Intel: On The Move 2 Book

Page 1

mobile computing now

mobile computing now

on the move

2

2

on the move



mobile computing now

on the move 2 Edited by: Erik Bohemia Thomas Greenough Nick Oakley Neil Smith Hannah Toes Northumbria University Newcastle upon Tyne NE1 8ST United Kingdom Type set in Neo Sans and Helvetica ISBN number: 978-0-9549587-4-9 Printed in Great Britain by Northumbria Graphics Š 2010 Northumbria University and Intel Corporation


foreword // northumbria university At Northumbria University we believe we represent a new type of excellent university. A university that as well as being strong in the fundamentals of teaching and research, is also strongly business-facing, acts as a catalyst for change and produces graduates with a global perspective. As a leading proponent of this new kind of university, we are committed to strengthening our engagement with businesses and organisations. We believe partnership can and must be PXWXDOO\ EHQHĂ€FLDO FRQWLQXRXVO\ DGGLQJ YDOXH through knowledge sharing and innovation. Our School of Design, in particular, has a long and successful tradition of working with Industry and over thirty years proven experience in delivering innovative solutions for internationally leading companies like Intel. Having worked with Intel for over 3 years now, we have been able to build on the synergies that exist between our two organisations and, with a mutual desire to make ‘what ifs’ a reality, we have created a long term relationship that adds

meaning and value to our respective causes. ‘On the Move 2’, the project described in this booklet, is a perfect example of this. Following on from an earlier project between Intel and Northumbria University, ‘On the Move 2’ demonstrates how long term working relationships enable us to view collaboration as an iterative process rather than a series of one off projects. In this way the partners can work together to continuously re-examine the outcomes and knowledge generated within each SURMHFW WR UHĂ€QH RXU XQGHUVWDQGLQJ DQG GHOLYHU solutions that are both innovative and relevant. The story told in this booklet is one of true collaboration and we are proud and pleased to have been part of this project – and we look forward to working with Intel in the future. Professor Craig Mahoney Deputy Vice-Chancellor (Learning and Teaching)

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foreword // intel This booklet chronicles how three Intel PCSD (PC Client Solutions Division) staff, six Northumbria Academic Staff and 76 students worked together on ‘On the Move 2’ to generate innovative, user-focused concepts and experiences that provide an inspirational contribution to our future mobile computing concepts. The ideas have been developed in a way that makes them instantly relevant and viable in the context of our own concept development processes. The objective in the following pages is as follows: One To capture a narrative that demonstrates the value of our relationship with the School of Design at Northumbria University, highlighting the value of collaborating with fertile young minds from outside our technology focussed bubble.

Two To describe the students’ process from brief to concept illustrating what we did, how we went about it and what we learned along the way. Three To highlight the importance of communication in creating a successful collaborative partnership. The energy of both the staff and students has been very motivating and adds user focused oxygen to the PCSD innovation effort. I am proud of the collaboration and believe it represents a constructive and fruitful iteration of a process that LQ LWVHOI FDQ EH UHÀQHG IXUWKHU ZLWK IXWXUH SURMHFWV Nick Oakley Future Concept Design Strategist

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contents


project foundations ..... 008 design process ..... 028 brief ..... 032 explore ..... 038 GHĂ€QH develop ..... 054 UHĂ€QH projects examples ..... 070 intel presentation, portland, oregon ..... 078 epilogue ..... 082 conclusion ..... 084 acknowledgements ..... 086


project background


project context ..... 010 intel staff ..... 014 northumbria university ..... 016 project teams ..... 018 locations ..... 022 relationship diagram ..... 023 the global studio ..... 024


project context

During the past four years, a small team of academics from the School of Design at Northumbria University have developed and implemented an innovative international collaborative teaching and research model named ‘The Global Studio’. The Global Studio is a response within Higher Education to shifting trends taking place in manufacturing and the related emergence of globally networked organisations, which are providing new challenges for the management of product development teams. During the past four years, seven international collaborative research projects involving high SURĂ€OH RYHUVHDV XQLYHUVLWLHV DQG PXOWLQDWLRQDO industry partners have been undertaken in the Global Studio. A focus of the Global Studio is developing a better understanding of product development processes that are conducted by globally distributed and cross-cultural design teams. The Global Studio is enabling staff and students at Northumbria University to work in a crossdisciplinary and cross-institutional context with staff and students from the participating partners based in countries such as Australia, the USA, the Netherlands and Korea. %% 6WWVZP[L! 6U ;OL 4V]L

