| |
4.3. Related Work
57 4.3
Related Work This section
shows relations of the Xtreme Prototype approach
to other methods. The initial phase of our
approach, understanding the user domain, focuses on gain- ing
knowledge from users, most similar to contextual design [
Beyer and
Holtzblatt 1998
] . User
involvement has also been recognized in business and industry. Eric
von Hippel suggests to replace the manufacturer-as-innovator
assumption with the view of the innovation
process as predictably distributed across users, manufactur- ers,
suppliers, and others. [
v. Hippel
1988 ] .
We address this issue by involving various
stakeholders in the second phase: understanding the domain. The
third step, distilling opportunities, may include scenarios, as suggested by
[ Car-
roll 2000
] , but the result
has to go clearly beyond current practices. We are aware that
prototyping is a key activity within the design of interactive systems. Participa-
tory design [
Ehn and
Kyng 1992 ] [
Muller
1992 ] ,
user-centered design [ Nielsen
1993 ] ,
and software engineering [
Tripp
and Bichelmeyer 1989 ]
have a tradition of using prototypes. Moreover, literature also reports on prototypes for di
erent audiences [ Wagner 1990
] [ Erickson 1995
] and di
erent levels of fidelity [
Wong 1992
] [ Liu and
Khooshabeh 2003
] [ Rudd et
al. 1996 ]
, Our approach distinguishes itself from those above, as it does not aim at trying to
meet the users immediate needs in the course of several iterations. We do not use
prototypes as a tool for communicating and matching the developers understanding
with the implementation of the users immediate needs. Instead, with Xtreme
Prototyping we intend to provoke and stimulate the user. On purpose, the prototype
should mismatch the users expectations but go beyond them. This should enable
the user to leave his comfort zone of known practices and to extrapolate further
and beyond. Instead of putting the user into a reacting role, obtaining feedback
about what is good or bad as proposed by user-centered design
[ Norman and Draper
1986
] , the Xtreme
Prototype should help the user to abstract from current work
practices and to become active in generating more innovative ideas. Similar to
experience prototyping [
Buchenau and Suri 2000
] the Xtreme
Prototype facilitates the exploration of possible solutions and ideas. However, the main di
erence is that the developer are ahead of users and expose a stimulating prototype first. As in
participatory design [
Greenbaum and Kyng 1991
] [ Muller, M. J. and Kuhn, S. 1993
] [
Schuler and Namioka 1993
] we empower the user to actively propose alternative
designs. However, we intend to overcome the users short-term focus constrained by
his immediate needs and belief in his current work practices. The Xtreme
Prototype shall lead the user-developer discussion onwards to real innovative solutions instead
of incremental short-term solutions. Then, within the course of several iterations, the
initial provocative concept will be shaped towards a more realistic implementation
with the help of the users more realistic assessment. The initial activation energy,
though, stems from the developers.
|  |
|
| |
|
|