mobile computing now on the move 2 2
Mar 12, 2016
mobile computing now
on the move 2
mobile com
puting nowon the m
ove 2
Edited by:Erik Bohemia
Thomas GreenoughNick Oakley
Neil SmithHannah Toes
Northumbria UniversityNewcastle upon Tyne
NE1 8STUnited Kingdom
Type set in Neo Sans and Helvetica
ISBN number: 978-0-9549587-4-9
Printed in Great Britain by Northumbria Graphics
© 2010 Northumbria University and Intel Corporation
mobile computing now
on the move 2
foreword // northumbria university
At Northumbria University we believe we represent a new type of excellent university. A university that as well as being strong in the fundamentals of teaching and research, is also strongly business-facing, acts as a catalyst for change and produces graduates with a global perspective.
As a leading proponent of this new kind of university, we are committed to strengthening our engagement with businesses and organisations. We believe partnership can and must be
through knowledge sharing and innovation.
Our School of Design, in particular, has a long and successful tradition of working with Industry and over thirty years proven experience in delivering innovative solutions for internationally leading companies like Intel.
Having worked with Intel for over 3 years now, we have been able to build on the synergies that exist between our two organisations and, with a mutual desire to make ‘what ifs’ a reality, we have created a long term relationship that adds
meaning and value to our respective causes.
‘On the Move 2’, the project described in this booklet, is a perfect example of this. Following on from an earlier project between Intel and Northumbria University, ‘On the Move 2’ demonstrates how long term working relationships enable us to view collaboration as an iterative process rather than a series of one off projects. In this way the partners can work together to continuously re-examine the outcomes and knowledge generated within each
solutions that are both innovative and relevant.
The story told in this booklet is one of true collaboration and we are proud and pleased to have been part of this project – and we look forward to working with Intel in the future.
Professor Craig Mahoney
Deputy Vice-Chancellor
(Learning and Teaching)
foreword // intel
This booklet chronicles how three Intel PCSD (PC Client Solutions Division) staff, six Northumbria Academic Staff and 76 students worked together on ‘On the Move 2’ to generate innovative, user-focused concepts and experiences that provide an inspirational contribution to our future mobile computing concepts. The ideas have been developed in a way that makes them instantly relevant and viable in the context of our own concept development processes.
The objective in the following pages is as follows:
OneTo capture a narrative that demonstrates the value of our relationship with the School of Design at Northumbria University, highlighting the value of collaborating with fertile young minds from outside our technology focussed bubble.
TwoTo describe the students’ process from brief to concept illustrating what we did, how we went about it and what we learned along the way.
ThreeTo highlight the importance of communication in creating a successful collaborative partnership.
The energy of both the staff and students has been very motivating and adds user focused oxygen to the PCSD innovation effort. I am proud of the collaboration and believe it represents a constructive and fruitful iteration of a process that
Nick Oakley
Future Concept Design Strategist
contents
project foundations ..... 008
design process ..... 028
brief ..... 032
explore ..... 038
develop ..... 054
projects examples ..... 070
intel presentation, portland, oregon ..... 078
epilogue ..... 082
conclusion ..... 084
acknowledgements ..... 086
project background
project context ..... 010
intel staff ..... 014
northumbria university ..... 016
project teams ..... 018
locations ..... 022
relationship diagram ..... 023
the global studio ..... 024
proj
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During the past four years, a small team of academics from the School of Design at Northumbria University have developed and implemented an innovative international collaborative teaching and research model named ‘The Global Studio’. The Global Studio is a response within Higher Education to shifting trends taking place in manufacturing and the related emergence of globally networked organisations, which are providing new challenges for the management of product development teams.
During the past four years, seven international collaborative research projects involving high
industry partners have been undertaken in the Global Studio. A focus of the Global Studio is developing a better understanding of product development processes that are conducted by globally distributed and cross-cultural design teams.
The Global Studio is enabling staff and students at Northumbria University to work in a cross-disciplinary and cross-institutional context with staff and students from the participating partners based in countries such as Australia, the USA, the Netherlands and Korea.
The cross-institutional collaboration is enabling the intersection of various disciplinary approaches which are facilitating the development of innovative design led solutions as catalogued in this booklet.
