2013

CEONAV

About

CEONAV is a Belgian SME that is creating an innovative service: CEOPS. This tool allows managers to get an overview of their strategy.

Companies often use a fixed set of assumptions that are based on their previous experience. Since the expectations of the customers are changing rapidly, it is a challenge for most companies to cope with this situation.

A system that can lead to a long term strategy could add value for these companies. In that way they are able to anticipate on incremental and disruptive innovations.

It is necessary to adapt to the expectations of the market. Strategic planning could help companies anticipate on these changes.

Innovation goal

The goal of the CEOPS platform is to let managers reflect on their strategy. A dashboard provides them with an overview of the current situation and what action points should be taken to realize the outlined strategy. This platform lets managers work in a rapidly changing environment.

Methodology

  1. Conducting interviews: it is possible to get initial feedback from potential users and refine the product based on this feedback
  2. Start a field trial with lead users to create a product-market fit
  3. Get an overview of the market potential of this application by applying the PSAP methodology

In this research, MICT will be facilitating the interaction with the end-user. All relevant stakeholders will have an equal voice. They are challenged to think about the opportunities and challenges of this concept by means of a multi-method approach. This allows us to develop a concept that will match the stakes, values and use-context of every actor within the value network of the innovation.

Duration of the project

The project runs from 01/01/2013 - 31/12/2013.

Staff involved

Financed by

Related content

Coxo

About

In this project, new ways to organize creative and cultural projects are examined. Within this KMO-dienstenportefeuille project (Enterprise Flanders), commissioned by i-Ball, new ways to organize creative and cultural projects are examined. By using a website, platform or application initiators are offered a toolkit called Coxo to organize cultural activities.

Motive

We intend to aim at culture enthusiasts who organize activities themselves and who are looking for a handy tool. In the cultural sector there exist no platforms to help initiators during the different stages of the organization of a cultural event.

The existing commercial event agencies are no ideal alternative because they are rather expensive. Common lists with steps you must take to plan an event differ a lot and often there is a lack of important elements, for instance a subsidy form. Initiators demand for these additional elements.

Innovation goal

Coxo is an all-embracing platform for every step before, during and after an event. Everyone can elaborate his or her cultural passion into an event. Coxo helps in terms of organization, promotion and financing.

Coxo wants to bring people together with the same cultural interests. This platform also wants to provide support for creative people by offering specialized services. Furthermore, Coxo is a digital platform where initiators have access to a network of likeminded people, information, instruments and knowledge to develop a project in ideal circumstances.

Methodology

Existing needs of the initiators, involving tools to organize events, will be plotted and compared by means of a living lab research. We investigate similar initiatives and the interest for the presented tool by an environmental scan and interviews with experts. Next a survey will be spread to investigate the adoption potential and the willingness to pay. There will be a co-design moment to brainstorm about the functionalities and realization. The concrete elaboration during this meeting will take place by means of mock-ups.

MICT will be facilitating the implementation of the State of the Art, the expert interviews, the PSAP survey and the co-design session.

Duration of the project

The project runs from 01/04/2013 - 31/12/2013.

Staff involved

Financed by

GScan 2 - Analyzing instrument to screen municipalities on their GIS-operation and -organization

About

Municipalities dispose of a range of geographic information and applications to consult and (ex)change this geodata. Still, a lot of municipalities make limited use of the possibilities that arise from these (authentic) geographic datasets. Not only individual users, but also organizational factors affect how the municipal organization deals with the available geodata.

In 2012 the FGIA (Flemish Geographical Information Agency) commissioned the development of a monitor. It will be used to gain new insights in the municipal development with regard to the diffusion of GIS (Geographical Information system) and the individual and organizational factors that affect this process.

The goal of the monitor is twofold:

  1. It will be deployed for scanning the municipality’s GIS operation and organization
  2. It will be used for benchlearning. All Gscan results will be gathered and analyzed, in order to elaborate a typology on how municipalities deploy geodata in their organization.

This monitor that was developed by MICT is now ready to be used by third parties. Intermunicipal and provincial organizations can now conduct Gscans for municipalities within their region. MICT will train and assist the intermunicipal and provincial organizations with fieldwork and reporting. Next to that, MICT will gather all Gscan data in order to elaborate the typology mentioned above.

Duration of the project

The project runs from 01/02/2013 - 31/12/2013.

Staff involved

Financed by

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Little sister - Low-cost monitoring for care

About

Many elderly citizens, even though affected by chronic disabilities, wish to retain their autonomy and enjoy their own home for as long as possible. This determines the need for Electronics and ICT systems capable of detecting alarming situations that require intervention, or collecting data to anticipate complications in domestic health care. For professional help this acts as a strong support tool.