The cross-institutional collaboration is enabling the intersection of various disciplinary approaches which are facilitating the development of innovative design led solutions as catalogued in this booklet. The productive collaborative relationship between Intel’s Mobility Group based at the Intel HQ in Portland, Oregon, USA and the School of Design at Northumbria University began in 2008 with a project titled ‘On the Move’. This project explored three broad themes: Design for Experience, Imagining a Notebook and Futures of Mobile &RPSXWLQJ (LJKW VSHFLĂ€F DUHDV ZHUH UHVHDUFKHG to provide design concepts which engaged with the broader themes to provide ‘forward looking concepts’. For example, the Tag the World: Travel Companion investigated a concept for a device which would allow travellers to add a digital tag to a physical location and also to work as a type of ŇŠYLHZĂ€QGHUŇ‹ EULQJLQJ WRJHWKHU WKH GLJLWDOO\ WDJJHG and physical environments. The concept proposed an innovative interface design to access existing digital information as well as to enter new tags to provide information for the surrounding physical environment. Other projects dealt with issues such as mobile computing for primary schools, HQKDQFLQJ JDPHUVŇ‹ H[SHULHQFHV UHGHĂ€QLQJ interactions with a notebook, and sharing corroboratively digital content during meetings. >>



project context

The subsequent On the Move 2: Mobile Computing Now project, as the theme suggests, aimed to develop design led concepts which would be potentially introduced onto a market within the next two years. At Northumbria the project was led by a team of experienced interdisciplinary staff who guided eleven interdisciplinary design teams. Each design team had students from both BA Design for Industry and BA Interactive Media Design. The userresearch undertaken by the teams uncovered issues to be further explored, which in turn led to the development of design led solutions.

The eleven projects covered a wide range of areas RI H[SORUDWLRQ VXFK DV SURYLGLQJ ÀUH ÀJKWHUV ZLWK last minute information, or enabling professional journalists to edit photos while they are working in WKH ÀHOG RU HQDEOLQJ GRFWRUV WR UHPRWHO\ PRQLWRU and check on pregnant women in developing world countries who might not otherwise have access to a specialist doctor. This booklet outlines how various techniques deployed at various project stages enabled the teams to develop innovative and viable ideas, which will provide inspiration to Intel staff and which could be taken forward to develop prototypes.

>> Additional information related to the Global Studio has been provided at: www.theglobalstudio.eu

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intel staff

Nick Oakley Oregon, USA Future Concept Design Strategist Nick has 30 years experience in both consultancy and corporate design in Europe and the US, and a career that spans consumer products, professional equipment, strategic innovation efforts, corporate identity and transportation programs. He moved to the US from the UK in 1995 to work for IDEO San Francisco before migrating north to Oregon and to Intel.

Patrick Lynch Oregon, USA Platform Enabling Manager 3DWULFN KDV VSHQW PRVW RI KLV \HDUV ZLWK ,QWHO GHÀQLQJ DQG developing innovative systems in the categories of servers, software, desktops and for the last 5 years, mobile. Patrick works with key partners in the computer industry such as ODMs and OEMs to help them bring products to market that include elements of Intel’s vision for the future of mobile computing and support exciting new user experiences and usage models.


Caleb Rabinowitz California, USA Concept Strategy Manager Caleb leads various PC client concept and product programs for Intel’s PC Client Group. Caleb works with a cross-functional team responsible for the initial platform vision of mobile products: people, experience, technology and design. He is passionate about the connection we all have to those shiny objects, our personal desires and the effort to make it all come to life.

intel staff


northumbria staff

Erik Bohemia Reader Erik is a Reader at School of Design at Northumbria University. Erik’s current research focus is on changes associated with globalisation and the impact of these changes on Design.

