| |
2.3. Towards a Methodology for Ubiquitous and Wearable Computing
25
competent participants and participatory design can also generate resistance against
the implementation. The danger of sticking too much to the user is inherent. This
fact has been at least partly recognized and addressed by approaches, such as stories
and prototypes.
2.2.6 Meta-Design
Meta-design aims at providing an on-going process in which users become co-designers
[
Fischer 2003
]
. This assumes that instead of an equal partnership as proposed by
participatory design, users get empowered by tools and frameworks to shape an
existing system to their needs by themselves. As such the developers only provide
the building-blocks, the user becomes a developer himself. The developer designs
the development process rather than the actual solution. Mentioned examples are
open-source software developments and interactive art.
While a desirable goal, it seems di cult to generalize and apply the concept of meta-
design in practice. It requires a tremendous e ort in the development of toolkits
and frameworks, since these do not only have to be used by experienced developers
but even by technology-unaware end-users. However, if this issue could be solved,
meta-design could o er a great playground especially for end-users to develop their
own solutions. Molding ideas into functioning artifacts could also stimulate minds
and lead to very creative and innovative solutions. So far this remains, however, a
desire.
2.3 Towards a Methodology for
Ubiquitous and Wearable Computing
Ubiquitous and wearable computing applications have been around for some years
now. In contrast to the original claim of providing calm technology available anytime
and anywhere that supports the user in a smart way
[
Weiser 1991
]
, most developed
applications are still in their infancy. One reason certainly is, that many applications
are only used as vehicles to argue for certain architectures, frameworks, or interaction
paradigms instead of providing compelling application cases. They motivate and
span the space about how future applications may look like. As such they are only
a starting point of the quest for compelling applications. And it is challenging,
as
[
Ehn 1993
]
argues: Su cient knowledge of the tradition of an application area
is necessary in order to design a computer system of high quality. But design
has also to extraplorate from tradition, and not only to duplicate the traditional
behavior. Accordingly, a remaining challenge is to communicate the experience
and opportunity new technology can o er. Researchers of ubiquitous and wearable
|  |
|
| |
|
|