enabling factors for local research and innovation
DESCRIPTION
This paper discusses the method and challenges in the approach to research at Nokia Research Center Nairobi as well as the ecosystem building required to get services and products out to market that can be of benefit to the community. It gives recommendations and suggestions towards research approaches for delivering research results to communities.TRANSCRIPT
1
Enabling factors for local research and
innovation
Lucy MACHARIA1, Moses SITATI
2, Nancy MWAKABA
3, Pauline GITHINJI
4, Brian
OMWENGA5, Mokeira MASITA-MWANGI
6
Nokia Research Centre, Nairobi, P.O.Box 29-00502, Kenya
Tel: +254 20 3862243/4/5/7, Fax +254 20 386 2248 1Email: [email protected] 2Email: [email protected]
3Email: [email protected]
4 Email: [email protected]
5Email: [email protected]
6Email: [email protected]
Abstract: This paper discusses the method and challenges in the approach to
research at Nokia Research Center Nairobi as well as the ecosystem building
required to get services and products out to market that can be of benefit to the
community. It gives recommendations and suggestions towards research approaches
for delivering research results to communities. It provides a comprehensive overview
of NRC Nairobi’s way of working and aims of the lab through a case study of a
recent research project on the youth. We highlight the findings from the study and
related community needs which were the motivation for two technological concepts:
“Buzzenger” and “Voice Echo”. We detail the design and ideation process and
provide illustration of the technology solutions that were proposed to meet the
community needs as per the research findings. The paper also discusses user testing
and validation of the concepts and resultant version changes to the design as well as
business benefits in terms of opportunities and challenges from proposed business
uses of these technologies – marketization and monetization. In conclusion we
compare the final products to initial research goals and outline the research lessons
learned in terms of the entire building process and as a result make recommendations
on a framework for more effective research work based on our experiences.
Keywords: qualitative research, user centred design, usability, growth economies,
youth livelihoods, content sharing, agile development, living labs
1. Introduction
The increasing role of mobile-related Information and Communication Technologies (ICTs)
in the transformation of emerging economies is well recognized although some debate
persists on how to measure this contribution [1,2]. African governments have made ICT
policies a fundamental pillar in fostering their countries’ growths [3,7]. These investments
coupled with increased competition amongst Mobile Network Operators (MNOs) have led
to greater affordability and wider access in countries like Kenya [5]. Africa has risen to be
the second largest mobile market in the world after Asia with over 600 million mobile
connections as of September 2011 [2]. The mobile industry in Africa is estimated to
contribute 3.5% of the region’s GDP and employs over 5 million people [2].
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This growth of the mobile ICT industry has encouraged development of innovative
mobile solutions in various sectors including education, health, agriculture, governance,
commerce and banking [1, 8] with software applications (apps) being developed to meet
observed needs [6, 9].
Further, these solutions have been built to fit Africa’s varied cultures, languages, lifestyles
and even commonly owned devices - ‘African solutions’ to the continent’s unique
circumstances that need to be researched and understood.
The methods in Human-Computer Interaction (HCI) research are continually being
adapted to suit use in mobile technology research - qualitative methods and user studies,
design and iterative prototyping and evaluation [9,11]. Covering the larger social issues as
well as specific technical questions the scope of HCI has grown into the research area of
HCI for development [9] requiring multidisciplinary teams to address the technical, societal
and individual concerns [10]. ICT for Development (ICT4D) is a related term that has been
used in recent years to describe how technologies can contribute to the socio-economic
development. We will not debate on the commonalities and different nuances of ICT4D and
HCI in development (HCI4D) in this paper but merely introduce the two terms as a
backdrop to our work in the field of mobile technology.
In this paper we present our approach to research in Africa in the context of a dynamic
culture and environment to transform findings into relevant innovations.
2. Methodology
Nokia Research Centre (NRC) Nairobi studies users in low income communities in Africa.
The end goal of the lab’s research projects is development of mobile solutions that are best
suited to the needs of African users and that can spark and accelerate the growth of the
grassroots economies. The solutions are also designed to achieve economic and socio-
cultural sustainability by ensuring that devices through which these solutions are made
available are: affordable as are the solutions themselves; solutions are benefitting and/or
profitable to both users and Nokia; and are locally relevant i.e. drive the local content for
local needs ideology.
Figure 1: The NRC research process
A multidisciplinary team (social scientists, computer scientists/developers, development
economists/business analysts, usability experts and user experience designers) is core to this
process that requires varied expertise for the different stages. In addition, NRC fosters
relevant local partnerships on a project to project basis with local universities, NGOs and
other grassroots organizations.