With these observations, Little Sister aims to create a sensor-based monitoring system that can match, in terms of performance, the combination of the body-worn devices, bed-mats and the high-resolution camera at the very much reduced cost of up to 100€ per room and operating on batteries for at least one year. We will guarantee a 24/7 operation being able to deal with darkness by integrating both miniature infrared and visual light sensors.

Research design

MICT will help with the dissemination and demonstration of this technology to potential customers and “decision makers” in an elderly care home (operated and followed up by CM).

Furthermore, MICT will perform initial user requirements analyses in which the needs of elderly and their caregivers are identified.

Finally, MICT will evaluate the technology by integrating user experience data (collected with focus groups and interviews) and objective data (sensor data).

Duration of the project

The project runs from 01/01/2013 - 31/12/2013.

Staff involved

Financed by

Measuring outlines - Measuring use across platforms

About

This project aims to support the Centre for media information (CIM) and media companies in establishing an innovative measurement protocol for content and consumers that consolidates reach and engagement over all devices for Flemish media.

Digital media consumption is quickly gaining importance and is expected to become more relevant in the near future. The current sector measurement system tracks unique visitors on a daily basis but is losing its relevance in a world of ever connected users using laptops, tablets and smartphones.

Advances in measurement technology allow for much more detailed tracking of the user, potentially resulting in a, business-wise more relevant, engagement measure.

‘METEN’ is a first project in the ‘audience measurement’ program from MIX. It envisions a mediamap with a sector-wide consolidated reach and engagement across devices and platforms that are stepping stones towards a unique value system (detailed in the ‘audience measurement’ program). This high-performing measurement system is a necessary building block to work out a digital direct relation to the end-user as described in the ‘personalised media’ program.

Duration of the project

The project runs from 01/10/2012 - 31/10/2013.

Staff involved

Financed by

 

Seenspire

About

Seenspire is a recently launched platform delivering content for digital signage. The idea of standardized content came from the owners’ previous experience in the creation of tailored content. Seenspire experienced a common problem for all users, namely finding the right content to show on their screens. Therefore they decided to offer standardized quality content at a budget friendly rate, useful in different situations such as point of sale, point of wait and point of transit. By means of an SME service portfolio (KMO dienstenportefeuille - Agentschap Ondernemen) they started living lab research with iMinds-iLab.o.

Innovation Goal

The ultimate goal is to optimize the concept by means of a living lab methodology. During the research different aspects are explored such as: economic feasibility, technical feasibility, potential target groups, etc. each serving as fundaments for the market launch.

Methodology

By use of an online survey attitudes, behavior and needs of potential customers are discovered. Based on these results some expert interviews are done to gain in depth knowledge of the potential target groups. Afterwards a field test will be conducted to observe the behavior of a company using digital signage and the reactions of the consumers looking at digital signage. In a next step the concept will be optimized by means of a co-creation session with potential clients.

MICT is responsible for the user research including measuring the adoption potential, co-creation and field testing.

Duration of the project

The project runs from 01/04/2013 - 31/12/2013.

Staff involved

  • Dimitri Schuurman
  • Lynn Coorevits

Financed by

  • Enterprise Flanders - SME portefeuille
  • Seenspire

Stream store

About

Stream Store aims to provide the mobile media consumer with a personalized and contextualized user experience. This by means of repackaging individual media items, possibly enriched with additional unique content, according to the customer’s interests and context (time of day, location and device.) The created platform will gather usage data from each user and apply context based recommendation algorithms to fine-tune the personal media experience. A key characteristic of this platform is transparency for both the consumer and the content provider.

MICT will ensure all of this to be truly user-centric. Firstly, it will provide actualized insights into the patterns of mobile media use in Flanders, elaborating on the ‘triple articulation’ framework, which separates a myriad of combinations of content, device and usage context. Secondly, MICT will conduct the user research. A small subset of test users will be used to make sure that Stream Store’s innovation goals are tailored to the different types of end users and their (contextual) expectations. Additionally, the willingness to pay for the service will be assessed.

Duration of the project

The project runs from 01/10/2012 - 30/12/2013.

Staff involved

Financed by

Unite

About

Endare (a start-up supported by the venturing division of iMinds - iStart light program) develops applications for tablets. Their goal is to increase the productivity of people based on these applications. Unite, one of their first applications, focuses specifically on improving meetings.

Motive

Meetings are sometimes perceived as a waste of time since they are often ill prepared and managed. Even when the preparation is done, not everyone has access to all the required documents. Tablets should improve the efficiency since everyone has access to the required information.

Innovation goal

The goal of Unite is to replace paper and laptops by one application that gives access to all the required information. This should lead to more efficient meetings. Furthermore it is also possible to analyze the meetings (time, costs etc.). Since this is a cross-platform application, everyone is able to use this system.

