2014 PROJECT RESULTS
CO-CREATING SMART CITIES Smart City Accelerator is a unique program for cities, companies and students to co-create new smart city innovations. An emerging trend in smart city development requires new ways of collaboration and rapid demo-driven approach. In Smart City Accelerator we focus on action. We bring cities, companies and students together to create new products and services to a smart city environment. This is a genuine opportunity to turn your smart city strategy into real-life service concepts: For cities, Smart City Accelerator offers totally new ways to collaborate with companies and future talents. Through the program cities can efficiently empower their employees and citizens to participate in new service development.
CO-CREATE YOUR IDEAS INTO FUTURE SERVICES:
This program opens up a channel for dialogue between customers and service providers the future need for and the value of smart city solutions. The demo-driven approach enables quick validation and communication of novel ideas and concepts.
Smart City Accelerator 2014 CITIES OF TAMPERE, MALMĂ– & LUND
3½ MONTH PROJECTS
60+ STUDENTS
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PROJECTS
“The purpose was to discover new city development possibilities through a company driven co-creation process that also has international aspects. Basically new ways of development are being searched for all the time. From the city point of view the main role was to fit the plans in to our city strategy as well as to find continuation for the started development process. The results of the SCA 2014 were way better than the expectations. There are several concepts that will or can be developed further.” - Jari Jokinen, Development Manager of Smart City Tampere
Projects THE DREAM SHOPPING CENTER
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FUTURE MEE - SPOTIFY FOR EDUCATION
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ENERGY SOCIALIZER
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INDUSTRIAL SYMBIOSIS INTO ÄMMÄSSUO ECO-INDUSTRIAL PARK
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MEASURING FUN
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MOBILITY AS A SERVICE
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MYAPP4TOUCH 16 POSITIONING NFC TECHNOLOGY INTO A MOBILE GAMING EXPERIENCE
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RIDE A BIKE TAMPERE
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TAMPERE AMBASSADORS
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The Dream Shopping Center
TEAM: Yuliya Nesterenko, TAMK, marketing Qi Yang, TUT, networking Sen Lin, TUT, sales & sourcing Mirja Salmij채rvi, TUT, architecture Nasif Yassin, TAMK, consulting
Easy to come, lovely to stay! CHALLENGE:
Nowadays, shopping is more than just buying; shopping is an emotional experience people are hungry for. Developing a new approach for satisfying customer needs was the main objective of the current project. And development is a key in the shopping centre management. DreamTeam was given a challenge to come up with innovative, out-of-thebox and original ideas that would turn Koskikeskus into an exciting shopping experience.
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SOLUTION:
Together we’ve come up with more than 50 ideas that we’ve narrowed down, combined, calculated, elaborated on, designed, analyzed and researched. 1) The Glass Hub is an ultra modern construction that consists of two areas: Bridge and Hub. It will offer people a thrilling opportunity of looking down and seeing themselves three floors above. 2) Communal art refers to artistic activity based in a community setting. This high-tech art such as the Digital Broken Mirror and the Interactive Board is using animated characters that play with passers-by and respond to their motions.
3) The Holo-Mannequins is a technology of the future that uses glass free 3D dimension to develop a virtual figure. This elegant holographic lady will welcome people to the Koskikeskus shopping centre and navigate shoppers in the stores. 4) The Remarkable Slide represents the main channel which transports customers downstairs from upper floors. Besides the functionality of a slide, it’s the best entertaining activity for kids and a fascinating attraction for tourists.
CONTACT:
Yuliya Nesterenko, nestoryuliana@gmail.com
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Future Mee - Spotify for education
TEAM: Tijmen Onland, Lund University, Project Leader Jonatan Persson, Kristianstad Hรถgskola, Developer Bibi Asma, Malmรถ University, Interactive Designer Philip Leufstedt, Kristianstad Hรถgskola, Develop Kurt Ostermann, Lund University, Business Analyst
CHALLENGE:
The western world is facing a major challenge in terms of education and training material. The society goes mobile while the primary and seconday schools are still tied to a location. Our goal is to create better conditions for learning by offering learning material in a different format. Teachers do not need complete class sets; they prefer to pick selected parts to assemble them into a course. As teachers also often use their own material in a course, a new way is needed that supports the teacher in creating a course that is tailored to the needs of his/her students.
