Cardboard computers: mocking-it-up or hands-on the future
Design at work
The “Starfire” video prototype project: a case history
CHI '94 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Using video to re-present the user
Communications of the ACM
Scenario-based design: envisioning work and technology in system development
Scenario-based design: envisioning work and technology in system development
Work processes: scenarios as a preliminary vocabulary
Scenario-based design
Embedding the Internet: introduction
Communications of the ACM
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
Video card game: an augmented environment for user centred design discussions
DARE '00 Proceedings of DARE 2000 on Designing augmented reality environments
The design challenge of pervasive computing
interactions
Participatory Design: Principles and Practices
Participatory Design: Principles and Practices
Design at Work: Cooperative Design of Computer Systems
Design at Work: Cooperative Design of Computer Systems
Approaches to Prototyping
Production methods
Applications of context-aware computing in hospital work: examples and design principles
Proceedings of the 2004 ACM symposium on Applied computing
Aesthetic interaction: a pragmatist's aesthetics of interactive systems
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
Context-descriptive prototypes and their application to medicine administration
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
The trouble with login: on usability and computer security in ubiquitous computing
Personal and Ubiquitous Computing
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
Unfolding understandings: co-designing UbiComp In Situ, over time
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
External representations in ubiquitous computing design and the implications for design tools
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
Real life experiences with experience design
Proceedings of the 4th Nordic conference on Human-computer interaction: changing roles
Machinima prototyping: an approach to evaluation
Proceedings of the 4th Nordic conference on Human-computer interaction: changing roles
Human-Computer Interaction
Contravision: exploring users' reactions to futuristic technology
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
UAHCI'11 Proceedings of the 6th international conference on Universal access in human-computer interaction: applications and services - Volume Part IV
An efficient context-aware personalization technique in ubiquitous environments
Proceedings of the 4th International Conference on Uniquitous Information Management and Communication
Hi-index | 0.00 |
Virtual studio technology enables the mixing of physical and digital 3D objects and thus expands the way of representing design ideas in terms of virtual video prototypes, which offers new possibilities for designers by combining elements of prototypes, mock-ups, scenarios, and conventional video. In this article we report our initial experience in the domain of pervasive healthcare with producing virtual video prototypes and using them in a design workshop. Our experience has been predominantly favourable. The production of a virtual video prototype forces the designers to decide very concrete design issues, since one cannot avoid paying attention to the physical, real-world constraints and to details in the usage-interaction between users and technology. From the users' perspective, during our evaluation of the virtual video prototype, we experienced how it enabled users to relate to the practicalities and context of applied technology. One of the main limitations experienced in the creation of the virtual video prototypes is the lack of user-involvement.