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Service Science, Vol. 2, No. 1, March 2011

| 9

A LIVING LAB SERVICE DESIGN

FOR CAMPUS MOBILE INTERNET DEVELOPERS

Nan Lin

Mobile Life and New Media Lab

Key Laboratory of Universal Wireless Communications, Ministry of Education Beijing University of Posts and Telecommunications, Beijing, 100876

linnanbupt@gmail.com Yang Ji

Mobile Life and New Media Lab

Key Laboratory of Universal Wireless Communications, Ministry of Education Beijing University of Posts and Telecommunications, Beijing, 100876

jiyang@bupt.edu.cn

ABSTRACT

The development of mobile Internet has brought about the prosperity of mobile application industry, but the shortage of mobile developers cannot meet the demands of industry development. Combining with the challenges on innovation education for university students in China, this paper propose a service system for campus developers, and choose Living Lab innovation environment to design and establish it. In this paper, we firstly describe the background of mobile Internet industry and campus innovation environment, indicating the necessity of training campus developers. Then we present the requirements analysis about campus mobile Internet innovation, including Living Lab innovation environment, mobile application innovation life cycle and development requirement for campus developers. Afterward, we propose the detailed service system based on the design principles and environment resources, as well as implement the training program in the real scenario of Beijing University of Posts and Communications. Through service practices, we have known that the Living Lab Service System for campus developers in this paper have the advantages of openness, concentration, and efficiency. In the future, we will promote this service system to other universities in order to train more campus developers, improve innovation education and bring vitalities to the mobile Internet industry.

Keywords: Mobile Internet, Living Lab, Innovation, Service Design

1. Introduction

The rapid development of mobile communication and Internet technology has promoted the gradual integration of network, terminal and service. Mobile Internet has been seen as the next promising technology area and industry orientation in the future. With the large-scale launch of 3G networks, the capacity of wireless broadband network has grown rapidly, and the intelligent ability about mobile terminal has been improved continuously. Plenty of traditional Internet business can be used by terminal, and the number of mobile applications in mobile Internet industry has increased sharply.

In view of the current situation of domestic mobile Internet application industry and the innovation demand for university education system, this paper proposes a service system for campus developers. As we all know, the success of Apple’s App store has brought about the popularity of mobile application store. On August 17, 2009, CMCC’s Mobile Market has been launched formally, becoming the first mobile application store operated by mobile network operator in China. However, for the immaturity of domestic industry environment, MM has not achieved the desired success. The number of mobile developers is too small that cannot meet the domestic demands for mobile applications. Furthermore, the current education system needs to be reformed that innovation practice should be introduced and encouraged on campus. In view of the problems of few innovation practices on campus and lack of mobile developers in mobile Internet industry, the relationship between education system and industry are tighter than before that a comprehensive measure should be taken. Therefore, selecting campus as the training base for mobile developers becomes the key point to meet the both demands of university and industry. University students have enough passion and creativity to participant in the mobile Internet innovation activities. Through implementing mobile application innovation practice on campus, we not only accelerate the innovation reform for university education system, but also foster plenty of campus developers to develop more applications to mobile application store, driving the prosperity of future domestic mobile internet industry.