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SOLUTION:
Doopy has designed an online platform, where teachers can make ’playlists’ of educational material for their the students’ to use. At the same time, it enables the teachers to share their material with other teachers. Since all exercises and assignments are digitally integrated in the system, students’ performance can easily be tracked and compared by the teacher. Differences in learning speed can be identified in an early stage, so additional support can be offered. The platform also allows parents to log in and see how their child is performing.
On the initial platform, teachers can upload files (PDF, video, audio etc.) in a couple of simple steps, so the files are indexed and easily searchable. A rating system would allow the teachers to quickly find the most popular material. At the same time, it would function as a quality control for overall educational material. We are making learning smarter! Try it out: doopy.ddns.net
CONTACT:
tijmen.onland@gmail.com
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Energy Socializer
TEAM: Emily Costa, TAMK, Game Design Carlos Costa, Politecnico de Torino, Ecodesign and Systemic Design Muhammad Sohail, TUT, Factory Automation Niina Kuittinen, TUT, Environment and Energy Technology
CHALLENGE:
Our challenge was to activate people to talk about energy consumption issues. How to make the users follow energy savings regularly and maybe share their data to their friends? How to make them spread the word? What would make people talk about energy? We realized that a webpage where customers can follow their savings has very little user activity. As the system is automated and works on its own, people log in only a few times.
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SOLUTION:
Application An application for mobile phones allows easy access to the user’s data. Energy saving is visualized in a simple way that makes following your savings easy and fun. Through a point system, the app also lets users compare themselves to one another and see their ranking among their friends or neighbours.
Keychain/reflector The keychain works as a reflector and also indicates peaks in energy consumption by changing its colour which allows the user easily follow the hourly consumption of electricity.
CONTACT:
niina.kuittinen@student.tut.fi
Game We want to engage the whole family into talking about energy and the environment and create some discussion among the people. An environmental game lets children explore the different relations in nature and teaches them how to take care of their environment. The game and application are related and the points gathered can be used in a concrete way. A family can decide to use their points to plant a real tree or make a donation to conserve a rare species.
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Industrial Symbiosis into Ämmäsuo eco-industrial park
TEAM: Gleb Maslov, UTA, Economics Bogdan Mirzakabilov, TAMK, Chemical engineering Timo Methler, TAMK, Energy and environmental engineering
CHALLENGE:
The challenge was to develop new operations into the Ämmässuo ecoindustrial park area. Operations would run based on An industrial symbiosis. Industrial symbiosis is an industrial ecosystem where unused or residual resources of a company are used by another one. The team found ways to treat and recycle old concrete, asphalt and bottom ash from trash burning. These solutions were designed to be executed by small start-up companies which would be located at the Ämmäsuo premises.
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SOLUTION:
TThe team came up with a wide range of small ideas which can be carried out in the near future. The main solution is a new certificate for old concrete. The team has researched, evaluated and tested the method as well as the concrete in order to create this new certificate. This certificate would display the hydro conductivity of its matter (speed with which water is flowing through). This opens up the official use of old concrete in drainage systems. These drainage systems can be used for example in parks, roads and cities, where flooding is a big problem. This is a very cost-efficient way to improve the soil’s water holding capacity.
CONTACT:
timo.methler@yahoo.de
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Measuring Fun
TEAM: Emily Costa, TAMK, Game Design Carlos Costa, Politecnico de Torino; Ecodesign and Systemic Design Muhammad Sohail, TUT, Factory Automation Niina Kuittinen, TUT, Environment and Energy Technology
CHALLENGE:
We were challenged to create the ideal theme park experience using technology that is feasible in the next 1-2 years. The solution not only had to provide great value for our future users, the visitors, but also help our potential customers, the theme park operators reach their goals. In conducting a stakeholder analysis we discovered some key challenges, requirements and opportunities for our project.
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SOLUTION:
Besides a website and a mobile application, an important aspect of our solution are simple wristbands without a display. These wristbands can be used for theme park visitors of all ages, are relatively cheap to manufacture and easy to maintain. Integrated sensors can measure location, heart rate and amusement helping the app improve its suggestions and cameras to take the perfect shot. Furthermore they can be used for payments and authorisation, for example to unlock lockers. The wristband tracks the location of visitors, including their children (no smartphone needed) which can be found in the theme park app.
