2015

La Liga broadcasting rights

About

On 19 March 2015, the Executive Committee of the International Football Association FIFA announced that the 2022 FIFA World Cup in Qatar will be staged in November/December. The Liga Nacional de Fútbol Profesional (LFP), organising the Spanish club football league Primera División, commissioned an expert opinion about the likely effects of the changes to the match schedule of the Primera División for the season 2022-23 on the financial value of the domestic La Liga broadcasting rights for that season.


On the basis of a thorough preliminary assessment, based on plausible assumptions and inferences from past and current demand-side dynamics and market trends, we conclude with a high degree of confidence that the decision to organise the World Cup Qatar 2022 in winter will have a substantial negative impact upon the value of the La Liga broadcasting rights for the season 2022-23.

Duration of the project

The project runs from 20/04/2015 - 24/04/2015.

Staff involved

Financed by

Livios - Idiation and development photo app

About

Livios is a platform for the active DIY construction worker. It delivers qualitative, independent, information with free services such as a weekly newsletter and a forum to assure a smooth renovation/building project.

Livios would like to improve the involvement of its visitors, professionals and individuals, to create content adjusted to their needs. Additionally, they would like to create an application that will assist DIY renovators during their different renovation/construction phases.

MICT is responsible for the user research, including survey, co-creation and field test.

Duration of the project

The project runs from 09/10/2013 – 31/12/2014

Staff involved

Financed by

Ground Lion

About

Ground Lion is an adaptive case management software developed by LoQutus. LoQutus offers ICT advice and solution implementations for larger corporations. They differentiate themselves by using state of the art tools, standard methodology and proces driven architecture concepts. LoQutus wants enhance their current case and content management activities. Therefore they translated their experience and expertise in the domain of case and content management into a software called Ground Lion. To optimize the product and their go-to-market strategy a Living Lab project has been set up.

During this Living Lab research, MICT is responsible for the user research. The research starts with a survey to collect information on current habits and practices related to case management as well as the awareness and usage of case management tools. Additionally the survey assesses the potential of Ground Lion as a supporting product in case management. In a next step interviews will be organized to uncover drivers and barriers to implement Ground Lion in companies. As a last step, several co-creation sessions with different stakeholders from the ecosystem are organized to optimize the go-to-market strategy.

Methodology

MICT is responsible for the survey, interviews and co-creation workshop in close collaboration with iMinds-SMIT-VUB

Duration

The project runs from 01/06/2014 till 01/07/2015

Staff Involved

Financed by

Unicorn

About

Unicorn provides coaching to managers and employees of companies. They focus on the individual dimension of change. They guide individuals, teams and companies in their development via the 4C model, namely consciousness, competence, continuity and commitment. After they provide coaching it is up to the individual to start working on their own development. Unicorn wants to provide follow up for those individuals by providing an application that will help them to bridge the critical period of behavioural change. The application has to support the individuals while working on one concrete habit by providing them with more structure and support in doing so.
During this Living Lab research, MICT is responsible for the user research. The research starts with an environmental scan to detect drivers and barriers of behavioral change and existing applications that support that change. In a next step different stakeholders of the ecosystem are interviewed to detect their needs and wants as well as their initial attitude towards an application such as the one that Unicorn wants to develop. Via a proxy technology assessment, the contextual factors influencing the usage are detected and features are optimized accordingly.

Methodology

MICT is responsible for the state of the art, interviews and proxy technology assessment.

Duration

The project runs from 01/12/2013 till 30/12/2014

Staff Involved

Financed by

Knowledge Flow

About

Knowledge Flow is an ICT solutions for knowledge sharing and e-learning. Knowledge Flow is an online platform and mobile application allowing to work context aware. The software currently focuses on store employees and HR. Knowledge Flow currently focuses on retail, but the company is looking to apply the platform in other contexts as well. In order to so, Knowledge Flow is looking for generic features that can be used in different sectors.
During this Living Lab research, MICT is responsible for the user research. The research starts with an environmental scan to detect drivers and barriers of knowledge exchange, e-learning and existing tools in the market. In a next step different stakeholders of the ecosystem are interviewed to detect their needs and wants as well as their initial attitude towards a platform like Knowledge Flow. Via a survey, the results from the interviews are validated.

