the technology in focus can be found in the chapter “Review of existing technology”. Page | 14 Samsung Galaxy Gear Watch The smart watch, which I chose to use for research purposes in this thesis project, is the Galaxy Gear Watch, developed by the South-Korean manufacturer Samsung. As a well-known technological leader on today’s market, Samsung and their products have always been in the spotlight by researchers and mass public. With this innovative product, the company is hoping to conquer a very new and unexplored market niche. Another reason for my choice for this smart watch is not only the ability to test it myself, but also the possibility to work with it for continuous amount of time, in order to extend my knowledge in this specific area. A few weeks after its release, the Galaxy Gear Smart Watch did not receive very favorable reviews from critics. Based on 27 reviews (as shown on Fig. 2), made by the technological specialists from the best known tech-related websites (such as Engadget, TechRadar, Gizmodo and Mashable), the average score that the watch receives is 5.9/10. (Engadget - Galaxy Gear Reviews, 2014) Figure 2: Critic Reviews of the Samsung Galaxy Gear Watch. (The overall score is based on 27 critic reviews, and not on the parameters on the right side.) Source: http://www.engadget.com/products/samsung/galaxy/gear/ What is also worth mentioning is, that besides the critic reviews, there is also user review available (Engadget - Galaxy Gear Reviews, 2014). As seen of Fig. 3, the number of user reviews is much smaller (only 3, compared to 27 critic reviews), but there is a drastic difference in the overall score for the watch – 8.7/10. This could be attributed to the less experience the users have, or the fact that they have probably not tested as many watches as the critics, so the flaws that are easy to spot for the first group, are not as visible for the other. Page | 15 Figure 3: User Reviews of the Samsung Galaxy Gear Watch. (The overall score is based on 3 user reviews, and not on the parameters on the right side.) Source: http://www.engadget.com/products/samsung/galaxy/gear/ Consequently, since there is without a doubt a room for improvement in this particular piece of technology, I will be conducting a workshop, which includes potential users and relies on their input in order to improve the product in question. During the workshop, the users will have the ability to test the watch themselves, and act as designers - they will be able to provide their opinions, ideas and suggestions for improvements and propose additional features for the watch. With this, I will illustrate one of the models of user involvement, and will demonstrate how it is being used in a real-life scenario. Choice of case and relevance Certainly, other cases could also have been used, instead of this one. The topic of innovative technology is widely popular by the time I am writing this thesis, and also various products are in my zone of interest. A few of the products, which were initially planned to be a part of my investigation, were Google Glass1 and Oculus Rift2. As none of those products are officially released on the market yet, and they have only been produced in “developer versions”, they are not only hard to obtain, but also very expensive. That led to my choice of having an easier to acquire, and more accessible technology such as the Smart Watch. The choice of this particular case is due mainly to my personal interest in an innovative technology such as the Smart watches. What is also worth mentioning is the 1 2 A wearable computer with an optical head-mounted display, displaying information in a smartphone-like format. A virtual reality head set, initially meant for gaming, immersing the player into the virtual reality. Page | 16 fact that I have access to a Smart Watch myself, so I can use it and acquaint myself with it. I believe there is a big difference when investigating a technology, and in actual fact being able to use it, rather than simply reading or listening about it. What is special about this particular case is that the technology is yet to be refined, therefore I am investigating the new additions and improvements, which could be made, in order to generate a more suitable, convenient and easy to operate version of the Smart Watch. I am aware that it could be argued on the choice of case for this particular investigation, and what makes it a part of the problem. First of all, I believe the case relates to the topic of user involvement, and contributes to the thesis, by allowing the reader to gain more insight on the way users are included into this specific occasion. Furthermore, it also allows me to demonstrate my comprehension about the area of user inclusion and enables me to apply my knowledge in a real-life scenario, therefore allowing me to further gain more expertise about this process. I would like to point out that the inclusion of a case in this Master Thesis is also due to the reason that I would like to demonstrate my knowledge, gained from the research of the three approaches of user involvement, and illustrate that I can work with some of the necessary techniques, which are required for them. Having a case contributes to the demonstration of one of the models, widely used in the technology world. Involving the user into the design process of a new product has incrementally become a more and more important factor for a successful invention in the end. Therefore, I believe a case, providing knowledge in the selected area of investigation, could be beneficial not only to illustrate one of the models used today and my awareness about it, but also to assist the reader to thoroughly comprehend the theoretical frame of this project. In the Dictionary of Sociology, the term “case study” is formulated as: “The detailed examination of a single example of a class of phenomena, a case study cannot provide reliable information about the broader class, but it may be useful in the preliminary stages of an investigation since it provides hypotheses, which may be tested systematically with a larger number of cases” (N. Abercrombie, 1988) In his paper “Five Misunderstandings about Case-Study Research”, Bent Flyvbjerg is arguing that the general and context-independent theoretical knowledge is not more valuable than concrete, practical context-dependent knowledge (Flyvbjerg, 2006). According to Thomas Kuhn, a scientific discipline without a large number of case studies is a discipline without systematic production of exemplars, therefore an ineffective one (Kuhn, 1987). Therefore it could be said that providing a greater number of case studies in a specific area of interest can possibly increase the knowledge of the social science, hence reinforce it. Page | 17 Methodological approach In this chapter I will direct my focus towards the key topics which I find the most relevant for this investigation and I will present some general concerns within the field of involving users in the design process. This section should be viewed as the foundation of the project because it addresses the understanding of phenomena that ultimately becomes the basis for my selection of methodological steps. In order to investigate my research questions, in line with the introduction to this topic, I have chosen to use Participatory Design, User-driven innovation and Co-creation for this thesis. I will supplement on my understanding of how obtainment of feedback happens through interacting with users, and how this collaboration leads to a better overall communication and enriches the design process. Furthermore, I will elaborate on my choices for data collection techniques and explain the value and the importance of the three aforementioned approaches of user involvement. What is user involvement? The process of user involvement constitutes of having a user-representative or a group of users, who make a substantial contribution to the design process of a product or a service. User involvement is playing a more and more important role in the system developing cycle. Meaningful customer participation in product development and an overall user-oriented approach is critical to the success of any development project (Sun, 2013). There are three main forms of user involvement: (Damodaran, 1996) Informative – users provide and/or receive information Consultative – users comment on a predefined product of service Participative – users influence decisions relating to the whole system The informative and consultative forms of user involvement could be analyzed as a “passive” form of involvement, since they do not require a high level of involvement in the design process. Typical examples of informative or consultative form of involvement are the questionnaires, surveys, rating-services, social-media comments, guest-books and others. The participative form, on the other hand, takes as a hypothesis that anyone, who interacts with a specific system, product or service, should be actively taking participation in its design. By doing so, it is believed that the members of an organization could develop a greater understanding about the company, and are also able to accomplish the company’s mission and purpose more effectively. According to Ackoff, using the participative model of user involvement promotes an “increase in one’s desire and ability to satisfy one’s own desires and those of others” (Ackoff, 1981). This Page | 18 form of user involvement is more detailed, takes more resources, and differentiates significantly from the typical “plan-act” approach. In this case, the companies make a research, in order to reach a conclusion about the users’ needs, and only then the process of design can begin. The developers do not create a product without a purpose. From the first moment, they know what the product’s main goal is, and then they start developing possible additional features. When designing with users, the designers should consider the various user groups, which are using the product, and take into account all of them. Lastly, the researchers need to continuously cycle the process of investigation, in order to be informed about changes into the users’ behavior or emerging needs for improvements. With all said above, the participative form on user involvement could be illustrated with a real-life example of an architect, building a house. This example involves the American architectural firm “The Architects' Collaborative”, whose philosophy was considered as a unique method of work, because it was focused on collaborative working and user inclusion. Even though in large number of scenarios the architects consider themselves artists, and do not rely on the users as much, generally architects do not first build the house according to their will, and then ask the customers if it meets their needs, and then start making enormous changes to it; they plan the whole process together with the customers before beginning the actual build, in order to make sure that every aspect of their requirements is covered beforehand. They are also considering the desires of everyone, who is going to live in the house. They check continuously with their customers during the design process to verify if their needs are met. Also, they do not design a house around the rooms in the house – they design a house, and then distribute the rooms inside. The architect is always concerned to build the right design from the first try, because it is the least expensive way to design – this could also be compared to what the companies, which involve users into their design process, assume. Therefore designing the right product from the beginning is crucial for a successful end result. “The time we spend on fixing the wrong things, is time wasted that could be used designing the right things. Focusing on what is desired simplifies the design process and takes out much of the trial and error.” (Ackoff R. L., 2006) The concept of “involving users” in design processes exists in most design research activities; however, it has a variety of levels and intentions. User participation was divided into several different levels, by Arnstein in 1969, in his “ladder of citizen participation” (Fig.4). In this scheme, he identifies and classifies the different levels of citizen participation through their activity and efficiency to the final result. According to him, there are 8 levels, divided into 3 main categories: Page | 19 Non-participation – “Their real objective is not to enable people to participate in planning or conducting programmes, but to enable powerholders to ‘educate’ or ‘cure’ the participants” Tokenism - “When they are proffered by powerholders as the total extent of participation, citizens may indeed hear and be heard. But under these conditions they lack the power to insure that their views will be heeded by the powerful” Citizen Power – “levels of citizen power with increasing degrees of decisionmaking clout” (Arnstein, 1969,1996) Figure 4: Arnstein's Ladder of Citizen Participation from 1969 This ladder helps illustrating that there are significant differences between the levels of user participation in the development process. Arnstein’s ladder example and previously, the architect example, are two instances, which are collected from totally different areas, but I believe they are both relevant, as they illustrate the variety of user involvement, prove it could be applied in various scenarios, and help introduce the concept of user involvement more generally. Advantages and disadvantages of involving the users Many researchers argue if involving the users in the design product is the best way to improve the product. Like any other method, this one has its own advantages and disadvantages. This argument has been discussed for many years, and findings Page | 20 from various studies and researches show that effective user involvement leads to the following benefits (Daniel Robey, 1982): Improved quality of the product, arising from more accurate user requirements. Avoiding costly product features, which the user did not want or cannot use. Improved levels of acceptance of the product. Greater understanding of the product by the user resulting in more effective use. Increased participation in decision-making in the organization. For a long time, it has been argued what does participation actually mean, but this term can have different meanings, depending on the areas, in which it is applied. It could mean everything from being able to understand the people’s needs using various user-involvement techniques, through utilizing the participant’s input in the actual design process, to innovating with users and creating a new product together. Involving the users helps the researcher implement more effective accessibility solutions. Furthermore, it broadens his perspective, in a way that can lead to discover new ways of thinking about the product, which will possibly make it work better for more people in more different situations. Let’s take older people and people with disabilities, for example. Understanding their issues when using a specific product will result in more effective solution, which will work better for that specific target group and in the end, will increase its usability. Creating websites or web-tools for people with disabilities improves the overall usability of the product, including people without disabilities. This action benefits all sides, since it gives improved service value for everyone. Furthermore, when including users in the development process, researchers receive the benefit of more efficient end-product, which works better in real-life scenarios, and consequently maximizes the chances of being used by the public. This eliminates the time-consuming activity of “guessing” the problem, and allows more time for planning the development process. Unfortunately, it is not sufficient just to have participation, what is needed is an effective participation. Since the beginning of the involvement process, the users need to be informed that this is a long-lasting process, which requires a lot of their time and commitment. In addition, the users should be able to affect the end design with their input, and as it seems, this is a difficult task. Their experience and quality of participation is crucial for the successful end result. In his study, Hirschheim observed that the term “participation” has a variety of meanings, and it could be used to describe every process of user participation, from a simple informative or consultative form of feedback, to a genuine user-led participative research (Hirschheim, 1983). In addition, inadequate access to users to consult and ultimately include in the design process, as Page | 21 well as inexperience in dealing directly with users, further restricts the uptake of a userinclusive approach. One of the reasons, that could lead the project into an unfavorable direction, is that during the process of collaboration with the users, the researchers need to adopt a different role than their usual – and be “supporters”, rather than “do-ers”. Furthermore, there may be a conflict of the expectations that the researchers have, and the real result, delivered by the contributing