Research paper: Comics, Robots, Fashion and Programming: outlining the concept of actDresses
Described in this paper is the exploration of how the semiotics of two fields, fashion and comics, could work as inspiration to physical language design. As Fernaeus and Jacobsson proclaim, clothes serve a range of communicative functions, like indicating appropriate behavior, group belongings and expected interactions. Also comics is a form of language which allow to exaggerate and emphasize properties. The visual presentation can produce a direct reading experience, creating an illusion of for example motion and sound, for readers that have learned the principles and sign language of comics, even though the medium itself is static and silent. The researchers that conduct this research think that there is a need to explore other systems and modes of program representations, as a consequence of the increased physical systems that are often not even equipped with screen displays. They also claim that users want to modify and control on their different devices.
Based
on these theories, a design concept of the so-called actDresses is
defined. Also, three example scenarios were provided, of how the concept
can be used for controlling, programming, and predicting the behavior
of robotic systems. These examples are designed as physically embodied
sketches, that was possible to realize with readily available
technology.
One
lesson learned from reading this paper is that visualizing different
examples using scenarios is a good way to convey an idea. Scenarios make
it easy for us to concretely realize an idea that we also can relate
to. Reading this paper also made me understand what innovation revolves
around. Innovation is partly about examining new research areas in
relation to other existing fields. The way I see it, from investigations
that link totally different fields, you are able to come up with new
and fresh innovative ideas to develop. Thoughts as these lead my
question: Can you think of some other examples of innovative ideas that
are based on investigations that combine totally different research
fields?
Research paper: Turn Your Mobile Into the Ball: Rendering Live Football Game Using Vibration
How media technologies can be evaluated
As
things stand today, the field of media technology is mainly
characterized by the social media and focuses heavily on the
human-computer interaction (HCI). In order to analyze and evaluate media
technologies, you often use and collect data from actual features in
social media systems, sites and services. The exact way of carrying out
the evaluation obviously vary as it depends on what to investigate. You
can either evaluate features, systems, sites or services that has
already entry into force, or evaluate a conceptual design. Conceptual
design involves creations where you envision new platform features,
systems, sites or services using mock-ups, scenario documents and so on.
When to conduct a study within the field of HCI there are three
standard parameters that you most often investigate to measure the
usability, namely effectiveness, efficiency and satisfaction. That is
what Haibo Li and his colleagues measure by using their evaluation
method in the study Turn Your Mobile Into the Ball: Rendering Live Football Game Using Vibration.
HCI-parameters: Effectiveness, efficiency and satisfaction
The
three parameters is often evaluated by observing and measure the users
reactions when interacting with the particular system. The effectiveness
is, as a suggestion, analyzed and evaluated by studying whether or not a
task could be accomplished with the specific system at question. To
analyze and evaluate the efficiency you often measure the time duration
for a user to carry out a specific task with the specific system as
support. Also, you can measure the satisfaction for the user to perform a
task, by letting the user grade the experience using the specific
system. Worth to mention is that you should always take into account
that memories and past experiences could possibly affect the data, which
in turn can affect the result in some direction. Therefore, you should
make sure to chose an evaluation method that does not leave out to
verify aspects or factors that might have an impact on the result. The
more data the better, in order to increase the level of reliability and
validity. Afterwards, you can always exclude findings that end up to be
irrelevant. On the contrary, in hindsight it is harder to receive data
on things you believe to have influenced the result. Therefore you must
also plan your evaluation method in detail and in advance, to not make
any mistakes. Mistakes always end up to be extremely time- and cost
consuming.
Prototypes’ role in research
Prototypes
can beneficially be used to show others a specific idea, or a system
under development, with a clear visualization. Prototypes can be
designed to resemble the actual product or system that you want to test
on the user. They play an important role in iterative design processes,
in which you continuously develop the design of the system, based on the
user opinion. Therefore, prototypes are a great tool when you are
investigating a system that has not completely entry into force, but is
still in a development stage. In this context it is worth mentioning the
costs of developing well-functioning and properly running systems.
Let's say that you are conducting a comparative evaluation of two
hypothetical systems that are not completely developed. This to test the
users' attitudes toward the basic ideas of the two system. Conducting
such an evaluation can lead to a forecast that reveals which one of the
two systems that will probably be most appreciated by the users.
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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