22 minute read
CHAPTER 3 – Entrepreneurial learning in Europe
3.1. Cases collected by the partners
3.1.1. University of Turku - Finland
Advertisement
Case nr 1 in entreprise
Title
Medicine-dispensing robot Place Salo, Finland Organization/Institution Evondos Oy
Description The Evondos service, a medicine-dispensing robot at its core, strives to ensure a high standard of pharmacotherapy by guiding homecare clients in taking the correct medicine in the prescribed dose always at the right time. The service employs mechanical dose distribution sachets provided by pharmacies. The robot is able to read the time for administering medication from the dose sachet text field and offer the medicine accordingly at the correct time. In order to minimise the risk for any problems related to the homecare client taking their medication, the robot instructs the client in taking medications, both through spoken instructions and audible signals, and through displaying textual instructions on the device screen, along with contextual indicator lights. In case the homecare client for some reason does not take the prescribed dose of medicine, the robot inserts the untaken dose into a locked medicine container in order to maintain the safety of medication. In such a case, the robot also informs the care organisation of the incident, and makes an entry accordingly also in a system log. The contents of the locked medicine container can be accessed solely by authorised care workers. The care organisation and care staff responsible are able to monitor the progress of the pharmacotherapy in real time via the control system of the device, and also remotely online via a mobile phone application. It is also possible to grant the relatives of the client an access to this information. (Source: www.evondos.com)
Benefits (what has changed thanks to this project and for whom)
Reduced need for calls of homecare workers at clients’ (e.g. elderly people) homes. Right-timing and control of pharmacotherapy: medicines are taken at the right time, and care staff are automatically informed if the medicine has not been taken. ● Drug safety: the robot dispenses only the intended dose ● Result: improved capability of patients to live autonomously The user interface of the robot has been designed to be easy for the clients to use: the robot has one large control button, and it
Link to www
gives medication instructions in spoken form, and also displays large text and illustrative symbols on a large screen. For health service operators, the reduced need of homecare workers to make medication visits to the clients in person can result in significant savings, and healthcare staff can be allocated more effectively.
www.evondos.com
Case nr 2 education
Title
Multi-sensory laboratory research restaurant Place Turku, Finland Organization/Institution Flavoria research centre, University of Turku
Description Flavoria is a research platform which meets the needs of scientific research and also provides businesses with the possibility to conduct flexible service studies and give daily customers access to their own lunch data. The mission of Flavoria is to research people’s genuine experiences and choices and questions related to health and sustainable development in a multi-sensory laboratory research restaurant. Flavoria produces multidisciplinary data with the newest technological methods to support consumers’ choices, product and service innovations and social innovations, new technological solutions and services. Flavoria's research platform includes 3 research environments: Lunch restaurant, café and snack shelf, Aistikattila and My Flavoria App. - The lunch restaurant provides opportunities to test new products, packages and technology, monitors consumers’ food choices, measures the amount of bio-waste produced and observes the eating experience of each customer - Aistikattila is a research, design and test laboratory for immersive multi-sensory experiences. The space is used for cocreation, product and group interview studies - My Flavoria is a mobile application allowing users to participate in Flavoria’s research activities and in the development of new food solutions, to learn about their nutritional intake and earn bonus rewards. The information collected by the app is made available to the researchers.
Benefits (what has changed thanks to this project and for whom)
Research based on Flavoria’s data including consumers’ food choices and amount of bio-waste produced provides a better understanding of consumers’ behaviour to businesses and allows for rapid testing. Intelligent lunch lines with built-in scales provide valuable information about consumer choices in real-life settings for research purposes but also for businesses interested to test new products. In addition, the consumers are better aware of their eating habits and intake contributing to increasing their well-being.
Flavoria contributes to sustainable development by producing information related to produce bio-waste which can be analysed and corrected. Through the collected data, the University of Turku and University of Helsinki can promote new solutions.
