HumanFIT: Multi-Stakeholder Mappings & Mock-Up Definitions ...

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University of Southern Denmark HumanFIT: Multi-Stakeholder Mappings & Mock-Up Definitions Worm, Katrine Løck; Buur, Jacob; Mitchell, Robb Publication date: 2019 Document version: Final published version Citation for pulished version (APA): Worm, K. L., Buur, J., & Mitchell, R. (2019). HumanFIT: Multi-Stakeholder Mappings & Mock-Up Definitions. Syddansk Universitet. Go to publication entry in University of Southern Denmark's Research Portal Terms of use This work is brought to you by the University of Southern Denmark. Unless otherwise specified it has been shared according to the terms for self-archiving. If no other license is stated, these terms apply: • You may download this work for personal use only. • You may not further distribute the material or use it for any profit-making activity or commercial gain • You may freely distribute the URL identifying this open access version If you believe that this document breaches copyright please contact us providing details and we will investigate your claim. Please direct all enquiries to [email protected] Download date: 20. Apr. 2022

Transcript of HumanFIT: Multi-Stakeholder Mappings & Mock-Up Definitions ...

Page 1: HumanFIT: Multi-Stakeholder Mappings & Mock-Up Definitions ...

University of Southern Denmark

HumanFIT: Multi-Stakeholder Mappings & Mock-Up Definitions

Worm, Katrine Løck; Buur, Jacob; Mitchell, Robb

Publication date:2019

Document version:Final published version

Citation for pulished version (APA):Worm, K. L., Buur, J., & Mitchell, R. (2019). HumanFIT: Multi-Stakeholder Mappings & Mock-Up Definitions.Syddansk Universitet.

Go to publication entry in University of Southern Denmark's Research Portal

Terms of useThis work is brought to you by the University of Southern Denmark.Unless otherwise specified it has been shared according to the terms for self-archiving.If no other license is stated, these terms apply:

• You may download this work for personal use only. • You may not further distribute the material or use it for any profit-making activity or commercial gain • You may freely distribute the URL identifying this open access versionIf you believe that this document breaches copyright please contact us providing details and we will investigate your claim.Please direct all enquiries to [email protected]

Download date: 20. Apr. 2022

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IoT Lab Human FIT is a collaboration project between Public Intelligence, Welfare Tech, SDU, MobilePeople, Life Partners, and AlertoCare.

AUGUST 2018 -8TH OF MAY 2019

HUMANFIT

MULTI-STAKEHOLDER MAPPINGS

MOCK-UP DEFINITIONS

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AUTHORS:KATRINE LØCK WORMJACOB BUURROBB MITCHELL

DEPT OF DESIGN AND COMMUNICATIONUNIVERSITY OF SOUTHERN DENMARK

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MULTI STAKEHOLDER STUDY

MOCK-UP TRIALS

1

15

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PAGE 2: MAPPING THE ECOSYSTEMPAGE 4: FLOW BETWEEN STAKEHOLDERSPAGE 12: RISKS AND VALUES

PAGE 16: MOCK-UPSPAGE 18: PROTOTYPESPAGE 20: SIMULATIONSPAGE 22: RELATION TO PROTOTYPES & MOCK-UPSPAGE 28: DESIGN SPRINT

TABLE OF CONTENT

REFERENCES

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MULTI STAKE-HOLDER STUDY

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MAPPING THE ECOSYSTEMThe goal of the HumanFit project is to develop an IoT Lab that supports companies in testing and developing new ideas for public health in Denmark. This first chapter of the report provides an overview of Who are the stakeholders? Stakeholder mapping is a valuable process for gaining an overview of the project, and a prerequisite for understanding resources, values and risks in the project.

WHAT IS IT AND WHY DO IT?Stakeholder mapping is the process of uncovering those involved in a project and those that may have an influ-ence on a project. Stakeholders range from the users we design for and with, to the sub-supplier we depend on, to the legislators who’s rules we must follow. It can be done in various ways, for instance by using Figurines. Using the tools for establishing a stakeholder map requires

conversations with various project members. Getting an overview of the stakeholders in a project is vital in doing further mapping, analysis and examination of those involved in the project. Stakeholder mapping can further aid in resource overview, motivational drivers and clari-fication of who we are designing for, who is going to use our product, who do we need, etc.

FIGURINES USED FOR STAKEHOLDER MAPPING

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FINDINGSWe created an overview of the stakeholders involved in the HumanFIT project through conversations, Figurines and Electronic Stakeholder Mapping.

Four stakeholder mapping sessions were conducted. The first using Figurines, the remaining utilizing Electronic Stakeholder Mapping:Session 1: Angelina, project manager at Public Intelli-genceSession 2: Britt and Peter, project leaders at Public Intelli-genceSession 3: Peter S., project leader at SDUSession 4: Rasmus, head of methodology at Public Intel-ligence

OVERVIEW OF THE STAKEHOLDERS INVOLVED IN THE HUMANFIT PROJECT

Each stakeholder mapping session took its starting point in the map created in the previous session to establish the overview seen below. The stakeholders involved in this project are Public Intelligence, AlertoCare, Life-Partners, SDU, WelfareTech, IoT Platform Provider, Citizens, Care Home, Home Care, Municipality and Hospital.

The stakeholder map serves as a starting point for the Electronic Stakeholder Mapping as well as providing a clear overview of who are involved in the project. In the following, the stakeholder map will be used to explore what each stakeholder brings to the project, how they are connected and what they receive in return for their contributions.

Public Intelligence

Citizens

Municipality

Hospital

HomeCare

CareHome

Life-Partners

AlertoCare

SDU

WelfareTech

IoT Platform Provider

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FLOW BETWEEN STAKEHOLDERSNow that we know who is involved, What are the relations between the stakeholders? What do they give to the project and expect in return? We used Electronic Stakeholder Mapping to investigate how stakeholders might influence the project and other stakeholders, and what flows between whom.

