1. How can media
technologies be evaluated?
2. What role will
prototypes play in research?
3. Why could it be
necessary to develop a proof of concept prototype?
4. What are
characteristics and limitations of prototypes?
5. How can design
research be communicated/presented?
One way to evaluate technologies is by their usability. Usability can
be divided into the three variables efficiency, effectiveness
and satisfaction.
Each of these are examined by letting a defined group of users try to fulfil
specific goals in a specific environment (Réhman et al, 2008).
One reason for using prototypes in design research is that they can
help in terms of examining how users experience and perceive a certain design. The next step could be to interpret
feedback from the users in order to develop the aspects of the design that was
perceived as intended or aspects that was perceived as an advantage by the users. For example it can
help researches with developing a design, or a visualisation, of driving range in electric cars so
that it is perceived as easy to understand according to users (Lundström).
I interpret design research as a method to do
research on how a certain design is perceived by users. In other words I think
that in order to for example develop a concept of a design that is aimed to be perceived
as helpful by users, a proof-of-concept
prototype can act as a representation to how the finished design concept would
be perceived.
I would consider the characteristics of a prototype to be a design
concept exemplified by using a basic level of design in order to be able to
have users give feedback on the concept. The limitations could be that once a prototype is
formed the feedback given will be based on that prototype alone. In that way a
prototype might prevent feedback in the form of totally different perspectives
on the design concepts that might be useful since it already presents a certain
form of the design concept.
To end this blog post:
To present design research there are different
methods. If the research is concerning a form of iterative design process in order to discuss a hypothesis or research question one
method is to discuss the findings made in the design process in comparison to
the hypothesis and/or research question (Fernaeus & Tholander, 2006).
References:
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
Lundström, A. Differentiated Driving Range: Exploring a
Solution to the Problems with the “Guess-O-Meter” in Electric Cars
Fernaeus, Y.,
Tholander J. (2006). Finding Design
Qualities in a Tangible Programming Space
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