Experience Driven Design Report 2017
Experience Driven Design Report 2017
Design MA Programme
Experience-
Driven
Design
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Experience-driven Design
Collaborative and Industrial Design MA Programme
School of Arts, Design and Architecture
Aalto University
Editor
D. Brad Mullen
Task
Instructors
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Design Team
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Contents
04 INTRODUCTION
06 THE COURSE
08 HOW
PROJECTS
10 ABB
12 ERICSSON
14 FASTEMS
16 KONECRANES 1
18 KONECRANES 2
20 ROLLS-ROYCE MARINE
22 CLIENT COMMENTS
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Introduction
This brochure reports the results from Masters level Experience-driven
Design course that ran in winter 2017. Teams of students worked on com-
pany cases for 7 weeks with the goal of designing for experiences for target
user groups and various other stakeholders.
Company Partners
The design assignments come from company partners, so the course is a
good opportunity for students to learn to work for clients. Several students
have been hired by the client companies after the course and the course
projects have generated various kinds of impact in companies.
Virpi Roto
Responsible Teacher of Experience-driven Design Course 2017
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The Course 2017
Methods &
Activities Techniques
Background Research
Lectures
Interviews
Design Office Visit
Observations
Individual Readings
Experience Goals
Group Reading Discussions
Prototyping
Class Discussion Sessions
UX Evaluation Methods
Company Assignments
Team Tutoring Sessions
Weekly Teamwork Reports
Final Reports
Core Concepts
User Experience (UX)
Customer Experience (CX)
Brand Experience (BX)
Interaction Design
Company
Collaboration
The Course
Teamwork Assignment
Company visits Period IV 7 Weeks 10cr or 5cr
Expert Interviews 6 Company Teams
Legal Agreement 28 students from Arts and other schools
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How?
The 10cr course consisted of lectures, individual
readings, teamwork and team tutoring sessions,
teamwork diary, and final reporting. The most
intensive task for the students was the teamwork
around the company assignment. Each company
case was different, but the common phases
during the work included understanding the target
context and stakeholders, setting experience goals
for the design, transforming the goals to design ideas,
representing the ideas via a concept description or
a functional prototype, and evaluating the design
against the experience goals. To be able to accomplish
all of this within seven weeks, fulltime commitment was
expected from the students.
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Task
Redefining the Experience of the Drives Commissioning
Tool and the ABB Development Process
Design Team
D. Brad Mullen, Mathijs Provoost and Andreas Sode
Our team of students was excited to work on a pro- conducted this research primarily through secondary
ject that placed an emphasis on the user experience rath- research and user interviews. We explored the relation-
er than technology. We were particularly drawn to this ship between The Field and The Factory within the ABB
project because it offered the ability to conduct extensive Drives organisation. The polarisation between these
user research from various individuals in a large variety of departments influenced our direction.
contexts and that the project offered an interesting case In analysing the research we identified the diversity of
that required extensive improvements. the users and user needs of the drives commissioning tool
Our teams initial approach to this project was to and created personas and user journeys to understand
conduct a broad research enquiry about field engineers, these needs. After creating key insights in understanding
including their motivations and desires as well as the the users, we established our experience goals. We used
drive commissioning tool itself. Our team then completed these experience goals to develop our two concepts.
benchmarking with other competitors programs. We After learning about the field engineers experiential
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relationships to their work and the tools that they utilise, Our teams applicable concept is called Drive Suite:
our team proposed three main experience goals, three Upgrading the Navigation and Linking the Community it
minor supporting experience goals and two solutions. The is an experiential redesign of the interface, navigation and
proposed experience goals include challenge, competence Q&A features for the drives commissioning software used
and fellowship, which lead our team towards the pro- by field engineers. We created this concept to facilitate
posed solution in applying these experiences to both an experiences focusing first on competence, then challenge
easily applicable solution and a radical concept. and finally fellowship.
Our team iteratively developed two concepts in Our radical concept is called ABB Development Com-
which we approached the experience goals from different munity: Connecting the Field and the Factory - this con-
perspectives. In developing the concepts we moved from cept is a redesign of ABBs development process. We cre-
sketching to paper prototyping to digital and back again. ated this concept experientially first focusing on fellowship,
After each iteration we evaluated the concepts with dif- then challenge and finally competence. For this concept we
ferent users based on the experience goals. With on the thought that a redesign of the user engagement process
users feedback and experience evaluations, we revised could radically change the representation of user needs,
and refined our designs. We kept the experience goals in wants and desires through developing a solution that facil-
mind during the entire development and design phases of itates a dialogue in the way user needs and requirements
our process. are implemented into the solutions that ABB offers.
