The following are the tools we developed as part of our ongoing research projects. Some of them are prototypes illustrating ideas. Other are fully functional tools integrated to our CODER Living Lab. More information about these tools can be found in the related publication.
The “Sustainability Wall of Fame” which combine shuman data interaction and citizen observatory (CO) technologies to monitor, observe and manage an environmental issue or solving a problem. It is a Worldwide Citizen observatory accessible via mobile phone for collecting as data and for the active monitoring of the environment. All the data collected are accessible via a dedicated Web applications. It will be accessible also for researchers via a big interactive wall in our University and all institutions that have similar will. In Lappeenranta, it will be accessible from all the boards that are deployed in many places in the City. This citizen observatory aims to transform radically the interactions between citizens, businesses, and governments interested in the data and information collected by citizens. One specific challenge is to develop a standard that specify in which ways data should be collected, aggregated (from various formats) and analyzed (to deduce useful information. The following are other challenges we will be exploring towards living lab as a citizen repository (C0) and a CO as a living lab:
- Develop how interactive ICT can help to involve a very wide range of citizens as active partners in environmental monitoring and decision-making, since this is central for protecting and enhancing our environment;
- Examine how CO-related environmental monitoring can target an array of natural resources and/or a range of environmental components;
- Analyze the different forms of the involvement of citizens in CO including education and raising public awareness;
- Investigations on the value in CO as a way to bring community groups together. CO, like other forms of civic engagement, can build social capital within the community;
- Evaluate the effectiveness of a CO as a living lab of citizens involvement in the environmental decision-making and the engineering of sustainability services
Drone Break: The Drone for Breakdowns Disaster Prediction and Manager (DBDPM) is a Cypher Physical system that aims to embed various sensors and network on Drone, all connected to Raspberry computer. This embarked computer on Drone will be in charge of collecting data including videos and also from citizens. Data can be transmitted on real time basics or stored on the Raspberry for further download and Analysis. The second component of the DBDPM includes three interfaces for visualizing the data, analyze the events/warnings and made decisions (actions to response to crisis):
- A mobile phone/interactive tablet user interface used mainly but citizens to monitor data (videos of the breakdown), annotate and also to explore some of the data from the Drone, accessible for open access
- An embeddable user interface in any specialized device or system including warning systems usually used for disasters monitoring and response
- The Interactive Hall of Fame which will be deployed in the living lab at LUT. This will be used for the visual mining of all the data collected by Drones. The wall will combines data from other sources
UXModeler: A Social-Media-based Infrastructure for Capturing User Experiences and Engaging Users in the Design and Innovation Processes. The tool looks and function like a social media. People, UX designers, end-users, software developers and other stakeholders, are invited to join a design/users team. People can invite people using their Facebook and other social media. During their registration, people (designers, users or developers) are all requested to fulfill a questionnaire that can help to build their initial persona). One particular interesting issue is that people did not know each other’s in the beginning. They are encouraged to meet and chat on-line to know better each other’s and share their experiences. Then the process continue with a posting of an idea in the format, most often of a story. It can be proposed by a single or a group of user, a developer or a designer or any combination of these people. Iteratively design artifacts are created, discussed and enhanced while reporting and detailing users’ experiences.
IDTB: Interactive Design Thinking Board which a method and a tool that combine UX and design thinking best-practices and methods into an interactive board. IDTB combines 25 methods embedded and the 5 stages of the design thinking.
AFRIQAS: Advanced Framework for Research, Integration and Quantification of Sustainability for Software Systems is a consolidated model that put together sustainability perception, dimension into the general framework of software quality measurement. It captures general knowledge about software quality and sustainability, accumulate knowledge from their application in projects and allow defining a common understanding of sustainability as a quality attribute in a specific context.
Usable Security Patterns: A Tool and a Method for Identifying the Inter-dependencies, Conflicts and Trade-offs between Quality Attributes, Mainly Usability, Security and Usability/User Experience.
Green.City@ICT: which is a long-term never ending research project aiming at investigating the use of ICT for reducing the consumption of natural resources, all the while educating and actively engaging citizens. In this project, we are addressing four fundamental questions:
- How can ICT especially cyber physical systems help to educate and engage the public in achieving sustainable development?
- How does CPS support the shift from informing/punishing to persuading/convincing, and eventually to engaging in / becoming responsible for sustainability innovation?
- When and how can we reconsider the impact of pervasive technology from a sustainable development perspective?
- How can we deal with the digital divide between humans and software technology to promote citizen awareness and societal changes regarding environmental sustainability?
The project helps to develop a series of patterns and services for changing the citizen mindsets and developing their awareness regarding the natural resources consumption and their consequences on the environmental sustainability.