Methodology

An iterative approach is taken to improve the application during the research process. The goal of this research trajectory is to test different hypothesizes. Based on an environmental scan and several interviews it is possible to get an overview of the current situation. During a field trial, different companies are able to test the application and provide feedback on the concept. The next step in the research trajectory is a co-creationsession. During this creative session it is possible to validate several aspects and get input from the users. During the last step, an online survey, the market potential of this application is examined.

By means of an SME service portfolio (KMO dienstenportefeuille - Agentschap Ondernemen) they started living lab research with iMinds-iLab.o. Based on the living lab methodology the development of this concept will be tested in an iterative way.

The objective of MICT is to test different assumptions (evaluative Living Lab). Based on these results it will be possible to adjust the application and to create a product-market fit. Since this is a B2B application, it is important to convince everyone of the added value of this system.

Duration of the project

The project runs from 01/04/2013 - 31/12/2013.

Staff involved

Financed by

VSP - Viewers statistics plus

About

Viewer statistics have long been a conservative market, measuring linear TV based on classic television set viewing. Viewer Statistics Plus, a project in collaboration with WeePee New Media Ventures, aims to include new ways of content consumption in viewer measurement. It wants to extend viewer statistics to devices, other than the classic television set, analyze viewing behaviour to detect correlation (patterns) between user, device and content parameters and prove in a proof of concept setup that using the aforementioned patterns to create an adapted content stream can have a positive impact on content and ad consumption.

Duration of the project

The project runs from 01/10/2012 - 31/10/2013.

Staff involved

Financed by

Webinos - Secure web operating system application delivery environment

About

Webinos is an EU-funded project aiming to define and deliver an Open Source Platform and software components for the Future Internet in the form of web runtime extensions, to enable web applications and services to be used and shared consistently and securely over a broad spectrum of converged and connected devices, including mobile, PC, home media (TV) and in-car units. The Webinos project has over twenty partners from across Europe spanning academic institutions, industry research firms, software firms, handset manufacturers and automotive manufacturers.

The goal is the development of a secure application platform that facilitates the creation of application for multiple heterogeneous devices and operating systems, overcomes restrictions implied by proprietary and vendor-specific technologies, and enables rapid creation of more personalized , secure and innovative applications.

The main role MICT will fulfill is the validation and refinement of the existing personas that will be offered to the developers. Personas are archetypical users who help developers to focus on the user’s needs instead of their own.

Duration of the project

The project runs from 01/01/2013 - 31/12/2013.

Staff involved

Financed by

  • EU

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WeePeeTV - Over the top streaming TV app

About

This research project investigates the opportunities, expectances and domestication of over-the-top television services. OTT television makes it possible to watch television content on tablets, smartphones, (smart) TV’s as well as computers. In cooperation with WeePeeTV, research is being conducted on the ability of such services to meet the current needs and frustrations. This project puts the end-user in a central position. By means of a multi-method panel-based living lab approach, the end-user is actively involved in the development process of these services. The project is funded by an 'KMO Dienstenportefeuille' from the Agentschap Ondernemen.

Motive

Traditional television broadcasters offer a standard selection of television channels. This selection, however, does not meet the needs of certain niche markets such as digital natives, for example, who stream their (often foreign) favorite television shows on the internet because they aren’t broadcasted by the traditional broadcasters. Another example are the many satellites on the roofs in some of the foreign neighborhoods, which also reflects the need for a wider choice of television content. On top of that, television content is no longer consumed exclusively on the television screen, but more and more on tablets, laptops, smartphones, desktops, etc.

Innovation goal

WeePeeTV is an “over-the-top” TV application which enables the end user to watch television on every compatible device, with one single subscription. WeePeeTV especially focusses on the niche market which is not satisfied by the traditional broadcasters. Among these are foreign speakers, immigrants, people who moved to another province but want to stay in touch with the local news, digital natives, etc. Each WeePeeTV member is able to compose his own choice of television channels and edit this very easily online (possibly on a daily basis).

Methodology

Within LeyLab, a living lab in the city of Kortijk, we first look at the existing opinions on “over-the-top” television and the existing needs. In this stage, we also have special attention for the willingness to pay. In a second stage, a group of Lead Users is selected and invited for a co-creation session in which the concept will further be shaped. Next, the technology will be implemented in the homes of the interested LeyLab end users. By means of logging, observations and self-reporting, an insight is provided in the way the technology is being used in a real world context. Finally, the conclusions of this research are being validated in a final survey which results in an final report with recommendations.

In this research, MICT will be facilitating the interaction with the end-users. Using an iterative panel-based Living Lab approach, a segmented panel will contribute to the development of the innovation. All relevant stakeholders will have an equal voice and are challenged to think about the opportunities and challenges of this concept by means of a multi-method approach. This allows us to develop a concept that will match the stakes, values and use-context of every actor within the value network of the innovation.

Duration of the project

The project runs from 01/11/2012 - 30/09/2013.

