Look through the projects submitted by ENoLL members, choose the one you like best and give your vote: http://bit.ly/2mxoi89
Read through longer descriptions of projects: http://bit.ly/2m0dDjb
2. HOWTO VOTE
• In December 2016, ENoLL members were asked to submit their
application for Best Living Lab Project Awards and present one or several
projects that took place during 2016
• We received a wide range of applications; 21 applications showcased
projects from ten different disciplines, showing the variety of work done
in Living Labs
• Now, we have to select a winner and since the task is too difficult for us
we are asking you to help us.
• Read through the projects and select the one you find most interesting
and think should receive most visibility – AND GIVE YOUR VOTE
• Voting is autonomous. Once the poll closes we will publish the data on the
number of votes each project received
4. Agriculture
- Fractals
Culture, Technology and Science
- Participatory Library
Education
- Tips & Tricks
Gaming
- World Challenge Game
- webFitForAll
Health
- Rallye Decouverte
- Duyum
- Mobile health check station
- Robots in Elderly Care
- Smart Kalasatama
- E-Triage
- Integration of Wearable Devices
and exercise management
Public Sector Innovation
- Gov-Lab
Internet of things
- Livingtagram
- Cloud Digital Signage
- SmartLive
Smart cities/regions
- Agrimatics for Biodiversity
- SmartLab
- UnCrowdTPG
- Towards a Network of Smart Cities
Living Labs
Data & Privacy
- USEMP: DataBait
Tourism
- Living Lab for co-creation in Tourism
5. FRACTALS
Thematic area: Agriculture
Description:
FRACTALS project, aimed at supporting the community of innovative ICT SMEs to develop
FIWARE-based applications with high market potential, addressing the needs of the agri-
food sector.
Main Outcomes:
1) Established Open Innovation environment between ICT and agricultural industries
2) Broken stereotypes between technology developers and agricultural end-users
3) Co-creation and validation of ICT solutions for agriculture between programmers and
farmers in real-life setting
6. Participatory Library
Thematic Area: Culture, Technology and Science
Description:
Participatory Library (name changed to ensure confidentiality) is an open,
participatory experimentation space, fully integrated with a public library in Barcelona
Area, Spain. The aim of the project is to create a physical space, build the ecosystem
around it and implement the necessary methodologies that allow all stakeholders to
jointly explore how technology transforms the cultural experience of people.
Main Outcomes:
1. New profiles of users are attracted to the Library because of new activities
2. Social Impact with the large number of activities held and visitors attracted
3. Impacting policy making; 5-year strategic plan implemented to open Living Labs
within Public Libraries
7. Tips & Tricks
Thematic Area: Education
Description:
Tips & Tricks are a series of recommendations for successful collaboration between
activists, academics, citizens and Living Labs. The 60 recommendations were inspired
by conversations with a group of academics, a network of women activists from the
and workshops with other Living Labs at ENoLL summer schools.
Main Outcomes:
1) 20 Tips & Tricks for Living Labs working with citizens was developed in
collaboration with ENoLL Living Labs. 25 ‘tips’ were submitted by Living Labs for
inclusion in the resource
2) Resources were shared with professionals on four continents: Europe, Asia,
North America and Australia
3) All three sets of resources are available in poster format and as a pack of cards.
8. “Word Challenge” Game
Thematic Area: Gaming
Description:
The “Word Challenge” game has been developed for people to improve their
vocabulary while also having fun by competing with others and by also collecting
points. The target age group of the game is from 5 years upwards and can be played
at any age. The game runs on mobile platforms, both Android and iOS.
Main outcomes:
1) Improving Vocabulary skills
2) Fun & Competition
3) Revenue income from ads
9. webFitForAll
Thematic Area: Gaming
Description:
webFitForAll introduces a collaborative serious gaming platform as a service through
a comprehensive software toolkit enabling third parties to build and commercialize
serious games (SG) in an agile, stable and standardized way based on common
serious games functionalities
Main Outcomes:
1) Co-creation of serious games by involving remotely all stakeholders
2) Other Living Labs can get in or out anytime with more than one role
3) Business Plan taking into account all stakeholders
10. Rallye Découverte
Thematic Area: Health
Description:
The overall objective of the project is to improve the quality of the home services
delivered to elderly people or people with a disability.