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In order to carry out mobile application innovation practice for campus developer efficiently, we choose Living Lab innovation environment to design and establish the whole service system. Living Lab originated in Massachusetts Institute of Technology, developed in Europe and became one of the most motivating modes in EU(European Union)'s “Knowledge economy”[1]. Living Lab is committed to establish a new research and development environment which is user-centered and orients to future information science innovation mode and system. Its features mainly include: based on the real life scenarios, establishing collaborative and open environment, following user-centered method and improving products and services through proper innovation cycle iterations [2]. In this paper, we choose campus mobile application developers as our target users. On one hand, based on the real campus scenario of BUPT, we establish a completed Living Lab innovation environment through bringing in related resources such as corporations and experts. On the other hand, considering the life cycle and practical needs of mobile application development, we provide a series of proper, efficient service system and training program for campus developers. During the process of innovation practices, we encourage developers to use the innovation methods and tools of Living Lab to reduce the difficulties and improve their efficiency. Meanwhile, through creating rich on-line and off-line commutating channels, we encourage developers to interact with corporations, experts and users in order to promote the sharing and inheritance of practical experiences and innovation results. In a word, the establishment of Living Lab innovation environment can provide a more open and collaborative environment for campus innovation activities and promote the interaction between universities and industry. The service system scheme based on Living Lab innovation mode can help campus developers to finish their mobile application innovation practices more efficiently and to gain valuable results together with the growing of their personal abilities. The reminder of this paper consists of four sections. Section 2 describes the background of mobile Internet industry and campus innovation environment, indicating the necessity of training campus developers. Section 3 presents the requirements analysis about campus mobile Internet innovation, including Living Lab innovation environment, mobile application innovation life cycle and development requirement for campus developers. Section 4 proposes the detailed service system based on the design principles and environment resources, as well as implement the training program in the real scenario of Beijing University of Posts and Communications. Conclusion and future work are provided in Section 5.

2. Background

The background of this study involves the development of mobile Internet industry and the challenges of innovation education for university students in China.

2.1. Mobile Internet Industry Environment

In mobile Internet era, the traditional industry chain has been broken. Stakeholders like content providers, service providers, terminal manufacturers, operating system developers and Internet operators all joined in the industry environment, which lead to a variety of mobile Internet business model. Owing to the success of Apple’s App store, the "terminal + software + service" model stands out and mobile application online store become popular.

Figure 1 The Apple App store has changed the traditional value chain

In the model of Apple’s App store, the industry value chain has been shortened. Mobile developer has become the important role in industry chain. As shown in Figure 1, in traditional value chain, developers only can get 20% benefit from the whole service income, other remaining income has been distributed by publisher, aggregator and operator; while in App Store model, developers can acquire 70% benefit, and other 30% of benefit has been received by App Store operator.

For this kind of model, App store has described a brand-new blueprint for mobile applications, leading to a worldwide crazy. Hundreds of thousands of mobile applications have brought a large number of users, huge benefits also has attracted plenty of grassroots developers. Other stakeholders in mobile Internet industry cluster like mobile terminal manufacturers, network operators and traditional service providers are trying to follow this model, in order to seize the opportunities in mobile Internet era.

2.1.1 Value Chain Exploration about Mobile Application Store

Mobile application store is described as a comprehensive service business platform that mobile applications, contents and services can be aggregated and distributed conveniently. Any developers can develop and sell their own applications on the platform. As a new business model, mobile application store has opened up the channel between developers and end users,

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shortened the industry value chain, and brought a great significance for all participants in the industry chain.

Figure 2. Value chain about mobile application store

In mobile application store value chain, there are three important roles, including mobile application store operator, mobile developer and application consumer. As shown in Figure 2, there are some additional roles including mobile network operator, terminal manufacturer, and operating system developer joining the value chain:

1. Mobile application store operator: They are operating managers of the application store, controlling service platform, providing development portals and SDK to developers, and offering application portals and clients to consumers. Currently, they could be mobile network operators, mobile terminal manufacturers and operating system developers. 2. Mobile developer: They use the development platform API and tools to develop mobile Internet applications. Developers

could be any entity, including Internet companies, SP / CP, individual developers and so on. Among them, individual developers will become the main force in the future, and this paper will also focus on them as target users to design the whole service system.

3. Application consumer: They buy mobile applications from store portal or client, and pay for the developer. Application store operator also can get benefits from their payment. A huge number of consumers are significant for mobile application store and the entire industry chain.

4. Mobile network operator: As the role of traditional mobile network operators, they provide network / service ability and user information interface for developers, also provide network access ability for end users.

5. Operating system developer: They often provide development platforms and API interfaces for developers. 6. Mobile terminal manufacture: They provide consumers with mobile terminal.