The productive collaborative relationship between Intel’s Mobility Group based at the Intel HQ in Portland, Oregon, USA and the School of Design at Northumbria University began in 2008 with a project titled ‘On the Move’. This project explored three broad themes: Design for Experience, Imagining a Notebook and Futures of Mobile
to provide design concepts which engaged with the broader themes to provide ‘forward looking concepts’. For example, the Tag the World: Travel Companion investigated a concept for a device which would allow travellers to add a digital tag to a physical location and also to work as a type of
and physical environments. The concept proposed an innovative interface design to access existing digital information as well as to enter new tags to provide information for the surrounding physical environment. Other projects dealt with issues such as mobile computing for primary schools,
interactions with a notebook, and sharing corroboratively digital content during meetings. >>
The subsequent On the Move 2: Mobile Computing Now project, as the theme suggests, aimed to develop design led concepts which would be potentially introduced onto a market within the next two years. At Northumbria the project was led by a team of experienced interdisciplinary staff who guided eleven interdisciplinary design teams. Each design team had students from both BA Design for Industry and BA Interactive Media Design. The user-research undertaken by the teams uncovered issues to be further explored, which in turn led to the development of design led solutions.
proj
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The eleven projects covered a wide range of areas
last minute information, or enabling professional journalists to edit photos while they are working in
and check on pregnant women in developing world countries who might not otherwise have access to a specialist doctor. This booklet outlines how various techniques deployed at various project stages enabled the teams to develop innovative and viable ideas, which will provide inspiration to Intel staff and which could be taken forward to develop prototypes.
>> Additional information related to the Global
Studio has been provided at:
www.theglobalstudio.eu
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ffNick OakleyOregon, USAFuture Concept Design StrategistNick has 30 years experience in both consultancy and corporate design in Europe and the US, and a career that spans consumer products, professional equipment, strategic innovation efforts, corporate identity and transportation programs. He moved to the US from the UK in 1995 to work for IDEO San Francisco before migrating north to Oregon and to Intel.
Patrick LynchOregon, USAPlatform Enabling Manager
developing innovative systems in the categories of servers, software, desktops and for the last 5 years, mobile. Patrick works with key partners in the computer industry such as ODMs and OEMs to help them bring products to market that include elements of Intel’s vision for the future of mobile computing and support exciting new user experiences and usage models.
Caleb RabinowitzCalifornia, USAConcept Strategy ManagerCaleb leads various PC client concept and product programs for Intel’s PC Client Group. Caleb works with a cross-functional team responsible for the initial platform vision of mobile products: people, experience, technology and design. He is passionate about the connection we all have to those shiny objects, our personal desires and the effort to make it all come to life.
intel staff
Erik BohemiaReaderErik is a Reader at School of Design at Northumbria University. Erik’s current research focus is on changes associated with globalisation and the impact of these changes on Design.
Neil SmithEnterprise FellowNeil has been associated to the University for over twenty years, taking on a full time appointment twelve years ago. Throughout this period he has been active as both a lecturer and a researcher for the School.
David O’LearyAssociate Senior LecturerDavid is an industrial designer and lecturer with over eight years of involvement with the Design School at Northumbria, teaching primarily on the Design for Industry programme.
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Thomas GreenoughSenior Lecturer: Interactive Media DesignThomas has been part of the interactive and multimedia academic team at Northumbria since 2006. Thomas has extensive industrial experience with companies such as Thought Interactive Ltd. Thomas is also a fellow of the RSA and a member of the Interaction Design Association.
Michael SalmondSenior Lecturer: Interactive Media DesignMichael is a digital artist and media theorist as well as a full time lecturer. He has exhibited his artwork at national and international events. Michael is also on the Executive board of the New Media Caucus of the College Arts Association.
northumbria staff
Gilbert CocktonProfessor of Human-Centred Problem Solving Gilbert has been a member of the Centre for Design Research at Northumbria since September 2009. Amongst other positions, Gilbert has held a UK NESTA fellowship on Value Centred Design (2005-2008) and has co-chaired the CHI conference in 2003.
team
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To begin the project, Design for Industry and Interactive Media Design students formed 11 interdisciplinary design teams consisting
teams worked on was a team-building activity to create a brand name and identity to represent their group.
We found the team-building activity fresh and energetic, with loads of brand ideas put into the
mix. This was a good starting point to the project.
