Applied Pervasive Computing Presentation 3: Prototyping.

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Presentation transcript:

Applied Pervasive Computing Presentation 3: Prototyping

2 Outline Motivation? Ubicomp methodology Prototyping Lo-fi Hi-fi Longitudinal Prototyping in hardware

Motivation Ubicomp field is novel and uncharted Break the conventions => no conventions No “final solution“ – no “one shot”? Proof-of-concept prototypes useful Iterative research approach useful 3

UbiComp Methodology Main research approach used in early ubiquitous computing projects: “the construction of working prototypes of the necessary infrastructure in sufficient quality to debug the viability of the system in daily use; ourselves and a few colleagues serving as guinea pigs” [Weiser] Used today in pervasive computing research 4

5 Origins: civil engineering Bridge building Need to secure delivery Specify everything! Does not always work well - In a software development perspective - Especially so in a pervasive computing perspective - Promotes building the product right – not the right product “The Waterfall Model” Requirements specification Architectural design Detailed design Coding and unit testing Integration and testing Operation and maintenance

6 Design Fallbacks - Design fallbacks are one solution - Problems with interactive systems - Very expensive with long fallbacks - Users do not understand Use Cases or Class Diagrams and similar lots of feedback! Requirements specification Architectural design Detailed design Coding and unit testing Integration and testing Operation and maintenance

7 Iterative Rapid Development Proces Spiral model End target Start ROPES Iterations helps significantly on usability problems (Bohm 1988) But if not verified – then useless

8 XP Project model

9 Not for all system engineering Requirement specifications & legal contracts are relevant! Need to control ”loose cannon” developers: gold platers Software design gone bad is very expensive Hardware design is very, very expensive Protyping is relevant in all types of project – but most often BEFORE requirement specifications are formulated

10 Techniques for prototyping Storyboards / mock-ups / sketches prototypes with low fidelity (= precision) need not be computer-based – paper mock-ups AKA paper prototypes Limited func simulations = scenarios One part of functionality provided by designers RAD tools may be used for these (Visual Studio) Most often mock-ups are ok Wizard of Oz technique Video prototypes Horisontal / Vertical advanced prototypes Depending on what needs to be tested RAD tools are common for these Throw-away, incremental, evolutionary

Methods, methods, methods 11

12 Nokia Uses Paper Prototyping Extensively

13 Director or Visual Studio? Prototyping tools Director, Hypercard, PowerPoint, Frontpage prototyping tools produce slow programs Use HTML, images, sketches May evolve to a certain degree – then throw away IDE tools with UI Builders Visual Studio, Delphi Uses the standard Widgets available May eventually evolve to full product May take a longer time to get started with Better for developers – not good for designers

Longitudinal prototyping

Traditional prototyping often within confined timespan Sometimes more feasible to test concepts over time Wizard of oz and video prototypes not feasible Higher demands: Must be easy to install and activate Must be sufficiently easy to use Must be sufficiently robust Must be able to store or forward test data Must have sufficient power supply 15

Prototyping in hardware

Wizard of oz and video prototyping: Simulates hardware functionality Good for initial evaluation of concepts Not good for evaluating feasibility of HW sensors Cannot be used in longitudinal prototype evaluation Building “real” hardware prototypes is expensive Use hardware prototype toolkits instead 17

Prototyping hardware toolkits Phidgets Sun SPOT Ardunio Netdunio FEZ Intel Shimmer More …

Protoype tools used 2x Phidgets InterfaceKit RFID LF sensor FlexiForce strain gauges Visual Studio 2010.NET 4.0 / C# SMS Gateway