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mobile computing now

mobile computing now

on the move



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 mutually beneficial, continuously adding value 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 project to refine our understanding and deliver 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)

>> Opposite: School of Design, City Campus East, Northumbria University, UK


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.

>> Opposite: Robert Noyce Building, Santa Clara, California

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 in itself can be refined further with future projects. Nick Oakley Future Concept Design Strategist



project foundations ..... 008 design process ..... 028 brief ..... 032 explore ..... 038 define ..... 046 develop ..... 054 refine ..... 062 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 profile overseas universities and multinational 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. >> Opposite: On The Move (2008)

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 Computing. Eight specific areas were researched 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 ‘viewfinder’ bringing together the digitally tagged 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, enhancing gamers’ experiences, redefining 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.

>> Additional information related to the Global Studio has been provided at: >> Opposite: On The Move 2 (2009-2010)

The eleven projects covered a wide range of areas of exploration such as providing fire fighters with last minute information, or enabling professional journalists to edit photos while they are working in the field, or enabling doctors to remotely monitor 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.


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 Patrick has spent most of his 14 years with Intel defining and 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 between 4-6 people. The first exercise which the 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.

>> Opposite: clockwise from top left: Goji, Recca and Bamboo.


project teams 020

project teams 021

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

IMD Staff

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.

>> Opposite: Nick Oakley UK Visit (October 2009). Clockwise from top left: Recca, Avocado, Bamboo, Infuse.

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

>> Opposite: Tele and Video Conferences. Clockwise from top left: Goji, Intel (Oregon), Bamboo and Cloud 9.

the design process

on the move 2 design process ..... 030 design brief ..... 032 explore ..... 038 define ..... 046 develop ..... 054 refine ..... 062


Internal Review


♦ Internal and External Reviews Define

05 Nov 2009 Teleconference

03 Nov 2009 Teleconference

29 Oct 2009 Teleconference

19 Oct 2009

15 Oct 2009 Nick Oakley’s Visit to UNN

13 Oct 2009 Teleconference

12 Oct 2009

08 Oct 2009 Teleconference

21 Sept 2009

on the move 2 design process // time line 030


♦ ♦ ♦ Develop

♦ ♦ Refine

♦♦ Outcomes

March 2010 Presentation at Intel Offices, Portland, Oregon, USA

02 Feb 2010 Teams 1-5 Presentation at Northumbria University

28 Jan 2010 Teams 6-11 Presentation at Northumbria University

22 Jan 2010 Internal Review

10 Dec 2009 Teleconference

08 Dec 2009 Teleconference

06 Dec 2009 Internal Review

26 Nov 2009 Internal Review

19 Nov 2009 Teleconference

17 Nov 2009 Teleconference

12 Nov 2009 Internal Review



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.






design brief // intel

^^ Northumbria University Briefing Session in the Guild Hall

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 During the briefing Intel exposed the students to a range of ideas and stimuli, that were intended to provide provocations, context and background to the project.






design brief // intel

^^ Composed by Nick Oakley

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.


The research phase enabled the designers to familiarise themselves with the project’s core issue(s). mind mapping ..... 040 persona generation ..... 042 field research ..... 044


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.






definition This tool enabled designers to generate ideas and concepts around the project’s subject area. This activity involved all the team members working together to increase energy and fostered more innovation in the exploration phase of the project’s journey.

>> Opposite: Simple Innovation.

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

041 All Ages

Simple Set Up

f Laptops Don't Leave the Home Family


No need for computer desk

Constructi Router SpeciďŹ c Trade

Mostly Laptops

Printer Wireless HUB

Scanner CD drive?

Laptop Dock

Target Market

Home computer 'Area'


Photograp Hobbies

Base Area


Screen Education Keyboard

Intel Project


Layout Colour

How Do People Use Laptops? Cusomization


Personalisation User Freedom Speakers

Change Layout




Touch Screen



Track Pad

Unit Contents

CD Drive



Mouse Keyboard

Location Based

er to di!ernt devices Laptop Contents=User

pace wireless entity Take user area with you everywhere

Personal Space

Input tp any monite


persona generation

task Teams collated their user research information and created a collection of personas which refered to the insights they had identified. By 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 would fit into the user’s daily lives. The example shown on the opposite page is from the Bamboo team, which is one of many personas which were created by the project teams.






definition 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.

>> Opposite: Persona. Bamboo.

how this has informed the project Personas gave the teams a target user market to focus upon throughout the project’s journey. This specifically identified target user(s), enabling the teams to use personas as an ideation filtering 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 but feels she would benefit from extra qualifications and enjoys the social benefits of university life.

_use case scenarios


field research

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.






definition The field research is an interactive investigation 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.

>> Opposite: Fire Services Visit. Infuse.

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 to follow into the defining phase of the project.

Visiting the fire department enables us to effectively define our problem space. Student, Northumbria University.


A phase where the designers defined the problem space which they want to focus on within a project’s brief. component research ..... 048 sketching ..... 050 gestural interface design ..... 052


definition 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.






component research

>> Opposite: Avocado.

Student, Northumbria University



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.






definition 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.

>> Opposite: Cloud 9.

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.






definition An interpretation of human gestures with computer technology.

>> Opposite: Clockwise from top left: Cloud 9 and Bamboo

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.


