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Eirik, Remco, Shaun, Alice, Simone & Frank

Final Report Phase 3 IDP


Client: Enviu, Rotterdam
January 2010,
Team 24: WTF
Preface This project has been quite a challenge. When we received the
initial project brief, asking us to design a new sustainable Smart-
sider our choices and assure that we send out a message that is
clear and coherent. We also want to thank our detached critic,
phone, we all got pretty excited as a Smartphone is an object Erik Jepma, for providing us with critical feedback on our two in-
that everybody uses in daily life and as such, all of us have our terim reports and for his compelling vision he let upon us. A very
thoughts on how the ‘sustainable Smartphone’ would ideally special thanks goes out to Enviu; our client, partner and initiator
look like. A lot of ideas, thorough research, heavy discussions of the project. They’ve appeared to us as a very young, dynamic
and brainstorming have brought us to realize that this project is and inspiring company, fighting for a good cause. In particular El-
really broad, ambiguous and complex. A Smartphone has almost mar Stroomer, our contact person during the project, brought in
turned into a societal commodity, therefore the vast amount of fresh ideas and new points-of-view whenever we encountered
information surrounding it got us to realize that the problem in him.
current business is actually three-fold: first, there is an apparent
physical impact on our environment, mostly created by landfill. As for ourselves, we think we’ve delivered a project result that
Secondly, there is the ‘information overload’, which refers to the can be used as a solid ground to develop the OMG platform fur-
enormous amounts of information we receive each day. And ther. The six of us, originating from four different countries, have
third, the business is heavily skewed towards a push-market, in pushed ourselves to the limits of what was in our reach. Discus-
which manufacturers force people to upgrade their phone every sions were fierce, sometimes even tense, but never did we lose
18 to 24 months. our focus.

In front of you, our quest to find appropriate solutions to these We thank you for your attention and we hope you’ll enjoy read-
three problems is presented. In it, you’ll find many topics cov- ing this report.
ered: user research, opportunities for new business models, ap-
praisal of (interaction) prototypes and other areas that have to
be taken into account when one is coping with finding answers Yours sincerely,
on how to design the new sustainable Smartphone.
The WTF-Team
Without the help of our dedicated coach, Tjamme Wiegers this (TU Delft IDP Team 24)
would not have been possible. He forced us to reflect, recon- 19.01.2011

2
Table of 1. Introduction
1.0 Introduction
4
4
5. Smart[er] phone: prototyping
5.1 Prototype Explanation
42
42

Contents

1.1 Summary of the project
1.2 Process Overview
5
7 6. Summary 46
7. References 47
2. Concept 8 8. Appendix 48
2.1 Concept background 8 8.1 Feasibility Study 49
2.2 Concept Overview 10 8.2 List & Diagram of Comp. 53
8.3 Creative Session 55
3. Smart[er] phone: design 14 8.4 Bubble Mode Feedback test 56
3.1 Physical: Layer design 14 8.5 Business Models evaluated 57
3.2 Feasibility Study 19 8.6 Detachment interviews 58
3.3 Interaction 23 8.7 Path testing 59
3.4 Bubble Mode 25

4. Smart[er] phone: commercialization 30


4.1 Commercialization vision 30
4.2 Business Model & Strategy 31
4.3 Market Implementation Plan 34
4.4 Branding 35
4.5 Marketing mix 38

3
1. Intr0-
duction
The report will describe the third and last
phase of WTF’s (Working Towards the 1.0 Introduction
Future) Integral Design Project (IDP), bet-
ter known as the Phone4life. The project The third phase is the detailing phase of the IDP and ends world should progress.
has been a collaboration with Enviu under with a final presentation and a prototype. We have continued We hope you are as excited about the results as we are.
their Our Mobile Generation (OMG) plat- along the path set from the final meeting with Enviu in the
form. The third phase is the culmination second phase. From the second phase we emerged with a Structure of the Report
of the project, which began in September mission to further develop one of the concepts presented The report can be divided into three parts. The first part is the
2010, and will detail the product that has (the Modular Phone concept, see report 2) and combining it introduction and provides a recap of the two previous phases
been created to fulfil the project goal of with certain aspects of two of the three other concepts. Our as well as the process in the third phase. In the second part,
“Reducing the environmental and social efforts have therefore been employed to distinguish the main both the issues that the project is solving and an overview of
impact of the mobile phone industry by in- aspects of the concept, and refining them through the physi- the concept are presented. The overview is divided into three
creasing the lifespan of the phone through cal and interaction qualities, as well as our proposed com- domains: physical, interaction and commercialisation. The
changing consumer behaviour.” mercialisation strategy. The report is therefore a description detailing of these three domains make up the third and last
and overview of the process and results we have obtained in part, which is also the largest part of the report.
this phase.

1.0 Introduction The topic of the project involves both environmental and
social issues. Some of these topics can be treated objectively
1.1. Summary of the Project through facts and measurements, while the “soft” nature of
social issues makes it difficult to avoid subjective and norma-
tive solutions. However, we have as much as possible tried to
1.2 Process Overview seek the work and thoughts of leading thinkers and research-
ers about the subject, so to ensure a foundation of theory, in
contrast to a foundation of our own beliefs. Nevertheless, it
has also allowed us as designers to represent a world-view of
what we would like to accomplish, and how we see that the
4
1.1 Summary of the Project
To refresh the memory of the reader about the path until »» To reduce the environmental and social impact by ex- get back control of the division between personal space and
now, a short summary of the two first phases is included. tending the lifespan of a mobile phone through chang- professional life.
The summary will only present the main findings of the two ing user behaviour.
phases. The teardown of the mobile phone showed; that the visual
Second Phase degradation had a important role in driving fashion obsoles-
First Phase There were many levels on which the project goal could be cence, the extreme miniaturisation that has been achieved in
The design brief that started the project, requested the understood. The second phase therefore began by a thor- the industry and that there were opportunities for improve-
design of a sustainable Smartphone that would have signifi- ough exploration of the domains of sustainable consumption, ments in the area of on reparability and design for disassem-
cant impact on the mobile phone industry, and change the the drivers of obsolescence and changing consumer behav- bly.
existing practices towards sustainability. In all practical sense, iour. These domains are primarily theoretical, as successful
a carte blanche regarding the topic was given by Enviu. With examples of are few. However, in order to understand what The second phase was also the ideation and concept devel-
such a broad brief, most of the first phase was allocated to we sought to do, a strong theoretical fundament was neces- opment phase. From the creative sessions, four concepts
focusing the project, and finding a project goal. sary. were created; the Honest Phone, the Good-Aging Phone, the
Modular Phone and the Fix-It Phone.
After a comprehensive fuzzy front end analysis, the short On a more practical level, user research and a mobile phone
lifespan of the mobile phone (on average 18 months in the teardown were conducted. The user research consisted of »» Honest Phone:
developed countries) was identified as the factor that had a segmentation analysis, a generative session and a phone Creates awareness among the user through honest in-
the greatest influence on the environmental and social free day, where users were not allowed to use their phone formation about usage, and seeks to create awareness
impact, as well as being the factor that the status quo of for 24 hours and had to fill out a complementary booklet. of the troubles of the industry by the fact that as it is
industry did the least to address: and also had the least inter- Among half of the participants expressed a sense of freedom honest, the others must not be. It also translates dif-
est of changing as well. Thus, the first phase ended with a and relaxation of not having their phone with them. In the ficult technology into more “understandable terms”, to
project goal: segmentation, it became apparent that the business and lower the impression that the mobile phone is a black
personal usage becomes blurry, and that there was a need to box, which if breaks, cannot be saved.
5
Figure 1: Visual

»» The Good-Aging Phone keep up with ever-escalating incremental changes to


Uses product attachment to increase the lifespan: the mobile phones.
as the phone becomes more adapted to you and »» The Fix-It Phone
improves in quality the more you use it. It achieves Is a phone that is designed in a way to facilitate the
product attachment through the visual degradation in users to repair it themselves. An online community of
the form of a “worn-jeans effect” and the gradual train- fixers that share ideas and knowledge about improve-
ing of the software to adapt to your way of using the ment possibilities is set up to encourage users to fix
phone and your everyday life events. their phones and to spread awareness among users.
»» The Modular Phone
Is a transformation of the current way a phone is After the concept selection meeting with Enviu, it was
perceived. The phone is made up of several layers that decided to focus the final phase on further developing a
can be repaired and upgraded, thereby combating the combination of the Modular Phone concept with added
technological obsolescence, and making the user more elements from the Honest Phone and the Good-Aging
aware that there are few lasting benefits on trying to Phone.
6
overview of the process.

1.2 Process Overview


Figure 1: Visual overview of the process.
The third phase began with a combination of what and how the interaction of the phone
the modular, honest and good aging phone. In should emerge as. Thereafter we developed
the concept detailing, the combined concept prototypes of the physical layers and the inter-
was reworked to make one coherent story of action, in addition to a market implementation
the concepts, and went into concept detailing. plan. Combined, these are the final concept as
The concept detailing focused on the physical, will be presented to Enviu in the final presenta-
interaction and strategy domain of the concept. tion of the IDP. See figure 1 for a visual overview
We developed a method of commercialisation, of the process.
conducted a technical feasibility study of the
physical layers, and did user research to uncover
7
2.Concept
Over-
view 2.1 Concept Background
In this section, you will find an over-
In order to understand the concept, it is of vital importance the quicker the phones are being replaced, the higher their
view of the concept and how we came
to be aware of the underlying reasons for why it is cre- profits. Thus, the market is focused on constantly pushing
to it. In includes the background of
ated. The concept did not emerge from the usual sources incremental products to the consumer, and using different
the concept, its most important fea-
of an identified business opportunity or an underserved sorts of obsolescence measures to increase sales. A result
tures and interaction. It ends with an
user need, but rather from a sustainable perspective that of this drive is that the average lifespan of the mobile phone
explanation of the business oriented
includes both the environment and social issues. has steadily decreased. The whole cycle touches upon a
implications for the commercialization
much broader principle in our way of thinking: that the
of the concept.
The growing consumption and need of information is a more material we acquire the happier we will be. However,
strong driver of making the technological support (the despite stellar economic growth since the 1970s, the devel-

2.1 Concept Background phone) ever quicker become obsolete due to a fast demand
for better performances. The consumerist push is rooted
oped countries have not become happier.
Another effect of the focus on developing new products
in today’s society as wellness and prosperity is measured with short time-to-market, a short lifecycle and a focus on
2.2 Concept Overview in a growth and “newness” is the ideal, implying a negative integrated, miniaturized technologies, is that they be-
perspective of older products. Consequently, the quality come exceedingly difficult to adapt after manufacturing is
and the perceived quality of both the products themselves complete. Mobile phone parts cannot be used individu-
and the experience with them, are reduced since the speed ally or taken apart from the rest of the device to (re)used
of new replacements become available is increasing. in another way, because of a very condensed, integrated
technologic components which are meant to be discarded
Furthermore, the impact of the mobile phone is not only after they have reached the end of their lifespan. This also
caused by the physical attributes of the product and its changes the way user perceive technology, from something
usage, but also by the manner it is commercialised, through valuable to be taken care of, to a black-box that can neither
the set of business models dominating the mobile phone be repaired or is it meant to.
industry. Mobile phone producers have little incentives
to encourage longer lasting products, as they derive their
profits on the one-time sales of the hardware. In effect,
8
Background image: global interenet
data transfer patterns, adopted from:
http//www.policy.hu

The Interconnected world invest in and, with today’s possibility of connectivity, we expand
The advances in information technology has given the possibility our “broadcasting” power as we can communicate to more
of being in contact with everybody, meaning that there will be people at once ( i.e. Twitter and Facebook status updates). The
less quality in each of the possible connections. Today’s network- possibility of also connecting to people further away is definitely
ing power is bringing our social life towards a more single and something positive, as it gives the possibility to maintain relation-
detached experience ship over distance. However,
of social world, the so “We’re using inanimate objects to con- closer relationships and face to
called “alone together”
vince ourselves that even when we’re face contact is still needed. On
the other hand, some doubts
(Turkle, 2011). These two
forces have to be taken alone, we feel together.” remains on the actual meaning-
into account as they are fulness of all the contacts we
almost imposed to us in
- Sherry Turkle can reach and if this continuous
the moment of deciding general update through the
to enter the world of con- digital world could actually be a
nectivity and are even stronger when this becomes mobile (using real surrogate of social relationship.
a Smartphone). When having a Smartphone, we are always con-
nected. This affects our ability to stay focused and present in the Sure it could be said that one can choose not to use this technol-
now, as other options are always available. It also means that we ogy, but this limitation would also block all the positive aspects
can always be reached, and thus, it has become expected of us to of connectivity. And technology is not black or white. There are
be reached as well. Instead, we should be able to detach, without numerous positive benefits of connectivity and Smartphone tech-
being influenced by others wish for reaching us. nology. The point is to analyze and criticize the situation, not to
deny progress in itself, but to argue and define different possibili-
As we go on in our digital life contacts grow on number, making ties for a “Smart[er]” use and not a limited one.
possible to us to reach more and more people. Our social rela-
tionships are defined by the time and possibility of access that we
99
Figure 3: The Smart[er] Phone

2.2 Concept Overview


The Smart[er] phone concept (Figure 2) strives to solve the »» The Soul is the most inner part of the device and is not
issues that were explained in the previous section. It can be represented in a physical way, rather, it presents the
seen a new way of producing, keeping, using and paying for person using the device: the content of the user, being
the phone, as if the user and the planet mattered. contacts, email, social media messages, media and all
The concept can be divided into three domains (Figure 3) ; other digital interaction which is performed through the
the physical side, the interaction and the commercialisation, device.
that all address key issues within their domain, but which are »» The Brain (or Mind) represents the processing parts of
also vital for solving the issues in the other domains. the device, being the processor, memory, chipset units
and all remaining computational instruments.
»» The Heart pumps round energy and symbolizes vitality;
Physical Layers it is the energy source of the device, providing battery
The Smart[er] phone is made up of four layers (Figure 4). life.
The combination is based on the analogy of a person. Every »» The Senses are encapsulated in the sensorial layer of
person needs a soul, a brain (or mind), a heart, senses and the device. Through this, sounds, images, acceleration,
a body to feel alive. This is translated to the communication humidity, speed and other variables can be sensed and
device in the form of the layers: processed.
»» The Body finally, is the protective layer, it ensures that
the internal components are able to function properly
and are not affected by rain, dust, or user abuse.
 Figure 2: The Smart[er] Phone
10
Figure 4: The four layers

The users assembles their own device by picking the version of the four layers; brain, heart,
senses and a body, that they would like according to their own needs and desires. This is
very easy to assemble and does not require any technical skills. To make it easier for the
indecisive user, there will be pre-fabricated devices which offer a pre-set configuration of
components.

