ABSTRACT

In the context of the information society, the notion of computing platform concerns a wide range of devices, apart from traditional desktop computers, such as public-use terminals, phones, TVs, car consoles, and home appliances.1 Today, such computing platforms are mainly delivered with embedded operating systems (such as Windows Mobile, Java Micro Edition, or Symbian), while the various operational capabilities (e.g., interaction) and supplied services are controlled through so ware. As a result, it is expected that virtually anyone may potentially use interactive so ware applications, from any context of use, to carry out any particular task. In this context, interactive so ware products should be developed to address the demands of “running anywhere” and being “used by anyone.” It is argued that existing so ware development processes have to be revisited, as they suffer from two fundamental problems:

ey are designed for the so-called average user. However, • in the context of universal access, where potentially anyone is a computer user, it is not useful to defi ne an average user case. ey are typically developed for desktop computer sys-• tems (high-resolution display, mouse and keyboard), usually running windowing interactive environmen ts.