Best Living Lab Project Awards of 2016
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Transcript of Best Living Lab Project Awards of 2016
BEST LIVING LAB PROJECT AWARDSdescriptions of projects
HOW TO VOTE• In December 2016, ENoLL members were asked to submit their
application for Best Living Lab Project Awards and present one or several projects that took place during 2016• We received a wide range of applications; 21 applications showcased
projects from ten different disciplines, showing the variety of work done in Living Labs • Now, we have to select a winner and since the task is too difficult for us
we are asking you to help us. • Read through the projects and select the one you find most interesting
and think should receive most visibility – AND GIVE YOUR VOTE• Voting is autonomous. Once the poll closes we will publish the data on the
number of votes each project received
PROJECTS
Agriculture
- Fractals
Culture, Technology and Science
- Participatory Library
Education- Tips & Tricks
Gaming
- World Challenge Game
- webFitForAll
Health
- Rallye Decouverte
- Duyum
- Mobile health check station
- Robots in Elderly Care
- Smart Kalasatama
- E-Triage
- Integration of Wearable Devicesand exercise management
Public Sector Innovation
- Gov-Lab
Internet of things- Livingtagram
- Cloud Digital Signage
- SmartLive
Smart cities/regions
- Agrimatics for Biodiversity
- SmartLab
- UnCrowdTPG
- Towards a Network of Smart Cities Living Labs
Data & Privacy
- USEMP: DataBait
Tourism
- Living Lab for co-creation in Tourism
FRACTALSThematic area: Agriculture
Description:
FRACTALS project, aimed at supporting the community of innovative ICT SMEs to develop FIWARE-based applications with high market potential, addressing the needs of the agri-food sector.
Main Outcomes:
1) Established Open Innovation environment between ICT and agricultural industries
2) Broken stereotypes between technology developers and agricultural end-users
3) Co-creation and validation of ICT solutions for agriculture between programmers and farmers in real-life setting
Participatory LibraryThematic Area: Culture, Technology and Science
Description: Participatory Library (name changed to ensure confidentiality) is an open, participatory experimentation space, fully integrated with a public library in Barcelona Area, Spain. The aim of the project is to create a physical space, build the ecosystem around it and implement the necessary methodologies that allow all stakeholders to jointly explore how technology transforms the cultural experience of people.
Main Outcomes: 1. New profiles of users are attracted to the Library because of new activities2. Social Impact with the large number of activities held and visitors attracted3. Impacting policy making; 5-year strategic plan implemented to open Living Labs
within Public Libraries
Tips & TricksThematic Area: Education
Description: Tips & Tricks are a series of recommendations for successful collaboration between activists, academics, citizens and Living Labs. The 60 recommendations were inspired by conversations with a group of academics, a network of women activists from the and workshops with other Living Labs at ENoLL summer schools.
Main Outcomes: 1) 20 Tips & Tricks for Living Labs working with citizens was developed in
collaboration with ENoLL Living Labs. 25 ‘tips’ were submitted by Living Labs for inclusion in the resource
2) Resources were shared with professionals on four continents: Europe, Asia, North America and Australia
3) All three sets of resources are available in poster format and as a pack of cards.
“Word Challenge” GameThematic Area: Gaming
Description: The “Word Challenge” game has been developed for people to improve their vocabulary while also having fun by competing with others and by also collecting points. The target age group of the game is from 5 years upwards and can be played at any age. The game runs on mobile platforms, both Android and iOS.
Main outcomes: 1) Improving Vocabulary skills2) Fun & Competition3) Revenue income from ads
webFitForAllThematic Area: Gaming
Description:webFitForAll introduces a collaborative serious gaming platform as a service through a comprehensive software toolkit enabling third parties to build and commercialize serious games (SG) in an agile, stable and standardized way based on common serious games functionalities
Main Outcomes:1) Co-creation of serious games by involving remotely all stakeholders2) Other Living Labs can get in or out anytime with more than one role3) Business Plan taking into account all stakeholders
Rallye Découverte Thematic Area: Health
Description:
The overall objective of the project is to improve the quality of the home services delivered to elderly people or people with a disability.
