- "App-Power. New Forms of Innovation"
- "Center for Service Innovation (CSI)"
- "Clouds & Concerts: Mediation and Mobility in Contemporary Music Culture"
- "Customer Care 2015"
- "Digital strategies and institutional change in Norwegian book publishing"
- "Journalism for the market"
- "Multimodal Urban Cultural Heritage Communication"
- "Situated Simulations"
- "The Onlife Project"
- "The Online Debate after the 22. of July 2011"
- "Social Media and Minority Language Users"
"App power. New forms of innovation" concerns some of the big issues for future Internet developments. Native apps are becoming increasingly important in the Internet market and may challenge the open web. This development is particularly prevalent on mobile Internet with the diffusion of smartphones and tablets. App power will study the implications this development has for innovation of Internet services.
The project is a 6 months project financed by RAM (Rådet for anvendt medieforsking).
Innovations in customer experience are founded in the value of using a service rather than guided by what is technologically possible. Telenor is conducting research to better understand customer needs and behavior together with partners. In 2011, a Centre for Service Innovation (CSI) was established at The Norwegian School of Economics (NHH) in Bergen, Norway together with research groups and industrial partners in banking and insurance. Increased customer involvement is at the core of this collaboration
The CSI is funded through an 80 Mill NOK grant from the Research Council of Norway and is organized with 5 of Norway's largest communication, ICT, financial, and logistics service provider partners, 6 academic knowledge partners and 7 business knowledge partners specializing in innovation process management and ICT-supported service innovation.
The CSI's main research themes are:
- Theme 1: Innovations in customer and brand experiences
- Theme 2: Co-creation and open innovation process
- Theme 3: Business model innovations
- Theme 4: Infrastructure and structural innovations
The objective of Cloud & Concerts is to study how music listeners find, share and listen to music, when they have access to vast libraries of music anytime and anywhere; how contemporary musical services ‘frame’ the different artifacts of contemporary music culture – a live concert, a playlist for streaming, or an album to be purchased; and how users value and make sense of these different formats, events and artifacts.
Maasø heads the music streaming project, which is a pioneer study of music streaming service WiMP, launched in 2010. The project studies anonymous streaming data of all users in Norway for two months 2010-2014. Of interest is when and how they listen, which platforms they use (mobile, desktop etc.), whether users prefer to listen to albums, songs, artists or playlists, search patterns, and the role of genres when listening. Of particular interest is the role of large events, such as The Øya music festivals, on streaming patterns. When users not only decide what to listen to based on the songs or albums they have available in their record or mp3 collection, one hypothesis is that large media events play an important role for the choices users make in everyday listening.
Researchers: Anne Danielsen, Arnt Maasø, Yngvar Kjus, Anja Nylund Hagen, Beathe Due, Kenth Engø-Monsen, Pål Roe Sundsøy, Johannes Bjelland, Ola Løvholm, Ragnhild Toldnes, Inger Helseth.
Link to Clouds & Concerts
The project ismainly funded by a four year grant from the Research Council of Norway (2011-2015). In addition the project receives funding and analytic resources from Telenor Group over three years (2011-2013).
To operate in a competitive market with rapidly changing customer behavior, the large and long-established service providers have to transform the manual customer care touch-points to digital self-service touch-points, aligned with digital customer behavior. Despite numerous initiatives, the transformation to digital touch-points has been hampered by the silo-organization. Misalignments in established corporate culture and incentives systems and delivery processes are barriers for offering efficient and seamless experience across existing and new digital touch-points.
The most important research questions of the project are therefore:
- How shall new digital touch-points be integrated in the total customer care delivery, and secure that the customer does not sense any touch-point and/or departmental barriers?
- How shall the organizational culture, employee incentives-systems, and KPIs-structures be re-designed to approach the competitive advantage of consistent and seamless experience delivery across touch-points and channels?
The project will generate beyond state of the art academic knowledge related to an intersection between internal branding, strategic service design and business model innovations.
The project is funded through a grant from the Research Council of Norway and is formally starting this fall.
Researcher: Knut Kvale
This PhD project examines the digital strategies of Norwegian book publishers and the changing face of the book industry in an age of digitalization and internationalization. The research integrates sociological and humanities-based perspectives with approaches from media management and innovation theory. Via case studies and empirical investigations of the frameworks for book publishing in Norway, the project aims at an understanding of strategy, innovation and institutional change in the publishing industry.
