An increasing number of corporations engage with users in co-innovation of products and services. But there are a number of competing perspectives on how best to integrate these understandings into existing corporate innovation development processes. This paper maps out three of the dominant approaches, compares them in terms of goals, methods and basic philosophy, and shows how they may beneficially enrich one another. We will present an industrial innovation case that has been instrumental to the development of what we have termed "Participatory Innovation". Based on this, we will list the challenges such an approach sets to innovation management, and discuss research directions of what we see as fundamental to the development of the field of user-driven innovation.
Our current understanding of human interaction with hybrid or augmented environments is very limited. Here we focus on 'tangible interaction', denoting systems that rely on embodied interaction, tangible manipulation, physical representation of data, and embeddedness in real space. This synthesis of prior 'tangible' definitions enables us to address a larger design space and to integrate approaches from different disciplines. We introduce a framework that focuses on the interweaving of the material/physical and the social, contributes to understanding the (social) user experience of tangible interaction, and provides concepts and perspectives for considering the social aspects of tangible interaction. This understanding lays the ground for evolving knowledge on collaboration-sensitive tangible interaction design. Lastly, we analyze three case studies, using the framework, thereby illustrating the concepts and demonstrating their utility as analytical tools.
The "design collaboratorium" is a new usability practice that has been developed in an action research project between three industrial usability labs and a university. The design collaboratorium has been developed as a reaction to the failing capabilities of classical usability methods to cope with ubiquitous technologies. It has borrowed elements from participatory design and developed them further to become useful in large-scale industrial development organizations. The design collaboratorium will be presented through examples from a joint project: a vision project concerning wastewater treatment technology. In light of the case, we will discuss the philosophy underlying the design collaboratorium in further detail: the collaboration between active participants, the role of design artifacts, and the room as a meeting ground. Finally we lay out the working method and propose directions for future usability competencies.
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