WHAT IS IT AND WHY DO IT?Taking its starting point in the stakeholder mappings described above, Electronic Stakeholder Mapping is a dynamic way of discussing the relations between stake-holders including the importance and influence of each stakeholder. The Electronic Stakeholder Mapping served as a ‘translation’ of, for instance, the Figurines into a dynamic map of those involved. When using Electronic Stakeholder Mapping, the role of a stakeholder, how they are connected to the project, who works with whom and who feeds what into the project, are some of the topics which can be brought up. Regarding the role of a stake-holder, the Electronic Stakeholder Mapping can be used as a tool to discuss who are indispensable and who are not, as well as discuss how it might affect the project, should a stakeholder withdraw from the project. The Electronic Stakeholder Mapping has the strong advantage that it allows us to instantly see what happens, should a specific stakeholder withdraw. The dynamic nature of the Electronic Stakeholder Mapping means that if a stake-holder shuts off an input, the rest of the system reacts immediately. Based on the Electronic Stakeholder Mapping, we have drawn two graphical representations: An overview of the actual LittleBits map, and a generalized flow overview. The LittleBits map shows the dependencies amongst the stakeholders, while the flow overview indicates what is being exchanged between stakeholders.

We have mapped three cases – the HumanFIT project as such, and the two case companies AlertoCare and Life-Partners. The HumanFIT mapping is different from the company mappings, as HumanFIT is a non-com-mercial project, while the mappings for AlertoCare and Life-Partners focus on their businesses. The mappings for AlertoCare and Life-Partners are based on case studies provided by Public Intelligence, sessions with project members and a workshop session with representatives from each company.

ANGELINA TRYING OUT THE LITTLEBITS DURING SESSION ONE

BRITT USING THE LITTLEBITS TO SHOW HOW PUBLIC INTELLIGENCE SHINES A LIGHT ON TECHNOLOGY

PETER TESTING HOW ALTERING THE SYSTEM HAS AFFECTED THE PROJECT

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LITTLEBITS IN ACTION

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PUBLIC INTELLIGENCE & HUMANFIT

The HumanFIT LittleBits map and flow map show a clear division between the ‘paid’ side (WelfareTech, SDU, AlertoCare, Life-Partners, IoT Platform Provider) and the ‘public’ side (municipality, home care, care home, hospi-tal), with Public Intelligence being the place that connects them. In this project, Public Intelligence is the medium through which all stakeholders must go, with one excep-tion being that WelfareTech pays SDU, AlertoCare and Life-Partners without going through Public Intelligence.

The inputs that flow into Public Intelligence from the ‘public’ side are intangible, while Public Intelligence pro-vides both knowledge and products to test. It is a some-thing-for-something exchange, while at the ‘paid’ side the inputs flowing into SDU, AlertoCare and Life-Partners mainly come from WelfareTech in the form of funding. The inputs flowing into Public Intelligence from the ‘paid’

side are knowledge and products, while Public Intelli-gence does not necessarily give something in return. This relationship is balanced, because WelfareTech is funding the project partners.

Based on the LittleBits map and the discussions in the sessions, the indispensable stakeholders (without whom the project would fail) are WelfareTech, AlertoCare, Life-Partners, Public Intelligence, SDU, IoT Platform Provider and the citizens. These are also the stakeholders being paid for their participation in the project, except citizens. The less critical stakeholders are the municipal-ity, hospital, home care and care home. This is not to say that these stakeholders can be excluded from the project, but should one of them decide to no longer participate, it would be less crucial than if, for instance, WelfareTech pulled the funding.

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ALERTOCARE

For AlertoCare, there are three types of stakeholders. Firstly, the collaborators such as sales partner and OEM. Secondly, development/research partners such as SDU, Public Intelligence and WelfareTech. Thirdly, users and essential stakeholders for the service of AlertoCare to work, such as relatives, neighbors and home care servic-es. These last stakeholders are interesting, as they offer their help in the event of a fall but are not paid by Alerto-Care to do it. One could argue that the gain for the rela-tives, neighbors etc. is the sense of security or assurance of their family member or friend being safe. But then, what motivates the home care service to help? This is a question that arises from the flow mapping. The mapping also makes it clear how dependent AlertoCare is on the aid that their users receive from family, neighbors, home

care services and emergency centers. Without this, their service could not function as it does today. The mappings also highlight the possibility of knowledge sharing and collaboration between AlertoCare and its users and their relatives.

Based on the mappings, AlertoCare is highly depending on the elderly (user), OEM, Software, Public Intelligence, Sales Partner and Manufacturer, while less critical stake-holders are neighbors, relatives, emergency central and home care service. This is not to say that these stakehold-ers are not important, as disregarding them all would be dire, but should one of the stakeholders withdraw, Aler-toCare would be less impacted than if for instance their OEM partner would stop the collaboration.

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LIFE-PARTNERS

Clear from the maps is that Life-Partners keeps everything in-house. It is possible to unpack both Life-Partners, municipality, citizens and HCPs, because each term covers more specific stakeholders depending on where their product is used. For instance, municipality covers both care homes, home care and nursing homes, while citizens include elderly, nursing home residents, relatives, disabled citizens and psychiatric citizens. Even though we expand the stakeholders, it is still clear that Life-Partners are very different in their stakeholder dependencies than AlertoCare. AlertoCare relies heavily on their suppliers and the network of relatives, neighbors and support around the elderly for their product to work. Life-Partners on the other hand has a straight forward transaction with the municipality. The municipality is the buyer of the product, while the citizens and HCPs are the users. Unlike AlertoCare, Life-Partners relies on tangible

exchanges (money for product) and not on the cooper-ation from outside help. The mappings also highlight the possibility of knowledge sharing and collaboration between Life-Partners, citizens (elderly) and HCPs, which is not apparent at the moment.

The indispensable stakeholders for Life-Partners are the municipality and the elderly. Because Life-Partners keeps everything in-house and due to the nature of their products, there are fewer stakeholders upon which they depend. The municipality and the elderly are critical, because they are their users and buyers. The less critical stakeholders are neighbors, relatives and sales places, as they often sell directly to the municipality and, at the moment, their solution is a tool for the elderly and the health care professionals.

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RISKS & VALUESThe stakeholders enter the HumanFIT project for different reasons and with different expectations. Mapping the risks and values for each stakeholder can help understand what makes the project a success for all. So, what are the risks and values for each stakeholder?

WHAT IS IT AND WHY DO IT?To create an overview of the values and risks involved for the different stakeholders, we gathered information in the stakeholder mapping sessions, as well as in con-versation with Rasmus, Head of Methodology at Public Intelligence. The mapping sessions were useful, because to create the maps, you inevitably need to talk about

what the different stakeholders get out of the project, in order to place them on the map in relation to one anoth-er. Getting an overview of the possible values and risks for each stakeholder gives insights into why a stakeholder might withdraw, explicitly states what they hope to get out of the project and what to be aware of when running the project.