Neil Smith Enterprise Fellow Neil has been associated to the University for over twenty years, taking on a full time appointment twelve years ago. Throughout this period he has been active as both a lecturer and a researcher for the School.

David O’Leary Associate Senior Lecturer David is an industrial designer and lecturer with over eight years of involvement with the Design School at Northumbria, teaching primarily on the Design for Industry programme.


Thomas Greenough Senior Lecturer: Interactive Media Design Thomas has been part of the interactive and multimedia academic team at Northumbria since 2006. Thomas has extensive industrial experience with companies such as Thought Interactive Ltd. Thomas is also a fellow of the RSA and a member of the Interaction Design Association.

Michael Salmond Senior Lecturer: Interactive Media Design Michael is a digital artist and media theorist as well as a full time lecturer. He has exhibited his artwork at national and international events. Michael is also on the Executive board of the New Media Caucus of the College Arts Association.

Gilbert Cockton Professor of Human-Centred Problem Solving Gilbert has been a member of the Centre for Design Research at Northumbria since September 2009. Amongst other positions, Gilbert has held a UK NESTA fellowship on Value Centred Design (2005-2008) and has co-chaired the CHI conference in 2003.

northumbria staff


team building and brand identity

To begin the project, Design for Industry and Interactive Media Design students formed 11 interdisciplinary design teams consisting EHWZHHQ SHRSOH 7KH ÀUVW H[HUFLVH ZKLFK WKH teams worked on was a team-building activity to create a brand name and identity to represent their group.

This activity allowed the team members to learn about each others disciplines and design skill set. The exercise also enabled the team members to get to know one another, for example how past experiences on design placement could aid the project journey.

We found the team-building activity fresh and energetic, with loads of brand ideas put into the mix. This was a good starting point to the project. Student, Northumbria University.

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project teams


project teams


geographic locations

Intel Oregon USA Patrick Lynch Intel Oregon USA Nick Oakley Intel California USA Caleb Rabinowitz

Northumbria University Newcastle upon Tyne UK DFI Staff IMD Staff DFI Students IMD Students


Nick Oakley Patrick Lynch

Caleb Rabinowitz

Intel DFI Staff

DFI Students

11 Project Teams

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IMD Students IMD Interactive Media Design DFI Design for Industry

multidisciplinary project relationships


main communication methods

Communication is one of the key factors which can have an effect on the design process. As in other Global Studio projects, the main method of communication between the design teams based in the UK and Intel staff located in the USA, was carried out through a dedicated web server and regular teleconference reviews. The Global Studio aims to equip design students with skills for working in globally networked organisations, particularly the development of skills in intercultural communication and collaboration. This aim opens up the opportunity for students to develop a deeper understanding of different working and social cultures by collaborating with industry partners across the world.

In October 2009, Nick Oakley visited the university for a two day workshop exercise, which allowed the teams to talk through their initial and developing ideas on a one-to-one basis. This enabled Nick to give face-to-face advice on the group’s progress and aid the direction for the next phase of the project.

It was good talking to Nick face-to-face to gain the client’s professional feedback, advice and opinions on our project area. Student, Northumbria University.

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communication // videoconferencing // teleconferencing

In The Global Studio, communication is mainly facilitated through technology, due to the distance between the collaborators. A dedicated secure project website, which was hosted on a Northumbria web server, was set-up for the On The Move 2 project using Plone and each of the student teams, academics and Intel staff were given access to this site. The project webpages were used by the project teams to keep track of their project and share and exchange information with regards to the project progress. Student teams were responsible for designing, constructing and maintaining thier own project webpages. The project website provided a common space/ interface between the university and Intel. This was supplemented by other IT technologies, such as teleconferencing, videoconferencing and e-mail.

Northumbria and Intel used tele/video conferencing to conduct the regular project review sessions between the project teams. These sessions enabled the students to gain invaluable feedback and advice.