Link to www
Tools, materials, videos https://www.flavoria.fi/en/front-page/ https://indd.adobe.com/view/aefb18de-16d2-4371-b3e12bc8e9acdfbd https://www.youtube.com/watch?v=Ay4vycG-02A https://www.youtube.com/watch?v=xzNHCwEZqhg https://www.youtube.com/watch?v=utVuIhqF9GU https://www.facebook.com/utuflavoria
3.1.2. EURO-NET - Italy
Case nr 1 in enterprise
Title
CLOTHES FOR HUMANS Place Worldwide Organization/Institution BENETTON: an Italian global fashion brand with a network of about 5,000 stores worldwide
Description What
Human-Centred Design was applied by Benetton for a brand new product and marketing philosophy. This is the disclaimer used: “Far away from fashion stereotypes, real moments and real emotions are what life is all about”. The concept behind the brand’s renewal: Clothes play an important emotional role in our lives. Every morning, when we choose what to wear, we are deciding what our personality will be for the day ahead and how our feelings will be attuned to the different moments that await us. The clothes for humans philosophy starts from here: Benetton’s clothes should empower people to express their emotions and get the most out of the experiences they live. Dress Up: smart elegance for work and special occasions Dress Down: relaxed style for every moment of the day Dress to Move: functional garments for a sporty lifestyle. The three product lines, like all future collections, revolve around knitwear, one of three brand pillars that Benetton intends to focus on and add value to through all its activities. The other two are colour and social commitment, which are also part of the brand heritage.
How
Clothes for Humans will be the unifying force behind three product lines, a global campaign, a brand new website and a series of in-store initiatives and materials, including the "magalog", a hybrid communication media between a magazine and a catalogue that will be distributed in Benetton stores worldwide.
Benefits (what has changed thanks to this project and for whom)
Link to www
Reflected by the three new product lines, the clothes for humans philosophy comes to life as a creative platform characterized by a core idea – Benetton explores the most honest and ‘human’ moments of emotion that are relevant to clothing – conveyed through a fresh, quirky tone of voice. Both the idea and the tone of voice will be applied across each of the brand’s communications channels. The clothes for humans product line and marketing philosophy will be applied globally to: - magazines - digital media - Benetton properties and social channels - Stores - Out of home events The advertising campaign shows diverse, genuine and expressive real people: a woman eating take away food in front of an empty open fridge, a group of girls drinking wine at an informal party, two young siblings cutting each other’s hair. The lightning is authentic and so are the locations: real homes, which feel warm, contemporary but also ubiquitous, just like Benetton’s global customers. The new website is human-centred by taking on the task of letting current and new customers into the Benetton world; while a new section called Clothes for Humans will present the new design philosophy and help the customers match their mood with the three lines of clothing. Benetton stores will then change following the current design direction. Signage, design and communication materials will evolve to turn the shopping experience itself into a truly human moment, in which everyone – especially young women – will be able to isolate themselves from the background noise of status updates and filtered photos, and eventually reconnect to their own emotions, also thanks to Benetton clothes. In Benetton stores, customers will also be able to pick up the magalog called clothes for humans. Inside the publication, Benetton’s collection images will be interspersed by in-depth photographic stories about what people wear in different parts of the world: from where the first school uniform was born to how women style their hijabs in Iran and why boys usually dress in blue and girls in pink. www.benetton.com
Tools, materials, videos
Video: https://www.youtube.com/watch?v=jDUJ_FSyWZk&list=PLz_D 4kukd7URyJFZtNerPpJyzCfPPUfUv&index=113
Case nr 2 education
Title Innovative Design dei processi educativi scolastici (Innovative Design of school educational processes)
Place Italy Organization/Institution ANP (Italian National Association for headmasters)
Description The project “Innovative Design of school educational processes” was intended to respond to the pressing need of the teaching staff for training related to methodological and didactic innovation, necessary to increase effectiveness in teaching / learning processes, promote the development of high skills in pupils, to enhance individual talents and promote educational success, making use of new technologies. The project has been divided into 5 stages: 1. recruitment phase, where 350 teachers have applied of all schools levels from 18 regions of Italy 2. classroom training phase, where the 100 selected teachers took part in 25 workshops focusing on decoding, co-designing, evaluating and recoding the educational process 3. active collaboration phase through web portal to share ideas 4. in the classroom experimentation phase, where teachers were asked to share, implement and experiment with their pupils the new learning process, during a whole school year. Through the daily comparison with digital native students, it is possible for teachers to test and refine the project directly with other colleagues 5. monitoring, evaluation and awards phase, where an Observatory and a Scientific Committee monitors the entire process of innovative design and supports the
Benefits (what has changed thanks to this project and for whom)