During the lifetime of the Smart[er] phone, the user can take out any layers, when there is
a need to upgrade or repair a certain part. If an upgrade is wished for, the user can simply
acquire the new layer and connect it to the existing device.

The layers make it easier to upgrade, repair, and re-use the different parts of the mobile
phone, thereby increasing the lifespan of the phone.
11
Interaction: Bubble Mode Figure 5: Bubble Mode logo (left) and Bubble mode Interaction (right)
Are we still able to switch off our Smartphone? How much to define a soft way of detaching from communication in personal and more real as it changes from being information
of our free time is being occupied by the use of it? Are we order to open up a new possibility of educated information based to be more subtle and contact based.
still able to be focused on our daily life without the feeling of consumption. Currently, when a user wants to be “doing my
missing something online? These questions are at the base thing” or “focus on myself” or “feel free” the only way to get The Bubble enables the user to define a closer group of
of the definition of the interaction with the Smart[er] phone. out of emails, GPS, social network would be to turn off the people and digital data related to them, in order to have a
 phone completely. With the creation of the Bubble, another filtered and personal way of making the phone Smart[er].
Today’s Smartphones gives users a chance to always be con- alternative is possible. The selected contacts are the people that can always inter-
nected, but doesn’t allow them to get smartly disconnected. rupt and should be close to the user also in distance and
The Bubble is an additional mode that enables the user to The Bubble is a way to sort information in the Smartphone the moments and emotions i would like to recall in those
fill the gap between total connectivity and no connectivity, a depending on the relevance of it to the user. The informa- moments when one wants to be just off. Bubble blocks web,
limiting and personal choice that is determined by the per- tion is the only retrievable when the user consciously choos- GPS and incoming information and bounces incoming calls
ceived need and duty of being always connected. It allows es to get some time off communication using the bubble and emails from the person out of the bubble. This incoming
the user to detach from the polluted world of information mode. By sorting contacts and data into people, emotions information is then retrievable in a summarized way when
to create a pure moment of freedom from communication and moments, the user can filter the specific information the user decides to get out of the bubble.
needs . Bubble gives the chance to detach from the daily that feels worth keeping also in the most personal moments.
intruding quantity of information that is difficult to filter, and In these moments of freedom, communication becomes
12
Figure 6: The Smart[er] Phone
Business Model

Business Model Strategy


The Smart[er] phone is not sold as a normal keep the phone for as long as possible, a point sys-
standalone physical mobile phone, but as a service, tem called Karma-points, which reward the user the
consisting of a network contract with a provider and longer the phone is kept, is created. The points can
a leasing contract with the company (see figure 6). either be used to achieve discounts on the monthly
For explanatory purposes, “the company” will for fee, or to transfer into tangible charitable gifts.
the remainder of the report be called: SmartCom-
pany. In other words, the customer does not own Free repair of the layers is included in the monthly
the layers, but pays a monthly fee for using them. fee. In addition, the customer can also upgrade
The customer will be require to sign a contract for their phone with new layers when needed. If or
a given length of time (for example 2 years), which when the customer no longer wishes to lease the
will allow SmartCompany to recuperate the same Smart[er] phone, it will be sent back to SmartCom-
sum as if it was sold directly. After the initial con- pany, which can then make the necessary changes
tract expires, the customer will still retain the same (to the body layer) and then re-lease the phone at a
service, but at a substantial lower monthly rate, discounted rated to the same market, or a devel-
thereby encouraging the customer not to replace oping market. On a long term, the layers can be
the phone. To further encourage the customer to opened up for 3rd party developers.
13
3. Smart[er]
phone:
design 3.1 Physical: Layer design
Figure 7: Different coloring patterns

This section will go further into the de-


tails of the Smart[er] phone, by describ- The focus of the detailing of the layers has been on the aes- decided to work on the self-extension domain.
ing two of the three most important thetics to achieve product attachment, the technical content of
domains: the physical and interaction the four layers, and lastly, the technical feasibility of connect- A consumer tends to project an image of himself on the
designs of the concept. In comparison ing the layers and the concept in itself. product he gets attached to, by seeing them as symbols of
to the previous section, this part will what he was, is and will be. According to this vision the users
3.1.1 Aesthetics and Product Attachment consequentially prefer products that are congruent to their
go more in depth with the finer points
of the concepts as well as provide the As defined in the previous phase, product attachment was self-concept (Mugge et al., 2006). In addition a product, in
reasoning for why the different sub-so- an effect we wanted to explore, in order contribute to the order to be congruent with the user’s self, has to be congru-
lutions were selected. “PhoneForLife” concept (See Report 2). Product attachment, ent with itself, sending a univocal message.
intended as the emotional bond a user establish with a
product by using it over the time (Mugge et al., 2006), can be The idea of giving at the phone’s body a visual identity

3.1 Physical: Layer design conceptualized into three categories: irreplaceability, indis-
pensability and self-extension (Schifferstein & Zwartkruis-
congruent with its “soul” encountered the first obstacle in
the double identity of it: the duality of the normal mode
Pelgrim, 2008). against the bubble mode. We therefore decided to give to the
3.2 Feasibility Study aesthetics a double identity as well, by playing with the lights
The first category belongs to those objects that have a unique feedbacks. The idea of working on smart materials in order to
meaning to the users due to symbolic values that cannot be change the aesthetics was left apart since the beginning, in
3.3 Interaction repeated. This quality is therefore impossible to plan and order to follow a higher simplicity and make a more sustain-
reach through a product. The indispensability is connected to able use of the materials.
a certain use of the product that cannot be accomplished in
3.4 Bubble Mode the same way by any other product. Since the main philoso- The idea of using the lighting feedback system for expressing
phy, within the PhoneForLife, was to slow down the com- the double identity of the phone’s “soul” allowed us to use
munication and bring the user back to a better social and the same amount of material for a double effect, by applying
sustainable awareness, pointing at the indispensability would a RGB LED technology. By engraving the back cover a pattern
have not been coherent with the concept itself. We therefore of circles is created. The circles engraved in the acrylic convey
14
Figure 8: The four layers front view

the light emitted by the LED (red for normal mode and blue The second layer from the top, the heart layer, integrates can ‘sense’ the environment, such as the microphone, the
for bubble mode). Both light and vibration follow different all the energy supplies and functions as the batteries of the camera, gyroscope, accelerometer, etc. It is deliberately
patterns in terms of time, blinking and fading also according phone. It is connected with the body and its underlying layer positioned right above the back body, so that its sensory
to the mode selected (see Figure 7). The feedback aspect will (the brain layer) through a pin connector located at the top equipment has an open range of detecting the phone’s
be covered in more depth in the Interaction section. of the layer (the other layers are connected likewise). The surroundings. All signals are processed through to the brain
battery power generated in this layer is passed through to layer, which in turn, will affect the interaction with the user
the chipset to make it operative. through the touch-screen.
3.1.2 The Four Layers
The final design integrates a 4 layered modular phone (figure 8) Brain
which are mounted on top of each other by the use of four little In the brain layer, all critical components can be found: the 3.1.3 Appraisal of Aethetic Decisions
magnets placed on each corner of the layers. chipset (like CPU and memory) which can be replaced or Shape
upgraded, if required. It also integrates the SIM-card reader The shape of the layers has been determined by taking the
Body and other vital elements that define the Smartphone. popular current top Smartphone (the iPhone 4) and using its
The body layer consists of two parts: a front and a back. The These elements are designed in such way they can be easily measurements as a guideline for the visual aesthetics of the
front integrates a 4” LED touchscreen display and a home but- distinguished through its coloring and engraved words (such product. The corners of the phone show fillets, which make
ton (being the only physical button on the device). The back lay- as: ‘memory’, ‘A4 processor’, ‘SIM’, etc.). Replacing the brain the layers more accessible and user friendly. The sides of the
er has the same coloring and material and furthermore shows layer will have the most effect on the phone’s total function- layers are chamfered so that the bumper cover can easily be
three engraved circles-elements, out of which light radiates. This ing. mounted over the four layers, assuring a steady, robust final
light can be either red or blue, depending on the current mode product as they are nicely kept in place by this bumper.
the user is in: blue represents the bubble mode, whereas a red Sensor
coloring is activated when the user is in ‘normal’ mode. The underlying layer is the sensor layer. As the name implies, Material & Colouring
Heart this layer houses all components with which the phone The choice of the cover’s material leaded us into picking up
15
Figure 8: Lay[er] Bus
Visualization

a simple layer of polished acrylic, in order to have a very these sensors are merely
neutral basic aesthetics. Indeed even the use of what are processing input and can
often considered neutral colours (black or white) would have be considered as ‘neutral’
given a strong visual identity to the phone (black is often elements.
seen as elegant, business or fashion; white is connected to
minimalism and elegancy). The colour effect of the polished
acrylic gives an ambiguous impression between grey and 3.1.4. Scalable Open
white, leaving the general aesthetics as neutral as possible. internal bus Concept both Embedded Systems (Cedric Nugteren) and Analog Hard-
Another motivation behind this choice was the fact that we This section will explain how different hardware modules and ware Design (Barend van Liempd) at the University of Tech-
wanted to avoid glossy, polished or very fine surface textures components communicate between each other efficiently. nology of Eindhoven, the concept of computer busses was
because they are more prone to a fast aesthetic degrada- discussed. These interviews, together with external articles
tion and therefore a quicker product dismissing (Park, 2005). Both serial and parallel communication is fundamental and other secondary sources, form the basis of a conceptual
Furthermore, it is lightweight, cheap to produce and offers a for devices to communicate and to share sequential data, interfacing framework that is the starting point from which
wide range of moulding techniques. Another reason for using making a complete system of different modules, which only the separate layers could be developed.
matte acrylic is the fact that the back lit body cover, which together become something meaningful. This communica-
radiates the current mode of the user, will allow light to pass tion occurs over an internal (local) bus, which connects all Internal busses vs External Busses
through nicely. The front display will be manufactured out of internal components of a computer to a motherboard (CPU, The PC market as we know it now, offers any user the ability
scratch-free glass. Memory, IO-Controllers, PCI, AGP, etc.), or external bus, to upgrade certain components, like CPU or Memory, to in-
which connects external peripherals to the subsystem (USB, crease or expand their PC’s capabilities by adding ‘external’
The colouring of each layer’s components varies (Figure 8 – PCMIA, FireWire). The local bus prioritizes, controls and re- peripherals to the motherboards PCI(e) expansion slots or
“the different layers”); the heart layer will show green as a defines the different type of data, that flow between two or USB ports, like WiFi-adapters or Graphic-Cards. However the
main colour theme, orange/red is picked for the brain (asso- more (different) hardware modules, all running on their own fundamental architecture, the motherboard, is completely
ciating with ‘warm’ and ‘active’) and the sensors are charac- speed and only transmitting and receiving accordingly. designed around one specific chipset (family). These chip-
terized by a slightly less explicit colouring, being somewhat sets on their turn are only compatible with specific types of
grey/metal-like. This has been chosen for to emphasize that By carrying out an open interview with two PhD students in memory controllers and IO controllers, due to the tradeoff
16
Table 1: Pro’s and cons of Parallel
and Serial bus communciation

from component to component, a various amount (depen-


dent on the state of a module) is transmitted and received by
a component over a bus. In case of a parallel communication
type of situation, the amount of communication lines are
distinct to the bandwidth available. In case of an 8-bit paral-
that needs to be made concerning the compatibility of dif- do with the role of this ‘hardware integrator’ or handset lel channel, eight bits (or a byte) are transmitted simultane-
ferent types of hardware and their influences on the overall manufacturer, who designs the architecture and busses and ously. A serial channel situation would transmit those bits
performance of all (sub-)system. integrates all different subsystems and modules together, one at a time (same clock cycle), and only requires a frac-
that are only supplied to the handset manufacturer. Thus the tion of the amount of communication channels. Taking this
Talking about integrated devices, such as mobile phones, integrated subsystems, together with the internal busses, into consideration, it gives the impression that the parallel
there is only a minimum amount of external bus interfaces form the fundamental basis of the phone, that are entirely data-type of communication would be superior over serial
available, since most modules are integrated on one single designed by current integrated hardware solution (e.g. Hand- communication, because it transmits less information at each
motherboard, mostly due to bandwidth and size constraints. set) manufacturers. clock-cycle. However, it is often the case that serial links can
This implicates that all modules are interconnected by means be clocked much faster than parallel inks and thus achieving
of several internal busses. A big downside with these inte- higher data-rates. In addition to this, serial links have less
grated subsystems, linked by internal busses, are proprietary; Parallel versus Serial Communication interference, caused by signals transmitted over parallel lines
meaning that they are closed and thus cannot be understood In electronics there are two type of communication, paral- or caused by other components located on printed circuit
nor changed by someone other than the original manufac- lel and serial communication, that both are used to both board. In table 1 an overview of each communication’s ad-
turer. A reason why this internal bus is proprietary has to transmit and receive data-bits. Each clock cycle, that varies vantages and disadvantages is presented.