2.1 The Young Africa/GENUINE Research Project
The combined Young Africa and Growth Economies New User Interface (GENUINE)
projects are used to illustrate the design and development of two mobile solutions further
discussed below. Youth between the ages of 18 and 25 in rural and urban settings of 6
representative Sub Saharan African (SSA) countries were studied given that they are an
integral part of the future socio-economic development in the region and have the potential
to be the drivers of this, given their numbers (44% of population is under15yrs in SSA)
III. Piloting/field trialing and
further development
II. Concept design and
prototyping based on
research findings
I. Intensive field research in and
with the users in the local
communities
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The overall goal of Young Africa was to understand in-depth what being an African
youth is all about; map out the various challenges and opportunities in terms of education,
employment and entertainment. The study was an ethnographic one conducted through
qualitative techniques namely group discussions, in-depth interviews, ethnographic
immersions and participatory youth scouts. The GENUINE study on the other hand sought
to create and pilot new user interface (UI) concepts for rich content (mobile Internet, music,
maps, messaging, payments, etc) on low cost mobile devices in Growth Economies. The
GENUINE study was done alongside the ethnographic Young Africa study. Youth were
engaged through focus group discussions of about 3 to 5 participants. In total approximately
100 youth participated in the study. The topics covered included: Communication
(frequency, forms, social norms and expectations); Media - Internet, Radio, Music, Movies
(exposure, uses, consumption patterns, sources); Leisure, Work, Wealth (activities, norms,
expectations, preferences); Friends and Problem Solving ( definitions, interactions, social
“rules”); Information needs (type, source, need); Personal preferences (personal identity,
desires, likes/dislikes, mobile phone use, Internet use).
Prior to the main Young Africa and GENUINE studies an initial pre-study was done to
inform the design and implementation of the main studies. It covered desk research and
gathering of real time youth insights in five countries - Kenya, South Africa, Botswana,
Nigeria, Ghana and Angola providing information about youth culture hence unearthing
relevant insights and dynamics pertaining to the youth segment (16-30yrs, Male and
Female) and their interaction with various elements that influence youth culture.
3. Technology Description
In this section, we first present relevant research findings from the above mentioned study
and then present two mobile software solutions addressing these findings as well as the
process and approach used to develop them.
3.1 Background: Relevant Research Insights
It was observed that there was a need to address the issue of low literacy through a redesign
of apps. Various technology services and features could not be used due to inability of users
to understand the language or metaphors being used to present them.
Another opportunity was in the incorporation of the ability to share content such as
Internet pages, media, games and general life with others. Sharing (especially for media)
was observed to be a common phenomenon, whether by circumstances, for fun/enjoyment
or preference. Many African communities have a social backbone that embraces fellowship
and sharing. This can be supported by enabling new sharing interactions between
individuals or groups via several channels according to the need.
Related to this was the area of enabling natural communication by tapping into the
natural local communication styles – gestures, languages, self-expression, and emotions.
The communities studied are richly expressive, using multiple levels of communication to
get across meanings, messages, inferences, etc.
Overall, cost constraints set the context for these observations as communication
patterns methods selected were seen to revolve around the recipient, cost, time and distance.
With this in mind, ideation sessions explored new UI designs taking into account the
different levels of literacy in the communities to propose equally usable tools that can be
used by non-technology oriented users with little or no experience in graphical user
interfaces and menu navigation.
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3.2 Software Development Methodology
In developing solutions, functional requirements of a concept – those that describe a need
or desire for which there is an information system solution – are the primary focus of the
engineering team. The non-functional requirements, which may include items such as
usability, interface design, business requirements, etc. are also identified and passed on to
the other teams within the lab.
The entire team conducts a series of brainstorming workshops that include members
from the various teams. This approach provides multi-dimensional input and ownership to
each project while helping to maintain a clear vision on the purpose of the project by
avoiding scope creep through consistent communication. This process of concept
specification and refinement results in a list of application use cases and system architecture
which then inform the concept specification document that acts as the blueprint for each
project.
NRC Nairobi employs the agile software
development methodology which has been
identified as an effective method in software
projects involving self-organizing and cross-
functional teams [13]. It promotes adaptive
planning, evolutionary development and
delivery, a time-boxed iterative approach, and
encourages rapid and flexible responses to
change.
Further justifications for the choice of agile
methodology are the several collaborative
agreements and software development partners
who can also be engaged in the development
process. A notable partnership exists between
NRC and the University of Nairobi – School of
Computing and Informatics. Through this
collaboration, NRC informs and develops
applications together with students and faculty
of the Computer Science Department.