Methodology

MICT is responsible for the state of the art, interviews and survey.

Duration

The project runs from 01/05/2014 till 15/04/2015

Staff Involved

Financed by

2Shoop

About

2Shoop is a digital platform for independent retailers. The platform allows the retailers to send out promotions and communications in a user friendly way. This allows them to improve their market position, attract new customers, stimulate customer loyalty, …
2Shoop wants to offer the retailer the option to work with a voucher system to set up actions and allow consumers to have access to all the actions regionally and according to their preference.
During this Living Lab research, MICT is responsible for the user research. The research starts with an environmental scan to detect drivers and barriers of shopping locally and application usage in doing so. In a next step a survey is conducted to assess the adoption potential of an application such as 2Shoop. In a field trial, the different features of 2Shoop are tested in the context of usage. Via stakeholder interviews the go-to-market strategy will be determined as a final step.

Methodology

MICT is responsible for the state of the art, survey, field trial and interviews.

Duration

The project runs from 01/07/2014 till 01/07/2015

Staff Involved

Financed by

Planidoo - Co creation of a planning platform

About

Planidoo is an innovative platform which supports people to organize small-scale cultural events. Through smart links with ticketing, local funding opportunities and relevant providers the platform provides stability and added value for people who want to organize something. Planidoo would like to improve the involvement of its visitors, professionals and individuals, to create content adjusted to their needs. Additionally, they would like to create an application that will assist DIY organisers during the different phases of the organization of an event.

During this Living Lab research, MICT is responsible for the user research. Together with a panel of users the platform was co-created. The research starts with a survey to collect information about current habits on organizing tools, and to get a first idea of the needs and wants of organizers. After this survey a co-design workshop focusing on scenario-building will take place. The research will be finalized by usability and user experience testing. This means that potential users will be invited to our home lab to test the current version of the platform and give their feedback on both functionality, lay-out, user friendliness,...

Methodology


MICT is responsible for the user research, including a survey, a co-design workshop focusing on scenario-building and a usability and user experience testing.

Duration of the project

The project runs from 01/09/2014 - 13/04/2015

Staff involved

Financed by

AllThingsTalk Cloudplatform B2B

About

After a first Living Lab project in 2014 for the B2C market, AllThingsTalk (ATT) wants to investigate the possibilities of Internet of Things (IoT) for the B2B market. Today, the idea is to convert the existing ATT solution to a B2B cloud platform for businesses.

Companies that develop products or solutions can now develop smart services and devices with this cloud platform, enabling them to roll out a connected business. Since the companies using the ATT platform will maintain the ownership of their customers, ATT will have to work in a B2B2C model and subsequently adapt the solution based on the needs and expectations of those companies and end-users.

In this Living Lab project, MICT will gain insights in:

  • IoT related topics such as data ownership, trust, identity management, data privacy and data security by means of an environmental scan
  • Potential B2B customer and competitors by means of extended desk research
  • The needs and wants of potential end-users and stakeholders of the cloud platform by means of in-depth interviews
  • Real-life experiences with the IoT platform by means of a field trial

Duration of the project


The project runs from 01/01/2015 – 31/12/2015.

Staff involved


Financed by

Mobibatt - Takes away the inconvenience of a dead battery

About

Smartphone users are becoming more and more frustrated with the limited lifespan of their batteries. Although research and industry reports show that the technological performances of batteries are improving, the smartphone users’ basic need for energy is increasing at a much higher pace.

Mobibatt will offer a practical and flexible service for smartphone users that takes away the inconvenience of a dead battery: through a distribution network of portable battery chargers.

In this project, MICT will zoom in on the real-life context of the (potential) end-user, this will allow to assess the feasibility, in terms of the users’ experiences and willingness-to-pay, of the concept. Also, the locations and situations in which the need for delivery of end-user experience is the highest will be determined. Therefore, both qualitative and quantitative end-user research methods are applied in an iterative flow aiming at shaping the proposed concept based on the needs and wants of the potential users of the service. The idea behind combining multiple methods is to make the collected data more substantiated, which allows for oriented decision making. To assess the concept in terms of feasibility and to determine the most optimal locations for distribution points, a mix of end-user research methods is being used (environmental scanning, survey, co-design, data logging study with ESM-questionnaires on smartphones and field trial).