17
Figure 9: Expected future de-
velopments of Parallel Optical
Interconnects.
Source: www.spectrum.ieee.org

3.1.5 Requirements for conceptual inter- low-power with high data-rates interfacing standard needs similar situations that occurred during the development of
communication framework to be developed that is able to communicate all sorts of another decentralized modular concept: Futurebus (Peyton
information sequentially over the different layers. This can Jones & Hardie, 1991), which never became a success due
Scalability only be realized by developing a standard interface (connec- to the amount of constraints that were created during the
Due to the very conceptual level of the Smart[er] phone, the tor and IO bus, which takes care of routing all information to initial concept development by many involved parties. After
conceptual level of the interconnecting interfaces is kept to a and from the appropriate receivers and transmitters). This in- having developed an open development framework, a Layer
basic and fundamental level by only taking a theoretical and terface connector and IO bus needs to be positioned on each Development Kit should be available for interested parties
scalable approach. In terms of the Smart[er] phone, scalable layer. Beside data communication, this interface regulates who have ambitions in developing one (or more) layers for
is intended as a requirement for potential future develop- the entire power-management that is essentially centrally the Smart[er] phone. By standardizing the connectors used
ment with regard to size and volume, but also with regard regulated and controlled in the heart-layer, through which a on the layers, together with the logic busses, layers are ought
to the applications using future available communication dynamic power-management system can be realized. to support each other consistently. Due to bandwidth con-
bearers. In near future complex network communication is straints, the logic needs to be developed as such that newer
Open Framework Development and more power-consuming layers are prioritized in terms
expected to be dominated by all-optical networks, using opti-
cal cables (e.g. Fiber) connections, that allow high-bandwidth To empower all kind of manufacturers to take part in the of bandwidth allocation, this, however, might be solved with
and low power solutions. development of the separate specific layers of the Smart[er] respect to the scalability of the interfacing standard, by using
phone, the framework around the interfaces and busses is optic interfacing and logic busses.
High bandwidth, minimum connection nodes ought to be developed openly. The initial development of
Due to the layered approach of the Smart[er] phone, a small, the interfacing system is being carried out internally, to avoid
18
3.2 Feasibility Study
The aim of this study is to analysis the feasibility of the con- specialists from the faculty of Industrial Design at TU Delft market. Currently the majority of components are integrated
cept and to develop a list of design recommendations based were consulted: Sander Minnoye and Dr.ir. Mostafa Hajian. onto the one mother/logic board, which is optimised using
on technical considerations relating to the hardware and micro-manufacturing techniques to fit as many components
software attributes of Smartphones. The discussions with different electronics experts from TU and connections as possible. If parts are to be housed on
Delft and the mode failure analysis were generally sup- separate layers and connected in a plug-and-play manner (as
portive of the feasibility of the concept, although there are proposed for inter-layer connections) the results would be
3.2.1 Overview of Components in a Smartphone many technical considerations relating to the placement and larger, heavier and more expensive to produce.
To gain insight into the speed of technical developments in relationships between components that would need to be
the Smartphone market we have conducted an analysis com- carefully balanced. Wiring
paring the components in a current iPhone4 with those of As stated above, the wiring and connections between
the first generation iPhone, which was released three years Supportive: Longevity of components – core concept
components is currently achieved via a complex network
earlier. The iPhone was selected as it can be viewed as a The study shows that the speed of technological obsolescence of micro-manufactured hardwired circuits on the mother
benchmark product for this market. Appendix 1 will provide can vary greatly from one component to the next. With compo- board. Converting these connections to a plug-and-play
an overview of components, Schematics, and graph of evolu- nents such as the memory and processor tending to be updated system between multiple layers would be the mayor chal-
tion of iPhone. For each component, the analysis takes into on an almost annual basis while others such as the SIM-card lenge of the concept. Careful considerations would need to
consideration the size, placement, need for Electromagnetic reader and clock battery have remain unchanged for over 10 be made to determine whether it would be more beneficial
interference (EMI) isolation, longevity and relationship to years. This is supportive to the core idea behind the concept – to transfer the multiple lots of digital and analogue informa-
other components. These are described in Appendix 2. No- that allowing users to update some components while main- tion through hard wiring or encoded, and to ensure that the
tice however, the level of detail of this analysis is on the core taining the core of the phone could result in significant reduc- connections were robust as possible.
components in the phone and does not take into consider- tions to the overall environmental impact of the phone.
ations the many resistors, LED’s, etc on the mother board. Emi isolation
Considerations
The effects of Electromagnetic interference are expected to
3.2.2. Support from Electronics specialists
increase if components are placed on top of each other, as
To gain additional insight into the feasibility of the concept, Miniaturisation appose to the current situation where they lay next to each
relationships and longevity of components, two electronics The concept is at odds with trends in miniaturisations in the other on the one board. This will mean considerations will
19
be needed to determine where components are placed in ing is an overview of the
relation to those on other layers as well as their own layer. This layout that would allow for
may also require additional EMI isolation between layers as well optimal longevity of the
as component groups. whole phone.
There is a balance that needs to be reached here as the more
However, it is important to note that the deeper we go into replac-
3.2.3 Design Recommendations over high-end the components are at the time of manufacture
ing individual components and groups of components the more
the more expensive and physically larger they will be. Such a
As list of considerations on; where components should be placed we increase the issues relating to wiring, size and costs mentioned
strategy also runs a risk if there is an unforeseen market shift
within the layer system to maximise the longevity of each layer, in the above section. Further exploration would be needed to find
towards a new technology that is not supportive.
and whether certain components would benefit from being indi- the optimum balance and therefore the optimum design.
vidually replaceable. EMI isolation
Over Engineering
Level of Replaceability As there may be increases in the effects of EMI when compo-
One method for extending the lifespan of some of the faster
nents are placed on top of each other it may be advantageous
The mode failure analysis suggests that the overall product longev- technologically obsolescent parts would be over engineer-
to have the layers either coated of entirely composed of an
ity could be further optimised by further sub-dividing layers to ing them. By initially using components that have a higher
EMI insulating material, such as; sheet metal, metal screen,
group components together based on their speed of technological capacity, processing speed, resolution, more pins, etc, they will
and metal foam.
obsolescence and relationship to other components. The follow- remain compatible with other updating parts for longer.
20
Table 2 on left page:
Grey Shading – denotes sub levels of
removable components on layer
* Technology driven obsolescence
will vary depending on the perceived
need on the user. Innovators and early
adopters of new technology are likely to
replace these parts more often than the
majority.

3.3 Interaction
The interaction aspect of the concept revolves around the and feedback. To address these two parts of the concept,
Bubble and the feedback system to used together with the two main user test were made: a “generative” interview on Results
phone, in order to deal with the issues of over-connectivity. the theme of detachment and a physical brainstorm and test- The shared meaning of the term detachment is quite vague.
In determining what the Bubble should do and how it should ing on possible “detaching” gestures. Most of the interviewees recall a sense of leaving and free-
function, a vital source of input comes from the users. Thus, dom from actual and contextual situations that depend and
this section firstly describes the usability testing that was differ on the situation.
conducted, and thereafter, presents more specifically what Usability test 1: The detachment interviews
the Bubble is and how it works. The underserved need of detachment became apparent When talking about communication, the term detachment is
during our testing with “the Phone Free Day” (see Report closely related to specific situations of information pollu-
3.3.1 Usability testing of the interaction 2). However, the idea of what could create detachment and tion (notifications and social networking) and contextualized
As a large part of this domain is concerned about achieving from which aspects users wanted to detach from, had to be problems (getting a bit away from family, work, etc). Another
certain responses from the user, usability testing is a key ac- dealt with in more depth in order to define a better interac- interesting discovery is that close to all of the interviewees
tivity in discovering and assessing what works and what does tion concept. To uncover these issues, a set of generative in- did not turn off their phone anymore.
not. As they are so important, test are therefore included terviews was done. The booklet used to guide the interview
in the report itself and not in the appendix. The usability and to define a common set of visualization can be found in When introducing the idea of a personal bubble the inter-
testing was conducted to acquire a vision of detachment, the the appendix 6 (and figure 10). The first part of interviews, viewees had very personal and context dependent needs,
method of entering and exiting the bubble, and finally the were based on the definition of a visualization of what showing a need of a very flexible system of filtering. Another
feedback system. detachment is in general and how this could be translated in important and interesting finding is that when people leave
the communication world. The second part was focused on their phone turned off, or not with them, several commented
On the other hand, as the main medium of our concept is the user’s experiences of forced or chosen detachment from that: “I like to see if someone looked for me, but I also lose a
the Smartphone, a physical interaction had to be found in their Smartphone (when was turned off and why?) as well as lot of time checking all my channels of communication.”
order to define a system that not only supported the need a definition of what the user saw to be a private bubble of Figure 10 in background: Detachment
of detachment, but even was enhancing it through gestures communication. Interviews booklet page
21
21
Figure 11 (left): Yoga group creative session
Figure 12 (top): mock-up of prototype, with turning
corners.

Usability test 2: Mode switching Between these assignments a mock-up was also tested. The mood and mind set for the following tasks. While answering
In order to define the best way to switch modes: from model represented a Smartphone-shaped-object made in the second assignment most of the users spontaneously just
normal to bubble and back again, a user sessions was set up carton paper with three still smooth corners and one corner flipped the mobile phone on the screen side, in order to “put
with potential users for this project: students of a yoga class that could turn. The turning corner could be changed from it asleep” and all of them excluded the idea of having any
(see Figure 11).  smooth to edgy and the other way around (see Figure 12). sound still going on. Another interesting option was to put
the mobile phone away, but always in the same place, as if it
The session lasted about an hour and consisted of 3 different The mock-up was used to test if the users were more likely to had its own “nest”.
assignments. In the first assignment, the users were asked use a more direct physical interaction. Since they preferred
to define through full body movements certain actions like having more drastic difference in the gestures between In terms of awakening many different suggestions were giv-
“putting asleep”, “detach”, “relax”, “waking up”, “focus” entering and exiting the bubble mode, this proposal was en, but the most common was to shake the mobile phone, as
etc. During the second assignment, the users were given rejected. to physically wake it up. From the general conversation some
an Smartphone-shaped-object and asked to perform hand A complete description of the test set can be found in Ap- other interesting information came from the users. Most of
gestures with it to express some verbs like “awakening”, pendix 3. them expressed the desire of having two different actions to
“putting asleep” etc. The last assignment was done in the put asleep and to wake up the mobile phone, because the
opposite way, the users were now asked to perform certain Results feeling is different.
actions like flipping, twisting, shaking etc. and then describe The first assignment had very diverse results; from closing
which mental association the actions provoked. your own eyes to having a bike ride etc. The results were not
very useful to the research, but brought the users in the right
22
Figure 13: 4 animation path designs that were used for user testing.