users. This is known as the “hostage” role. It was first identified by Hedberg, and it is observed in many of the participation activities. In its essence, the “hostage” role means a block of the user participation, caused by the developer team (Hedberg, 1975). The users act in a way that promotes “social comfort”, rather than giving their real opinions, which limits the communication process. Users feel not well-informed enough to make decisions, which causes their input to be noneffective. Inappropriate training may also be the cause for the “hostage” phenomenon, as it leaves the users with the feelings they are participating in a process, which they do not completely understand, nor have the ability to control. This occurrence is particularly damaging, as it leaves the false notion for user participation, without bringing its benefits in reality. Another important point, which needs to be made, is the issue of user representation. There have been many issues and discussions on the topic of “who to involve”. During a user involvement process, the participants have to represent an actual group of population, and possess the distinctive personal attributes of that group. To ensure that there is an appropriate selection of representatives, it is important to appreciate why the various types of future users need to be represented. This could be due to the fact that the different target user groups have distinctive needs, competences and areas of interest, which plays a part in the variety of their level of user contribution. Technique of collecting data The aim of the research is to understand the different kinds of user inclusion and participation techniques within the different approaches for user involvement, which exist today. To illustrate one of the models, I will be conducting a Participatory Design workshop, which will involve potential users of the Smart Watch. Participatory Design workshops give voice to the users in the design process, thus increasing the probability of a usable design. They also provide a forum for identifying issues, and are also known to be highly productive way of gathering data (Spinuzzi, 2005). Needless to say, when many participants are involved into the design process, there is a lower tendency to go into just one direction, as many of the participants have their own visions of how the end product should be like, which is a premise for a good discussion and user collaboration. With this said, I realize there is a probability for the users to confuse their real needs with what they want, but do not need. As this is a common problem when working with Page | 22 Participatory Design, a wide range of empirical investigations can be a useful tool in order to emphasize on the real users’ needs (Spinuzzi, 2005). In this case, I will be conducting a Participatory Design Future Workshop. The specific features of this way of involving users will be investigated in the “Smart Watch Workshop” section. Also there, I will point out the reasons for selecting it, and what are the benefits from it. During the workshop, I will be in the role of a company, which relies on the users, in order to reflect on the advantages and disadvantages a specific product has. The input, which the users provide will help determine a solution of a pre-existing problem, which might be not visible for the manufacturers. Having the users to co-operate and act as designers will change the predefined structure of designing products, and will possibly bring innovative solutions. The Participatory Design workshop will be used in order to understand how the users perceive and understand an innovative technology, such as the Smart Watch. Since the users are the ones, who are going to decide the future of the innovative technology in question, how they experience a product and what they think about it is crucial for understanding the level of their satisfaction, consequently – the level of success of that product. The data, which I will be collecting during the Participatory Design workshop, will be reached through various set of techniques – observations, recordings, interviews and prototypes. The workshop will consist of a short presentation about the technology of Smart watches, followed by a demonstration, in which the users will be able to use the watch by themselves, exploring its features, within different types of scenarios. After this process, they will have the possibility to sit together and talk about their experience, including their thoughts and opinions and discuss new solutions that address the selected scenario, or discuss attributes or features which they do not consider valuable in the technology. With the help of paper, they will also have the chance to create a paper prototype for a future version of the watch, if they would rather do it. Page | 23 User involvement approaches Participatory Design Overview Participatory Design (PD) is a design tradition in which the user involvement is in focus and the primary objective is to establish a creative environment between the designers and the users. It originated in the Scandinavian countries, in the 1970s and 1980s. Its main objective is the tacit knowledge, developed and used by those who work with technologies (Spinuzzi, 2005). The meaning of the term “tacit knowledge” is that kind of knowledge, which people have, without being able to articulate it – as opposed to what people normally think when they think of “knowledge” – something systemized, written, and well-defined. Tacit knowledge could be intuition, or body language, or leadership, or any task, which requires physical coordination – those are all forms of tacit knowledge, which could not be transferred from one person to another, and are difficult to write down or visualize. The objective of Participatory Design is to provide the people who will be using a certain system or product with a voice in the process of design, evaluation and implementation, and let them gain some sort of control over those, and more importantly - to let them be able to influence the processes for their own benefit. Their knowledge of their own situation and context is therefore highly appreciated and valuable, since it is the sharing of this that will shape the end-result. According to Spinuzzi, Participatory Design “…attempts to examine the tacit, invisible aspects of human activity and assumes that these aspects can be productively and ethically examined through design partnerships with end-users” (Spinuzzi, 2005). When using the Participatory Design, the users are seen as experts in their domain – and this is a prospect to bring their tacit knowledge and skills into the development process. The objective is designers and users to collaborate with each other, and to exchange their comprehension about their domain, in order to formulate a tool together, with which the end-user will be able to use the product more efficiently. One of the most distinctive traits of Participatory Design is the one of “the language game”, which consists of bridging the knowledge of researchers and users, by finding a common language, or way of interaction between them, with which both parties feel comfortable (Ehn, 1989). PD draws on various research techniques – such as interviews, observations, analysis, and prototypes. These techniques are the foundation of the iterative creation Page | 24 of a new design, which constitutes the research results, both seen from the researchers’ and the users’ point of view. PD uses an abstract and changeable concept, which enables the researchers to not follow a strict structure of actions (Kensing, 1998). What this means is that Participatory Design does not necessarily indicate a strict way of action, but rather supplies the researcher with a collection of techniques, tools and values and lets him lead the participatory process. This is particularly appealing for me, because I believe users have to be presented with freedom of action, when dealing with design, as it is a process, which undergoes many changes and reworks. As this approach is less strict, it gives a more substantial likelihood for reaching an innovative and more usable end result. This is also the reason why I have decided to use PD as main framework during my case with Smart Watches. A PD workshop may result in video, photographs, transcriptions, and artifacts. The method doesn't dictate what to build, so the resulting artifacts are expected to be low-fidelity and incomplete, but the output of the workshop can provide valuable insight into priorities and can motivate strategic design decisions and directional alignment. Stages of Participatory Design According to Spinuzzi, there are 3 stages, which are almost always present in every PD research – Initial exploration of work, Discovery process and Prototyping. In the first stage, designers familiarize themselves with the users and their ways of working together. This process includes routines, work flow, ability to work together, as well as other procedures. It draws mainly from ethnographic methods such as observations, interviews and examinations of artifacts. Often the researchers combine these methods, depending on the context of the investigation (Spinuzzi, 2005). It is mandatory to make sure that all the participants understand well the goal and scope of the workshop. In the second stage is where the communication process between designers and users begins. This is also where the various methods of involving the participants and using their creativity are used, such as organizational games, role-playing games, future workshops and interpretation sessions. Also, the participants should work together when generating ideas, but it might be beneficial to consider individual brainstorming first, and then sharing ideas and suggestions, which consequently generates greater variety of ideas. During the discovery process, both sides agree on the desired outcome of the project. In the last stage, users and designers create a prototype, which has a goal to fit what they have envisioned together during the previous two phases. Examples for prototypes are mockups, paper prototypes, cooperative prototypes, as well as PICTIVE (Plastic Interface for Collaborative Technology Initiative through Video Exploration). The materials used within this method are low-fidelity office items such as pens, paper, sticky notes, as well as collection of (plastic) design objects for screen and window Page | 25 layouts. The video recording of the event keeps record of the participatory process, and helps evaluating the ideas of the participants. It is also inexpensive and encourages an atmosphere of exploration and invention. Since it uses plastic design components, it is affordable and the results cannot be confused with a working system. It is widely used because it makes a difference for the participants, it is fun to be a part of it, and the implementation of the results is likely. Participatory Design Ethnography In the recent years of Participatory Design, the end users have been turned into an essential asset and resource, and they are being seen as proper experts in details of work’s achievement (Crabtree, 1998). In order to treat the participants as experts within their domain of work, PD has a goal to create a work-like atmosphere for the involved users. This is usually done by following scenarios, which simulate work environment through alternative technological means, such as mock-ups and prototypes. It is believed that this process triggers the users’ tacit knowledge and helps identifying future possibilities or solutions. The question of studying the work practices of the users or directly engaging them into the design process has been a general concern for researchers. It is believed that it is useful to combine the iterative design of workplace interventions with studying the work practice, and use the direct user participation in both of these practices (K. Bødker, 1994). The different ways people perceive the world around them is what helps us identify elements, which form the relationship between ethnography and participatory design. The term ethnography relates to a study of the people and their specific customs, habits and cultures, and it contributes towards understanding the life of humans and their behavior. Ethnography focuses on everyday settings, meaning that the researchers observe the users’ behavior in their natural environment. It is believed that according to ethnographic researchers, the best way to grasp a situation is to encounter it firsthand, which also connects with the idea of PD of direct interaction between users and researchers (Blomberg, 2012). Also, ethnography uses a holistic point of view, which points to the importance of understanding the actions in their integrality and within the larger context. Furthermore, the researchers commit to describe the events as they happen, without judging the users’ practices and their effectiveness. The basis of the ethnographic point of view within PD is to gain mutual respect for different knowledge, which the participants bring in the design process. This means that researchers and users have to recognize and acknowledge their differences, but also to be able to overcome them, in order to create an environment, in which they can exchange expertise and create solutions together. Furthermore, the mutual respect for different knowledge provides both parties with the opportunity to learn about others domain of Page | 26 knowledge. Identifying contexts, in which the involved users and the researchers can interact in such a way, which allows mutual learning experience, has been recognized as an important aspect for PD projects (Blomberg, 2012). Challenges and benefits of Participatory Design There are without a doubt some challenges when using the PD approach. First of all, as it represents a user-involvement model, the participants are extremely important. Kensing identifies three basic requirements for user participation: access to relevant information, being able to take an independent position on the specific problem, and participation in the decision making process (Kensing F. , 1983). Additionally to those requirements, there are more aspects, which need to be considered. Inviting the right participants to be a part of the design process is crucial for its eventual success. Most commonly, the users are not expert designers, and their culture, expertise and environment contribute immensely to their efficiency during their participation. It could be very difficult to get a good pool of end-users, because the researchers would have to find people, representing the qualities, which the end-users possess, and also other values should be considered, such as ethnography, geographic location, area of expertise, personal eagerness and many more. Furthermore, in many cases users may notice the problems, which a product has, but could not offer any realistic solutions for those problems. Another limitation of the method is that the implementation process is longer when compared to other models, and Clay Spinuzzi claims that PD research “takes an enormous amount of time and resources, as well as continuous critical participation by the users”, which is hard to come by in many occasions (Spinuzzi, 2005). Additionally, this process could be very costly (Kujala, 2003), and does not guarantee the successful translation of user data into usable design, which consequently may force the designers to compromise the design of the final product. On the other side, PD provides a bigger opportunity for the users to become a part of the design process and influence the direction of the project, as well as potential to generate more or better ideas than designers alone. The main benefit from dealing with participatory design is the understanding of the psychological, social and organizational factors that affect the technology becomes noticeable, due to the involvement of the users during the design and evaluation process of the product. The customer participation grants that the product will be coherent with their needs, and consequently – more efficient and effective. Also, when users have been involved into the process of designing a new product, their feelings change and they develop a notion of ownership for the final product, because they acknowledge that their ideas and suggestions have been taken into account. This change often results in higher overall Page | 27 customer satisfaction, as well as better incorporation of the final product into the environment (Preece, 2002). User-driven innovation Overview The term user-driven innovation refers to a practice, in which the users are considered as a resource in the innovation process. A user-driven innovation process is based on an understanding of true user needs and a more systematic involvement of users. As Eric von Hippel states, most products in the industry are developed or refined by users (Hippel, 2005). By planning the innovation process and including the users, the manufacturers are able to achieve a more successful innovative product or service, and increase the chance of creating new, useful solutions that their users actually want. The