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Best practices Database for Living Labs - ALCOTRA - Innovation

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Figure 10: <strong>Living</strong> <strong>Labs</strong> as Functional Regions (from: [3])<br />

3.5.2 Operating conditions<br />

<strong>Living</strong> <strong>Labs</strong> also differentiate because of the playground in which innovation is grown. ENoLL’s definition<br />

prescribes ‘real-life’ environments, which encourage carrying out the innovation process in an uncontrolled<br />

context that is fully consistent with the product’s or service’s usage conditions. In particular, Følstad’s<br />

review ([28], p. 116) proposes an attenuated definition whereby innovation takes place in “(semi)realistic<br />

contexts”, thus considering to engage users either in partly controlled environments or in what is often<br />

described as the uncontrolled “real-life”.<br />

‘Users’ here generally means ‘end users’, or those specific persons adopting and being impacted by the<br />

innovation considered. In other words, the term relates to citizens, consumers and possibly employees, if<br />

that innovation assumes an organizational meaning. A particularly important category of end users is<br />

represented by the “lead users”, described [in 29] as a particular group of people “on the leading edge of<br />

the market with respect to important market trends”. The two defining characters of lead-users are that (a)<br />

they are ahead with respect to important market trends, typically early adopters, and (b) they expect to<br />

gain relatively high benefits from a given solution [30].<br />

More recently, the Web 2.0 explosion has demonstrated the positive impact of involving user communities<br />

in mass collaboration projects (e.g. Wikipedia, crowdsourcing, etc.) that collectively create new contents<br />

and applications. Because of heterogeneity of users’ requirements and the growing demand <strong>for</strong> solutions<br />

that are more precisely meeting individual needs, the innovation driven by users provides a very necessary<br />

complement to manufacturer innovation. In practice, however, it is often very difficult to shift product<br />

development activities from manufacturers to lead users: if it is not possible to find representative users <strong>for</strong><br />

all user groups, a broad variety of users is needed to assess all relevant user needs.<br />

This condition that user involvement activities should take place in real-world contexts is a main difference<br />

between the <strong>Living</strong> Lab approach and traditional user involvement methods. This means, <strong>for</strong> example, that<br />

potential users are involved all day round. Hence, the aim here is to create as authentic a usage situation as<br />

possible, whereas in traditional practice users can be asked to use a system or device in a so-called field<br />

study, then in a not fully authentic context.<br />

The rationale <strong>for</strong> such realism having instrumental value in <strong>Living</strong> <strong>Labs</strong> is that innovations should ultimately<br />

take place in the “real world”. For example, if a user tests a mobile service, s/he can gain understanding of<br />

how it functions and fits into her/his usage context at all times and in diverse ordinary situations: at the end<br />

Page 21 of 78<br />

The project is co-funded by the ERDF

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