Another important part of the framework are customised paper maps. Printing personalised routes or times of favourite shows on paper maps, the old paper maps that visitors love and use are customised to create a more personal experience. More information about the project can be found on www.smartthemeparks.com
CONTACT:
measuringfun@apprience.com
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Mobility as a Service
TEAM: Pekka Hyvönen – UTA, Business, marketing Patrizia Russ – Offenburg University of Applied Sciences, Graphic Design & UI Lyu Zhihua – UTA, Programming Raphael Sulzer – UTA, Business informatics
CHALLENGE:
The Mobility as a Service concept is based around on the idea of including all transportation in one monthly-fee package. With this one package, the user gets all the transport services he needs for example bus rides, trains, bicycles or car rentals. Our goal was to build an app that puts the concept into practice. In other words, the app allows the user to make reservations and check public transport schedules in real time and, most importantly, serves as the user’s ticket.
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SOLUTION:
We built the visual framework for an app which is a regular travel card in a mobile format. Initially, our goal was to build a consistent framework upon which other transport methods and services, such as taxis, could be added later on when the concept is further developed.
Also, in the spirit of mobility services, we included PALI buses in the application prototype. PALI stands for Palveluliikenne (service buses), and the buses work on an on-demand basis. The buses operate in various regions in Tampere, and they are mainly used by the elderly and by people with disabilities.
Our demo app, Simo, allows the user to make bus reservations, check schedules and plan trips in advance. First, the user creates his own profile, and his personal monthly ticket is created. Simo is the route planner, on-demand bus ride reservation maker and the ticket.
CONTACT:
phyvonen@gmail.com
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MyApp4Touch
TEAM: Andrea Gambirasio, UTA, Business development Jennifer Catalina Vaquero, TUT, Business development Niko Ruotsalainen, UTA, UI & usability Shilpa Atur Brahmaiah, TUT, UI designing Antonio Rodrigues da Silva Neto, TAMK, UI designer
CHALLENGE:
Nowadays businesses have the need of building their own applications so that they can enhance their processes and relationship with their customers. However, many businesses do not have the resources or investments to create their own application. Moreover, people interested in building an app may find the process difficult if they do not have coding skills. Therefore, the aim of the project is to provide them with a platform that will enable them to create applications in an easy, fast and inexpensive way. Finally, the existing platforms to create apps on the market are developed for desktops and there is no solution for iPad on the market yet.
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SOLUTION:
The project consists of developing a platform that will enable users to create their own applications. We also created different business models to work with the service package. With initially selecting Small and Medium Enterprises (SME’s) and private users as our user groups, we have conducted surveys online, face-to-face interviews and brainstorming sessions. The demo is easy to use and intuitive for users so that users with no programming background can use the app. Therefore, guidance for novices is provided. The solution consists of two different elements: templates and blocks. Users can start building their apps by selecting a template that can be modified according to their needs. On the other hand, blocks are self-contained amounts of data that are used to add new features to the app.
CONTACT:
gambirasio.andrea@yahoo.it
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Positioning NFC technology into mobile gaming experience
TEAM: Jami Suomalainen, TAMK, Developer (Game & web) Pedro Padoveze Barbosa, TAMK, Designer, Developer Jussi Yli-Rantala, TAMK, Developer, Level Designer Emma Valkki, TAMK, Project Manager, 2D Artist
CHALLENGE:
The NFC technology has been used successfully in console gaming with such big hits as Skylanders, Disney Infinity and now Nintendo’s Amiibo. After all, NFC still hasn’t been used efficiently in mobile gaming and now that iPhone 6 is the first Apple device that has the NFC reader, the need for a new and innovative concept is bigger than ever. Our initial challenge was to figure out how to implement NFC tehcnology into a mobile gaming experience!
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SOLUTION:
“Totems” is a game that aims to combine the physical with the virtual forms of playing. It takes elements from older titles that our team enjoyed as as kids - titles such as Tamagotchi and Pokémon, and combines them with new technology creating an interesting and fun environment. Players get to explore the vast game world and collect animal spirits while sharing the experience with friends! By exploring the game world of Totems the players will meet a wide variety of spirits with different habits and habitats. Find them, get to know them and their habits to capture them into
your charm! Charms are containers for the spirits. Each charm has an NFC tag embedded that contains your very own spirit baby. Charms can be worn as keychains, necklaces or zipper accessories - you decide! Train your spirit and have playful duels with your friends! You can also share your experience and combine your findings! Collect and trade! More info at: www.totems.tk.