user’s needs and dreams are the starting point for user-driven innovation, but not in the sense that users drive the innovation themselves, but in the sense of having a greater knowledge about the users’ needs is crucial for developing an innovative product, and this knowledge itself initiates the innovation process. The users could be involved into various stages of the innovation process in different ways. In the past years, many studies have proved that the users innovate – Enos in 1962 documented that nearly all important innovations were developed by intermediate users (Enos, 1962). The intermediate users include a technical team members working in a collaborative environment. They perform all off the foundation user tasks, resolve conflicts, and perform workspace configuration tasks. Von Hippel’s research in 1976 was the first to pay big attention to the role of the users as innovators. He made an investigation, in which he took 111 innovations, and examined them. The result was that approximately 80% of those innovations were invented, prototyped and first field-tested by users (Hippel, The dominant role of users in the scientific instrument innovation process, 1976). This proved that the users can be a major source of innovation. A survey about the level of customer focus among Danish companies shows that almost 90% of the companies in the medical device industry have engaged in working together with users (Rosted, 2005). The percent for in the electronic industry is 80, and in the 65 in fashion industry. The survey shows that customers are among the most important sources of innovation – 90% (Fig5). Page | 28 Figure 5: Sources of innovation. Source: Jørgen Rosted, 2005 Forms of user-driven innovation Tanja Bisgaard identifies 4 different types of user-driven innovation, and each of them possesses unique characteristics. In this section, I will describe them, by showing their specifics (Tanja Bisgaard, 2010). The forms of user-driven innovation, which I’m going to describe below, rely on tapping the user’s knowledge that is hidden and usually the users are not aware of it or cannot articulate. It is important to mention that often what users say and what they do are two separate things. Also, generally users do not think about possibilities that do not exist, so they adapt their behavior according to the existing ones. Those reflections lead us to the conclusion that reaching their unacknowledged needs by simply questioning them if they like a specific company’s idea, or about their needs, is not possible, and requires further attention. Some of the forms below help us identify what has to be done, in order to reach those needs. User test – Within this form of user-driven innovation, the users are invited to test the product. The actual test of the product comes at the end of the innovation process, as the product or service is already produced. The user role in this case is to verify if the product is usable, and whether he would buy it or not. The feedback of the user is still valuable, and based on it the manufacturer can make slight changes to the product. As any bigger adjustments at this late stage of development would be too costly, most commonly they are avoided. This form is widely used before launching a new product to the market, and in order to prevent a failure launch to the public, the manufacturer requires some users to test the product beforehand. Within this method, the users do Page | 29 not have a big impact on the innovation process, as their input is mainly associated with product evaluation and refining, and does not deliver significant improvements. User exploration – The main method, which is used within this form of user- driven innovation, is based on ethnography, which can be described as qualitative description of human and social activity. Innovative companies such as Lego are using this form of user-driven innovation to improve their products and gain insights about the users’ needs. The ethnographic approach implies that the companies are using different ethnographic tools to observe and gain tacit knowledge about the actions and needs of their potential users, in their natural environment, which normally the users are not able to communicate or articulate. Often organizations are using user exploration to make sure that the users’ response about their product is as the company initially intended. The most common ethnographic tools to observe the users are video observations, followed by personal interviews. It is important to note that often the users say one thing, but mean something else. Consequently, the interviews are not a major source of valuable information in this occurrence. During the observations, the users are put into their natural environment, with the purpose of keeping their behavior as close to their natural one, when they are not being observed. This often happens in their workplace, homes or during a daily routine. User innovation – This form of user-driven innovation implies that the users are actively involved in the innovation process. Often the users are more knowledgeable regarding a specific product or service than the company. The users who collaborate with the company could be either expert users or advanced users. The expert users are highly-qualified, educated workers who possess specific knowledge about a certain area of expertise. Most commonly, they are engineers, doctors or other type of scientists with a distinct set of proficiency. They collaborate with the company in order to create an early prototype, or to help with their knowledge within a specialized product. They are often invited into the innovation process, once the company has a concept idea that needs to be developed. The advanced users are users, who are specialists in certain product or services. They innovate together with the company, as they provide their skills and knowledge to the organization, in order to commercialize a product or a service. These users have high skills when using the company’s product, and can contribute by giving innovative suggestions on improving it. By using this form, the companies are hoping to get a specific knowledge from the expert users and the advanced users, as this knowledge is often lacking in the organization itself. The form of participation is constituted by workshops, or longer term user involvement in the company. User participation – This method is mostly known in the Scandinavian countries, especially Finland and Denmark. Here, the users are tightly connected with the innovation process. Their participation covers the areas of Participatory Design and Page | 30 Participatory Innovation. The users are involved in the innovation process with the purpose of giving new creative ideas for improving the product. The focus in this form is the tacit knowledge of the users, which could be used to gain insight on their unacknowledged needs. Once they have been revealed, they can be described further, which helps the company to build a solution for those needs and as a result, to create a better end product. The tools which are used within this form are provotypes, cultural probes, experience prototyping and props. Provotypes are designed to provoke a specific behavior from the user, making them think about things they have not though about before. They are created to bring the unacknowledged feelings and thoughts of the users and create awareness about them. The cultural probes are based on understanding the everyday life of the customers, their routines, likes and dislikes etc. The users are given equipment, with which they document their activities during the day (most often a camera), and after a specific amount of time they meet with the researchers in a workshop, in order to discuss their experiences. The experience prototyping’s goal is to test the user experience about a product, even though it is not completely finished and contains basic features only, in most cases it represents a simple mockup of a product. This is also a method of obtaining hidden knowledge from the users, as the simplicity of the product enhances the innovative process. Lastly, props are used to help users express their ideas, which are not necessarily connected to the developed products. They represent various artefacts, with the purpose of idea stimulation and they help the users open their minds, in order to find needs, they do not know they have. The users of this form of user-innovation are everyday users, and potential customers. The method of participation varies, but it is mostly through workshops, where users and researchers collaborate with each other. This form of userdriven innovation reminds of the Participatory Design method, but it also possesses distinctive features. The similarities are due to the participative involvement of the user in the design process, but the differences come when comparing the goals of the 2 approaches – PD seeks to involve the users and to create a collaborative environment, in order to exchange ideas and suggestions, and “user participation” aims to provoke their unacknowledged needs, leading to a more innovative solution for them. I of course realize those two could be closely tied together in a real-life scenario, and the combination of them could be very beneficial. A study shows that the most used form of user-driven innovation used throughout the innovation projects among companies is “user exploration”, as it involves the users at the front end of the innovation process and makes possible for the researchers to reach the users’ tacit knowledge and their unacknowledged needs (Fig.6) (Tanja Bisgaard, 2010). The second most-popular approach is the user tests. This represents the marketing aspect of the innovation process, and shows the company’s approach about launching a new product – the users should be involved in the testing process, in order to give valuable remarks about the creation’s specific features. Page | 31 The other two forms are also used by companies, but significantly less than the first two. This shows that user-driven innovation in real life relies more on observations and tests, than user involvement and participation. This study also serves as a valuable distinction point between Participatory Design and User-driven Innovation, as it serves as a clear example for their dissimilarities. Figure 6: Distribution of the forms of user-driven innovation. Note: the companies are able to choose more than one form; therefore the sum of the results is not 100% Source: Tanja Bisgaard, 2010 The Innovation Wheel In pursuance of successful results, the companies are focusing on more systematic approach when it comes to involving users. They are following a model, which is called The Innovation Wheel (Fig.7). This model is used to systematically describe the plan of action during the innovation process. Companies use four dimensions, in order to support innovation – strategy, structure, skills and processes. The Innovation Wheel links those dimensions together, and uses them together as a “road map” for the user-driven innovation practice. It assists defining the business need for innovation, and then specifies the relevant system within the business, which needs to innovate. It helps assessing the potential drivers and obstacles for the innovation, and brings creative minds together, in order to create a perspective for the future creation. The wheel serves as a guideline for the researchers, as it provides a step-bystep plan, which serves as the foundation of creating innovative products or services. Page | 32 Figure 7: A look at the Innovation Wheel’s steps The wheel itself is separated into 8 steps, divided into two parts – the “What” and the “How” parts. What to produce and how to produce it are fundamental questions, whose answers are vital for the success of the product, which is being developed. Each phase consists of 4 steps, but they are not necessarily always followed in the same sequence by the companies, or sometimes some of them are not included in the process at all (Emily Wise, 2008). I will now briefly explain each of the steps from both stages. “What” stage In the first step, “Opportunity identification”, either the employees or people outside the company (often involving users) reach an agreement about the specific area of interest, where the firm can manufacture an innovative product. Then, in the “Data collection” step, the opportunity is investigated by collecting data using various methods and techniques about the specific articulated or non-articulated users’ needs. In the step called “Pattern recognition”, the data is analysed in order to better understand unsolved problems and user needs. In the final step of the first stage, called “Concept ideas”, the previously identified patterns are converted into concepts, which represent the answer of the “What” stage, and those concepts can represent an improved business model, a brand new one, or a new way of meeting the users’ needs. After having a clear idea about what to produce, the next question which comes is “how to produce it?”. The necessary steps in order to answer this question are answered in the “how” stage of the wheel. Page | 33 “How” stage This element of the wheel also consists of 4 steps. The first one is called “Conceptualization”, and it serves as an evaluation of the current economic potential for the product in creation. Next, in the “Prototype” step, the invention is being prototyped, often by using sketches, models and mockups. When it comes to prototyping an ITrelated product, the users can also take part in the prototyping process. In case the creation is a service or a non-physical product, which cannot be prototyped, then descriptions or experiments could be used as a prototype. In the next step, “Test”, the previously made prototypes are tested and evaluated by users. The goal of this step is to provide an opportunity for feedback, before the process of production, so the manufacturers can make corrections or small improvements of the product. In the last step, “Implementation”, the workers collaborate together with other affiliated parts of the company, responsible for the selling of the product, and put it on the market for sale. Lead-user innovation As I previously stated, innovation involves combining technical information or knowledge with knowledge of user needs and translating the combination into new products that the users want (Bogers, 2010). This being said, it does not necessarily mean that the process of translation of the users’ needs has to be done by the manufacturer. I believe it is relevant to mention another important form of innovation – the lead-user innovation. Even though it does not really involve the user into working together with the manufacturer, it presents a new perspective on creating innovative products – namely, the one about creating them ourselves. When users are discussing the problems a specific product has, or when they wish for a new one, they commonly think that there should be someone else developing it, and not them. But recently, many users have started to develop and modify products for their own use in many fields (Hippel, Democratizing Innovation, 2005). This offers great advantages over manufacturer-centered innovation, because it allows the users to develop exactly what they need, rather than relying on manufacturers to produce a product, which will suit their needs. Von Hippel argues that users, compared to producers, develop fundamentally different innovations, because they benefit from using the innovation, while they also draw on a different knowledge base. Users innovate in case they want something, which is currently not available on the market, and they are able to pay for the development. As the big manufacturers often tend to develop products, which are designed for the mass public, in order to reach significant profits from a large amount of customers, the people with miscellaneous needs are often left out dissatisfied. A study made by von Hippel proves that many of the dissatisfied users are willing to pay to get exactly what they need (Hippel, Democratizing Innovation, 2005). Moreover, users are not necessarily obliged to develop their products from scratch – they can also use and benefit from innovations, freely shared by others. In addition, von Hippel believes that Page | 34 innovative users are often so-called “lead users” – users whose needs are more unconventional, due to the fact that the mainstream users will face those same needs months or even years later. Another characteristic of the lead users is that they are expecting relatively high benefits from obtaining a solution for their needs, and so they innovate. This makes the lead users benefit significantly from providing solutions to those needs in advance. If the users innovate for themselves in order to satisfy their own needs, then it is possible that in the near future, the same innovation would be attractive for many other users. Studies show that the greater the expected benefit from the innovation is, the greater will be the investment into that innovation in obtaining a high-worth solution (Schmookler, 1966). The lead user method can