Staff involved

Financed by

3DTV2.0 - Preparing for the next generation of 3DTV applications

About

Stereoscopic 3D television is a reality. Television manufacturers, cable operators and production companies are betting on this technology and are launching devices and content on a large scale. Despite this enthusiasm, however, there are still myriad questions surrounding 3D content production and reception. How can we reduce the price of 3D content and improve its quality? Which format standards will prevail? How will the viewer react and adapt to this primarily technology‐ and market‐driven innovation? Which challenges and threats does 3DTV face? Are there any constraints associated with watching 3D images? Do people become tired more quickly? Do they suffer from headache? Do people mind wearing glasses to watch television? And finally, which possible additional applications can be rolled out on top of networked 3D television infrastructure and what is their perceived added value for users?

Research design

The goal of the 3DTV 2.0 project is to prepare for the next generation of stereoscopic 3DTV applications by improving capture and display technology, by building new applications such as 3D media sharing and gaming and by studying the 3D viewing/using/playing experience through lab experiments and in people’s natural environment, when available in a living lab setting.

MICT will be responsible for three research tasks:

The first package contains the identification of use cases, opportunities and potential bottlenecks of 3DTV. A longlist of ‘most likely 3DTV 2.0 opportunities’ will be assembled by means of a survey and stakeholder consultation. In addition, an applied ethnographic study concerning ten households will be deployed to measure user practices of relevant applications in 2D, and current experiences regarding 3D technology. These first research activities will lead to a set of user/social requirements and are also the first phase of the living lab approach; the contextualization phase.

In the second phase, three prototypes of stereoscopic 3D games will be iteratively tested in a lab setting. The goal of this phase is to provide game designers with feedback to improve the development process. Additional goals include the refinement of existing scientific methods for game experience measurement in terms of cost-effectiveness and the exploration of physiological measures as complements to subjective self-report measures and objective audio and video-based observation measures. Finally, the living lab approach will result in a comparative analysis between ‘classic’ 3D games and their stereoscopic counterparts. Supplementary to these lab tests, a longitudinal monitoring of households will be carried out to monitor user behavior in a real life context.

Another focus of the project, next to gaming, is the potential role of 3D in facilitating and enhancing a TV-mediated social community. MICT will conduct focus group interviews to discuss current practices of social networking, media sharing and gaming, as well as the possibilities of 3DTV applications to enhance these practices.

Finally, in third of the project, once the test users have become acquainted with 3D technology, and the demonstrators have been tested in an acceptable quality, a quantitative survey will be conducted to assess the market potential of the envisioned 3DTV 2.0 concepts. This will be done by means of the Product Specific Adoption Potential methodology and will result in a reliable estimation of adoption potential in terms of a segmentation forecast of the products potential innovators, early adopters, majority and laggards.

Publications

Bombeke, K., Van Looy, J., Szmalec, A., & Duyck, W. (2013). Leaving the third dimension: no measurable evidence for cognitive aftereffects of stereoscopic 3D movies. Journal of the Society for Information Display 21(4), 159-166. doi: 10.1002/jsid.164

Bombeke, K., Van Looy, J. (2013, 3-5 July). The development of a free stereopsis test for active shutter displays. Proceedings of the 5th international workshop on quality of multimedia experience, Klagenfurt am Wörthersee, Austria.

Duration of the project

The project runs from 01/02/2011 - 31/01/2013.


Staff involved

  • Prof. dr. Jan Van Looy
  • Lotte Vermeulen
  • Klaas Bombeke

Clusters

  • Media Production & Distribution
  • Gaming and Immersive Media Lab

Financed by

  • iMinds

AVS - A mobile reporter app

About

Motive

Research shows that the range of regional broadcasters becomes smaller. A regional TV channel as AVS scores also low among young people. AVS however, doesn’t want to neglect this target group and therefore thinks of a new, cross-media and interactive approach for their news bulletins, specifically aimed at youngsters (15-29 year olds).

Innovation Goal

Thanks to a mobile reporter application AVS wants to involve youngsters closely in news distribution and content production. The main objective: reach more young people with the AVS news, which obviously leads to more advertisers, more revenues, aimed at young people. Moreover, it is the intention tot capture the user generated content (UGC) of young, and create as such a ' pool ' for journalism talent: young people who produce news on a freelance for AVS.

Methodology

An online survey among youngsters in East Flanders will bring insight in their attitude towards regional news consumption and user generated content. In a next phase the application is fine-tuned: by means of a field test, co-creation workshops and a brainstorm with test users the return of the crossmedia application for AVS will be defined.

Duration of the project

The project runs from 01/10/2012 - 28/02/2013.

Staff involved

  • Dimitri Schuurman
  • Bas Baccarne

Clusters

  • Media Production & Distribution

Financed by

  • IWT

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FTTH VAS - Value-added services for FTTH

About

Project for the FTTH Council Europe.