Main Outcomes:
1) Four projects were selected by the steering group to be set up after this study
2) An innovative training course for homeworkers and other health professionals
based on an innovative method of training
3) Development of ICT innovation to improve working conditions of homeworkers.
11. DUYUM
Thematic Area: Health
Description:
“DUYUM” Project provides a product that enables deaf people to feel a baby cry or a
door bell ring or an alarm go off while at home. The kit consists of noise sensors,
software, a smart wristband or a smart wrist watch.
Main Outcomes:
1) It ensures deaf parents can hear their babies cry even if they are in
separate rooms.
2) It ensures that deaf people can hear the door bell ringing
3) It improves the life quality of deaf parents
12. Mobile Health Check
Station
Thematic area: Health
Description:
The purpose of the station is to be able to quickly measure health parameters anywhere and
anytime as long as there is mobile communication coverage and in the meantime increase
awareness of citizens on their own and general health issues and solutions.
Main Outcomes:
1) It enables people tracking their health parameters in 5 minutes even by themselves
2) Citizens are able keep a record of all their measurements and see the trend any time
3) Most importantly the products can be used in remote villages with mobile coverage where
there are no hospitals or health institutions
13. Robots in Elderly Care
Thematic Area: Health
Description:
The project tested use of robots in elderly care . In elderly care services, robot Zora was
introduced to be used for activity and recreation.
Outcomes:
1) After the first steps of robot use, there is potential for true rehabilitative
work and activities with the help of the robot, if its use is well planned.
2) Implementation of robots in elderly care requires rethinking of the services,
work practices and ethics; it is an issue of the whole (work) community.
3) Reactions differ, and care personnel should know the customers well to
be able to anticipate how they react; orientation for both care personnel and
customers is of vital importance to highlight essential issues and co-create
practices together.
14. Smart Kalasatama
Thematic area: Health
Description:
The Programme for Agile Piloting accelerates Smart City innovation by procuring
prototypes to real city environment to be co-created with citizens.
Outcomes:
1) Provides insights and introduced concrete tools of co-creation and
experimentation to the development activities of the future health and wellbeing
centre
2) Strong citizen participation
3) Bringing novel experiences from digital tools and communication channels in
wellbeing context (example: Auntie Solutions and FitFriends)
15. e-Triage
Thematic Area: Health
Description:
Digital healthcare and mobile technologies are brought together to provide patients
easier access to medical information and more control over their health needs. The
project empowers high-risk patients with mobile health technologies for screening and
early detection of skin cancer
Main outcomes:
Tele dermatology gives general practitioners the ability to quickly and effectively share
high resolution images with a dermatologist, regardless the distance of their practice.
16. Integration of Wearable Devices
and Exercise Management
Thematic Area: Health
Description:
Project aims to promote health and well-being of all citizens and extend healthy life
expectancy.
Outcomes
1) Regular exercise increased using a wearable device with an App
2) Fitness incentive made easy; motivating exercise with the app
3) Improving user’s physical fitness and body shape
17. Gov-Lab
Thematic Area: Public Sector Service Innovation
Description:
The goal is to empower innovative civil servants from different departments of a national
government to ideate, co-create and test new services for citizens, adhering to the four main
‘GovLab-principles’: Digital First, Ecosystem Thinking, Value for the Citizen, and Data-Driven.
Outcomes:
1) The Parkadvisor application: helping disabled people find a parking spot suited to their
specific needs, based on open data from the government on parking spots for disabled people
--> working prototype of the API demonstrated in a clickable mock-up
2) The Hi App: helping refugees to prepare for the job market by connecting them to the right
people and instances --> working app in beta version
3) Deel Mijn Data (share my data) and Digitale Vaccinatiekaart (digital vaccination pass): two
projects in concept-stage
18. Livingtagram
Thematic Area: Internet of things
Description:
The “Livingtagram” product is an autonomous photographic system that enables printing of
pictures during events. It is a kiosk that can be used by (i) people who wish to have a printed
photo from the event with a special frame or (ii) for companies who wish to promote their
brands or products by using their brand material as a frame of the photos printed.