Main Outcomes:
1) Four projects were selected by the steering group to be set up after this study2) An innovative training course for homeworkers and other health professionals based on an innovative method of training
3) Development of ICT innovation to improve working conditions of homeworkers.
DUYUMThematic Area: Health
Description: “DUYUM” Project provides a product that enables deaf people to feel a baby cry or a door bell ring or an alarm go off while at home. The kit consists of noise sensors, software, a smart wristband or a smart wrist watch.
Main Outcomes:1) It ensures deaf parents can hear their babies cry even if they are inseparate rooms.2) It ensures that deaf people can hear the door bell ringing3) It improves the life quality of deaf parents
Mobile Health Check StationThematic area: Health
Description:
The purpose of the station is to be able to quickly measure health parameters anywhere and anytime as long as there is mobile communication coverage and in the meantime increase awareness of citizens on their own and general health issues and solutions.
Main Outcomes:
1) It enables people tracking their health parameters in 5 minutes even by themselves
2) Citizens are able keep a record of all their measurements and see the trend any time
3) Most importantly the products can be used in remote villages with mobile coverage where there are no hospitals or health institutions
Robots in Elderly Care Thematic Area: Health
Description: The project tested use of robots in elderly care . In elderly care services, robot Zora was introduced to be used for activity and recreation.
Outcomes:1) After the first steps of robot use, there is potential for true rehabilitativework and activities with the help of the robot, if its use is well planned.2) Implementation of robots in elderly care requires rethinking of the services,work practices and ethics; it is an issue of the whole (work) community.3) Reactions differ, and care personnel should know the customers well tobe able to anticipate how they react; orientation for both care personnel andcustomers is of vital importance to highlight essential issues and co-createpractices together.
Smart KalasatamaThematic area: Health
Description: The Programme for Agile Piloting accelerates Smart City innovation by procuring prototypes to real city environment to be co-created with citizens.
Outcomes: 1) Provides insights and introduced concrete tools of co-creation and experimentation to the development activities of the future health and wellbeing centre2) Strong citizen participation 3) Bringing novel experiences from digital tools and communication channels in wellbeing context (example: Auntie Solutions and FitFriends)
e-TriageThematic Area: Health
Description:
Digital healthcare and mobile technologies are brought together to provide patients easier access to medical information and more control over their health needs. The project empowers high-risk patients with mobile health technologies for screening and early detection of skin cancer
Main outcomes:
Tele dermatology gives general practitioners the ability to quickly and effectively share
high resolution images with a dermatologist, regardless the distance of their practice.
Integration of Wearable Devices and Exercise ManagementThematic Area: Health
Description:
Project aims to promote health and well-being of all citizens and extend healthy life expectancy.
Outcomes1) Regular exercise increased using a wearable device with an App2) Fitness incentive made easy; motivating exercise with the app
3) Improving user’s physical fitness and body shape
Gov-Lab Thematic Area: Public Sector Service Innovation
Description:
The goal is to empower innovative civil servants from different departments of a national government to ideate, co-create and test new services for citizens, adhering to the four main ‘GovLab-principles’: Digital First, Ecosystem Thinking, Value for the Citizen, and Data-Driven.
Outcomes:
1) The Parkadvisor application: helping disabled people find a parking spot suited to their specific needs, based on open data from the government on parking spots for disabled people --> working prototype of the API demonstrated in a clickable mock-up
2) The Hi App: helping refugees to prepare for the job market by connecting them to the right people and instances --> working app in beta version
3) Deel Mijn Data (share my data) and Digitale Vaccinatiekaart (digital vaccination pass): two projects in concept-stage
LivingtagramThematic Area: Internet of things
Description: The “Livingtagram” product is an autonomous photographic system that enables printing of pictures during events. It is a kiosk that can be used by (i) people who wish to have a printed photo from the event with a special frame or (ii) for companies who wish to promote their brands or products by using their brand material as a frame of the photos printed.
