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Abstract— With an expected 50 billion connected devices by 2020, the Internet of Things (IoT) will reshape our environment with great economic opportunities. However, the IoT market evolution will depend directly on the end-user adoption, so it is necessary to support the Large Scale Pilots (LSPs) in order to actively engage end-users in the large scale pilot design, deployment and assessment. In this paper we are presenting end- user engagement methods, including co-creative workshops, crowdsourcing, Living Labs, and developed online tools and resources for end-user engagement, crowdsourcing and personal data protection.

Keywords— IoT, LSP, end-user engagement, co-creation, crowdsourcing tools.

I. INTRODUCTION

With an expected 50 Billion connected devices [1] by 2020, the Internet of Things (IoT) will reshape our environment with great economic opportunities [2]. However, the IoT market evolution will depend directly on the end-user adoption. The main goal of U4IoT H2020 project is to support the Large Scale Pilots (LSPs) of the IoT-1 call (namely ACTIVAGE, MONICA, Internet of Food (IoF2020), AUTOPILOT, SYNCHRONiCITY) in order to actively engage end-users in the large scale pilot design, deployment and assessment. It enables a citizen-driven process by combining multidisciplinary expertise and complementary mechanisms from the European state-of-the-art. It also analyses societal, ethical and ecological issues related to the pilots in order to develop recommendations for tackling IoT adoption barriers, including educational needs and skill- building.

D. Drajic is with the DunavNET, Antona Čehova 1, 21000 Novi Sad, Serbia (e-mail: dejan.drajic@dunavnet.eu).

K. Andresoon and A. Habibipour are with Lulea University of Technology, SE-971 87 LULEÅ Sweden (e-mails: karl.andersson@ltu.se, abdolrasoul.habibipour@ltu.se).

K. Zhang is with Martel Innovate, 111 Überlandstrasse | 8600 Dübendorf, Switzerland (e-mail: kai.zhang@martel-innovate.com).

N. Stembert is with Stembert Design, Lange Beestenmarkt 95A, 2512EC The Hague, Netherlands (e-mail: nathalie@stembertdesign.com).

K. Malmberg is with European Network of Living Labs, Pleinlaan 9, B- 1050 Brussels, Belgium (e-mail: katariina.malmberg@enoll.org).

A. Brekine is with Mandat International, International Cooperation Foundation, 3 ch. du Champ-Baron, 1209 Geneva, Switzerland (e-mail:

abrekine@mandint.org).

W. Vanobberghen and J. Waeben are with imec – SMIT – vrije Universiteit Brussel, Pleinlaan 9, 1050 Brussels, Belgium (e-mail:

Wim.Vanobberghen@imec.be, Jan.Waeben@imec.be).

U4IoT combines complementary expertise from leading European partners in end-user engagement through crowdsourcing, Living Labs, co-creative workshops and meet- ups to support end-user engagement in the large scale pilots by:

• Development of a toolkit for IoT-LSP end-user engagement and adoption, including: online resources and tools for end-user engagement; privacy-compliant crowdsourcing and crowd-sensing tools and surveys to assess end-user acceptance in pilots; online resources and an innovative game for privacy and personal data protection risk assessment and awareness with guidelines on personal data protection;

• Supporting and mobilize end-user engagement by training and supporting IoT-LSPs teams for organizing co- creative workshops, using the U4IoT toolkits, and providing Living Lab support. U4IoT provides an online pool of experts for end-user engagement; and online training modules.

• Analyzing societal, ethical and ecological issues related to the pilots with end-users and make recommendations by analysing IoT adoption barriers and making recommendations for tackling IoT adoption barriers, including educational needs and skill-building.

• Supporting communication, knowledge sharing and dissemination, including: an interactive website development, with the online tools as well as an online knowledge database on lessons learned, FAQ, solutions and end-user feedbacks. It supports the end-user communication and outreach strategy for IoT-LSPs and will enable information sharing and feedback towards IoT-LSPs and end- users. An important outcome of the project will be a closer engagement and interaction with end-users in the design, implementation and exploitation of IoT-LSPs.