Duration of the project


The project runs from 01/04/2014 – 31/12/2015.

Staff involved

Financed by

The Value Chain - A logistic solution for Cradle to Cradle (C2C) products.

About

TheValueChain wants to provide a logistics solution for Cradle to Cradle (C2C) products. The basic idea of C2C products is to take into account an efficient dismantling of products in the early stages of the product design process. This enables the recovery of raw materials and components and reuse of these components in new products. This approach requires passive and active return logistics.

TheValueChain has some questions about maturity, functionality and possible business models for this concept.

In this project, MICT is responsible for the user research. More concretely, insights will be provided in:

  • important stakeholders in the value chain by means of an environmental scanning
  • potential end-users by means of in-depth interviews
  • expert users’ insights in the demonstrator by means of a panel discussion.

Duration of the project


The project runs from 01/07/2014 – 31/12/2015.

Staff involved

Financed by

FTTH – Value Added Services

About

FTTH penetration rates in Europe are low compared to other parts of the world, most notably North-America and Asia. In Western Europe, where the broadband penetration is already high, consumer demand for FTTH remains unproven. One reason for this is that commercially available offers have not yet fully convinced potential customers, which seem satisfied with their existing connection, to migrate to fiber. To be able to understand the low adoption rates of FTTH in Europe, there clearly is an urgent need for a more user-oriented perspective, in combination with a thorough mapping of value networks and the composition of new business models.

Therefore, in 2012, a market study was conducted by MICT in which high bandwidth services requiring FTTH services in Europe were analysed and a thorough analysis of the most wide spread services, adoption rates and successes factors was made. Also, a study was conducted on the service offering of potentially successful use cases.

Anno 2015, it is still not clear if there is a real demand for FTTH delivery within domestic households. Therefore, a user-oriented update of the study from 2012 seems appropriate. Within this study, an overview will be presented of what progress was made in service offering and adoption of broadband services. First of all, the services listed in 2012 will be assessed whether they are still running and which services were less successful and why. Secondly, an environmental scanning to detect new service providers requiring FTTH delivery will be conducted. These insights will provide an up-to-date overview of existing high bandwith services and will provide a better understanding of consumers’ drivers and barriers towards FTTH adoption.

Duration of the project

The project runs from 01/01/2015 – 01/03/2015.

Staff involved

Financed by

Djubble - App that brings friends together

About

Djubble is a smartphone application that allows people to spontaneously bring friends together. Hereby simplicity is a crucial element of the application. Djubble started a Living Lab research with iMinds-iLab.o to get more user insights in order to further develop the application. MICT is hereby responsible for the user research. The research starts with a survey in which the current habits and practices are studied and in which profiles are segmented. In a next research step, a co-creation workshop is conducted in which end-users discuss about the innovation and its functionalities. Once the prototype of djubble is developed, usability testing is conducted in order to further iterate the application together with end-users. In the final research step a field trial is held in order to study the use of the application in the natural use-context of end-users.

Duration

The project runs from 01/03/2014 till 31/12/2015

Staff Involved

Financed by

Agenda setting in a networked public sphere

About

The central aim of the project is to investigate the dynamics between traditional mass media and social media in political communication and agenda setting. This project takes into account the digital, networked media ecology to define and understand the changing relations between citizens, journalists and politicians.

Data collection will be centered around the elections in 2014, held at regional (Flemish), national (Belgian) and European level.

Also in an international context, parallel projects are set up. They represent similar theoretical and methodological aspects that will allow cross-national comparisons. The Social Media and Agenda-Setting in Election campaigns (SAC) project, based at the University of Oslo, is centered around the impact of social media in election campaigns in multiple countries (Norway, the USA, Sweden and Australia).

In addition, our project fits within a European research collaboration titled ‘Twitter and the public sphere. The European elections in 2014’. This collaboration is embedded in the European Cooperation in Science and Technology (COST) and is called ‘Transforming audiences, transforming societies’.

Research design

This project aims to contribute to the realignment of the traditional research tradition with current social and media conditions, both on a theoretical and a methodological level.

A first research stage entails an overview and understanding of the primary media channels for political communication. More specifically the use of online social media by politicians.

