Digital Services ohjelma esitteli tuloksiaan kansainväliselle arvioitsijajoukolle. Young Elderly Wellness - Change the Limits of the Possible



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Digile Digital Services update Petra Söderling, October 17, 2014 Digital Services ohjelma esitteli tuloksiaan kansainväliselle arvioitsijajoukolle 16-17.9. Kirkkonummen Långvikissä pidettiin Digital Services ohjelman Q3 review. Neljännesvuosittain pidettävät ohjelman kokoontumis- ja esittelytilaisuudet ovat joka kerta mielenkiintoisia, mutta tällä kertaa tilaisuus oli houkutellut ohjelman neljästä työpaketista peräti 35 demoa joissa esiteltiin ohjelman puitteissa työstettäviä hankkeita (business cases). Hyvinvointi- ja terveyspalvelut ovat digitalisoinnin aallonharjalla. Ikääntyvä väestö, murroksessa oleva sosiaali- ja terveyspalveluverkosto, sekä lisääntyvä valmius käyttää erilaisia omakohtaisia laitteita on lisännyt tuotteiden ja palveluiden tarjontaa tässä kategoriassa. Alla englanninkielinen kooste hyvinvointikategorian esittelyistä Långvikissa. Re- inventing corporate wellness programs Wellmo is a cloud- based mobile platform for corporate employers and wellness services providers. It aggregates personal health tracking data for both the individual and the service provider, and serves as a mobile access point to wellness program services. The Smart Wellness Program Tools help employees or other organization members keep track of their health and wellbeing, and gain access to relevant wellness program services offered by their employer or service provider. Wellmo is partnering with more than 10 entities providing compatible wellness devices and apps, all aggregated into the Wellmo wellness program services and tools. Young Elderly Wellness - Change the Limits of the Possible Here s another interesting case from Wellmo; Wellness Services for the young elderly with functional impairments with advanced age. The service package includes; preventive routines to reduce or eliminate impairments, neutralize the effects through digital services on mobile platforms, embed the wellness services in ecosystems for health care, social care, policies for the ageing population. Aim is to keep the young elderly active, autonomous and self- reliant. This is partly executed by expanding the limits of the possible in the structure of everyday life routines [Braudel Rule]. In addition to improving the quality of life, it will have significant impact on society. The team has estimated that it is possible to reach 1 billion people worldwide with this Finnish core technology, just add national tailoring and engage hundreds of SMEs in global cooperative networks. Dynamic training plans by Omegawave Sports enthusiasts typically select certain events during the season to motivate their training. Training often starts in early spring leading to the first event, such as a half marathon. Different types of free training plans exist, but the problem is that they may not have a good fit with consumers condition level and they are all static by nature. New technology allows for adaptive training plans.

The purpose of this task is to create a set of training solutions for consumer preparing for a certain event, and integrate them into the event marketing and registration. Wedidit The Relationship Method We did it by Olento Games is an online and mobile tool that provides an entertaining and effective method to improve and build a healthy and satisfying relationship. It's based on positive psychology and cognitive therapy and is one of the first digital methods to challenge the traditional therapy and couching methods. This research task in Rapid prototyping of playful services business case aims to create a new version of the tool and it s platform for the use of healthcare unions and occupational health care organizations. The Project includes also studying the main target audience and evaluating the effectiveness and the health related benefits of game in the main target audience.healthcare unions and occupational health care organizations don t typically have tools to help their customers in their relationship and marital problems. Mobile Memory Game Application by Valitut Palat Memory disorder is a growing problem of many ageing societies. Memory disorder is not only a psychological and social problem but it is a financial problem as well. The cost of taking care of growing number of elderly people is rising as they need intensive care and are no longer capable of living at home. Valitut Palat / CIL Suomi Oy aims to develop a digital game application that consist of various exercises that enable a consumer to activate their brain in order to prevent memory disorder. The variety of exercises ranges from numeric to visual tasks and they may even include audio elements. This first phase pilot demonstrates how easy it is to play the mobile memory game and how addictive and attractive it is. Online prototyping by the users - Owela The aim of this new tool is to enable rapid online prototyping of the service concepts with the potential users, for example planning a new wellness service. Game- like elements have been utilized to make the participation to be fun and easy for the users. Easy and quick set- up, fast and direct feedback, easy to use, reach of large amounts of users, interactive relationships with users. Owela is an innovation space, which helps companies to develop products and services together with their users. Owela supports active user involvement in the innovation process from early ideas to piloting and actual use. Pienet ja keskisuuret yritykset Suomessa, Euroopassa, ja maailmanlaajuistesti ovat vaa ankieliasemassa digitaalisten palveluiden käyttöönottajina. Yritykset vaikkapa energia-, logistiikka-, tuotanto ja valmistus-, vähittäiskauppa-, media-, liikenne-, puu-, tai vaikkapa