Usability test 3: Gestures to freedom and i felt almost like calming down too much”.
After the feedback from the second usability testing, a set of »» Background colour: white or black. »» The paths were difficult to be decided as all the tested
screen based gestures were developed to test a movement »» Path of the movement: circular, infinite, spiral or ran- had different visions, except that the circular was too
for its slowing down and detaching effect on the user. The dom. simple.
movement would enable the user to enter the bubble mode »» Speed of the movement: continuous, slowing down.
both mentally and functionally. These animations were »» Duration of the gesture: 5sec, 10sec, 15sec, and con- Usability test 4: Feedback
tested on a Smartphone to get a real feedback on dimen- tinuous till they stopped. In the test 2 (mode switching), some users also expressed
sions and interaction. »» Holding the phone: horizontal, vertical, one hand, two the desire of having a “one-shot” notification in terms of
hands and on a steady surface. light and vibration, which does not repeat itself until the mo-
The animations (see appendix 7 and figure 13) were pre- bile phone is checked. Based on these results some further
sented as paths the user had to follow. No information was Results testing for light and vibration feedbacks were made.
provided to the user, and the user was requested to talk- »» The black background was found to be more comfort-
out-loud (TOL) while using the animation. After the test, the able, as it was more relaxing for the eyes. The white In order to define the different versions of the feedback the
users were asked a few questions about the feeling and the background was too bright for comfort. Smartphone would give the user, a user study were 7 dif-
emotions related to the experience. All the animations were »» The continuous and slowing down movement was ferent light + vibration combinations were tested on seven
done in order to represent different possibilities of differ- making people so focused that TOL was difficult to Smartphone users: three for the normal mode and four for
ent movements and screen gestures based on the following achieve. the Bubble mode.
clusters: »» One of the tested user said “it becomes slightly slows
23
During the test, the user was holding the Results
feedback prototype (see Figure 14), consist- All the users associated the longer interac-
ing in a Smartphone-shaped block of acrylic tions with calls and the shorter ones for
with an RGB LED and a vibrating motor SMS or emails. Some of them associated the
hidden inside (see Figure 14). The prototype faster interactions with alarm clock or agen-
was connected to an Arduino via wiring and da notifications. For the normal mode, the
this latter to a laptop, controlled by the test users would like have liked to have sound
monitor. The description of the seven combi- with the light and vibration. For the bubble
nations can be seen in the Appendix 4. mode, the users did not want to have any
accompanying sound. However, they would
The users were asked to answer three ques- like to have the vibration also in Bubble
tions about the use of 7 different modes for mode, because otherwise there is the risk
a Smartphone. These modes were consisting of spending too much time looking at your
in different behaviours in terms of light and mobile, when having only a light feedback.
vibration. Three were based on a red light In terms of the colouring of the modes, six
and four on a blue light. They were then of the seven users associated the red light
asked to answer some questions about the with “Urgency” and more invasive notifica-
Figure 14: Different coloring of visual feedback, a test user holding the light meaning and finally pick up a mode to tion, while they felt the blue one as calmer
prototype and the test protype itself (top to bottom). be assigned to the Bubble mode. and quieter.
24
Figure 15: The device, with the
‘enter bubble mode’ screen.

3.4 Bubble Mode

The bubble system consisted of two separate parts. The first in the use of communication.
is the information and communication management, and the
second is the user interface and feedback system. How to achieve it?
The benefit of using Bubble is not only to be able to detach,
but also to educate and realize how social connectivity could
3.4.1. Information and communication management
be more personal if turned into a more direct and filtered
The use of Smartphones often results in having more applica- way. Bubble is a VOIP based application for communication
tions and more contacts, ensuing that it also occupies more path for those moments when the user feels like detach-
of the users’ time. It has also changed how things are done. ing from the information influx. Instead Bubble enables the
Things that once used to be gathered and done in certain user to have direct communication with a selected group of
bursts of activity during the day, are now done a lot more people of which the user wants to allow in his/her Bubble.
frequently. In this sense, rather than enabling the user to do It furthermore acts as a filter on the incoming information
things better and use less time, it results in a usage that is on multiple platforms (social networks and emails) and as a
more frequent and that uses more time. An example is the block on specific parts of the phone (GPS, Wireless and 3G).
amount of times a user checks his/her email account when By enabling a choice of contacts that can enter the personal
having a Smartphone in comparison to only having access “bubble”, the system define a soft barrier with the rest of
to a computer. The possibility of doing more things may not connectivity. People in the bubble can be reached and can
actually be making us Smart[er], so we need a phone that reach the user, people outside will receive feedback that the
may be “dumber” but making us Smart[er] or more educated user is momentarily not to be reached.
25
Figure 16: Normal Android interface with at the top the
bouncing bubble mode icon, and at the bottom the Bubble
mode App.

contact. Cutting user could be informed of the user’s detachment, it would help
off internet con- to achieve a real sensation of freedom. The situation tried in
nection is a restric- our research was forced, but the possibility of reaching the
tion based on the same effect was an interesting possibility for most of the users
vision of gaining interviewed after.
more time by
reclustering con- 3.4.2 User interface and feedback system
nectivity into burst
of activities rather Entering the bubble
than spreading it The bubble interface is an addition to the normal Android OS
towards an infinite that enables to enter an application based system (Figure 16).
and continuous The system has a bubble feedback icon that shows to the us-
time that actually ers when they should consider an information break. This is
denies a real free a subtle and non-continuous glow of an icon that is activated
time. “Checking when the users reaches a certain number of contacts per hour,
if” and “i will just internet connectivity, hours without turning off the phone or
When and why using the bubble? have a quick look generally over-multitasking.
Bubble is not a forced and told steer towards a more moral while..” are situations that take off time from reality by occupy-
way of using our mobiles, but rather a chance of defining a ing spare time on “something” rather than living it. The pos- Entering feedback
really personal and intimate use of it. The possibility of having a sibility of cutting of GPS is a possibility for the future when GPS When choosing to enter the bubble mode, a set of actions have
personal and free moment and of personalizing what is relevant based information will be a reality and also a potential problem to be done in order to reach the right mental state to detach.
will bring to a product that will be more adapted to the user and for privacy issue. On a daily basis when one feels like being
so becoming a self extension and an image of him/her. focused into something or feeling alone or just detach from the A random smooth path has to be followed for 15 seconds in
daily routine, Bubble enables to bounce what is not subjectively order to enter the main interface. The movement, which is
The possibility of filtering incoming information depending on relevant without the stress of missing something. continuous, smooth and gradually slowing down, enables the
people and not on the media used will define a more person users to focus their attention on the present and helps them to
based and personalized communication tool. In bubble mode Based on the findings from the phone free day (see Report 2), relax (as shown in the usability tests). The gestures help achieve
the focus is on people as it enables just direct calls and mes- being completely unreachable was too drastic and unaccept- these states in a far better manner than switching on and off a
saging to the selected people and enables just them to directly able for the users. However, if those attempting to reach the button, as in a silent mode.
26
1 - See what’s in the bubble currently (figure 2a - Add people or emotions by pinching the 2b - Select the names through the alpha- 2c - Finally, pick the desired name of the
shows: music, ‘Eirik’ and ‘mom’). inner bubble. betic list that pops up. person or song.

3 - You can select people


in the bubble and see their
availability and connection
options.

4 - When you leave the


bubble by shaking your
device, an update on missed
calls and messages is shown.
These items have been
‘bubble-bounced’ while the
bubble mode was activated.

27
Figure 17: The bubble bounce concept: normally all information
by all contacts passes through (left). Now, only a few selected
contacts have the ability to communicate with you.

@ @
In the bubble
While the users are in the bubble, only few actions can be
conducted. This is done since the actual goal of the mode is to
detach from connectivity and gain more quality in person based
communication. Contacts become people, video and pictures
become moments and music and other media become emo-
tions.

People can be added to the users’ bubble and data can be


connected to people (music, video and pics). People added to
the bubble can be contacted by direct (call) or indirect speaking
(voice message) or by sharing (text messages or data file).
UNPRIORITIZED OVERLOAD DIRECT CONTACT WITH FEW CONTACTS, OTHER

OF INFORMATION INFORMATION TEMPORARILY BOUNCED OFF
The people added to the bubble are also able to contact the
users while in the bubble through each of the mediums they
use (Calls, sms, facebook, skype and so on...). The rest of the will have red light, while blue light for notifications in Bubble always being connected and the expected speedy reply that are
information will be bounced. mode. becoming the norm of today’s communication. By providing
 feedback that the information will be received later, the users
In the bubble feedback The bubble bounce won’t feel as stressed as if they would completely turn off the
The feedback on incoming messages or calls will be based on When the users enter the bubble, the phone becomes a pas- phone. The information that is bounced will be presented later
light and vibration in order to have a more subtle effect. Accord- sive receiver of incoming information (calls, emails, SMS and in a relative time sorting system.
ing to the preferences of the user in test 4, the interaction cho- notifications). Those people who are chosen to stay in the users’
sen for all the notifications in Bubble mode will be a light with a bubbles can reach them, while the rest are gently bounced (see Relative time information sorting
vibration that fades from min to max and back to min, without figure 17). The system is set up to provide those attempting to The bounced information will be given back to the user in a list
any sounds. It has the following set-up: Fading LED from min (0) contact the users, feedback of the users’ momentary unreach- that sums all the channel of communication based on people. In
to max (255) and then back from max (255) to min (0); fading ability with a message. The message can be personalized and this way the user won’t have to lose time searching through all
vibration from min (180) to max (250) and then back from max defined by the user according to his/her preferences in order the different information sources, but focus more on who has
(250) to min (180). The whole thing has to be slow: 3 seconds to to give a choice of whether to be direct or more indirect. This tried to contact instead.
go back and forth (min/max/min). feature enables the user to counter the perceived need of
As was confirmed in the test, the notification in normal mode
28
Figure 18: Visualization of the business model strategy,
part of chapter 4: Smart[er] Phone: Commercialization.

29
4. Smart[er]
phone:
commercia-
lization 4.1 Commercialization Vision
The commercialization of the In this section the commercialisation strategy of the product (described in Report 1) was to chose a target which was not,
Smart[er] phone will incorpo- is explained in more detail. As was described in the internal and would most likely not be pursued by the mobile phone
rate the business model strat- analysis of Enviu (Report 1); they are not a handset producer, in industry by itself. Increasing the lifespan of the mobile phone
egy, branding and marketing fact, they do not have any existing role in the mobile phone in- was one of the things at the most at odds with the industry.
mix and serves as an illus- dustry. Due to their position, Enviu will not be able, financially Consequently, there will inevitably be tension between hav-
tration how Enviu could ap- or technically, to develop and launch the product themselves, ing market success and project success, a fact that is impor-
proach the market with our but be required to find an existing actor in the industry to con- tant to remember when evaluating the different commerciali-
proposed design solution. tinue the project. The strategy is made under the assumption sation alternatives.
that an existing actor in the industry is behind the project.
We believe it is unrealistic to expect sustainable solutions (ef-
Since Enviu will not launch the product themselves, the focus ficiency gains cannot be classified as sustainable solutions) to
4.1 Commercialization Vision in this section will be on the strategy, which revolves around be implemented directly into the existing system, as it is the
how to ensure that the commercialisation gives added value cause of the current level of environmental and social impact.
and continued drive to keep the sustainable philosophy. The The commercialisation strategy and model proposed is radical
4.2 Business Model & Strategy marketing mix we propose in the following section will due to in respect to the current level, a necessity if the goals set in
the previous mentioned reasons, only carry illustrative power, the project are to be accomplished. Although a strategy that

4.3 Market Implementation Plan as the marketing mix will have to be adjusted according to
the company ending up commercialising the product.
does not revolve around profit-maximisation is at odds with
the current state of the industry, there is a growing field of in-
dustries and companies that have another raison d’être than
Remaing sustainable
4.4 Branding profit maximisation. Many of these companies are driven by
An inherent difficulty in the project in regards to the com- a strong belief in a cause, and some have a social business
mercialisation derives from the initial project brief. It stated model. For sustainability to take root, it is also important to
4.5 Marketing Mix that the project was to strive for creating maximum impact in move these principles into normal strongholds of consumer-
changing the mobile phone industry towards sustainability. ism such as consumer electronics.
An important criteria in selecting the direction of the project
30
Figure 19: Example of Business model visualization, adopted from the
book ‘Business Model Generation’, by Osterwalder and Pigneur.

4.2 Business Model & Strategy


Through our product and commercialisation process, we The section a more detailed description of the different as- release a variety of layers (with different functionality and
want to create a mobile phone industry that: pects of the business strategy will be presented. processing power) that cater to the selected target groups
different needs and desires. Over time, it will still be possible
»» Has designed the phones: using longer lasting compo- Layer release strategy to get “older” processors, as they will diminish in price in
nents, easier to repair and recycling, making it easier The layers will with some software tweaking, be compatible comparison to new ones, but still offer good functionality for
for consumers to keep their phone for its true techni- with each other. However, as was described in the techni- those not seeking the cutting edge.
cal lifespan, and thereby reducing the intensity of the cal feasibility evaluation, the “processor” is the part that
cradle-to-grave cycles. quickest becomes obsolete, since the other layers take up To avoid too much cluttering and confusion regarding layers
»» Generates the majority of revenue from other sources an increasing amount of computational power from the and compatibility, it is important to keep the number of
than sales of hardware, changing sales from physical processor as they improve. After some time, newer layers variations in the layers to a manageable amount. SmartCom-
parts towards intangible parts. will not be able to function with an older processor. From a pany will therefore only launch new processors and layers
»» Removed design for obsolescence. sustainability and functional perspective, the processor is the when there is a significant technological development to
»» Does not push phones at consumer in breakneck most crucial item of the mobile phone. The other layers will warrant a new release.
speeds, but focuses on more radical innovation that therefore have to revolve around the different processors,
have significant improvement with explicit information regarding which processors are sup- Revenue of the leasing system
»» Has created an alternative to the connectivity craze – ported, and which are not. The mobile phones will be offered without an initial fee
creating awareness about life quality among users, and (or a symbolic fee in cases of regulation). The revenue will
given them back the control of their connectivity Another key element is to provide sufficient upgrades to the however be generated by a monthly fee (see figure 20). The
user, so to discourage an upgrade of the processor. The exist- fee structure will start fairly high in the beginning, before go-
ing customers will be served by providing new layers that still ing down, and then down again after the minimum contract
fit with older processors, and will be fully served for its entire expires. The would-be selling price is recuperated when the
lifespan, through repairs, a lively second hand market, new initial contract ends. How much they will drop, will depend
layers and adapted OS development. on the length of the contract (Europe has different legislation
according to the length).
When launching the Smart[er] phone, SmartCompany will
31
Figure 20: Business model
revenue system.

