THE DIGITAL INNOVATION

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0DIGITAL INNOVATION
DIGITAL INNOVATION
Name of the student
Name of the university
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1DIGITAL INNOVATION
Table of Contents
Introduction:...............................................................................................................................2
Background of the innovation:...................................................................................................2
SWOT analysis of the innovation:.........................................................................................3
PESTEL analysis:...................................................................................................................4
Empathize:..................................................................................................................................4
Personas:................................................................................................................................5
Problem definition:.....................................................................................................................5
Mind map:..............................................................................................................................6
Biases and assumptions:.........................................................................................................6
Ideate:.........................................................................................................................................6
Prototype:...................................................................................................................................8
Paper prototype:.....................................................................................................................8
Refined problem statement and justification:........................................................................8
Testing:.......................................................................................................................................9
User testing feedback:............................................................................................................9
Testing process:......................................................................................................................9
Reflection 1:...............................................................................................................................9
Reflection 2:.............................................................................................................................10
Reflection 3:.............................................................................................................................10
Conclusions:.............................................................................................................................10
References:...............................................................................................................................11
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2DIGITAL INNOVATION
Introduction:
The digital innovation in discussion is a device that will help the users to play their favourite
songs by commanding through their voice and further, they will be able to create their own
tunes by just humming the music. The focus is to enhance the interaction between users and
music. The device will have the provision of understanding the commands of the users and to
create the music with the selected instrumental tones by assessing the music hummed by the
users (Jeong & Liu 2018). However; due to the fact that it is an innovative concept, therefore;
it will be essential to use the design thinking method to develop the prototypes. It would be
important to identify a key problem which can impact the usage of the device. The reason is
that it will be better to develop the device with perfection so that the users can avail all the
benefits from the features that it will provide for them. Therefore; some critical problems will
be identified and the brainstorming technique will be used to create the solutions for the
problems (Ramadhanti & Mana 2018). There would be justification for the selected
prototypes and the prototypes will be tested as well in order to find their effectiveness. One of
the prototypes will be used as the key technique that will help in solving the problem that will
be identified.
The design thinking process for solving the problems will be summarized in detail. Other
major implementation issues will be also identified which will help in understanding the
challenges that could come for the developers of the device. Lastly, self-reflection will be
provided regarding the effectiveness and challenges associated with this digital innovation.
Background of the innovation:
The musical device needs to be developed with the help of artificial intelligence. Machine
learning needs to be the technique of AI that would be primarily used. The machine learning
system will help in tracking the voice of the users and then, the output will be provided based
on the selected songs or music (Fiebrink 2019). People would be able to listen to their
favourite songs and they will also have the option of creating their own music through the
device. They will require to create their own music and the device will automatically create
the tune with enhanced clarity. The device will have the option of selecting any musical
instruments for creating the tunes. Users will have to select the options of instruments and
they will just hum the music. Then, the device would automatically create the tune with the
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3DIGITAL INNOVATION
selected musical instruments. Artificial intelligence will help in creating the tunes with
perfection and this will be possible by implementing auto-generated systems of musical
databases. Users, developers, and sellers will be the key stakeholders for this innovation. This
device will provide customization on music for different users. It will help the users to select
their favourite songs with ease. It will thus enhance the music listening experience for the
users.
Now many youths use different applications for recording their songs. With the help of this
device, it will be possible to record the songs without any applications. Moreover; these
applications do not have the provisions for assisting the users to create their own music.
Therefore; this device will be extremely useful for the people who have the interest to create
their own original music (Sumi 2016). It will thus enhance the creativity of these people.
Moreover; the focus needs to be as such that the development cost would be low so that the
devices can be sold to the people at an affordable cost. This will help in boosting the sales of
these devices and then, significant profits can be accumulated by the sellers and developers.
SWOT analysis of the innovation:
Strength:
Highly creative innovation and never
launched in the market
The music listening experience of the
people will get enhanced.
Music can be created without musical
devices and this will help the people
who do not have musical devices.
Weakness:
The cost of the device would be high due to
the implementation of AI.
There could be difficulties in recognizing the
voice if it is not clear or due to noise
disturbances.
Opportunities:
The device can be extremely popular among
music creators as it will ease the process of
creating music.
People of the young generation can prefer
this device over other musical devices or
applications.
This innovation can result in digital
disruption
Threats:
There could be issues of bugs
Other security issues such as malware attack
and DoS can reduce the capabilities of the
device

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4DIGITAL INNOVATION
PESTEL analysis:
Political: The device can be exported to other countries and trade taxes can matter
highly in such case, In terms of political impact, only trade policies for the supply of
the resources for the devices can be considered (Huang & Li 2019).
Economic: Along with helping the investors and manufacturers to gain significant
profit, this device would be economically profitable for users.
Society: People of the young generation mostly prefer using innovative devices for
listening and therefore; these people would be highly interested in this innovative
device (Gamble 2018).