Secondly, we focus on the relation between social media and traditional media and the way they influence one another. Methodological tools include network analysis, content analysis and in-depth interviews.

Duration of the project

The project runs from 01/01/2013 - 31/12/2015.

Staff involved

Financed by

  • University Research Fund (BOF)

EduTab: Tablets in Education - Project website

About

EduTab unites all members of the secondary education ecosystem - schools, developers, publishers and academia - through research and development. The project’s ambition is to develop and validate co-designed and economically viable tablet applications for secondary education in a living lab environment. As such, EduTab promotes the development of a sustainable environment for successful tablet-assisted learning.

Our anticipated outcomes:

  • Three operational proof-of-concepts centring on:
    1. Role-based digital screen interactivity
    2. Multi-context adaptivity, beyond item-sequencing
    3. Open innovation, corresponding with latent needs
  • Hands-on roadmap for tablet-based education
  • Our approach:

    • User-centered design sessions: sensitize and monitor teacher and pupil needs trough direct interaction
    • Constant interaction between industrial partners trough repeated sector-wide workshops
    • Continuous improvement and evaluation of developments’ learning effectiveness and usability in a living lab context

    Duration of the project

    The projects runs from 1/01/2014 – 31/12/2015

    Staff involved

    Financed by

    • iMinds

    GiPA - Generic Platform for Augmented Reality Applications

    About

    Contemporary display devices – such as tablets, augmented reality (AR) glasses and wind-shield projection systems – offer the prospect of real-time overlaid rendering of computer-generated digital media material. This allows augmenting the perception of reality by virtually adding information about the user’s surroundings and virtual objects to interact with. As such, AR drives a new wave of interactivity that will benefit many markets and will cause disruptive changes in the way digital media are consumed:

    • large markets including (serious) gaming and broadcast entertainment
    • professional markets such as virtual prototyping, advertising and marketing
    • remote collaboration
    • smart city services
    • medical imaging
    • education
    • civil engineering
    • digital manufacturing

    While these AR applications have their particular needs, they share a core set of requirements.  As such it makes sense to address in first instance these common requirements.

    A new generation of AR applications is now feasible thanks to the convergence and advances of several essential AR technologies. For the user to experience a seamless overlay of the AR content on the real scene, AR applications rely on three major processes: acquisition and  recognition, tracking and rendering. These processes should be highly robust and accurate and introduce a bounded and predictable system response latency. As it is still not clear how these processes truly affect the user experience, quantifying the quality-of-experience of AR products is essential for improving AR applications. Interoperability between AR system components and with various application environments remains a concern, and research on de-sired properties of standards, which are currently immature.

    These questions and  challenges also lead to the global challenge that will be addressed by GiPA, i.e., to propose an AR platform architecture that respects the common requirements of a wide range of applications, while ensuring a high degree of interoperability. Due to resource limitations it is not possible to address all these challenges in detail within GiPA. GiPA will rather address the following primary research challenges:

    1. 3D registration of natural scenes
    2. the analysis and interpretation of captured 3D scenes
    3. the efficient representation and  exchange of AR content
    4. the quantitative measurement of quality of experience

    The industrial partners in the GiPA consortium will benefit from GiPA in terms of speed of market introduction and/or offered functionality. Moreover, GiPA would facilitate deploying similar solutions in other application domains.

    Duration of the project

    • The project runs from  1/01/2014 -  31/12/2015

    Staff involved

    Financed by

    • iMinds

    MediaTrust - Enhancing trust in identity management with data quality and contextualized frictionless authentication.

    About


    MediaTrust seeks to improve the quality of the media customer relationship and to avoid the risks associated with low-thresholds purchases (e.g., per article or video). The project will enhance trustworthiness in identity management by investigating, evaluating and enhancing such a system with quality of data, context-awareness and behavioural patterns as key security enablers for long-lived authenticated users and risk-sensitive services.

    The research program of the project will iteratively and incrementally build up advanced data quality know-how for trustworthy digital profiles and secure context-based authentication with enhanced usability as a means for the creation of new service propositions towards the media consumer. It will investigate opportunities for dynamic business alliances, as well as the impact of current and future Belgian and European legislation. The project will be iteratively valorised through a cross-media proof-of-concept by the industry.