be utilized in any industry and at any level of product complexity. But one of the examples, which could be given for a lead-user innovation, is Apple. Even though it is not a single user or a group of users, but a whole company, I believe the example is still relevant. Apple makes products that they themselves want to use. They are their own leading-edge customers. By inventing the iPhone in 2007, the company was the first one to reach a niche-market of simple to use and very efficient smartphones – something which almost all mobile-manufacturing companies followed not too long after. The workers in Apple make products, which they would use themselves – that makes them “embedded lead users” - lead user employees working for a producer. These employees have needs, ahead of the market, and therefore were able to create an innovative product, which would later respond to the needs of many people. Innovation through “Open-source” products Another interesting aspect of self-developed products is the Open Source products. Open source is a development model, which promotes universal access via free license to a product “blueprint”, allowing usage, modifications, corrections and improvements by virtually anybody. This term became popular with the rise of the Internet, and brought many innovative and successful projects to life. As innovation is the key to technological advance, the open-source model provided a way for the innovation to evolve, and made it possible for the reduction of the time needed before the next “technological step” is made. The best thing about open-source is that researchers do not fight to get access to limited or insufficient resources – they rather share them, and gain knowledge one from another, creating even more resources and opportunities, for others to benefit (Weber, 2004). Researches show that the users can develop an open-source product without the involvement of the producer (Benkler, 2006). People want to improve their communities, businesses and environment, they just need the power to access the source of the problems. There are many open-source products, known worldwide, but I will give 3 examples of open-source innovative products, which changed the way users interact: Page | 35 The first example is Ubuntu, a Linux-distributed operating system for novice, intermediate and advanced users, made by users. Its name translates as "humanity towards others" or "the belief in a universal bond of sharing that connects all humanity", which straightforwardly explains the idea behind this product – sharing knowledge, collaboration, transparency and openness. I believe those values are also in the foundation of user-driven innovation, therefore I found this open-source product especially interesting. Another example for open-source product is Apache – a web server application, which is estimated to serve 54.2% of all active websites and 53.3% of the top servers across all domains on the Internet (Netcraft - News, 2013). This means that half of information on the Internet is supported by an application, which is open-source, and serves as a proof that those products have a significant value in today’s technology world. The last example is probably the most well-known by the average user, and it is Android. The mobile operating system backed up by Google is arguably the most used mobile operating system in the world, known for its vast capabilities and customization potential. Many people discuss if its popularity is due to the fact that the operating system is easy to use, or because it allows the user to change or customize virtually everything on his mobile phone or tablet. Personally, I believe both those features make this operating system one of the most-desired platforms when it comes to mobile usage and again, it shows that the open-source projects are everywhere around us, giving the regular users a voice, in order to bring their innovative ideas and concepts to life. Furthermore, major contributions from open source were responsible for emerging of most of today's largest technology companies, including Google, Yahoo, Facebook, Twitter, LinkedIn, and Amazon. Companies, and especially small firms, begin to realize that open-source is one of the best ways to quickly and affordably deliver their products to the mass public, share knowledge freely, sacrificing their potential exclusive advantage which their product provides, for the substantial gains that come from access to sources outside the organization. By describing the lead-user innovation and the open-source model of innovation and giving examples about them, I tried to demonstrate that the user-driven innovation is an extremely powerful tool, which grows substantially by the minute. The topic of user-driven innovation is immensely broad, and goes well beyond the scope of this project, therefore I consciously chose to investigate only some of the topics, namely the ones I find the most relevant for this thesis. Page | 36 Co-creation Overview The last method for user-involvement, which I am going to describe in this thesis, is the one of Co-creation. Co-creation is a form of collaboration, which allows the firms to enable innovation with users, rather than for users. It represents a special way of collaboration, where the intent is to create something which is not known in advance (P2P Foundation - Co Creation). The focus on Co-creation is to develop new concepts, products or services together with customers, partners and expert stakeholders, by giving fresh ideas and new perspectives. It is about involving the outside world in a new way, resulting in innovative and compelling concepts. Companies are designing and marketing products in ways that appeal more to the emotional side of consumers. According to this view, co-creation between companies and customers, as well as production and consumption, is about tapping successfully into the collective intelligence of consumers. The method’s ideology is based on a strong principle, coming from the famous quote of Einstein – “You cannot solve a problem within the same thinking that created it” (Pater, Co-creation's 5 guiding principles, 2009). (Fig.8) Figure 8: Illustration of the differences between classical designing and the main idea, standing behind Cocreation: collaboration and exchanging creative ideas Source: Sanders (2008) Co-creation is a very broad term with various applications in both the physical and non-physical areas of design. The method became more popular in the past few years, due to the technological shift and the increasing competition among companies, which made the end-user more valuable. Now, companies are using co-creation in Page | 37 order to attract new customers, by relying on new methods and techniques to make an impact on them. One of those new ways is providing the user with the ability to customize the products, before buying them – I will elaborate more about this approach in the next chapter. This customization technique is used as a powerful tool for marketing and advertisement, as well as an interesting way to promote the company’s products (Sanders, 2008). Co-creation allows bringing together expertise from various areas in order to solve problems. It could also be applied in terms of building more effective partnerships, as companies could have partnerships to integrate resources, and create together products and services for the customers. This method provides a way to raise those partnerships to another level, especially in cases where the partnership companies have to come together, in order to create a common product. It is important to mention that during the co-creation process there is a shift of the role of the researcher. Normally, in other approaches, the researcher serves as the link between the designers and the users, but in co-creation, he turns into a facilitator. As facilitators, the researchers need to be able to lead and guide the participants, provoking and strengthening their creativity. In addition, they also need to bring in relevant theories and background knowledge, which could be beneficial for inspiring the co-creation team (C. Postma, 2006). Co-creation is about inclusive, creative and meaningful engagement with all stakeholders, in order to mutually expand value. The key in co-creation is to have a platform, in which the engagement takes place. This platform represents a purposelydesigned environment of artifacts, interfaces, processes and people, which enables the value to be generated for all stakeholders (Sanders, 2008). The co-creation platform is any engagement platform that enables co-creation of value. The platforms can take many forms – basically any place where the stakeholders can engage with the customers could be a potential platform. Steps in the co-creation process The first step in the co-creation process is to identify any ideas or opportunities for co-creation, which could take many forms or shapes – from the highly operational to the highly-strategic. Once those ideas have been identified, the next step is to recognize who the key stakeholders are, particularly across the chain that supports that particular process. Bringing the stakeholders onto a platform is the next step – ensuring that the platform is designed effectively for the collaborators to participate efficiently in it. The next step is to ensure that as the platform is implemented, the ones who use it are involved into its evolution, providing their input on possible problems or improvements. It is important that they are asked about their experiences, and about their overall feedback. Finally, it is important that the company thinks about the links of the given Page | 38 platform with another one, to ensure that the platform generates new types of environment over a period of time for the stakeholders. All these steps are guided by and in accordance with the key principles of the method. Martijn Pater identifies 5 key principles of co-creation (Pater, What Is Successful Co-creation Made of?, 2009)(Fig.9) Inspire participation - this principle allows showing a transparent environment, where people can contribute with their creative ideas and join the challenge, by feeling they are welcome to do so. It is important to create an environment, in which the ideas of participants, professionals and other stakeholders are treated equally. Selection – ensuring the best participants are engaged, in order to guarantee creativity and to involve users, which have similar background to the challenge in question. It is crucial to have a diverse selection of individuals – a mix of gender, nationalities, interests and social environments contributes to a greater chance good results. Creativity through dialogue – to ensure that participants can share and communicate, but also make sense of the content of the platform through conversations with all the different participants on the platform, and with the company, which supports the platform, in order to learn from each other. Share results – to use the input of the participants and their interactions to improve the product and the experience of the participants, and keep them informed of progress and development. Another aspect of this principle is recognizing the contributors’ actions and possibly rewarding them in some way. Continuous development – In order to deliver good results, the companies should continuously develop their product, not settle and keep the participants “in the loop” during that time. Figure 95: Visual on the 5 principles of co-creation. Source: Martijn Pater (2009) Page | 39 Types of co-creation There are known 4 types of co-creation, separated in two different dimensions – openness and ownership (Fig.10). The first dimension identifies if anyone can join the co-creation process, or there is a specific selection requirement, and the ownership dimension defines if the outcome is owned by just the initiator or by all the contributors as well. The first type of co-creation is called “Crowd of people” or it is alternatively known as crowd-sourcing. This implies that for any challenge, there is a person, who has an idea that should be given a “playing field”. This form represents “the wisdom of the crowds” – using online platforms, there is a higher chance to find a person with a solution for your problem, which also gives a wider variety of options to choose from. Additional information about crowdsourcing can be found in the next chapter. Figure 6: The 4 types of co-creation. Source: Martijn Pater (2009) When co-creation is open, and results are shared between initiator and contributors, it is called a “Community of kindred spirits”. It is based on groups of people with similar interests, or doing something for the greater good. Those groups can come together and create, in order to make a product, available for everyone. A typical example for this type of co-creation is the development of the Linux OS, which started with one simple e-mail with a request for help, and then was developed exponentially by many other users. Now Linux is one of the most used operating systems in the world, providing security and stability for many of the web-servers worldwide. The next type of co-creation is “Coalition of Parties”, which occurs when companies collaborate together, in order to bring knowledge, investments or other assets to the table to reach a shared goal, which could be impossible to achieve alone. Page | 40 For example, NASA, teaming up with a furniture company, could produce light and strong furniture, developed with the help of space technology. The last type of co-creation is called “Club of experts”, which involves handpicked specialists, who help to solve a specific time-pressured challenge, which demands expertise and breakthrough ideas. As an example for this model, an airplane company works together with passengers, designers, pilots and the same furniture company from the previous example, in order to create the best ergonomic and comfortable airplane seat for long-distance travels. Those participants can all benefit with their ideas, as they are “specialists” in a way. Examples In order to demonstrate the diversity of the co-creation method, in addition to the examples from the previous section, I will give two more different examples, showing its various applications. In the first illustration, the co-creation is outside-in, which means that the enterprise provides a platform, on top of which the users can engage in various activities. For example Nike has built a platform, which is called Nike+ (https://nikeplus.nike.com), which keeps track of the runners’ data, brings it online to an online-platform, where the runners can be connected to the running experience, map their runs and share the running data with other runners, trainers or coaches. So in a sense Nike has built a community, as integral part of the Nike+ platform experience. In the second illustration, the roles are reversed, and the example shows an inside-out type of co-creation - here the idea is about the engagement of employees in terms of trying to implement their collective ideas. For example, Orange telecom has built a platform called iDclic, which allows any employee of the organization to contribute with his ideas, and propose a solution to a problem, but it also has to provide a clear benefit for the company. The key aspect of this system is that any idea is visible to all the other employees, who can track the progress of the idea, as it evolves into a project, all the way through to its deployment. This system has enabled the company to gather collective intelligence from all the employees with their creative input. As of 2007, Orange France's idClic virtual suggestion box has collected over 95000 ideas, of which 7600 have been acted upon. Orange reckons that the 7600 ideas put into practice have allowed it to save EUR 600 million over three years, mainly in the form of working hours (Telecompaper - News , 2010). This participation provides an enormous capacity for the organization to collaborate and co-create value with external stakeholders. Challenges and benefits There are a number of reasons why co-creation faces many challenges. One of the most notable challenges for co-creation is the shift of mindset - the mindset of Page | 41 creating for users, which needs to be transformed into creating with users. In order for this transformation to become reality, the culture of the organization has to undergo some changes, which could sometime result in a challenge. Furthermore, the ideology of this method requires believing that every participant is creative. This is not a common belief, and as von Hippel argues, only lead-users can co-create and co-design (Hippel, Democratizing Innovation, 2005). Switching over from the well-established models of production to the ones of giving more power and control to the regular users could also be a difficult task. This change is mainly due to the Internet, as now it has given a voice to people who were previously not even a part of the conversation (Sanders, 2008). Another challenge, standing on the way of co-creation, is the over-reliance of technology platforms to facilitate the co-creation production. There