Technology: This device will be technically feasible and AI and machine learning
would help in enhancing the innovative features of the device.
Environment: Due to the fact that the device will be based on modern technologies,
therefore; there would be no environmental impact while developing the device.
However; it would be important to ensure that the resources that would be used for
developing the device need to be free from environmental hazards.
Legal: There could be legal problems while exporting the device and therefore; all the
legal policies need to be maintained while developing the device.
Empathize:
In order to plan on this innovation, interviews have been conducted with some target users
and IT professionals and the collected answers have been observed. The questions that have
been asked to the target users are as follows:
1. Do you think this device will enhance your music listening and music creating
experience?
2. What the probable problems you can face while using the device?
The questions that have been asked to the IT professionals are as follows:
1. What are the challenges you can face while developing this device?
2. What are the quality issues that could be found in the device?
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5DIGITAL INNOVATION
Personas:
Stakeholders Analysis
John, user As a user of the device, I would be expecting that the
device will catch my tune and send the music as the
output with perfection.
Richard, developer As a developer, I would like to receive the proper
inputs to be implemented in the device.
Alex, seller As a seller, I would expect the device to be of high-
quality so that it can be accepted by the customers
easily.
Problem definition:
After conducting the interview, one significant problem has been identified that can arise
while using the device. Problems can occur if the device fails to recognize or understand the
humming or the tunes created by voice. This can happen if the device fails to utilize machine
learning capabilities. The device thus can send incorrect outputs to the users which can
reduce its effectiveness. It would be thus important to input high-quality machine learning
capabilities in the device (Lu et al. 2018). The machine learning capabilities need to be as
such that the machine will be able to catch a clear voice instantly. Therefore; significant
research will be required to do so effectively. Research needs to be based on the process by
which machine learning can be utilized with perfection.
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6DIGITAL INNOVATION
Mind map:
Biases and assumptions:
Biases and assumptions are as follows:
The device would not be able to recognize the voice commands correctly.
The device could provide incorrect outputs to the users.
The device would not be able to understand the commands due to noise disturbances
or if the user sends the command by crossing the network limit.
The device can slow down while sending the outputs due to complicated system
settings.
Ideate:
After identifying the problem, a few ideas have been gathered for solving it. The ideas have
been gathered by using a brainstorming technique.

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7DIGITAL INNOVATION
The brainstorming session considered the questions regarding the problem and some
solutions have been ideated. These solutions can be considered as ideas for the solution
(Zainol et al. 2016). It would be beneficial to install the tones of a maximum of 5-6
instruments which are mostly used for creating music. This would help in making the
machine less complicated. Popular instruments such as guitar, violin, and piano will be used
for simulation tunes. This idea would also help in reducing the congestion that the machine
learning technology can face while creating the tunes of the music. Maximum 50 meters
would be allowed from where the voice of the users can be tracked by the device. This would
help in catching the clear voice of the users with ease. According to authors, Maksymova &
Lyashenko (2017), voice control robots can also clear the noise disturbances while catching
the voice of the users. Through this technology, it would be possible to enhance the quality of
output.
50 meters limit has been selected for recognizing and understanding the voice clearly.
According to authors Flores, Tryfou & Omologo (2018), the distance limit would help in
increasing the quality of the voice without issues of signal and other noise disturbances.
Therefore; this idea can be extremely useful.
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8DIGITAL INNOVATION
Prototype:
As discussed in the previous section, a 50-meter limit will be set for the users within which
they will be able to send the voice commands o the device. The problem regarding the
difficulties in understanding humming thus can be solved by using this solution. Users will
have to command the device or hum the music within the distance limit of 50 meters. Users
will have to command and hum clearly without other noise disturbances so that the device
can catch the voice. Noise disturbances can result in difficulty for artificial intelligence to
understand the voice (Tredinnick 2017). Therefore; voice control robots will be used for
solving the problem of noise disturbances with perfection.
Paper prototype:
The paper prototype shows the distance limit that the users will require maintaining while
giving voice commands to the device.
Refined problem statement and justification:
The problem again could arise if the device fails to recognize the local language of the users.
In this aspect, along with English, few other popular languages will be installed such as
Spanish, Chinese, and Arabic.
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9DIGITAL INNOVATION
Testing:
After selecting the prototype, now it will be tested for assessing its effectiveness for
enhancing the quality of the device. In this aspect, user testing feedback has been selected as
an effective process.
User testing feedback:
The prototype has been used among some of the target users and the results are as follows:
Other speech recognition devices can catch the voice clearly within 30 meters.
Therefore; 50 meters limit for this device can increase its effectiveness among the
users.
Users mostly prefer English as the language for commanding, although the analysis
has been made from the perception of the local people.
Piano, guitar, and violin are the most preferred sounds of musical instruments among
the users.
Testing process:
Iteration testing is the process that has been used for this prototype. The previous problems
that have been identified have been solved and now, this problem has been solved as well
(Baldassarre et al. 2017). The testing process thus helped in identifying the step-by-step
solutions for solving the key problems associated with innovation.