Using Skype greatly improved our communication with Intel. Student, Northumbria University

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the design process


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design brief


Illustrating Intel’s brief to Northumbria University project brief content ..... 034 project stimuli ..... 036


the focus Create forward-looking concepts for the mobile computing experience with a 2011-2014 time frame. By exploring user, market and technological trends, design for a targeted user to enhance their mobile computing behaviour, experience and usage.

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design brief // intel

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Interaction beyond a keyboard, mouse and track pad... Nick Oakley, Intel


the outcome Presentations which capture the form of user experience vignettes, prototypes and narrative communication in the form of animations that point to concept opportunities that might be interpreted and taken forward by MPSD (Mobile Platform Solutions Division).

We want a tangible outcome... Nick Oakley, Intel


the stimuli 'XULQJ WKH EULHÀQJ ,QWHO H[SRVHG WKH VWXGHQWV WR a range of ideas and stimuli, that were intended to provide provocations, context and background to the project.

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the technology Trends such as mobile sensors, gestures, display innovations (E-ink), and augmented reality.


the user A broad approach to consumer pursuits from micro-gaming to health care management.

the market Areas such as niche products and services, sustainability, and product security.


explore


The research phase enabled the designers to familiarise themselves with the project’s core issue(s). mind mapping ..... 040 persona generation ..... 042 ÀHOG UHVHDUFK


mind mapping

task One way this was accomplished was by creating a matrix to visually map out market and user research. This provided a foundation for the project teams to create a guideline for the project’s market and user focus. A more traditional way is the mind map, to visually link and map out various areas (illustrated on the opposite page). Another method is to communicate the content and initial ideas around the product focus.

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how this has informed the project Mind mapping aided the design team in developing an understanding of the project’s problem space, whilst highlighting areas for further research and development.

...this will help us throughout the project by enabling us to identify key areas of interest. Matrix design, student, Northumbria University


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persona generation

task Teams collated their user research information and created a collection of personas which UHIHUHG WR WKH LQVLJKWV WKH\ KDG LGHQWLÀHG %\ generating a scenario of use, and a journal of a day-in-the-life for each persona, the teams communicated how a product and/or service ZRXOG ÀW LQWR WKH XVHUҋV GDLO\ OLYHV 7KH H[DPSOH shown on the opposite page is from the Bamboo team, which is one of many personas which were created by the project teams.

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GHĂ€QLWLRQ This was an inquisitive and observational exploration of tangible people. The personas were used to provide focus on the usability, aesthetic and functionality of the product and/or service.

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how this has informed the project Personas gave the teams a target user market to focus upon throughout the project’s journey. This VSHFLÀFDOO\ LGHQWLÀHG WDUJHW XVHU V HQDEOLQJ WKH WHDPV WR XVH SHUVRQDV DV DQ LGHDWLRQ ÀOWHULQJ tool - making sure that the design direction(s) are focused on their user market.

...create a number of aspirational personas to aid our design process. Student, Northumbria University.


Personas - Daisy Swires Age: 35 Occupation: Accountant and mature student, studying French part time. Location: London Hobbies: Daisy is passionate about healthy living and self improvement. She works as an accountant in the city EXW IHHOV VKH ZRXOG EHQHÀW IURP H[WUD TXDOLÀFDWLRQV DQG HQMR\V WKH VRFLDO EHQHÀWV RI XQLYHUVLW\ OLIH

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task Project teams visited their target market’s work/social or leisure space to gain valuable information on the user, the current products and services they interact with, and the environment in which they are used. For example, Infuse visited the Byker Fire Station to observe and interview their target user market within their working environment.

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GHÀQLWLRQ 7KH ÀHOG UHVHDUFK LV DQ LQWHUDFWLYH LQYHVWLJDWLRQ into the project area. Designers went out into the problem space environment to observe, interview, experience and analyse the area for which they are designed.

