Thursday, 1 October 2015

Theme5 pre-study

For the lecture on Wednesday,

1.    How can media technologies be evaluated?
The media technologies should be evaluated based on its usability, which is defined as the effectiveness, efficiency and satisfaction according to  Réhman, S ect. research. The effectiveness of  a media technology is about whether it can accomplished a special task in a specified system, also depend on the ratio of success to failure in that task. The efficiency of the media technology is the effect required in order to accomplish the task, the evaluation criteria is depending on how much effort it have in current task, the fewer effort be used, the better media technology be evaluated. The satisfaction of      media technology is refer to the comfort and acceptability of this media according to user’s feedback. This is usually an important indicator used to change and improvement that media system.

2.    What role will prototypes play in research?
Prototypes is a production of an original idea which established based on some immature theories. It plays an important role since prototype give researcher a clearly and easier way for look back the progress you designed, and helpful to reconsider what you need to ameliorate in the future works in order to approach the ultimate goal that you expected. A new technology may be proposed according to it’s prototype.

3.    Why could it be necessary to develop a proof of concept prototype?
A proof of concept prototype is necessary since we could connect the function of this technology we researched to the already exists technology and theories in order to test its feasible. Like what I expressed in the previously study that since we are human being, we even unsure if the world we perceived is the real world it has, so we also can not sure if the concept prototype we designed(or a new theory and related production) is right or not. If we cling to a bad design of concept prototype, not only time and funds be consumed but also will lead to misled and generate biased.

4.    What are characteristics and limitations of prototypes?
The characteristics of prototypes is like the role they played in research, it provide an opening mind and novel ideas and theoretical in scientific community even some can not become reality with the limitations of current technologies.  The prototypes in a research can also help the readers have an intuitional understanding of the concepts in the research. Researchers can also based on it to bug, improve and fetch up deficiencies of their theories to achieve their goal. They also have some limitations for example the final production could be failed to product based on prototypes. Maybe convey a wrong idea to users and generate misinterprets which are not the real aims for researchers.

5.    How can design research be communicated/presented?

At the beginning of a research we should introduce our goals in this research, what the category of that research and what exactly we want to research in order to improve something or create new things. Then we should related our research to previously study as the basis and arguments. In the next, we should provide our theories and methods used in this research and list how we design the experiment and tests. It’s better to give the prototype to help readers understanding our purposes. A proof of concepts prototype need be given to demonstrate the feasible of our ideas. After that a discussion and conclusion of final results are required in order for future improvement.   

Source:
·         Réhman, S., Sun, J., Liu, L., & Li, H. (2008). Turn Your Mobile Into the Ball: Rendering Live Football Game Using VibrationIEEE Transactions on Multimedia, 10(6), 1022-1033



For the lecture Friday, with Ylva Fernaeus:
1.    What is the 'empirical data' in these two papers?
   First we should know the” empirical data” is the knowledge we obtained from our senses, it is a posteriori knowledge. In the first paper, the empirical data is tangible interaction, which they found the disparity between computer virtual and human computer interactions in the research, then they make experiments based on this and get founding. The empirical data in the second paper is driving range, they found the relationships between driving range and try to put forward some solutions. The empirical data plays a starting point in both of two papers, on this basis make the researchers with a deep observing and understanding for problems and provide an effective solution.
2.    Can practical design work in itself be considered a 'knowledge contribution'?
   Yes, I think so. Practical design work based on the existing theories and experiments, the production can be a new idea, theory or improve the previously knowledge. It can be considered a  knowledge contribution if it used as a basis or refresh the concepts of knowledge in scientific research.

3.    Are there any differences in design intentions within a research project, compared to design in general?
A design in general is a way we use to give an answer for our research purpose, it can be used in a wide-area. Unless the general meaning, design intention within a research project aims to solve a specific problem or achieve a specific purpose in a specific filed. Which I think is the most different between the two things.

4.     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? 

   Yes, obviously. Since in tech domains everything is constantly being updated, each things will be found a new concepts and be improved after a research be conducted again with any purposes you expected from previous study.

5.    Are there any important differences with design driven research compared to other research practices?
A design driven research is an empirical observation which is grounded in the user’s reality to give what they need, which isn’t always what they want. If we said the aim of other research is find a way to have a better understanding for the founding’s, a design driven research will spent more time on development and innovative of technologies.  


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