Student, Northumbria University.
This activity allowed the team members to learn about each others disciplines and design skill set. The exercise also enabled the team members to get to know one another, for example how past experiences on design placement could aid the project journey.
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IntelOregonUSANick Oakley
IntelCaliforniaUSACaleb Rabinowitz
IntelOregonUSAPatrick Lynch
Northumbria University Newcastle upon TyneUKDFI StaffIMD StaffDFI StudentsIMD Students
IMDInteractive Media Design
DFIDesign for Industry
Intel
DFI Staff
IMD Staff
IMD Students
DFI Students
11 P
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eam
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NickOakley
PatrickLynch
CalebRabinowitz
multidisciplinary project relationships
Communication is one of the key factors which can have an effect on the design process.
As in other Global Studio projects, the main method of communication between the design teams based in the UK and Intel staff located in the USA, was carried out through a dedicated web server and regular teleconference reviews. The Global Studio aims to equip design students with skills for working in globally networked organisations, particularly the development of skills in intercultural communication and collaboration. This aim opens up the opportunity for students to develop a deeper understanding of different working and social cultures by collaborating with industry partners across the world.
It was good talking to Nick face-to-face to gain the client’s professional
feedback, advice and opinions on our project area.
Student, Northumbria University.
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In October 2009, Nick Oakley visited the university for a two day workshop exercise, which allowed the teams to talk through their initial and developing ideas on a one-to-one basis. This enabled Nick to give face-to-face advice on the group’s progress and aid the direction for the next phase of the project.
Using Skype greatly improved our communication with Intel.
Student, Northumbria University
In The Global Studio, communication is mainly facilitated through technology, due to the distance between the collaborators.
A dedicated secure project website, which was hosted on a Northumbria web server, was set-up for the On The Move 2 project using Plone and each of the student teams, academics and Intel staff were given access to this site.
The project webpages were used by the project teams to keep track of their project and share and exchange information with regards to the project progress. Student teams were responsible for designing, constructing and maintaining thier own project webpages. The project website provided a common space/interface between the university and Intel. This was supplemented by other IT technologies, such as teleconferencing, videoconferencing and e-mail.
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Northumbria and Intel used tele/video conferencing to conduct the regular project review sessions between the project teams. These sessions enabled the students to gain invaluable feedback and advice.
the design process
on the move 2 design process ..... 030
design brief ..... 032
explore ..... 038
develop ..... 054
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Key:
Internal and External Reviews
Internal Review
design brief
Illustrating Intel’s brief to
Northumbria University
project brief content ..... 034
project stimuli ..... 036
the focusCreate forward-looking concepts for the mobile computing experience with a 2011-2014 time frame. By exploring user, market and technological trends, design for a targeted user to enhance their mobile computing behaviour, experience and usage.
design brief // intel
Interaction beyond a keyboard, mouse and track pad...Nick Oakley, Intel
the outcomePresentations which capture the form of user experience vignettes, prototypes and narrative communication in the form of animations that point to concept opportunities that might be interpreted and taken forward by MPSD (Mobile Platform Solutions Division).
We want a tangible outcome...Nick Oakley, Intel
the stimuli
a range of ideas and stimuli, that were intended to provide provocations, context and background to the project.
design brief // intel
the technologyTrends such as mobile sensors, gestures, display innovations (E-ink), and augmented reality.
the userA broad approach to consumer pursuits from micro-gaming to health care management.
the market Areas such as niche products and services, sustainability, and product security.
explore
The research phase enabled the designers to familiarise
themselves with the project’s core issue(s).
mind mapping ..... 040
persona generation ..... 042
This tool enabled designers to generate ideas and concepts around the project’s subject area. This activity involved all the team members working together to increase energy and fostered more innovation in the exploration phase of the project’s journey.
taskOne way this was accomplished was by creating a matrix to visually map out market and user research. This provided a foundation for the project teams to create a guideline for the project’s market and user focus. A more traditional way is the mind map, to visually link and map out various areas (illustrated on the opposite page). Another method is to communicate the content and initial ideas around the product focus.
...this will help us throughout the project by enabling us to identify key
areas of interest.