Link to www
growth and development of ideas. At the end of the process, the Scientific Committee evaluates and awards the best proposals and projects created with the classes by the teachers involved, chosen from among those selected by means of a peer vote. To meet these demands, a collaborative environment has been created for all Italian teachers, in which they can build their own teaching and learning method "among equals", through a shared and visible path in every phase. As in a transparent kitchen, through the web portal, it is possible to see all the phases of conception and implementation of new teaching models and new teaching materials and it will be possible to participate in the development of new forms of sharing information and knowledge. The teachers involved in the project are actively engaged on several levels: - participation in training workshops in five cities corresponding to five territorial macro-regions; - collaboration through the web portal in the creative and innovative process; - experimentation of the new method with the children of their classes. The process is then made visible to all Italian teachers and to all those interested in the most innovative happening in the school. The project has been running between 2012 and 2014. The educational pathway was for free and funded by a Foundation (Fondazione Telecom). The impact was very relevant and all the materials were released for free to anyone interested. http://www.innovazioneinclasse.it
3.1.3. Miðstöð símenntunar á Suðurnesjum - Iceland
Case nr 1 in enterprise
Title
The Ocean Cluster House/cases; companies - education Place Iceland Organization/Institution Ocean Cluster House
Description The Iceland Ocean Cluster (IOC) started in 2012. In the beginning, 12 companies had offices in the facilities but they are now over 70 of different sizes which represent most parts of the ocean value chain in Iceland from fisheries to seafood biotech companies. The companies are rather newly established branches taking their first steps to a branch of well-established companies. The building employs around 120 people from over 12 countries. The companies are in fish sales, fisheries technology, software development, design, biotechnology, cosmetics, consulting, research, and various other things. The IOC is a community of these companies and a platform for them to create new value together. A recent study by the Iceland
Ocean Cluster showed that over 70% of the companies in the Ocean Cluster have collaborated with another company in this facility. The Ocean Cluster (OC) House is a place with different resources which are linked to the ocean; fishermen and seafood processing technicians, product designers, marketing and salespeople, inventors, social media specialists, biochemists, marine biologists, etc. The entrepreneurs use the network to take advantage of these resources, test new ideas, and try to form a coalition with those they see fit. The Cluster management has carefully selected the companies so that they represent a variety of knowledge and skills but still have a common thread. Also, the 70 companies form an extended network in which the cluster management continuously seeks ways to network with start-ups and others in the OC House. The OC house’s mission is to be a matchmaker for various parts of the ocean industry.
Benefits (what has changed thanks to this project and for whom)
As an example, the founder of a sea salt plant in the Vestfjords of Iceland was addressing his challenges to collect the salt from the ocean. There were some technical issues that had to be addressed. The challenge was discussed among the ICO and a very successful founder of the high-tech seafood processing company 3X overheard the conversation and there was magic! They started talking and after three weeks the problem was solved with help from 3X – actually, no money transaction was made.
This human-centred design model of cooperation between companies has good success. Many of the biggest companies are working with entrepreneurs and all kinds of companies including the Universities in Iceland and all over the world.
Link to www
The cluster has also a learning zone for Master’s degree students who are resourcing in this creative environment and often getting some projects from the partners in the cluster. There is just one rule: You are not allowed to have a coffee machine in your own working space. It is in the coffee area that new ideas are often discussed across the fields. The cluster has a team of specialists that are providing various advice and services to companies and organizations. Support and solution-oriented approaches are the main goals. Many of these companies have told us (Marel, Valka, Lýsi, Samhentir) how important it is to have at least a few members of the staff in the cluster to work in this creative environment. Example for a project in education: Project Sharing is a website where University students and businesses are united. Students in search of project ideas or work can apply for projects and businesses in search of employee prospects can register projects. The web is open to all and free to use http://www.sjavarklasinn.is/en/the-oceancluster-house/. "The Ocean Cluster House is commonly referred to as the Silicon Valley of White Fish" - Alexander Hammond /Human Progress.
Iceland Ocean Cluster sjavarklasinn.is
Case nr 2 education
Title
Learn Cove - For teaching, therapists, training Place Iceland Organization/Institution LearnCove Reykjavík
Description Digital teaching and training content is the key to empowering educators, learners, and workers in any industry. LearnCove connects networks with relevant content sources making it possible to mix and match resources for personalization and collaboration through a single sign-on.