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FINDINGS

TABLE OF VALUES AND RISKS FOR STAKEHOLDERS INVOLVED IN THE HUMANFIT PROJECT. THE STAKEHOLDERS SHARING THE SAME RISKS AND VALUES WITH BEING INVOLVED IN THE PROJECT ARE CLUSTERED.

STAKEHOLDERS VALUES RISKSCITIZENS › Life improvement

› Better service

› ‘Forced’ to use technology

MUNICIPALITY

CARE HOME

HOME CARE

HOSPITAL

PSYCHIATRIC DEPT.

› Resource savings

› Overview

› Early detection

› Better, cheaper welfare

› Better and more effective day-to-day work

› Less stressfull work environment

› Employees with fewer sick days

› Monitoring (in relation to IoT)

› Product failure

ALERTOCARE

LIFE-PARTNERS

› Boost sale

› Better/improved products/services

› Easier road to market

› Use of excess data in new ways (early detection)

› Transforming ideas into commercial value

› Further commercialization and IoT-fying of products

› When we share our knowledge, can others steal it?

› Wasting resources

› Wasting time

› Municipalities are unwilling to innovate

› Not getting close-to-reality solutions

› Aligning needs with reality

IOT PLATFORM PROVIDER › Sales › Compatibility

WELFARETECH › Advertisement for IoT Lab

› Profiling/advertisement in relation to members

› Money (investment)

IOT LAB

PUBLIC INTELLIGENCE

› Create better life for humans tomorrow

› So attractive a process that PI becomes leading

› How do we handle the data-part?

› Close-to-reality solutions vs moving business forward

› Right ambition level

› How to prepare for the future?

› How does the research-based inputs fit into the lab?

SDU › (New) knowledge › Wasting time

› Wasting resources

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MOCK-UP TRIALS

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MODELSA recurring question in the project has been What is the difference between models, mock-ups, prototypes and simula-tions? Mastering representations of products will be crucial in the IoT Lab, as HumanFIT is about testing new tech-nologies not seen before. Representations of systems come in different forms and with different labels. To confuse the matter, terms are used interchangeably. In this second chapter of the report, we first look at models, then subsequently mock-ups, prototypes and simulations, and how these representation forms relate to each other.

WHAT ARE MODELS?According to Quek [2] “a model of a system, artefact or environment is a simplified representation that captures its essential characteristics for a specific purpose”. White [3] similarly claims that “a model is an entity that is used to represent some other entity for defined purpose”. Maria [4] seconds the notion that models are representa-tions, “a model is a representation of the construction and working of some system of interest” and that “a model is similar to, but simpler, than the system it repre-sents”.

Within engineering, a model “is a ’miniature representa-tion of something’ or a ‘pattern of something’ or ‘an example for imitation or emulation’” [1]. White [3] sim-ilarly argues that “models are simplified abstractions, which embrace only the scope and level of detail needed to satisfy specific study objectives”.

The characteristics of models, according to Dym et al. [1] are that “models are usually smaller and made of different materials than are the original artefacts they represent, and they are typically tested in a laboratory or in some other controlled environment to validate their expected behavior”. Additionally, “models are intention-ally tested in controlled environments that allow the model builder to understand the particular behavior or phenomenon that is being modelled” [1].

WHAT CAN THEY BE USED FOR?And what are models used for? Within engineering, we “use models to represent some devices or processes” [1] as well as “use them to illustrate certain behavior or phe-nomenon as we try to verify the validity of an underlying (predictive) theory” [1]. Models are also used for simula-tions and evaluations. “Virtual computer models allow us to visualize the product, see how parts fit together, cal-culate the weight and carry out performance simulations along the way” [5]. “A model-based evaluation is needed to provide insights into usability before testing with end users” [2]. Furthermore, models are built “to serve the prototyping users” [5].

Models are also used to “study systems that exist only in concept” [3] and they “enable the analyst to predict the effect of changes to the system” [4].

Within architecture, Hull & Willett [6] argue that “physi-cal models immediately reveal the relationships between multiple dimensions of a structure, relationships that are often not obvious in blueprints or static views.” They furthermore claim that physical models inherently have three advantages, “invite tactile exploration, facilitate col-laboration, and evoke a sense of delight in the miniature”. Specifically, for architectural models, they “reflect real or imagined geometries that could be manifest in the phys-ical world.” Hull & Willett [6] also praise physical models for their accessibility for large groups in collaboration.

Hull & Willett [6] go on to divide models into five catego-ries with different functions and purposes. The categories are: sketch, concept, working, context and presentation.

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SKETCH, CONCEPT, WORKING, CONTEXT & PRESENTATIONThe following model classifications are according to Hull & Willett [6].

Sketch models are the first iteration of models, and they help “define and explore the space of high-level design options and ideas.” These models are made with inexpen-sive materials such as cardboard, foam blocks and paper. Sketch models are a way to “quickly materialize an idea in a playful and experimental flow of ideas.”

Concept models focus on the most fundamental form and material relationships. They “distill the core idea of the project”. Concept models are “physical manifestations of an artistic ideal”. A concept model “represents the essen-tial idea that is taken into material relationships, spatial relationships, across all scales.”

Working models are used to refine and compare varia-tions of the current design and are used to focus a discus-sion with members outside the design team, like engi-neers and investors. For each model made, the concept becomes more refined and questions are answered.

Context models are used to “study the relationship be-tween a design and the surrounding landscape or urban conditions”.

Presentations models are used for showcasing the final design to an audience, primarily of non-designers, for instance investors. These models are more refined, often use high quality materials and have a nice finish.

This suggestion aligns with recent work by Stusak et al. [32] which indicates that physicality can improve the memorability of data representations. DISCUSSION While architects use a number of distinct genres of physical models as part of their craft, each of these types can still serve multiple and sometimes overlapping functions (see Table 2). These common, low-level functions underscore the specific points during the process of conceptualizing and designing a structure where physical models are particularly valuable. Moreover, each of the shared functions highlights material properties, manipulation strategies, and use cases that we believe can prove useful for data physicalizations more generally.

Building on the models and applications discussed in the previous section, we outline a set of four specific functions of physical models that can serve as inspiration for the design and development of future physicalization systems. 1. Exploring Spatial Relationships and Characteristics Early stage sketch and concept models provide architects with a physical means of testing, exploring, and iteratively modifying the physical characteristics of a design, often via manual construction and manipulation. Architects often use these kinds of models early in their design process because they provide a quick and adaptable way of creating and comparing design alternatives.

