This is a high-level overview of my open innovation program.
All work shared here is non-sensitive intellectual property of all research partners involved.
2. joycechouOPEN INNOVATION
THE WHEELMAKERS PROJECT
An open innovation network to link research groups exploring common subject areas.
FINDING THE WHEELMAKERS, NOT REINVENTING THE WHEEL Overview
In Spring 2009, I proposed the idea of creating
an open innovation network. The mission is to
connect our research with similar external
projects to further our collective impact.
All innovation labs often discover that they are
spending money and time on concepts that
are already being developed. The rapid rate of
tech development often makes IP less valuable
than truly differentiated offerings in a
competitive market. So, joint research with
Advanced concept, Vizio headphones, relevant partners will create optimized
April 2009 July 2009
exploration for long-term products.
3. joycechouOPEN INNOVATION
THE WHEELMAKERS PROJECT
Throughout 2009 and 2010, I developed
research relationships with internal and
external innovation groups, such as:
• PATH
• T-Labs
• OpenIDEO
• 826 Valencia
• Kitchen Budapest
• The Exploratorium
• Project Health Design
• Cisco I-Prize Competition
• Stanford School of Engineering
• Art Center Media Design Program T-Labs in Berlin, our fellow DT advanced concepts lab
• Haas School of Business, UC Berkeley conducted their “Streetlabs” Project months before we began
work on similar teen co-design workshops in the U.S.
• Eyebeam Center for Art and Technology
• Interactive Telecommunications Program (ITP)
• UCLA Center for Embedded Networked Sensing
4. joycechouOPEN INNOVATION
MOBILE APPLICATIONS FOR TEENAGERS
Participatory design collaboration for next generation products and services.
T-Mobile partnered with Eyebeam, a leading
incubation center for art and new
technologies, to understand what teenagers
want for the future of mobile experiences.
By collaborating with Eyebeam’s summer
youth program, Digital Day Camp, we helped
students created in-depth mobile apps that
provided valuable insight and direction for
future youth-oriented mobile apps and
services.
5. joycechouOPEN INNOVATION
MOBILE APPLICATIONS FOR TEENAGERS
Over the course of 3 weeks in July 2010,
the students at Digital Day Camp explored
new user experiences, brainstormed on
ideal features, and crafted the visual
language of their mobile apps.
The final concepts were presented at the
end of the program to an audience,
including a panel of experts from Google
Creative Labs, R/GA, and T-Mobile Creation
Center.
6. joycechouOPEN INNOVATION
Irreverence for old
MOBILE APPLICATIONS FOR TEENAGERS
standards in ratings.
Example insights from participant concept
PA
Using location and humor, this
app helps teens find what they
need independently.
key principle:
Teens have unique mischievous
needs for their
recommendation apps.
The Gotta Go concept helps you
find the closest bathroom when Recommendations are
you are away from home with about social gaming.
playful recommendations. With an uploaded photo of the
bathroom stall, users can
entertain themselves by
spraying “graffitti” on the wall
in their app.
key principle:
celebrity