As a preparation
of this week’s theme, we are supposed to read the following paper: “Turn
Your Mobile Into the Ball: Rendering Live Football Game Using Vibration”.
How can media technologies be evaluated?
According to the mentioned
paper, vibration could be used as means of rendering live dynamic information
for mobile phones. With help of the aspects effectiveness, efficiency and
satisfaction, media technology can be evaluated by different tests within these
aspects. User satisfaction was tested in this paper by letting the participants
answer a questionnaire. Satisfaction refers to the comfort and acceptability of
the system to its users and other people affected by its use. The questionnaire
focused on Interests, Accept, Comfort, FInterests, Willingness, Trainability
and GUI.
What role will prototypes play in research?
Prototypes play an
important role in research. Due to “trial and error” while creating a prototypes,
the final product can be as good as possible. A prototype which is a model and
not a finished product could by tests lead to new research areas and new ways
to find solutions.
Why could it be necessary to develop a proof of
concept prototype?
It could be
necessary to develop a proof of concept prototype because it will show the idea’s
feasibility. This proof of concept is even one step before creating a
prototype. It is to see if it is even possible to continue with the concept,
even though the technical part is working. Furthermore, it would be possible to
do more research before developing a prototype.
What are characteristics and limitations of
prototypes?
A characteristic of
a prototype might be that they are much easier to investigate and to understand
the concept of a product. Regarding this aspect, a limitation might be that a
prototype is not finished and could not show the exact functions of the final
product.
How can design research be communicated/presented?
In my opinion,
design research can be communicated or presented through prototypes, animations
or sketches. Only with a description of the design it might be harder to
imagine the final product and to work with it.
Furthermore, we
were asked to read Finding design qualities in a tangible programming space by
Fernaeus and Tholander, and Differentiated Driving Range by Lundström. What is
the 'empirical data' in these two papers?
Can practical design work in itself be considered a
'knowledge contribution'?
Design work in
itself can be considered a knowledge contribution since it shows the limitation
of the prototype or the design in itself. Are there any differences in design intentions within a research project, compared to design in general?
In my opinion, there are differences in design intentions within a research project compared to design in general. Design in intention within a research project is meant to create something new, e.g. different variations of a prototype. Design in general focuses more on aesthetic purpose.
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?
In my opinion, research in tech domains is not always replicable. Often the used technique is almost outdated when the research is published.
Are there any important differences with design driven research compared to other research practices?
There are differences with design driven research compared to other research practices. Other research practices probably focus more on the why something happens and what it does. Design driven research focuses more on how a product looks.
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