How can media technologies be evaluated?
It is not easy to define an appropriate method of
evaluation, since media technology is a broad field and its context varies. In the paper of Haibo Li, the system
evaluation consists of three parts. First one is the experimental platform, where the platform
is designed according to the needs of the research. The next part is the
usability evaluation. Usability is defined as the effectiveness, efficiency and satisfaction with
which the user can achieve goals in the environment. Trainability is also important in the
evaluation of the system, since the user should not need a lot of time to feel
comfortable and familiar with the environment in order to interact effectively.
As a result, users’ opinions are essential during the design of a product, in
order the final product to meet the users’ needs. A prototype could be also a tool of evaluation
method since it is a first sample of the final product. People can use it and
give us feedback so we redesign our final product, improve it and make it
better.
Evaluation of media technology should not only exist
at the development of the product but also when we use them. Today’s
information and entertainment technologies communicate to us through a powerful
combination of words, images, and sounds. We have to enhance our skill to make critical questions about
the impact of media technologies, analyze and evaluate them.
What are characteristics and
limitations of prototypes?
Prototype is a sample of the final project that the
researchers and user can test
it and try it in order to evaluate the final product before produce it.
In this way, researchers can solve any problems and improve the final product in advance. The
materials of the prototype are different from the materials of the final
product so the cost of it will be different. Prototype testing reduces the risks that
the final product may not perform as indented. However, there are times that
the prototype doesn’t work and the final design works under the same
conditions, and the opposite. Also,
building the full design and then realize the problems of it, it’s a more expensive and time consuming
process since you have to built the product again and again until it meets the
specific needs.
What is the 'empirical data'
in these two papers?
Empirical data is the information and the knowledge we
acquire from experimentation and observation. In other words, empirical data
could be the posterior
knowledge that Kant has described. This kind of data in the research can
be gained with qualitative methods.
At the first paper the empirical data retrieved
through the observation of the kids when the used the prototype. That is to say
they record and observe the interaction of the kids with the tangible
programming system.
In the second paper the authors use several methods
for retrieving empirical data. They drove
most of the electric cars in the market to understand how driving range is
presented to the drivers. They look up available online information about that.
To further understand the opinion about guess-o-meter of the drivers of the electric
cars they analyze the information in the first 50 relative forum threads on Google
and also conduct some interviews.
Can practical design work in
itself be considered a 'knowledge contribution'?
I could be considered as knowledge contribution since
a design research could be the starting point of another research. However, the
design research is based on the observation of the users, but the results of
that observation may also lead to some kind of knowledge.
Are there any differences in
design intentions within a research project, compared to design in general?
Design has different intentions in different fields.
Within a research project there are specific questions that have to be answered, so the design plan
focuses on these. In contrast, design in general focus more on aesthetics and
functionality of a product.
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, research based on technology field should be
replicable. Due to the constant development of the technology, results of the
same research could vary if you repeat the same research after a period of
time. Since the skills of the designers and the available tools are getting
more, a research of the past could be redesigned and perform better giving out
different results.
Are there any important
differences with design driven research compared to other research
practices?
The main difference is that design driven research is
that is based in the
observation of the user. In this kind of research we need empirical data
that we retrieve through qualitative methods like observation and interviews.
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