Requireme Generation of M App - Prof. Dr. Lappeen - ITU

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Requireme Generation of M App - Prof. Dr. Lappeen - ITU
Requireme ents for the Next
Generation of Mobile
              M      Services and
          Appplications
        Prof. Dr. Jari Porras
        Lappeenranta Univ. of Tech., Finland

        WGB – Services,, Devices and Service
        Architectu
                 ures
        WGA – User
                 U    Needs & Requirements in
        Wireless World
                 W
Requireme Generation of M App - Prof. Dr. Lappeen - ITU
Contents
• Motivation
      i i
• Users
     – Change of users and their needs
                                 n
     – Clash of generations
• Apps and services
     – Change of habits
     – Rise of the apps
     – Implications
           l        to technology
                          h l
• WWRF Activities
     – WGA challenges and activitties
     – WGB challenges and vision
• Summaryy
5/24/2013               Wireless World Research
                                       R        Forum
Motivation
“ does
“xG d  not h
           happen just by increasing capacity.
    We have enough bandwidth   h, Users require new
    applications/services!”
       li ti /       i !” 8 8.9.
                              9.2004
                                 2004

• Technologies have evolvved (bandwidth,
  devices)
• Users and their behavio
                        or have changed
• Apps and services have exploded

5/24/2013             Wireless World Research
                                     R        Forum
Users now and in futurre

• Generations off users
    • Post war generation n (born in 40s ‐ mid 60s)
    • X‐Generation (mid 60s
                          6 – early 80s)
    • Y‐Generation (earlyy 80s – mid 90s)
    • ZZ‐Generation
         Generation (late 90s‐)
                          9 )
                          90s
• X‐Generation users are digital immigrants
• Y/Z‐Generation users arre digital natives, Millenials
    • Z‐Generation more “social”
                            social
                                    Tienari J. & Piekkari R.
Millenials

• New generations
               i    h
                    have  bee
                          b en researchedh d iin sense off
  education and working lifee aspects
• Information age mindset
    • Computers
           p       aren’t techhnology
                                    gy
    • The Internet is better than TV
    • Staying
       St i connected t d iis essential
                              e     ti l
    • Multitasking is a way ofo life

                                                              blinger D.
    • Doing is better than knowing
    • Zero tolerance for delays

                                                             Ob
• Different values and activee challenging
Basics for the user needs

• Psychologist
      h l      A. Maslow
                       l w characterized
                             h         d user
  needs in various levels
    • Human tries to satissfy the basic needs first
      (physical ‐>> mental))
     • How has the changee
       of users and evolvin
                          ng
       technologies
                g affecteed
       this model ?

Yang Y et al
Implications

• “
  “The
     h way in whichh h we strivve for
                                  f
  society’s respect and appro oval has
  d ti ll changed
  drastically    h     d over th
                               h centuries”
                               he     t i ”
• Humans, Families and Sociiety have
  changed
   h         ffrom static to mo
                              ore dynamic
• “Our human need ffor resp   pect and
                              p
  recognition has thus remaiined, while
  attaining this goal has become all more
  difficult”

                                Brice Le Blévennec, Emakina
Cl h off Generations
Clash    G      i
• Technology
  T h l      iis seen as efficient
                          ffi i t solution
                                    l i in i various
                                                i    fields
                                                     fi ld
     • “Technologies for healthyy aging” or “Ambient assisted
       li i ttechnologies”
       living    h l i ” are good
                                g d examplesl off fi
                                                  fields
                                                     ld where
                                                         h
       good technological solutiions might not be adapted due
       to the clash of generation
                                ns
• Physiological and esteem need ds: “Capacity to handle it
  myself
    y    approach”,
          pp       , “Technologggies make p
                                          people
                                               p appear
                                                   pp
  helpless and challenges their self‐image”,
                                s
• Securityy and belonging:
                     g g “Littlee concern for safetyy but seek
  out human contact”, “Whose need we are looking at ?”
• “Manyy existingg technologies
                           g are p
                                 poorlyy matched to the real
  needs of prospective users”
                                            Thielke S. et al.
Change of the habits

