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Collaborative and Industrial

Design MA Programme

Experience-
Driven
Design
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Experience-driven Design
Collaborative and Industrial Design MA Programme
School of Arts, Design and Architecture
Aalto University

Editor
D. Brad Mullen

Task

Instructors
blah blah

Design Team
blah blah who
blah
blah
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asdfas
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Virpi Roto Yichen Lu Severi Uusitalo Andreas Lucero


Research Fellow Researcher/ Doctoral Candidate Lecturer Lecturer
virpi.roto@aalto.fi yichen.lu@aalto.fi severi.uusitalo@aalto.fi andreas.lucero@aalto.fi
+358 50 592 4031 +358 50 436 7566 +358 50 486 7476 +358 50 330 2909

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Contents
04 INTRODUCTION
06 THE COURSE
08 HOW
PROJECTS
10 ABB
12 ERICSSON
14 FASTEMS
16 KONECRANES 1
18 KONECRANES 2
20 ROLLS-ROYCE MARINE
22 CLIENT COMMENTS
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Introduction
This brochure reports the results from Masters level Experience-driven
Design course that ran in winter 2017. Teams of students worked on com-
pany cases for 7 weeks with the goal of designing for experiences for target
user groups and various other stakeholders.

User Experience (UX)


User experience is an increasingly popular buzzword, which is often used
as a synonym for user interface, usability, or any user-related activity. During
this course, we understood user experience as how a person feels about a
design. We not only remove frustration but design for meaningful, positive
experiences.

Experience-driven Design (XD)


With the Experience-driven Design approach, experience goals drive design.
There are 5 possible starting points for setting experience goals: empathy,
theory, technology, brand, and vision. We practice XD approach in two ways:
in user interface design (applicable for the company) and in new concept
design (radical improvement in experience).

Company Partners
The design assignments come from company partners, so the course is a
good opportunity for students to learn to work for clients. Several students
have been hired by the client companies after the course and the course
projects have generated various kinds of impact in companies.

Virpi Roto
Responsible Teacher of Experience-driven Design Course 2017

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The Course 2017
Methods &
Activities Techniques
Background Research
Lectures
Interviews
Design Office Visit
Observations
Individual Readings
Experience Goals
Group Reading Discussions
Prototyping
Class Discussion Sessions
UX Evaluation Methods
Company Assignments
Team Tutoring Sessions
Weekly Teamwork Reports
Final Reports
Core Concepts
User Experience (UX)
Customer Experience (CX)
Brand Experience (BX)
Interaction Design

Company
Collaboration
The Course
Teamwork Assignment
Company visits Period IV 7 Weeks 10cr or 5cr
Expert Interviews 6 Company Teams
Legal Agreement 28 students from Arts and other schools

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How?
The 10cr course consisted of lectures, individual
readings, teamwork and team tutoring sessions,
teamwork diary, and final reporting. The most
intensive task for the students was the teamwork
around the company assignment. Each company
case was different, but the common phases
during the work included understanding the target
context and stakeholders, setting experience goals
for the design, transforming the goals to design ideas,
representing the ideas via a concept description or
a functional prototype, and evaluating the design
against the experience goals. To be able to accomplish
all of this within seven weeks, fulltime commitment was
expected from the students.

Field Experience Concept Concept Final


Studies Goals Generation Evaluation Concept

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Task
Redefining the Experience of the Drives Commissioning
Tool and the ABB Development Process

Design Team
D. Brad Mullen, Mathijs Provoost and Andreas Sode

Our team of students was excited to work on a pro- conducted this research primarily through secondary
ject that placed an emphasis on the user experience rath- research and user interviews. We explored the relation-
er than technology. We were particularly drawn to this ship between The Field and The Factory within the ABB
project because it offered the ability to conduct extensive Drives organisation. The polarisation between these
user research from various individuals in a large variety of departments influenced our direction.
contexts and that the project offered an interesting case In analysing the research we identified the diversity of
that required extensive improvements. the users and user needs of the drives commissioning tool
Our teams initial approach to this project was to and created personas and user journeys to understand
conduct a broad research enquiry about field engineers, these needs. After creating key insights in understanding
including their motivations and desires as well as the the users, we established our experience goals. We used
drive commissioning tool itself. Our team then completed these experience goals to develop our two concepts.
benchmarking with other competitors programs. We After learning about the field engineers experiential

