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1.3. Todays Development
Practices in Ubiquitous and Wearable Computing 5
ubiquitous and wearable technologies could be introduced
into real world scenar- ios and if they
were used on a larger scale, this could help identify and face more
fundamental challenges of human-computer interaction.
It also would increase the relevance of
ubiquitous and wearable computing, as real users could experience and
recognize the achievements of ubiquitous and wearable
computing research. In re- turn research
could incorporate user feedback at a larger scale to better focus on
technically important and socially relevant issues.
You achieve better results with
prototypes in Ubicomp. ( [
Liu and
Khooshabeh
2003 ] )
Prototypes have proved useful during a variety of industrial
and research develop- ments. They o
er a good way of mediation between developers and users. Even if
not yet fully functional, prototypes can embody a behavioral representation of the
desired requirements. Users can play and interact with prototypes, and refine their
needs based on the gained experience.
[ Schrage 2004
] even postulates: Never go to
a client without a prototype.
The user is not a designer. Studies
have shown that users designs are
generally inferior to those of professionals.
[ Webb 1996
] Nevertheless, since ubiquitous and wearable computing is not yet common place, ex-
pressed user needs have to be thoroughly reviewed: Users may not yet be ready to
envision the patterns of use and real-world conditions of future ubiquitous and wear-
able computing systems. The context of usage is di
cult to convey with prototypes, since prototypes mainly represent system functionality. Ultimately however, ubiq-
uitous and wearable computing cannot envision only self-contained and stand-alone
systems, but have to become part of a usage domain in real world environments.
Compared to classical computer desktop scenarios, pervasive applications are more
di cult to build and to prototype. Idea generation and development for ubiquitous
and wearable computing applications has proved the necessity of involving di
erent expertise from user domains, but guided by the developers. However, this puts a
burden on sharing information between domains, i.e. developers and representative
samples of users. This means that each party should be enabled to utilize their
familiar concepts but simultaneously relate to the language used by experts of other
fields [
Ranta and Asplund 2003
] . The user is not a designer, but he should be
exploited as rich source of information regarding usage and interaction patterns.
The goal of this thesis is hence to find a method that helps to develop innova-
tive ubiquitous and wearable computing applications by a deliberate and balanced
integration of users and other stakeholders feedback into the development process.
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