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Developing Experiential Living Lab As PL
Developing Experiential Living Lab As PL
Abstract
Within the last decade open innovation became a key ingredient for knowledge creation and knowledge absorption
strategies of large companies. SMEs are usually considered to lack resources and capacity to organize alone open
innovation activities. In this perspective, Hafkesbrink and Scholl (2010) proposed the model of Innovation 3.0 or
embedded innovation, in order to illustrate how SMEs can take advantage of community knowledge. As living
labs emerged as community knowledge creation model, they can be discussed as appropriate innovation
infrastructure for SMEs based on embedded innovation. However, putting a living lab in operation and building
around it dynamic and responsive communities is a challenging experience.
The present research will propose a model for a living lab organization and development, combining three
perspectives: the Embedded Innovation model (integrating the organization into communities to ensure
knowledge absorption), the Knowledge-Social-Business experience (KSB) model (developed under the ELLIOT
project) and the Technology-Mediated Social Platform model (TMSP). The new model will integrate the key aspects
of living labs and will complete the gaps identified on practice. Finally, an experimental living lab ecosystem for
implementing the new model will be presented.
Keywords
living lab, open innovation, embedded innovation, living lab organizational model, communities, knowledge-social-
business experience models, technology-mediated social platform model;
1 Introduction
Open innovation emerged initially as a function of fast technology development and become the
key element for knowledge creation and knowledge absorption strategies of large companies.
Open innovation models allowed large companies to access and profit from external knowledge
in order to improve innovations, competitiveness and profitability and to remain competitive on
the market. Large companies introduced various models to enhance open innovation processes in
practice (Antonova & Nikolov, 2010). As a result, some companies even decreased their budget
for pure R&D activities, but increased human resources, community campaigns and local
networking. Many innovative companies adopted methods promoting bottom-up innovations.
They allocated resources for projects and spin-offs of employees, created venture capital funds,
introduced community and research cooperation and involved end-users in various challenges
and competitions. In contrast to large companies, SMEs usually lack resources to organize alone
open innovations activities. Even if SMEs are more open to collaborate in innovation
processes, they lack enough gravitational force to attract additional knowledge providers. The
generation of innovation for the SMEs is based on multiple interactions. Therefore, individual
and decentralized SMEs which share (pre-competitive) knowledge have to maintain multiple
relationships with communities to create innovation. Hafkesbrink and Scholl (2010) define
the notion of “Embedded Innovation” (Innovation 3.0) as “the fundamental ability of a firm to
synchronize organizational structures, processes and culture with open collaborative learning
processes in surrounding communities, networks and stakeholder groups so as to ensure the
integration of different external and internal knowledge, i.e. competences or technological
capabilities, and to exploit this knowledge to commercial ends”. In such a way they extend
the notion “Open Innovation” by introducing the requirement of “integrating the
organization into communities to ensure knowledge absorption instead of just managing
inside-out and outside-in processes”. So, the process of designing, engineering and
orchestrating communities in order to integrate an organization into them becomes
substantially important for the next generation “Embedded Innovation” based ecosystems.
Living Labs (LLs) can be defined as “an environment for innovation and development where
users are exposed to new solutions in (semi)realistic contexts, as part of medium- or long-
term studies targeting evaluation of new solutions and discovery of innovation opportunities”
(Følstad, 2008). Recently emerged, LL represent an innovative open infrastructure including
many innovation stakeholders - companies, research community, developers, local and
regional authorities and end-users involved in early stage innovation processes for complex
products and service development. LL have been already applied in various settings and have
proved their efficiency. Living labs is an evolving concept, fast spreading around Europe
supported by the European Network of Living Labs – EnoLL (openlivinglabs.eu). This is a
form of user-driven open innovation ecosystem, based on a partnership which enables users to
take an active part in the research, development and open innovation processes. LL represent
a research methodology for sensing, prototyping, validating, and refining complex solutions
in multiple and evolving real life contexts (Mulder, Velthousz & Kriens, 2008). The main
concept behind is that the LL bring users early into the creative process in order to better
discover user patterns. LL bridge the innovation gap between technology development and
the uptake of new products and services. They allow early assessment of the socio-economic
implications of new technological solutions by demonstrating the validity of innovative
services and business models (EC, 2009). LL become main test-bed for development of
innovation, as they combine simultaneously open innovation approach, end-users active
involvement and distributed value co-creation. LL are organized on regional principle, enhancing
local knowledge sharing in specific industry areas. ENoLL highlights the opportunities for
increasing collaboration effect by sharing best practices and widely disseminating LL success
stories within European perspective.
Organizing and strengthening a living lab as a sustainable innovation infrastructure is long and
demanding process. Therefore, the present research aims to exploit how to enhance LL functions
and roles. This is the reason to discuss new model based on three different models – the
Embedded Innovation Model, the KSB Model, developed within the ELLIOT project (elliot-
project.eu/), and the TMSP Model (Chi et al., 2010). The majority of the members of the
European LL are SMEs. Since the concept of “Open Innovation” better fits to the case of “large
players” (Hafkesbrink & Scholl, 2010), we consider the concept of “Embedded Innovation” as
more appropriate when designing and developing a living lab which integrates the innovation
activities of SMEs. The proposed enhanced model will cover in more details LL,
complementing communities and technology ecosystems as key ingredients for the innovation
process. A short description of the LL ecosystem to be used for the implementation of the new
model will be provided as well.
