HOW TO LOCATE (ALMOST) ANYTHING 293
Conclusion
When you start to develop projects that use location systems, you usually find that
less is more. It’s not unusual to start a project thinking you need to know position,
distance, and orientation, then pare away systems as you develop the project.
The physical limitations of the things you build and the spaces you build them in
solve many problems for you.
This effect, combined with your users’ innate ability to
locate and orient themselves, makes your job much easier.
Before you start to solve all problems in code or electron-
ics, put yourself physically in the place you’re building for,
and do what you intend your users to do. You’ll learn a lot
about your project, and save yourself time, aggravation,
and money.
The examples in this chapter are all focused on a solitary
person or object. As soon as you introduce multiple par-
ticipants, location and identification become more tightly
connected, because you need to know whose signal is
coming from a given location, or what location a given
speaker is at. In the next chapter, you’ll see methods
crossing the line from physical identity to network identity.
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294 MAKING THINGS TALK
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