Outcomes: 1) An effective and interesting way to advertise brands and products using the social media Instagram2) An easy way to use interface that enables people to choose from more than one frame for their printed photos.3) 24/7 support to the machine
Cloud Digital SignageTheme: Internet of things
Description:
Low cost cloud based digital signage solutions for everyone
Outcomes:
1) Low integration and maintenance costs
2) Easy Editor3) 24/7 Monitoring and Control Ability
SmartLiveThematic Area: Internet of Things
Description:
The project aims to develop new concepts and strategies for smart home systems, focusing specifically on usability and user experience. It also aims to create specific Living Lab services for the heterogeneous players in the smart home market
Outcomes:1) A provider-independent information platform (www.was-ist-smarthome.de)
2) The Shop & Play approach combines the ordering and configuration process of a smart home system.3) open.DASH – designed as a flexible dashboard tool that provides a hybrid interface.
A4BIO (Agrimatics for Biodiversity)Thematic Area: Smart cities / regions
Description:
The project has consisted of a study of the exotic invasive plant Cortaderia Selloana in the Urdaibai Biosphere Reserve. In order to solve this problem, this study has aimed to investigate different uses of Cortaderia selloana by examining the different possible eliminations that exist to choose the appropriate disposal to avoid damaging the native plants present in Urdaibai
Outcomes:
1) Sustainable circular business model for smart rural specialization2) Solution for invasive plant eradication
3) Improvement and sustainable use of resources
SmartLabThematic area: Smart cities / regions
Description:The project fills the rural gap by linking high-tech Smart cities productions to rural and citizen needs. The following steps of actions and iterations have been designed to overcome the new digital gap: Detecting the gap, Definition & awareness, Strategic definition, Living Labs as Smart Agents, Activities design – Stakeholder engagement
Outcomes:1) Forming and training in Smart Cities: disseminate, inform, educate and empower citizens and local administrations in Smart Cities-Regions issues2)Empowering citizens: Encourage citizen cooperation, collaboration and participation to stimulate ideation process and boosting Smart Cities projects and initiatives3)Lab: Experimentation by citizens and local administration of the Smart Cities proposals, technologies and projects for a later implementation.
UnCrowdTPGThematic area: Smart cities / regions
Description:
The project designed and prototyped a mobile application, UnCrowdTPG, to help commuters plan a more comfortable trip by informing them about the crowd in the vehicles and at public transport stops
Outcomes: 1) Computational model of travelers journey in public transportation
2) Computational model of occupancy of all the TPGs vehicles along different days of the week/hours3) Mobile service being provided to citizens with a support from the TPG itself and being now embraced by newly setup start-up MobileThinking SARL.
Towards a Network Of Smart Cities Living Labs Thematic area: Smart cities / regions
Description:
The project aims to create a living environment for users and different sectors of society in order to reveal their innovative ideas by collaboration of public and private sectors. In this context, it aims to represent an open platform for public/private sector and users with a mutually accepted goal to increase life standards of society
Outcomes: 1) Smart Bus Project
2) Co-Organization of the Second Edition of “Pitch your self for a Career”
3) Innovative Projects for Citizens
USEMP: DataBait Thematic Area: Data & Privacy
Description: USEMP project aimed at developing a framework that will empower users by enhancing their control over the data they distribute or interact with. The outcome of the project was a tool called DataBait which reduces the existing asymmetry between data processing and control means available to OSNs and those afforded by citizens.
Outcomes: 1) DataBait tool (helping raise awareness concerning the advantages and risks related to
sharing personal data) 2) Focusing on end users’ contributions towards research and development of the DataBait
tool 3) Innovation through a multidisciplinary approach
Living Lab for Co-creation in TourismThematic area: Tourism
Description:
The project boosts the innovation capabilities of tourism stakeholders by involving three stakeholder groups: destination management organisations, local higher education institution and a local web developer
Outcomes: 1) Creation of a research and development unit that works on developing a bank of
techno-concepts
2) Launch of two technology-enhanced experiences in a museum 3) New action research project aimed at turning an island in the St. Lawrence into a
tourist destination using LL-inspired collective intelligence processes