1.
How can media technologies be
evaluated?
The
paper argues that usability within media technology can be evaluated through
three aspects; effectiveness, efficiency and satisfaction. Studying the
effectiveness means looking at whether the user can accomplish a task within
the system. Studying the efficiency means looking at how much effort is
required by the user in order to complete the task at hand (e.g. reaction time).
Studying the satisfaction means looking into the comfort and acceptability the user
experiences when using the system.
2.
What role will prototypes play in
research?
Prototypes
are a valuable asset that can help improve the design and functionality of the final
product. A risk within research is that
you miss flaws and errors in design because you become blind towards your own
product. Therefore, it is helpful to gain insight into how someone with no
previous connection to the product interacts with it in order to improve the
product. Testing a prototype helps researchers figure out if the product is
easy to use and if there are problems that they had not thought of.
3.
Why could it be necessary to
develop a proof of concept prototype?
Before
creating a prototype it could be necessary to develop a proof of concept
prototype to see if the idea is actually feasible. In this step, researches
take a look at whether or not the product can be developed to meet certain
criteria and to see if the product has enough potential of being used that the
research should move forward.
4.
What are characteristics and
limitations of prototypes?
Prototypes
are useful as they allow testing of a product before launching it. This enables
improvement of previously unknown errors or flaws to increase usability. It
also gives insight into how people with no knowledge about the product interact
with it which gives room for adjustment to the user’s behavior and expectations.
Since it is not the final product being tested there are limitations (e.g. low
quality) which may affect the test results. The prototype may also be missing
certain functions which limits the testability.
5.
How can design research be
communicated/presented?
Design
research can be communicated and presented in several different ways depending
on what the product is and what features are important to convey. It could be
by using prototypes or models for a more detailed presentation or by using
sketches, pictures and maybe even videos for a more basic presentation. In my
opinion, choosing the presentation form depends on how complex the design
research is and how you can present it so that your audience can understand it.
_____________________
1. What is the 'empirical data' in
these two papers?
In
both the papers the empirical data is the data collected from testing the
prototypes. In the paper by Anders Lundström empirical data is also data collected
from interviews.
2. Can practical design work in
itself be considered a 'knowledge contribution'?
I
think this is possible as practical design work reveals information about e.g.
usability that can be used in other cases than the specific research case. A
paper might conclude that “drag and drop” functionality is more intuitive than
roll-down menus. Or that a certain icons mean different things to different
people which limits the understanding of the product. These findings could then
be adapted by others in order to improve their products without doing extensive
research on their own.
3. Are there any differences in
design intentions within a research project, compared to design in general?
I
think that a difference may be that within a research project you are more open
to change as you plan on testing a prototype after which you expect
modifications to be made. In design in general I think that the person/organization
building the product is more closed off and finishes the design according to
their own plan without being as open for alterations.
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?
I
think it is replicable to a certain degree, but as technology is developing so
fast there is only a small window of opportunity where this is possible with the
same time/historical setting. Regarding the skills of designers, in every study
the researchers affect the result with their preconceptions. I don’t think that
the replicability is affected within tech domains more than any other field.
5. Are there any important
differences with design driven research compared to other research
practices?
A
main difference is that design driven research is qualitative, empirical and iterative
and the method needs to be more worked out in detail than quantitative methods
in order to provide sufficient results. Other research types are often more
focused on gaining new knowledge.
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