are many offline platforms and tools, which do not receive enough attention, and are probably underutilized (P2P Foundation - Co Creation). Lastly, it is challenging to focus more on the experiences of the participants, because co-creation fundamentally is a humancentered approach, and not company-centered. On the other side, there are also many benefits from using this approach. If successfully used, co-creation method can reduce costs, by removing inefficient systems and replacing them with more effective ones. It also decreases the risks, because it involves the people, who would be using the product or service, and their input is what gives the feeling of “safety” for the manufacturers, as it represents what the users really want. Not only the manufacturers can feel more “safe” from the users’ input, but they also get the ability to grow and expand, by developing new products, which they otherwise would not. Most importantly, the company has the ability to learn faster, and utilize the knowledge which it gains from the co-creation process in order to either solve problems more efficiently or to identify new opportunities faster. The benefits of co-creation are coming in both directions – for consumers and for manufacturers. While the users benefit from better final product as a result of the cocreation process, the manufacturer receives additional information from the consumers, which can quickly be transformed into learning experience, resulting in a valuable, supplementary knowledge for the organization. To sum up, co-creation is a form of a creative learning process, which is strongly focused on the relationships – the stress is put more on the quality and transparency of interactions between people, rather than the technology itself. It draws on a combination of management and marketing approaches and processes related to innovation, knowledge and group decision-making. It is about involving the outside world in a new way, resulting in innovative and compelling concepts. Page | 42 Contemporary models of user involvement Customer-oriented companies pride themselves on their ability to understand the experiences and insights of the marketplace and then integrate the best ideas into future products (S.Cooper, 2007). Organizations that take the risk of involving the user into the design process, can also obtain the benefit of happier customers, faster problem resolution, consistency in measurement, all at a lower cost (Kerravala, 2012). In his book “Running Lean: Iterate from Plan A to a Plan That Works”, Ash Maurya says: “Your customers may well be your most important asset, and if you’re not listening to them, you’re likely limiting your company’s growth much more than you think” (Maurya, 2012) Customers know what needs to be fixed, and what the product needs in order to be improved. And they also may have a good idea about what is missing from the market, perhaps better than the researcher. As Maurya claims – “Think about this: if 10 people all say the same thing, they may be right”. The insights coming from the customers can shape a new product, entirely different from what the manufacturer first had in mind. The customers could also tell the “why” behind data points and trends, and they may also be more objective. Giving customers a preview of products under development could also generate an atmosphere of excitement and expectation, thus advancing future sales. Organizations are constantly looking for ways to improve the business processes, lower the costs, and increase the profitability at the same time. Therefore, it is critical to understand the users’ needs. Researchers have found out that involving the users into the design process is not only beneficial for the company for generating new ideas, but also affects and lowers their research budget. Even though there are various ways or motives for involving the users, there exist a few pre-defined models of user involvement, which are widely used, and which will be explained with examples in the following section. Some of the most well-known companies around the world are using these user involvement models for their products, which is not only a tool for product improvement, but also could be perceived as a major marketing campaign, which strengthens the company’s position on the market. Some of the names of the companies, which rely on the users for their input and use it actively, are Coca-Cola, Lego, Nike, Puma, Fossil, Adidas, Scion and many others. Page | 43 Model 1: Product customization This model is highly popular when it comes to online-shopping. It allows the user to use a pre-defined set of options and tools for customization, in order to create a unique creation before buying it. Popular shoe brands such as Nike and Adidas are using this way of attracting customers. They are involving the user into designing and changing almost every single detail on the shoe before purchasing – from basic details such as color of the base, collar, tongue, shoe laces color, through lining color, to even putting your name or country flag on the shoe (as shown on Fig. 11). Figure 71: A look at the Adidas' Personalization System, allowing the user to write his name or put his country flag on the shoe Another organization, which goes even further into the area of product personalization, is Scion3. This company has its own target group of young customers, knows as “Generation Y”. The age of the target group, which the company seeks to attract varies from 16 to 30 years old. On the Scion’s official website, the users have the ability to “build their own Scion”. They have 5 models to choose from and use as a base. Each of them could be completely equipped with various sets of extras – depending on the user’s preferences, he could change the type of transmission, the colors of every detail in the interior or exterior, install different body parts, such as mudguards, spoilers, bumpers, fog lights etc., and even install parts which affect the 3 Scion is a brand of vehicles produced by Toyota for the North American market Page | 44 overall performance of the car – such as improved exhaust system, lowering springs and many others4. All these examples had the objective to show the companies’ drive to include the user by giving him a choice. By having all these options for personalization, the customer acts like a co-designer himself, and has the power to decide depending on his own taste how he wants the end product to look like before buying it. The phenomenon of product customization strengthens the relationship between manufacturers and users, because it allows the latter to identify themselves as part of the process. The sole fact that the users are able to buy a product with their own “signature” on it immediately brings it one step higher than the competition’s products. Model 2: Workshop with specialists Participatory Design Workshops are one of the most well-known examples for a successful user involvement model. They give the user a voice and challenge his creativity. Researches who use Participatory Design workshops believe that involving the people who will be using the end product or service makes for a better final result. The participatory activities most often include collaborative prototyping, card sorting, scenario and concept testing. Participatory processes have provided inspiration and input for many projects and deliverables, including websites, fashion projects, mobile application concepts, pharmacy services, sustainable events and services and many more. The areas, in which Participatory Design workshops are used the most are the built environment and more recently – in software, web development, and all other sorts of the digital industry. One of the examples, which became well known at the time it was presented to the mass public, is known under the name “Puma Mongolian BBQ”, conducted by the German shoe and sportswear company Puma (Fig. 12). It is a one-day Participatory Design workshop, involving 12 participants, with different backgrounds, coming from different countries, and having a diverse influence in the society – clothing designers, musicians, fashion editors, dancers, art designers and others. Since those people are representatives of a specific social group, namely the more artistic ones, they are considered specialists in that area. They were asked to design and assemble 2 unique shoes, using the various supplied fabrics and components. After the process of collaboration, they had the opportunity to launch the shoes to the public and to be judged by it. The winning shoe was produced in retail for the PUMA store. Another example for Participatory Design workshop, which is widely used, is when researchers seek to create a design for disabled people. This example illustrates 4 The type of parts available for personalization differ from model to model Page | 45 the need of collaboration between users and researchers, as it constitutes an enormous difficulty for the researcher to view the problem from the disabled person’s perspective. Naturally, the disabled people are “specialists” in that area, as nobody knows better what it is to be disabled than they do. Therefore, they could contribute with their ideas significantly, if they take part in the design process of a service or product, and their input is put into consideration. Personally, I have been a part of a Participatory Design workshop, conducted for young students with learning disabilities, when writing a project in 7th semester, called “Facilitating transportation - a Participatory Design project focused on young students with learning disabilities”. In this case, we organized a workshop with young students, having trouble taking the public transportation by themselves, and asked them about their problems and opinions, in order to create a smartphone application, facilitating their transportation process (Fig. 13). Their feedback was from an extreme value, because we learned a lot about their habits and problems from the discussion. The workshop also made it possible for us to see the way they interact with their smartphones, what kind of difficulties they have, and in which area we should put our focus more, when creating a prototype of the smartphone application. Figure 82: Puma Mongolian BBQ Participatory Design Workshop Page | 46 Figure 13: Participatory Design Workshop for young students with learning disabilities (Part of my 7th semester project) Model 3: “The LEGO-model” Lego users have a long tradition of innovation and sharing their innovations with one another — activities that the Internet has made much easier. As Lego managers became more aware of innovations by the company’s adult fans, the managers realized that at least some of the adult fans’ ideas would be interesting to the company’s core target market of children. In 2005, Lego created the Ambassador Program. This is a Lego community-based volunteer program, made up of representatives from Lego User Groups globally, made to provide a fast and direct way for the company and its fans to get into contact with one another. The Lego Ambassador Program has currently 100 members from over 30 different countries all over the world. Every 6 months, Lego User Groups can add, withdraw or change their representative to the Lego Ambassador program. With the Ambassador Program, Lego has opened up a channel for conversation with its biggest fans. The program has provided considerable value to both sides: For the Lego Group, the program has offered exposure to new ideas, new technologies and new business partnerships. The company has found ways to expand into new market areas without having to sustain long-term fixed costs. For the adult fans, collaborations have allowed them to influence Lego’s business decisions and encourage the company to develop products targeting teens and adults. In some cases, Lego has decided to back businesses that produce products related to its own. Lego made its official foray into the world of social media with Lego Click. Click is a collaborative website that encourages fans, artists, designers and inventors to share Page | 47 their own Lego creations. The site encourages users to share content, including photos and videos created with Lego, with friends. What the purpose of this website is, that it opens new channels for fans and is an innovative way to use the people’s opinions and creations with Lego, and simultaneously acts as an advertisement for the company. According to Jake Mckee, who works as a global community relations specialist in Lego (http://www.communityguy.com/), the company has never seen such tremendous success, as they have in the past few years, since they began taking advantage of their most valuable resource – their customers. They have received more coverage on the internet, through the circulation of Lego pictures and fan-made videos, and have also turned feedback into new products. They have begun selling more products geared towards adults, such as a $500, 5,000-piece Lego set, and an option for users to design and purchase their own original sets. Lego is becoming more and more popular, as customers, kids and adults alike, are embracing the company’s new outlook, and as Lego continues to embrace their fans from all ages. What could be used as an inference from this model is acknowledging the importance of having a conversation between the manufacturer and the customer – something that the model proves brings undeniable improvement of the overall experience. Nowadays with the enormous popularity of Social Media such as Facebook and Twitter, companies have the chance to easily communicate with their customers online, listen to their feedback and plan their future products and campaigns accordingly. That brings the company to a prospect of maximizing the brand’s potential and revenue. Model 4: Crowd-sourcing and crowd-funding The term crowd-sourcing first appeared in 2006, from the writer in “Wired”5 magazine Jeff Howe. It is the practice of obtaining needed services, ideas, or content by soliciting contributions from a large group of people and especially from the online community rather than from traditional employees or suppliers (Webster, 2014). The term is a combination of the words 'crowd' and 'outsourcing'. The idea is to take work and outsource it to a crowd of workers. Crowdsourcing is predominantly distributed problem solving. By distributing tasks to a large group of people, you are able to mine collective intelligence, assess quality and process work in parallel. Possibly the earliest example of crowdsourcing is the collection of words for the Oxford English Dictionary. In 1858, a group called the Philological Society contracted with over 800 volunteer readers to collect words from all available books and document 5 Wired is a magazine that reports on how emerging technologies affect culture, economy and politics Page | 48 their usages. Subsequently, the group solicited broader public input and received over six million submissions over the 70 years of the project. As another example of crowd-sourcing, in 1936, Toyota held a contest seeking a new logo design. The winning design from over 26,000 entries remained the company's corporate logo until 1989. In modern days, a crowd-sourcing project for a logo design receives between 50 and 300 entries of finished logo designs. By doing design this way, crowd-sourcing actually increases the quality and decreases the price, compared to online freelancing. As another example, revolving around modern technology – one of the most used web encyclopedias, namely Wikipedia, launched as a collaboratively written and edited online encyclopedia in January 2001. Free registration enabled anyone to submit or edit an entry. The multilingual site now hosts several million entries in English alone and studies have shown that Wikipedia is as accurate as traditional volumes like Britannica (Goodin, 2005). What is best when using crowd-sourcing is the ability to receive higher quality results, since there are many people, who are offering their best ideas. That leads the researcher to a substantial choice, as opposed to receive a design or an entry from a single provider. Another advantage for this method is the speed of delivery, which differentiates significantly from traditional methods. The term “Crowd-funding” is a term, which is gaining significant popularity recently. It involves asking a large crowd of people to donate money, in order to fund a project. Crowd-funding is mostly used by start-up companies, which have an innovative idea, but not enough means to provide support for it, as well as charity projects and researches, but also for another purposes – such as medical bills, volunteer trips, special events and others. This method of raising funds is particularly widespread, because it could be used as a web-platform, in order to reach to a large number of people. The input of the individuals from “the crowd” defines the outcome of the crowdfunded project. In some cases individuals can be in the role of a “donor”, when providing help on social projects, or act as contributors. The main motivation for participating in a crowd-funded project is social identification