The paper is organized as follows: after the explanation of the U4IoT project concept, in the following sections the end- user engagement toolkit and crowdsourcing and survey tools will be presented. Then privacy game, co-creative workshop and Living Lab support are described. In the next section, the Interactive-Flow Diagram, Expert Pool, E-Courses and Knowledge Base are explained. Section 9 deals with Societal issues, Adoption barriers and sustainability models and Section 10 concludes the paper.

II. U4IOTCONCEPT

The main U4IoT concepts (Fig. 1) are to provide and support IoT-LSPs with:

• Cutting-edge end-user engagement methods, including co- creative workshops, crowdsourcing and Living Labs.

User Engagement for Large Scale Pilots in the Internet of Things

D. Drajic, K. Andersson, K. Zhang, N. Stembert, K. Malmberg, A. Brekine, W. Vanobberghen, A. Habibipour, J. Waeben

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• Online tools and resources for end-user engagement, including end-user engagement tools, crowdsourcing tools and personal data protection tools.

• Direct onsite workshops and trainings, but also online end- user engagement support through e-courses, the interactive flow-diagram and an expert pool.

And more generally to:

• Analyse societal, ethical and ecological issues and provide recommendations for tackling IoT adoption barriers, including educational needs and skill-building.

• Develop a proactive collaboration, outreach and dissemination strategy.

• Increase the level of end-user engagement in IoT-LSPs through their whole life-cycle

The U4IoT approach and methodology is focused to offer different tools and methods both online and in f2f (face to face) sessions where we inform and teach LSP partners about how to best implement end-user engagement in their pilots.

Fig. 1. U4IoT Overall Concept.

III. END-USER ENGAGEMENT TOOLKIT

This online toolkit (available at [5]) is to guide the IoT- LSPs projects and especially the pilot sites through the innovation processes, with a special focus on user- engagement. It comprises methods and tools found across literature and online resources, put together in a format that follows the different phases along the innovation process.

These three phases, described by Dimitri Schuurman [4] as 1.

exploration, 2. experimentation and 3. evaluation, have been further divided in this toolkit in 3-5 iterations. These iterative steps within the three phases contain links to more detailed instructions, tools and methods for the trial sites to refer to in the quest for end-user engagement along the innovation processes.

Although organized in a manner that the phases and iterations could be followed in a step-by-step manner, from beginning until the end, the purpose of the entire process is that it is followed in an iterative manner. This means that the different phases and iterations in the innovation processes are often overlapping, repeating, and mixing in order. Throughout the journey the need to jump back and forth between the different phases is to be noticed.

To serve the specific needs of the IoT-LSPs in engaging the end-users, this toolkit has been organized in a manner that it can be revisited, and specific tools can be utilized at any point in time, when needed. It also provides a guide to answer to the four "tracks" identified from analyzing the specific needs of the IoT-LSP projects:

A. Use cases: Defining use cases and specifying requirements as well as validating them

B. Co-creation: Specific tools & methods for co-creation on user needs and solutions

C. Prototyping & Testing: First tests and Minimum Viable Products (MVPs), assessments and evaluations, user acceptance

D. User research: Methods for user research

In addition to the four tracks, the tools can be filtered according to the level of expertise needed. The first level tools (beginner) include the most basic tools that are widely known and used in the field, and are easy to start with. The second level (intermediate) can be followed after this introduction and help to advance to slightly more complex tools. The third level tools (advanced) are for more experienced practitioners.