Furthermore, there are two business flows involved in this industry chain, called application purchase flow and payment capital flow. In both flows, the mobile application store operators play the roles of platform provider and system maintainer. While the developers, as the producer of application and gainer of most payments, become the key stakeholders in the value chain. In this way, mobile developers have attracted more attentions gradually. In the shortened value chain, more and more stakeholders join in the rank of application store operators, which cause the number of online store increasing sharply. Nevertheless, mobile developers are not growing with a corresponding pace that cannot meet the requirements of mobile application supply industry. The following will analyze the status quo of domestic mobile developers.

2.1.2 The Current Situation of Domestic Mobile Development Industry

On August 17, 2009, China Mobile’s Mobile Market has been launched formally. As the first mobile application store launched by mobile network operator in China, it has been expected to be a strategic service practice in domestic mobile internet industry. However, one year operation shows that it is not so easy for China Mobile to gain the similar success like Apple App Store. Domestic industry environment are immature. The number of application software, developers' participation, functions and experiences about MM client, even the operation of MM's portal and community all need to be improved.

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From the view of application purchase flow, the reasons could be attributed to two aspects. On the one hand, as the producer of applications, mobile developers confront the lack of resources. Domestic mobile developers are composed of two groups: one is Internet venture team or traditional service provider, the other is grass-roots individual developer. At present, the former are major suppliers for MM. But individual developers, for lack of growing environment and related resources, should be concerned and fostered in the future.

On the other hand, as the consumer of applications, the domestic users are not active and faithful, especially compared with Apple’s fans. One reason is that they need time to form the habit of paying for the application, but another important reason is that the application types are far from abundant, as well as poor user experiences. Due to the long-tail effect in web2.0 era, users’ requirements are diversified. To win the favor of the consumer, platform must advance both quantity and quality of mobile applications.

In summary, lack of applications and developers are main problems confronted by domestic mobile application store operators. Especially for individual developers, the number of them is small, even their level of technology and innovation competence is relatively low. Their innovation consciousness needs to be conducted, their creative ability needs to be fostered, their growing environment and training system also need to be established and improved.

Therefore, effective solutions must be put forward to settle these problems. For one thing, a potential innovation source should be explored to provide sustainable innovative developers. For another, a feasible training program should be built to foster developers, as well as the integrated industry environment. In this way, we can foster enough developers to develop more applications to mobile application store, driving the promotion of mobile internet industry.

2.2. Campus as an Innovation Environment for Mobile Developers

Apart from above-mentioned mobile Internet industry environment, considering the current situation of innovation education for university students in China, we select campus as the training base for mobile developers. From industry/business point of view, a large number of potential campus developers can provide a reasonable solution for the current situation of shortage of domestic mobile application developers. The promotion on campus will also influence the consumption behavior of the young generation.

From campus education point of view, the promotion of innovation practice on campus can settle a practical experiment for education reform. Mobile application development is a kind of multi-disciplinary task related to computer science, electronic Engineer, industry design, economics and management. Therefore, the following will analysis the challenges on innovation education for university students in China, describe the characters about campus developers and advantages about campus innovation.

2.2.1 Challenges on Innovation Education for University Students in China

The voice of innovation education has been existed for a long time, and become larger along with the advance of society and technologies. As the important training base for national talents, universities should encourage open ideas and creations, making students grow up in an intellectual, innovative and interactive environment. However, according to the current situation, there are still plenty of problems in education system, mainly containing the following three factors [3].

First, students are weak in their innovative and professional abilities. Many students only focus on the book learning at school but ignore the interaction with social and industry. The lack of practices makes students lose their innovation ability, becoming armchair strategists.

Second, students lack teamwork experiences. Due to the short of innovation practices and incomplete interactive mechanism, they always have little opportunities to train their communication skills and cooperative abilities in the process of team work.

Last but not least, undergraduate education is a little bit isolated from research. In universities, most research works are finished by teachers and graduate students, while undergraduate students are not supported effectively in research projects. Thus, this great and young working force is wasted.

