Requireme Generation of M App - Prof. Dr. Lappeen - ITU
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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
WContents
• 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 ForumMotivation
“ 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 ForumUsers 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 challengingBasics 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 alImplications
• “
“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, EmakinaCl 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
FlurryMobile 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
FlurryH ddo we use our ti
How timme
Flurry, KeynoteReal 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 ForumRising apps Flurry
Maslow and services
• nn
Wang J. et alUX 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 MagazineWhat 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 MagazineC 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
uresWGA 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.
ForumWGA 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 FutureWGA 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 experiencesWWRF 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)
( InternetWGB – 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 servicesWGB – 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
ActionsWGB - 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
EWGB - 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 ForumWGB - 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
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