                       Flurry
Mobile takes over
Rise of the apps
• Ordinary people consume more and more mobile
  services and applications
  –NNumber
        b off available
                   il bl applica
                             li tions
                                 ti   has
                                      h exploded
                                             l d d
  – Users try several application
                                ns and change then frequently

                                                            Flurry
H ddo we use our ti
How              timme

                         Flurry, Keynote
Real needs vs.
           vs usage
                                                             Kukka et a
• PanOulu
  P O l experiments
                i       ffor vario
                                ious years reveall the
                                                    h diff
                                                       difference
  what users think they need an  nd what the actually use

5/24/2013               Wireless World Research
                                       R        Forum
Rising apps

Flurry
Maslow and services

• nn

                      Wang J. et al
UX is all to the users

““The
   h idea
       id off a design
                d i
hierarchy of needs rests
 on the assumption that
in order to be
 successful, a design
must meet basic needs
 before it can satisfy
higher‐level needs.
 Before a design can
 “Wow” us, it must work
 as intended. “
                           Smashing Magazine
What makes the
difference ?
• V
  Various
      i   elements
            l
  affecting to the user
  experience (design)
• Mobile ≠ Web
• Sho
  Should
       ld take mobile
  characteristics into
  account
• Challenges for the
  developers
        p and
  developing tools

5/24/2013                 Wireless World Research Forum
                                                          Smashing Magazine
C b foraging
Cyber f  i
• smallll mobile
             bil devices
                 d i     offloadi
                           ffl ding some off ththeir
                                                   i resource
  intensive work to stronger computers (surrogates) in the
  local network environment
    • Resources: CPU power, “energy”,
                                 “           network connectivity,
         storage capacity, externaal displays, printers etc.
Transferring user
requirements

5/24/2013     Wireless World Research Forum   Fettweis G.
R f
References
• Ti
  Tienarii J.
           J & Piekkari
               Pi kk i R.:
                        R “Unma
                           “U anaging
                                  i Z‐generation”,
                                      Z      i ”
  Talentum, 2011 (in Finnish)
• Obli
  Oblinger D.:
           D “B“Boomers & G
                          Gen‐‐Xers
                               X Millenials”,
                                    Mill i l ” EDUCAUSE
  Review, Jul/Aug, 2003.
• Blé
  Blévennec
       ennec B.:
             B “Art of artificial recognition”,
                                  recognition” Blog,
                                                Blog Emakina,
                                                     Emakina
  http://www.emakina.be/
• Thielke et.
          et al: “Maslow’s
                  Maslow s Hieraarchy of human needs and
  adoption of health‐related tecchnologies for older adults”,
  Ageing
   g g International,, Dec. 201 12.
• Wang et. al.: “Understanding Evolution
                               E          in Internetware using
  a double py
           pyramids model”, Prooc. of Internetware’12.
R f
References
• YYang Y.
        Y et al:l “A Case
                     C    study:
                             d B Beehavior
                                    h i Study
                                           S d off Chi
                                                   Chinese U
                                                           Users
   on the Internet and Mobile Intternet”, Proc. of HCII, 2011.
• K
  Kukka
    kk H.
        H ett al:l “Thi
                   “This iis nott clas
                                   l ssified:
                                       ifi d Everyday
                                              E   d information
                                                      i f  ti
  seeking and encountering in smart urban spaces”, Personal
  Ubiquitous Computing, 2013
• Fettweis G.: “A 5G Wireless Co
                               ommunications Vision”,
  Microwave Journal,, Dec. 20122.
• Flurry Blog: http://blog.flurry.ccom/
• “2012
   2012 Mobile User Survey”
                    Survey , Keeynote,
                              eynote 2012
• Smashing Magazine: http://mo
                             obile.smashingmagazine.com/
WWRF
   F Activities
     A ti iti

WGA – User
         U    Needs & Requirements in
Wireless World
         W
WGB – Services, Devices and Service
Architectu
         ures
WGA Objectives
• WGA is   i ffocused
                    d on di
                         discoveering    i and      d promoting
                                                              i
     research areas that strive to   t understand the users’
     needs for and requiremen       nts to wirelessireless future
                                                           f t re
     internet systems; how the users are driving the
     creation and design of new     w emerging services in a
                                    w,
     secure environment and how     h users will interact with
     devices systems and appliications in the Wireless
     devices,
     World. Based on an undersstanding of the user
     requirements
        q           and the userr interaction with devices,,
     systems and applications, WGA    W investigates and
     studies the elements of viaable business models
     under different socio‐econ
5/24/2013
                                    nomic
                       Wireless World Research
                                      R
                                                 conditions.
                                               Forum
WGA Challenges

