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.
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.
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.
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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