This need to rapidly create and assess possible design alternatives is analogous in many ways to the challenges faced by visualization designers and analysts early in the data analysis process, as they seek to understand and craft appropriate representations for new datasets. While both visualization experts and novices often use “data sketching” [38] as a way to make sense of data on paper or in 2D tools, few mechanisms exist for supporting this kind of rapid, iterative data exploration in the physical world.

Recent work on “constructive visualization" – in which authors manually assemble representations of data using discrete physical tokens or building blocks [15] – provides one potential model for facilitating this kind of exploration. Like many approaches to sketch modeling in architecture,

constructive visualization can be playful, accessible, and supports dynamic refinement of representations. However, this line of research has tended to emphasize the pedagogical, rather than practical, benefits of construction –in part because the process of additively assembling physicalizations token-by-token can be an arduous affair.

Architectural sketch modeling, by contrast, often employs non-additive and non-discrete construction methods like subtractive construction using foam and other easily-manipulable materials. Purely manual subtractive techniques may be less valuable when creating data physicalizations, where the resulting physical representations generally need to reflect a precise encoding of the underlying data. However, computer-assisted tools for handheld subtractive fabrication like Zoran and Paradiso’s FreeD [46] suggest that simple data-driven tools could easily enable these kinds of physical data sketching or “data excavation.”

Similarly, early-stage model-making in architecture often leverages assembly techniques like bricolage in which models are created by piecing together existing objects and physical components. This practice, sometimes called “junk prototyping,” is also common in product design and interaction design [10]. Bricolage is valuable because it provides a fast, accessible, and social mechanism for exploring new ideas, while building on the existing complexity and texture of the component objects (rather than simpler primitives like tokens). We believe that bricolage-style techniques may also have value for data physicalization, particularly in social settings where their tangibility and composability can help ground discussions. For example, a collection of simple physical time series could serve as composable building blocks for examining and comparing possible forecast models or concretely illustrating and discussing imaginary policy scenarios. In contrast to the simple tokens used in constructive visualization, these components might include more realistic variability, trends, and other data features (peaks, outliers, etc.) that could be readily assembled to create plausible time series and facilitate deeper conversations. 2. Supporting Comparison and History Physical models serve as forms of external memory for architects throughout the design process, and their physical nature often permits rearrangement and reconfiguration to support various design tasks. For example, architects may place sets of working models alongside one another to support direct comparison between several design choices or possible building materials. In a studio setting, architects may also position or distribute models on shelves and tables, creating a physical record of the design process that can prompt continued awareness of past experiments and possible alternatives.

Work in information visualization has long recognized the importance of visual representations as forms of external memory [3]. To this end, both visualization and visual

Table 2. Types of Models and Related Functions. The color scheme is the same as the one used in Figure 2.

Visual Perception based Decisions CHI 2017, May 6–11, 2017, Denver, CO, USA

1224

HULL & WILLETT‘S [6] OVERVIEW OF THE FIVE TYPES OF MODELS AND WHAT THEY ARE USED FOR

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MOCK-UPSWhat are mock-ups? There are three main sources with comprehensive definitions of mock-ups. There is an overlap, but since some sources deal with some aspects of mock-ups while other sources handle other facets, distinctions are made.

THINGS-TO-THINK-WITHEva Brandt, Professor at the Royal Danish Academy of Fine Arts, Schools of Architecture, Design and Conserva-tion [1, 2]

Brandt defines mock-ups as “two or three-dimensional artifacts that illustrate parts of a design” and “a mock-up is an experimental model showing appearance (part of) proposed book, ship, etc.”. She argues that mock-ups are ‘things-to-think with’.

Brandt claims that “the possibility to physically interact with the mock-ups seems therefore to be one of their major advantages”. Brandt argues that mock-ups can be made with few or many details, be fast and cheap or expensive and time consuming. They can be two-or three-dimensional, computer aided or spatial. She argues for different levels of detail prompts different discussions and different levels of discussion.

She further argues that the purpose of using mock-ups is “to facilitate design” and pleads the importance of intention with the mock-up and project, when choosing a mock-up design.

VERY EARLY PROTOTYPESInteraction Design Foundation, Danish non-profit com-munity for interaction design [3]

The Interaction Design Foundation (IDF) defines mock-ups as “‘very early prototypes’ made of cardboard or oth-erwise low-fidelity materials” with a “focus on content and functionality, not graphical design”.

The characteristics of mock-ups, according to IDF, are that “mock-ups incite criticism” due to low cost and low fidelity as well as “incite and legalize experimentation”.

IDF claims that the purpose of mock-ups is its function as a discussion medium between designer/user and design-er/designer, as well as discussion facilitator. Furthermore, they argue that mock-ups are used in early usability testing.

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DESIGN GAMEPelle Ehn, Professor, School of Arts and Communication, Malmö University & Morten Kyng, Professor, Department of Computer Science, Aarhus University [4]

Ehn and Kyng defines mock-ups as something with zero functionality. “Still, it works very well in the design game of envisioning the future work… it is a suggestion to the participating users.”

The characteristic for mock-ups is that they encourage hands-on experience. Early mock-ups are often created with inexpensive materials. “Mock-ups lend themselves to collaborative modifications” therefore, “everybody has the competence to modify them”. Ehn and Kyng further argue that mock-ups are built with familiar materials and tools. They encourage active user involvement. Mock-ups

are cheap, so you can do many experiments. “There is no confusion between the simulation [mock-up] and the ‘real thing’”. Relating to their definition, mock-ups lack functionality, hence a characteristic is that we have to im-agine. Ehn and Kyng sums up the characteristics of mock-ups as “cheap, understandable and allow for hands-on experience working and pleasurable engagement”.

The purpose of mock-ups is to help users and designers imagine the impossible. Mock-ups encourage active user involvement, both in the design process and for testing/evaluating. “The purpose is design and the mock-ups are used to evaluate design, to get ideas for modifications or maybe even radical new designs, and to have a medium for collaborative changes”.

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PROTOTYPES

EXPLICIT REPRESENTATIONSBeaudouin-Lafon, Computer Scientist at Université Paris-Sud & Mackay, Research Director at INRIA, Université Sud-Paris [5]

According to Beaudouin-Lafon & Mackay, “prototypes are explicit representations that help designers, engi-neers and users reason about the system being built.” They characterize prototypes as something that force the designer to “show the interaction”. Additionally, they argue that the purpose of prototypes is “generating con-crete representations of new ideas and clarifying specific design directions”.