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how this has informed the project This task enabled the designers to understand the environment and user situation, for which they are designing. This generated a criteria for the team WR IROORZ LQWR WKH GHĂ€QLQJ SKDVH RI WKH SURMHFW.

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GHĂ€QLWLRQ A tool which required the development of an understanding of the platform hardware and physical constraints of a typical mobile device.

how this has informed the project The information was used to inform production of the appearance models and General Arrangement drawings.

task Teams such as Goji, Infuse, Cepro and Avocado disassembled a laptop or similar product, to measure and weigh the internal parts and create a list of components that will be encased in the proposed enclosure.

This was a great exercise in developing a realistic design outcome.

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sketching

task Students used sketching as an initial method of quick communication to their team members and/ or Intel. However, the sketching alone can not fully communicate an idea. This is where sketch physical models came in to action. They were used to express the design ideas intent and how the user will physically interact with the product.

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GHÀQLWLRQ An energetic process of sketching-up ideas in the medium of drawing, which then were translated into 3D physical objects to test and evaluate the ideas in their physical proposed representations.

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how this has informed the project Sketching visually illustrated the design idea for the team and Intel in order to evaluate and give feedback. This critical evaluation helped the project teams to move forward through the design ideas phase of a project to the next stage.

We were just drawing the same form over-andover again, we needed to go into the workshop to push the design forward. Student, Northumbria University.



gestural interface design

task The teams began by sketching a display screen on paper and acted out various gestural ideas to interact with the computer. Once the ideas were developed, these visuals were transferred into computer software, such as Adobe PhotoShop. Afterwards these stills were transferred into a Flash animation, which enabled the gestural design to be communicated in a narrative style. This task was mainly driven by the Interactive Media Design students from each of the teams.

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how this has informed the project This exercise developed the interface design to inform the product design direction. For example, a touch sensitive screen will require the product to have a screen which enables this technology to be facilitated.



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user experience scenarios

task For example, Goji created a sketch model of the chosen design idea(s) and acted out a typical scenario of product use by the ‘user’. As one team member carried out the action, the other team members observed and analysed the usability and functionality of the product.

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GHÀQLWLRQ A creatation of a typical user journey when using the product to expose design problems that still needed to be addressed in the development phase.

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how this has informed the project The observations of the acted scenario served well in developing the product further to meet the needs of the user within their environment.

Mapping out the user’s scenario helped us to develop certain aspects of the design, such as the product’s ergonomics. Student, Northumbria University



soft modeling

task As the students worked through the sketch and sketch model stages, they progressed into the soft model phase. This involved the creation of physical representations of developed ideas made from MDF, card, paper, foam, or clay based models. An evaluation of the model’s worth to the project was carried out based on a QXPEHU RI FULWHULD IRU H[DPSOH GRHV WKH LGHD ÀW in with the user’s life style?

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GHĂ€QLWLRQ A model, usually made from foam, was created to evaluate the design proposal.

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...this was a successful way to communicate our ideas to Intel in the teleconferences...they gave good feedback and areas for us to work on. Student, Northumbria University



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task A number of processes and tasks were carried out under this method. For example; spray painting, polishing and varnishing. An important element was to assemble all the separate parts RI WKH SURGXFW WRJHWKHU WR SURGXFH WKH ÀQDO model.

how this has informed the project This has provided the design team with a 3D model to aesthetically communicate the idea to their Intel clients. The models were also used in SURGXFLQJ VKRUW PRYLHV GXULQJ WKH ÀQDO VWDJHV of the project. These movies were used to communicate the overall design solution.

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GHÀQLWLRQ A model was created to aid in the communication of the proposed product’s aesthetic qualities.

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user interaction

task All design teams designed an interface which graphically communicated the content to the user. The Interactive Media Design team members produced a user interaction H[SHULHQFH ZKLFK ÀWWHG ZLWK WKH GHYLFH LQ WHUPV of both form (screen dimensions) and function (controls). The designs were superimposed onto the device to generate an animation to communicate the product’s and user’s full story. Design programs such as Abode Flash and After Effects were used in the production of this task.