In large parts of the globe, incumbent as well as alternative operators, eventually backed by municipalities and utility companies, are currently in the process of rolling out, or at least considering, FTTH networks. Despite promising market perspectives and the proven impact, either directly on users’ quality of experience or indirectly on society, economy and environment, FTTH penetration rates in Europe are still low compared to other parts of the world, most notably North-America and Asia. Especially in Western Europe, where the broadband penetration is already high, consumer demand for FTTH remains unproven. In general, the number of homes passed is relatively small and commercially available offers have not yet fully convinced potential customers, which seem satisfied with their existing connection, to migrate to fibre. Furthermore, as providers seek to compensate for high investment costs, they often tend to demand higher prices for next-generation network (NGN) subscriptions compared to regular broadband. If the perceived utility for end-users is not in access prices, we believe it might be in the supply of value-added services (or ‘killer applications’). Indeed, FTTH stimulates the provision of innovative high-bandwidth applications and allows users to benefit from new services for teleworking, e-learning, healthcare, etc.

Cities and regions pioneering in developing NGNs often do so with the adage ‘if you build it, they will come’ in mind. This push strategy, implying that supply comes first and that it automatically evokes demand, is often applied when launching innovative products or services. This viewpoint makes sense for public players since it counters the traditional chicken and egg problem; the availability of high-capacity applications necessitates improved network infrastructure, while investments in upgrading infrastructure may stimulate the development of capacity-requiring applications. Regions deploying NGNs believe they can resolve the abovementioned chicken and egg problem by securing the supply-side of this equation. They assume that the provisioning and consumption of bandwidth-intensive services and applications will automatically develop as a simple consequence of supplying the infrastructure. This reasoning is a very technology-deterministic stance and similar past technology-push introductions have revealed that this argumentation does not always hold. They have proven that users are only willing to adopt new technology if it provides them with perceived added value and benefits and that an innovation’s mere technological excellence is hardly ever decisive. With regard to fibre networks, Noam postulates that ‘it is common to rush into talk of technology or roll-out strategy without first considering the utility to users. If one builds an oil pipeline one must first be sure that there is an oil supply at one end and demand for it at the other. The economic case for investment in super-broadband must rest on its meeting a demand/price combination that is not satisfied today’. That is exactly where the shoe pinches.

Moreover, research tends to focus on the technological excellence of fibre and on the specific topology that is most advantageous to users from a technological point of view, but this technological excellence does not constitute the main driver for users to switch to fibre. Hence, there is an urgent need for a more user-oriented perspective in which research focuses on the subjective added value that fibre presents according to users, instead of the more objective performance-based benefits according to technologists.

One study, conducted by RVA LLC, partially fills this void by demonstrating that the most common Internet applications used over fibre include downloading and streaming video and game playing. Applications which use grew steadily since 2009 include VoIP for audio, two-way video conferencing and downloading or streaming video to a TV set. Transferring files for remote offsite storage, cloud computing, remote monitoring cameras and participation in a virtual world were less used. In asking which potential fibre services respondents deemed most interesting, RVA derived a list including super resolution HDD, two-way video calling, advanced online college and to a lesser extent 3DTV. Older respondents also valued online face-to-face healthcare. Our services-oriented approach focusing on end-user benefits should supplement the RVA study by exploring expert opinions on promising fibre applications and provide added value to most other studies which are either economic or technical in nature.

Duration of the project

The project runs from 15/12/2012 - 15/02/2013.

Staff involved

  • Dimitri Schuurman
  • Tom Evens
  • Constantijn Seys

Clusters

  • ICT & Society

Financed by

  • Contract research

GreenWeCan - Green wireless efficient city access network

About

Within the GreenWeCan project, a “green” dual wireless city access network infrastructure, consisting of a wireless local area network (WLAN) and a wireless sensor network (WSN), will be investigated. The WLAN part will be a community-based network, offering inhabitants the opportunity of sharing their Internet connection to the community, while the WSN part will make use of energy harvesters, able to aggregate and process (real-time) data. Both network parts will be able to offer innovative services integrated into several geospatial applications by aggregating data from multiple sources. In addition, the community-based WLAN model has prospects to seek for ways to bridge the digital divide. Much attention will be paid to “green” aspects: human exposure to radiation and energy consumption savings. To validate and analyse this, a demonstrator network will be built.

An interdisciplinary research approach will be of key importance to tackle this diversity of network challenges. Socio-economic user and stakeholder research will provide deeper insight into needs and expectations of citizens as well as other stakeholders (both public and private players) and an in-depth understanding of the most important conditions for both access to and use of existing and emerging ICT-services. This must enable true user-centric development of strategies, application and use concepts, and a reliable detection of the most likely opportunities.