Matrix design, student, Northumbria University
mind mapping
how this has informed the project Mind mapping aided the design teamin developing an understanding ofthe project’s problem space, whilsthighlighting areas for further researchand development.
Intel Project
Target Market
c Trade
Hobbies
Family
Photographer
Construction
Education
Course
Policing
All Ages
Simple Set Up
Network
Interaction
How Do People Use Laptops?
Just Screen
Entertainment
Everyone not needing the same layout
Input
Touch Screen
Track Pad
Mouse
Keyboard
Location BasedInput tp any moniter
Personal SpaceLaptop Contents=User
User space wireless entity
Transfer to di ernt devices
Home computer 'Area'
Mostly Laptops
No need for computer desk
Wireless HUB
Printer
Scanner
CD drive?
Router
Base AreaLaptop Dock
Screen
Keyboard
80% of Laptops Don't Leave the Home
User Freedom
Cusomization
Layout
Colour
Personalisation
Use
Change Layout
Unit Contents
Screen
Keyboard
CD Drive
USBs
Speakers
This was an inquisitive and observational exploration of tangible people. The personas were used to provide focus on the usability, aesthetic and functionality of the product and/or service.
taskTeams collated their user research information and created a collection of personas which
generating a scenario of use, and a journal of a day-in-the-life for each persona, the teams communicated how a product and/or service
shown on the opposite page is from the Bamboo team, which is one of many personas which were created by the project teams.
...create a number of aspirational personas to aid our design process.
Student, Northumbria University.
persona generation
how this has informed the projectPersonas gave the teams a target user market to focus upon throughout the project’s journey. This
tool - making sure that the design direction(s) are focused on their user market.
Age: 35Occupation: Accountant and mature student, studying French part time.Location: LondonHobbies: Daisy is passionate about healthy living and self improvement. She works as an accountant in the city
Personas - Daisy Swires
_use case scenarios
into the project area. Designers went out into the problem space environment to observe, interview, experience and analyse the area for which they are designed.
taskProject teams visited their target market’s work/social or leisure space to gain valuable information on the user, the current products and services they interact with, and the environment in which they are used. For example, Infuse visited the Byker Fire Station to observe and interview their target user market within their working environment.
Student, Northumbria University.
how this has informed the projectThis task enabled the designers to understand the environment and user situation, for which they are designing. This generated a criteria for the team
.
which they want to focus on within a project’s brief.
component research ..... 048
sketching ..... 050
gestural interface design ..... 052
A tool which required the development of an understanding of the platform hardware and physical constraints of a typical mobile device.
taskTeams such as Goji, Infuse, Cepro and Avocado disassembled a laptop or similar product, to measure and weigh the internal parts and create a list of components that will be encased in the proposed enclosure.
This was a great exercise in developing a realistic design outcome.
Student, Northumbria University
component research
how this has informed the projectThe information was used to inform production of the appearance models and General Arrangement drawings.
An energetic process of sketching-up ideas in the medium of drawing, which then were translated into 3D physical objects to test and evaluate the ideas in their physical proposed representations. taskStudents used sketching as an initial method of quick communication to their team members and/or Intel. However, the sketching alone can not fully communicate an idea. This is where sketch physical models came in to action. They were used to express the design ideas intent and how the user will physically interact with the product.
sketching
We were just drawing the same form over-and-over again, we needed to go into the workshop
to push the design forward.
Student, Northumbria University.
how this has informed the projectSketching visually illustrated the design idea for the team and Intel in order to evaluate and give feedback. This critical evaluation helped the project teams to move forward through the design ideas phase of a project to the next stage.
An interpretation of human gestures with computer technology.
taskThe teams began by sketching a display screen on paper and acted out various gestural ideas to interact with the computer. Once the ideas were developed, these visuals were transferred into computer software, such as Adobe PhotoShop. Afterwards these stills were transferred into a Flash animation, which enabled the gestural design to be communicated in a narrative style. This task was mainly driven by the Interactive Media Design students from each of the teams.
gestural interface design
how this has informed the projectThis exercise developed the interface design to inform the product design direction. For example, a touch sensitive screen will require the product to have a screen which enables this technology to be facilitated.
develop
driven through development.
product and user experience scenarios ..... 056
soft modeling ..... 058
A creatation of a typical user journey when using the product to expose design problems that still needed to be addressed in the development phase.
taskFor example, Goji created a sketch model of the chosen design idea(s) and acted out a typical scenario of product use by the ‘user’. As one team member carried out the action, the other team members observed and analysed the usability and functionality of the product.
user experience scenarios
Mapping out the user’s scenario helped us to develop certain aspects of the design, such as
the product’s ergonomics.
