This week I’ve read the paper: “Turn Your Mobile Into the Ball: Rendering
Live Football Game Using Vibration” by Réhman et al.
11.
How can media
technologies be evaluated?
You can evaluate
media technologies with the help of different texts with certain aspects in
mind, efficiency, satisfaction and effectiveness. The paper mentioned above
focused on satisfaction which means the acceptance and the comfort of the system
in question to, but not limited to, its users. To test this participants
answered a questionnaire focused on Interests,
Willingness, Comfort, GUI, Trainability and Acceptance.
22. What role will
prototypes play in research?
Since prototypes
and prototyping helps you improve the functionality and design of whatever
product it is you are working on, it can play an important role in research.
With prototypes you have the “trial and error” way of moving forward and can
evaluate what you are working to see if you are moving in the direction you
want. With the use of prototypes you can show your work to people who have no
previous connection or experience with your product and gain a new perspective
on your own work. This can show you problems that you might’ve missed, new
solutions and/or whether the prototype is easy to use for the target group you
are making the product for.
33. Why could it be
necessary to develop a proof of concept prototype?
If you develop a
proof of concept prototype you can test your concept and see if it is possible to
develop it to meet certain criteria and/or have enough potential within the
area to continue the research. So it can be necessary to develop to see if your
concept or idea is feasible or not.
44. What are
characteristics and limitations of prototypes?
Prototypes are
used to test your idea or concept with a more “hands on” technique. It is an
easy and cheap technique that allows you to find design flaws and make changes
before the release of the final product. The characteristics of prototypes are
that they are not the finished product and therefore they might not be
completely accurate to the final product in terms of functionality or design.
55. How can design
research be communicated/presented?
I think that design research can be communicated/presented in several
different ways but what way you choose depends on what you want to highlight
about your product/service and on the product/service itself. You could either
do it with the help of models (real or virtual), prototypes, images, sketches
and animations. Each of these have their own strengths and weaknesses and have
different time consumption to take into consideration when choosing how you
want to present your design.
1. What is the 'empirical data' in these two papers?
Both of the papers (“Finding design qualities in a
tangible programming space” by Fernaeus & Tholander and “Differentiated
Driving Range” by Anders Lundström) have empirical data in the form of
observations and data collected while testing prototypes. In Lundström’s paper
there are also empirical data gathered with the help of interviews.
2. Can practical design work in itself be considered a
'knowledge contribution'?
Absolutely. With the help of practical design work you
can end up with conclusions about different design choices that later can be
used when developing other products/services. Examples of this would be that
some practical design work ends up with showing the limitations of a design and
that in the future another design choice would be better to achieve certain
results.
3. Are there any differences in design intentions within
a research project, compared to design in general?
I think that there isn’t any difference between design
within a research project and design in general because I feel like they are
the same when it comes to procedures. Designing is about creating something
that fits within the area you are creating it for. You want it to work as well
as it possibly can within the area when it comes to functionality. However I do
think there is a more “artistic” design when it comes to design outside
research that can make the designer less open to change. A game designer might
want something within the game that he/she thinks is awesome even though he/she
knows that it makes some part of the game harder to understand or whatever. I
feel like something like that wouldn’t happen within research because there you
want to optimize everything in every way possible. At least that is my
impression.
4. Is research in tech domains such as these ever
replicable? How may we account for aspects such as time/historical setting,
skills of the designers, available tools, etc?
When it comes to the aspects time/historical setting,
skills of designer, what tools that are avaible, etc, it is very hard to
replicate research in the tech domain because technology is developing so fast
today so it is hard when it comes to time/historical setting. The tools
available develop together with the technology so this aspect is influencing the
previous aspect. So I would say that it is replicable to a certain degree at
most but in most cases not at all.
5. Are there any important differences with design driven
research compared to other research practices?
Yes, because design driven research wants to create
something new (a product, service, tool etc) while other research is about
creating/obtaining new knowledge. Design driven research is usually to fill a
need that exists with users.
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