This
paper is about designing physical language for robotic consumer
products. Authors discussed controlling and programming robotic
products by analyzing semiotics of theories fashion and comics.
Though they develop actDresses concept as sort of physical markings
which can be attached to the digital artefact and indicate actions or
behaviors of the artefact. ActDresses were used on three cases which
are Case 1: Role assemblage outfits for Pleo, Case 2: A behaviour pin
collection for GlowBots,Case 3: Comic Signs for a vacuum robot.
What I
learned from this paper is that while developing new concepts
analyzing, having a deep understanding and a clarified knowledge on
the fundamental theories which are on the same field of study or on
different field of studies may provide benefits. Moreover in my
opinion, designing, implementing, prototyping, testing with
prototypes and gathering feedback are the also most significant parts
of development cycle which are very well treated subjects within this
paper. Furthermore this was the first time I have ever read and
studied a paper about design research and I am really looking forward
to following lectures to learn more about the concept.
In my
opinion prototypes plays a very significant role in researching.
Prototyping enables researches to test, try and sometimes prove their
hypothesis, product, structure in early stages and provides them lots
of new findings and datas to work on. It is the initial design of the
final product and first object to be tested according to hypothesis.
By building prototypes researchers can see and identify existing and
potential errors, limitations on their design, early in the
development cycle. According to the prototype results researchers
can continue on development or they can change their design which can
be more tolerable to do in early stages of the development. In this
paper researchers benefit from prototyping in terms of testing
efficiency, effectiveness and satisfaction. By providing prototypes
researchers both tested their product and the user satisfaction which
is the other advantage of prototypes. By providing prototypes
researchers can test the acceptance level of the product both from
potential customers or project sponsors. Users can get better
understanding of the system being developed. Prototypes clarifies
the idea of the the content, product of phenomena and puts it in
physical stage. What happens in researchers studies and labs comes to
real world and become tangible with prototyping.
As
I mentioned above main characteristics of prototypes are that:
firstly they are the primary design of the theory, first tangible,
testable object for researchers. They provide specifications for
actual working system rather than the theoretical one. It enables
researchers or developers to detect errors in early stages and
enables them to get feedback from users.
On
the other hand using prototypes may increase the complexity of the
designed system as they can provide unexpected or totally new
findings, as a result scope of the system could enlarge and pass the
first expected limits. In some cases developed prototype may not
include some important parts of the system to get a fast working
sample which could cause serious problems in future. Moreover cost of
developing a prototype could be very costly and could require too
much effort. Furthermore stereotype could not meet requirements and
expected outcomes and may be refused by sponsors, customers or 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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