Reflection 1:
This innovation can help in enhancing the music listening experience for the users. I feel that
if this innovation is implemented then it will be possible to create a disruption in the industry.
Users will be able to listen to music and create their own with ease. I have given the idea for
limiting the area up to which users would be able to give commands. This is because it will
help the device to work in a better way. The 50 meters limit will be enough for the users by
giving commands even while working in other rooms in the same house. According to my
perception, if this provision would be implemented for the device, then it would be possible
to provide high-quality outputs for the users.

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10DIGITAL INNOVATION
Reflection 2:
I have given the idea of limiting the number of instrumental tunes in the device. This is
because I feel that it will reduce the congestion within the device. The machine learning
system would be able to assist in a better way. This innovation will be extremely helpful for
the people who do not have the instruments for creating their own creative music. I feel that
only popular musical instruments such as violin, guitar, and piano will be useful for the users
to convert their own humming tunes into music. I also believe that through this innovation,
people would be able to utilize their music creativity skill in a better way. Music creativity
can also become cheaper with the use of this device. Thus human-music interaction can be
improved with the usage of this device.
Reflection 3:
I would suggest the device to be secured from bugs. This will help in using the device
smoothly. The bugs can be removed if the users get the scope of updating the device within
scheduled months. The implementation issue needs to be solved with perfection. I suggest
using a high-quality machine learning system for the device. I would also suggest conducting
extensive research before developing the issue. It would be better to take feedbacks from
some target users. The feedback from the users will be useful for adding further features into
the device and for increasing its quality in the future. The feedback will help in understanding
the expectations of the users which would be important for increasing the quality of the
device.
Conclusions:
From the portfolio, it is clear that the problem of the innovation needs to be solved at first
with perfection so that the device can be developed properly. The main features of the
innovation have been identified. It will be important to implement all the necessary features
in the device that have been assessed. There should be provisions for the users to update the
system whenever necessary. This would help in increasing the quality of the device with
time. It will be possible to remove other issues such as bugs, slowing down of the system, and
incorrect outputs. Through this portfolio, thus a proper innovation has been identified and
described in details.
Therefore; in the portfolio, a detailed description has been provided about this innovation.
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11DIGITAL INNOVATION
References:
Baldassarre, B, Calabretta, G, Bocken, N & Jaskiewicz, T 2017, "Bridging sustainable
business model innovation and user-driven innovation: A process for sustainable value
proposition design", in , Journal Of Cleaner Production, vol. 147, pp. 175-186.
Fiebrink, R 2019, "Machine Learning Education for Artists, Musicians, and Other Creative
Practitioners", in , ACM Transactions On Computing Education, vol. 19, no. 4, pp. 1-32.
Gamble, J 2018, "With a little help from my fans: the transformative role of the consumer in
music co-production", in , Production Planning & Control, vol. 29, no. 10, pp. 826-844.
Guerrero Flores, C, Tryfou, G & Omologo, M 2018, "Cepstral distance based channel
selection for distant speech recognition", in , Computer Speech & Language, vol. 47, pp. 314-
332.
Huang, J & Li, F 2019, "Approach to Impact of Human Capital and Foreign Trade on
Regional Economy Based on Threshold Estimation", in , IOP Conference Series: Earth And
Environmental Science, vol. 381, p. 012033.
Jeong, H & Liu, Y 2018, "Development and Evaluation of a Computational Human
Performance Model of In-vehicle Manual and Speech Interactions", in , Proceedings Of The
Human Factors And Ergonomics Society Annual Meeting, vol. 62, no. 1, pp. 1642-1642.
Lu, L, Xu, L, Xu, B, Li, G & Cai, H 2018, "Fog Computing Approach for Music Cognition
System Based on Machine Learning Algorithm", in , IEEE Transactions On Computational
Social Systems, vol. 5, no. 4, pp. 1142-1151.
Maksymova, S, Matarneh, R & Lyashenko, V 2017, "Software for Voice Control Robot:
Example of Implementation", in , Oalib, vol. 04, no. 08, pp. 1-12.
Ramadhanti, D & Mana, L 2018, "Comparison of Brainstorming and Mind Mapping
Techniques in Argumentation Writing Learning", in , Curricula, vol. 3, no. 3.
Sumi, K 2016, "Affective Human Computer Interaction", in , Proceedings Of International
Conference On Artificial Life And Robotics, vol. 21, pp. 244-248.
Tredinnick, L 2017, "Artificial intelligence and professional roles", in , Business Information
Review, vol. 34, no. 1, pp. 37-41.
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Zainol, A, Mohd Yusof, W, Mastor, K & Mohd Sanusi, Z 2016, "Ideation in Industrial
Design Context: The importance of group process in brainstorming", in , Asian Journal Of
Environment-Behaviour Studies, vol. 1, no. 1, p. 19.
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