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how this has informed the project This gave the device the means to visually communicate the product’s data and functions via an interactive interface.



animation production how this has informed the project This provided Intel with a concise presentation of why, how, by who and where the product would be used.

task Teams created hand drawn storyboards which they used as a foundation for directing the ÀOPLQJ 3URSV DQG EDFN GURSV ZHUH PDGH WR create an environment that set the situation ZKHUH WKH SURGXFW ZLOO EH XVHG 2QFH WKH ÀOPLQJ was completed, the teams edited the content to create a concise two minute animation.

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how this has informed the project These various presentations illustrated to Intel the journeys which the students had embarked upon, and the solutions which resulted in a thorough, creative design outcome.



project examples


This section show cases three projects which illustrate the diversity of the project themes. bamboo ..... 72 cloud 9 ..... 74 recca ..... 76


bamboo The Bamboo has been designed to inspire a wireless generation. This device incorporates new and existing technologies to become a truly revolutionary portable computer.

The interface has been specially designed to minimise power consumption. Because the two screens are different dimensions, the central point is still screen space instead of folding space.

This mobile device uses emerging wireless technologies in new ways, where hard drives, keyboards, displays and all other hardware can be handled remotely. The unique user friendly gestural interface, which uses the idea of tree-mapping, enables the user WR TXLFNO\ DQG VLPSO\ VKDUH ÀOHV ZRUN RU SKRWRV through a wide range of different media, for example interactive display or digital projectors. %DPERR XWLOLVHV WKH EHQHÀWV RI FORXG FRPSXWLQJ to update, store and access vast quantities of data, to support the ultimate in mobile computing. 7KH %DPERR GRFN HQDEOHV WKH XVHU WR VWRUH ÀOHV in the home, allowing work and home life to be separated.

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The back painted glass fascia allowed us to create a sense of depth within the device and help give the form an organic feel. Bamboo Student, Northumbria University



cloud 9 Advancement in technology and the frequency that we use Internet has resulted in more demand on image capture; consequently the way we interact and view images has completely changed. The Lightbox brings these elements together by creating a tool for professionals that improves and consolidates the pre and post image capture processes in digital photography.

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Lightbox is a slate that uses touch screen technology to enhance the professional photography process. The device will provide a means of instant access to cataloguing, editing and transferring photographs to various s ources through a wireless connection between the camera, the web and the device.



recca The ScrapBook is a device which enables users to capture and orgnaise their digital media in a similar way to how they would organise images and or data in a paper based scrapbook, jotter or sketchbook. This device aims to help the user develop ideas with an interface which enables them to merge all of their ideas on to one screen. The easy to use interface allows the user to interact with the product while stationary or on the move.

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Although this product is aimed at the digital design industry, it can be used by other industries with similiar creative thought processes, such as fashion and architecture. The ScrapBook has a 10.1 inch LCD display with pressure pads to provide an innovative control.



intel presentation portland, oregon


Project teams Bamboo, Goji, Recca and Cloud 9 travelled to Portland, Oregon, USA with three Northumbria academic staff, to present their projects to a number of Intel PC Client Solutions Division staff.


This was a fantastic opportunity and experience for us all to present in Portland today.

We were asked some challenging questions, which pushed us to think beyond the work we had done.

Student, Northumbria University

Student, Northumbria University

It has been great to have seen so much creativity here today...Thanks you guys, good job. Intel



epilogue As a company, Intel thrives on new ideas and perspectives and embraces the challenge of doing things differently. As part of this tradition, ZH ZHOFRPH LQVSLUDWLRQ IURP RXWVLGH LQà XHQFHV and our relationship with Northumbria School of Design is based on this philosophy. Having worked with Northumbria over a few years now, we each have a good understanding of each other’s culture and ways of working - which of course helps us to communicate both during and post projects. It also enables us to work iteratively to enhance past thinking or projects. This year’s collaboration is no exception. Building on an earlier project, the outputs of this collaboration demonstrate an impressive depth of thinking around the problem space and a clear understanding of what the usage and spec should be and how this links to Intel.