What are prototypes? To understand what mock-ups are, it is beneficial to compare it with the term prototypes, which are often used interchangeably. Like with mock-ups, we will describe definitions of mock-ups according to who de-fined it.

LOOKS LIKE, BEHAVES LIKE, WORKS LIKEBuchenau & Suri, IDEO [6]

Buchenau & Suri define prototypes as “representations of a design made before final artefacts exist”. They argue that prototypes “range from sketches and different kind of models at various levels – ‘looks like’, ‘behaves like’, ‘works like’”. The purpose of prototypes, according to Buchenau & Suri is “to explore and communicate propositions about the design and its context”.

THEORY CONFRONTATIONSanders, Associate Professor, Design Department, Ohio State University & Stappers, Professor of Design Techniques, TU Delft [7]

Sanders & Stappers focus on what prototypes do, and argue that “prototypes evoke a focused discussion in a team, because the phenomenon is on the table” and that “prototypes confront the world, because the theory is not hidden in abstractions”. Furthermore, they address the purpose of prototypes and argue that “prototypes allow testing of a hypothesis” and “confront theories”. The pur-pose is “to give form to an idea, and to explore technical and social feasibility”. Prototypes can be used for “usa-bility testing of an incrementally improved redesign” as well as “usability/field testing of a radical new product”. For research purposes, prototypes can be part of research through design approaches. For designers, prototypes are a design tool, while for end-users prototypes may be used during evaluative research events.

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ANY DESIGN IDEA REPRESENTATION?Houde & Hill, Apple Computer, Inc. [8]

Houde & Hill has a more open definition of prototypes, since they argue that prototypes are “any representation of a design idea, regardless of the medium”. A key part of successful prototyping is “clarifying what aspects of a prototype correspond to the eventual artefact – and what don’t”. They further argue that the significance of pro-totypes is not the media or tool to create them, but “how they are used by a designer to explore or demonstrate some aspect of the future artefact”.

QUESTION ANSWERERSHallgrimsson, Associate Professor at School of Design, Carleton University [9]

Like Sanders & Stappers, Hallgrimsson focuses on the characteristics of prototypes. He argues that it can be useful to distinguish between looks-like and works-like prototypes. It is the difference between exploring form and exploring function. He claims that “a prototype is not a final product”, and that prototypes are iterative and progress from low – to high-fidelity. He emphasizes that “the iterative aspect of prototyping is key”. A key charac-teristic of physical prototypes is that they “can be placed into real environments and have tangible qualities, such as weight, size and texture, that can be experienced at first hand.” Furthermore, he argues that “simple proto-types will expose obvious problems or show that an idea is viable”. According to Hallgrimsson, the purpose of a prototype is to “answer questions that are hard or impos-sible to address on the computer alone. These questions usually have to do with the qualitative human aspect”. “Functional configurations can also be simulated very quickly with simple prototypes”. He then lists the many things prototypes are used for, including: explorative idea generation, user testing, communication, design verifica-tion, technical performance testing and safety standards testing.

6

to evolve into an integrated prototype which couldbe described by a position at the center of ourmodel. A version of the user interface developedin Example 2 was implemented in the prototype inExample 3. Results of other prototypes were alsointegrated. This enabled a more complete user testof features and user interface to take place.

This set of three prototypes from the same projectshows how a design problem can be simultaneouslyapproached from multiple points of view. Designquestions of role, look and feel, and implementa-tion were explored concurrently by the team withthe three separate prototypes. The purpose of themodel is to make it easier to develop and subse-quently communicate about this kind prototypingstrategy.

4. FURTHER EXAMPLES

In this section we present twelve more examples ofprototypes taken from real projects, and discussthem in terms of the model. Examples are dividedinto four categories which correspond to the fourmain regions of the model, as indicated in Figure3. The first three categories correspond to proto-types with a strong bias toward one of the threecorners: role, look and feel, and implementation

prototypes, respectively. Integration prototypesoccupy the middle of the model: they explore abalance of questions in all three dimensions.

4.1 Role prototypes

Role prototypes are those which are built prima-rily to investigate questions of what an artifactcould do for a user. They describe the functional-

ity that a user might benefit from, with little atten-tion to how the artifact would look and feel, orhow it could be made to actually work. Designersfind such prototypes useful to show their designteams what the target role of the artifact might be;to communicate that role to their supporting orga-nization; and to evaluate the role in user studies.

A portable notebook computer

The paper storyboard shown in Example 4 was anearly prototype of a portable notebook computerfor students which would accept both pen and fin-ger input. The scenario shows a student makingnotes, annotating a paper, and marking pages forlater review in a computer notebook. The designerpresented the storyboard to her design team to fo-cus discussion on the issues of what functionalitythe notebook should provide and how it might becontrolled through pen and finger interaction. Interms of the model, this prototype primarily ex-plored the role of the notebook by presenting arough task scenario for it. A secondary consider-ation was a rough approximation of the user inter-face. Its marker, shown in Figure 4, is thereforepositioned near the role corner of the model and alittle toward look and feel.

Storyboards like this one are considered to be ef-fective design tools by many designers because theyhelp focus design discussion on the role of an arti-fact very early on. However, giving them status asprototypes is not common because the medium ispaper and thus seems very far from the medium of

Look and feel

Integration

Implementation

Role

Figure 3. Four principal categories of prototypes on the model.

Example 4. Storyboard for a portable notebook computer [E4 Vertelney 1990].

HOUDE & HILL’S [8] MODEL OF WHAT PROTOTYPES PROTOYPE. THE THREE DIMENSIONS CORRESPOND TO IMPORTANT ASPECTS WHEN DESIGNING INTERACTIVE ARTIFACTS. ONE CAN CHOOSE TO FOCUS ON ONE ASPECT OR ALL THREE AND THUS INTEGRATE THEM.

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SIMULATIONS

IMITATING APPEARANCE?Quek, School of Computing Science, University of Glasgow [10]

Quek argues that “a simulation is the operation of the model, where the intention is to draw conclusions, quali-tative or quantitative, about the behavior or properties of the system”. “A simulation is a model, or simplification, of a real system, it is naturally never an exact representation of a real system”. She furthermore states that “to simulate is to ‘imitate the appearance or character of’ an object”. According to Quek, simulations are “used in a wide range of contexts where it is either more expensive, impossible or impractical to investigate or test a real system” and that simulation techniques “can be used to predict and optimize performance of a system, and to check for safety and correctness”.