metallialalta voivat yhtäläisesti nauttia uudenlaisista toimintaperiaateista joita mobiili-, ja ohjelmistoperusteiset tuotteet ja palvelut tarjoavat. SuoRa Suomesta Rakkaudella SuoRa enables Finnish SME s to provide digital services to international markets with network building, innovation and co- creation, developer support and crowdsourcing, stakeholder engagement, remote working, and scalable sales channels. The task has analyzed strengs and weaknesses of Finnish startups operating abroad, and provides tools for tackling those. From Finland with Love. Personal Radio - Looks & Feels like a Radio! Radio is the ultimate user experience. It is simple, you turn it on or off, adjust volume and select channels. It is also unobtrusive; you can listen to radio while doing something else. Radio provides immersion; unlike in video, artifacts in audio can go under human perception. Personal radio enhances this further by providing personalization and localization into the experience. The Personal Radio server features Local Buffer, List management and memory, Authentication, and a Recommendation logistics interface. The User Interface allows users to select station and play, but also to Like, Skip, personalize and receive only contextual material. Mobile IDE as a Service (MIDEaaS) MIDEaaS is a collaborative effort to create a mobile cloud based IDE for creating cross- platform services. It enables developers to build software easily without standalone software, installation or additional components. The service contains software engineering tools such as visual user interface designer, advanced code editor, test integration, version management, and single click deployment. GuideOnTrail.com, Mobile Guide SaaS- service for SMEs This sub- project develops modern and scalable web- based mobile applications for tourism SME companies by utilizing VAADIN and testing MIDEaaS in practice. The user applications developed include a sea kayaking route guide. In addition to the SaaS- service, this sub- project studies, analyses and develops mobile and cloud service development and business model in this field, and publishes related articles. Suomen menestys PISA- tutkimuksissa ei ole jäänyt maailmalla huomaamatta. Meillä on nyt tuhannen taalan paikka ottaa paikkamme mailman kärjessä disruptiivisten koulutuspalveluiden kehittäjänä ja lanseeraajiina. Digital Services ohjelman työpaketti kolme Education onkin ollut yksi ohjelman vilkkaimpia ja lanseerannut jo sellaisia palveluita kuin Eliamedy joka valittiin Red Herring Europe top 100 listan kärkeen tänä vuonna, Adeco- ja Tammerkoski- sovellukset, sekä Sanoma Pro:n useat oppimiseen liittyvät hankkeet. Esittelemme tällä kertaa vain yhden, mutta sitäkin kiinnostavamman tutkimushankkeen:

Developing usability heuristics for Augmented Reality learning applications This work is part of ProGE Business Case inside WP 3, rapid prototyping of games for learning. It relies on e.g. Jacob Nielsen s general principles for interaction design. They are called "heuristics" because they are broad rules of thumb and not specific usability guidelines. Usability heuristics are needed for both Augmented Reality (AR), and for pedagogical usability. Although AR based consumer products has been around for some time, there are no common and generally used usability heuristics available. With regards to pedagogical usability, the available heuristics have been developed mainly for the evaluation of learning management systems or digital learning materials. As such they are not very well suitable for evaluation of distinct learning applications used as a part of larger learning entities and blended learning approach. Also, the concept of pedagogical usability is more related to utility than usability, hence the concept of instructional interface is closer to the concept of usability. The aim is to combine general usability heuristics to usability heuristics for instructional interface and augmented reality application. Usability heuristics for instructional interface take into account the following issues: Learning as a conversation between learner and learning technology, when using technology, learners need to be informed about what an application is about and why it is used, where they are in the application, what should they do, how do they know when to finish. Usability heuristics for augmented reality applications take into account the following issues: The demands of the usage situation should be taken into account when selecting the technologies (devices, input and output technologies...), minimal physical effort, user should have easy and straightforward access to virtual information, virtual information needs to be connected to the physical world accurately, the form of virtual information needs to be suitable for what it will present. Uusien digitaalisten maksutapojen suosio kasvaa maailmalla. Esimerkiksi Applen viimeisimmässä julkistustilaisuudessa Apple Pay sai huomattavan paljon julkisuutta. Omat maksujärjestelmänsä ovat lanseeranneet myös Google sekä lukuisat pienemmät uudet alalle tulijat. Next Gen Banks: Context and User Adaptive Value Services by Ålandsbanken Next generation of digital services for bank customers will be ubiquitous; seamlessly available on different digital media. Services will be context adaptive, adapting to the changing needs of the customer. They will also be adaptive to the user s cognitive profile, offered support adapts to user know- how. This project offers components and building blocks for added customer loyalty. The concept of loyalty is changing in the digital era, here we can study the phenomenon through customer monitoring, data mining, studying churn and setting KPI s.

Development and piloting: Services will have elements of optimality and intelligence. Based on the data provided by the customers the digital service system will suggest possible modifications and extensions of the service. Ålandsbanken wants to connect a human adviser at the last stage to discuss alternative solutions with the customer. Results: Service design for rapid prototyping, Models of value creation, Test programs for verification and validation, Customer loyalty monitoring, measuring (churning models), Customer loyalty KPI. Digital service point in retail SOK is testing novel digital service points in Prisma hypermarkets. The aim of the retail kiosks is to improve customer service by helping customers to find products, marketing information and orient themselves more easily in the store. After conducting interviews among working- age consumers the group has been able to test the proof of concept version of a new UI with navigation, layout, etc. The interviews also gathered information of location of the digital service point, tested different screens and collected new ideas. Active user involvement in the early stage of a development process has increased the quality of the novel product or service. User involvement leads to better user acceptance and commitment. Mobile Financial Services: ThinkBank Framework Mobile Financial Services (MOFS) is one of the four business cases in WP 2. The ThinkBank Framework creates, collects, and analyzes an input map for the banking ecosystem. The Proof of Concept scope collects input from transaction data (card payments, account payments, mobile payments), runs it through selected algorithms, and produces outputs in transaction categories. The outcome is used for enriching customer profiles with internal and external customer information. Digital Services ohjelmassa on menossa kolmas ja toiseksi viimeinen vuosi. 2014 keskittyy palveluiden kaupallistamiseen ja julkiseen lanseeraukseen. Tästä osoituksena myös suuri innostus osallistua Digilen yhteisständille Slush- tapahtumassa 18-11. Marraskuuta. Ensi vuonna ohjelma keskittyy kaikkien tulosten esittelyyn ja tulevaisuuden suunnitteluun. Liiketoimintasuunnitelmat ja todelliset mahdollisuudet pilotoida palvelukonsepteja, ml. mobiilisovellukset, ovat avainasemassa menestyksekkään palvelukonseptin kaupallistamisessa. Pre- market piloting activity Pre- market piloting activity is designed for efficient, swift and top quality piloting within Digital Services. It is a standardized procedure with an estimated through time of five weeks.

The procedure is based on validated UX evaluation methods, led and designed by experienced researchers from TAUCHI (Tampere University for Human- Computer- Interaction). Pilot participants are recruited through established channels and include all age groups from children to adults with various backgrounds. AppCampus AppCampus is a mobile application accelerator program managed by Aalto University in Espoo, Finland. This is a 21 million euro joint investment between Microsoft and Aalto University to foster mobile application development on Windows Phone and Windows platforms. AppCademy Online is the online version of our AppCademy Acceleration Camp. There are selected modules from the program, easy to access anytime to learn new things at your own pace or have a deeper review of the topics you are familiar with. A number of the courses are available for everyone.