Phase 1 - Exploration

The first phase of the toolkit is "exploration". This phase begins with the iteration "understand", and forms the basis for understanding the context, problem, and users. Followed by the second iteration "discover" that is characterized by immersion in the situation, empathizing with the users and observing them, leading to discoveries of new ideas and insights. Having reached a level of understanding, combined with discoveries of ideas and insights, the third iteration

"define" consists of framing these insights into well- defined opportunities and needs, pain points and positive experiences of the users. The entire process is iterative, and all these different processes overlap and repeat throughout, and that is especially true for the "think" iteration. Here this toolkit provides you with concrete ideation techniques and brainstorming tools which are helpful throughout the entire journey. Finally, in the "conceptualize" iteration all the insights are gathered and ideas are examined, combined, visualized and framed into a complete concept.

Phase 2 – Experimentation

Having formed a concept in the previous phase, it's now time to put it to the test. First, the "plan & engage" activities are considered important at the beginning of experimentation,

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to ensure sustainable end-user involvement. With careful planning the piloting or experimentation activities can be carried out in an engaging manner, keeping the stakeholders involved and informed throughout the process. The following

"prototype" iteration consists of building and creating a prototype. Prototypes can take on many forms, from tangible MVPs (Minimum Viable Products) to intangible service or experience design prototypes, but the main goal of the prototype is always the same: to "test" it in the third iteration.

The purpose of building a prototype is to find answers, discover new insights and ideas, and to filter and measure the assumptions made. Therefore, these two iterations are often repeated numerous times, bringing you back to the first phase of exploration for new insights, ideas and concepts – by debunking your assumptions or validating insights. Once a well-defined, tested and validated prototype has come out from the many iterations throughout the processes, the process of "pre-launch" has to do with analyzing, validating, distilling and orchestrating the upcoming launch of the prototype. The

"develop" iteration continues to develop, deploy and generate the prototype into a product or service.

Phase 3 – Evaluation

Many of the toolkits available across the various sources have focused on the previous two phases, but the third phase of evaluation is equally important. Beginning with the first iteration "launch", the final prototypes, products and services are realized and delivered. Very similarly, the second iteration

"implement" refers to delivering to the stakeholders, but further so, focuses on the process of fully implementing the product/service and explaining its importance and impact for the context. The third iteration "Identify" finally identifies the outcome of the process and ensures the ongoing sustainability of the product/service in the future. Developed End-user engagement toolkit could be found online [5].

IV. CROWDSOURCING AND SURVEY TOLL

The crowdsourcing tools used by the U4IoT projects are composed of three elements:

1. A mobile application with a strong focus on crowdsourcing and crowd-sensing.

2. A website allowing interactions between the researchers, the end-users and the IoT devices. Some examples of IoT devices are end-users’ smartphones and testbeds sensors and actuators.

3. A survey tool.

The combination of these three crowdsourcing tools enables IoT-LSPs to create and push surveys to specific groups of end-users for direct feedback from the smartphones.

From the website, it is possible to collect data provided by the end-users’ smartphones, dependant on the granting permissions.

The mobile application used in the U4IoT project is an improved version of the mobile application developed in the context of the IoT Lab project. The main features of the mobile application are the following ones:

• Participation of the end-users in research and related experiments through the mobile application.

• The sharing of the data generated by the sensors of the smartphone.

• Participation of the end-users in surveys linked to research.

• Propositions of news ideas and suggestions by the end- users.

• Rating of ideas made by the other end-users.

The mobile application is available on Android and iOS smartphones (Fig. 2).

Fig. 2. U4IoT Crowdsourcing application.

The IoT Lab website [9] allows the researchers to interact with the end-users of the mobile application. Two main methods exist to involve the crowd in research projects running on the IoT Lab platform. The first method is to create and distribute surveys; the second one is to retrieve the data provided by the sensors installed inside the smartphones.

There are basically five types of sensors: GPS, accelerometer, gyroscope, magnetometer and light sensor. This second method involves the Testbed as a Service (TBaas) which is connecting and federate different testbeds across Europe. The testbeds provide different sorts of sensors and actuators which can be exploited in the experiments by the researchers.

