Without any
background in design research I didn’t really know what to expect from this
week’s topic. By reading the two suggested research papers I think that I got
at least a broad idea what design research is about.
The first
paper by Fernaus & Jacobsson “Comics, Robots, Fashion and Programming: outlining the
concept of actDresses” covered the field of physical
language design for robotic consumer products.
According to the authors, this research
project (I don’t want to call it study) was motivated by the emergence of
commercial products with advanced control mechanisms. However, these robotic products
mostly lack in user-friendly ways to control them.
Their main goal of the design research
was therefore to develop a new physical language for controlling and
programming robots by combining already existing theories of semiotics. As
their theoretical framework they used theories of fashion and comics in order
to create visually effective and easily understandable ways to represent
physical programs. Both theories are applicable because they essentially deal
with physical features or visual sign language.
For the purpose of grounding their
theoretical framework they created the concept of “actDresses”, which are
physical markings, such as labels, accessories and physical clothes that can be
attached to digital artefacts. In the presented research paper, the authors designed
actDresses for 1) a robotic dinosaur 2) GlowBots and 3) a vacuum cleaner robot.
In the end the design research showed,
and this is what I learned, that robotic products can be controlled and
programmed by using loose physical items. I also learned that scientific
research isn’t necessarily limited to the collection of data or information. Besides
quantitative ore qualitative research methods, it is widely open for more
explorative design projects as presented in the paper.
However, the paper can’t give any further
information how meaningful the findings are or how applicable their concept of
actDresses is. Following research by using quantitative and qualitative methods
could provide us with answers to that.
While reading the second paper “Turn Your Mobile Into the Ball: Rendering Live Football
Game Using Vibration“ by Réhman, Liu and Li, it seems as someone heard my critique. The
author’s clearly showed how media technologies or prototypes can be evaluated.
They used the qualitative method “experiment” by choosing a sample which tested
the effectiveness, efficiency and user satisfaction of the prototype by using it
under real-time conditions.
In regard to the presented paper,
prototypes are models or early samples which can test concepts, hypothesis or
processes in research. They are without any concern necessary to gain new
knowledge as they can be seen as the main origin of innovations and inventions.
Before implementing a new technology a proof
of concept prototype might be necessary to minimize the risk of a failure. It
is a first attempt to prove if the prototype can meet all the core requirements
which were prior formulated.
The main characteristic of a prototype
is that it is the first model of its type and there are most likely no existing
information around for comparison. While in quantitative research it is
possible to replicate the findings and compare different studies in order to
formulate a generalization or theory, prototypes can only be evaluated with further
research by using qualitative and quantitative methods. Whereas with both
qualitative or quantitative methods you get an answer (or closer to the answer)
of your question, a prototype could fail which means that all efforts, time and
money were just wasted (very drastically speaking).
Design research can be presented with
sketches of or the actual prototypes or models which can give a better
understanding of the functions or the design. While it is often hard to stay
focused while reading a research paper, the visualization with sketches or the
actual prototype helps to keep the interest. In addition, when the reader already
has profound knowledge of the topic it could be sufficient to just have a look on
the sketches and the results to understand the findings.
References:
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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