Prototypes and paratypes: designing mobile and ubiquitous computing applications

Conducting user-centered design is a primary challenge in ubiquitous computing. Two kinds of prototyping techniques can be particularly effective for developing mobile and ubiquitous computing applications: compound prototypes and situated experience prototypes. Compound prototypes combine the final...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Veröffentlicht in:IEEE pervasive computing 2005-10, Vol.4 (4), p.67-73
Hauptverfasser: Abowd, G.D., Hayes, G.R., Iachello, G., Kientz, J.A., Patel, S.N., Stevens, M.M., Truong, K.N.
Format: Artikel
Sprache:eng
Schlagworte:
Online-Zugang:Volltext bestellen
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
Beschreibung
Zusammenfassung:Conducting user-centered design is a primary challenge in ubiquitous computing. Two kinds of prototyping techniques can be particularly effective for developing mobile and ubiquitous computing applications: compound prototypes and situated experience prototypes. Compound prototypes combine the final product's user interface (UI) with a computational implementation that runs on a separate system without the resource constraints of the target device. This model lets researchers and designers evaluate a new application's physicality and aesthetics as well as its functionality. Situated experience prototypes, or paratypes, include experimental protocols that attempt to reproduce user interaction with the system in real situations, and can optionally use common prototyping instruments such as paper mock-ups or physical props. Using our Personal Audio Loop (PAL) project as a case study, we discuss how you can fruitfully employ compound prototypes and paratypes when designing and developing mobile and ubiquitous computing applications.
ISSN:1536-1268
1558-2590
DOI:10.1109/MPRV.2005.83