- 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
Media technology can be evaluate
by its Usability of the certain
technology proposed whether by its effectiveness,
efficiency or satisfaction. Media technology can be evaluated whether
it is a success or failure considering its Effectiveness whether the technology could be practical
or accomplished with the specific system proprosed. Media technology can also
be evaluate by the Satisfaction or
the acceptability of the system by its users and other target audiences which
can be based on observation of user attitude toward the usability eg. This
paper conduct a questionnaire to measure levels of satisfaction and main
effects the technology create to users.
2. What role will prototypes play in research?
Media technology attempts to make
usable technology happen in the real world. Prototype is the first physical
model of new technology idea researcher proposed. Prototype is the Turning idea
into touchable first-try model generally not be as
efficient. there are also rooms for corrections on its error. In this paper, the prototype could be the
mobile phone with the vibration motor to show that vibration could be used as
means of rendering live dynamic information from the soccer game to the mobile
phones.
3. Why could it be necessary to develop a proof of concept prototype?
Proof of concept Prototype demonstrate the function of the
technology use in the propose research and it could be use to test with the
real group of users. The model of the work in this paper could be a mockup
of a mobile phone was attached with a vibration motor, which the signal will be
sent to the vibration motor. It could generate variable voltages ranging. Therefore the users feel the vibration and be able to tell
what is happening in the soccer match. it provided users to explore the system as
well as for researcher to search for its validity.
4. What are characteristics and limitations of prototypes?
Characteristic
of the prototype is that it leads to a new interesting testing and development
of new product, which can maybe be useable in the real world. It has challenging
side to it. However there are a lot of
limitations to the prototypes whether it will be actually practical or whether the
prototype possesses the accuracy and efficiency. The prototypes also have to deal with the
error control and also challenging user experiences/interests in the concept of new technology.
5. How can design research be communicated/presented?
In the paper one thing that help communicate the research is through its user training. Design research can be new and unfamiliar to people. therefore training could help with the communication and bring up better user interface. design research can be better communicate with the right focus group that has the right interest in research content. the diagram and visualise explanation of how the certain design research work would make it alot easier to get a big picture of it and its functions. The design research can also present the prototype or the model and its design and
demonstrate the real touchable object to the user in order to get the idea and its usability.
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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?
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What is the 'empirical data' in these two papers?
Empirical data is the knowledge that acquire by our senses, either can obtain by
observation or experimentation. In a tangible programming space research they
found that there are gap between computer vitual and human-computer
interactions through the observation of previous screen- based interactions
program such as wizard of oz studies, body storming,
low-fidelity prototyping, and role-playing games. They know that there is a gap
between user and the virtual forms of expression. By
experience they know that computer screen allows objects to be copied, to animate,
and to respond to actions. Thus, empirical data is the starting point for them
to challenge in tangible interaction. For the second paper about
the Driving Range, by observation they notice a problem between relationship of
the driving range and the drive and propose solutions.
Can practical design work in itself be considered a 'knowledge
contribution'?
Yes, for example in the first paper
about the tangible programming space mentioned that there were a lot
of work about human-computer interaction has been done but they want to bridge
the “gap” between physical and virtual forms of expression which means their
study contribute to existing knowledge in the filed therefore they provide a
methodological of developing a dynamic programming space for children.
Are there any differences in design intentions within a research project, compared to design in general?
The idea of designing is to create a
richer interaction between people and a designed object. I think the general
idea of ‘design’ is the same. Design is to solve problem of product usability,
to make it beautiful and convenient, to bring a good user experiences to it and
a little commercial. However, within a research designing an interactive system
for children, they have one different design objective. It is to focus on how
to bring offline and online activities together and link it naturally, to
address the integrating technology with children’s social and culture and their
physical circumstances. It is more user-centric kind of design.
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?
Research must meet certain criteria
in order to be considered scientific and one of them is it must be replicable. Although it might be hard than
other kind of research I believe Media technology should be replicable to make it valid although sufficient information need to
provided in the research paper to be able to repeating the exact
steps in design research[ ?]. to account for aspect such as skills of the designer can be the outcome of design research usability, error occurrences and user satisfactions [?]
Are there any important differences with design driven research compared to other research practices?
Design driven research, compared to other kind of
research, incorporates into the development of technical application and
product innovation where they focus on technical functions like prototype and
user’s interface [1] while in other research we have a hypothesis and might
spend time on observation and experiment in order to get an in-dept
understanding or finding. But design driven is spending time more on
investigation in product development and problem solving tools. “Design-driven
view market not as a ‘given’ a priori but a result of integration between customer
and firm, to explore new pattern of interaction with product and profound
changes in technological regimes.” [2]
Reference:
1. Jong, T. (2002). Ways to study and research urban,
architectural, and technical design. Delft, the Netherlands: DUP Science.
2. Kurosu, M. (2011). Human centered design second international
conference, HCD 2011, held as part of HCI International 2011, Orlando, Fl, USA,
July 9-14, 2011 : Proceedings. Heidelberg: Springer
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