with the specific project, the feeling of being a part of the success of an initiative, or the desire for social participation. There are many platforms for crowd-funding projects, but according to the website crowdfunding.com, the 3 most well-known as of April 2014 are “GoFundMe”, “Kickstarter” and “Indiegogo” (Crowdfunding, 2014). Those platforms are the link between the “crowd” and the person, who created the fund project, and charge a fee for providing their services. The most successful crowd-funded campaigns managed to Page | 49 raise hundreds of millions of dollars, and include production of video games, smartphones, the “Pebble Smart Watch”, movies, gaming consoles and a space telescope (Crowdfunding blog - Most successful crowdfunding campaigns, 2014). The most beneficial feature of using a crowd-funded campaign is that if a project is appealing and well-formulated, it can raise the needed capital very quickly and become profitable and efficient. Another positive aspect of this model is the forum, where project initiators can engage with their audiences. Audience can engage in the production process by following progress through updates from the creators and sharing feedback via comment features on the project's crowd-funding page. Page | 50 Review of existing smart technology In this chapter I will present the capabilities of the current Samsung Galaxy Gear Smart Watch. This is done with the sole purpose of introducing the technology for the reader, and presenting its capabilities. Please note that a second-generation Galaxy Gear Smart Watch was introduced by Samsung, and it is expected to launch in late April 2014. Because of insufficient time and inability to test the product, it will not be a part of this investigation. What is the Samsung Galaxy Gear Smart Watch? The Samsung Galaxy Gear Smart Watch (Fig. 14) is the latest development on the smart watch market, created by Samsung. It was released on September 23, 2013. It is a second-screen companion to a Samsung branded smartphone or tablet, and features a 1.63 inch touchscreen display. The smart watch launched on the European market with a price tag of £299. Figure 94: A look at the Galaxy Gear, a companion to the Note3 smartphone. Source: http://www.samsung.com List of features and review of the technology Features and built-in apps: A 1.63 inch Super AMOLED touch screen display, with very good viewing angles Page | 51 Android operating system Bluetooth Low-energy connectivity, for a connection to the smartphone Configurable notifications (for SMS, E-mail, Social media messages) from the screen of the watch S-Voice (a voice recognition app, which lets you send a text message, call someone, check your schedule or find the weather forecast) Calendar app (displays the schedule for the day) Dialer and contact apps (allowing users to place calls from their watch) (Fig. 15) Figure 105: View at the Incoming call screen. Source: http://www.trustedreviews.com/samsung-galaxygear_Mobile-Phone-Accessory_review#tr-review-summary Weather forecast app Media Controller (allows the user to control the music player of his phone from the screen of the watch) Built-in 2 megapixel camera with video-recording (Fig. 16) Figure 116: Taking a picture with the Smart Watch. Source: http://www.trustedreviews.com/samsung-galaxygear_Mobile-Phone-Accessory_review#tr-review-summary 4GB of storage space 512 Mb memory Gallery (a photo gallery of pictures taken with the watch’s camera) Page | 52 Pedometer (a technology, which counts the steps you have walked) Timer and stopwatch apps Voice-memo app for recording voice memos Different types of watch faces, ability to customise the way the time is displayed on the screen of the watch Besides these apps, the user can install a few more using the companion phone. The most notable are: eBay (an app which displays notifications for various eBay events - e.g., auction ending soon, being outbid on an item) Evernote (a simplified version of the Windows application “Evernote”, which lets users store pictures or voice memos to their Evernote account) FBQuickview (a very minimalistic Facebook app) Glympse (a location-sharing app) My Fitness Pal (an app that helps you keep track of your caloric intake) Pocket (gives you access to the stories that you have previously saved) Vivino (an app which scans wine labels and provides additional information about the wine) Zite (a news reader app) The various apps for the smart watch are installed and managed through an application called Gear Manager, which runs on the companion smartphone. Here is the time to mention that the smartphones, which could be used with the Galaxy Gear smart watch are limited to just a few models, all produced by Samsung. Some of the other competitors on the smart watch scene are taking advantage of this fact, and are producing their watches with support to all Android-based smartphones. The Gear Manager app lets users install Gear apps, decide what apps get prioritized on the Gear screen and which apps can send notifications to the smart watch (Fig. 17) Page | 53 Figure 127: Look at the Gear Manager app Receiving a text message or an e-mail triggers a notification on the watch. Text messages are fully displayed on the screen of the watch, however, only a notification is shown on the display when an e-mail is received, and the user has to read the e-mail from his smartphone. (Fig. 18) Figure 138: E-mail notification on the Smart watch Other apps such as eBay, Facebook, and Glympse can also send notifications to the watch. The content available in these notifications varies in complexity; for instance, the Glympse notification gives access to a full map, however, the map is static: users cannot zoom in or move around it. (Fig. 19) Page | 54 Figure 1914: A look at the Glympse map app Gesture controls The smart watch has a touchscreen, but no keyboard. Which means inputting information happens with the help of the built-in camera, or by voice input. That tremendously restricts the use of applications, as well as their complexity and innovation. Because the screen is so small, there is less room for displaying information, as well as less room for interface widgets. This is why the smart watch replaces the interface controls with gestures. Swiping is the general way of navigating through the interface of the Galaxy Gear watch. I will now briefly explain how the gesture system in the smart watch works: (Fig. 20, 21 and 22) Swiping up takes the user back to the previous screen In many apps, swiping horizontally is the way to move to the next “page” The two-finger pinch to zoom can be used within the photo gallery Swiping down on the homescreen from the top edge provides quick access to the camera (this action is configurable from the Gear Manager app) Swiping up from the bottom edge on the homescreen takes the user to the phone app. Double tapping the power button (the only physical button on the watch) opens the voice app. Pressing and holding any screen with 2 fingers brings up the list of recent apps. Double tapping with 2 fingers on any screen shows a control panel displaying the battery status and the volume and brightness controls. Beside these touchscreen gestures, the Gear Watch can be woken up if you raise your arm. Page | 55 Figure 150: Swiping horizontally on the homescreen loops through the list of available apps Figure 161: The Settings app allows users to select the type of information which is displayed on the screen. Users can swipe horizontally between the various available options Figure 172: Double tapping displays the brightness and volume controls, as well as the battery and Bluetooth status Advantages and disadvantages of the watch As it is the first model into production in this area of products, the watch is still far from being perfect. It has many problems, some of them small, some of them rather big. There are advantages of using gestures in a technology such as the smart watch – they save a lot of screen space, and most of them come naturally and intuitively for the users (after a short learning-period). However, the gesture-control system is still a subject of improvements. Unfortunately, although there are only a few apps available for the Samsung Gear, some of these apps do not use the standard gestures in standard ways. For example, in the Pedometer app, swiping down from the top of the screen takes the user back to the previous screen. However, in the S-Voice app, this gesture doesn’t work; instead, users have to swipe horizontally on the left edge to navigate back. This without a doubt shows a lack of perseverance and consistency in the area of user interface, and could lead to confusion from the users. Also, the S-voice app, which allows the users to use voice command to control the watch, is far from the saving time option, which was originally intended to be. In most cases, it does not recognise the given commands or takes too long to execute them. Also, the apps, which are available for the Galaxy Gear watch, are under 100. Page | 56 Most of them do not provide a quality experience for the user, or just do not work properly. Another negative aspect is the battery life. The watch needs to be charged every night, due to the constant Bluetooth connection between the watch and the companion phone. However, it only needs one hour to be recharged completely. On a positive note, there are a few aspects, in which the watch shows its strong sides. The fitness tracker, for instance, with the integrated accelerometer and gyrosensor help the user track his steps or sport progress. The information is synchronised with the Fitness app on the companion phone, and the user is able to see his results, progress charts and he can also set his personal goals. Another advantage is the camera, whose quality could be compared to a modern-day smartphone’s front-facing camera. It also records video at 30 frames per second in 720p HD resolution. With the built-in 4GB memory, there is storage for many photos and videos. Having said that, the results of the critic reviews, shown earlier, speak for themselves. There is a room for improvement, which is why I find a user involving participatory workshop to be an adequate solution of the problem. Page | 57 Page | 58 Smart Watch Workshop In this section, I will demonstrate one of the methods to involve users into the design process of a product. By doing so, I will give an example from the real life of one of the most-used models of innovating through users – Participatory Design. Furthermore, I will present the type of workshop that I chose to conduct, the way it proceeded, and the results from it. This will be followed by analysis of the results, as well as a discussion about the future of the technology and the contribution of the users in the design process. Overview For this workshop, I chose to conduct a Future Workshop. It is a technique, developed by Robert Junkg in the 1970’s, which permits a group of people to interact with each other, in order to contribute with ideas and suggestions for solving a certain problem. It allows critique, team work, learning, democracy and empowerment (Vidal, 2006). I chose this type of workshop because I believe it is aligned with the necessary steps, which need to be taken, when it comes to improving an existing technology, such as the Smart Watch. I took the role of a company, and invited users, who can share their unbiased opinion about what could be improved in the product in question. This particular workshop was made with the intentions of having a flowing discussion and to collaborate together, in order to reach new ideas and suggestions. The freedom, which this workshop gives, is also one of the factors for choosing it, since it allows the facilitator to communicate with the users and to encourage them express their thoughts, therefore allowing a closure of the gap between the 2 parties. The workshop concluded with short personal interviews with each of the participants, in order to receive their final opinion on the technology in question, as well as their thoughts on user-involvement during the design process. Participants 6 participants with different backgrounds were invited to engage in a Future Workshop (Fig.23). I tried to select various people with different age, social activities, life and country of origin. Among them, there are students and workers from different European countries – Bulgaria, Lithuania, Italy, Romania and Spain, with their age varying from 20 to 35 years old. This variety of age, cultures and beliefs ensures many different points of view, which was my ideal goal, because it is a good base for a rich discussion. The participants were all very eager to contribute with their thoughts and ideas for a better collaboration between users and manufacturers and a better end product. Page | 59 Future workshop stages Originally, the Future Workshop is defined by 3 main stages, which I am going to describe in the following section. The main stages are called “Critique”, “Fantasy” and “Implementation”, but there are also 2 secondary stages - “preparation” and “follow-up” (Jungk, 1987). Figure 183: The participants of the Future Workshop pose with the Galaxy Gear watch Preparation In this stage, I, as workshop facilitator, started a casual presentation about the technologies around us, and more precise, about the wearable technologies. Then I proceeded with an introduction about the Smart Watches, and their capabilities. I ensured every participant had a clear idea about the goal of the workshop and what their role was in it, as well as their knowledge about the technology in question. Most of them have already had experience with different Smart watches (other than Galaxy Gear), and also one of them was the owner of the Galaxy Gear watch. During the preparation stage, the participants had the opportunity to watch a 3-minute long “handson” clip about the capabilities of the watch. Right after it, the actual watch was demonstrated to each of them, performing some simple tasks. All of these tasks were organized into 3 different groups of scenarios, which are the foundation of what the watch is mostly used for. They had the opportunity to test the watch in those scenarios for themselves, and navigate through the user-interface. Scenario 1 Scenario 1 was to use the watch, in order to read a message on it. There were 2 messages sent to the watch – an E-mail, and a regular SMS message. Page | 60 Scenario 2 The second plot was to use the watch’s voice commands, in order to initialize an app. Also, another part of the scenario was to call somebody from the watch itself. Scenario 3 The last scenario was to take a picture and a video with the built-in camera. Stage 1 – Critique This stage is characterized by discussing and investigating the problem. The objective is to reach a mutual understanding about the theme and what the issue is (Vidal, 2006). Normally, the problem is formulated within the first couple of minutes of discussion, then comes the brainstorming process, which allows the participants to write down all their mental pictures about what is connected to this theme. After a couple of minutes of brainstorming, all the writings are collected and through discussion and mutual agreement, they are put into different groups (Fig.24 & 25). Figure 194: Brainstorming process Page | 61 Figure 205: Discussion and brainstorming Those are the main groups, which will serve as “problem themes”. During the first stage, the main problem themes which the participants fabricated were: Comfort Usability Appearance Camera capabilities I will begin by explain the critique, which came after the execution of the 3 scenarios, followed by other problems, which the users found relevant from the themes above. In scenario 1, the users did not know that they are not able to read the e-mail message straight from the screen of the watch, and they had to go to the smartphone’s screen in order to read the e-mail content. They were disappointed, saying “It seems pointless to just receive a notification on your watch, without being able to see what it is.” The other message was a regular SMS message, which was received as it should, but the participants were unhappy about the reply possibilities, which consist only of pre-set templates for quick answers, such as “I will call you back” , “I’m in a meeting”, “I’ll be there in 10 minutes” and few others, and no other personal messaging capabilities are provided (such as responding to the message by yourself, with a keyboard). Both those problems are listed under the “usability” group. Page | 62 In the second scenario, which constituted of launching an application via voice commands and calling a person from the watch, the users found many flaws in the operating system of the watch. First of all, even the owner of the watch, who has a lot of experience with it, encountered some difficulties to launch an application via voice commands, as first he had trouble finding the way voice commands are launched. After a few minutes of going through the user-interface, he finally did it – but with no luck, since the voice recognition did not work. He tried with a couple of different commands, all of which