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relationships to their work and the tools that they utilise, Our teams applicable concept is called Drive Suite:
our team proposed three main experience goals, three Upgrading the Navigation and Linking the Community it
minor supporting experience goals and two solutions. The is an experiential redesign of the interface, navigation and
proposed experience goals include challenge, competence Q&A features for the drives commissioning software used
and fellowship, which lead our team towards the pro- by field engineers. We created this concept to facilitate
posed solution in applying these experiences to both an experiences focusing first on competence, then challenge
easily applicable solution and a radical concept. and finally fellowship.
Our team iteratively developed two concepts in Our radical concept is called ABB Development Com-
which we approached the experience goals from different munity: Connecting the Field and the Factory - this con-
perspectives. In developing the concepts we moved from cept is a redesign of ABBs development process. We cre-
sketching to paper prototyping to digital and back again. ated this concept experientially first focusing on fellowship,
After each iteration we evaluated the concepts with dif- then challenge and finally competence. For this concept we
ferent users based on the experience goals. With on the thought that a redesign of the user engagement process
users feedback and experience evaluations, we revised could radically change the representation of user needs,
and refined our designs. We kept the experience goals in wants and desires through developing a solution that facil-
mind during the entire development and design phases of itates a dialogue in the way user needs and requirements
our process. are implemented into the solutions that ABB offers.

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Task
Incorporating Care into an Enterprise Platform

Design Team
Christopher Helle, Jang Bae Lee, Seoran Jin, Jongbin Kim

Brief face for setting up automated triggers is complicated and


Ericsson is developing their SaaS product DCP which is an challenging. The enterprises do not utilize the full poten-
online enterprise tool for managing IoT devices and their tial of automated trigger management so our task was to
connectivity. It offers a way to create and manage auto- improve the interface and workflow for trigger setting.
mated tasks and functions that react to events and be- XD Goals
haviours of the SIM cards in the devices. Enterprise users After getting familiar with the context of the platform we
are able to monitor and analyse their device connectivity set the experience goals for the concepts. The first goal
and behaviour or define rules and automated actions for was how could we incorporate the feeling of care to an
specific events for the devices. enterprise platform? The portal users were often con-
Task fused with complicated terms or the status of the system
Our teams task was to enhance the experience of the they had to rely on. The feeling of care, in an emphatic way
users of the portal. Ericsson had identified that the inter- let the users feel safe to achieve our goals. Our teams sec-

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ond experience goal was to make users feel being a hero. efficient to use.
The users are experts in their own field and they wanted Our teams second concept aimed to improve expe-
to let the users feel proud about their achievements. rience radically by attempting the enterprise users feel
Outcomes being a hero according to our experience goal. Through
As the outcome of the project, we came up with two their research, we found out that most often the users
concepts. For an applicable prototype, we proposed an of the portal get only notified when something goes
enhanced user interface for setting and managing DCP wrong and failing systems lead to bad results and negative
portal triggers and actions. There is a way to use a chat- feedback. However, when everything works smoothly the
bot powered interaction which guides and helps users users do not get acknowledged for their good work. To
through each step until a user has reached their task. This solve this matter their second concept enhance the feed-
enables the users to learn the possibilities of the system back loop between different users of the portal through
in a soft and empathic manner. However, as a second micro interactions embedded into the interface. By giving
option aimed for the power users, the prototype inter- good feedback to others within the same organization the
face proposes an interface which streamlines the process users get credited for their expertise and are more proud
of trigger management and visually guides the user but is of their work.