Researcher: Terje Colbjørnsen
The PhD project “Journalistikk for markedet” (Journalism for the Market) examines the market forces’ impact on journalism. By material from and interviews with managers in the media houses VG in Norway and Aftonbladet in Sweden, their newspapers as well as online editions, I am studying their strategies for market oriented development of journalistic products. Their owner Schibsted’s perspective is included.
Researcher: Jens Barland
Multimodal Urban Cultural Heritage Communication (MUCH) is a research project where we create small experiments in locative media. Our focus is not technical development, and not interface design as such, but experience design. We ask: How do you write a text that is to be experienced in a certain place? Two examples: "Matpakkeplasser" ("lunch bag spots") uses small signs with QR codes placed in several nice places in the University of Oslo campus. The signs contain links to pages in a web site tailored for mobile phones, with text on the plants and sculptures at the spots. In our "Church music in Rome" experiment, we have created an app for tourists in Rome with an interest in classical music. If a tourist enters an old church, the app on her iPhone detects where she is with GPS, and plays back music written for that church, mixed with a spoken commentary on the music and its stylistic relation to the art and architecture in the room.
A situated simulation currently requires a smartphone/tablet with substantial graphics capabilities, GPS-positioning, accelerometer, electronic compass and gyroscope. In a situated simulation there is approximate identity between the users visual perception of the real physical environment and the users visual perspective into a 3D graphics environment as it is represented on the screen. The relative congruity between the real and the virtual is obtained by letting the camera position and movement in the 3D environment be conditioned by the positioning and orientation hardware. As the user moves in real space the perspective inside the 3D graphic space changes accordingly.
A situated simulation (sitsim) is closely related to mixed and augmented reality. While mixed reality is characterized by different combinations of virtual and real representations along the reality-virtuality continuum, a situated simulation is a 'clean screen' solution where there is a distinct (although minor) difference between the virtual perspective via the device and the real perspective of the user (indirect augmented reality). Currently the system is optimized for Apple's iPhone4S and iPad2 (an Android version has also been implemented).
The project is developed in close collaboration with Tomas Stenarson at CodeGrind AB. The research has been funded by the VERDIKT-programme (The INVENTIO-project), Norwegian Research Council; EngageLab at Intermedia, University of Oslo; Dept. of Media & Communication, University of Oslo; Norway Opening Universities; and Arts Council Norway (ABM-utvikling).
Researcher: Gunnar Liestøl
The Onlife Initiative is part of the Digital Futures project of the European Commission, one that seeks to explore the extent to which the digital transition impacts societal expectations towards policy making. We use the phrase “ubiquitous computing” to refer to the profound, if not radical transformations of the human condition brought about by the on-going hybridization between “bits and other forms of reality.” This hybridization is further designated by the term “onlife,” i.e., as emphasizing the blurring between the online and the offline dimensions of contemporary human existence.
These transformations in turn undermine many of the assumptions that have undergirded and guided “the information society” of the past three decades or so - including our most basic assumptions of what it means to be human, how we might be ethically responsible agents, and what can reasonably count as desirable if not normative social and political norms and goals.
Drawing on the empirical findings and theoretical insights of contemporary anthropology, philosophy, information ethics, media studies, law,
neuroscience, computer science and informatics, we seek to conceptually “re-engineer” these foundational assumptions, with a focus on the public space, as such on politics itself, and on societal expectations toward policy making, as part of the policy realm of the Digital Agenda for Europe. Most broadly, our project aims to develop a new conceptual framework for “onlife,” as designating , and thereby help us visioning the future in desirable terms.
Researcher: Charles Ess
The project explores the changes to the online debate in the wake of the terror attacks the 22. of July 2011. The focus is two-fold: through interviews with media executives we aim to highlight the editorial changes that were implemented as a result of the terror attacks, and through a survey and in-depht interviews with users we explore how the participants understands the rules for participation. The project is financed by RAM.
Researchers: Anders Sundnes Løvlie, Karoline Andrea Ihlebæk and Henry Mainsah
Social media provide new opportunities for users of minority languages to communicate and interact. This PhD project follows individual users of the Northern Sámi and Irish languages in Facebook, Twitter and Blogs and explores what social media mean to them. The project is interdisciplinary and borrows from the humanities and social sciences to incorporate methods such as online ethnography and discourse analysis. In doing this, it explores, interprets and analyses the practices of minority language users in social media.
Researcher: Niamh Ní Bhroin