Reduce your carbon footprint with Fiat eco:Drive

December 20th, 2009

ecoDrive

Last year I attended an Adobe User Group meeting at which Rick Williams from AKQA gave a presentation about their project eco:Drive for Fiat. This application helps a Fiat driver to improve his or her driving efficiency. It analyses the driving style and recommends the driver how to reduce CO2 emmisions and save money at the same time.

Apart from owning a Fiat with integrated Blue&Me system, really all you have to do is to download the app on any kind of USB stick and then plug it into the car port. During your ride it will automatically store your driving data. Back home, you can upload the saved information to your online Fiat account and start looking at the statistics. eco:Drive communicates your driving technique in a so-called Eco Index. Online tutorials help you improve your Eco Index score along the way. Furthermore, you can monitor stuff like your total number of miles, the money you’ve been saving and set yourself some challenges as well. An interesting add-on is Ecoville, a community of all eco:Drive users where you can share your experiences and do many other things.

Fiat eco:Drive is a nice example of a Class 2 Meta Product, and as Rick put it during his presentation: “With services like eco:Drive, we’re making the web just a little bit more meaningful”. We think so too.

As generic as a Siftable

December 15th, 2009

siftables

First presented to the public during a TED conference by David Merrill from the MIT Media Lab, Siftables are interactive computers in a nutshell. These cookie-sized computers have motion sensing, neighbor detection, a graphical display and wireless communication. They interact with the user and respond to each other when piling, grouping or sorting them.

Each siftable consists of a screen, four infrared communication modules, an accelerometer, bluetooth radio, battery, memory and the housing itself. This architecture gives it a gaming-like character and simple math and word games are easy to program in these little fellas. Great to carry around during the holidays!
Besides interacting with each other, they can also interact with external screens and can therefore serve as control devices. Think Nintendo Wii style in this setup.

I think this is computer interaction how it should be. Human beings simply like to interact with their physical context. However, with most computers nowadays basic human skills like grasping and manipulating objects remain unused. With Siftables you can finally forget about your mouse and keyboard and start playing around.

When it comes down to the field of Meta Products, I think the nice thing about Siftables is that they are so generic, that they can operate as both a class 1 Meta Product and a class 3 Meta Product. In order words, you can either control web content by manipulating the Siftables themselves (from physical product to online interface), or you can control how the Siftables behave by downloading web content into their built-in cpu (from online interface to physical product). This makes Siftables the ultra flexible Meta Product. I expect great added features in 2010.

Product & web lifecycles

December 7th, 2009

When designing products or services, it always comes down to making endless choices. An important asset when making these design decisions is lifecycle mapping. Lifecycles show each stage of a product or service, from birth to end of life. They let you check how your choices impact each stage of the lifecycle.

productLifeCycleProduct lifecycle

The classic way to map lifecycles of consumer products is by stating the various stages in a linear way (pictured here): the product is born at the design table, from which it goes into production. Afterwards it will be distributed to local stores, after which it will be purchased by a consumer. This consumer will make use of the product for a certain amount of time, and will finally dispose it. Sometimes repairments take place in between.

Of course social and technological trends from the past few years have had their impact on the way this classic scheme is built up: flexible production technologies such as laser cutting and 3D printing have allowed mass customization, giving consumers control over the design of the product. This effects the design and production stages of the life cycle. Furthermore, the web cuts away more and more local stores, enabling consumers to buy directly from the manufacturer through online webshops. This effects the distribution stage of the life cycle. Finally, think of cradle-to-cradle philosophies, turning this linear life cycle into an iterative loop. Nevertheless, this classic scheme still serves as a checkup when designing products.

webLifeCycleWeb lifecycle

Since Meta Products deal with both a physical and a web part, we should also take a look at web lifecycles (pictured here). An important aspect is its iterative character. This is because web platforms are never really finished, and agile development cycles make sure they stay up-to-date. Every one of these cycles contains a design, production and maintenance part. During these development cycles most web platforms stay active, and thus accessible for users, no matter whether people work on the backend side or not. This is because technology allows them to be updated seamlessly, resulting in zero percent downtime (theoretically).