CONTACT:
emma.valkki@gmail.com
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Ride a bike Tampere
TEAM: Suvi Heiskanen, UTA, School of Management, Business Daniel Salvador, TUT, Information Technology Emilia Hakala, TUT, Transport Systems Rolands Tiss, TAMK, Media
CHALLENGE:
In Finland only 12 % of the trips that are less than 5 kilometres are made by bicycle. Even though there are more than 3 million bicycles in Finland, a bike is used only for 9 % of the overall trips. Theferore, in discussions over infrastructure improvements, biking is often grouped with walking and seen as an alternative for it. This is, however, not the case, as biking actually competes with public transportation and private motor vehicles - not with walking. When it comes to children, biking is an exceptionally practical means of transportation, as distances covered by bike are mostly less than 5 kilometres. The Ride a Bike Tampere Team promotes the benefits of biking and wants to make everyday biking more enjoyable.
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SOLUTION:
Bycycle is created for children to make biking fun and safe, while promoting a healthier lifestyle and collecting valuable information for the purposes of improving traffic safety and planning biking routes. Bycycle is a mobile application which rewards bike riders with virtual treasures for riding their two-wheelers. By gamification, Bycycle encourages and motivates children to ride a bike instead of a car ride or public transportation to get to school, friends, hobbies or the neighbourhood shop. Bycycle lets children compete and challenge their friends and family. The goal is to achieve the status of the biking king and rule the empire of bikers. And more importantly, the missions the
gamers engage are designed to raise their awareness of traffic safety and environmentally friendly transportation. Bycycle can also be used for communities like schools and sports clubs. As we all know, a lesson learned young can carry through a lifetime. When biking is promoted as a safe and fun means of transportation, children and families are able to adapt it as part of their daily lives. www.bycycle.fi
CONTACT:
suvijohanna.heiskanen@gmail.com
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Tampere Ambassadors
TEAM: Matija Lozančić, TAMK, Tourism Duy Nguyen, UTA, Business Todd Manaswin, UTA, Politics Cai Li, UTA, Business Helmi Pirinen, TAMK, Interactive media
CHALLENGE:
A lot of Tampere-minded people (e.g. students, businessmen, researchers and tourists) go all over the world as ‘unintentional’ ambassadors for the Tampere region. How to build a concept and motivator for these Tampere region ambassadors? The concept created in the Tampere Ambassadors project consists of different synergic ambassador categories, such as businessman, student, tourist and researcher. Tools, communication mechanisms, motivators and even the number of ambassadors may vary depending on the category.
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SOLUTION:
The Student Ambassador Programme of Tampere aimed at raising awareness of the quality of Finnish education and especially the educational environment in Tampere, and and assisting students from overseas on their search for the right university or college. This programme aims to share the experience of international students from all over the world as they talk about studying and living in Tampere and Finland via their social media network. Ambassadors also receive training on how to use blogs, film and audio for digital content and how to affect in social media.
Ambassadors will receive strong support from the City of Tampere, enjoy a variety of networking opportunities as well as receive great recognition from the community for their contribution in promoting the Tampere business environment.
CONTACT:
helmi.pirinen@surffi.fi
The goal of the Business Ambassador Programme of Tampere is to spread the potential image of the business environment in the Tampere region. This programme recruits a force of elite, young, enthusiastic businessmen and -women with local and international experience, and motivates them to share the image of the Tampere business environment
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What’s next? The next Smart City program will be organized in spring 2016. We are going to have 10-15 cities involved with the creation of tomorrow’s smart city applications and service models. This program offers a boost for your smart city development as well as new partners, new partners and future talents to take your vision to the next level. Do you need new ways to collaborate with companies and universities? Do you want to have an international perspective from other cities and students around the world?
HOW TO JOIN?
We are organizing workshops for the city representatives during summer/autumn 2015 to find and engage the best possible stakeholders from your region in the program. This is an easy way to map the potential stakeholders in your region as well as network with other cities from the get go. The process will be coordinated fully by New Factory International and the local Demola nodes.
CONTACT US! Janne Eskola Campaign Manager New Factory International janne@demola.net +358 40 661 9940