A phase where the defined project focus was driven through development. product and user experience scenarios ..... 056 soft modeling ..... 058 product refinement ..... 060


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.






definition 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.

>> Opposite: Testing the design against the scenario.Goji.

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 number of criteria, for example, does the idea fit in with the user’s life style?






definition A model, usually made from foam, was created to evaluate the design proposal.

>> Opposite: Cloud 9.

how this has informed the project This process technique aided in refining the form and aesthetic detail of the product to progress it into the refinement phase based on solid evaluation.

...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



product refinement

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 of the product together to produce the final 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 producing short movies during the final stages of the project. These movies were used to communicate the overall design solution.






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

>> Opposite: Clockwise from top left: Simple Innovation, Anti Code, Cloud 9 and Avocado.


A chosen design from the develop phase was taken forward to the refinement of product and narrative detail, which led to the final phase of the project. user interaction ..... 064 animation production ..... 066 presentation material ..... 068


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 experience, which fitted with the device in terms 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.






definition An exploration into how users can interact with a product via its interface.

>> Opposite: Bamboo.

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

task Teams created hand drawn storyboards which they used as a foundation for directing the filming. Props and back drops were made to create an environment that set the situation where the product will be used. Once the filming was completed, the teams edited the content to create a concise two minute animation.

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.






definition Filming to document the narrative communication of the product in use by its user in context.

>> Opposite: Animation Filming. Clockwise from top left: Bamboo and Goji.


presentation material

task Teams communicated their final solutions by utilising methods such as animation, process boards, product shots and graphical storyboards, shown here as created by Infuse. All these presentation methods aided in telling the story of the proposed solution, as well as the process which the teams went through, from the initial design brief to the final product stage.






definition A graphical communication of the final design solution.

>> Opposite: Storyboard Communication. Infuse.

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 to quickly and simply share files, work or photos through a wide range of different media, for example interactive display or digital projectors. Bamboo utilises the benefits of cloud computing to update, store and access vast quantities of data, to support the ultimate in mobile computing. The Bamboo dock enables the user to store files in the home, allowing work and home life to be separated.

>> Opposite: The Bamboo

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.

>> Opposite: Lightbox

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.

>> Opposite: The ScrapBook

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, we welcome inspiration from outside influences 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.

>> Opposite: Intel Building. Portland, Oregon.

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. I would finally like to thank Nick Oakley, Patrick 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 aspects of any project is reflecting on what 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 and field research, the students were able to 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 and drive the collaboration into a new field. 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 the 2008 On the Move project. The benefits of interdisciplinary teamwork were evident throughout this project and this kind of approach should definitely be considered for future collaborations. In addition to blending different design disciplines, collaborations of this nature might benefit from the involvement of more technology focused Intel employees, as we believe this would help to create a clearer definition of opportunities and limitations. 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 navigational improvements and file transferring speeds in order to increase effectiveness during teleconference sessions. An added benefit of this approach is the fact that 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 of videoconferencing tools such as Skype definitely 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 the barriers and benefits of creating collaborations between students from different cultural traditions.


thank you to the follow people and organisations Daniel Reed Kris Aitman Adam Jenkins William Rodell Claire Alexander Athanasios Karachalios Alex Rossell Jonny Andrews Callan Kemp Michael Salmond Mark Bailey Mathew Kipling Adam Sayles Steven Bailey Erin Kirtley Claire Scott Mark Baston Louis Knight Cameron Brown Kirill Krymov Sarah Semple Jonathon Shek Callum Butler Dmitry Kolomeets Christopher Stamp Benjamin Oliver Carter Stephanie Lauff Martin James Stephenson Simon Chuck Andy Lee Alex Steven Gilbert Cockton Vicky Lee Martin Su Duncan Colquhoun Tanakorn Lertudommungmee Tracey Urwin Joanne Cone Stephanie Leung Liam Viney Liam Craig Ben Lovatt Laura Warwick Kevin Crulley Patrick Lynch Anton Webb Marek Czyzewski Thomas Magee Gemma Wharton Husam Elfaki Lap Fung Man Graeme Wharton Caius Eugene Victoria Martinez Alan Wu Howard Fenwick Kathryn McKelvey Sam Fielder Jack Merrell Nur Iylia Zalani David Finnegan Anna Milner Aysar Ghassan Steven Myers We would like to extend our thanks to Craig Graham Jemma Newlove the following people for their valuable Joe Goldsmith David O’Leary contributions to this publication: Gary Joseph Hall Natalie Oughton Jonathon Hamilton Vicky Paisley Fiona Akerman Sophie Harper Prajay Parmar Archibald Colvin Chris Hodgson Stuart Pearce Jacquie Kelly Martha Hodgson Matteo Pennacchio Patrick Niall Melissa Howe Caleb Rabinowitz Andrew Stewart James Hunter Jumera Rahman Louise Taylor Matthew James Isherwood James Ravenhall Luke Wilson


mobile computing now

mobile computing now

on the move



on the move

On the Move 2: Mobile Computing Now  

This booklet chronicles how three Intel PC Client Solutions Division staff, six Northumbria Academic Staff and 76 students worked together o...

On the Move 2: Mobile Computing Now  

This booklet chronicles how three Intel PC Client Solutions Division staff, six Northumbria Academic Staff and 76 students worked together o...