The paper Turn Your Mobile Into the
Ball: Rendering Live Football Game Using Vibration by Réhman, S., Sun, J.,
Liu, L., & Li, H. (2008) is a good example of design research because it
describes not only an idea of using vibration for live streaming on mobile device
but also the authors made some design guidelines, showed coding schemes,
conducted user studies and then evaluated results. They made conclusions how
vibration could be used as means of rendering live dynamic information for
mobile phones and add some main remarks.
The technology of real-time streaming using vibration was evaluated based
on experimental platform, usability analysis and trainability[1]. In my
opinion, the most important part is usability in this case and it’s usually
defined as the effectiveness, efficiency and satisfaction with which users can achieve particular goals in specific environments. One should always
try to show a new developed prototype to the user in order to test it and then
probably avoid some defects.
Moreover, I am curious how companies apply design research in their work. I
found out that the design process is characterized by four core strategies such as need finding through user research methods
to establish constraints, ideation to
generate many possible ideas and then select promising ones, prototyping to create specific models
and approximations based on those ideas, and iterative refinement to test generated prototypes.
A few words about prototyping.
Houde and Hill [2] defined three types of questions a prototype can address:
the role of a product in the larger
use context, then its look and feel and in the end its technical implementation. It is possible to use prototype testing to reduce the risk and it’s not so
expensive and time-consuming as a development of the full design.
I selected a paper The effects of
touch screen technology on the usability of e-reading devices by Eva
Siegenthaler, Yves Bochud, Pascal Wurtz, Laura Schmid, and Per Bergamin (Journal
of Usability Studies, Volume 7, Issue 3, May 2012, pp. 94 – 104). This study
investigated the effect of touch screen technology on the usability of
electronic reading devices. Three different types of devices (two Sony e-readers and one iPad) were compared and
participants completed different use case scenarios for each device. They also
filled in a questionnaire and tried to rate the usability of the navigation, handiness, design, as well as handling of each device. There were only 12 participants
taking part in the experiment from 20 to 26 years old. I guess, that it would be
better to compare different age range in this study and not only take into
account young people.
The authors defined several research questions if touch screens increase the reading experience and if the sensitivity of the touch screen seems to become important. The researches wanted to know if the interaction with a multi-touch display were more usable for the user and it actually provided a more direct interaction with the e-reader.
They hypothesized that touch screens contribute to the improvement of the usability
of an e-reading device and the sensitivity of a touch screen has a positive
influence on the usability.
I have learnt from this paper that while conducting a design research one
can use both qualitative and quantitative methods to support concepts and/or confirm
a hypothesis. In such kind of research one should make end user analysis and
evaluate results of experiments.
[1] Réhman, S., Sun, J., Liu, L., & Li, H. Turn Your Mobile Into the
Ball: Rendering Live Football Game Using Vibration by (2008)
[2] Houde, S. and Hill, C. What do Prototypes Prototype? In M. Helander,
T.K. Landauer and P. Prabhu, eds., Handbook of Human-Computer Interaction.
Elsevier Science BV, 1997.
[3] Eva Siegenthaler, Yves Bochud, Pascal Wurtz, Laura Schmid, and Per
Bergamin The effects of touch screen technology on the usability of e-reading
devices (Journal of Usability Studies, Volume 7, Issue 3, May 2012, pp. 94 –
104)
You mention that you are curious how companies apply design research. Some do, explicitly or implicitly. The following is an edited book where different practitioners describe how they use design research as part of their work. The core strategies that you describe is very similar to the approaches discussed in the book.
ReplyDeleteLaurel, B. (Ed.) (2003). Design research: Methods and perspectives. MIT press.
Regarding your design paper, there were only 12 respondents and that they were from 20 to 26 years old. Often researchers use students as respondents. I do not know if this is the case in your paper. Sometimes this works well, but one needs to remember that these are often students in a particular subject, well-educated etc.
I have a question regarding the paper that you read. You mentioned that they had a hypothesis about the results ("that touch screens contribute to the improvement of the usability of an e-reading device and the sensitivity of a touch screen has a positive influence on the usability") but I'm curious to know what conclusion they got from the study, and also what they compaired it to - non touch screens?
ReplyDeleteMarina, nice blogpost))) I have a question for you, though) Do you personally, find the design prototype interesting? Would you use it?
ReplyDelete