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Task
Incorporating Care into an Enterprise Platform
Design Team
Christopher Helle, Jang Bae Lee, Seoran Jin, Jongbin Kim
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ond experience goal was to make users feel being a hero. efficient to use.
The users are experts in their own field and they wanted Our teams second concept aimed to improve expe-
to let the users feel proud about their achievements. rience radically by attempting the enterprise users feel
Outcomes being a hero according to our experience goal. Through
As the outcome of the project, we came up with two their research, we found out that most often the users
concepts. For an applicable prototype, we proposed an of the portal get only notified when something goes
enhanced user interface for setting and managing DCP wrong and failing systems lead to bad results and negative
portal triggers and actions. There is a way to use a chat- feedback. However, when everything works smoothly the
bot powered interaction which guides and helps users users do not get acknowledged for their good work. To
through each step until a user has reached their task. This solve this matter their second concept enhance the feed-
enables the users to learn the possibilities of the system back loop between different users of the portal through
in a soft and empathic manner. However, as a second micro interactions embedded into the interface. By giving
option aimed for the power users, the prototype inter- good feedback to others within the same organization the
face proposes an interface which streamlines the process users get credited for their expertise and are more proud
of trigger management and visually guides the user but is of their work.
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Infoboard
33 / 204
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STAFF NAME
Sebastian T.
TIME (HH:MM)
10:18
NOTES
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NAME Marianne L. 00:05 NORTHERN EUROPE OTHER EUROPE OTHERS
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Cli
Task
Improving Work Experience at Fastems Remote Support
Design Team
Jinny Kim, Mikko Latva-Kyr, Maija Menp, Samar Zureik
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This set became the guiding principles of our design. The workspace layout for the Tampere office.
goals were set based on the desig n brief on the outset of Radical
the project. They were reviewed and modified throughout For the radical concept, we took a holistic approach to
the design process to ensure that the main users needs are the process of the remote support work. Our proposal
met. addresses pain points of current practices. By integrating
Applicable Concept AR and Smartboard technologies, our proposal enhances
Our design of the infoboard aims to improve the overall communication and collaboration between different stake-
work experience of the Remote Support personnel at holders such as customers, Field Engineers and Remote
Fastems. Our proposal includes the main Infoboard design Support staff.
with 9 features, a desktop view of the infoboard and a
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Task
Lifting the Whole Work Experience with Augmented
Reality
Design Team
Pia Laulainen, Esteban Solis, Chengxin Hao
them. For the applicable solution we chose safety, effec-
Konecranes is a bold and future oriented and commit- tiveness, completion, empowerment and fellowship whilst
ted company. They wanted us to figure out new ways of the radical has empowerment, self-development, fellow-
operating the crane in industrial environment, and that ship and relatedness as their sub x-goals.
the concepts we would develop, should utilize augmented Applicable Concept
reality (AR) and/or wearables. So after reviewing some lit- The crane assistant application is a practical solution de-
erature related to their work and going through research signed for AR glasses that gives the experience of control
in-situ we defined our main experience goal as following: to the workers by empowering their skills and profession-
To give the crane controller the control over his/her job al pride rather than the feeling of technology outsmarting
environment through new technologies. However, though them or even replacing them. In this sense the application
the feeling of control is the main experience goal, each acts as an assistant rather than a controller giving useful
concept has support experiences (sub x-goals) supporting data to the user and the option to make decisions, show
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and strengthen their abilities. The language and the tone immerse the users in the world of Cranetopia, which is
that the Crane Assistant offers is the one of a helper possible thanks to AR environment creation inside their
offering options and not giving orders by voice. The work places. The users can choose between classes, char-
application also offers the possibility to give the users acter customization, missions and competitions against
some motivation by assigning scores to some of the tasks different companies to become the ultimate King or
they have to do giving them the chance to earn scores Queen of the Crane. The AR environment of the whole
(proof of their skills) and even trade their points for some working place allows them to find a different place each
rewards like breaks, or time to leave earlier or come later day and have different missions that not only bring fun
to work. An additional opportunity is offered for them to and motivation to the work but also make them become
interact with their co-workers. better and make the best out of the new crane features.
Radical Concept Examples are following a coin path with the load (safer
Cranetopia is a radical solution for the lack of control and route) or avoid monsters that can eat your load and make
motivation in industrial environments that uses gamifica- you lose points (the monsters can be simulated where
tion as its main resource. The experience was designed to there are things the load can crash with).