Student, Northumbria University
how this has informed the projectThe observations of the acted scenario served well in developing the product further to meet the needs of the user within their environment.
A model, usually made from foam, was created to evaluate the design proposal.
taskAs the students worked through the sketch and sketch model stages, they progressed into the soft model phase. This involved the creation of physical representations of developed ideas made from MDF, card, paper, foam, or clay based models. An evaluation of the model’s worth to the project was carried out based on a
in with the user’s life style?
soft modeling
>> Opposite: Cloud 9.
...this was a successful way to communicate our ideas to Intel in the teleconferences...they gave
good feedback and areas for us to work on.
Student, Northumbria University
how this has informed the project
and aesthetic detail of the product to progress
evaluation.
A model was created to aid in the communication of the proposed product’s aesthetic qualities.
taskA number of processes and tasks were carried out under this method. For example; spray painting, polishing and varnishing. An important element was to assemble all the separate parts
model.
how this has informed the projectThis has provided the design team with a 3D model to aesthetically communicate the idea to their Intel clients. The models were also used in
of the project. These movies were used to communicate the overall design solution.
A chosen design from the develop phase was taken
user interaction ..... 064
animation production ..... 066
presentation material ..... 068
An exploration into how users can interact with a product via its interface.
taskAll design teams designed an interface which graphically communicated the content to the user. The Interactive Media Design team members produced a user interaction
of both form (screen dimensions) and function (controls). The designs were superimposed onto the device to generate an animation to communicate the product’s and user’s full story. Design programs such as Abode Flash and After Effects were used in the production of this task.
user interaction
how this has informed the projectThis gave the device the means to visually communicate the product’s data and functions via an interactive interface.
Filming to document the narrative communication of the product in use by its user in context.
taskTeams created hand drawn storyboards which they used as a foundation for directing the
create an environment that set the situation
was completed, the teams edited the content to create a concise two minute animation.
animation production
how this has informed the projectThis provided Intel with a concise presentation of why, how, by who and where the product would be used.
solution.
task
utilising methods such as animation, process boards, product shots and graphical storyboards, shown here as created by Infuse. All these presentation methods aided in telling the story of the proposed solution, as well as the process which the teams went through, from the initial
presentation material
how this has informed the projectThese various presentations illustrated to Intel the journeys which the students had embarked upon, and the solutions which resulted in a thorough, creative design outcome.
project examples
This section show cases three projects
which illustrate the diversity of the
project themes.
bamboo ..... 72
cloud 9 ..... 74
recca ..... 76
bamboo
The Bamboo has been designed to inspire a wireless generation. This device incorporates new and existing technologies to become a truly revolutionary portable computer.
This mobile device uses emerging wireless technologies in new ways, where hard drives, keyboards, displays and all other hardware can be handled remotely.
The unique user friendly gestural interface, which uses the idea of tree-mapping, enables the user
through a wide range of different media, for example interactive display or digital projectors.
to update, store and access vast quantities of data, to support the ultimate in mobile computing.
in the home, allowing work and home life to be separated.
The interface has been specially designed to minimise power consumption. Because the two screens are different dimensions, the central point is still screen space instead of folding space.
The back painted glass fascia allowed us to create a sense of depth within the device and
help give the form an organic feel.
Bamboo Student, Northumbria University
Advancement in technology and the frequency that we use Internet has resulted in more demand on image capture; consequently the way we interact and view images has completely changed.
The Lightbox brings these elements together by creating a tool for professionals that improves and consolidates the pre and post image capture processes in digital photography.
cloud 9
Lightbox is a slate that uses touch screen technology to enhance the professional photography process. The device will provide a means of instant access to cataloguing, editing and transferring photographs to various s ources through a wireless connection between the camera, the web and the device.
recca
The ScrapBook is a device which enables users to capture and orgnaise their digital media in a similar way to how they would organise images and or data in a paper based scrapbook, jotter or sketchbook.