As the youngest and most active group in universities, undergraduate students own huge potential for innovation activities. They are interested in mobile internet industry, accompany with strong innovation demands, and will be surely becoming promising candidates for mobile application development. On the one hand, their innovation consciousness and learning ability are stronger than ordinary developers. On the other hand, university students are one of the major consumer groups in mobile internet market. As the double roles of consumer and developer, they are acute about users’ requirements for mobile application naturally. However, nowadays their potential is restrained by the present education system; their abilities also cannot be trained through effective practices.

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Accordingly, introducing innovation activities on campus to encourage undergraduate student is becoming urgent and indispensible. Using mobile application development as the basic method, we can promote the innovation activities on campus gradually. Hereinafter, the advantages of campus innovation environment will be given.

2.2.2 Campus Innovation Environment Analysis

Undergraduate students are the best candidates for mobile Internet developers, while campus is also the best place to establish the Living Lab innovation service system. Campus-based innovation environment has several advantages that are described in the following:

• First, as an open community, universities have the ability to integrate a large number of resources. All of corporations, experts and users can join in the campus ecosystem, communicate and interact with each other, promoting innovation on campus collectively.

• Second, a campus environment is diversity on business and requirements. A medium-sized university has many things in common with a miniature city, which owns rich industrial ecology. The multi-disciplinary resources, innovative facilities and innovators gathered in university make campus a place for innovation.

• Third, campus innovation is sustainable. Since students participate in innovative activities mainly driven by their interests, we can use discussion groups, clubs, and students unions to maintain the continuity of innovative activities, which can ensure the effective succession of innovation achievements.

• Forth, campus innovation activities are always low-cost. The innovative platforms based on campus have more advantages to gather resources and investments from related industries, as well as obtain low-cost operation support.

• Last, campus innovation practice can be self-motivate, which bring students the opportunities of self-management and self-fulfillments. Different from daily course learning, innovation practices based on real scenarios can not only help students gain achievements, but also share values with copartners.

Hence, based on the advantages mentioned above about campus innovation, this paper select campus as the innovation environment to improve the innovation education for university students in China, and foster campus mobile developers to meet the demands of mobile Internet industry.

3. Requirement Analysis about Campus Mobile Internet Innovation

To provide comprehensive service system of mobile Internet innovation for campus developers, we need to meet three levels of requirements, including the Living Lab innovation environment, the life cycle about mobile application innovation, and specific development requirements in practice, as described below.

3.1. Living Lab Innovation Environment Analysis

As a novel environment, Living Lab has new requirements in the establishment of service ecosystem. Comparing with traditional innovative model, Living Lab has the following three important features. First is the change of innovators. Living Lab emphasis on user-centered mode, which change traditional mode “design for user” into new modes called “design with user” and “design by user”. In the process of innovation, “design with user” refers to establish new kind of communication and interaction channels in innovation environment, while “design by user” refers to provide necessary resources, toolkit and infrastructure platforms. In this paper, user-centered means developer-centered, so we must consider campus developers as the innovators, provide detailed services mentioned above, and help them achieve innovation practice based on their own interests, demands and abilities.

Open platform-based innovation is the second important feature of Living Lab. Traditional innovation process is relatively closed, while Living Lab pays more attention to the openness of innovation environment. Usually it integrates the target uses, scenarios, technologies, infrastructures, methods, organizations and experts into a complete service system. Meanwhile, communication and sharing between participants is another factor that Living Lab thinks highly of.

For the campus developers, we should bring in more roles (such as corporations, experts and users), integrate various kinds of resources and methods, and provide more innovation opportunities for them to practice. Only through establishing an open innovation environment can we gather a multitude of resources, encourage the innovation vitality, and enhance the achievements for campus developers.

Besides the two features mentioned above, to establish Living Lab innovation environment, we should select high efficient and practical innovation platforms and technologies based on the real-life scenarios of developers. Considering current background of mobile Internet industry, we choose mobile widget as the innovation tool. On one hand, the low technological requirements of widget reduce the development threshold and make it possible to gather large number of campus developers. On the other hand, benefiting from the short development cycle of widget, developers can make a quick and huge progress through

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iterative practices.

