This week we
have to reflect on the key points of design research from reading two papers. In
both papers artefacts were designed. It was thoroughly explained how and why they
designed the artefacts in the specific way and with the specific functions. It
was explicitly described what kind of techniques and methods were used. According
to Gregor (2006), this a Design and Action theory type, which describes how to
do something.
Comics,Robots, Fashion and Programming: outlining the concept of actDresses (Fernaeus
and Jacobsson, 2009)
This paper
concerns the design of physical languages for controlling, programming and
predicting the behavior of robotic consumer products. Here, the researchers introduce
the design concept of actDresses- e.g. using physical clothing, accessories and
labels- and develop new physical
languages based on semiotic theories in
the fields of comics and fashion. The concept of actDresses was supplemented by
three interaction scenarios designed for different kinds of robotic artefacts:
Case 1:
Role assemblage outfits for Pleo, which is a robotic baby dinosaur.
Case 2: A
behavior pin collection for GlowBots- a collection of robots with round LED-displays,
acceleration sensors for user-interaction, protocols for robot-robot
communication.
Case 3:
Comic Signs for a commercial vacuum cleaning robot.
What I got
from reading this paper is that designing artefacts involves combining theories
from different areas. It is important to discuss what kind of theories the
researchers build their theory on, why those theories are used, as well as describe
explicitly how the artefact was designed. Artefacts are used in order to test new
designs and thus enhance precision and understating about a phenomenon, provide
us with insights. Since it was discussed that future research could examine
many more scenarios (Ibid: 8), we could argue that design research contributes
to science by producing artefacts, models and methods that can be used in future
research as knowledge base (Hevner et al. in Gregor, …).
Turn YourMobile Into the Ball: Rendering Live Football Game Using Vibration (Réhman,
Sun, Liu, and Li, 2008)
Here they
design an experimental system and carry out tests to show that vibration could
be used as means of rendering live dynamic information for mobile phones.
Role of
prototypes in research and necessity to develop a proof of concept prototype
A prototype
is a first design of something that was built in order to test hypotheses and
prove them. Prototypes are used in research in order to test new designs and
thus enhance precision and understanding of a phenomenon. In the concluding
remarks of this paper it is noted that rendering information by vibration on
mobile phones was rather new for both the researchers and the mobile users
(Ibid: 1032). What I understand from reading this paper is that prototypes are
used when researching a topic that was not the focus of prior research. So, a
design that will allow us to test specific characteristics might not exist. Therefore,
it is important to develop and design a prototype because prior literature has
not dealt with this phenomenon. And as I previously discussed, designing
prototypes contributes to research by producing artefacts, models, methods that
can be used as knowledge base in future research.
In contrast
to theorizing about something, a prototype provides results and specific
information from experiments.
Prototypes
enable us to evaluate the usability of a system, model and design. Usability is
defined as the effectiveness, efficiency and satisfaction with which specified
users can achieve specified goals in particular environments. Based on the
results of the experiments, researchers can replicate the design or change some
characteristics in order to build the intended design.
What are
characteristics and limitations of prototypes?
The
characteristics of prototypes is they are new and self-designed by researchers
in order to be able to test hypotheses and theories through experiments. By
designing and testing prototypes we are able to evaluate the usability of
something. In this research they proposed a new method and they showed that
vibration could be used as means of rendering live dynamic information for
mobile phones.
In general,
designing and testing prototypes might be time-consuming and it might turn out
to be a failure. Researchers then could try to understand the limitations of
prototypes in order to simulate the characteristics of their intended design.
What is important is that we can get valuable insights and learn from this
procedure.
From this
paper, I understand that the limitations of prototypes is that each prototype
has different characteristics, which are related to the focus of the research,
and that they examine a narrow scenario. Additionally, it was noted that one
test prototype is not enough to convince users to buy a product. Further
research and designs are necessary. Plus, designing a prototype is a
challenging and costly procedure. In this case, it was necessary adoption of
training processes.
REFERENCES:
Gregor, S.
(2006). The Nature of Theory in Information Systems. MIS Quarterly, 30(3),
611-642.
Fernaeus,
Y. & Jacobsson, M. (2009). Comics, Robots, Fashion and Programming:
outlining the concept of actDresses. In Proceedings of the 3rd International
Conference on Tangible and Embedded Interaction. New York: ACM.
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.
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