The declining fee works better than a flat fee for three rea- of a mobile phone). Since the phones are made up of a four Repairing the phone
sons. Firstly, it allows SmartCompany to recuperate the ma- layers, the customer earns 40 points every day (10 per part). Repairing is often associated with a lot of uncertainty and
jority of the money as soon as possible. Secondly, it signals expenses. As part of the service, SmartCompany will pro-
the customer that he/she is rewarded with better terms the The points can be used on either themselves or into value for vide free and fast repairs for all the layers, being a point of
longer the phone is kept. And lastly, for a customer con- the “greater good.” The “value” of the options will always be differentiation. This service can be implemented due to the
sidering to upgrade to the newest layers after the contract in favour of giving to the greater good, to show that giving form of the layers: SmartCompany will only change the layer
expires, for example, a tripling of the monthly fees, provides is always better. For personal value, the customer can use in question, and send a new or re-used back to the user. The
an incentive to remain with the existing set of layers for a the points to discount the monthly price of the layers. For broken layers will then be organised to take advantage of
longer period. The drawback is that the fee structure is more the greater good, they can be used to unlock gifts/benefits economies of scale while repairing the problems.
complex for the customer to understand, and that the main (something concrete) that the customer can choose from However, to discourage moral hazard among users, the leas-
fees are closer to the present day, and therefore easier to be among a selection of worthy causes. Different “benefits” will ing agreement will have to include a terms of agreement that
affected by the price, than if they were evenly spread out, or be unlocked depending on the length of time the customer makes only “normal” mobile phone failures free to repair.
occurring later in the future. has kept the phone, where the longer the customer waits,
the more valuable is the gift. Upgrading the phone
As the phone can be seen as a set of layers, the contract is A key part of the offering is the possibility for the customer
dived into separate entries for the different parts. Thus, each Furthermore, there will be a constant tracker of total number to upgrade their phone with new layers, as new options be-
individual layer will have a monthly fee, which is combined of days that users have kept their phones past 1.5 years, and come available, or if a different function is wanted. The new
into one total sum for the customer. what that translates into from an environmental perspective. layers are added to the user’s account and to the monthly
SmartCompany will also have several set goals that will be fee. The old layers will then either be sent in or brought in
The point system initiated when the amount of days has been reached, these by the customer, as the fee continues until they are handed
The point system is implemented as an additional feature to are goals that can be cross-incorporated with the corporate in. Another option for the customer is to transfer them to
encourage customers to keep their phones for a longer pe- social responsibility activities of the mother company. others, but then they have to accept, and they will then take
riod of time. The points are earned in a very simple manner: over the current layer status (monthly fee, karma points,
just by keeping the phone another day. However, they do not etc).
being to being earned until 18months (the average lifespan
32
Figure 21: People, Planet, Profit;
win-win-win.

making it leaner and more efficient, instead of adding more ferent platforms?
Bubble mode capabilities. The efficiency gains can then be implemented »» The cost of repairing and the increased product re-
The bubble mode service is not meant as a separate product into the newer versions as well. sponsibility for SmartCompany.
or service, but as an integral feature of all the phones that »» The change of mentality that people don’t own their
Long term: Opening up layers for 3rd party developers own mobile phone any more, but pay for them as a
are released by SmartCompany.
In time, 3rd party developers can be allowed to offer their service. And the increased likelihood of people damag-
Ending the contract products within the standard, thereby creating a new source ing their phones.
When the user wants to dismiss the service, the phone of innovation and product development. The 3rd party »» Continuing the previous point, customers can worry
is to be sent back to the company. Then the body-layer is developers have to offer their products according to the dif- about the privacy of their data when returning their
changed, with a new shell, and leased out again at a dis- ferent standards set into the layers, and their offerings will phones back to SmartCompany.
counted rate. Either in the same market or in developed go through the SmartCompany, since they will not be sold,
but leased as well. To incorporate 3rd party developers, a set Rational behind strategy
markets, where it can be kept alive for a longer time, since all
the parts are changeable. Thus, the life-cycle of the mobile of technical specifications they have to live up to, as well as The major strength of this business model in contrast to oth-
phone is expanded. If the phone is lost, or the customer financial distribution key depending on how often the layers ers (see Appendix 5 for a closer description), is that it offers
wants to end or change the layers before the contract period need repairing, etc will have to be developed. a win-win-win for the customers, SmartCompany and the
is over, requires an environmental cost from the user, as they planet. It will offer incentives for all the parties to keep the
Challenges to be tackled: phones for as long as possible (or desired).
have underutilised the resources.
There will be several uncertainties and challenges that have 
Guidelines for the company to be faced and tackled for the strategy to be a success. The Furthermore, as SmartCompany is responsible for providing
The company that makes the layers should be an OS (Operat- most pressing are: free repairs, leasing them out again and the material itself,
ing System) developer. When the brain layer and the other SmartCompany will be motivated to make it easier to repair,
layers being to be out-dated, they cannot continue to follow »» The application market will at any given time take the components longer lasting, make it easier to re-use
the updates of the new OS’s because of lacking hardware. advantage of the best possible technology. Thus, there components, and focus on fewer but better models to sell. It
Thus, the SmartCompany needs to focus the development can be difficulties in how to maintain the offerings to gives them a closer customer contact, and gives them profit
of the OS that is to be used on older models platforms, on several levels of performance associated with the dif- from having a long-term view.
33
4.3 Market Implementation Plan
these attributes are not valued as high by the target group.
against the existing products in the same market that will
Objectives In terms of compatibility, the customisation makes the phone
be entered, gives recommendations on the type of launch
The launch objectives are related to the newness of the tactics that should be employed. fit closely to the user’s needs and requirements. It fits their
product (Guiltinan, 1999). The Smart[er] phone has as- values by being focused on sustainability and on “old-fash-
pects that are very new to the market (the layers, busi- ioned” principles as caring for the material objects. The
ness model and bubble mode), but although the form
“Relative advantage depends on a posi- Smart[er] phone is based on the same functionality prin-
factor and ownership are different, the functionality of tioning of the product’s benefits against ciples as existing phones, but it will have a challenge in
the Smart[er] phone is well established in the market, those of other products, and compatibility the new way of layers and ownership, which will require
and well understood by the users. It does therefore not depends on a positioning of the product’s the user to adapt their mental models. Nevertheless, in
create a new market or category, but attempt to acquire sum, it could be argued that the product also had a high
market share in existing markets.
fit with individuals’ needs, values, and ex- compatibility.
According to the framework proposed by Guiltinan periences/usage systems compared to the
(1999) the Smart[er] phone can thus be classified as fit of other previously used products” Another objective is related to whether to target the
a new product entering an established market. In the - Guiltinan, 1999. mass or niche market. Although the mass market would
framework, the objective is therefore to encourage imply a higher sales potential and thus also a higher
trial and repurchase. However, the Smart[er] phone is a impact, pursuing the mass market would mean a lot of
durable product where one purchase will be sufficient intense competition from the other handset producer
for several years, so the focus will be to achieve the first The Smart[er] phone can be seen to have both a high relative (which is already an intensive industry). In addition, mass
purchase. advantage and high compatibility with the users. In terms markets are only advisable when the product has a high rela-
of advantage, it gives the user free repairs, the possibility of tive advantage and high compability within the market. Since
An additional aspect of the framework is that by analysing customising the composition of the layers and upgrading, the Smart[er] phone can only be said to have these quali-
the relative advantage of the product and the compatibility and detaching from the connectivity. It will not be as cutting- ties within the target group, it is recommended to purse the
the product has with the target group, and judging them edge or be as powerful as the other products over time, but niche market (Guiltinan, 1999).
34
Figure 21: Adopted from Harvard
Business Review,
May 2010, pp. 49.

What is the What will the


business? business be?

Traditional Transitional

Figure 22: Image freely cre-


What should the ated from: Peter F. Drucker,
4.4 Branding business be?
1998.

show strong improvements on


Transformation of the busines From a branding point of view, the eco-efficiency should not be afraid
Drucker talks about traditional (past), transitional (present), transformational time zone should be to ‘climb the execution curve’ (or:
and transformational (future) time zones (figure 22), in which addressed: what does the future bring Transformational the transformation of the current
companies live simultaneously. Furthermore he states: “no along? By using branding as a vehicle to en- business): adapting their strategy
such thing as a future decision, only the futurity of a present lighten people about the mindset that the current and business processes to actualize their
one (Flaherty, 1999).” In this, technology plays an important way of using mobile technology might contain an overload of sustainable intentions. Furthermore, they state that
role; yesterday’s technology, today’s activities and tomor- information, this transformation should be initiated. By mak- companies should not only develop internal strategies but
row actions all need to be taken into account to initiate ing people aware of this, self-actualization can be achieved also ‘adopt open-source approaches that engage outsiders’.
change. He also mentions that there have been three major (actualizing one’s beliefs and mindset). As for branding, this This provides a solid ground on which future telecom indus-
technologic breakthroughs: shift from nomadic to sedentary can be done implicitly or explicitly, depending on the mes- tries have to put their words to action: reducing the impact
societies around 6000 BC (Flaherty, 1999), the upcoming me- sage. of the production is one thing, changing the products them-
chanical applications around the 18th century and the more selves, is another. With respect to branding, this is another
recent information and knowledge developments in the 20th An interesting new theory raised by Lubin & Esty (2010 - fig- clear evidence that the concept should radiate the intention
century. Now, as we are well in the 21st century, these latter ure 21) in one of last year’s Harvard Business Review, is the that the current way of designing phones is no longer valid in
developments are taken to extremes (as this entire project is notion that reducing environmental impact solely, will not the (near) future. This will be translated to explicit branding
built around that belief). withstand in future business. Rather, companies that already terms for the project. Transformation is the key-word here.

35
Figure 23: Adopted from: Kellogg on
Branding, p. 220.

what we ‘feel’) should »» Self-actualization


be addressed: style, »» Self-expression
self-expression, self- »» Control
extension, control (but »» Freedom
also freedom) are a few »» Independence
of the attributes that fit »» Affiliation
this thought. Therefore,
producers need to shift As product attachment is a key-word for the concept, it
their focus to what a shows overlap with some of the words in the list: self-ex-
Going beyond ‘Feeds & Speeds’
product actually does for pression and affiliation specifically. As product attachments
In today’s telecom industry economic benefits and functional the customer and what it kind of rewards he or she will get stools on three important pillars (product’s irreplaceability,
benefits are very important; the first will occur for people when using the product. See figure 23. indispensability and self- extension - Schifferstein & Pelgrim,
who value efficiency, reducing costs and errors will choose 2008). Self-extension follows self-expression, irreplaceability
a phone that fits that image. The latter for people who look For the final concept of the project, this means that the follows affiliation. Therefore, product attachment and emo-
for the best possible interaction or experience (performance/ reasons why there would be emotional benefits, must be tional benefits are heavily intertwined.
flexibility/usability/etc.) with their device. These two benefit filled in. The concept is hugely focused on these benefits
sets are encapsulated as ‘think’ and ‘act’ mindsets and can implicitly, but for the overall branding strategy they will have Control and freedom are different: they are contradicting,
both be considered as quite rational attributes in the custom- to be turned into explicit forms. By doing this, potential users but do not exclude each other. Normally, one would be in
er Decision Making Process (DMP). could envision what the concept can do for them, creating control when freedom is lost. The reverse could also be true:
communal awareness for the (sustainable) impact the tele- one should have freedom when control is lost. However, for
However, Scott Davis pleads that manufacturers need to go com industry has upon us. By offering them an alternative, the concept, a certain control is wished for, to create free-
beyond the ‘feeds-and-speeds’ for modern day electronic this is achieved. dom. As the user can deliberately go into a ‘bubble-mode’
devices: advertising and branding products by showing (by being in control), additional freedom is gained. In that
technical components and emphasizing their additional Key-words for emotional benefits that are appropriate for sense, independence and freedom result from an (increased)
benefits will no longer suffice. The emotional benefits (or: the concept: notion of control over traditional mobile phones.
36
Figure 24: Timeline of Nokia products, adopted
from: http://www. cellphones.techfresh.net.