In view of the features mentioned above, in this paper we try to establish a developer-centered, open and efficient innovation environment for campus mobile Internet developers.

3.2. Mobile Applications Innovation Life Cycle

Mobile development process has a specific cycle called mobile application life cycle. Take MM platform for example, a complete mobile application life cycle contains: idea generation, concept design, development, testing, auditing & launch, marketing, download & install, and application use. In this life cycle, three stakeholders of value chain, including developer, MM platform and consumer, are all performing their respective responsibilities. The mobile application life cycle is shown in Figure 3.

Figure 3. Mobile application life cycle study

As depicted in Figure 3, individual developers dominate four basic phases, involving idea generation, concept design, development and testing work, which are the most crucial part in the whole life cycle. However, compared with services provided in other phases by Mobile Market, developers can only acquire information from the online developer community. Obviously, it cannot meet developers’ requirements sufficiently.

In Living Lab theory, there is also an innovation cycle involving idea collection, concept generation, development and testing [4], which is in accordance with the four phases directed by developers in mobile application life cycle perfectly. Therefore, in order to foster campus developers in a reasonable way, we should arrange the training cycle based on the application life cycle and innovation cycle. Meanwhile, considered different features for different phases, we should introduce Living Lab tools and methods to meet these requirements, as well as provide detailed training program for campus developer.

3.3. Development Requirements for Campus Developers

In this study, variety of resources is provided for campus developers, and they are encouraged to dominate the process of mobile application development. Therefore, besides the requirements of innovation environment and life cycle mentioned above, the development requirements are more practical for campus developers.

As we all know, a typical mobile Internet application like widget consists of three technical elements called HTML, JS and CSS. Among them, HTML document is used to organize data and framework, JS document is used to control function and operational logic, while CSS document is used to design the interface. According to them, the development requirements can be divided into three domains including data, process and UI design:

1. Data: It involves creative application ideas, detailed business contents, typical scenario examples, and testing resources, and so on.

2. Process: It involves platform introduction, API specification, framework construction, logic organization, and process norms, and so on.

3. UI: It involves user research, requirements analysis, UI / UE knowledge, design constraints, and graphic design work, and so on.

In development practice, campus developers still need other members for support and assistance, including enterprise, experts, users and developer partners. Among them, enterprises provide information and technical support; experts provide development and design guidance; users provide demands and feedbacks for applications; while developer partners help the interacting, sharing, and inheriting through team work. Figure 4 depicts the development requirements for campus developer and other stakeholders.

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Figure 4. Development requirement analysis for campus developers

4. Service System for Campus Mobile Internet Developers

4.1. Design Principles

We have chosen Beijing University of Posts and Telecommunications (BUPT) as an experiment base to carry out the Living Lab service design for campus mobile Internet developers. As a service designer and provider, we need to build the Living Lab innovation environment on campus, and provide reasonable training program for campus developers, in order to help them complete the development in a better and efficient way. Hence, some crucial principles should be followed in the process of Living Lab service design and implementation [4]:

1. Real scenarios. The whole service should involve campus developers in the real scenarios which may be quite familiar to them, in order to ease their constraints, as well as enhance their experiences.

2. Openness. The environment should keep open, and the process should be open too. Gathering a variety of information, resources and perspectives from all related participants could lead to rich and powerful achievements for campus developers.

3. Simplicity. The way of innovation should be as simple as possible, so we must select convenient tools and methods, together with some guidance online or offline, to reduce the threshold and form a culture of grass-roots innovation. 4. Efficiency. Based on the innovation life cycle theory, every phase should be controlled in strict time scale; its specific

requirements also should be considered well. So that, the whole process of development could be conducted in a fast and effective way.

4.2. Environment Resources

In order to establish a reasonable growing ecosystem for campus developers, we should construct a Living Lab service environment on campus. The environment resources consist of technical platforms, development tools, cooperative enterprise, expert panels and user groups as discussed in the following:

1. Technical platforms: Besides mobile development platform for mobile widget, we should also introduce various sensor/RFID networks on campus, 3D/2D map based campus information platform, social network service platform, local campus wireless LANs, and public wire/wireless network access for further research in mobile Internet.