The survey tool is in fact a LimeSurvey server installed in the IoT Lab infrastructure and permits to the researchers to create surveys personalised for their domains of research. The distribution of the surveys is realised from the IoT Lab website to the mobile phones of the selected group of users.

The end-users can answer to the questions proposed by the surveys through their smartphones. Afterwards, the researchers can collect and analyse the results of the surveys to obtain the opinion of the crowd.

V. PRIVACY GAME

Sensors, mobile phones, wearable objects, radio-frequency identification (RFID) tags, cameras, middle-ware components, have a common feature: they are all points of entrance of data, which can include personal data. As the players of the IoT landscape heavily leverage on personal data to deliver services and increase consumers’ welfare, personal data protection and security are key elements in the “value creation chain” of IoT.

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One objective of U4IoT is to ensure that the end-user rights related to data protection are fully respected. Beyond the reputational risks, the newly adopted General Data Protection Regulation (GDPR) [10] imposes strict rules and obligations, with legal and financial risks for those who would not respect them.

U4IoT has therefore elaborated a set of Privacy and Data Protection Guidelines for the LSPs, whereby the main actions, methodologies and safeguards for personal data protection are identified, in order to enable the LSPs to reap the potential of IoT technologies while protecting users’ rights. In addition, a serious game has been developed to raise awareness about the privacy aspects connected to IoT in the LSPs, offering an easier way to understand complicated legal and IoT-related concepts.

Serious games are used more and more often by companies [20], institutions and organisations as an excellent tool to raise awareness about important topics. They are used to encourage reflexions on very different subjects such as ecology, migrations, racism, homophoby, democracy and others [17- 19]. There is now a vast literature on serious games, and also a precise classification was proposed [16]. The learning objectives are integrated in the games, so that the players can learn during the ludic experience.

The aim of the serious game on privacy and GDPR for the IoT-LSPs developed in U4IoT is:

• To educate the IoT-LSP stakeholders to the key principles of data protection, as stated in the General Data Protection Regulation, and other complementary obligations (such as the Swiss Act on Data Protection for pilots located in Switzerland);

• To raise awareness on the main risks related to data protection with IoT deployments;

• To serve as a useful tool for the IoT-LSPs;

• To translate complex legal norms into clear and easily understandable principles;

• To reduce the risks of non-compliance with the Data Protection Obligation in the five IoT-LSPs;

• To demonstrate successful adoption and use by a large number of players in the five IoT-LSPs.

An online version of the Privacy Quiz is being prepared, accessible on the U4IoT website (Fig. 3). The user is able to select one or more question categories, then the player will see a question randomly chosen among those of the selected categories, and after providing an answer the official answer and the explanation will be displayed. For each correct answer the user will earn points, and when the player finishes to play s/he will be able to enter a pseudonym and to save his/her score in the website ranking.

Fig. 3. Question with its answer and explanation in the online game.

VI. CO-CREATIVE WORKSHOP SUPPORT

The Co-creative Workshop method and complementary toolkit that is utilized by U4IoT, follows a co-creative design- approach [22], to collaboratively create concepts within large- scale IoT projects. The tailor-made method and toolkit, are based on established design thinking techniques [21].

Different tools are combined into a customized method, that is specifically created to be utilized in IoT application domains.

Domains in which the method and toolkit can be used are e.g., smart cities, wearable technologies, smart healthcare, smart agriculture and autonomous driving vehicles. The objective of the method, is to bring together actors from government, industry & business, academia and society, to co-create solutions in a couple of hours.

The process of the workshop method consists of four phases, co-analysis, co-design, co-evaluation and co- implementation. Enabled by a facilitator and guideline booklet, one or more group(s), each containing six participants, are guided through the workshop process.

Through direct interaction, joint value can be created, between domain experts and end-users. The workshop toolkit, consist of templates and artefacts, that enable domain experts to empathize with the needs of end-users (Fig. 4).

