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 Vibration. IEEE
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.
Source:
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