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for innovation, as well as website solutions about Mobile Widget, OPhone and Mobile Market, which can form a low-cost innovation process for campus developers.

3. Cooperative enterprise: Through cooperation with corporations, we can provide campus developers with innovation-related projects, investments, consultation and training services, in order to promote the interaction with industry, and offer opportunities for competition.

4. Expert panels: Experts can participant in lectures, salons and training work to promote discussion and sharing with campus developers. In different phases, there are different experts like user experts, UI experts and technical experts. They can give guidance by online/ offline channels, leading to a reasonable and comprehensive innovation.

5. User groups: Here the users refer to the experience users and testing users for mobile Internet application on campus. Applications developed by campus developers must meet the real users’ requirements; the software products also must be tested through user experience, and get real feedbacks for improvement. Therefore, organization of user groups is indispensible for campus developers. They can get rich requirements and feedbacks from users to assist the phases of idea generation, development, and testing.

4.3. Service Programs

According to the design principles, we design the Living Lab service system for campus developers and implement it on campus. Based on the real scenarios of BUPT, the service system consists of the following five aspects:

1. Innovation Camp: As the regular offline channel, it can provide training courses for campus developers. The contents of courses involve industry background, idea inspiration, platform introduction, technical training, UI design, examples of widget development, and so on.

2. Online community/website: As the online channel, websites of community, forum and WiKi can help the process of knowledge sharing, accumulating and inheriting. Campus developers could exchange innovation ideas, products, requirements and methods with other members freely.

3. Living Lab tool practice: In practice, campus developers are encouraged to use easy methods and tools in an appropriate innovation cycle. The toolkit includes brainstorming, body storming, questionnaire survey, card sorting, prototype design, and experience sampling, etc. It can be provided in both of online and offline mode, in order to reduce development burden, attract innovation interests, and increase the iteration speed of Living Lab process.

4. Competition and workshop: Using resources of enterprise and experts, series of innovation competitions and researching workshops are organized on campus, in order to encourage innovation practice and discussion, as well as build a strong connection between campus developers and industry.

5. Campus developer club and experience center: Through collection of active undergraduate students from campus, a club is organized to assist collaboration and interaction for campus developer partners. In addition, experience center is organized to gather requirements and experience feedbacks from test volunteers, which help developers improve the applications. Considering the mobile application innovation life cycle, we carry out the service system in a practical training program, which integrate the life cycle, requirement, resources and services, as listed in the following Table 1.

Table 4-1 Training program for campus developers

Life cycle Requirements Resources provision platform /Service plan

Idea generation Collecting enough service ideas.

Idea expert; Methods/tools to collect ideas.

Methods/tools training (brainstorming, body storming etc.); Innovation contest

Concept design Target user study User expert; User study method; Methods training (questionnaire survey, in-depth interview etc.)

Market analysis Service/product experts; Cooperation enterprise

Online website; workshop with related corporations

Service prototype design

Prototyping methods/tools Prototyping design training; tools (software like Axure RP etc.)

Development Data resources Business contents; typical service templates

Online community; websites of forum and wiki. Process /logic API/JS libraries; Mashup sources Development platform / tool; technical training UI design UI design experts; page templates; UI design training; design salon;

principles of design constraints

Testing Testing method Testing experts/ method/tools Testing templates; testing method /tool training Experience user/

testing user

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4.4. Implementation and Evaluation

We have launched the above-mentioned service program through Mobile Life Club in Beijing University of Posts and Communications. As the first organization to promote Living Lab innovation concept in China, Mobile Life Club become the provider and practitioner of the campus developer-centered Living Lab Service System.

So far, Mobile Life Club has carried out several practical activities in BUPT, including innovation camp, innovation contest and online community website. Specially, both of innovation camps (winter camp and spring camp) for campus developers have obtained satisfying results.

