CSCW '88 Proceedings of the 1988 ACM conference on Computer-supported cooperative work
Cardboard computers: mocking-it-up or hands-on the future
Design at work
Work processes: scenarios as a preliminary vocabulary
Scenario-based design
Video artifacts for design: bridging the Gap between abstraction and detail
DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
The design challenge of pervasive computing
interactions
Supporting Human Activities - Exploring Activity-Centered Computing
UbiComp '02 Proceedings of the 4th international conference on Ubiquitous Computing
Virtual video prototyping of pervasive healthcare systems
DIS '02 Proceedings of the 4th conference on Designing interactive systems: processes, practices, methods, and techniques
Production methods
Tools of contextualization: extending the classroom to the field
Proceedings of the 2005 conference on Interaction design and children
Dynamically transparent window
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Staging Urban Interactions with Media Façades
INTERACT '09 Proceedings of the 12th IFIP TC 13 International Conference on Human-Computer Interaction: Part I
Designing urban media façades: cases and challenges
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Creativity methods in interaction design
DESIRE '10 Proceedings of the 1st DESIRE Network Conference on Creativity and Innovation in Design
Exploring the dynamics of ownership in community-oriented design projects
Proceedings of the 6th International Conference on Communities and Technologies
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Computing power is an integrated part of our physical environment, and since our physical environment is three-dimensional, the virtual studio technology, with its unique potential for visualizing digital 3D objects and environments along with physical objects, offers an obvious path to pursue in order to envision future usage scenarios in the domain of pervasive computing. We label the work method virtual video prototyping, which grew out of a number of information systems design techniques along with approaches to visualization in the field of architecture and set design. We present a collection of virtual video prototyping cases and use them as the platform for a discussion, which pinpoint advantages and disadvantages of working with virtual video prototyping as a tool for communication, experimentation and reflection in the design process. Based on more than ten cases we have made the observations that virtual video prototypes 1) are a powerful medium of communication in development teams and for communication with industry partners and potential investors, 2) support both testing and generating ideas 3) are particular suited for addressing spatial issues and new ways of interacting. In addition practical use of virtual video prototypes has indicated the need to take into account some critical issues including a) production resources, b) hand-on experience, and c) the seductive power of virtual video prototypes.