User Experience: How to Drive Innovation on the Fuzzy Front End

Author(s):  
Jingran He ◽  
Ting Han ◽  
Dian Zhu ◽  
Boyang Fan ◽  
Chufan Jin ◽  
...  
2018 ◽  
Vol 6 ◽  
pp. 22
Author(s):  
Mattias Arvola ◽  
Johan Linder

One approach to getting to know a user and understanding the user experience (UX) is phenomenology. Currently, there is a lack of clearly defined methods for phenomenological analysis of user experience in design projects. Interpretative Phenomenological Analysis (IPA) is an approach developed in psychology, and in this article, it is adapted to the case of a pro bono design project at a UX design agency supporting a disadvantaged group of people, newly arrived immigrants to Sweden. The design project involved research on how the immigrants experienced a service that introduced them to the job market. The adapted method, UX IPA, contributed to the pro bono project with a focus on both experience and meaning, which is important in design projects that relate to major events in users’ lives. The method was considered less appropriate in UX projects for specific products with highly instrumental use. The method can, in many cases, be too costly. However, costs can possibly be reduced by top-down approaches. In commercial UX projects, the method may be appropriate for the fuzzy front-end of design and innovation, but clients may be unimpressed by the small sample size. This can potentially be alleviated by mixed-methods approaches.


2021 ◽  
Vol 1 ◽  
pp. 111-120
Author(s):  
Nuno Miguel Martins Pacheco ◽  
Anand Vazhapilli Sureshbabu ◽  
Masaru Charles Nürnberger ◽  
Laura Isabel Durán Noy ◽  
Markus Zimmermann

AbstractStart-ups tend to form with a central idea that differentiates them from their competitors in the market. It is crucial for them to efficiently transform the idea into a marketable product. Prototyping helps to iteratively achieve a minimum viable product and plays a crucial role by enabling teams to test their ideas with limited resources early on. However, the prototyping process may have wrong focus leading to a suboptimal allocation of resources. Previously, we proposed role-based prototyping for fuzzy front-end development in small teams. It supports (1) resource allocation, (2) the definition of responsibilities, and (3) structuring the development process with milestones. In recent research this was a promising yet incomplete approach. We extend the previous work by refining the prototyping process by adding a prototyping matrix with two dimensions (purpose and lens), a prototyping cycle (plan, execute, test, reflect, assimilate), and a modified Kanban board (Protoban) for planning, managing, and reflecting cycles. This process, named PETRA was tested with a start-up developing an autonomous trash picking robot. The extended approach supported the team significantly in providing a clear idea of what to do at what time.


2021 ◽  
Vol 1 ◽  
pp. 3431-3440
Author(s):  
Camilla Arndt Hansen ◽  
Nuno Miguel Martins Pacheco ◽  
Ali Gürcan Özkil ◽  
Markus Zimmermann

AbstractPrototyping is essential for fuzzy front-end product development. The prototyping process answers questions about critical assumptions and supports design decisions, but it is often unstructured and context-dependent. Previously, we showed how to guide novice designers in early development stages with prototyping milestones. Here, we studied the prototyping success perceived by novice design teams. This was done in two steps: (1) teams were asked to assign each prototype to a milestone, a specific purpose, a fidelity level, and a human-centered design lens, and then evaluate the success using a predefined set of criteria. (2) Teams were interviewed about the success of the prototyping process, this time using self-chosen criteria. Results related to (1) show that teams perceived prototyping activities with respect to desirability and problem validation significantly less successful than prototyping activities towards feasibility and solution validation. Results related to (2) show that teams mostly chose success criteria related to how well prototypes supported communication, decision making, learning, and tangibility. This insight may be used to give priorities to further improvement of methods and guidance in these areas.


2017 ◽  
Vol 24 (4) ◽  
pp. 653-666 ◽  
Author(s):  
Ana Paula Vilas Boas Viveiros Lopes ◽  
André Ferrarese ◽  
Marly Monteiro de Carvalho
Keyword(s):  

Resumo: A crescente demanda por inovação e a necessidade de reduzir o tempo e o custo do desenvolvimento de novos produtos têm mudado o cenário automotivo nacional, o qual foi por muito tempo caracterizado por um modelo fechado de inovação. A tecnologia flex fuel tem sido um desafio para as empresas desse setor e é o fator motivador deste estudo, cujo principal objetivo foi compreender o processo de inovação aberta no contexto de Fuzzy Front End, identificando as principais motivações e os principais gargalos para implementação. Para atingir esse objetivo foi realizado um estudo de caso longitudinal em um consórcio composto por 9 empresas e 2 universidades. A metodologia envolveu pesquisa qualitativa e quantitativa. A principal contribuição teórica desta pesquisa é justamente o pioneirismo no que diz respeito às empresas montadoras automotivas trabalhando de forma colaborativa. Esta pesquisa também tem implicações gerenciais importantes. Ela indica as peculiaridades que devem ser consideradas quando em um ambiente de coopetição, bem como sugere aos gestores de que forma trabalhar as fases iniciais da inovação. A pesquisa retrata bem o papel das universidades nesse contexto.


2008 ◽  
pp. 1646-1664 ◽  
Author(s):  
Andreas Larsson ◽  
Tobias Larsson ◽  
Nicklas Bylund ◽  
Ola Isaksson

Much of the research on creative teams tends to focus mainly on relatively small teams working in the fuzzy front-end of product development. In this chapter, we bring a complementary perspective from an industry context where creativity is often perceived as risky business—yet a precondition for success. Here, we focus closely on people and teams that might not usually describe their own work to be of a primarily ‘creative’ nature, and that currently work under circumstances where traditional approaches for enhancing creativity might no longer be applicable. Drawing from experiences in automotive and aerospace development, we argue that it is time to radically progress our current understanding of how creativity could be introduced in organizations where factors like legal demands and contractual agreements severely restrict ‘outside-the-box’ thinking, and where well-known creativity enablers such as trust, shared goals, and shared culture are becoming increasingly difficult to accomplish.


1994 ◽  
Vol 1 (5) ◽  
pp. 4-8 ◽  
Author(s):  
Don Reinertsen
Keyword(s):  

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