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Innovative Application Development for Ubiquitous and Wearable Computing

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50 Chapter 4.  Developing Applications in Cooperation:  X’treme Prototyping new technologiesusers by definition not familiar with the technology and have dif- ficulties grasping its benefit.  Simultaneously, designers and developers often lack the understanding of the relevant issues in specific working domains. In order to create solutions that really go beyond incremental changes of established routines, these limiting boundaries have to be overcome: Real innovation is not generated by technology itself, but technology can act as a vehicle to create new opportunities that innovate and change established routines and work practices. In particular, users have to be given the possibility to make first-hand experiences in order to articulate sound statements about their potential needs that are beyond their own experience [ v.  Hippel 1988 ] .  Later, this articulated needs have to be identified and integrated into the development process. The success story of VisiCalc [ Gal 1996 ] , the first interactive spreadsheet software, illustrates nicely how new technology can impact and change common work prac- tices.  Though many other programs on mainframe computers produced outputs that looked like ledger sheets, the dramatic (and largely unexpected) change came from the spread sheet’s interactivity.  VisiCalc combined the regular structure of the familiar ledger sheet with an underlying structure of interlinked formulas. This was the first time a non-technical user could build a complex financial model incre- mentally, and could explore the model through successive iterations of inputs. This quantitative change in ease of use meant a qualitative change in how people worked with the data. No user could have imagined these opportunities before having seen it. But after experiencing such as a system, the user can explore these new oppor- tunities, can relate to his daily work, and judge its usefulness. In its time, VisiCalc was a radically new idea that showed a novel use of technology to change common work practices. Finally, it led to the introduction of desktop computers to millions of o ces. The main contribution of this chapter is to introduce the concept of X’treme Proto- types as a method to generate innovative applications.  This concept is based on the list of requirements in Section 2.1.  The approach aims to extend the users’ views on  technological  advances  in  order  to  free  their  mind  and  allow  thoughts  about radical changes.  Simultaneously, this approach familiarizes the developers with the constraints  and  needs  of  specific  real-world  applications.   Prototypes,  referred  to as X’treme Prototypes, are used as vehicles to give a feel of how future implemen- tations  look  like  regardless  of  their  immediate  feasibility.   The  user  is  exposed  to technology  he  has  never  experienced  before,  referred  to  as  ‘prototype  jump’  (see Figure 4.1).  By this the user gets stimulated and can better imagine future uses and extrapolate from a new standpoint.  The overall goal is to create applications that represent  novel  solutions,  i.e.   concepts  that  are  radically  di erent  and  advanced compared to the status quo.  Due to its purely technology-driven nature this ‘pro- totype  jump’  can  only  represent  a  first  starting  point  for  conducting  cooperative application development with .  Accordingly, user constraints and needs have been
  
Designing Solutions-Based Ubiquitous and Pervasive Computing: New Issues and Trends (Premier Reference Source)
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