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Infoboard

Issum Germany 02:15 PM Mainly Sunny


10C
SLA Notifications 3 Fastems Fleet Information

FROM Customer X FROM Customer Y

1500 1270 204 26


SUBJECT Production stopped SUBJECT System error PROACTIVE
error code / 8776392 code / 8776487 SUPPORT REQ

33 / 204
SLA Due in 09:59 SLA Due in 14:35 TOTAL FLEETS RUNNING WARNING STOPPED

Remote Servers CENTRAL EUROPE NORTH AMERICA ASIA

STATUS SERVER ID / TYPE

836
STAFF NAME

Sebastian T.
TIME (HH:MM)

10:18
NOTES
597 10 381 5
/ 27
10 0
MODEM / 58 / 2

539 56 2 358 8 15 8 2 0
837 Henry K. 00:39 West Chester USA 08:15 AM Heavy Rain
CISCO 12C

838
Hello FIN
NAME Marianne L. 00:05 NORTHERN EUROPE OTHER EUROPE OTHERS

124 265 123


Iaculisetiam praesent!

839 Reserved for Jinny on


6 10 2 Eiusmod tempor
incididunt ut labore et
FIN

Yo Finland! How is it
CISCO Tues. AM dolore magna aliqua.
/ 27 / 64 / 56
Netus iaculis scelerisque

840 MODEM Ville N. 02:41


Note goes on two lines
Something like this. 97 27 0 201 61 3 97 50 6 going? It was pretty busy
841 today for us!
Send a message

NAME Karl C. 00:12

842 NAME Heidi N. 00:28 April 3, 2017


Customer Feedback Case Load
843 NAME

844 Tuomas M. 00:10


I have never had this
NAME

845 Out-of-Office Log 5 Phone Duty


good and fast remote
Down for maintenance.
NAME DO NOT USE.

920 service. Thank you! William P. Tuomas M.


Notes
NAME Maija away next week
US SUPPORT Away / Mar. 31 Apr. 10 FIN SUPPORT 8am 4pm

GER ofce closed for

1100 CISCO Suvi N. 18:03 For Software team. Keep Josephina S. holiday next Monday
Marianne L.
connection until Wed.
Customer XX April 3, 2017 DE SUPPORT On site / Apr. 4 AM FIN SUPPORT 9am 5pm

1101 NAME Teemu J. 02:07 Marco K.


FIN FIELD SERVICE Away / Apr. 4

Cli
Task
Improving Work Experience at Fastems Remote Support

Design Team
Jinny Kim, Mikko Latva-Kyr, Maija Menp, Samar Zureik

Brief Experience Goals


With Fastems as our client, our team designed two design For our main user group, who are the employees of the
concept packages, applicable and radical. Fastems is a B2B Remote Support hubs around the world, we established a
supplier of factory automation systems including intelligent set of 3 experience goals.
manufacturing management software, automation hardware 1. Spark interest and feel amused: To experience
tools as well as related industrial services. For the appli- enjoyment in the work engage, captivate, energize and
cable concept, our brief was to design an implementable bring joy.
concept of an infoboard for the Fastems Remote Support 2. Feel empowered and capable: To feel that they are
team. For the radical concept, we focused on radically capable, effective and in control of their work.
improving the overall experience of the Fastems Support 3. Feel stronger sense of community: To strengthen the
Service. sense of belonging for the community of Remote Support
teams in Finland, US and Germany.

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This set became the guiding principles of our design. The workspace layout for the Tampere office.
goals were set based on the desig n brief on the outset of Radical
the project. They were reviewed and modified throughout For the radical concept, we took a holistic approach to
the design process to ensure that the main users needs are the process of the remote support work. Our proposal
met. addresses pain points of current practices. By integrating
Applicable Concept AR and Smartboard technologies, our proposal enhances
Our design of the infoboard aims to improve the overall communication and collaboration between different stake-
work experience of the Remote Support personnel at holders such as customers, Field Engineers and Remote
Fastems. Our proposal includes the main Infoboard design Support staff.
with 9 features, a desktop view of the infoboard and a

Interaction between Customer and Remote Support

Client Facility Finland

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Task
Lifting the Whole Work Experience with Augmented
Reality

