What is the 'empirical data' in these two papers?
The first paper, Finding Design Qualities in a Tangible Programming Space, aim to study tangible as resource for action and collaboration and not only as data representation. An experimental research design allows the researcher to create understanding from data as the analysis goes on. The empirical data was based on analysis of staged activities for children using design prototypes. From this staged activities the researcher analyzed patterns and artifacts development. The analytical work was based on recorded material. Data was (in general) produced trough development process that engaged children in use of technology. After collecting data and analyzes the researcher were able to formulate a hypothesis.
The second paper, differentiated driving ranges, explored problems related to “guess-o-meter”, this study aimed to reach a better understanding of alternative ways of displaying driving range to inform drivers of cause and effect. Data consisted of; state-of-the-art analysis, interviews and mathematical calculations. With help of this data they developed a prototype to expand technology through an iterative design exploration. The iterative exploration helped them to understand the problem better and to find recommendation for displaying driving range. In this study they started with observation about human need and continued to find a technical approached to solve this need.
Both paper’s data was constructed around human activity, the first paper was more activity based (action between members was important to the studied context), the second was more about design exploration. However they both use more a design-oriented approach. The knowledge that was produced from the processes was the result, the contribution, which is also characteristic for design-oriented research. (Dresch et al 2015) The researchers from the studies create understanding during exploration and through constantly comparing data with data and with theory. They gain knowledge throughout the process already before all data was collected.
Can practical design work in itself be considered a 'knowledge contribution'?
One of the main purposes with design research is to produce or develop new or existing systems. To develop knowledge or solve problem that can be used of professionals and increase relevance for research result is knowledge contribution. (Dresch et al, 2015) The overall goal in differentiated driving ranges was to explore and solve key aspects that had caused confusion between drivers. Lundsröm formulated a concept that aimed to make it easier for drivers do grasp the relation between cause and effect. The work can bee considered as knowledge contribution because they provide complementary knowledge to science, they used existed theories and real experienced problem into solving problems. The intention was to explore and inspire to change existent system in cars to the better. Knowledge from this study can be reusable for other studies or to develop technology therefor it can be considers as knowledge contribution.
Are there any differences in design intentions within a research project, compared to design in general?
I believe no matter which research method you use, your overall goal is in somehow to produce knowledge or knowledge contributions. In a research you want to answer why your result matter and how you can implicate your study into future work. The aim of a research is to build scientific knowledge and that knowledge should be reusable! Design in general does not need to figure out or explain the world as it is, design should create and develop new things but is no need for this knowledge to be reusable (Olson, Kellogg 2014. S. 69).
Is research in tech domains such as these ever replicable? How may we account for aspects such as time/historical setting, skills of the designers, available tools, etc? ‘
The research method should be descript in a detailed way so another research could replicated the process; the structure of the method should allow other to replicate and provide transparency. If different researchers replicate the study over times its gives more confidence to permit generalization of the result across different fields. (Dresch et al, 2015) In HCI however replication is usually less valued then in natural science for example. (Olson, Kellogg 2014). Another researcher could replicated the methods of the two paper that we read, but they could not identical replicated the iterative development, or the exploration of the studies. Children would probably not interact in a identical way if replicating the study, and because of design-oriented research is build up on a compression on data with data, and data with theory the study would supposedly take another form. But it should be possible to replicate the research metgod to ensure consistently.
Are there any important differences with design driven research compared to other research practices?
There are some important differences with design-oriented research compered to other research practices. First they are usually used in different areas, design-oriented research are often used within technology such as medicine, engineering and HCI. (Dresch et al, 2015) Its different strategies, science use theories to understand observation of the world, and observation to test extend theory. Design is about changing how the world works trough innovations. It’s a process towards new and better things, usually by combining things we already know into larger complex things that do not exist, therefore design-oriented research always need to communicate with other researchers. Research-oriented is more about understanding of the world. So to conclude; the goal with design-oriented research is to solve problem compared with research-oriented design (which is a more a traditional research discipline) that aim to describe, explain and predict. In general science is about what exist and design is to create new. (Dresch et al, 2015)
Reference list:
Dresch Aline & Valle Antunes, José (2015). Design Science Research: A Method for Science and Technology Advancement. Switzerland: Springer International Publishing
Olson, Judith & Kellogg, Wendy (2012). Ways of Knowing in HCI. Switzerland: Springer International Publishing
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