An overall project duration of 30 months is proposed for this project. The GreenWeCan network will first be validated as lab proof-of-concept demonstration at the end of year 2. Within the next half year, a demonstrator network will be showed during one of the many events in Ghent, where citizens of Ghent as well as visitors will be able to participate in user-experience testing of the GreenWeCan network and applications. Based on the project outcomes, recommendations will be made for future “green” wireless city access networks.

Duration of the project

The project runs from 01/02/2011 - 31/07/2013.

Staff involved

  • Tom Evens
  • dr. Isabelle Stevens

Clusters

  • Media Production & Distribution
  • ICT & Society

Financed by

  • iMinds

Kianos - Home made library

About

Within the Living Lab for digital media (Mediatuin) Kianos wants to test his multimedia system that allows to consult favorite media (audio and video) and content (music and films) on any device, anywhere and anytime. This project is supported through the ‘KMO dienstenportefeuille’ of the ‘Agentschap Ondernemen’.

Motive

Nowadays people own a lot of media devices. The most recent Digimeter survey (2012) indicate that 27.2% of the Flemish population owns a tablet and 38.5% owns a smartphone. At the moment it is a challenge to consult media on these devices since there are a lot of formats and standards. Converting the content to the required format can be an enormous hassle.

Innovation goal

Kianos wants to design a brand new device that allows users to consult content with one central user interface for all their devices. This would allow users to consult their content anywhere on any device. This approach will result in a better media experience.

Methodology

The Living Lab methodology will be used to further refine the Kianos concept. Based on the needs and wants of the end users, the User Interface and ‘look and feel’ will be adjusted. An online survey and a co-creationsession were used to examine this.

All opportunities and use cases are validated by MICT with the Living Lab methodology. Test users are being followed and closely involved in the innovation process. Based on this user input we gather new academic insights and ideas to optimize the business development, market introduction strategy and technical development of Kianos.

Duration of the project

The project runs from 01/11/2012 - 30/04/2013.

Staff involved

  • Dimitri Schuurman
  • Constantijn Seys

Clusters

  • Media Use & Experience
  • ICT & Society

Financed by

  • Other

La Mosca - Mobile city games

About

In 2007 La Mosca started with the provision of location based games, also called citygames or GPS games. In group and with a borrowed device in the hand people go into a city for an interactive role-playing game. The fact that more and more people own a smartphone opens new perspectives. Smartphone users can determine the course of the game via a mobile application, and can play where, when, how often and with whom they want. La Mosca wants to test her future offer of smartphone games and wants to optimize and test them with end users.

Innovation Goal

This raises some questions: who would like this kind of mobile games? How do we clarify the rules of the game? How to improve the user friendliness of the game? What features users want?

What boosts or stops people to play location based games on their own smartphone.? We will test this in practice and through direct user feedback all modalities will be shaped.

Methodology

Through an online survey people are asked about their current gaming ' habits & practices ' on smartphones and tablets, and what are their "needs & wants ' regarding location-based gaming. On the basis of the results a core panel of test users is composed with whom we create a first version of a game. Test users can participate in a field test, co-creation session and workshop for the design of a mobile game.

Duration of the project

The project runs from 01/09/2012 - 28/02/2012.

Staff involved

  • Dimitri Schuurman
  • Anissa All

Clusters

  • Gaming and Immersive Media Lab

Financed by

  • IWT

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Planza - Plan a weekend

About

Planza is a young start-up which wants to solve the current frustrations of endless back and forth mailing when organizing a social activity by developing an intelligent, semantic, all-in one online platform. In order to maximize the potential of this innovation and to achieve an optimal compatibility with the needs, wishes, values and habits of the market, Planza started a Living Lab research in collaboration with iMinds-iLab.o, funded by an "KMO dienstenportefeuille” (Agentschap Ondernemen).

Motive

Doodle is a great tool which a lot of people use to pick a date and time for a weekend with friends, a holiday or other event. But how do you go about arranging the practical details of a skiing holiday or a bachelor party with a bunch of people? Today people come together, make to-do lists, get behind their computers, email back and forth, sift through countless websites to find a suitable chalet and still cannot decide on what cottage to book … Inefficient planning causes a lot of stress and represents a huge waste of time.

Innovation goal

This inconvenience it something Planza tries to tackle. Planza is an online plaza where you plan and schedule an entire event from start to finish. You can pick a date online, select a cottage, plan your itinerary and transportation, distribute tasks, upload and share files (e.g. tickets) and book a restaurant - all in one place. No complicated desktop application, but a convenient, user-friendly online plaza where you can meet to plan every detail of your upcoming event.

Methodology

By means of an environmental scan and an intake survey, we take a look at the current market environment and the global opinions of the end users towards this concept. This also allows us to make a segmentation of these end users. The second step is to develop the concept in co-creation with the end users and to test it in a real world environment. That way, we try to identify the needs and opportunities and create a service that came in to existence in close interaction with the context in which it will be used.