failed. It seemed the S-voice application, which is responsible for the voice recognition was not responding, and we had to restart the watch in order to successfully manage to launch an application from the watch. The other part of the scenario was to call a person from the watch. This worked fine, but the owner of the Galaxy Gear mentioned that he is having a problem with the synchronisation between the smartphone and the watch, when adding a new number to the contact list. In case the person wants to call a number which was just added to the phonebook of the smartphone, straight from the watch, he cannot, because it takes a lot of time for the watch to synchronise the new contacts from the phone to the Galaxy Gear. This caused a bit of confusion among the participants, which were unable to understand why this happens, since every other type of data between the watch and the phone is synchronised immediately. In the third scenario, the users pointed out as weaknesses the ability of the watch to only record a 15-second video clip, and also the low-resolution of the display, which does not allow to fully enjoy the video. Another weakness which was identified was the poor quality of the photos. In a medium-illuminated environment, the watch seemed to struggle to take a decent photograph. Those flaws go into the “Camera capabilities” group of problems. As part of the “Comfort” theme, the participants were able to distinguish a couple of problems. Since a large part of the comfort of using the watch comes during driving, when the customer is able to use it as a “hands-free” device, it is unclear why both the speaker and the microphone of the watch are placed on its bottom, near the wristband buckle. This makes the process of talking through the watch very uncomfortable, as the user has to twist his arm upside-down, in order to hear what the other person says, and also – in order to be close to the microphone when speaking. As another usability issue, it was mentioned from the participants that they feel the watch is too dependent of the phone, as it requires it for a lot of actions, and the autonomous capabilities of the watch are very limited. Lastly, there were identified some issues in the “Appearance” group. The participants mentioned that they do not find the watch particularly good-looking. They expressed their concerns that If a person is going to use this watch as a “personal assistant” (as it is intended to be used), they would like to have the ability to change the Page | 63 wrist straps of the watch, depending on their own taste. Another aspect, which they found valuable, was that there is no female-version for the watch, and since this one is quite heavy and big, it eliminates almost all of the women, who would use such a product. Those were the main problems, which the participants were able to formulate after their contact with the smart watch. I will now elaborate more on the next phase – which is the Fantasy stage. Stage 2 – Fantasy The goal of this stage is to make the participants use their imagination and propose constraints-free suggestions, without having to think about the possibility of their successful execution. It is proven that what seems rather unrealistic today, could very well be possible within the range of few years, due to the change of the economic, social or political environment (Vidal, 2006). This stage provokes a positive discussion and flowing ideas. During this stage, it is recommended that the critique and the problems are inverted into positive statements, by using utopian wishes and having an affirmative attitude towards them. Central question during the fantasy stage is “What would we do, if there were no constraints for our wishes?”. The recommended techniques during this stage of the Future Workshop are group discussions, sketching, categorization, ranking and brainwriting. Brainwriting is a group creativity technique, based on the concept of brainstorming. In this technique, the quantity of ideas is more important than their quality. By trying to turn the critique into positive statements and ideas, the participants are thinking about the possible solutions of the problems and therefore, are more creative. Lastly, the facilitator’s role is to process the proposed ideas, and structure them, in order to have a better overview on the various suggestions (Vidal, 2006). In this stage, the users were able to shift their focus from the problems and think about the ideal solutions for them, as well as propose new features, which would improve the overall experience with the Galaxy Gear watch. During the Fantasy Workshop, the participants were very active in the discussion and they came up with various ideas, applicable in different areas of the development of the watch. Some of them affect the usability of the watch, making it easier to interact with and also more utilizable, some are related to expanding its functionality, and some are connected to the physical appearance of the watch. I will now describe the participant’s ideas and the reasons behind them. The first idea, which the users were able to come up with, was about the selfsustaining ability of the watch. This means less subordination to the main smartphone, and potential for developing more applications, that run seamlessly even when the smartphone is not within the bluetooth range. One of the proposals for such application Page | 64 was the media player, combined with the internal watch memory, and bluetooth headphones. The user who proposed it said: “I don’t understand why the phone should be connected to the watch at all times, in order to play music. Why not just listen to your music straight from the internal memory, but also being able to connect to the watch your Bluetooth wireless headphones, for example? That way you can go running in the park with just your headphones on your head and the watch on your wrist, without the necessity to carry the huge phone in your pocket.” Some users even went into deeper thoughts about the watch’s independence from the main smartphone, and offered that it has its own slot for a SIM-card, so the user can choose which device he wants to use, depending on his schedule and needs. The aforementioned proposal was also supported with the idea of expanding the internal memory of the watch, so there can be more space for music files, videos and pictures taken by the camera. The idea about memory expansion was divided by two different opinions – support for memory expansion by memory card, or simply a bigger internal memory. The participants were very clear that at this stage, the built-in 4GB storage is not enough. The camera was another one of the aspects, which need to be improved, according to our participants. They found the photos and the videos, taken with the watch’s camera not good enough, so they offered an improved camera, which the user can use during extreme sports for example, similar to the GoPro video camera. Moreover, since the pictures that were taken during the demonstration of the watch were too dark, the users proposed a flash to be incorporated next to the camera lens of the watch. The conversation about photo and video quality brought us to the topic of the screen resolution, which was then suggested to be increased, in order to be reached a higher pixel density and PPI6, leading to a better-looking display. As we continued talking about the utopian features, which would exist on the improved Galaxy Gear, we reached the topic of water-resistance and water durability. The watch manages to work very well during rain for example, but is incapable to be used during a more severe damping in water. Therefore it was proposed for the smart watch to be fully waterproof, in order to escape the probability of drink spillage complications or even reach the possibility to go swimming with it in the pool or in the sea. Additionally, the participants of the Fantasy Workshop were unhappy with the number of available additional applications for the smart watch (which are around 100), so that led them to the suggestion to organize a competition for developers all over the 6 PPI – Pixels per inch. Used as a measurement of the pixel density (resolution) of devices. The higher the PPI, the better the screen looks for the human eye Page | 65 world, for most innovative smart application, with highest chance of becoming the next big, popular app for the Galaxy Gear. According to them, this would bring the attention of many more developers to the Smart Watch scene, therefore allowing more creative solutions to appear in the near future. Another proposal for improvement of an existing feature was the voice recognition. Since the built-in “S-voice” application did not work properly during the demonstration of the watch, and is also criticized by the online community, the participants offered to include the increasingly-popular Google Now feature into the watch. Google Now is an intelligent personal assistant, which provides the user with useful information, recommendations, answers questions and redirects to webpages. Google Now was named as the “Innovation of the year” for 2012 (Reed, 2012), and the participants thought it would be beneficial to be included in the watch, as an improved personal voice assistant. The discussions about the voice recognition and voice commands led the talk to another usability improvement, related to the voice – the speakers and the microphone. In the previous stage, the users discovered that the microphone and the speakers are placed under the dial, where the user straps the watch to his wrist (Fig26). This fact contributes to poor speaker volume, especially in a medium-loud environment. In order to improve the hearing from the speakers, the users proposed a displacement of the speaker and the microphone to the watch’s front side, which would possibly contribute to more comfort when using the device as a “hands-free” while talking. Figure 216: Current position of the microphone and speaker of the Galaxy Gear. Source: http://techmoblog.com This is especially valid during driving process, because it limits the arm-twisting, therefore it requires less movement from the driver, and less distraction from the road. Page | 66 When talking about the functionality of the watch, a big part of its success is expected to come due to its fitness tracker application. People are getting more and more conscious about their activity, and being able to track it constantly is beneficial. Therefore the users proposed an improved version of the Fitness application, which not only counts the steps and calories, but also provides social media integration, useful information such as user maps (showing the area in which the user has been doing sports), pace chart, combined with a voice assistant, who gives audio feedback about your metrics, as well as instructions during the sport activities. Lastly, our discussion led us to the physical appearance of the watch, and its appeal for the women. As it was stated in the previous stage, right now the watch does not look particularly appealing, especially for the female audience. Because of that, the participants came up with the idea of producing a female version of the watch with different design, which would be generally dissimilar (by appearance) from the male version – it would be more fashionable, not as big as the regular version, and will have interchangeable straps, providing more variety for the female customers. After this discussion, we continued to the next stage, namely Implementation phase. Stage 3 – Implementation In this stage, the proposed solutions for product improvement are seen in a more realistic light, allowing the users to reflect on the possible features, which could be implemented (Vidal, 2006). The goal of this stage is to transform the ideas into realistic solutions and outline how they can be realized. The suggested activities within this stage are group presentations, discussions (negotiations), planning the resources, as well as the time. First, all the ideas are further discussed, in order to assess the probability of their successful implementation. In case the ideas are too many, a selection of the most important ones is made. After this process, the next step is to additionally investigate more information about the outside factors, such as political, social, economic and technical environment and their impact on the product, and then proceed by preparing an action plan. This supplementary knowledge is added to the further evaluation of how realistic and probable is the implementation of a given project (Vidal, 2006). During the workshop, we did not analyze the outside factors and we did not develop an action plan, as I figured this would be out of the participants’ competences, as well as mine, so I preferred to simply follow the natural flow of the discussion and allow myself to break the pre-defined workshop structure, as I believe a non-productive analysis would not benefit in any way for the project. Page | 67 During this stage of the workshop, we discussed further the proposed ideas, and we reached a mutual agreement on which ideas should be incorporated into our improved design proposal. Most of the features from the Fantasy phase and Implementation phase overlap, which should not be a surprise, since in my opinion, most of them are achievable in the near future. Below, I am providing a short list of the features, which the participants in the Fantasy Workshop agreed are the most important to be incorporated or improved: Improved watch independence, allowing seamless functionality for many applications, even when the user is not within the bluetooth range of the smartphone Larger internal memory, including a slot for a memory card Google-Now implementation Displacement of the microphone and speaker to the front of the device Improvement of the fitness app Better lens for the camera, allowing taking better pictures and videos Flash for the camera Larger number of applications available for the watch We reached to the conclusion that if the watch possesses those characteristics, it would be without a doubt a lot more appealing for the general public, therefore reaching more sales and more popularity among the global audience. The follow-up phase This is the final stage of the Fantasy Workshop, and it consists of a report, which contains the complete set of ideas, visions and objectives produced by the participants, as well as an evaluation of each participant and his experience for the workshop (Vidal, 2006). In this stage, I decided to again break the frame of the typical Fantasy Workshop, and rather finish it up by having a quick personal interview with each of the participants, in order to generate an idea about their thoughts for the workshop as a whole. I chose to ask a couple of questions about the smart watch technology, as well as a few for the Participatory way of working. With the answers of those questions, I sought to acquire the user’s final thoughts about their involvement process. The questions, which I asked each of the participants at the end of the workshop, were: “Do you find this technology innovative? How do you think it will develop in the future? Would you use a smart watch?” Page | 68 “How do you specify the experience of participating in the design process? At what level do you think the user’s opinion matter for the final product? What do you think about companies, who use the customer’s input in their products?” Analysis of the respondents’ answers The replies to the first questions were very similar, as all the users shared their points of view of the smart technology being highly innovative. Some were a bit doubtful about the future of the technology, stating: “The technology is innovative and I think it would be mostly used by businessmen who need to be constantly in contact, however, I do not think it is quite relevant in everyday life.” “It is without a doubt innovative, and I think people who are more into technologies would be strongly interested. Maybe in the beginning more people would be doubtful, the same thing happened with the smartphones some years ago, but in the end I think many people will possess smart watches. I think it’s a good idea, especially if you have a phone with a large-screen, which makes the watch easier to use.” These answers clearly show that the respondents believe that the technology is still not widespread, nor has it reached its peak, and the target audience is still mostly people, who are strongly interested in technologies. That poses the question “What needs to be done, in order for this technology to reach a global audience, and not remain strictly demographic?”