•Translating user experie
                        ence requirements
  – integration between user requirements and technology
    advances
•Context security
                y
  – authenticity and identity on
                              o the move
•User
 User experience and va
                      alues
  – viable business models
•User
 User requirements and geographical context
  – Impact of socio-cultural settings
                             s
•User Scenarios for a Wo
                       orldwide Wireless Future
WGA Working subjects
• Methods
  Methods, processes
             processes, best    • User interaction
  practices for user‐centered     technologies
  research and design           • User Centric Identity
• User scenario creation and      Management Systems
  analysis                      • Spectrum requirements
• The needs of users,             needed to serve user (e.g.,
  operators service providers
  operators,                      no home/ work distinction)
  for secure and trustworthy    • Geographical or socio‐
  wireless systems                economic contexts
• Identification of future      • Business models
  services and applications
  based on user experiences
WWRF Vision 2020

7 trillion wireless devicess serving 7 billion people
                       by 2020
•   All people will be served with wireless devices
•   Affordable to purchase and  d operate
•   Calm computing: Technologgy invisible to users
•   Machine to machine comm    munications
•   All devices are part of the (mobile)
                                (        Internet
WGB – Challenges

• Emphasize services and not ju
                              ust devices
   – Devices are going to be (very) ch
                                     heap and various ecosystems will
     evolve; BUT customers will use services
                                     s
     => All people will be provided with services through wireless devices

• Ease the use of services and devices
                               d
   – Personalization and Adaptation needs
                                     n     to be taken into account
     => Key‐point is the User experien
                                     nce not the (in‐)visibility of technology

• Provide needed services at the right time & place
   – Emphasize roaming & service avvailability instead of connectivity
   – User experience
             p         mayy sometimess work without connections
     => All Users are able to take partt in the (mobile) Internet by services
WGB – Impact Areass

• What is already clear
  – The (mobile) Internet should/will not be a network of sites
  – The Future Internet starts as a weeb of information

• WGB paves the way to inform
                            mation usage

                                              Turning
                                            information                  Making
        Source: Dreamworks Pictures, 2002       into                    Decisions
       Easy                                 knowledge
   information                                             Knowledge
                                                                  g
    navigation                                            Managemment
                                                                                    Starting
                                                                                    Actions
WGB - Overall Visio
                  on

An ambient life style where
  - seven trillion devices ru
                            unning services, that are
            „   Easy to creatte Î
                - Intuitive Tools for Service Creation
                - Graphical Servicce Composition
            „               eÎ
                Easy to share
                - Generalised client-server / P2P architecture
                - Service deploymment in just a few clicks
                - Semantic based publishing
                                   p        g
            „   Easy to use Î
                - Semantic Servicce discovery
                - Interoperability,
                  I t       bilit composability
                                    c     bilit off services
                                                        i
                - Excellent User Experience
                                   E
WGB - Overall Visio
                  on

Service Creation should beb done by everybody
  - Like uploading photos to
                          t Flickr®
WGB - Overall Visio
                  on

Enrich Service Landscape   e
  - Like choosing tables/ch
                          hairs from stores

                  Towards a
                  multitude
                  of option

5/24/2013           Wireless World Research
                                   R        Forum
WGB - Overall Visio
                  on

Service experience is of upmost
                          u        importance
  - Should be far beyond “ttouching screens”

                Enhance useer
                experience

  Better look for EnE (Effficiency & Experience)
         vs. LnG (Layers & Generations)
Summary
• Users andd societies are in middle
                                ddl off fast
                                          f
  changes
• Need to understand thee nature of these
  changes
• Changes create needs
• Needs are tackled in various levels;
  applications,
   pp         , devices,, neetworks,, radio
• WWRF is the right placee to work on the future
  solutions
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