Frame of reference Points of difference Points of Parity


Another important aspect of setting up a brand and creating »» the ability to detach from the daily ‘overload’ of com- »» it should still offer the ability to do everything the user
its strategy is the frame of reference, being part of the brand munication by entering a mode in which you are less would do with a ‘normal’ phone: e-mailing, browsing,
positioning (Tybout & Calkins, 2005). This refers to the asso- connected to the world and therefore have more time social media, calling, etc.
ciation and notions the user has when the brand is recalled, to focus on the ‘here and the now’ (providing quality »» phones nowadays are small, lightweight, easy to in-
what it is that makes it relevant to him or her. The frame time). teract with and offers a vast amount of functionalities
of reference for the concept could be the unique selling »» Physical layers and replaceable/upgradable compo- which have become a standard (an Application Store,
points (USP’s or Points of Difference - Keller & Tybout, 2002) nents in (some) of these layers make that the phone tools, Media player, etc). This should be taken into ac-
it integrates, but also more generic attributes (or Points of is more environmentally sustainable than current day count, maybe slimmed down, but not ignored.
Parity) that relate to the brand in a larger scope: the product phones, as a defect in the product will not cause a »» as phones are oftentimes provided when a new con-
or brand category (something that is shared by all brands in replacement of the entire phone but solely a part of it. tract is signed, people choose for this option so they
the category). By levering from points of differences and by »» the physical appearance of the layers will show what can avoid a high-priced purchase. Pricing the phone
trying to ‘break-even’ with points of parity (generic category mode you are in (normal or ‘bubble’ mode), providing too high might scare off people.
advantages that competitors might have), a strong brand is visual feedback that is meaningful and interactive.
created. »» a lively second-hand market of layers and components
will reduce landfills and prevent people from upgrading
their phones every 18 months or so.

37
Figure 25: Attitude and Behaviour
Segments of smartphone users.

4.5 Marketing Mix


In order to create a brand strategy, the before mentioned Demographically, this audience
implicit values will have to be made explicit. This will be could live almost anywhere,
integrated in the marketing mix (product, promotion, place as long as a shopping centre is
and price). relatively close (if they choose
to physically hold a Smartphone
Product before they purchase). Nonethe-
The product itself is detailed extensively throughout the less, even at remote locations,
whole report, and will therefore not be described further an online purchase is still possi- market typically focuses on a group of users that is eager to
here. ble. But more specifically, people around the big cities in the adopt your product.
Netherlands and its surrounding countries (and possibly even
People further) are part of the target audience as many sustainable In phase two, we have made different types of users,
The target audience for the concept phone will be basically initiatives take place there. regarding their Smartphone usage (see figure 25 on this
everybody with a sense for the environment and sustain- page). Apart from the distinction between rational (phone
ability and moreover, are not resistant to get involved Niche market as empowerment, necessity) and aspirational users (phone
themselves. They are very open to innovations on the digital In order to penetrate the telecom industry, a niche mar- as fashion, trend followers), there are four quadrants of
platform and possibly own (smart)phones which are reaching ket might help. By pinpointing a specific group of people, behavior segments: business, multimedia, essentials and
the end of their lifespan and so these people are looking for other audiences can be reached from there. This niche will style-focused.
a new phone to buy. The age category of these people will demand certain characteristics. First of all, it should be large
be anywhere from 18 to 50 with some money to spend. They enough to reach a decent amount of people, but still be very As for a niche market for the Smart[er] phone, we believe
probably own a decent Smartphone already, but are not reachable. Secondly, they should share the a set of values there should be a focus on aspirational, high involvement us-
resistant of trying out something new, even if it might cost which are addressed by the concept. Third, there must be ers: people that can induce a change in the industry and are
them a bit extra. a clear incentive why these people would buy the product. considered as early adopters rather than being part of the
And lastly, there should not be much competition, as a niche majority of consumers. For the long term, other segments,
38
Figure 26: http://www.treehugger.
com homepage example

like the Mature acceptors and family providers could follow, mouth are important pillars. Over time, awareness will be »» Sustainable Blogs (e.g. <www.treehugger.com>, figure 26)
when a lively second hand and repurchase cycle has found its created through experiences with the phone. The incen- »» At sports brands stores like Adidas, a top ranked sus-
way to the surface. tives for using the phone are mostly long-term oriented as tainable company (<www.forbes.com>; Adidas ranked
rewards for using it are only visible after a certain amount of 28th of all big companies worldwide)
Since we will collaborate with a handset manufacturer, this time. Because the phone excels in making it easy to upgrade »» At telecom stores such as Vodafone (being connected
will greatly determine how the product’s distribution will be or replace, there first needs to be the need of doing this, to Enviu)
handled, these people will be reached through existing pro- which will take time (anywhere between 1 and 3 to 4 years). »» Enviu website and on websites of partners (HybridTuk-
motion and sales channels.By choosing such a niche market, However, the customer buying experience and the incentive Tuk, Sustainable Dance Floor, etc.)
the three characteristics are met: to buy such a device, will have to be oriented on the short »» All other promotion channels that are used by the col-
term as well, short term rewarding is key to sell the prod- laborating handset manufacturer
»» it is large enough to reach a decent amount of people, uct. Therefore, when using advertising, this should be put
as style oriented, aspirational users make up a fair forward. The reason why companies like the Body Shop are put here (which
group of the total user range. has no interest in selling Smartphones) is simple: having referred
»» they will share the same values that relate to our Short term benefits are situated around the fact that the to the frame of reference before, this sustainable Smartphone has
planet, society and sustainability; they are aware of phone is a sustainable, no-nonsense device which ultimately quite a broad area of associations. What the Body Shop, Adidas,
current problems regarding environmental impact. will save you money thanks to its upgrading/replacing capa- and the concept-brand have in common is a care for the envi-
»» the incentive to buy the sustainable Smartphone is bilities. The advertisements around the new product will be ronment and their corporate sustainable impact on the world.
found in progression/innovation: as these people want placed at spots were the target audience is present (these Although they go about these topics in different ways, with dif-
to differentiate from other people they are eager to spots are not distribution channels, but merely places where ferent production techniques and completely different products,
take up new conceptual products and are not hesitant brand exposure is appropriate): their communal aim to act more sustainable is present. Both the
for radical changes. »» at eco-friendly stores and sites Body shop and the new Smartphone brand will profit from shared
»» The Body-shop or other fair-trade/community-trade sustainable mental model. The frame of reference for sustainable
Promotion stores business is quite broad; specific product categories are no longer
For the promotion of the concept, advertising and word-to- »» Slow food movements venues/stores the most important factor in bringing brands together.

39
Figure 27: Example of in-store dis-
play of layers.

Price buyback).
Pricing is key in finding the right branding strategy. If the
price is too low, people might not value the product as a The exact prices of the phone and the layers are hard to
replacement for their phone. If it is too high, or if a skimming determine. However, we believe that since the product is
price strategy is applied (keeping a high price to attract early a highly compatible and offers high advantage, a skimming
adopters) people might not take the risk of switching to an price could be applied. Although a skimming price indicates
unknown, unfamiliar new brand which is radically different a higher-than-average starting sales price, this should be
from what they are used to. decided on with caution as users should not be lured to
lower priced competitors. Therefore, the handset manufac-
The pricing strategy is based on a leasing system. In the first turer that will decide on a price has to keep in mind that the
year, the customer pays 60% of the ‘would-be-selling price’ product must be considered as high-category product (as
Place (the price of the phone if it was to be purchased at once). with the current advanced Smartphone market: HTC, Nokia
The place refers to the locations at which the product can be After the first year, the contract price drops to 40% of this and Samsung having a broad range of products from fairly
purchased. The first obvious place would be telecom retail- price and after two years it stays at 20%. Looking at the cu- cheap to high-priced phones). The price of the layers will be
ers, which people visit in need for a new phone. Here, they mulative revenues, the company would break-even after two determined likewise.
Figure 28: Pricing Strategy
will have the option to choose for the sustainable Smart- years (which does not include the phone’s manufacturing
phone. costs). See figure 28. Within this
contract period, as mentioned in
But offering the phone at these retailers alone will not with- the business model part, users
stand. As the product creates a new category of products are free to have their phones
(namely: sustainable Smartphones), placing it next to tradi- repaired or replaced when there
tional category products will not emphasize its points of dif- is a defect.
ferences (POD) well enough. For a good brand to stand out,
its POD’s need additional attention and a suitable surround- The price of the individual layers will
ing. Therefore, the frame of reference can be extended to probably vary, as some layers are
‘sustainability products’ and as such be placed at eco-friendly more complex than others. Users
retailers (which might not sell phones as their core business) are discounted when they hand in
and online web-shops that offer sustainable products. their used, to-be-replaced layers so
that a buyback system is assuring an
Next to these somewhat ‘experimental’ places, the product optimal recycling/re-usage environ-
be purchased through all existing distribution channels of ment and the phone’s hibernation
the collaborating handset manufacturer. Their established period will decrease (the time be-
network of stores, online web shop and distribution partners tween the moment that a phone is
can be put in action. discarded and its recycling/re-usage/
40
41
5. Smart[er]
phone:
Proto-
typing 5.1 Prototype Explanation
Figure 29: function indicator dis-
played at the to of each layer.
To present the concept to Enviu,
and for them being able to show The Smart[er] phone concept is radical, smart and takes a being translated to a physical level. For this installation, a
it stakeholders, we have created huge leap in comparison to all devices currently out there on display, a laptop (with a custom written application) are re-
a prototyping installation that the market. This is only realized by changing the rules of the quired, beside the custom made installation model(s).
can be used as a stand-alone pre- game drastically. In order to convey the core messages that
sentation device. It incorporates make the Smart[er] phone actually being smart and being Lay[er]
a wooden box with all the layers, easy to understand, a simple and powerful demonstration The lay[er] prototype is the modular stackable physical
which interact with an animated installation (prototype) has been developed, that intuitively embodiment of the Smart[er] phone. Through a unique (to
presentation. tells the story behind each of the core components of this be developed) interfacing standard, the layers can be con-
multidimensional phone. nected on top of each other. All together, the layers resemble
the total phone, supported by each of the layer’s unique and
Demonstration subjects
5.1 Prototype Explanation The installation presents the core components that have been
required abilities. Each of the lay[er] is made out of opaque
glossy acrylic, with a customized laser-cut engraved design.
developed during the final concept development phase, but The laser-cut design exists out of different important ele-
only which ultimately adds direct value towards the end-user. ments: interface connection, inter-layer connection and the
Due to strict selection criteria for a powerful presentation core function indication. The layers only differ in their core
model, the technological implications and the entire business function indicator (figure 29), which essentially represent the
model, that supports the concept, are mentioned only briefly. hardware modules available on the subjected layer. Each layer
The reason for doing so, is that the presentation should only is positioned on a the installation-box, that emphasizes each
reveal the direct impact on the viewers their lives. This direct of the layers function.
impact is approached from the Lay[er] and Bubb[le] concepts,

42
Figure 30: Layers placed on top of each other Figure 31: All layers complete
Usage different animations of the possible interface, interactions The Arduino was connected through a Serial Proxy to Adobe
At start, the user asked to put his or her phone down, on and the system features that are integrated in the Bubble Flash, which therefor could interact based on physical events,
the special allocated box on the installation-box, after which mode. Throughout the Bubble demonstration, a second detected by the Arduino. Through a unique method, the dif-
the installation directly detects it and anticipates on it by physical prototype is used to create a direct link between ferent layers can be detected, whether they are connected
triggering the viewer his/her view on current phone their digital abstract information that is demoed on the display or not. All layers conduct the prior their current through the
impacts.Each of the layer then is required to be stacked onto and perceptual (tangible) information. This digital informa- interface connection, that creates a direct shortcut be-
each other, keeping in mind the intended order from bottom tion is translated by using integrated RGB LEDs and a vibra- tween the +5 and the GND (over several 10kOhm resistors).
to top: Senses, Brain, Heart and Body. Every time a layer is tion motor, that are controlled by a congruent software
added (figure 30) on top of the prior one, the installation will application (written by WTF), that is ran by the laptop and
detect each of the layers and displays specific information the Arduino. This part of the installation is mainly about
about that layer on the display. Each layer added will bring the software domain of the concept; to clarify the fact
the installation closer to completion, and when the final layer that the interface is supposed to run on a phone (not on
(figure 31) is added, the installation will show the Smart[er] a external display) an iPhone was used to run the video to
phone assembled after which a transition phase in the instal- instigate interaction with the ‘interactive’ elements of the
lation is activated. The installation switches towards the interface (which was demoed only through an animation).
Bubble mode, which then is presented by interacting through
a secondary prototype model.
Installation Production Process
Bubb[le] Electronics
The Bubb[le] mode is activated when all layers are stacked The installation has been build by using basic core compo-
on top of each other, only then the Smart[er] phone can be nents in combination with a programmable advanced mi-
used. The Bubble mode demonstration is done by showing croprocessor: Arduino (only for demonstration purpose).