The ELLIOT research deals with IoT at two levels. The first one consists in the deployment of
an Experiential Platform for collecting user experience data through sensors, actuators, webcams,
motion detectors and other interconnected devices. This collected experience data are then
utilised for exploring, experimenting and evaluating the KSB impact of IOT applications and
services. The second level consists of exploring the user co-creation of IoT applications/
services, based on the re-use of experiential knowledge, in several LL settings where users will
be “playing” with IoT toolboxes. Therefore, the ELLIOT project aims to develop an IoT
experiential platform where users/citizens are directly involved in co-creating, exploration
and experimentation of new ideas, concepts and technological artefacts related to IoT
applications and services. The KSB Experiential Model integrates social, intellectual-
cognitive, economical, legal and ethical aspects that will enable data collection from user
behaviour and usage analysis. The project will produce validated methods, techniques, and
tools and an experiential platform for user-driven innovation for IoT. As a result the project is
expected to dramatically increase the adoption of IoT and to enhance the potential of
collaborative innovation for the discovery of innovative IoT application/ service opportunities
in bridging the technological distance with users/citizens. The methods, techniques, and tools
could be used in other LL settings as well.
The experiential research process is an iterative process (Pallot, 2009) that links together the four
activities to be carried out within a LL whatever is the innovative scenario to be explored:
Co-create ideas of new concepts, artefacts and/or innovative scenarios as sessions of
collective creativity involving all concerned stakeholders and especially users;
Explore alternative scenarios in setting the scene through the use of different immersive
techniques within a live environment;
Experiment alternative scenarios in prototyping concrete application/services through
the use of a technological platform also within a live environment;
Evaluate alternative scenarios on the basis of metrics for measuring the Quality of
Service as well as the Quality of Experience that would allow anticipating the potential
degree of adoption by user communities.
All these above described activities feed and increase the level of maturity and knowledge within
a specific research and innovation area such as IOT applications/services, within the three sectors
presented in the ELLIOT project. It means that more use cases feed the process and consequently
the deeper the maturity and the greater the digested experiential knowledge.
Within the ELLIOT project, the KSB model emerged based on the fundamental principle on
which communities are built up. However, a process of harnessing the “collective intelligence”
can emerge only if three fundamental dimensions are simultaneously addressed in a
comprehensive and balanced way (Bifulco & Santoro, 2005). The three fundamental dimensions
are:
Knowledge (intellectual and cognitive aspects)
Social (interconnectedness, trust and centrality aspects)
Business (economical, legal and ethical aspects)
The balance of the three fundamental dimensions is considered as key to the full deployment of
knowledge workers’ creativity and productivity.
On the next level, the KSB framework outlines how the LL can differentiate their activities (see
Table 2). In the centre of the LL activities are put the business experiences, outlining specific
business models and appropriate arrangements to keep communities motivated and active. The
business dimension is a form of activity input in the open innovation model. On this level, the
basic features of experiments, products, users’ involvement, activities design and implementation
are to be demonstrated. Therefore, the business side outlines the innovation project.
On the next level is the social experience, which determines how communities will take part in
the LL activities implementation. For example, it will outline the composition of communities,
group dynamics, community interaction patters, trust, culture, habits, behaviour and emotions.
The social dimension will discover how to organize different LL activities and how to increase
the group links, trust and motivation within and among communities.
The knowledge dimension includes the outcome of the LL activities, discovering collected data,
ideas, processes and feedback from community experiences. Knowledge experiences rely on
end-users involvement for further activities and further research.
The LL environment should also integrate an appropriate TMSP model in order to equip all
communities with information technologies and instruments, improving social participation (see
Figure 1). Therefore the knowledge-ware consists of an appropriate knowledge ecosystem, that
includes domains and context of impact, social experiences, community life stage and individual
differences. The tool-ware covers the IT system functionality and components that enable
effective social participation. Finally, the people-ware should have some collaborative
instruments for people interactions in social cognitive systems, both as individuals and as social
agents and tools that can improve social interactions, conflict management, system governance
and control.
Community of
Interest Knowledge
experience
Social
Knowledgeware
experience
Community of
Community of Business Peopleware
experience Practice
Affinity
Toolware
Community of
Science TMPS
6. Conclusions
The present paper discusses a model integrating three appropriate methodologies and models
that could be applied in a LL ecosystem. As LL represent a suitable infrastructure for end-user
involvement and community building, they can propose an interesting opportunity for open
innovation processes in SMEs, such as embedding innovations into communities. Moreover,
LL can become the meeting point of SMEs with end-users, researchers, practitioners, third
partners and stakeholders. However, it should be highlighted that the success of LL is not an
automatic process as it concentrates the interests of different stakeholders and communities.
Therefore, appropriate methodologies should be applied for LL organization and
development, in order to put in reality the objectives of LL.
Acknowledgement
This work has been partly funded by the European Commission through the FP7 ELLIOT Project “Experiential
Living Labs for the Internet Of Things - Enlarged EU”, FP7 TARGET-Project “Transformative, Adaptive,
Responsive and enGaging EnvironmenT” and the CIP- ICT-PCP-2009-3 ATLAS Project “Applied Technology
for Language-Aided CMS”. The authors wish to acknowledge the Commission for their support. We also wish to
acknowledge our gratitude and appreciation to all the project partners for their contribution during the
development of various ideas and concepts presented in this paper.
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