Design Team
Pia Laulainen, Esteban Solis, Chengxin Hao
them. For the applicable solution we chose safety, effec-
Konecranes is a bold and future oriented and commit- tiveness, completion, empowerment and fellowship whilst
ted company. They wanted us to figure out new ways of the radical has empowerment, self-development, fellow-
operating the crane in industrial environment, and that ship and relatedness as their sub x-goals.
the concepts we would develop, should utilize augmented Applicable Concept
reality (AR) and/or wearables. So after reviewing some lit- The crane assistant application is a practical solution de-
erature related to their work and going through research signed for AR glasses that gives the experience of control
in-situ we defined our main experience goal as following: to the workers by empowering their skills and profession-
To give the crane controller the control over his/her job al pride rather than the feeling of technology outsmarting
environment through new technologies. However, though them or even replacing them. In this sense the application
the feeling of control is the main experience goal, each acts as an assistant rather than a controller giving useful
concept has support experiences (sub x-goals) supporting data to the user and the option to make decisions, show

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and strengthen their abilities. The language and the tone immerse the users in the world of Cranetopia, which is
that the Crane Assistant offers is the one of a helper possible thanks to AR environment creation inside their
offering options and not giving orders by voice. The work places. The users can choose between classes, char-
application also offers the possibility to give the users acter customization, missions and competitions against
some motivation by assigning scores to some of the tasks different companies to become the ultimate King or
they have to do giving them the chance to earn scores Queen of the Crane. The AR environment of the whole
(proof of their skills) and even trade their points for some working place allows them to find a different place each
rewards like breaks, or time to leave earlier or come later day and have different missions that not only bring fun
to work. An additional opportunity is offered for them to and motivation to the work but also make them become
interact with their co-workers. better and make the best out of the new crane features.
Radical Concept Examples are following a coin path with the load (safer
Cranetopia is a radical solution for the lack of control and route) or avoid monsters that can eat your load and make
motivation in industrial environments that uses gamifica- you lose points (the monsters can be simulated where
tion as its main resource. The experience was designed to there are things the load can crash with).

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Task
New UX Concepts for Operating a Crane

Design Team
Jeong-sun Park, Juulia Juutilainen,
Mika Jokiniemi, Yucheng Wang

The Brief operator feels one with crane. Achieving this experience
Come up with new UX driven concepts for operating would ensure that it meets practically all the Konecranes
a crane, utilizing e.g. wearables or augmented reality. Situational awareness - It must be clear what is the status
Konecranes is quite interested in developing new ways and how the user interaction is going to affect the crane
of utilizing emerging technologies in their products. Now and the context. Trustworthy - User must be able to rely
they are researching the possibilities of AR and wish to on the product that it is not going to fail or do something
be the first company to launch a functioning system to unpredictable. Safety - Users must feel safe when using a
be implemented in crane industry. We focused on the product or service. Feeling of control - Fit to work prod-
controlling an electronic overhead trolley (EOT) and the uct must support smooth work flows enabling effective
experiences related to it. and rewarding working. Informative - Necessary informa-
Experience Goals tion should be appropriately highlighted and available at all
Our experience goals have been developed to make the times. Unnecessary information should be hidden. Smart

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- Creating clever simplicity and inbuilt intelligence making crane is able to mimic operators movements, like the op-
complicated tasks feel simple. Empowering - Making users erators shadow. If the operator is in this mode and walks
feel professional and skillful. 15 meters with the crane ahead (with the button pressed)
Applicable Concept the crane will be at the exact same position relative to
The design principle in our applicable solution is that the operator
user interface should be close to or in the crane oper- Radical Concept
ators body. The operators own senses are enhanced, Here the purpose was to craft a design that would achieve
or augmented, so that the crane operator is more able the experience goal without any compromises. The idea
to do some important tasks, such as noticing objects of is that the operator is located in empty room and has
interest or dangers. Also the logic for operation is always haptic augmentation in hand and glasses that enable the
the same regarding the users own body and perspective. user to see the warehouse from more or less the cranes
There is no need to do small nudging movements with perspective. The operators feel and see everything as
the joystick to test which direction is which. Main feature: though he is a giant crane. The lifting device will do the
Drawing and Shadowing Drawing means that the operator same motions as the operators hand. The operator feels
can draw the path for the hook with virtual augmented resistance, weight in his hand. The haptic engine also
reality pointer originating from the controller. This resem- restricts the movement to the cranes maximum speed,
bles pointing with a finger in real life which is something so the hand movement and the hook movement will be
everyone can intuitively do. Shadowing means that the mapped one to one.

