Part I
Turn Your Mobile Into the Ball: Rendering Live Football Game Using Vibration
Turn Your Mobile Into the Ball: Rendering Live Football Game Using Vibration
(Réhman, Sun, Liu. and Li, 2008)
How can
media technologies be evaluated?
The article synchronized a mobile phone with the ball in a
football game, so that the user can experience the movements of the ball. For
that a usability test was conducted. This evaluation of media technologies was
done from 3 point’s of views. Effectiveness,
which was about the question if a task could be completed with the specified
system. This was indivated by the success to failure ratio. Second, the efficiancy was evaluated by taking the
reaction time if a user as an indicator of efficiency. How much effort does
this require?
The third aspect is satisfaction, which refers to the comfort of the system to its users, meaning one can observe how useres interact with the system and measure through a questionaire (e.g. Is this application interesting?).
The third aspect is satisfaction, which refers to the comfort of the system to its users, meaning one can observe how useres interact with the system and measure through a questionaire (e.g. Is this application interesting?).
What role
will prototypes play in research?
If I understand this correctly, prototypes in research are used to
create ideas and to collect data for a scientific paper. Prototypes already
play an important role in research, as they are the basis of future models.
With these, researchers can test new alternatives to check the efficiancy and
satisfaction of a model and can identify new ideas based on feedback.
In media & communication research this is done for example
before a survey is distributed. The survey itself is a "prototype" which will be
reviewed by several other researchers and potential participants, so that
possible errors or misunderstandings can be clarified and corrected. Only after
that the „finished“ survey can be distributed among the participants without
any further concerns.
Why could it
be necessary to develop a proof of concept prototype?
It is necessary to develop a proof of concept (POC) prototype in
order to be sure, that certain theories or concepts can be applied in the real
world. With that the feasability can be proven. Also, it helps to provide
insights on how the prototype can be improved.
What are characteristics and limitations of prototypes?
Prototypes are meant to show what the final end product could look
like. Since it’s only one version of it, there might be flaws. Through
extensive testing they can be eliminated, which also changes the product.
How can
design research be communicated/presented?
The best way
might be to visualize the prototypes, concepts and results in the research
paper, so it’s easier to imagine how the design research was conducted. This
can be done through graphs, pictures or sketches.
Part II
Finding Design Qualities in a Tangible Programming Space (Fernaeus & Tholander, 2008)
Finding Design Qualities in a Tangible Programming Space (Fernaeus & Tholander, 2008)
Differentiated
Driving Range: Exploring a Solution to the Problems with the “Guess-O-Meter” in
Electric Cars (Lundström, A. , 2014)
What is the
'empirical data' in these two papers?
Fernaeus and Tholander’s paper on „Finding Design Qualities in a
Tangible Programming Space“ uses a qualitative analysis of design prototypes
and of staged activities with children using these prototypes. In previous
research it has been normal to involve children as informers, but this study
chose to involce the children in productive use of technology.
In Lundström’s article about „Differentiated Driving Range:
Exploring a Solution to the Problems with the “Guess-O-Meter” in Electric Cars“
he uses a variety of methods to explore problems that drivers experience with
with the information that is available in electric cars. First there was a
pre-study, where they performed a state-of-art-analysis of discourse in online
forums and interviews. As they
wanted to understand what affects the driving range, they designed and
implemented a proof-of-concept to explore the feasibility of the concepts.
Can
practical design work in itself be considered a 'knowledge contribution'?
I would say yes. Every step towards knowledge is a contribution,
no matter in what form it comes. As we discussed earlier, even theory is a form
of practice, as you are thinking and looking at something. So just because
practical design work involves the term ”design” it doesn’t mean it excludes knowledge
contribution.
Are there
any differences in design intentions within a research project, compared to
design in general?
Within a research project it’s not just about the design, but also
about so many other factors that have to be considered as influence factors.
Here, a researcher has to conduct pre-analyses to gain more information before
actually conducting anything. I figure that it’s not that complicated in design
in general.
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?
I am sure they are replicable. Of course, as it’s the same with
any other research, a replication of a project highly depends on the
objectivity and skills of the researcher himself. There’s not to be any
personal involvement or subjectiveness in the matter of replication. Everything
should be copied 1:1 as it has been done before in order to ensure the same
result. So for this matter, of course time has a great role, as technology
evolves everyday. That means, some things might only be replicable for a short
period of time before technology advances again.
Are there
any important differences with design driven research compared to
other research practices?
The research process differs. In design driven research phenomenas
are observed, then a design is chosen, which will be prototyped first. After
that, it will get tested with a audience. After that, the process repeats
itself.
Scientific research, as discussed in theme 4 has no prototypes and
designs, but chooses between quantitative or qualitative method and drives from
one theory. Hypotheses are formulated to narrow the research topic. Results are
reported and a discussion follows.
Réhman, S., Sun, J., Liu, L., & Li, H. (2008). Turn
Your Mobile Into the Ball: Rendering Live Football Game Using Vibration. IEEE Transactions on Multimedia, 10(6),
1022-1033
Fernaeus, Y., Tholander, J. (2008). Finding Design Qualities in aTangible Programming Space.
Lundström, A. (2014). Differentiated Driving Range: Exploring aSolution to the Problems with the “Guess-O-Meter” in Electric Cars
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