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Innovative Application Development for Ubiquitous and Wearable Computing

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4 Developing Applications in Cooperation:  X’treme Prototyping Ubiquitous and wearable computing have been around for more than a decade now [ Weiser 1991 ] . However, there is still no consensus on what these new technologies are going to be used for. Traditionally, application development in ubiquitous and wearable computing communities has been mostly technology driven. This has lead to a variety of applications [ Korjea-aho 2000 ] [ Schilit et al. 1994 ] [ Arnstein et al. 2002 ] of which only few are really being used in practice, e.g. [ Bardram 2004 ] [ Davies et al. 1998 ] [ Fuller et al. 2000 ] . This may be seen as an indication that current prac- tices are too unsystematic and rely too much on developers’ and designers’ intuition alone. This general problem is widely recognized and consequently many researchers in ubiquitous computing evaluate their prototypes in various ways. Clearly, evalu- ation techniques are very important in particular when they are suited to evaluate ubiquitous computing applications in realistic settings [ Consolvo et al. 2002 ] . We argue in this chapter, however, that they only partly tackle the question of what is useful and what is perceived problematic from a user’s perspective [ Kjeldskov and Graham 2003 ] also in a longer term perspective. In order to provide more benefit for users, it is essential to break with current practice that mostly designers and technologist attempt to judge the value of a specific technology.  It is rather necessary to explore  together  with users opportunities of new technology and applications that provide real benefit in realistic settings and in a longer term perspective. Introducing applications with ubiquitous and wearable technologies to real world scenarios and using those on a large scale could help to identify and face more fundamental challenges in human-computer interaction. It also would increase the prominence of ubiquitous and wearable computing in everyday life, as real users could experience and realize its benefits. When introducing new technologies many researchers – including ourselves (see Chapter 3) – have experienced that there is a latent tension between a technologi- cally advanced solution and the focus on the user. For the introduction of advanced 49
  
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