Simultaneously, end-users are invited to participate as experts of their own experiences [8]. By increasing the ability of domain experts to empathize with end-users and their needs, the effectiveness of IoT development processes can be improved. Ideally this will lead to more thoughtful requirements and ultimately more meaningful IoT applications.

Fig. 4. Co-creative workshop method and toolkit.

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U4IoT supports IoT-LSP partners in the European IoT-LSP Programme to implement the Co-Creative Workshop method into their projects. Hands-on training sessions are provided to enable IoT-LSP partners to engage end-users in their projects by means of co-creative workshops. The Co-Creative Workshop Handbook provides guidelines for the organization, facilitation, analysis and documentation of co- creative workshops. The preparation of a co-creative workshop can however be quite overwhelming, an additional e-course therefore provides information on supporting workshop organizers and facilitators to overcome known hurdles.

VII. LIVING LAB SUPPORT

The Living Lab support for the European IoT-LSP programme introduces the approach that guides the planning, execution and evaluation of the projects in a user-centered and co-creative manner.

Top experts in Living Lab research and practice have contributed to the Living Lab Methodology Handbook (available online at [6]) by sharing their knowledge on the most recent findings on the topic (Fig. 5). This handbook introduces research background and serves as a practical guidance for researchers and practitioners on Living Lab methodologies, co-creation and user engagement. It also aims to inspire the reader with the lessons learned from thorough research together with practical experiences from real-life cases. The handbook is specifically focusing on the topical area of Internet of Things and explains how the Living Lab approach can greatly support the research and development activities in that area.

Fig. 5. Living Lab Methodology Handbook.

In addition to this Living Lab Methodology Handbook, the Living Lab support provided by U4IoT includes online resources in the format of e-courses/webinars on Living Lab topics. The objective is to complete the background information on Living Lab approach and introduction to the topic provided in the Living Lab Methodology Handbook.

This e-Course is created by the European Network of Living Labs (ENOLL [11, 12, 15]), supported by its Living Lab members, together with Botnia Living Lab from Luleå University of Technology [13, 14]. Through the animated

introductory video some basic definitions and common elements of Living Labs are introduced, together with concrete advice for user selection and stakeholder engagement.

The following lesson in the format of a live presentation goes further in discussing about real-life case studies collected from ENoLL network and giving examples of Living Lab projects in public & private sector from the business perspective. The third lesson completes the e-course by focusing on field tests in a Living Lab setting, giving theoretical background to the topic as well as providing recommendations and practical guidelines together with ethical considerations.

The Living Lab support further includes access to Living Lab experts via an online U4IoT expert pool as well as networking and learning opportunities through the annual Living Lab summit, the OpenLivingLab days.

VIII. INTERACTIVE-FLOW DIAGRAM,EXPER POOL,E- COURSES,KNOWLEDGE BASE

Depending on the objectives of a project and its stage of development, different approaches to end-user engagement can be chosen. Unfortunately, it is not always immediately evident which method is the most appropriate. The Interactive Flow-Diagram is developed (Fig. 6) to assist in navigating between the various tools and support services offered by U4IoT. It offers guidance by making a selection according to specific needs and assists in deciding on an end-user engagement approach that matches a project's objective(s).

Fig. 6. First question of the Interactive Flow Diagram on the U4IoT website.

By answering six questions, i.e., on the stage of development, objective, type of data, sample size, resources and level of expertise, one primary recommendation and three secondary recommendations are provided. The recommended end-user engagement tools and methods are briefly described and accompanied with a link containing more information on how they can be applied. In case of some end-user engagement tools and methods, additional support in the form or an e-course is available. For direct questions or advice, experts from the Expert Pool can be consulted.