This device aims to help the user develop ideas with an interface which enables them to merge all of their ideas on to one screen. The easy to use interface allows the user to interact with the product while stationary or on the move.
Although this product is aimed at the digital design industry, it can be used by other industries with similiar creative thought processes, such as fashion and architecture.
The ScrapBook has a 10.1 inch LCD display with pressure pads to provide an innovative control.
intel presentationportland, oregon
Project teams Bamboo, Goji, Recca and Cloud 9
travelled to Portland, Oregon, USA with three
Northumbria academic staff, to present
their projects to a number of Intel PC
Client Solutions Division staff.
This was a fantastic opportunity and experience for us all to present in Portland today.
Student, Northumbria University
It has been great to have seen so much creativity here today...Thanks you guys, good job.
Intel
We were asked some challenging questions, which pushed us to think beyond the work
we had done.
Student, Northumbria University
epilogue
As a company, Intel thrives on new ideas and perspectives and embraces the challenge of doing things differently. As part of this tradition,
and our relationship with Northumbria School of Design is based on this philosophy.
Having worked with Northumbria over a few years now, we each have a good understanding of each other’s culture and ways of working - which of course helps us to communicate both during and post projects. It also enables us to work iteratively to enhance past thinking or projects. This year’s collaboration is no exception.
Building on an earlier project, the outputs of this collaboration demonstrate an impressive depth of thinking around the problem space and a clear understanding of what the usage and spec should be and how this links to Intel.
The breadth of ideas and outcomes presented – some of which I believe have potential – has also been inspiring. But, equally important has been the way in which these ideas and outcomes were communicated. I have seen great creativity in the video communication and this has helped to engage and excite us about the potential for future developments.
Lynch, Caleb Rabinowitz and Northumbria School of Design for all their hard work.
Murali Veeramoney
Director
Mobile Platforms Solutions Division
conclusion
Overall, this has been a stimulating and successful project for everyone involved. As always, however, one of the most important
worked and where there is potential for improvement, the following represent a few of the highlights from On the Move 2.
The Design ProcessThe strength of the design process undertaken by the project teams was based on thorough research into user, market and technology trends. By actively exploring the problem space, through tools such as persona generation
create a solid reference point for their projects’ journey. The investigation into user interaction with devices was particularly important as it allowed us to conduct an in-depth exploration of relationship between users and their devices
As a result we strongly recommend that this process and these tools should be adopted in future collaborations as, without this solid understanding of the problem space, the outcomes might not be asrelevant.
Interdisciplinary TeamworkBy combining the skills of industrial design and interactive media staff and students, we were able to build on and enhance the outcome from
interdisciplinary teamwork were evident throughout this project and this kind of approach should
In addition to blending different design disciplines,
the involvement of more technology focused Intel employees, as we believe this would help to create
This in turn, could help to enhance the design proposition and provide a more tangible outcome.
Story Telling and Video AnimationThe concept of bringing to life the essence of the product and user experience through story telling and video animation immediately engaged the Intel team. In future it is recommended that the length of animations remain two minutes or less to ensure the message remains clear, focused and immediately understandable. >>
The Global StudioThe Global Studio web server created a good platform for long distance collaborative work. First and foremost it provided Intel with instant access to the students’ latest work, enabling them to provide timely feedback during the review teleconference meetings. Looking forward, we need to explore
speeds in order to increase effectiveness during teleconference sessions.
students continuously upload and comment on each other’s work throughout the project. This has provided a rich archive of information that clearly documents the project’s process. The incorporation
enhanced communication between Intel and the students during their meetings.
In future, we recommend that these facilities should be introduced at the beginning of the project. In this way, we can facilitate a strong working relationship between Northumbria University Intel from the outset.
The FutureWe believe this project has established a clear link between human behaviours and products and that this will undoubtedly provide us with a richer experience base for future collaborations.
Perhaps most importantly, this project has provided us with another opportunity to enhance our working relationship with Intel and increase our understanding of each other’s values, strengths and objectives. This will hopefully provide us with a solid platform to work together in the future to explore new territories, such as cultural issues and
between students from different cultural traditions.
We would like to extend our thanks to the following people for their valuable contributions to this publication:
thank you to the follow people and organisations
mobile computing now
on the move 2m
obile computing now
on the move 2