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52 Chapter
4. Developing Applications in Cooperation: Xtreme Prototyping
technological capabilities. Prototypes o
er a way to simulate new technological ca-
pabilities such that users can make first-hand experiences with this new technology.
We propose Xtreme Prototypes that are extreme in the sense of convincing the user.
In particular, our focus is not only on presenting system features that satisfy the
user, but to presenting features that stimulate the user to actively participate in
the design process and to propose own suggestions. The user should be convinced
of how new technological possibilities could change his working routines. Xtreme
Prototyping is a way of enabling users to articulate their needs, requirements and
application ideas regarding the new technological capabilities.
Many, if not all, of the requirements listed in Section 2.1 are addressed at least
individually in various approaches in the literature. We feel however that none of the
current approaches does respect all of them su
ciently well in order to generate and
create innovative applications and application scenarios for ubiquitous and wearable
computing. This section therefore takes various well-known approaches as a starting
point and synthesizes from them a novel method called Xtreme
Prototype. The concept of an Xtreme
Prototype is introduced to overcome the tension between
user-focus and the introduction of radically new concepts and technologies. An
evolving pool of ideas is generated to find principles and features that describe and
solve future user needs. The goal is to create innovative applications that radically
depart from todays solutions. This exploratory nature of Xtreme
Prototypes is very di
erent from other prototyping methods [
Tripp and Bichelmeyer 1989
] [ Wasserman
and Shewmake 1990
] [ Rudd et
al. 1996 ]
, where the goal is to evaluate a technology
and evaluate its success. Xtreme
Prototypes are used to explore what lessons can
be learned together with users and other stakeholders for further developments and
research. The method comprises six steps:
1. Choose a compelling problem domain.
2. Understand the users ultimate goals, driving forces and constraints of estab-
lished routines, and the current implementation of work practices.
3. Distill radically new concepts by identifying new opportunities for change.
4. Develop an Xtreme
Prototype to present one or several radically new concepts
to the user. 5. Provide experience for the users and stimulate users to imagine new possibili-
ties beyond their daily work practice and knowledge.
6. Iterate: Several iterations may be necessary to let the process converge.
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