Agile favours an incremental software
development approach incorporating prototyping and rapid development. Iterative
prototyping builds a cut down, simpler version of an application at the first stage, with the
intention of clarifying the requirements and the specification. In this way it is easier to
address the uncertainty about the requirements. Most of the first prototypes and mockups go
through focus group testing by our usability team in our lab. This is followed by creating
increasingly functional versions of a system in short development cycles. The process is
repeated until all functionality has been developed to the concept specification and backlog
satisfaction.
3.3 Resultant Projects
The two concepts below were developed through this process based on the above research
findings. They were developed in collaboration with University of Nairobi Computer
Science students.
From the observed need to tap into local communication styles and obey cost
constraints it was seen that flashing or beeping (that is, messaging through missed calls),
because service providers don’t charge callers for placing a missed call was a popular
Figure 1: The Agile development process
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practice. Based on this, our team set out to develop a practical, free, mobile phone based
implementation of the asynchronous missed-call messaging duration interpretation or
“Buzzenger”.
The project involved developing a client application that runs on the sender and
receiver’s phone. The primary modules were the transportation module that interpreted
missed call durations as well as performing checksums; the durations were then relayed to
an interpretation/parser module connected to a database that would map the durations to
pre-defined messages/data. Finally, there was a presentation layer that acted as the user
interface for composing and receiving messages.
Our project focused on developing a simple software application that could relay
messages accurately from one node to another by purely sending missed calls of varying
durations. More than a simple proof of concept, the project also offered a good foundation
to consideration of duration encoded messaging for other small data messaging systems and
structured messaging that may be useful in further ICT4D settings.
The second concept labelled “Voice Echo” was an enhanced mobile phonebook
especially targeted to non-literate members of society. Voice Echo sought to solve the
literacy problem by associating short voice signatures to phonebook contacts to facilitate
their easier identification without the need to read a name or number.
4.0 Developments
Following the agile development method, an inclusive design process was followed to
validate the ideas with the target users. Validation of the Buzzenger concept pursued the
following objectives: To find out the place that beeping or flashing has in the lives of
users; to find out the various meanings attached to beeps; to find out the conditions in
which people use beeps; to find out if people use pre-defined codes when communicating
amongst themselves.
This was done with students from the University of Nairobi as the main respondents.
Students were furnished with a flash demo of the concept and were given time to interact
with the demo. A focus group discussion was then held with the discussion being guided by
the test objectives.
It was validated that beeps were commonly used among the youth as a coded language
through the frequency and timing of beeps. This form of communication has unique
benefits, most rewarding being that it is free. For this concept to be successful among the
youth, it was found that it was necessary that it be as swift if not swifter than sending short
coded text messages already in use by the youth for swift and discrete communication.
Further, it was found that two unique use cases would greatly enhance the experience
and usability of the concept. In the first use case a user would be able to send a normal text
message which would then arrive at the destination in the form of beeps that would
represent a comprehensible message to the recipient.
In the second use case, where a sender beeped e.g. in the instance where the sender did
not have the airtime to send text messages then the beeps could be translated into coded
text messages or emoticons and would subsequently be saved on the receiving device as
normal messages.
The validation process of the Voice Echo concept followed the same format as the first
concept and sought to establish the following: What helps users to identify and recognize
contacts in their phone book; what additional information users would require for easier
identification of contacts. In addition to a flash demo, respondents were engaged in a brief
exercise to determine and further observe their task process in a natural setting or
environment. With the usage of the demo, we were able to establish that users have very
specific preferences when using an application of this type. The preferences were specific
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to their desired experience with the phone book as well as the call application. For example,
the users want to be able to decide when to start recording the caller’s voice. However, they
preferred that the recording stops automatically after a predefined talk time. To make it
even more relevant, it was desirable that the application provided the option of playing the
voice tag when the user found a missed call.
Further to this, the users expressed strong preference to not having the voice tags play
as they scrolled through the phone book. It was not only annoying but distracted the user
from the primary task of finding a contact.
To have a feel of control over the application, users expressed the need to have the
option to disable the voice tags at will, as well as being able to define the recording settings
at any other time, as opposed to when the application first loads.
5.0 Business Benefits
The main value proposition for the Buzzenger feature was seen to be: Free messaging and
chatting for cost-contrained consumers through the missed calling phenomenon; allowing
groups of friends to build on code language and signals that are only known to them and
used amongst them as a formal means of communication. The main business opportunity
envisaged for this feature was for emergency messaging in cases where a user has no credit
available to make the required call. Noting that internationally used emergency service
contacts such as 911 or 112 are not used in most emerging economies, the application may
be developed with a set of SOS message templates (e.g. Ambulance required, Community
Attack, Flooding, etc) and pre-linked to these emergency services. In such a case, direct
monetization is not immediately possible and the feature may ultimately be viewed as a
social good (with potentially significant impact) rather than a profitable business
opportunity.