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Task
Me, My Ship and I: Designing Experiences for a
Navigational UI of RR

Design Team
Juhani Virta, Mengxiao Li, Tuukka Pyklinen, Zhifa Chen

Brief These terms represent the feelings of I matter and We


Design a navigational user interface (UI) for vessels, which matter, respectively. In essence, the XGoals are answers
builds up a point cloud based 3D world of the ships that we want our concepts to convey to a user that might
surroundings. The UI should be an easy-to-use interface be worried about their place at the ship, both personally
that allows users to view and highlight points of interest, and socially, when automated technologies are becoming
including dynamic and static objects, distances, danger more and more prominent. In order to make our XGoals
zones, etc! more tangible, we divided each of the XGoals into sub-
Experience Goals XGoals, where accomplishing the sub-XGoals should lead
We dug deep for meaningful experiences and emotions into the user experiencing the main XGoals.
that we wanted our users to experience when using or Applicable concept
interacting with our concepts and ended up with two Our applicable concept is a navigational tool that com-
abstract experience goals (XGoals): Self-worth and Unity. bines various systems currently used on ship bridges.

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The aim is to reduce the clutter and amount of separate So we decided to explore the not so distant future,
devices in the work environment of the officers. Our where there are still crew members on board, but in few-
concept combines ECDIS electronic maps, Automat- er numbers due to emerging automation technologies and
ic Identification System information, traditional radar sensors replacing some of the routine duties of the ship.
technology and LiDAR laser sensor data into one touch The concept is centered around an artificial intelligence
screen display. We promote the users professionalism (AI) system that has access to all the sensors and infor-
by giving them control over the information they want mation technologies of the ship, but cannot control any of
to see and use in their daily work. They are experts at the operative systems
their jobs and the system should be a streamlined tool on the ship (such as steering, route planning, cargo
for them they should have a sense of control. The loading/unloading etc). This allows the AI to synthesize
crowdsourced information map builds a sense of global various sources of information and make plans, schedules
community and shared professionalism, while the ships and suggestions for the crew that they can utilize in their
internal social feed enhances the interaction among the workflow, but not without the crews explicit approval.
crew. To better evaluate the usability of this concept, we
built a functioning iPad prototype which included some
of the key features and functionalities of the end product,
gave an introduction of it to the testers and allowed them
to explore the tool themselves.
Radical concept
For our radical concept we decided to explore the
relationship between the crew members and the ship.
Rolls-Royce has invested a lot of resources into ideating
the ship of the future and how they could be automated.

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Client Comments
The students were able to find the pains and gains
of users by applying modern methods and seeing
the forest for the trees. They were also able to
develop both applicable and radical concepts for
creating gain and relieving pain in a very short
time frame.

Both groups understood and considered well the


essence of utilizing augmented reality in operating
an industrial crane. Although the Experience-driv-
en Design approach was challenging, the groups
were able to create and present their concepts in
high quality.

We were waiting for high level results, but the


project outcome exceeded our expectations. Our
team is really excited about the results and wait-
ing those to become a reality. In Finland we should
have more co-creation activities like this!

We offered a challenging task in a challenging


environment, and the XD team responded with a
cool service concept with great attitude. The radi-
cal design was an eye-opener. Well done!

It was refreshing to see the innovative approach


to UX development the team applied during the
project.Results are inspirational and give us excel-
lent ideas how to take the UX to the next level in
our own business.

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http://coid.aalto.fi/experience-driven-design
Task
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Design Team
blah blah who
blah
blah
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asdfsd
asdfsa

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