The Expert Pool provides an overview of the experts within the U4IoT consortium. The IoT-LSP projects can utilize the list to contact the experts directly for questions and answers or for advice and coaching on end-user engagement within their

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projects. There are a variety of expertise areas within the field of end-user engagement and the experts in the Expert Pool are highly skilled in their own domain. Their work is described in a short biography, and additional information can be found through accompanying links. An individual expert can be contacted by clicking the "contact" button, then a request can be composed in the form of an email. Once received, the request will be processed and a confirmation of the request including the follow-up details on the expert support will be sent. Besides the experts in the Expert Pool, a link to the website of the European Network of Living Labs is provided (ENoLL). On this website, a number of Living Labs can be found that can be contacted to help find representative End- User Communities to participate in your end-user engagement activities. Last, a list of Frequently Asked Questions (FAQ) has been composed to immediately answer any initial questions in terms of end-user engagement (Fig. 7).

Fig. 7. List of FAQ on the Expert Pool page of the U4IoT website.

Additionally a number of e-courses have been composed.

These e-courses can be used as reference material that can be consulted at any time to help kick-start IoT-LSP end-user engagement initiatives. The topics of the e-courses are closely related to the different tools and support services offered on the U4IoT website. More background information is provided on Co-Creative Workshops, Crowdsourcing, Living Labs, Privacy, Exploitation and Sustainability Models and Meet- ups.

The e-courses (Fig. 8) are composed and presented by experts in the field of end-user engagement. Each e-courses consist of a number of short lessons of five to ten minutes, with bite size chunks of information. The lessons are complemented with references and materials for further reading.

Fig. 8. e-Courses on the U4IoT website.

To enable exchange of end-user engagement experiences between different IoT-LSP projects, an online knowledge base platform has been established (Fig. 9). The IoT European Large-Scale Pilots Programme Knowledge Base is a “wiki- alike” online encyclopedia of articles on vital topics related to IoT-LSP pilots, conclusions, lessons learned, solutions and User feedbacks. The main objective is to enable the community to share and mutualize lessons learned and to capitalize the acquired experience in order to support and accelerate the progress on the learning curve. At the end of the U4IoT project, the platform will be transferred to the IoT Forum to further develop it beyond the duration of the project

Fig. 9. Knowledge base web portal home page.

The knowledge base (available online at [3]), is the portal contains short descriptions of all involved projects and general information about knowledge base. The five IoT-LSP projects (ACTIVAGE, MONICA, IoF2020, AUTOPILOT, SYNCHRONICITY) will maintain pages related to their projects. In addition to project information, the site is linked to IoT European Large-Scale Pilots Program home page.

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IX. SOCIETAL ISSUES REPORT,RECOMMENDATIONS FOR TACKLING IOTADOPTION BARRIERS AND GUIDELINES FOR SUSTAINABILITY MODELS

Another area of support to LSP’s and IoT projects lies in understanding the broader societal, ethical and ecological issues at end-user side that are surrounding the large scale deployment of IoT-technologies in the area of autonomous driving, smart cities, smart agriculture and food, wearables and smart health. In particular, highlighting such issues will allow IoT projects not only to raise awareness about them and identify them in their concrete area, but also to foster reflection on potential consequences and adapt the design of solutions appropriately. It also allows to place the end user engagement tools developed in U4IoT in a broader context of end user concerns and opportunities regarding the adoption of new IoT solutions. In order to support LSP’s and IoT projects with this matter, U4IoT has studied these issues in two main phases namely, (1): a report on ethical, societal and ecological issues related to IoT implementations in Large Scale Pilots, and (2) a handbook that enables Large Scale Pilots to explore IoT adoption barriers in their own domain (from end-users perspective) as well as to understand how these adoption barriers should be tackled.

In the first phase, a rich picture of current societal, ecological and ethical issues for the five LSP domains was composed based on an analysis of relevant scientific literature and interviews with end-users and experts in each of the domain. The Societal, Ethical and Ecological Issues analysis Report highlights first how IoT might change current roles, needs and values of various end-users in the area and the social risks. It focused in particular on the need for stakeholder engagement, co-creation and participation, as well as guaranteeing diversity and inclusivity from the start in order to design solutions for the ‘social good’ and deal with societal challenges. From the viewpoint of ethics, particular attention was paid to privacy, data and information security, fairness, equity and autonomy of end users. The analysis of ecological issues highlighted the point to be aware of waste, battery and energy consumption, biodiversity and emissions.

