fredag 2 oktober 2015

Pre Theme 5

Turn Your Mobile Into the Ball: Rendering Live Football Game Using Vibration
Réhman, S., Sun, J., Liu, L., & Li, H. (2008)

1) How can media technologies be evaluated?
First and foremost technology you develop should be evaluated based on it's usability. Like the authors mention in the paper they use the ISO recommendations regarding effectiveness, efficiency and satisfaction. It's important that your service or product is intuitive or easy to learn or the user will lose interest. In the paper this is evaluated by looking at empirical data from tests e.g. error rates before and after training but also through a questionnaire.

When looking at evaluation of media technologies in general however, I believe it's important to look at economical factors as well. Instead of just asking “can we do it?”, you have to include “should we do it?”. This might not be the the most important aspect during research like in this paper since they are investigating if the concept works at all. However the authors still include that aspect somewhat when asking if the test subjects would be willing to pay for the service. Money is almost always of importance (even though there are examples like e.g. the development of Linux) and I would dare say it's an aspect you can't ignore. Will the taste justify the price? Did we develop with the user that is willing to pay in mind, or a user that will not?

2) Why could it be necessary to develop a proof of concept prototype?
One explanation could be linked to what I previously mentioned about money. Research and development requires funding and even if a proof of concept is not required by e.g. an investor, it could still help in lowering the perceived risk in granting the funding.

It is also a way to test theory when putting it into practice. Does it translate well into an actual product or service or are there new parameters we have to keep in mind and account for to reach a satisfying result? Prototypes serve this purpose well since you in an early stage can test specific functionalities and reiterate design choices. Worst case scenario might be that you choose to scrap a project, but better do it in an early stage than turning it into a big sunk cost fallacy.

Finding Design Qualities in a Tangible Programming Space
Ylva Fernaeus & Jakob Tholander

Differentiated Driving Range: Exploring a Solution to the Problems with the “Guess-O-Meter” in Electric Cars
Anders Lundström

3) Are there any important differences with design driven research compared to other research practices?
When comparing these two papers to the ones I chose myself for the previous themes, I would say the main difference is that the design driven research is attempting innovation. A simpler way to explain my point would be that it tries to explain how? rather than why?.

4) Can practical design work in itself be considered a 'knowledge contribution'?
Choices made during design work should always be motivated by other theories and/or user tests in some form. While doing this we are entering the field of “design and action theory” mentioned in the article by Gregor in theme 3. Findings during the design process and can be evalutated by others as can the method itself. I agree with this since you do not only benefit from learning from your own misstakes, but also those of others. It is of course also very benefitial to find inspiration in what have worked for others.

5) Are there any differences in design intentions within a research project, compared to design in general?
Once again I want to bring up economical aspects to back my statement. Within research the aim should be how to best achieve high usability in a theoretical sense. Design in general however still have usability as a priority, but monetary gain is likely to be a driving force compared to knowledge itself.


6) 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 think it's hard to replicate the research fully since design is very context and user base specific. However this is likely not an issue since I believe the important thing to take with you from reading these kinds of research papers is inspiration for your own methods and early prototypes since design work is iterative.

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