What are simulations? Simulation is a term often used in software and computer science. Within design, rather than simulation, experts will use terms like test, trialing and usability testing. In the following, we will use the same atten-tion points as was used regarding mock-ups and prototypes to define what simulations are.

MODEL EXPERIMENTATIONWhite, Department of Systems and Information Engineer-ing, University of Virginia [11]

According to White, “simulation is a particular approach to studying models, which is fundamentally experiential or experimental”. To be able to do simulations, one must create a model, which “imitates the behaviors of interest; experimenting with the model to generate observations of these behaviors; and attempting to understand, sum-marize, and/or generalize these behaviors.” He compares simulations to field tests, arguing that “simulation is much like running field tests, except that the system of interest is replaced by a physical or computational mod-el”. White argues for two types of simulations – either “man-in-the-loop simulations used for training and/or entertainment” or “analysis and design of artefacts and process”. Finally, he claims that “simulation also involves testing and comparing alternative designs and validat-ing, explaining and supporting simulation outcomes and study recommendations”.

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SIMULATING A PROCESS WITH ANOTHERStephan Hartmann, Professor of Philosophy, LMU Munich [15]

Hartmann discuss simulations in relation to science – mainly natural and social sciences. He argues that “the most significant feature of a simulation is that it allows scientists to imitate one process by another process”. He offers these words of caution, “a simulation is no better than the assumptions build into it”. Hartmann cites five main motives for running simulations; firstly, to “inves-tigate the detailed dynamics of a system”, secondly, to “develop hypotheses, models and theories”, thirdly, to “perform numerical experiments”, fourthly, to “support experiments” and fifthly, to “gain understanding of a process”.

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RELATION BETWEEN MODELS, MOCK-UPS, PROTOTYPES AND SIMULATIONSAbove, we have tried to outline the different definitions of mock-ups, prototypes and simulations, but how do they relate to one another?

HOW ARE REPRESENTATIONS RELATED?What became evident when gathering the different defi-nitions of mock-ups, prototypes and simulations were that there is not one definitive definition for each of the terms. Definitions and use vary from field to field and sometimes even within fields. Furthermore, the terms are often used interchangeably and sometimes without much reflection about whether someone is doing mock-ups rather than prototypes. In the following section, we have attempted to sum up the common aspects from the defi-nitions given above. Boiling it down to essentials - these are the overarching aspects, across definitions.

1. Models are simplified representations, that serve a spe-cific purpose. Models are often similar, but simpler and sometimes smaller, than the real artefact or system.2. Mock-ups have low or no functionality and can be seen as ‘very early prototypes’. They are often used in the early stages of the design process, possibly as a collaboration tool. The mock-up is not confusable with the real arte-fact. 3. Prototypes are explicit/concrete representations. The range and use of prototypes are extensive. 4. Simulations are not artefacts, like models, mock-ups and prototypes are, but rather an approach to testing. To be able to do simulations, a form of input, for instance in the form of models or prototypes, is necessary.

In our attempt to better understand the many nuances of the various representation types and definitions, we have taken the different terms used in the literature and mapped them according to different criteria. The fol-lowing list of terms is by no means complete, but is our synthesis, where the placement of the various terms is contingent upon the definitions from published papers and the degree of detail provided in the different papers. The terms have been looked at according to:1. Overlaps and different term use from different authors and whether they are purpose-based or medium-based (is this type of prototype named in relation to the pur-pose for which it is used or the medium with which it is made?)2. Models, mock-ups, prototypes and simulations in rela-tion to field, mindset and approach.

TERMS & OVERLAPSDifferent authors use terms in different ways and with different meaning. Some authors argue that one type of prototype is actually the same as another type. Other au-thors claim that mock-ups are physical prototypes. In the following, we have put together the different words and terms used for models/prototypes/mock-ups/simulations to show where and how authors use them differently. If we look at the figure to the right, four overall categories define the first division – model, mock-up, prototype and simulation. Within each of the four categories more narrow and specific terms have been divided, each with the reference to the paper it comes from. Finally, dis-crepancies between the authors’ definitions and use of a specific term is shown with arrows containing references and statements about the discrepancy. This allow us to get an overview of the different terms used and see how they correspond with each other.

From the map seen on the right, it is clear that it is not just the narrow terms which are not agreed upon, but also the overall terms such as mock-up. The many overlaps in definitions might be because many of the terms are often used interchangeably, thus creating uncertainty about the individual term.

Purpose-based or medium-basedNow, we look at the terms according to whether they are purpose-based or medium-based, which is also shown in the mapping to the right. Purpose-based terms indicate that a prototype/mock-up/model/simulation is used for a specific purpose – these include experience prototyping and exploratory prototyping. Medium-based terms are terms which include, in some way or another, the medi-um through which or material with which it is created – these include cardboard mock-up and video prototyping.

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MODEL

Physical models

Hull & Willett, 2017 [6]

Sketchm

odelHull & W

illett,2017 [6]

Conceptm

odelHull & W

illett,2017 [6]

Working

model

Hull & Willett,

2017 [6]

Contextm

odelHull & W

illett,2017 [6]

Presentation m

odelHull & W

illett,2017 [6]

Cardboard model

Hornecker, 2007 [19]

Molded-foam

model

Houde & Hill, 1997 [14]

Virtual models

Peavey, Zoss & Watkins, 2012 [21]

Computer m

odelHull & W

illett, 2017 [6]

MOCK-UP

SIMULATION

PROTOTYPEPhysical m

ock-upPeavey, Zoss & W

atkins, 2012 [21]

Tangible mock-up

Rosenqvist & Heimdal, 2011 [22]

Paper-and-cardboard mock-up

Ehn & Kyng, 1992 [10]

Digital mock-up

Wang, 2002 [24]

3D mock-up

Sanders, Brandt & Binder, 2010 [23]

Live mock-up

Peavey, Zoss & Watkins, 2012 [21]

Computer-based m

ock-upEhn & Kyng, 1992 [10]

Computer-based storyboard m

ock-upEhn & Kyng, 1992 [10]

Functional prototypeHornecker, 2007 [19]

Digital prototypeW

ang, 2002[24]

Virtual prototypePeavey, Zoss & W

atkins, 2012 [21]

