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<title>Prototypes, Artefacts, Scenarios</title>
<copyright>Copyright (c) 2009 Sheffield Hallam University All rights reserved.</copyright>
<link>http://digitalcommons.shu.ac.uk/drs2008/session2/track_e</link>
<description>Recent Events in Prototypes, Artefacts, Scenarios</description>
<language>en-us</language>
<lastBuildDate>Wed, 09 Sep 2009 08:27:47 PDT</lastBuildDate>
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<title>Applications of high and low fidelity prototypes in researching intuitive interaction</title>
<link>http://digitalcommons.shu.ac.uk/drs2008/session2/track_e/3</link>
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<pubDate>Wed, 16 Jul 2008 14:00:00 PDT</pubDate>
<description>This paper addresses some of the issues involved in incorporating use of prototypes into a research program. Definitions, merits and uses of both low and high-fidelity prototypes are discussed and then the applications of prototypes in our research program into intuitive interaction are explored. It has previously been established that intuitive interaction is based on past experience, and can be encouraged by designing interfaces that contain familiar features (Blackler, 2006; Blackler, Popovic, &#38; Mahar, 2007b). Two aspects of the research program which are relevant to prototyping are: researching the issues of how intuitive use happens and how it can be better facilitated; and developing ways to help designers include investigations about users and their existing knowledge into their design processes in order to make interfaces more intuitive. 
The current and future planned applications of high and low-fidelity prototypes in each of these areas are explored. Then experiences with using high-fidelity touchscreen prototypes for experimental research into intuitive interaction are discussed, including problems with the prototypes, how they were addressed and what we have learned from the process. Next the potential for low-fidelity prototypes to elicit users' tacit knowledge during the design process is explored. This has exciting possibilities due to the link between intuitive interaction and tacit knowledge. Finally, the challenges of developing prototype-based design tools for use by older people are discussed and future directions for using prototypes in our research program are considered.

Keywords:  
Prototypes; intuitive interaction; experimental methodology; implicit or tacit knowledge</description>

<author>Alethea Blackler</author>


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<item>
<title>Real time integration of user preferences into virtual prototypes</title>
<link>http://digitalcommons.shu.ac.uk/drs2008/session2/track_e/2</link>
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<pubDate>Wed, 16 Jul 2008 15:00:00 PDT</pubDate>
<description>Within new product development (NPD), both virtual prototypes and physical prototypes play important roles in creating, testing and modifying designs. However, in the current design process, these two forms of prototyping methods are normally used independently and converted from one to the other during different design phases. This conversion process is time consuming and expensive and also introduces potential information loss/corruption problems. If the design process requires many iterations, it may simply be impractical to generate all the conversions that are theoretically required. Therefore, the integration of virtual and physical prototyping may offer a possible solution where the design definition is maintained simultaneously in both the virtual and physical environment. The overall aim of this research was to develop an interface or a tool that achieves real time integration of physical and virtual prototyping. "Real time integration" here means changes to the virtual prototypes will reflect any changes that have been made contemporaneously to the physical prototypes, and vice versa. Thus, conversion of the prototype from physical to virtual (or vice versa) will be achieved immediately, hence saving time and cost. 
A review of the literature was undertaken to determine what previous research has been conducted in this area. The result of the review shows the research in this area is still in its infancy. The research hypothesis was developed through the use of a questionnaire survey. Totally 102 questionnaires were sent to designers, design directors or design managers to address the issue: will industrial designers want to make use of real time integration and if so, how? The outcome from the literature review drove further development of the research hypothesis and an initial pilot experiment to test this. The pilot trial was designed to address the research questions: 

	Can real time physical and virtual prototyping integration be conveniently demonstrated?
	Will designers and users be comfortable using the integration method?
	Will users recognise the benefits of the integration?
The results showed that real time integration between physical and virtual prototyping is necessary in helping designers develop new products and for getting users more closely involved. The future research suggested is that more investigations and experiments are needed to explore a proper method that simultaneously employing these two types of prototyping in product development process. 

Keywords: 
Physical Prototyping; Virtual Prototyping; Integration; Real Time.</description>

<author>Bingjian Liu</author>


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<item>
<title>Getting it Right:  Lessons Learned in Applying a Critical Artefact Approach</title>
<link>http://digitalcommons.shu.ac.uk/drs2008/session2/track_e/1</link>
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<pubDate>Wed, 16 Jul 2008 14:30:00 PDT</pubDate>
<description>"Critical artefacts", the products of critical design (Dunne 1999), prompt reflection rather than satisfy obvious user needs. The author is developing an instrumental use of critical artefacts as part of a human-centred design process. Earlier work showed the effectiveness of this approach in allowing stakeholders to engage with novel product ideas. This paper describes a project, Living Rooms, developing the approach with a broader group of stakeholders and devising the critical artefacts with other designers. Although providing insights into the design context (Bowen &#38; Chamberlain 2008), this application of the approach was less productive than in earlier projects and suggested factors that could affect its efficacy. Implications for future applications of the approach are noted: the type of contexts it is appropriate for; the characteristics of effective stakeholder participants and the need to educate them in the context and enable them to think imaginatively. 
Von Hippel's 'lead users' (1986, 1988) could provide a framework for selecting stakeholders likely to engage effectively with critical artefacts. The second part of the paper summarises lead user theory and discusses how the two characteristics of lead users, motivation and capability (Luthje &#38; Herstatt 2004), tend to make them suitable participants for the critical artefact approach. A second project, Digital Mementos, is described - in particular how lead-user-based selection and the above implications have been applied. 
The paper concludes by reviewing the progress in developing generalisable methods exploiting the critical artefact approach, noting the need to position the approach within wider design activity and points toward future work relating it to the entire product design process.

Keywords: 
Critical Design; Human-Centred Design; Innovation; Design Methodology</description>

<author>Simon Bowen</author>


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