We read two papers in preparation for next
weeks lectures. They were both interesting and, I think, showed in a good way
how design research differs a lot from more analytical, explanative,
predictive, et.c., research. That said, I don’t feel that there’s a lot to
reflect on before the lectures, since I don’t have any idea of the scope of
this theme. I’m going to try to write what has come to my mind without just
summarizing the articles’ content. (which would be text, but not so much of a
reflection.)
Both papers had interesting discussions
regarding human - comupter interaction, especially when it came to the nature
of human users in the context of the application. Li’s paper dealt with how
human tactility restricts representation with vibrations, and it was apparent
that there wasn’t as simple as taking into account how our sense of touch works
and then coming up with the best solution. The nature of our sense of touch
offered a set of premisses for the design problem, but the ways to come to
terms with those could be numerous. Respectively, Farnaeus’s paper had an
interesting discussion of how to utilize peoples semiotic knowledge from the areas
of comics and fashion when designing new ways to interact with, or program,
robots. Here, I thought, that the most interesting part was how familiarity
played a big part. Since the mobile football application as well as the robot
applications came off as consumer products I can understand how it’s relevant
to design with the thought in mind that users should want to use the product
without having to get an introduction to it, or practise it beforehand. Still,
the football-mobile paper did show that some training was required before you
could actually use the prototype effectively. I think it would be interesting
to include a paper on designing something that people need to use as well, in
contrast to something that people should want to use. The weighing of the
different goals would shift if the application was one that aimed at
facilitating a neccessary task and doing it effectively, while still being easy
enough to learn for the intended user-base.
Also the approach of using familiarity is
interesting in another way, because the robot-paper uses familiarity with other
concepts, comics and fashion, to design physical programming applications for
robots. This makes me think about how novel ideas for applications can have a
hard time getting accepted, not because they’re not great ideas, but because
they’re unfamiliar and hard to relate to as well as learn. The borrowing of
design characteristics from other, unrelated, areas that people are expected to
have knowledge about is a way to bring novelty to a design sphere. But, having
said that, I think that happens everywhere in technology these days, and – at
least when done on a superficial level – it can make me feel a bit sad and
unispired with just cross-pollinating ideas to make people engage in old
behaviours dressed up in other old behaviours clothes to make it feel novel. On
closer thought, I think that mainly goes for entertainment applications. I don’t
know, I’ll have to reflect more on this I guess…
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