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Ateliers - Biennale To Business #1

Tuesday 31 March 2015

14:00 - 16:30




RCP : The use of sensory design in developing new products,


Changes in our way of life and our practices, combined with digital innovation, are leading to an evolution in the demand from consumers, who are now looking for «experience», «well-being» and «comfort». The design professions need to adapt to this change, to re-invent themselves, to innovate. This includes sensory design. Recognised today as a «key» technology, it is in fact a global approach, considering humans' five senses, in coherence with a context and a use, and allowing for precise, perceived and understood designs. It offers an approach to differentiation that complements product development and marketing. During the Design & Innovation Forum 2 015, RCP proposes to set out the anthropocentric approach that it is developing to handle projects as a whole in order to «changer de point de vue®» (change point of view) on the subject studied. Thus to understand the user's sensations, perceptions and emotions, the agency studies what it calls the «juste perçu®» (what is precisely perceived). This objective method defines and ranks what is perceived and understood by the user in order to get a clearer idea of where to «place the design effort» within a reality of technical and economic feasibility and actual practices. Thanks to its team of designers, RCP translates the results of these studies of the «juste perçu®» into design recommendations. This approach therefore makes it possible not only to create, in a more complex world, up-todate products that meet users' expectations, but also to give them the possibility of living a real experience of use. It takes place ahead of the design process we are currently familiar with and enables the RCP agency to offers its clients a comprehensive and economical approach that will make a difference to the company's competitivess.

Régine Charvet Pello, a sensitive experience working on sensory design,
A graduate of the Ecole Boulle, Régine Charvet Pello created her own design and communication agency, RCP design global, in Tours in 1986. She develops creative strategies for new ways of living, working on projects combining issues like identity, innovation and uses. Convinced that scientific research must integrate the design sphere, for 20 years she has been collaborating with Jean-François Bassereau in research to develop a new discipline: sensory design. In 2 012, in partnership with the University of Tours, she opened a centre for study and research on this subject (the CERTESENS), enabling her to integrate sensory technologies at a very early stage in projects, thereby offering a competitive, differentiating concept that guarantees better perceived quality.






IdemoLab: The Idemobits tool - electronic circuits to explore ideas!


Similar to industrial designers who use sketching and models to mature their ideas, IdemoLab makes use of physical, functional and interactive electronic sketches. Electronic Sketching is thus sketching using electronics; an expression of an idea, thrown together quickly, tested, adapted, and tested again. Electronic Sketching provides the opportunity to test a specific interactive experience or functionality quickly and independent of a polished solution. Testing ideas gives insight and inspiration; and using Electronic Sketching, it's possible to create an early proof of concept in minutes. One tool used to facilitate Electronic Sketching is IdemoBits: a series of small sensors and output-devices which require no programming or technical knowledge, but are still customizable by the inquisitive user. Throughout our process of design research, synthesis is an important aspect to bringing together past and current knowledge to facilitate new ideas. IdemoBits addresses this; making visual the magic behind synthesis, allowing designers to explore interactive ideas not only in their heads ("what would it be like if it lit up? What if we used Bluetooth?... oh it would be like that"); and instead of simply imagining and describing possible scenarios, experiencing them instead. These sketches are then analysed, some discarded and some selected to be tested more formally. This workshop will demonstrate electronic sketching as a part of the design research process, and allow the participants to explore electronic sketching using IdemoBits as tools for idea exploration. The purpose of this workshop is thus to challenge participants to generate and explicitly explore ideas using electronics and quickly achieve tangible experiences, and in doing so, evaluate the experience from a design research standpoint. In the workshop, participants will explore ideas using IdemoBits, small sensors and actuators (outputs) which provide a simple way to bring responsiveness / intelligence and interactivity to ideas. It is the hope that participants in the workshop can experience how to use tools as IdemoBits, to clarify potential interactions by removing the need for excessive explanation. This is a very hands-on, active workshop where attendees are expected to participate, contribute, and play; exploring the IdemoBits as tools, and reflecting on the process of sketching.

Morten Wagner,
Morten Wagner has been a product designer, developer, architect, project and product manager for several national and international R&D initiatives. In 2 009 he founded DELTA's IdemoLab; a department for design research, rapid prototyping, participatory product and service innovation at DELTA and in 2 013 he became Director of Digital Innovation. Morten is an avid innovation-evangelist - both as a speaker and educator, and has covered areas like usability, user-centered & participatory design, design research, intelligent products and tangible, embedded interaction. He holds a Masters in Computer Science and a bachelor in Cognitive Psychology, both from University of Copenhagen.





Dici design: Serious game design - a game combining design and collective intelligence,


Emmanuel Thouan and Nathanaël Delahaye propose to demonstrate a new form of collective working based on a game and intended to explore new solutions for a company's strategy based on the intelligent home. The Business Model Canvas (BMC - Alexander Osterwalder and Yves Pigneur) is a description of an economic model in the form of a canvas of 9 cases representing, summarised on one page, each of the components of this business model. Its simplicity makes it a fantastic tool for presenting the complexity of a new activity, for getting a discussion started, for confronting ideas and making improvements. The Without Game is a game intended to bring out new approaches on a future business using the presentation template offered by the Business Model Canvas. During the game the players gradually fill in each of the boxes in the BMC, confront different solutions and collectively adapt the proposal in order to arrive at a tangible business model. This innovative and amusing approach enables each player to change posture and role throughout the game to propose innovative breakthrough solutions, whilst getting a grasp of the complexity of an entrepreneurial ecosystem and our environment. For designers, it is a fantastic tool they can use to help companies go beyond the existing solutions and propose genuine innovations. It gives them the chance to get outside the traditional «box» they work in and helps them to collectively propose solutions appropriate to the changes in our world. The Without Game is a shared tool and can be used by anyone. It can be downloaded from the Withoutmodel website. It has already been played several times in different milieux and contexts, continuing education, participatory innovation, collective intelligence workshops (competitiveness clusters, engineering school, government departments, Ministry of Culture, large companies).
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