In this research, MICT will be facilitating the interaction with the end-user. Using an iterative panel-based Living Lab approach, a segmented panel will contribute to the development of the innovation. All relevant stakeholders will have an equal voice and are challenged to think about the opportunities and challenges of this concept by means of a multi-method approach. This allows us to develop a concept that will match the stakes, values and use-context of every actor within the value network of the innovation.

Duration of the project

The project runs from 01/10/2012 - 30/09/2013.

Staff involved

  • Dimitri Schuurman
  • Bas Baccarne

Clusters

  • ICT & Society

Financed by

  • Other

Poppidups - Virtual puppet show

About

Children need to play, to be challenged and to be encouraged in their creativity. New digital developments are often seen as a threat to the traditional 'play', but at the same time they open up exciting new possibilities. Poppidups is a new, digital form of puppet play. Cardboard figures, with a QR-code, which can be moved in front of a webcam are displayed in a 3D environment on the screen. Each movement performed with the figure in front of the webcam is followed by the character on the screen. The adventures of the characters can also be recorded and shared on YouTube.

MICT in this study responsible for user research including measuring the adoption potential, co-creation and field testing.

Duration of the project

The project runs from 01/10/2012 - 28/02/2013.

Staff involved

  • Dimitri Schuurman
  • Jeroen Stragier

Clusters

  • Media Production & Distribution
  • Media Use & Experience
  • ICT & Society

Financed by

Other

Posi & friends

About

This research is part of a multimedia project in collaboration with Ketnet, Vlaams Netwerk Kies Kleur Tegen Pesten (know from the Ketnet ‘Move tegen pesten’) and Hoaxland (3D animation studio, producers of Aya & Rex). The main goal of this project is to work around bullying with children between six and twelve years old. A digital 3D animation series that will be broadcasted on Ketnet will be the central element of this project at which various other formats are being coupled. This research focusses on the opportunities of innovative ICT solutions to meet the challenges of bully behavior within this framework. This project is funded by an "KMO Dienstenportefeille” from the 'Agentschap Ondernemen' and iMinds is the independent research institution.

Motive

Unfortunately, for many children, bullying is a daily reality. It is a challenge for both children, parents and youth workers to deal with this problem in a good way and to prevent this from happening. On the other hand, new technologies offer opportunities for tailored solutions in a playful, interactive and accessible way. The combination of these two elements form the core of this research project. Posi & Friends is a transmedia project aimed at children between seven and ten years old, but also involves parents and teachers. The project is built around a 3D animation series, which is the basis for many other media products, including an interactive platform where children can go with their problems, tell their story and get help on how to cope with bully behavior. This platform will also be usable as an educational tool by parents and teachers.

Innovation goal

This research focuses on the development of the interactive platform. To what extent is technology able to provide assistance in such situations? In this study, we analyze both the relationship between children and technology and the implementation of educational and problem-solving methods in a digital and playful environment. Which needs exist? What opportunities are there? And what do parents and experts think about these opportunities? Besides the substantive and technological dimensions of this concept, this project elaborates on the possible business models in collaboration with the various stakeholders of the value network.

Methodology

This research will be conducted according to Living Lab methods within ‘Mediatuin’. The first stage of this project is to map the existing initiatives and the current opportunities, needs, frustrations and desires regarding the issue of bullying and the potential of digital technologies. These opportunities will be further explored and developed together with parents and teachers. The findings from this co-creation session are then validated and prioritized on a larger scale. Based on these user-insights, the trans-media concept will be further specified and optimized. Finally, we elaborate on these insights together with experts and relevant stakeholders. By means of a stakeholder session and a business model workshop (SIMBU method), a viable business model for this concept will be developed.

In this research, MICT will be facilitating the interaction with the end-user and other relevant stakeholders. Using an iterative panel-based Living Lab approach, a segmented panel will contribute to the development of the innovation. All relevant stakeholders will have an equal voice and are challenged to think about the opportunities and challenges of this concept by means of a multi-method approach. This allows us to develop a concept that will match the stakes, values and use-context of every actor within the value network of the innovation.

Duration of the project

The project runs from 03/01/2013 - 30/09/2013.

Staff involved

  • Dimitri Schuurman
  • Bas Baccarne

Clusters

  • ICT & Society

Financed by

  • Other

SMARTiP - Smart metropolitan areas realised through innovation & people

About

SMARTiP is a EU project funded under the CIP (Competitiveness and Innovation) framework programme.