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Task
New UX Concepts for Operating a Crane
Design Team
Jeong-sun Park, Juulia Juutilainen,
Mika Jokiniemi, Yucheng Wang
The Brief operator feels one with crane. Achieving this experience
Come up with new UX driven concepts for operating would ensure that it meets practically all the Konecranes
a crane, utilizing e.g. wearables or augmented reality. Situational awareness - It must be clear what is the status
Konecranes is quite interested in developing new ways and how the user interaction is going to affect the crane
of utilizing emerging technologies in their products. Now and the context. Trustworthy - User must be able to rely
they are researching the possibilities of AR and wish to on the product that it is not going to fail or do something
be the first company to launch a functioning system to unpredictable. Safety - Users must feel safe when using a
be implemented in crane industry. We focused on the product or service. Feeling of control - Fit to work prod-
controlling an electronic overhead trolley (EOT) and the uct must support smooth work flows enabling effective
experiences related to it. and rewarding working. Informative - Necessary informa-
Experience Goals tion should be appropriately highlighted and available at all
Our experience goals have been developed to make the times. Unnecessary information should be hidden. Smart
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- Creating clever simplicity and inbuilt intelligence making crane is able to mimic operators movements, like the op-
complicated tasks feel simple. Empowering - Making users erators shadow. If the operator is in this mode and walks
feel professional and skillful. 15 meters with the crane ahead (with the button pressed)
Applicable Concept the crane will be at the exact same position relative to
The design principle in our applicable solution is that the operator
user interface should be close to or in the crane oper- Radical Concept
ators body. The operators own senses are enhanced, Here the purpose was to craft a design that would achieve
or augmented, so that the crane operator is more able the experience goal without any compromises. The idea
to do some important tasks, such as noticing objects of is that the operator is located in empty room and has
interest or dangers. Also the logic for operation is always haptic augmentation in hand and glasses that enable the
the same regarding the users own body and perspective. user to see the warehouse from more or less the cranes
There is no need to do small nudging movements with perspective. The operators feel and see everything as
the joystick to test which direction is which. Main feature: though he is a giant crane. The lifting device will do the
Drawing and Shadowing Drawing means that the operator same motions as the operators hand. The operator feels
can draw the path for the hook with virtual augmented resistance, weight in his hand. The haptic engine also
reality pointer originating from the controller. This resem- restricts the movement to the cranes maximum speed,
bles pointing with a finger in real life which is something so the hand movement and the hook movement will be
everyone can intuitively do. Shadowing means that the mapped one to one.
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Task
Me, My Ship and I: Designing Experiences for a
Navigational UI of RR
Design Team
Juhani Virta, Mengxiao Li, Tuukka Pyklinen, Zhifa Chen
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The aim is to reduce the clutter and amount of separate So we decided to explore the not so distant future,
devices in the work environment of the officers. Our where there are still crew members on board, but in few-
concept combines ECDIS electronic maps, Automat- er numbers due to emerging automation technologies and
ic Identification System information, traditional radar sensors replacing some of the routine duties of the ship.
technology and LiDAR laser sensor data into one touch The concept is centered around an artificial intelligence
screen display. We promote the users professionalism (AI) system that has access to all the sensors and infor-
by giving them control over the information they want mation technologies of the ship, but cannot control any of
to see and use in their daily work. They are experts at the operative systems
their jobs and the system should be a streamlined tool on the ship (such as steering, route planning, cargo
for them they should have a sense of control. The loading/unloading etc). This allows the AI to synthesize
crowdsourced information map builds a sense of global various sources of information and make plans, schedules
community and shared professionalism, while the ships and suggestions for the crew that they can utilize in their
internal social feed enhances the interaction among the workflow, but not without the crews explicit approval.
crew. To better evaluate the usability of this concept, we
built a functioning iPad prototype which included some
of the key features and functionalities of the end product,
gave an introduction of it to the testers and allowed them
to explore the tool themselves.
Radical concept
For our radical concept we decided to explore the
relationship between the crew members and the ship.
Rolls-Royce has invested a lot of resources into ideating
the ship of the future and how they could be automated.
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Client Comments
The students were able to find the pains and gains
of users by applying modern methods and seeing
the forest for the trees. They were also able to
develop both applicable and radical concepts for
creating gain and relieving pain in a very short
time frame.
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http://coid.aalto.fi/experience-driven-design
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