Online prototypeBeaudoin-Lafon & M

ackay, 2003 [11]

Software prototype

Beaudoin-Lafon & Mackay, 2003 [11]

Video prototypeBeaudoin-Lafon & M

ackay, 2003 [11]

Look-and-feelprototypeHoude & Hill, 1997 [14]

Role prototypeHoude & Hill, 1997 [14]

Implem

entationprototypeHoude & Hill, 1997 [14]

Integrated prototypeHoude & Hill, 1997 [14]

Hi-fi prototypeBrandt, 2007 [7]

WOZ

Beaudoin-Lafon & Mackay, 2003 [11]

Physical prototypePeavey, Zoss & W

atkins, 2012 [21]

Offline prototypeBeaudoin-Lafon & M

ackay, 2003 [11]

Finished-lookingprototypeHoude & Hill, 1997 [14]

Test programm

eHoude & Hill, 1997 [14]

Exploratory prototypeKyng, 1995 [20]

Experience prototypeBuchenau & Suri, 2000 [12]

Paper-prototypesBeaudoin-Lafon & M

ackay, 2003 [11]

Lo-fi prototypeBrandt, 2007 [7]

StoryboardHoude & Hill, 1997 [14]

Storyboard prototypesEhn & Kyng, 1992 [10]

Offline simulation

Quek, 2013 [2]

Online simulation

Quek, 2013 [2]

Experiental simulation

Peavey, Zoss & Watkins, 2012 [21]

Man-in-the-loop sim

ulationW

hite & Ingalls, 2009 [3]

Computer-based sim

ulationPeavey, Zoss & W

atkins, 2012 [21]

Simulation of on-screen

appearance and behaviourHoude & Hill, 1997 [14]

Experienced-based sim

ulationPeavey, Zoss & W

atkings, 2012 [21]

Rapid prototypingBeaudoin-Lafon & M

ackay, 2003 [11]

Rapid prototypeBeaudoin-Lafon & M

ackay, 2003 [11]

Iterative prototypeBeaudoin-Lafon & M

ackay, 2003 [11]

Evolutionary prototypeBeaudoin-Lafon & M

ackay, 2003 [11] Fixed prototypeBeaudoin-Lafon & M

ackay, 2003 [11]

Fixed-path prototypeBeaudoin-Lafon & M

ackay, 2003 [11]

Open prototypeBeaudoin-Lafon & M

ackay, 2003 [11] Horizontal prototypeBeaudoin-Lafon & M

ackay, 2003 [11]

Vertical prototypeBeaudoin-Lafon & M

ackay, 2003 [11]

Task-oriented prototypeBeaudoin-Lafon & M

ackay, 2003 [11]

Scenario-based prototypeBeaudoin-Lafon & M

ackay, 2003 [11]

Purpose-based terms

Medium

-based terms

Overall terms

Process rather than tool/method

Quek, 2013 [2]Sim

ulations are models...

Peavey, Zoss & Watkins, 2012 [21]

”hysical models are often referred to as...

Peavey, Zoss & Watkins, 2012 [21]

Virtual models are often referred to as....

Peavey, Zoss & Watkins, 2012 [21]

”mock-up falls under the term...”

Houde & Hill, 1997 [14]m

olded foam m

odels are...

Wang, 2002 [24]

Used interchangeably...

Peavey, Zoss & Watkins, 2012 [21]

mock-ups are often...

Beaudoin-Lafon & Mackay, 2003 [11]

mock-ups are...

Brandt, 2007 [7]m

ock-ups are...

Beaudoin-Lafon & Mackay, 2003 [11]

also called...

Beaudoin-Lafon & Mackay, 2003 [11]

also called...

Wang, 2002 [24]

”virtual prototyping is essentially a simulation process...”

Quek, 2013 [2]WOZ is...

Quek, 2013 [2]Prototypes are...

Houde & Hill, 1997 [14]

is...

Houde & Hill, 1997 [14]is...

[11]

Quek, 2013 [2]

Video prototype is...

OVERVIEW OF THE DIFFERENT TERMS, HOW THEY ARE CLUSTERED AND HOW THEY INTERLINK

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FIELD, APPROACH & MINDSET

The different ways of creating representations come from and are used in different fields. In the figure to the right, the four general terms are distributed according to whether they are used for scientific validation or practice validation and whether they are created with an expert mindset or participatory mindset. With expert mindset we mean that the representations are created by experts - that is people within the company whose job it is to create representations. With participatory mindset, the representations can be created by those whose job it is to create such representations, but they can also be created by or with users, or other people within the organization who does not ordinarily work within this field.

From the figure, we see that several of the representation methods are created with an expert mindset, stretch-ing across the different representation types. The only method which truly utilizes a participatory mindset is mock-ups.

Simulation stretches from expert mindset and scientif-ic validation towards the middle of the matrix. This is because the term simulation contains both simulations which need no external people to participate and are purely scientific (i.e. can be done in a lab), for instance, wind simulation around new buildings. The simula-tions, which are closer to the center of the matrix, are simulations which are conducted with external people, for instance, users. These simulations are often used to validate practices.

Models inhabit the left top corner of the matrix, because they are often created by experts, for instance the design-ers working on the project, and then later presented to others and are most often used for scientific validation. Models can also be a premise for conducting simulations.

Prototypes are the broadest of the representation meth-ods and start crossing the line towards a more participa-tory mindset. Prototypes are often created by experts, but for instance low fidelity prototypes can be co-changed with users. Because prototypes is a very diverse category, it stretches from practice validation halfway to scientific validation and crosses the line towards the participatory mindset.

Mock-ups belong to the participatory mindset, because mock-ups are not just used to co-create with users but can also be created by users. The participatory aspect of mock-ups also make them well-suited for practice valida-tion, more so than for scientific validation.

This mapping along with the previous mapping allow us to look at the terms from different angles – which terms are there, how are they linked and how are they used. Furthermore, we can argue that it is not enough to only look at prototypes/mock-ups etc. one way, because the relations and use change depending on how you look at it. One could speculate that the reason the different terms overlap is because they are on ‘different levels’ (some very general terms, some very specific) and because one term is not necessarily agreed upon to only belong within one category – again, depending on how we look at it.

