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Innovative Application Development for Ubiquitous and Wearable Computing

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ISBN: 3423050012   ISBN: 3423050012   ISBN: 3423050012   ISBN: 3423050012 
 
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26 Chapter 2.  State of the Art of Application Development Processes computing may see potential for new applications, but users focus on incremental changes of an existing system.  Their minds have to be stimulated first in order to break with current practices. But also researchers have to realize what makes sense in practice and what does not. As such, reasonable and compelling application domains have to be found where these technology makes sense, both for the user and the developer. “Wearable Computing currently has no concepts for application developments” [ Kjeldskov and Graham 2003 ] may be an overstatement, but clearly shows deficiencies in this area. Nevertheless,  simply applying methodologies from HCI, which may o er answers, is  di cult  due  a  di erent  starting  point:   HCI  works  towards  interaction  design and  not  on  concept  design.   Accordingly,  HCI  practitioners  do  not  have  to  think about  if  and  why  people  might  use  an  application  under  di erent  circumstances. Their objective is to identify new and compelling interaction paradigms.  However, HCI  has  a  long  tradition  in  cooperating  with  users  (see  Section  2.2.4  and  2.2.5) and developing new innovative solutions, at least to a certain extend.  Research in ubiquitous and wearable computing could benefit from those practices, if they can be adapted.  So far there has only been little research in this field.  In the following two approaches are mentioned that inspired and motivated our X’treme Prototyping approach, presented in Chapter 4. Humanistic Approach. [ Oulasvirta 2004 ] suggests a process that helps to find meaningful uses for context-aware technologies.  It proposes to review statistics in a first step to reveal common trends o ering opportunities for future applications. After choosing the topic and demands for such an application ethnographic stud- ies should be used for better understanding of the context of use and about how technology will intervene.  In a third step body-storming, a physical form of brain- storming where participants actually visit a topic location,  is used for acting out use  cases.   This  should  allow  playing  with  data  in  an  embodied  way  and  initiate design.  In a fourth step a simulation method is suggested for finding preconditions for design.  Several hours of video are used to derive task profiles which can be used for a simulation.  Then a program simulating the system’s perception and the sys- tem’s context-aware behavior should o er an inexpensive way for examining future scenarios. This approach is based on the fundamental belief that statistics could reveal future trends that are worth to be investigated.  This helps during the phase of finding a compelling application domain and provides a solid grounding in reality which fosters the development of applications that are relevant.  The idea of body-storming may reveal  innovative  ideas,  however,  in  practice  this  method  will  be  limited  to  very specific types of users:  acting out ideas is not an ability everybody has and would be  willing  to  do.   Furthermore,  the  value  of  this  methodology  is  strongly  linked with how well the simulation corresponds to the real world.  Moreover, a simulation has to focus mainly on the behavioral aspects of the system – cognitive aspects of
  
Bürgerliches Gesetzbuch BGB
von Helmut Köhler
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