The winter innovation camp for campus developers (mainly focusing on the sophomores and juniors) lasted for one month and was carried out through the ways of expert speech, course training and innovation Salon. During the training, all of the 39 students showed strong interests on mobile application innovation and participated in the development practice in teams. More than half of them have finished their mobile application works successfully. In spring camp, there were 30 students joining in the two-months training lessons. Among them, 23 students finished the application development work, and submit 18 pieces of applications to 2010 NOKIA innovation journey of mobile Internet application contest. After the first round of competition, 10 pieces of works passed (20% of all the works), which is higher than other universities and teams.

In a word, through the implementation of service program, we have known that the Living Lab service system for campus developers in this paper have the advantages of openness, concentration, and efficiency. Open mode brings in rich innovation ecosystem. Concentrated service resources reduce the training cost for developers. In addition, widely-used innovation tools, methods and platforms improve the efficiency of innovation too. Through participating in mobile application innovation practices, campus developers gain their own innovation results, which can also bring values and vitalities to the mobile Internet industry.

However, there are still some lessons we got from these practices. First, students are lack of the knowledge of investigation; especially engineering background students have little trainings on social science and requirement analysis. Since original idea may come from careful investigation other than inspiration, we should provide investigation model, like the questionnaire design methods. In addition, investigation tools based on mobile Internet are also recommended to speed up the investigation. Second, students may have limited understanding on the modern mobile application and capabilities, because it’s really too abundant. Their idea may also come from their confining understanding of technology. For this phenomenon, we should add a process of experience before the idea generation in order to inspire novel and reliable ideas.

Third, the process of experience may only give junior developers the basic sense and a rough picture of the modern mobile internet application, so the promotion of Living Lab should get support from the university side instead of a purely self-organized model. As we discussed in Section 2, a university needs to pursue innovation education reformation, optimize their information infrastructure, enhance the relationship with industry partners, and provide necessary resource to Living Lab, like room, phones, computers etc. In this way, we can implant the Living Lab innovation service system in the university, and get more supports for Living Lab operation.

5. Future work

It has been seen that 2010 is an important year for mobile Internet industry. The promotion of mobile application store model will surely make mobile application industry grow up rapidly. The industry requirements for mobile application developer will become stronger. Considering the innovation demands for domestic education system, the campus developer-centered service program proposed in this paper is a significant try that matches both demands of education reform and industry prosperity.

Through implementing Living Lab innovation environment and service system on BUPT campus, all participants benefit from this innovation experiment. Related industry gains a number of experienced developers and mobile applications, universities find a practical template for innovation education, while campus developers obtain innovation results and personal profits though training and practices.

In the future, this service system will be promoted to other universities. Through optimizing current system and integrating new service tools and platforms, the service system will be capable to train more campus developers, improve innovation education and bring vitalities to the mobile Internet industry.

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REFERENCES

宋刚, 纪阳, 唐蔷, 张楠, Living Lab 创新模式及其启示. 科学管理研究, 2008, 26(3): pp. 4-7

Mavridis, A. Molinari, F. Vontas, A. Crehan, P., “A Practical model for the Study of Living Labs Complex Environment,” Digital Ecosystems and Technologies, 2009, June 2009, pp563 - 567

Huadong Li, Yanjun Sun, Shuren Zhang, "Cultivation of Innovative and Entrepreneurial Undergraduates Based on the Concept of Living Lab: Theory and Practice," 2009 International Conference on Scalable Computing and Communications; Eighth International Conference on Embedded Computing, 2009. pp.526-528

Andrew Kusiak. “Innovation: The Living Laboratory Perspective”. Computer-Aided Design & Applications, Vol.4, No.6, 2007, pp. 863-876.

Maruyama, H., Kohda, J. and Katsuyama, K. “Issues of Service Innovation and Its Model,” The 9th IEEE International Conference on E-Commerce Technology and The 4th IEEE. International Conference on Enterprise Computing, E-Commerce and E-Services, pp. 489-490.

References

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