The idea of the SMARTiP project is to take the experience developed by a wide range of existing user-driven, open innovation initiatives in Europe, particularly those developed through Living Labs, and to apply this experience to the challenge of transforming public services by empowering ‘smart citizens’ who are able to use and co-produce innovative Internet-enabled services within emerging ‘smart’ cities. The aim is to enable to adoption of open platforms for the co-production of citizen-centric Internet-enabled services in five test-bed sites, Manchester, Gent, Cologne, Bologna and Oulu. The objective is to enhance the ability of the cities to grow and sustain a ‘smart city’ ecosystem which can support new opportunities emerging for a dynamic co-production process resulting in more inclusive, higher quality and efficient public services which can then be made replicable and scalable for cross-border deployment on a larger scale. This will focus on a series of pilot projects, covering three thematic areas:

  • smart engagement
  • smart environments
  • smart mobility

The pilots aim to act as a catalyst to stimulate citizen engagement in becoming active generators of content and applications development, as well as being more informed and involved users of the developing Internet-enabled services in ‘smart’ cities. ‘Smart cities’ require ‘smart citizens’ if they are to be truly inclusive, innovative and sustainable. The promise of the information society, to create new ways of empowering people to play a fuller and more equal role in emerging governance systems through their access to dynamic Internet-enabled services, is also proving to be its biggest challenge, as not everyone is getting equal access to the skills and opportunities that are supposed to be there.

Duration of the project

The project runs from 01/11/2010 - 30/04/2013.

Staff involved

  • Prof. dr. Pieter Verdegem
  • dr. Peter Mechant

Clusters

  • ICT & Society

Financed by

  • EU

Veltion

About

Veltion, a spin-off of Ghent University, focuses on lean manufacturing methods. They improve the production processes of companies. Veltion started a Living Lab research in collaboration with iMinds-iLab.o, funded by an "KMO dienstenportefeuille” of the Agentschap Ondernemen.

Motive

Veltion noted that a lot of companies still use analog methods to capture the problems in their production lines. This leads to inefficiencies since it is harder to manage this. Furthermore the involvement declines after a certain period while the goal is to use this for a longer period of time (e.g. continuous improvement).

Innovation goal

Veltion wants to introduce a digital tools that replaces this analog approach. In that way it should be possible to increase the productivity while reducing the production costs. Everyone is involved in improving the production process since the information is available to all the stakeholders.

Methodology

The goal of this research trajectory is to improve the tool and to get an overview of the needs and wants of the different users. By means of an environmental scan and a co-creationesession, we take a look at the current market environment and the global opinions of the end users towards this concept. A field trial will be held to get further in-depth insights in the wants and needs of the end users. Since this is a B2B application, there are a lot of stakeholders involved, this increases the need of user research.

In this research, MICT will be facilitating the interaction with the end-user. By means of the Living Lab methodology the concept is developed in an iterative way. Since this is an B2B application, it is also necessary to involve the different actors in the research process in order to avoid resistance during the diffusion of this innovation. Through inside in the current 'habits & practices’ of companies their process innovation and the 'needs and wants' of the so-called ' change agents ', the application can be tailored to meet the needs of the market.

Duration of the project

The project runs from 01/01/2013 - 30/10/2013.

Staff involved

  • Dimitri Schuurman
  • Constantijn Seys

Clusters

  • ICT & Society

Financed by

  • Other

xTV - Explorative television

About

Interactive digital television (IDTV) is already a quite highly adopted technology in families all over the world. The interactive aspect of digital television enables the medium of television to develop progressively and challenge upcoming problems. Yet it seems that the ever growing impact of the internet has lured a lot of people (especially the younger generations) away from their television screen. IDTV needs to step up its interactivity and challenge the increasingly dominating role of the internet. xTV may have the potential to do this.

xTV or Explorative Television is an ICON-project which aims to develop a new way of experiencing and interacting with television. Making use of surround video, in which one can freely look around, the user experiences the imagery from the “inside” rather than as an “outsider”. Passively watching television might be something of the past as actively interacting and exploring the given video footage becomes more common.

This interdisciplinary project brings together a variety of smaller and bigger players in the technological, media and research sectors with the goal of developing new television production techniques and new IDTV experiences using surround video. Thorough research will be done on how surround videos is best captured by state of the art cameras, processed, distributed to television sets nationwide and finally presented to the spectators at home.

Research design

MICT is charged with involving the human side of xTV. What are the possibilities and added value of this technology? How is xTV experienced and what are the expectancies of the user? To answer these questions, measurements and experiments will take place in a controlled lab setting pinning down the important variables in usage of xTV. Furthermore Quality of Experience and Quality of Service research will be done. Secondly the market adoption potential of xTV will be assessed by means of the PSAP methodology and a blueprint introduction strategy for xTV will be devised.

Publications

Decock, J., Van Looy, J., Bekaert, P., & Bleumers, L. (2013). The Pleasure of Being (There?). An Explorative Study into the Effects of Presence and Identification on the Enjoyment of an Interactive Theatrical Performance using Omni-Directional Video. AI & Society. doi: 10.1007/s00146-013-0487-6

Duration of the project

The project runs from 01/02/2011 - 31/01/2013.

Staff involved

  • Prof. dr. Jan Van Looy

Clusters

  • Media Production & Distribution

Financed by

  • iMinds