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The breadth of ideas and outcomes presented – some of which I believe have potential – has also been inspiring. But, equally important has been the way in which these ideas and outcomes were communicated. I have seen great creativity in the video communication and this has helped to engage and excite us about the potential for future developments. , ZRXOG ÀQDOO\ OLNH WR WKDQN 1LFN 2DNOH\ 3DWULFN Lynch, Caleb Rabinowitz and Northumbria School of Design for all their hard work. Murali Veeramoney Director Mobile Platforms Solutions Division



conclusion Overall, this has been a stimulating and successful project for everyone involved. As always, however, one of the most important DVSHFWV RI DQ\ SURMHFW LV UHà HFWLQJ RQ ZKDW worked and where there is potential for improvement, the following represent a few of the highlights from On the Move 2. The Design Process The strength of the design process undertaken by the project teams was based on thorough research into user, market and technology trends. By actively exploring the problem space, through tools such as persona generation DQG ÀHOG UHVHDUFK WKH VWXGHQWV ZHUH DEOH WR create a solid reference point for their projects’ journey. The investigation into user interaction with devices was particularly important as it allowed us to conduct an in-depth exploration of relationship between users and their devices DQG GULYH WKH FROODERUDWLRQ LQWR D QHZ ÀHOG As a result we strongly recommend that this process and these tools should be adopted in future collaborations as, without this solid understanding of the problem space, the outcomes might not be as relevant.

Interdisciplinary Teamwork By combining the skills of industrial design and interactive media staff and students, we were able to build on and enhance the outcome from WKH 2Q WKH 0RYH SURMHFW 7KH EHQHĂ€WV RI interdisciplinary teamwork were evident throughout this project and this kind of approach should GHĂ€QLWHO\ EH FRQVLGHUHG IRU IXWXUH FROODERUDWLRQV In addition to blending different design disciplines, FROODERUDWLRQV RI WKLV QDWXUH PLJKW EHQHĂ€W IURP the involvement of more technology focused Intel employees, as we believe this would help to create D FOHDUHU GHĂ€QLWLRQ RI RSSRUWXQLWLHV DQG OLPLWDWLRQV This in turn, could help to enhance the design proposition and provide a more tangible outcome. Story Telling and Video Animation The concept of bringing to life the essence of the product and user experience through story telling and video animation immediately engaged the Intel team. In future it is recommended that the length of animations remain two minutes or less to ensure the message remains clear, focused and immediately understandable. >>


The Global Studio The Global Studio web server created a good platform for long distance collaborative work. First and foremost it provided Intel with instant access to the students’ latest work, enabling them to provide timely feedback during the review teleconference meetings. Looking forward, we need to explore QDYLJDWLRQDO LPSURYHPHQWV DQG ÀOH WUDQVIHUULQJ speeds in order to increase effectiveness during teleconference sessions. $Q DGGHG EHQHÀW RI WKLV DSSURDFK LV WKH IDFW WKDW students continuously upload and comment on each other’s work throughout the project. This has provided a rich archive of information that clearly documents the project’s process. The incorporation RI YLGHRFRQIHUHQFLQJ WRROV VXFK DV 6N\SH GHÀQLWHO\ enhanced communication between Intel and the students during their meetings. In future, we recommend that these facilities should be introduced at the beginning of the project. In this way, we can facilitate a strong working relationship between Northumbria University Intel from the outset.

The Future We believe this project has established a clear link between human behaviours and products and that this will undoubtedly provide us with a richer experience base for future collaborations. Perhaps most importantly, this project has provided us with another opportunity to enhance our working relationship with Intel and increase our understanding of each other’s values, strengths and objectives. This will hopefully provide us with a solid platform to work together in the future to explore new territories, such as cultural issues and WKH EDUULHUV DQG EHQHÀWV RI FUHDWLQJ FROODERUDWLRQV between students from different cultural traditions.


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We would like to extend our thanks to the following people for their valuable contributions to this publication:

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mobile computing now

mobile computing now

on the move

2

2

on the move


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