Benefits (what has changed thanks to this project and for whom)
Teachers, therapists, and trainers have been using this app for their clients. In schools, it is easy to arrange information in the app on the study material at the level of ability the student is at. The app can be in different languages so it is very relevant for foreign students. For therapies, the National Centre of Addiction Medicine gives to their patients the app as it is very useful. It is easy to be focused on each person and collect information and the plan for their stay at the hospital. For this group of clients it is very important to have the app simple and easy to use. What was the trigger for LearnCove? We all learn in different ways as our strengths and interests are different. Despite this, most educational systems have been developed in such a way that study materials are presented with the same approach to all students. LearnCove was developed to better meet the diverse needs of students by offering them different ways to achieve the same goals. A student who is interested in video making can thus choose to make a video to present his knowledge or skills in a specific subject, while a student who is more interested in expressing himself in written language can choose to write an essay or story. Teachers have access to a central portfolio of materials and projects where they can get ideas from other teachers for different approaches. In addition, they can support students with Icelandic as a second language with the help of machine translation into the child's mother tongue, offer students special support material or extra material that they need, and a new teaching program and electronic material to mobilize students as much as possible. LearnCove can benefit a diverse group. Originally developed for the needs of primary school children in mind, LearnCove has now reached the point where the system is used as a basis for a treatment system at SÁÁ, distance training for physiotherapists, and is useful for further education and incompany vocational training. This is the biggest opportunity but also the biggest challenge. The most important thing in the growth process is to keep the focus on the right markets. Icelanders are so lucky to have an incredibly strong group of entrepreneurs with valuable ideas in all industries. It is important in the innovation environment that entrepreneurs have access to capital and individuals, to bridge the gap from idea to income in the market. LearnCove would not be where it is today without the support of the Technology Development Fund and investors who have believed in the project from the beginning.
What has been the most important lesson of setting up an innovation company? The biggest lesson has been to understand the importance of working closely with potential customers and partners. A
common mistake for innovative companies is to start developing a product that does not have a place on the market. It is important to map out exactly what requirements and needs the product or service should meet and have potential users in mind.
Link to www Links to interesting tools, videos, materials (also in national languages)
https://saa.is/english/ https://www.frettabladid.is/markadurinn/mikilvaegastad-halda-fokus-i-vexti/
3.1.4. ArtSquare Lab - Luxembourg
Case nr 1 in enterprise
Title
Carebnb Place The Netherlands Organization/Institution Social Entreprise Carebnb
Description Carebnb's are reliable, unique accommodations in Dutch neighbourhoods where people who leave hospitals can live temporarily and where the social workers are the 'neighbours'. A house where well-known care providers such as the district nurse and the GP also visit, in order to provide help. The project answers the problem for ex-hospital patients who need to recover after surgery or other health issues. Normally people are increasingly calling on their own social network. But not everyone has informal care available. Where the social network is not available or sufficient, there is a risk of isolation and an accelerated growing need for care. Support from a community nurse and home care is not enough for some people in a certain period of time.
Benefits (what has changed thanks to this project and for whom)
The aim of the project is to give people the opportunity to live independently for longer and to receive care at home. The entitlement to stay in a care institution has been reduced. Recent reports show that elderly people sometimes needlessly stay in a hospital bed because there is no other alternative. The demand for care is also increasing due to the aging population and the increase in dementia. With these changes, there is a good chance that many people with a low care requirement will need that type of care alternative. Unlike regular care houses (mostly for elderly people) or rehabilitation centres, Carebnb is accessible, not institutional, in a patient's own trusted neighbourhood and in a normal house with a host or hostess. It focuses on security and social control rather than on professional medical help.
Link to www https://carebnb.nu/
Case nr 2 education
Title
Experience Design for Digital Cultural Heritage Place Luxembourg Organization/Institution University of Luxembourg Description What
Emerging technologies are fundamentally transforming the ways in which we interact with museum objects and exhibitions. Museums now extend far beyond their gallery walls into digital spaces and the semantic web, inviting visitors to access highresolution digital collections and even curated tours directly from their personal devices. Despite several emerging trends in digitalising museum experience, museum interfaces struggle to offer the same rich experiences as the museumgoers experience during in-person visits.
