Comics, Robotics, Fashion and
Programming: outlining the concept of actDresses
The paper Comics, Robotics, Fashion and Programming:
outlining the concept of actDresses by Fernaeus and Jacobsson (2009)
explores the basic theories of semiotics represented in comics and fashion and
how they can be used in the development of new physical languages. In the paper
the authors draws upon how robotic consumer products can be accessorized by
different signs to control the functionality of the robot. The methods being
used are first an investigation in current approaches to physical programming and
semiotic theory before developing their own design concept, which they apply to
three different cases. The developed design makes use of physical markings
attached to a digital artifact, and that signifies some property, action or
behavior of that artifact.
Since the
theme for this week are design research I tried to get the perception of what
it means, by learning from this paper, since I did not really understand just
by looking at the term. The research should of course be about design but that
can be a rather broad concept in my opinion. What I can draw from the paper
when it comes to design research is the use of creating your own design
concept. Making use of example cases could be a way of illustrating the
concept, as they did in the paper, but also I think it can be a good way of
evaluating the design. Mixing design research with quantitative and qualitative
methods could, in my opinion, be a good way to evaluate a design concept.
The question I want to discuss on the
lecture is: when is it needed to do
design research?
Your Mobile Into the Ball: Rendering
Live Football Game Using Vibration
The paper Turn Your Mobile Into the Ball: Rendering
Live Football Game Using Vibration by Li et al (2008) addresses rendering
of live football games on mobile phone by using vibrations.
As we have
seen in the paper by Li et al (2008) and as I have discussed to some extent
above, a proof of concept prototype can be developed to evaluate a certain
concept or a theory. The evaluation can give evidence of whether the concept
has the potential for a real-world application. In the paper a questionnaire is
used to investigate if the testing subjects are willing to buy such a product.
Their result was that only the proof of concept prototype was not enough to
convince the users to buy, but the interest of such a concept was very high. So
I think that it could be necessary to develop a proof of concept prototype in
order to better understand the concept, evaluate it and to create an interest
in it for the possible future buyers. In the evaluation I think it is important
to determine the feasibility of the concept.
In my
opinion a prototype can take its form in many different ways and thus have a
variety of characteristics. I think it depends very much on which research
field you are talking about. A common denominator for all prototypes, in my opinion,
is that they are developed to test and evaluate a concept or a design. A
characteristic of a prototype is that they represent some compromise from the
final design. I think that a limitation of using prototypes is that the
evaluating subjects can get stuck on the prototype and not get the concept or
design behind it. Thus the evaluation is concentrated more on the flaws of the
prototype than the concept in general. If this is good or bad depends although
maybe on the purpose of the evaluation. A prototype can be used to reduce the
risk that a design does not perform as intended, but I think that in many cases
all risks cannot be eliminated. This is due to the practical limitations to the
ability of the prototype to match the final design. For example in the mobile
vibration prototype, they were not able to use live video streaming but instead
they used a short recorded video of 10 minutes. In my opinion, this is
something that may have affected the feeling of using the prototype since maybe
you have watched the game before.
Hej Filip!
SvaraRaderaVery good comments and discussion about prototypes. One important point you bring up is that one characteristic of the prototype is that it presents a compromise of the final design. Well phrased. I think you have a good understanding of the design concept.