The mappings created for this section are not the only mappings that could be made, there are many other parameters through which one could look at representa-tions. Another mapping that could be made is the pur-pose of the representation, but that would be a daunting task, because many of the representations can serve sev-eral purposes. The purposes could for instance be; early concept testing, usability testing, presentation, collabo-rative modifications, evaluating, field testing, research, user testing, technical performance testing and product validation, just to name a few. Depending on the time, cost, resources and intended purpose of the representa-tion, each term can often shift between purposes, making categorizing them a futile process without the context for which the representation is intended.

What we have discovered through these mappings is supported by Dym et al [1] when they argue that “the distinctions between prototypes and models may have more to do with the intent behind their making and the environments in which they are tested than with any clear dictionary-type differences.” And that does not only apply to prototypes and models, but also mock-ups and simulations.

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Scientific Validation

Practice Validation

Expert Mindset

Participatory Mindset

Simulations

Models

Prototypes

Mock-Ups

MAP OF THE FOUR GENERAL TERMS IN RELATION TO MINDSET AND VALIDATION

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DESIGN SPRINT

TWO APPROACHESGoogle VentureGoogle Venture [12] suggests a framework for a design sprint for businesses to answer critical business ques-tions, which often last around 5 days. They specify five steps, each corresponding to a day in the sprint: Map, Sketch, Decide, Prototype and Test. Day one will consist of mapping activities with the goal for the day being the creation of a sprint question to be answered. The theme is understanding your problem and choosing your target. The goal for day two is to have a range of solution pos-sibilities, with the main focus of the day being ideation. Day three is narrowing down from many ideas to one, ending the day with a concept to build on day four. Day four is all about building a prototype and preparing for a testing session on the last day. On day five, potential users are invited in to test the concept and prototype. The goal for the final day is user data from the test as well as next step decisions, so the knowledge from the sprint does not disappear.

The CharretteThe Charrette [13] has its roots in urban planning and takes a multi stakeholder approach to sprints. Similar to Google Venture, the Charrette involves five phases one must go through: Organization, Engagement & Vision, Alternative Concepts Development, Preferred Plan Syn-thesis, Plan Development and Production & Presentation. The first phase consists of gaining an overview of the project, understanding who we are designing for/with and establishing the goal/vision for the sprint. This phase often includes a startup meeting, a field trip and a stake-holder meeting. The second phase focuses on concept development and gaining feedback from the public. The next two phases are iterations focusing on refinement of the solution and public feedback. Finally, the last phase attends to prototyping of the proposed solution, final feedback from stakeholders, wrapping up and deciding next steps. The Charrette method further proposes a follow up meeting/final review 4-6 weeks after the sprint has ended.

The main difference between Google Venture’s approach and the Charrette approach is that the Charrette focuses

In the HumanFIT project, we are looking for ways to boost the collaborations with potential IoT Lab customers. A design sprint is typically organized to bring the team together to work out ideas with users and stakeholders within a short period of time, often 2 to 9 days, with a setup and follow-up phase as well. Here we present two different schools of design sprint – Google Venture and the Charrette. Additionally, we will convey five attention points from IDEO’s work.

5 TIPSTo keep others from falling into the same pitfalls as pre-vious sprint organizers, IDEO [14] propose five points to keep in mind, when conducting a design sprint.

1. “Anchor your sprint in a big question”. If you are taking days out of your own and your colleagues’ calendars, make sure that the problem or question you are tack-ling is worth the time spent.

2. “Bridge the say-do-gap”. Do not just keep the conver-sation hypothetical but create realistic solutions and build it.

3. “Focus your features”. Design for the smallest set of features that will solve the users’ problems.

4. “Be scrappy: build just enough to learn”. Because design sprints are limited in time and resources, do not aim for the high-fidelity prototype, but rather focus on what is important to learn from the testing day.

5. “Keep the team energized”. Make sure that there is enough food, breaks and drinks to keep the team going for the entirety of the sprint.

on constant stakeholder involvement and feedback, with a minimum of three feedback loops. They additionally suggest starting the sprint with a field visit, to get a sense of where, who and what we are designing for.

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A TEST OF THE DESIGN SPRINT FORMAT CONFIRMED THAT THE TRL/SRL CONCEPT IS VIABLE. STUDENTS FROM THE UNIVERSITY OF SOUTHERN DENMARK

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DESIGN SPRINT IN THE IOT LABWe have discussed, if a 36-hour sprint is viable to kick of the IoT Lab process for companies. This suggestion com-bines the best of the Google Venture and Charrette plans. The time frame is shorter than both the Charrette and Google Venture propose, but the sprint tries to maintain the reality checks of field visits and stakeholder involve-ment.

After an introduction to the companies and employees involved, and the IoT Lab, the first activity is mapping the company according to societal readiness level (SRL) and technology readiness level (TRL). This mapping will serve as a baseline for both the sprint and the IoT Lab process. Once the SRL and TRL levels have been mapped, the companies are invited to ‘date’. This is a facilitated Object Theatre exercise, where the participants use a variety of objects to represent products/ ideas. The objects will meet, marry and have ‘children’ – potential combinations of technologies.

After the ‘dating’ companies are ready to move on to working with the four dimensions user, organization, market and data. Here, the SRL/TRL mapping indicates which activities are useful for which companies, depend-ing on where they are in their process. When the compa-nies have worked their way through all four dimensions, a stakeholder meeting is held, to check the findings with stakeholders of the project, providing a reality check. Then the companies can go back and reiterate based on the new inputs. Day two starts with a field visit, to keep the sprint grounded in reality. The final step of the sprint is to plan and agree upon the next steps in the process.

The outcome of the sprint should be an understanding of where the companies are now, where they want to go and how we take the first steps in getting the companies there.

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SIX COMPANIES MEET

IOT LAB INTRODUCTION

USERToy train + Pains & Gains

ORGANIZATIONFigurines + Arrows

MARKETBusiness Canvas + Pinball

DATAData Charts

SRL

TRL

COMPANY DATING

MARRIAGE AND DIVORCE

OBJECT THEATRE

REITERATE BASED ON

STAKEHOLDER MEETING

INTRODUCING MAPPING CONNECTING WORKING I STAKEHOLDER MEETING

WORKING II

DAY 1

CHECKING THE FIELDPLANNING NEXT

STEPS

FIELDVISIT PLANNING

DAY 2

DESIGN SPRINT SUGGESTION FOR THE IOT LAB

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REFER-ENCES

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IoT Lab Human FIT is a collaboration project between Public Intelligence, Welfare Tech, SDU, Microsoft, Life Partners, and Alerto.