43
Secondly, during the Bubble Model, a RGB LED The installation is therefor build to be ran as an
and vibration-motor are activated through a Pulse standalone application, that does not require any
Width Modulation event, by which a slow fading technical nor developer insights. Running the
movement can be realized. Lastly, a LDR (Light installation is as easy as hit and run.
Dependent Resistor) is used to detect whether
or not a phone is been placed on the installation. Installation-box
Which requires a very specific connection, that is The installation box is the embodiment of the
directly connected (as are all above components) total presentation model, that houses the most
to the Arduino. important components and acts as the interactive
board. All different layers have their own engrav-
Flash Patch ing, together with the stacking location, location to
The flash patch is completely build on custom put the user’s phone and the interactive Bubb[le]
made animations that are played according to the prototype. The installation box is, similar to the
input, determined by the Arduino. In between the acrylic layers, made through laser-cutting the ma-
Arduino and the Flash Patch, a Serial Proxy moni- terial based on a CAD / Illustrator design. Due to
tor, monitors all in- and outputs of the Arduino- the high exposure of the material, the prototype(s)
board. A custom made Flash application uses all needed to be made from high quality and good
this information and acts on changes on in- and (and sustainable) looking materials.
outputs. Since this installation is going to be used
by Enviu, to present the Smart[er] phone to both
potential endusers and investors / partners, the
installation requires to act fully autonomous.

44
Far left: Arduino with resistors and connection wires
Left: Setup of wooden box + connected laptop
Top right: Laser cutting of acrylic layers
Bottom right: Laser cutting of wooden box.
6. Sum- The Smart[er] phone is our solution to countering and reducing
the environmental impact of the mobile phone industry. We
information rebound function, a specifically designed feedback
system and an update of the pending information when one

mary
hope it will not only influence the Smartphone market, but also leaves the bubble mode.
function as a starting point for questioning the ever-increasing
throughput of all consumer electronic products. Consequently, If change towards sustainability is to be accomplished, product
companies should not only aim at reducing the environmental changes are not enough. The system that supports the existing
impact, but also generating awareness about “true” sustainabil- practices of un-sustainability also has to be changed. The proposed
ity and change consumer perspective on materiality. commercialization is a radical change in the form of a leasing sys-
The third phase began with a tem for the layers. Users sign a contract where they pay a monthly
rough combination of three con- It furthermore tackles the social and personal consequences fee for the layers (including free repairs) and for a network contract.
cepts. By focusing on the core, of increased connectivity and the dependencies it causes, by When the initial contract expires, a significantly cheaper contract
and detailing the three domains, giving back the user control of their own information usage and takes its place. After a minimum time has lapsed, the user can
the concept emerged as a holistic connectivity. This is also hoped will have a lasting impact on the easily upgrade the layers of choice. Together with a point system,
concept: The Smart[er] phone. norms and standards that dictate the current cultural expecta- Karma points, the user is encouraged to keep their phone for as
tions that everybody should be reachable 24/7. long as possible. The branding of the phone complements the com-
mercialization strategy, and is used as a vehicle to contribute to the
The Smart[er] phone is compiled of four layers that are easy to proposed radical (transformational) changes in the industry. 
replace or repair and can be upgraded according to the us-
ers’ needs. This takes advantage of (and too strengthens) the Since Enviu will not develop and launch the product themselves,
trend of focusing more on software and interaction and less it is assumed that the company behind the Smart[er] phone will
on hardware, which has emerged in the industry over the last be an existing actor in the mobile phone industry. The marketing
years. Naturally, such a layered Smart[er] phone poses technical plan proposed is therefore more generic in nature, as the specif-
challenges to ensure its manufacturability. Therefore a technical ics in such a plan are too dependent on the launching company
feasibility study was carried which indicated that the concept for it to be possible to describe in any credible fashion.
would be indeed feasible.
The final delivery to Enviu also consists of a physical prototype,
Through several user- tests and -studies, an interaction concept a key delivery for them in fulfilling one of the requirements for
based on a Bubble mode has been developed. It lets the user the governmental funding of the Our Mobile Generation(OMG)
detach from the stresses caused by the everyday constant con- platform.
nectivity, into a mode that enables the user to be more present
in the moment, as unimportant information and notifications The Smart[er] phone is the sustainable Smartphone of the
are prevented from interrupting the user (‘by bubble-bouncing future, delivering strong potential for the three pillars of sustain-
them). The system encompasses a remainder, a soothing way ability and creates a win-win-win situation for the company, the
of entering the mode, information and contact management, a user and the planet. It is simply a Smart[er] phone.
46
7. Refe- Academic Material
Drucker, P. (1999). Shaping the Managerial Mind, by John E.
Schifferstein, H.N.J., Zwartkruis-Pelgrim, E.P.H., (2008).
Consumer-Product Attachment: Measurement and Design

rences
Flaherty, Jossey-Bass, 1999 Implications. International Journal of Design Vol.2 No.3

http://www.forbes.com/2010/01/26/most-sustainable-com- Turkle, S. (2011). Alone Together: Why We Expect More from


panies-leadership-citizenship-100.html Technology and Less from Each Other, Basic books

Lubin & Esty, Harvard Business Review, May 2010, pp. 49. Tybout, A.M. & Calkins, T. (2005). Kellogg on Branding, John
Wiley & Sons, Hoboken, NJ
Guiltinan, J. P. (1999). Launch Strategy, Launch Tactics, And
Demand Outcomes. Journal of Product Innovation Manage-
Feasibility study:
ment, 16 (6), 509-529. http://www.ifixit.com
http://www.chipworks.com
Keller, K. L., Tybout, A. (2002) The principle of positioning. http://en.wikipedia.org/wiki/IPhone
Market Leader, Issue 19, Winter, 65 http://www.apple.com/iphone/
http://www.howstuffworks.com/
Drucker, P. F. (1998) Peter Drucker on the Profession of Man- http://www.phonewreck.com/
agement. Harvard Business Review Book http://www.zdnet.com
http://www.ti.com/
Mugge, R., Schifferstein, H.N.J., Schoormans, J.P.L., (2006). http://www.samsung.com/global/business/semiconductor/
Product Attachment and Product Lifetime: The Role of Person- http://www.skyworksinc.com/
ality Congruity and Fashion. European Advances in Consumer http://www.triquint.com/
Research, Volume7. Delft University of Technology. http://www.broadcom.com/
http://www.st.com
Park, M. (2005). Sustainable Consumption in the consumer
electronics sector: Design solutions and strategies to mini-
mise product obsolescence. 6th Asia Pacific Roundtable for
Sustainable Consumption and Production. Melbourne, 10 –12
October 2005.

Peyton Jones, S. L., Hardie, M. S. (1991). A Futurebus Interface


from Off-the-Shelf Parts. IEEE Micro 11, 1 (January 1991), 38-
41, 84-93.

47
8. App-
endix

1 Feasibility Study

2. List & Diagram of Comp.

3. Creative Session

4. Bubble Mode feedback test

5. Business Models evaluated

6. Detachment interviews

7. Path testing

48
1. Feasibility Study

Communication devices iPhone4 Component Oerview


Antennas – UMTS, Skyworks SKY77542 Broadcom BCM4329FKUBG
GSM, GPS, Wi-Fi Tx–Rx iPAC™ FEM for 802.11n with Bluetooth 2.1 +
and Bluetooth all Dual-Band GSM/ EDR and FM receiver.
integrated into the GPRS: 880–915 MHz Samsung
stainless steel frame and 1710–1785 MHz Skyworks Broadcom K9PFG08 flash
bands. SKY77541 BCM4750IUB8 memory
GSM/GRPS single-chip GPS
Front End receiver.
Module Power Amp
TriQuint
TQM676091
Processor
Input devices A4 Samsung,
Power Battery 3.7V
ARM Cortex A8 core
Simcard reader magnetic sensor Management 1420mAh Li-
(1GHz when used in iPad)
AKM8975 - Polymer
newest

3 axis gyroscope 3-axis


Cirrus Logic
ST Mirco accelerometer Micophone
338S0589 audio
AGD1 - STMicro
codec
L3G4200D STM33DH
(Apple branded) Speaker - 2nd
(3mm x 3mm)
Buttons/ speaker -
switches; Earpiece
Touch Screen Camera - 5 MP Vibartor motor
power (on/off),
Controller camera with
volume, hold,
Texas 720p video at
main enter
Instruments 30 FPS, tap to
button
343S0499 focus feature,
and LED flash

Second camera
Capacitive Display Unknown devices
- front-facing
Touch Screen VGA camera mobile DDR 338S0626 - SRAM
unknown 36MY1EE NOR -
unknown use
49
Logic Board - iPhone1.0

Samsung chip
K9MCGD8U5M
(22.5x14)

Wolfson audio
Processor - Samsung 620 chip
MHz ARMARM1176JZF. WM8758BG
Stacked on the SDRAM, and 73AFMN5
two 512 Megabit chips. (5.5x5.5)
(14.5x14.5)

Linear Technology 4066


USB Power Li-Ion Battery Charger
(4.5x4.5)

50.3mm

Intel Wireless Flash stacked 32 Mb NOR Infineon M1817A11


+ 16 Mb SRAM chip. 338S0289 and 8G60710
Part numbers 1030W0YTQ2, 5716A673, (7x7)
and Z717074A
(10x8)

Edge Power amplifier


Skyworks GSM/
(SKY77340)(8.5x6)

338S 0297 G0719


(6.5x9)

Multimedia engine.
Infineon PMB8876 S-Gold 2 MARVELL, Single chip radio
Part numbers: 337S3235, 60708,W8686B13, 702AUUP and baseband IC
and EL629058S03. Marvell's 802.11b/g for Bluetooth 2+EDR
(10x10) 18.4mm2 chip(5x5) CSR BlueCore4-ROM
WLCSP (4.5x4.5)

50
50mm 100mm

Serial Flash memory Application Processor Power Management IC UMTS Transceiver


1MB Samsung and DDR Infineon SMP3i SMARTi INFINEON
SST SST25VF080B SDRAM
Power Amp
Accelerometer
Module
ST Microelectronics
SKYWORKS
LIS331 DL
SKY77340
Display Interface
National Semiconductors Power Amp
LM2512AA Triquint
TQM666032
Touchscreen controller WCDMA/HSUPA
Broadcom
Power Amp
BCM5974
Triquint
Simcard reader TQM676031
WCDMA/HSUPA
Power Amp
Triquint
TQM616035
WCDMA/HSUPA

Pseudo SRAM
NUMONYX
PF38F3050MOYOCE
Logic Board iPhone3G

Audio Codec 16MB NOR +8MB


WOLFSON
WM6180C

Digital Baseband
HAMMERHEAD ii GPS Power Management Battery Charger/USB Processor
Infineon NXP Controller
PMB2525 LINEAR TECHNOLOGY
LTC4088-2

51
Logic Board iPhone4

50mm 100mm
110mm

Antennas – UMTS, GSM, GPS, Wi-Fi and


Bluetooth all integrated into the
Cumpas -
stainless steel frame
Magnetic sensor
3 axis AKM8975 - newest
gyroscope (4x5)
ST Mirco
338S0626 AGD1 - Processor
Skyworks SKY77541 Unknown Simcard L3G4200D A4 Samsung,
GSM/GRPS use (6x6) reader (4x4x1.1) ARM Cortex A8 core
Front End Module (17x17) (1GHz when used
(8x7) in iPad)(14x14)

Broadcom BCM4329FKUBG 802.11n


with Bluetooth 2.1
Power Amp + EDR and FM receiver. (6x6) Broadcom BCM4750IUB8
Skyworks 3-axis accelerometer single-chip GPS receiver. (4x4)
TriQuint TQM676091
SKY77542 Tx–Rx (4x7.5) STMicro STM33DH
iPAC™ FEM for (3mm x 3mm)
Dual-Band
GSM/GPRS:
880–915 MHz and
1710–1785 MHz
bands. (4x7.5)

Flash memory
NAND
Samsung K9PFG08
5RAM
Audio codec (12x18)
36MY1EE NOR
Cirrus Logic 338S0589
(7x7)
(Apple branded)(6x6)

Vibartor motor
(2.5x3.5)

Digital Baseband Processor


Manages all devices that require an antenna
(7x9) Touch Screen Controller
Texas Instruments 343S0499
(4.5x4.5)
Mobile DDR
Double Data Rate Synchronous DRAM
reduces overall power consumption