Outcomes:
1) An effective and interesting way to advertise brands and products using the social media
Instagram
2) An easy way to use interface that enables people to choose from more than one frame for
their printed photos.
3) 24/7 support to the machine
19. Cloud Digital Signage
Theme: Internet of things
Description:
Low cost cloud based digital signage solutions for everyone
Outcomes:
1) Low integration and maintenance costs
2) Easy Editor
3) 24/7 Monitoring and Control Ability
20. SmartLive
Thematic Area: Internet of Things
Description:
The project aims to develop new concepts and strategies for smart home systems,
focusing specifically on usability and user experience. It also aims to create specific
Living Lab services for the heterogeneous players in the smart home market
Outcomes:
1) A provider-independent information platform (www.was-ist-smarthome.de)
2) The Shop & Play approach combines the ordering and configuration process of a
smart home system.
3) open.DASH – designed as a flexible dashboard tool that provides a hybrid
interface.
21. A4BIO (Agrimatics for Biodiversity)
Thematic Area: Smart cities / regions
Description:
The project has consisted of a study of the exotic invasive plant Cortaderia Selloana
in the Urdaibai Biosphere Reserve. In order to solve this problem, this study has
aimed to investigate different uses of Cortaderia selloana by examining the different
possible eliminations that exist to choose the appropriate disposal to avoid damaging
the native plants present in Urdaibai
Outcomes:
1) Sustainable circular business model for smart rural specialization
2) Solution for invasive plant eradication
3) Improvement and sustainable use of resources
22. SmartLab
Thematic area: Smart cities / regions
Description:
The project fills the rural gap by linking high-tech Smart cities productions to rural
and citizen needs. The following steps of actions and iterations have been designed to
overcome the new digital gap: Detecting the gap, Definition & awareness, Strategic
definition, Living Labs as Smart Agents, Activities design – Stakeholder engagement
Outcomes:
1) Forming and training in Smart Cities: disseminate, inform, educate and empower
citizens and local administrations in Smart Cities-Regions issues
2)Empowering citizens: Encourage citizen cooperation, collaboration and participation
to stimulate ideation process and boosting Smart Cities projects and initiatives
3)Lab: Experimentation by citizens and local administration of the Smart Cities
proposals, technologies and projects for a later implementation.
23. UnCrowdTPG
Thematic area: Smart cities / regions
Description:
The project designed and prototyped a mobile application, UnCrowdTPG, to help
commuters plan a more comfortable trip by informing them about the crowd in the
vehicles and at public transport stops
Outcomes:
1) Computational model of travelers journey in public transportation
2) Computational model of occupancy of all the TPGs vehicles along different days of
the week/hours
3) Mobile service being provided to citizens with a support from the TPG itself and
being now embraced by newly setup start-up MobileThinking SARL.
24. Towards a Network Of Smart
Cities Living Labs
Thematic area: Smart cities / regions
Description:
The project aims to create a living environment for users and different sectors of society in
order to reveal their innovative ideas by collaboration of public and private sectors. In this
context, it aims to represent an open platform for public/private sector and users with a
mutually accepted goal to increase life standards of society
Outcomes:
1) Smart Bus Project
2) Co-Organization of the Second Edition of “Pitch your self for a Career”
3) Innovative Projects for Citizens
25. USEMP: DataBait
Thematic Area: Data & Privacy
Description:
USEMP project aimed at developing a framework that will empower users by enhancing their
control over the data they distribute or interact with. The outcome of the project was a tool
called DataBait which reduces the existing asymmetry between data processing and control
means available to OSNs and those afforded by citizens.
Outcomes:
1) DataBait tool (helping raise awareness concerning the advantages and risks related to
sharing personal data)
2) Focusing on end users’ contributions towards research and development of the DataBait
tool
3) Innovation through a multidisciplinary approach
26. Living Lab for Co-creation in
Tourism
Thematic area: Tourism
Description:
The project boosts the innovation capabilities of tourism stakeholders by involving
three stakeholder groups: destination management organisations, local higher
education institution and a local web developer
Outcomes:
1) Creation of a research and development unit that works on developing a bank of
techno-concepts
2) Launch of two technology-enhanced experiences in a museum
3) New action research project aimed at turning an island in the St. Lawrence into a
tourist destination using LL-inspired collective intelligence processes