. As the development is still in its early stages, the ground is yet to be explored and investigated completely. Surely, the future of this technology is promising, in case the manufacturers take into consideration the people’s input and use it in order to ameliorate their inventions. As for the last question of the 1st part, “Would you use a smart watch?”, the results were quite interesting. Some of the users were fascinated by the technology and without a doubt wanted to test it for longer periods, others were not impressed at all, because they did not see anything new that the watch offers, and the rest were affirmative they would like to try the Smart watch, but in case it meets some conditions: “Yes, I would use a smart watch, and I’m following closely the smart-watch area, because I’m very interested in it. I’m even considering buying the new Galaxy Gear 2 soon.” Page | 69 “No, I wouldn’t use it because it’s too big and too dependent on the phone, which is connected to it. I think I would get confused by the technology, and for now I prefer to use only my smartphone.” “I’m not quite interested in using a smart watch at the moment, however maybe if there are more sport apps, I would use it, otherwise I find the smartphone is enough.” Once again, the overall results from the question, regarding the technology, show that the users are still quite confused about the smart watch usage, and their decision about operating with the smart watch depends on its future development, and implementation of more features and improvements of the current ones. Out of all 6 participants, only 2 had a definite “Yes” or “No” answer, the rest were wondering and said there is a possibility for them to use the watch, in case it meets their conditions and needs (Fig.27). Most of them said that the reason they would not use it now, but in the future instead, is that currently the watch is not developed enough, too dependent of the phone, and it does not provide sufficient advantages, which are not present in the smartphone technology at the moment. This brings us to another interesting reflection, namely “What should the watch do differently than the smartphone, in order to provoke the customers to use it?”. Would you use a smart watch? Yes (1) No (1) Probably, depending on some conditions (4) Figure 227: A chart, showing the participants responses about using a smart watch As for the second part of questions, regarding the user involvement in the design process, the participants were very clear about their opinions. Their answers pointed in the direction that they think their feedback should matter in the design process. All of them thought that when it comes to improving a product, which is still new to the public, the participatory approach is the right way to go. Page | 70 “It’s a good way to improve the product’s quality and make the product more oriented towards the people’s needs.” “I think utilizing the users’ opinions on different matters is a step in the right direction, because customer’s input is important in any product development. Besides, the end product has to meet the customer’s demands in order to be successful, so it’s definitely beneficial.” “I personally believe that including the user and asking for his opinion is a very successful way of working. In this way, the customers can identify both the strengths and weaknesses of a product and the manufacturers can benefit from that when it comes to improving the concept and the quality of the product.” Page | 71 Page | 72 Conclusion All the data and reflections from the previous chapters bring us to the final chapter of this thesis – the conclusion. This is the place where I would like to refine and clarify what are the common points and resemblances of the three practices, but also to discuss what is it that stands out between them. This thesis had as a goal to understand user involvement in its many variations, and to provide a better comprehensive and nuanced understanding of these differences, as well as the reasons for user inclusion in the design process. As I have a keen interest in the way the users participate in the creation of new products or services, I initiated this project by asking myself how these three approaches for user involvement differ one from another. Participatory Design is the user involvement approach, which creates the connection between designers and users, as it values the collaborative aspect of the communication process and serves as a link between users and researchers, allowing both parties to exchange their knowledge and experience in their area of expertise, in order to create a useful end product or service. This practice focuses on providing the user with a voice, which is why its main value is the mutual understanding between user and researcher and their ability to learn from each other, by having a discussion, conducted in such a language, in which both sides feel comfortable. Additionally, what is believed to be one of the strongest characteristics of PD is the ability to catch the participant’s tacit knowledge, and having the ability to provoke his creativity and participation. It relies on methods and techniques such as observations, interviews, workshops, and provokes the users’ participation not only through discussions and team collaboration, but also by allowing them to use mock-ups and prototypes. User-driven innovation refers to a practice, in which the users are considered as a resource in the innovation process. This practice relies on tapping the users’ hidden knowledge, which they are not aware they possess, in order to achieve the stage of creating an innovation. In its various forms and phases, the users contribute to the design process by testing products and providing their feedback, making sure that response about a specific product is the same as the one the manufacturer intended or by being actively involved in the design process, by creating innovative products as “expert users”. All this is achieved by multiple ways of collecting data, such as observations, interviews, expert-user collaboration or other types of techniques, such as provotypes, cultural probes, experience prototyping and props. In this practice, it is also common to have users, developing for users, as they realize their needs are not being satisfied by the manufacturers, therefore they develop their product themselves. Open- Page | 73 source products are also a part of this approach, making it widely popular among regular users, which have knowledge that they would like to share and benefit from. Co-creation focuses on creating a product with the user, rather than creating for the user. The key aspect of co-creation is to create a collaborative environment, in which the users and the designers can work together and exchange ideas and knowledge. This could be done by many ways, but the most widespread is by creating a co-creation platform, which will take the role of a place, where the stakeholders can engage with the customers. There are a few principles, which are in the root of cocreation: to inspire participation, to select the best team possible, to allow creative environment, to share results, and to continue development. Crowd-sourcing, which is one of the most well-known models for manufacturing innovative products, is a typical example for co-creation. In this tradition, different users from different contexts collaborate together. What is more valued within Co-creation is not the user context, but his personal knowledge, ideas and ability to communicate with others. This practice relies mostly on verbal or written types of mutual communication, in order to achieve its results. My research led me to believe that there are 4 major models for user involvement, which act as a foundation of the whole user inclusion practice. Those are Product customization, Workshops with specialists, “The Lego model”, and crowdsourcing and crowd-funding. Even though they are all representing user involvement, they also constitute different parts of the process, with different approaches to the users, and with different end goals. For example, customizing a product, before buying it, differs significantly from being a part of the design process of product creation, and actively participating by giving ideas or suggestions. Therefore, it is important to underline the variations, which all the models possess, and also to understand each of them, in order to reach a more general knowledge about the new ways of user inclusion. Furthermore, the research had me become aware that the three studied practices of user involvement – Participatory Design, User-driven Innovation and Cocreation, are strongly connected one to another, by sharing similar characteristics, and in some cases – sharing the same values. All three of the user involvement approaches, studied in this project, put the user to the fore and provide him with the opportunity to express his insights. Each of them possesses many of the characteristics of the other two, and in some occasions, it is difficult to set a strict line of difference between them. In the modern days, the limits of those approaches are indistinct – their field of use and the methods and techniques for gathering valuable data are becoming less and less strict, and allow mutual interrelationship between all of the three. What I mean by that is that the approaches do not replace each other, but they rather supplement each other. In order to broaden the perspectives on how to include the user in the design process, Page | 74 the three approaches are starting to “borrow” some of their characteristics or specific traits from the others, which actually means that they are building on features from different traditions. That leaves the researchers with more freedom and a bigger sense of “openness” during their work with users, as different features of the practices might be relevant in different situations. At the same time, I am aware that the borders are overlapping and some of the researchers I refer to in this thesis are not necessarily interested in these differences. When applied in a real-life scenario, the limits of the approaches are not as distinct, and allow more freedom for the researchers. The contribution of the aforementioned practices is significant, as the development of projects, aided by or run by users, increased dramatically in the past years. As stated earlier, most of the biggest companies in the world today are heavily relying on users, in order to retain a high level of user satisfaction for their products or services. It is very clear to see that some of the methods and techniques, which those approaches use, represent an old way to include users in the design process of a product or a service. Some of the techniques, which lie in the foundation of those approaches, were used in the 70’s and 80’s in the past century, but are still applicable today. This can only show that the idea of user involvement has been around for many years. Nevertheless, it is important to state that even though those practices have their similar approaches to user involvement, they also have their distinctive goals and purposes for user inclusion, which make them unique. Participatory Design aims to include the users in the design process, by tapping their tacit knowledge and learn from them. At the same time, User-driven Innovation also seeks to include the users, but it counts on expert users, which will bring innovative solutions to the enterprise. It also counts significantly on products “for users from users”. Additionally, it could be said that Co-creation shares equal powers between users and researchers, by making the former co-inventors of the product, and allowing them to have a significant impact on its development and after-development process. This goes to show that even though the three approaches share many similarities, they also possess unique characteristics, which make them exclusive. With that being said, I believe one of the conclusions, which could be drawn based on this research, is that there are many different reasons for including users, but the main focus has switched over the time – from providing the users with a voice, which they did not have before, to the phase of letting them participate, not only for an improvement of the product or service in question, but also in order to reach a higher level of company’s publicity and as a better marketing strategy. It could be argued substantially about the reasons behind user involvement in modern technology, as it offers many diverse points of view, but I believe this goes beyond the scope of this thesis, and therefore I will not elaborate more on it. Page | 75 In addition to the theoretical foundation of the project, the findings from the Future workshop showed that when given the opportunity to do so, users are able to distinguish the weaknesses of a product, and quickly propose ways for improving it, even if they are not familiar in depth with all its features and capabilities. The workshop proved that it represents a successful way of mutual communication between researchers and users, and provided valuable information for the type of input, that is expected from the participants. It could be argued that one of the limitations of this thesis is that perhaps the division between the three approaches of user involvement is artificial, in a way, because of the fact that they do not differ significantly. However, I could of course argue, that exploring each of them deeper have given me the opportunity to have a more comprehensive understanding of user involvement, which could very well serve as a foundation for discussing the new ways of user inclusion. Another aspect, which could be seen as a limitation for the project is that the research represents a “desk study”. The restraint consists of relying strongly on theoretical prospects, rather than counting on gathering data from the outside world. It could be seen as a shortcoming, that the research of the user involvement models has not been developed enough, by being backed up with facts and statistics, acquired from field studies. Doing more empirical work on modern models of user inclusion could have perhaps added to a deeper understanding of how user involvement takes place. 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In English - I participate, you participate, he participates, we participate, you participate, they profit ................................................. 10 Figure 2: Critic Reviews of the Samsung Galaxy Gear Watch. .................................... 15 Figure 3: User Reviews of the Samsung Galaxy Gear Watch. ...................................... 16 Figure 4: Arnstein's Ladder of Citizen Participation from 1969 ...................................... 20 Figure 6: Sources of innovation ..................................................................................... 29 Figure 7: Distribution of the forms of user-driven innovation. ........................................ 32 Figure 8: A look at the Innovation Wheel’s steps .......................................................... 33 Figure 9: Illustration of the differences between classical designing and the main idea, standing behind Co-creation: collaboration and exchanging creative ideas .................. 37 Figure 10: Visual on the 5 principles of co-creation. ...................................................... 39 Figure 11: The 4 types of co-creation. ........................................................................... 40 Figure 12: A look at the Adidas' Personalization System .............................................. 44 Figure 13: Puma Mongolian BBQ Participatory Design Workshop ................................ 46 Figure 14: Participatory Design Workshop for young students with learning disabilities 47 Figure 15: A look at the Galaxy Gear, a companion to the Note3 smartphone. ............ 51 Figure 16: View at the Incoming call screen. ................................................................. 52 Figure 17: Taking a picture with the Smart Watch. ........................................................ 52 Figure 18: Look at the Gear Manager app .................................................................... 54 Figure 19: E-mail notification on the Smart watch ......................................................... 54 Figure 20: A look at the Glympse map app ................................................................... 55 Figure 21: Swiping horizontally on the homescreen loops through the list of available apps .............................................................................................................................. 56 Figure 22: The Settings app allows users to select the type of information which is displayed on the screen. Users can swipe horizontally between the various available options........................................................................................................................... 56 Figure 23: Double tapping displays the brightness and volume controls, as well as the battery and Bluetooth status.......................................................................................... 56 Figure 24: The participants of the Future Workshop pose with the Galaxy Gear watch 60 Figure 25: Brainstorming process ................................................................................. 61 Figure 26: Discussion and brainstorming ...................................................................... 62 Figure 27: Current position of the microphone and speaker of the Galaxy Gear. .......... 66 Figure 28: A chart, showing the participants responses about using a smart watch ..... 70 Page | 81 Page | 82