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Mobile phone usage concepts
Interactive Product and Service Design of Personal Area Mobility

Introduction | Design challenge | Conceptual design work | Results

A number of pre-determined words representing the goals of the design guided the work:

  • Innovation
  • Adaptability
  • Tangible computing

Market research initiated the first phase of the work and helped identify a landscape overview of other offers. The analysis of competitors provided scaffolds for the innovation phase where an understanding of the baseline of technological achievements worked as a springboard.

     

The target user group was ‘early adopters’ of mobile technologies and the designers used many different techniques to explore the design context. Different user-driven processes like interviews and observations were adopted and the major user contribution came during a workshop where users were asked to create physical models of mobile concepts.

Other user-driven methods applied during the workshop included bug-listing, remember the future and buy a feature.

 

Some trends were identified during the analysis of the workshop material that could later be represented by three personas.

  • Lars, 75. Lives in an apartment i Gothenburg. Alone with home health-care service. Easily forgets things. Children has moved abroad.
  • Marlena, 43. Lives in a house in Malmö. HR-responsible at the City Theatre, with a career going. Husband and three kids. Loves her work but sustains fairly loose routines.
  • Jonas, a.k.a. Lightfinder, 16. EMO-boy living with his parents in Åmål. Attending high-school, living for his free-time. Writes poetry and listens to Goth-music.

Design team

Sophie Andersson
Hanna Lidgren
Susanna Löfgren
Ester Stenlund Danelius

Client

Jan Hederén
Ericsson

Design coach

Andrea de Angelis
(Not) at your service

Studio management

Johan Blomkvist
Stefan Holmlid

Documentation

Project report







Page responsible: Stefan Holmlid
Last updated: 2009-02-25