Prototypes as assets, not toys: why and how to extract knowledge from prototypes
Proceedings of the 18th international conference on Software engineering
Usability Engineering
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International Journal of Human-Computer Studies
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User-Centered Requirements Engineering: Theory and Practice
Paper or interactive?: a study of prototyping techniques for ubiquitous computing environments
CHI '03 Extended Abstracts on Human Factors in Computing Systems
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ISMAR '04 Proceedings of the 3rd IEEE/ACM International Symposium on Mixed and Augmented Reality
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VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry
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HCD 09 Proceedings of the 1st International Conference on Human Centered Design: Held as Part of HCI International 2009
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Personal and Ubiquitous Computing
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Proceedings of the International Working Conference on Advanced Visual Interfaces
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Bell Labs Technical Journal
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This paper presents two case studies of prototype evaluation as a tool for user needs elicitation for emerging technologies. In the first user evaluation, a high-fidelity virtual reality prototype is used. In the second one, a low-fidelity mixed reality prototype is used. Our results show that prototypes may be a powerful a tool for eliciting user-needs, but their potentiality depends on their fidelity. In our studies, users elicit more needs when working with the high-fidelity prototypes. Furthermore, the information collected in this case is richer and more useful for design. We discuss these results as well as some factors that could help stakeholders elicit a greater number of needs for emerging technologies.