While the analysis shows that all three themes of issues are debated, nonetheless it seems that the attention for some broader societal issues and risks as well as ecological risks is not researched to the same extent. The report thus allows now the LSP and other future IoT projects to get a holistic view on social issues in their area and take them into consideration when designing and implementing new IoT-solutions.

In the second place, with the handbook Recommendations for Tackling IoT Adoption Barriers, the focus was put on adoption barriers at the end-user side in each of the LSP domains: the farmer for smart farming and food, the drivers and the passenger for autonomous driving, the patient and caretaker for smart health applications for the home, the citizen for smart cities and event attendees for wearables.

Based on a triangulation of scientific literature, expert interviews and end-user interviews, a wide range of adoption barriers that can happen through the whole adoption cycle from experimenting over trialing to use were identified.

External conditions such as demographics, age or possession of land, internal conditions such as knowledge, education,

skills or financial power, social conditions as culture, norms and personal values as well as technological conditions such as ease of use, perceived usefulness, reliability and trust and how they materialize in potential adoption barriers were researched. The main outcome for future IoT projects and LSP’s is to have now at their disposition a handbook that allows them to get a quick overview of potential adoption barriers and a handset of practical recommendations to tackle them in their work and foster in this way the end-user acceptance and adoption of new IoT solutions.

On top of the two previous outputs, U4IoT will also support LSP’s with models for sustainability and exploitation by providing reports with individual recommendations on how to exploit the value created during the project. Each LSP has specific assets that can benefit a broader ecosystem only if they are provided beyond the lifespan of the LSP’s. The aim is to assist LSP’s, by working with interest participants and the Innovatrix methodology [7], in turning their initial and current exploitation and sustainability assumptions into concrete facts, building upon the experience gathered and lessons learned of each LSP during their Living Lab trials. U4IoT will therefore critically analyse the LSP’s individual context in order to provide exploitation models that will carry over the knowledge and solutions from the projects to the broader ecosystems that they are supporting and hence look for sustainability after the projects have run their course. These insights will be made available in the report Guidelines for sustainability models.

X. CONCLUSIONS

In this paper we have presented the work performed within the U4IoT project which aims to support the IoT European Large-Scale Pilots Programme in order to actively engage end-users in the large scale pilot design, deployment and assessment. The development of the end-user engagement toolkit and crowdsourcing and survey tools are described, whereas our privacy game, co-creative workshop methodology and Living Lab support are presented.

Moreover, our tools including an Interactive-Flow Diagram, the Expert Pool, a set of E-Courses and our Knowledge Base are also explained. Finally, societal issues, adoption barriers and sustainability models are analysed. In essence, U4IoT enables a citizen-driven process by combining multi- disciplinary expertise and complementary mechanisms from the European state-of-the-art and also analyses societal, ethical and ecological issues related to the pilots in order to develop recommendations for tackling IoT adoption barriers, including educational needs and skill-building.

ACKNOWLEDGMENT

This paper describes work undertaken in the context of the U4IoT project - User Engagement for Large Scale Pilots in the Internet of Things (www.u4iot.eu). The research leading to these results has received funding from the European Commission's H2020-ICT-2016-2017 Programme under grant agreement n° 732078.

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[20] Susi, T., Johannesson, M. and Backlund, P. “Serious games – An overview”, Technical Report HS-IKI-TR-07-001, University of Skövde, Sweden, 2007

[21] Sanders E. B.-N. and Stappers, P. J. “Co-creation and the new landscapes of design”, CoDesign: International Journal of CoCreation in Design and the Arts, Vol. 4 No. 1, Taylor and Francis, 2008

[22] Sanders L. and Simons, G, “A Social Vision for Value Co-creation in Design”, Technology Innovation Management Review, 2009

References

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