110mm
50mm 100mm
2. List & Diagram of Components
for mobile devices, becoming Power Management
faster, smaller and cheaper. The Description – Controls the power provided to the device de-
speed and capacity of the proces- pending on it requirements. Thereby reducing unnecessary
sor directly relates to how much use of the battery and extending its life.
functionally a phone can have and Longevity - Needs to meet the requirements of the Proces-
as such the market is continually sor.
driving for more powerful proces-
sors. The market brings out new Connectivity
processes on an annual basis. Baseband processor
Description – Additional processor used for all devices con-
Memory nected to an antenna.
Flash memory Longevity - This only needs to match the transceiver and
Description - Flash memory is Power Amp developments (maybe 3-5 years)
non-volatile computer memory
that can be electrically erased Wi-fi Bluetooth Transceiver
and reprogrammed. Non-volatile Description- Bluetooth is a wireless protocol for exchang-
means that no power is needed to ing data over short distances from fixed and mobile devices,
maintain the information stored creating personal area networks.
on the chip. Longeveity – These protocols change relatively slowly, devel-
Lists and diagrams of components in a Smartphone
Longevity – This is one of the opments tend to come one a new superior protocol replaces
From the analyses an overview of typical Smart phone com-
faster developing components in a phone, tending to double an old one. Slower increases are achieved in increasing range
ponents their functionality, relationship to other components,
in capacity per size and price every year. and bandwidth.
indication of Technical(Fashion) and Functional longevity was
devised.
NOR SRAM and Nand memory GPS Tranceiver
Description - flash memory is one of the two popular types Description- Global Positioning System was developed by the

Processors of flash memory. The other is the newer NAND flash memo- United States’ Department of Defense. It uses between 24
ry. and 32 Medium Earth Orbit satellites that transmit precise
Application processor Longevity – The speed the processor can work is dependent microwave signals. This enables GPS receivers to determine
Description – Is a Microprocessor Integrated chip, the CPU of on this memory, therefore it needs to be updated only as their current location, time and velocity. The GPS satellites
the Smartphone, it controls all applications on the phone. often as the processor. are maintained by the United States Air Force.
Longevity – There are continual developments in processor
53
Longevity – The range of GPS is upheld by the US Air Force Screen mobiles 15-20 years ago.
and extremely strong. Therefore the transceivers don’t Touch screen controller
chance so much just maybe become smaller and cheaper. Description – Translates the changes in capacity on the Mini USB port
surface of the screen as measured by a number of sensors Description - Universal Serial Bus (USB). Used to transfer
Power (varying depending on the type of touch screen) into to a digital signal and power from and to an external source via a
Battery digital signal. USB connection.
Description – Rechargeable battery provides power to all Longevity – Needs to be updated at the same speed as the Longevity – EU regulations will soon come into place to
devices on the phone. screen. standardise all mobile and smartphone chargers and data
Longevity – the same Li-Polymer batteries have been used transfer to mini USB format, this will ensure that it remains
for many years. However the functional life of these batteries Touch screen the standard for some years to come.
is limited as their load capacity decreases over time and with Description – several types of capacitive touch screen can
additional recharges, they last an average of 1.5 – 2 years be found in mobile devices these days. While they vary in Head phone jack
before this starts to affect performance. method they all contain sensors that measure the changes in Description - A TRS connector (tip, ring, sleeve) three pin
capacity on the surface of the screen. analog audio out connector used to listen to the phone audio
Audio Longevity – There is a large push for higher screen resolution, via a headset or headphones.
Audio Codec and an increase in multitouch sensors. Longevity – Commonly many handset manufacturers use
Description – The term ‘codec’ comes from encoder-decoder, customised jacks, if these were standardised by regulation
fittingly an audio codec encodes analog audio coming from Display there longevity could be increased.
the mircophone as digital signals and decodes digital back Description – Backlite LED monitor are currently the most
into analog to be played by the speakers.
Sensors:
common in mobile and smartphones. Analog signals through
Longevity - Dependant of new formats of audio? Hi-def etc? the matric of pins determine the colour of pixels on the Compass
Dependant on the resolution of the speakers and mic. screen which are used to display information to users. Description - fibre optic gyrocompass, which detects the
Longevity – Fashion obsolescence is continually pushing for magnetic directions without potentially fallible moving parts.
Speakers and earpiece clearer, higher resolution screens. Longevity – These are a reality new development with mo-
Description - an electro-acoustic transducer that produces bile device and therefore hard to judge the speed of develop-
sound in response to an electrical audio signal input. Fixed ment. However their functionality should remain constant
Longevity – Improvements are occurring to provider better Simcard reader for many years.
sound quality, cheaper, smaller and at higher volumes. Description – Digital / Analog. A subscriber identity module
or subscriber identification module (SIM) on a removable Camera
Mic – SIM card securely stores the service-subscriber key (IMSI) Description - A camera that takes video or still photographs,
Description - an acoustic-to-electric transducer or sensor used to identify a subscriber on mobile telephony devices or both, digitally by recording images via an electronic image
that converts sound into an electrical signal. (such as mobile phones and computers). sensor. The camera consists of a lens and a Bayer filter to
Longevity - Improvements are occurring to provider better Longevity – The technology simcards are based on has capture the image.
sound quality, cheaper, smaller and at better resolution. remained virtually unchanged since the popularisation of Longevity – The quality to size ratio of mini cameras for such
portable devices continues to be pushed with a 1-2 megapix-
54
3. Creative session
el increase in resolution every 1-2 years, this trend is likely Setup for Creative session/User testing with Yoga group: Normal-Bubble
to continues. Transitions between Normal and Bubble mode »» Detach,
»» unwind,
Gyros Users: »» let-go,
Description – A VSG (vibrating structure gyroscope) is a rela- »» relax
We plan to conduct a creative session/ user testing workshop with a
tively inexpensive device that converts vibrations in different
group of Yoga students to gain an insight into the types of actions that
planes to digital or analog data that can be used to deter- Bubble-Normal
people could associate with detaching and re-engaging. The results of
mine position with 6-degrees of freedom. »» Engage
which will be used to help determine the actions required to switch the
Longevity – These are also a relatively new addition in such »» Reawaken
Phone4Life from Normal Mode to Bubble Mode, and back.
devices and currently only found in some Smart phones. »» Focus
We plan to test from 5 to 8 users.
Making it hard to determine their speed of development.
Research questions: 2. Hand gestures to word prompts with an object – Participants will be
Accelerometers given an object representing a Smartphone and asked to perform a
»» What movements/actions stimulate a sense of detach-
Description - multi-axis accelerometers are used in some gesture they feel achieves the following;
ment/relaxation in a user?
Smartphones to detect magnitude and direction of the ac-
»» What movements/actions stimulate a sense of engage-
celeration as a vector quantity, and can be used to sense Normal-Bubble
ment/reawakening in a user?
orientation, acceleration, vibration, shock, and falling. »» Putting the phone to sleep,
Longevity – Such sensors have become increasingly common Research setting: »» Forgetting about the phone,
in Smartphones and seem like to remain as they allow for »» Detach from the phone
richer interactions with the phone. Once again they are a re- The research was placed in the yoga school itself, in order to leave the
ality new inclusion in Smartphones making it hard to predict users in a comfortable environment and to profit of the relaxed mind Bubble-Normal
their speed of development. However while their size, price state brought by the place itself. A camera was placed behind them, »» Wake up the phone
and resolution may improve their basis functionally shouldn’t over a shelf. In this way the whole session was documented but the »» Reconnect with the phone
change. users did not have the impression of being “studied” or observed. The
test runners also took part to the yoga class that preceded the session, 3. Predefined actions – Participants will be given an object representing
Buttons (power, volume, etc) in order to let the users feel on the same level with them and not like a Smartphone and asked to perform a
Description – Buttons mechanically make or break electronic connec- 2experiment subjects”. »» Twisting corner prototype
tions to allow users to control aspects of the device. »» Blowing
Plan
Longevity – Individual physical buttons are increasingly being replaced »» Twisting
by the touch screen interface on Smartphones. Many handset manu- What background info; participants will be informed that “we are »» Flipping
facturers have reduced the number of buttons to simply power on/off, working on a project looking at ways to use a physical object to help us »» Rubbing
volume up and down, and an action button. With the exception of the detach/unwind/relax/step-back from the stresses of our daily lives.” »» Shaking
on/off button these could also be replaced by the touch screen. Little »» Slapping
advancement in these areas has occurred in recent years and their 1. Full body actions with word prompts – Participants will be asked to »» Squeezing
functionally would not decrease if they were keep for many years. perform an action that they feel embodies each of the following verbs: »» Push-away
55
4. Bubble Mode Feedback test
»» c1. Fading light + fading vibration both from min (0)
Setup for User testing: to max (255) VERY FAST repeatedly for 5 times (the
Different Feedbacks for Bubble mode motion goes only from min to max, never from max to
min, when repeating it just jump back to min)
Users:
We plan to test from 5 to 8 users, between 20 and 30 years 4 interactions with Blue light on Rgb LED + vibrating motor
old and owning/using a smartphone in their everyday life. »» a2. Slowly fading LED from min (0) to max (255) and
then back from max (255) to min (0); fading vibration
Research questions: from min (180) to max (250) and then back from max
(250) to min (180); all repeated three times. Three
»» What vibration pattern can be associated to Bubble
seconds to go back and forth (min/max/min), all the
mode?
three repetitions have the same length, with no time
»» What light between red and blue can be associated to
interruption between them.
Bubble mode?
»» b2. Slowly fading LED from min (0) to max (255) and
»» Are the users likely to have vibration and/or sound for
then back from max (255) to min (0); fading vibration
the Bubble mode notification?
from min (180) to max (250) and then back from max
Research setting: (250) to min (180). Three seconds to go back and forth
(min/max/min). [Practically it is the same than before
The test was run from one person from the team (test moni-
but without repeating].
tor) who was in charge for making the system work. During
»» c2. Blinking led + blinking vibration (1 blink only, not
the test, the user was holding the feedback prototype and
repeated)
was asked to answer three main questions.
»» d2. Slowly fading LED from min (0) to max (255) and
Question 1 then back from max (255) to min (0). Three seconds
to go back and forth (min/max/min), repeated three
The users were asked to assign each of the following seven
times. No vibration.
interactions to:
»» A situation (business, free time, trvelling, etc.) Question 2
»» A notification (call, sms, mail etc.)
The users were asked to assign an emotion or mental asso-
They were also asked to specify if they would have liked to
ciation to the use of the red light and the blue light.
add a ringtone to each of them
Question 3
3 interactions with Red light on Rgb LED + vibrating motor
The user were asked to pick up one of the four bubble mode
»» a1. Continuous vibration and light on for 5 seconds
interactions to be assigned to that mode.
»» b1. Blinking light + blinking vibration repeatedly very
fast on and on for 5 seconds
56
5. Business models evaluated
ever, how to ensure that this situation does not become even but too high a price for the layers, and the customer will be
Different business models evaluated worse than the present is not know. Instead of having one discouraged from upgrading at all. Thus, loosing out on the
phone to be replaced, suddenly all four layers are continu- needed revenue, as well as not improving the environmental
ally replaces as new models appear, and are pushed by the impacts.
companies.
Summary of the models:
The main challenge is how to ensure that the company’s
need for profit does not result in a push for the customers to
buy new products at a fast pace. None of the four business
models solves this issue, as it will never be in the interest of
the company to sell as few as possible of the phones: some-
The suppliers give the parts to SMARTcompany on order. This thing we have been striving to achieve.
gives SMARTcompany full control over the branding, launch
plans and income stream. The business model is further built
upon the notion of self-control for SMARTcompany, that they
are so driven by the goal of sustainability, that they only re-
lease new models when older expire, and thus, do not purse SMARTcompany develops the standard that the Smart[er]
the notion of maximising profit. phone employs. It works in the same way as Android. It is
 open for other to do what they want, as long as it is within
the regulations that are set-up. Thus, SMARTcompany will
function as a gatekeeper between the suppliers and the us-
ers.

SMARTcompany creates the standard that other suppliers


can use to reach user that have bought into the platform.
This model opens up the industry, as it allows smaller suppli-
ers and developers the chance to specialise in certain niches. This model is built around the hook and bait model: Selling
Thus, there can be developed for example sensor layers that the initial combination of layers together for a smaller price,
are optimised for exercising or mountaineering, etc. How- and then selling the upgradable layers more expensive. It
would enable us to sell the initial phone for a lower price,
57
6. Detachment interviews
Detachment interviews

Set up
The interviews were done using a book-
let as sensitizing material and platform
for discussion of the theme. Ten people
have been interviewed on the theme of
detachment. The first part of the inter-
view was set to define a visualization and
mental model of what detachment is in
general. Then the focus was set into com-
munication field and so testing the idea
of a communication detachment “space”.
The interviews were held in an informal
way in order to achieve a discussion
rather than a detailed interview. The user
tested were both smartphone and non
smartphone users in a age range of 20-35.

58
7. Path testing
different variables of gesture.
Path testing The variables tested were:
»» Background
Set up »» Path
»» Speed of the gesture
In order to understand whether a certain gesture would
»» Length of the interaction
bring to a state of relax in the user, several paths were
»» Position of the phone.
tested with different variables. The users were told to
follow a certain path on the screen with their finger with
Ten random user were tested in different situations and
a Talking out loud feedback.
context in order to achieve variation in the hold on the
A smartphone was set up with an animation of the paths
phone and on the reactions to the test.
to follow.
The interviewer would observe the reaction to the dif-
ferent paths and ask question on the reactions to the

59

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