For Meta Products it seems hard to incorporate such fundamentally different life cycles. While aiming for an integrated design approach, in which design activities for both physical and web part run in parallel, one should always be aware of the differences between the life cycles.

More about design approaches regarding Meta Products coming up in the next few months!

Skål – RFID controlled interaction

November 30th, 2009

skal

A couple of days ago we bumped into Skål, the result of a research project on RFID carried out at AHO (Oslo School of Architecture and Design). Basically, Skål is an interface that lets you interact with (online) digital media using physical objects. The idea is that you place RFID tagged objects in a wooden bowl (a Skål) in order to play back certain media on a digital screen.
Technically, the bowl consists of a wireless sensor that detects an RFID tagged object once you place it within the bowl. In this way you can easily place an RFID tag on whatever object you want, such as toys, dolls and action figures. Furthermore, you can let the RFID tag trigger any kind of programmed action, such as initializing movie clips, Youtube channels, Flickr photo streams, online radio etc.

I can imagine this kind of Meta Product especially appeals to young children, giving them control over what they see on the screen in a playful way. It strongly reminds me of Violet’s Mir:ror, which basically does the same. And I’m sure there are many other examples out there that work this way. The idea of controlling (online) digital media with physical objects is not new, but technologies such as RFID enable totally different ways of interaction.

Meta economics

November 23rd, 2009

Besides studying Meta Products from a techical point of view, it might also be illuminating to have a look at the business side and see what opportunities Meta Products offer in terms of business models.

As explained earlier, Meta Products consist of both a physical part and a web part. Together they make up the total product experience. Therefore we can learn from the applied business models of both 20th century consumer products and 21st century web services.

First, let’s state the most common business models around physical products:

1. Selling the actual atoms
For most products, consumers simply pay for the atoms themselves. They pay for the materials, the production and assembly processes, the distribution, and the extra margins put above production prices depending on the kind of brand they’re buying from.

2. Selling products on loan
In some cases, businesses are selling products on basis of loans. Especially in case of large purchases, like buying a car, businesses tend to offer loans to consumers. In this way consumers are given the opportunity to pay back their purchase over time, instead of buying at once (of course with a certain amount of interest).

3. Selling subscriptions
Some markets, like the magazine and newspaper market, are mostly subscription based. People can subscribe to a certain amount of items or a timespan in which they can make use of a product.

4. Giving away products for free
Businesses are giving away their products for free more than we might think. In most of these cases advertising is covering the costs to produce and distribute these products. Think of many free magazines where advertisers indirectly pay for all the costs. This is called the 3-party market (producer, advertiser and consumer).

Now, let’s see which business models are often applied for web services:

1. Selling licences
Most software is being sold licence based. Consumers pay for a certain version which they can download after purchase or get delivered on DVD by mail.

2. Selling subscriptions
Like physical products, web services are often sold via subscriptions. Think of your hosting service: you probably pay an annual fee to get your website hosted.

3. Giving away web services for free
There is an extremely large group of web services offering their service completely for free, and this group is increasing everyday. There are several models to keep these businesses alive:
- Advertising: let advertisers pay for access to an audience who in return pay nothing for the service itself.
- Merchandising: offer merchandising around the involved free web service.
- Freemium: offer a free basic version of the web service, and sell a premium one that has more features. Many iPhone apps work this way.
- Donations: give consumers the choice whether they would like to give a donation for the service they use.
- Offer the complete service for sale: launch and grow a web service until it’s big enough to sell to a web mammoth such as Google or Yahoo. In the meantime consumers have been using the service for free. YouTube did it, amongst many others.

Well now, for Meta Products, consisting of both a web and physical part, you can play and mix with the above stated business models. Most likely you will be selling the physical product and giving away the web service. This is because people are used to buying real stuff, while they are expecting web services to be free. Nabaztag, Nike+ and Poken are all examples of selling the atoms and giving away free bits on the web. However, it gets even more interesting when you sell the physical product, give away a basic web service that makes the product work, and then offer a premium web service on top of that, which expands the total product experience.

What’s for sure, is that the web forces businesses to create great new (consumer friendly) business models everyday, and Meta Products can benefit from that!