    Duration of the project


    The project runs from 01/06/2014 - 31/12/2015.

    Staff involved


    dr. Tom Evens
    Jeroen Stragier

    Financed by


    iMinds

    Researching digital games in domestic space

    About

    Playing in the domestic space: exploring the role of video games in the context of everyday life.

    The aim of this research project is twofold:

    1. It aims to gain insight into why people play digital games. It focuses on how this ‘why’ can be conceptualized and measured. More specifically, a conceptual model will be developed in which individual and structural dimensions are combined. Designing and testing a valid and reliable measurement instrument will be a central concern of this section.
    2. Gaining insight into the role digital games take as cultural artifacts into the social life of people playing games. In particular, it will look at the saliency of games as social practice and if and to what extent games as a social practice contribute to the construction of an identity as a gamer.

    Duration of the project

    The project runs from 01/10/2011 - 31/08/2015.

    Staff involved

    Financed by

    • University Research Fund (BOF)

    SRA - Strategic research agenda

    About

    The Strategic Research Agenda of the iMinds Digital Society Department focuses among others on the (evolving) configurations of power and control in broadcaster-to-distributor markets. As established power relationships in television become challenged, channel interactions between broadcasters and distributors may incur tensions and conflicts of interest.

    Whereas distributors are slightly moving towards commissioning and creating original content, broadcasters are bypassing traditional distributors to team up with over-the-top services and create a direct customer relationship.

    Nevertheless, one main assumption of the thesis is the mutual dependency between broadcasters and distributors. This might lead us to conclude that broadcaster-to-distributor markets are characterised by bilateral bargaining power, and need to deal with double-marginalisation problems.

    The major research objective of this PhD is to study the competitive and cooperative interactions (mutual dependencies) between broadcasters and television distributors. Goal is to identify, in a qualitative manner, the relationships between market structure, strategic firm behaviour, policy framework and carriage negotiation outcome.

    This results in the following research question: 'what contextual factors and parameters determine bargaining power in broadcaster-to-distributor markets?'

    Duration of the project

    The project runs from 01/01/2012 - 31/12/2015.

    Staff involved

    Financed by

    • iMinds

    Proximus Living Lab in Residence

    About

    The Proximus Innovation Lab is looking for new and interesting innovative domains in which it can position itself in the short- and middle long term. To help Proximus in this journey, a dedicated Living Lab panel has been built. This panel will be engaged for a period of one year and will be actively involved in the co-creation of new product- and service offerings. MICT is responsible for the user research, hereby using a wide variety of quantitative and qualitative research methods tailored to the case at hand.

    At this moment a first case tackles new propositions in the domain of privacy and network security. In this case, Proximus has proposed different propositions situated at different points in the innovation process. Some of these propositions are at the very start of the innovation process, here we will involve the end-user with the purpose of conceptually elaborating on the propositions. Other propositions are situated close-to-market and here the user will be involved to validate and iterate the value proposition.

    Duration of the project

    The project runs from 01/01/2015 - 31/12/2015

    Staff involved

    Financed by

    BNP Paribas Fortis ‘The Game’

    About

    Poised to create the bank of the future, BNP Paribas Fortis is developing an innovative digital game to not only motivate employees in improving their ways of working, but also to promote open sharing and collaboration within the organization. BNP Paribas Fortis aims at encouraging its employees to become entrepreneurial and open-minded towards innovation. This requires an important cultural change, of which the bank plans to address using a dynamic game that encourages employees to practice new behaviors in a safe environment.


    During this Living Lab research, MICT is responsible for the user research. The research starts with an environmental scan to detect drivers and barriers of games to change a company’s culture. In a next phase a survey is conducted to collect information on current habits and practices related to the adoption potential of the game. A profiling strategy is set based on the initial survey to involve potential end-users throughout the entire Living Lab. Following the survey, end-users are invited to co-create the game and to test the game in its initial form via a proxy technology assessment. Once the MVP of the game is developed, a field trial will take place with as small sample of employees before launching it in the entire company.

    Methodology

    MICT is responsible for the state of the art, survey, co-creation workshops, proxy technology assessment and field trial

    Duration

    The project runs from 01/12/2014 till 30/09/2015

    Staff Involved

    Financed by