The Voice Echo application offered a number of opportunities that could be
leveraged for business benefits. The first is in the area of Software and Applications where
the Voice Echo feature may be developed as a software feature and built into e.g. low end
phones as an easy to use interface for interacting with the mobile device. Such a feature
would be an important differentiator among other similarly priced handsets for prospective
low-literacy customers. Secondly, a Voice Echo mobile application that can be cheaply
offered for purchase and download from a mobile “app store” to GPRS enabled handsets
for entertainment or utility purposes. Such apps allow owners of Internet enabled phones to
obtain additional services and features which provide Nokia with a channel for continued
engagement with the customer as well and delivery of value. Such a relationship is vital for
brand building and customer loyalty in a competitive environment such as the mobile
industry in Africa and where Voice Echo can improve on perceptions of Nokia’s brand
quality and brand affect. Lastly, the technology provides a rich exploration ground for
patent licensing and further research where ground-breaking research findings in this area
can be used for competitive differentiation for Nokia or for royalties through licensing of
these patents. An example here is the building of a personalized text-to-speech system that
allows cross-language communication e.g. a text message sent in Swahili is read out in
French on the receiver’s device in the sender’s voice.
6.0 Results
The results in this section are discussed in the context of the NRC research process
presented in section 2.0.
The field research phase: Firstly, for each research project the team is open to new
experiences and learnings that serve to inform future work. We benefited greatly from our
initial desk study of other reports that had already been done based on youth in Africa. This
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allowed us avoid duplication and to narrow our focus to gap areas and specific questions
that had not been addressed. Secondly, going to foreign countries to do research both in
urban and rural settings required a ‘pussyfoot approach’. In each country we recruited
coordinators and stayed in the background while making sure that they remained true to the
task. This was both beneficial and limiting to us - inarguably beneficial in terms of better
local knowledge to guide us in terms of norms, language, security amongst other factors;
and limiting because this was the first time we were working with these researchers
(sourced through personal networks) whose work ethic sometimes affected the fieldwork
e.g. due to the lack of preparation in one case and lack of integrity in another.
In the concept design and prototyping phase we observed that the research topics we
started off with were large in scope. For feasibility and to minimize technical complexity
the emerging concept ideas could only target a small part of the research problem observed.
This limited the transformative impact of the emerging solutions. It was also not always
possible to technically implement some of the proposed solutions owing to technical
limitations leading to dropping off of these promising ideas. The collaborative software
creation model that we adopted with external partners also presented various challenges
including schedule adjustments e.g. to accommodate the students’ coursework or training
for Nokia specific software development and user interface design. A positive result was
that this co-creation resulted in new knowledge creation where the students enriched the
ideas by building them up with their own creativity and insights.
In the piloting and further trialing phase, the Buzzenger concept emerges as an
example of a technology solution conceptualized to meet an expressed user need
(cheap/free communication) and yet which is challenging to pilot/monetize. For example,
enabling free communication through missed calling is a notion that Mobile Network
Operators (MNOs) would certainly challenge as it would deny them the opportunity to
make money while increasing “non-productive” network traffic. A mobile device
manufacturer may promote such a service to prospective customers but the effective
implementation of such a concept would require extensive negotiation and buy-in from
MNOs and possibly security agencies of governments that are interested in monitoring
citizen communication. As a result, the emergency use case that emerged for the Buzzenger
concept was one with promising social impact that was not originally intended in the
original concept intention. The iterative design process was informative and successful for
both concepts and yielded numerous user contributions for concept improvement.
7.0 Conclusions
Based on the research process for this project, we draw the following recommendations for
researchers in this field. It would be beneficial for researchers in Africa to form close
networks to aid knowledge sharing and simplify collaboration e.g. having a network of
validated researchers. Different and agile research approaches that enable fast and low-cost
grassroots studies should also be explored e.g. through partnerships with research bodies,
use of local “informants” with eyes/ears on the ground, and rapid research investigations
on narrow topics with continual insights from the community contributed over the concept
development phase.
With the proposed solutions often being stand-alone ideas yet targeted at complex
socio-economic situations. The desired impact of these proposals is limited without
adequate supportive structures. Spaces for open innovation and co-creation where concepts
can be merged vertically and horizontally to create system wide solutions for greater impact
can enable this to happen for instance by including partners from the research/academia,
private sector, public and non-profit sectors. Such stakeholder partnership groups can
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identify their respective “wins” and absorb and breakdown complex proposals sharing tasks
and resources in the joint creation process.
Lastly, we advocate for adoption and expansion of the principles of agile
development into the research process for local innovation. If well understood by other
stakeholders besides software developers, such an evolutionary and iterative approach will
strengthen the local suitability of solutions and smoothen efficiency in their creation.
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