In this paper Haibo Li et al. present a method that
connects and synchronize a mobile phones vibration with a live football game. Different
vibrations are presented to the user and represents different information about
the game (i.e. goals, movement etc.).
1. Media technologies are a very broad spectrum. Depending on what kind of technology you want to evaluate I think different methods is appropriate for different subjects.
One way to evaluate media technology is by doing a usability evaluation (like they did in the paper). A usability test the usability (of course) which is effectiveness, efficiency and satisfaction with which specified users can achieve specified goals in particular environment (according to ISO recommendations).
- Effectiveness: Can a task be accomplished with the specified system? You can measure the effectiveness by calculate the error-rate for example.
- Efficiency: How much effort is required in order to accomplish the task (less effort indicates more positive results)? One example of how to measure the efficiency is by measure the reaction time for the user.
- Satisfaction refers to the comfort and acceptability of the system to its users and other people affected by its use. For example this could be based on observations or questionnaire of attitudes of the users.
2. For me it makes a lot of sense doing a usability test. When combining it with a prototype you get a very broad understanding of your technology and what works/does not work early on in the process and you also get the human interaction with the technology in the same time. I also think that you get the user more engage by actually presenting something physical (or digital) to test. Therefore I think prototypes play a very important roll in research.
3. I think a proof of concept prototype (a verification of the prototype that it fits the research concepts and its potential for the real-world) is important because before you develop a prototype you need to be sure on that the research is exploring and why it might be important in “real” life. When you have a proof of concept prototype I feel like you have a better chance of getting the results out of the study that you aim for.
4. There is different kinds of prototypes:
- Low fidelity that is a very simple prototype, sometimes paper with drawings, but also very cheap to produce. Therefore this kind is better early on in the research when you have to try different concepts and designs.
1. Media technologies are a very broad spectrum. Depending on what kind of technology you want to evaluate I think different methods is appropriate for different subjects.
One way to evaluate media technology is by doing a usability evaluation (like they did in the paper). A usability test the usability (of course) which is effectiveness, efficiency and satisfaction with which specified users can achieve specified goals in particular environment (according to ISO recommendations).
- Effectiveness: Can a task be accomplished with the specified system? You can measure the effectiveness by calculate the error-rate for example.
- Efficiency: How much effort is required in order to accomplish the task (less effort indicates more positive results)? One example of how to measure the efficiency is by measure the reaction time for the user.
- Satisfaction refers to the comfort and acceptability of the system to its users and other people affected by its use. For example this could be based on observations or questionnaire of attitudes of the users.
2. For me it makes a lot of sense doing a usability test. When combining it with a prototype you get a very broad understanding of your technology and what works/does not work early on in the process and you also get the human interaction with the technology in the same time. I also think that you get the user more engage by actually presenting something physical (or digital) to test. Therefore I think prototypes play a very important roll in research.
3. I think a proof of concept prototype (a verification of the prototype that it fits the research concepts and its potential for the real-world) is important because before you develop a prototype you need to be sure on that the research is exploring and why it might be important in “real” life. When you have a proof of concept prototype I feel like you have a better chance of getting the results out of the study that you aim for.
4. There is different kinds of prototypes:
- Low fidelity that is a very simple prototype, sometimes paper with drawings, but also very cheap to produce. Therefore this kind is better early on in the research when you have to try different concepts and designs.
- High fidelity that looks more like the end product
but might be expensive to produce and therefore not good to use early on in the
process when you have to iterate the prototype a lot.
In general I feel like some characteristics of a prototype is that it might not feel the same way as the end-product even though it gives the user a fair ide of what it will come to be. It is often (for what I understand) a more simplified version of the end product, it might also have less functionalities.
5. With mock-ups, text, illustrations, diagrams, graphs etc. I think that the more you can present the user with that helps visualizing the products, the better. The design research are suppose to add context to the process and therefore it makes sense to present mock-ups and prototypes combined with text, illustrations etc.
In general I feel like some characteristics of a prototype is that it might not feel the same way as the end-product even though it gives the user a fair ide of what it will come to be. It is often (for what I understand) a more simplified version of the end product, it might also have less functionalities.
5. With mock-ups, text, illustrations, diagrams, graphs etc. I think that the more you can present the user with that helps visualizing the products, the better. The design research are suppose to add context to the process and therefore it makes sense to present mock-ups and prototypes combined with text, illustrations etc.
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