How
Drawing from user experience (UX) design methods and the digital humanities, the research project “Experience Design for Digital Cultural Heritage” addresses the growing need for sophisticated interaction design to enhance the exploration and
Benefits (what has changed thanks to this project and for whom)
Link to www
Tools, materials, videos
browsing of online collections. In particular, this project investigates emotional design for technology and how it can contribute to a more engaging digital museum experience. The following steps were researched during the project, involving the users/ audiences of the museums: ● study on user experiences in museums ● study on user interfaces for cultural heritage ● participatory design workshops at the Musée national Histoire et d’Art Data collected and analysed during the process will allow to move into solution space: ● design probes study for museum interfaces ● study on low and high fidelity prototypes During the study, participants were invited to the University of Luxembourg User Lab to test the three different applications: Coins, Curator Table, and Museum of the World. After a short interview about museum experiences, respectively in presence and digital, participants used the three applications to explore different arts and culture collections. Throughout their interactions with the applications, participants described their experiences using the think aloud technique in order to provide in-the-moment feedback. The project aims to transform the experience of spectators of cultural institutions, in particular museums. Cultural heritage can now be explored digitally with various interfaces developed by the UX researchers. The human-centred design tools help them to adapt the interfaces to the information seeking habits and patterns of various audiences and adapt them to their needs.
https://www.c2dh.uni.lu/data/experience-design-digitalcultural-heritage https://www.youtube.com/watch?v=Cp6c0o3N4eQ https://mw19.mwconf.org/paper/art-in-rich-prospectevaluating-next-generation-user-interfaces-for-culturalheritage-2/
3.1.5. Succubus Interactive - France
Case nr 1 in enterprise
Title
Adel virtual assistant Place France Organization/Institution ELSAN Description What
ADEL is a digital assistant developed by ELSAN healthcare group as a mobile application targeted to patients in order to simplify their interaction with the hospital and to keep their healthcare experience under control.
How
This digital application was developed around the actual needs of the ELSAN group patients and medical personnel. This human-centred design approach is kept ongoing as patients and healthcare professionals are regularly involved in the further development of the application on a daily basis, and it is constantly evolving.
Benefits (what has changed thanks to this project and for whom)
Link to www
The declared objective of ADEL is to provide an effective and intelligent digital solution that supports patients before, during and after hospitalisation by making available ● Online appointment booking with ELSAN's specialist doctors, ● Healthcare domiciliation through a network of nurses, ● Mapping of ELSAN's emergency or unscheduled care services, ● Teleconsultation services, In addition to other online services related to administration (bills payment) and healthcare information. On the one hand, through the app, patients receive personalised support at each stage of their care and to stay connected to their medical team (e.g. via reminders of instructions or personalised follow-up questionnaires). On the other hand, through a monitoring console, healthcare teams of the ELSAN group can check the state of health of patients.
https://www.elsan.care/fr/adel
Tools, materials, videos
https://youtu.be/3iZjGET2zRw (in French) https://youtu.be/A2WUnLW9c4I (in French)
Case nr 2 education
Title
Place
Organization/Institution
Description
Benefits (what has changed thanks to this project and for whom)
Link to www
Tools, materials, videos Setting up Ecole W Narrative Design School Paris Centre de formation des journalistes / Journalists’ Training Centre (CFJ Paris) - Higher Education
What
In 2016 the Journalists’ Training Centre (CFJ) and Abilways, leader in professional training, joined forces to tackle the urgent question of how to keep the pace of an ever-changing professional landscape fostered by the take up of new media technologies and of their innovative usage. The traditional courses and educational solutions didn’t fit anymore to the new emerging needs.
How
The educational agency that belongs to the KAOSPILOT design and business school in Aarhus (Denmark), partnered the two parties and provided them with guidance and instruments through seminal interventions, in particular with a 4-day cocreation and HCD-led workshop built around the successful Art & Craft of Designing and Facilitating Learning Spaces (A&CDFLS) experience. Around 20 participants coming from different countries and a variety of professional experiences principally in higher education contexts outlined the bases of a new educational reality to be addressed to a new public, composed of students in need of up-to-date higher education curricula for being able to access the ever-changing job market in the digital content industry as well as of media and press professionals in need of upskilling / reskilling. The resulting Ecole W implemented the participative and inclusive initial seeds by designing programmes and courses that allow students to get and develop knowledge, know-how and savoir être (soft-skills and meta-skills) and grow as human beings able to take up complexity and build themselves their learning and professional paths in autonomy and collaboratively (co-creation). Project-based learning, curiosity and confidence are the key pedagogical drivers of Ecole W.
https://www.ecolew.com/ (in French)
● https://www.ecolew.com/kaos-pilot-partenaire-de-
lecole-w/ (in French)
● https://www.ecolew.com/lecole/lesprit-w/ (in
French)
● https://www.kaospilot.dk/product/designing-and-