By using the usability evaluation. It is, according to ISO (International organization of standardization), defined as effectiveness, efficiency and satisfaction. Effectiveness is how well the technology accomplishes the task, efficiency is how much effort it takes to use the technology and satisfaction relates to comfort and acceptability of the technology.
2. What role will prototypes play in research?
The prototype can be the link between theory and method in one way. From theory you create a prototype, and from the prototype you know witch method is necessary to do your research and evaluate the technology.
3. Why could it be necessary to develop a proof of concept prototype?
To demonstrate it’s feasibility and to actually have a prototype to use within your research. For example, in the paper about rendering a football game with mobile vibration, it was necessary to do a realization of the concept to do studies and evaluations.
4. What are characteristics and limitations of prototypes?
How can design research be communicated/presented?
A prototype is a “realization” of the concept of the idé or product, but doesn’t necessary have to be a finished product. It is to demonstrate and do testing of the product and the ideas. There are practical limitations of a prototype. Building the full design is often expensive and time-consuming. Therefore it can be pragmatic to match the intended final performance of the product.
- How does a collaborative setting differ from a single user setting as regards methodology used and the results obtained?
- How can qualitative and quantitative methods in the same study complement each other?
- ·How can using both subjective and objective methods give a better understanding of a phenomenon?
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