2015年10月2日星期五

Theme5: Design research

Question for lecture on Wednesday:

1.How can media technologies be evaluated?
The evaluation is organized into experimental platform, usability evaluation which includes effectiveness, efficiency and satisfaction and trainability.

2.What role will prototypes play in research?
The prototypes is used for building an experimental system and carrying out user tests to collect experimental data for analyzing the feasibility of the research method. It appears when the desired system needs to have a lot of interaction with the end users.

3.Why could it be necessary to develop a proof of concept prototype?
 A proof of concept prototype is a realization of the research method to demonstrate its feasibility in principle, whose purpose is to verify the concept prototype has the potential of being adopted.
Developing a proof of concept prototype indicates concept prototype can be designed to obtain significant data for further research.

3.What are characteristics and limitations of prototypes?
The prototype is designed according to the original method and key ideas based on the currently known requirements. The type of prototype is global which means an entire system is included covering almost considered features.
While Incomplete application of prototype may cause application not to be used as the full system was designed.

4.How can design research be communicated/presented?
Successfully presenting the design research can focus on the evaluation to the prototype of participants and usability which means effectiveness, efficiency and satisfaction. The design research in “Turn Your Mobile Into the Ball: Rendering Live Football Game Using Vibration” written by Shafiq ur Réhman, Jiong Sun, Li Liu, and Haibo Li is really a excellent sample to learn a feasible communication of design research.
Question for lecture on Friday:

What is the 'empirical data' in these two papers?
The empirical data means knowledge gaining by means of direct and indirect observation or experience. In my opinion, it is contrasted with a prior knowledge.

1.Can practical design work in itself be considered a 'knowledge contribution'?

Yes, I agree with this idea. Practical design work which means testing the design and collect the reflection of user is a significant way to gain knowledge. According to the concept of “knowledge is perception”, it corresponds to the view in philosophy.
2.Are there any differences in design intentions within a research project, compared to design in general?

What I understand is that design within a research project is used to collect specific data for further study or evaluate the feasibility of the method in the research project. While common design concentrate on different aspect, less evaluation.
3.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, it is impossible that research in tech domains such as these papers can be replicable. As the three aspects mentioned, changes happened in any one factor of time/historical setting, skills of the designers and available tools could affect the research.
4.Are there any important differences with design driven research compared to other research practices?


Actually I am confused with this question. My understanding is that design driven research pay more attention to how to present the design to participant. For this type of research, the study is based on the design such as experimental data and the reflection of users. While other research practices usually appears in the pattern of that design is used to test and verify the method of researchs.

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