The paper by Jacobsson et al. [1]
talks about designing or developing physical languages to program
robotic consumer products in a way that the behaviours can be
controlled and predicted. The physical languages could be clothes or
accessories as they may represent different things or have different
functions. Jacobsson et al. argue that since many products are
physical and lack display, it's relevant to consider alternate ways
of controlling the products. They are thus exploring ways to
physically control the products by various means. They develop a
design concept called actDresses where they have drawn inspiration
from fashion and the sign languages from comics.
It would be interesting if there was
an example where the design concept was applied on a human robot.
Realistic-looking human or pet robots could feel personal as they'd
advance technically and people could feel attachment as they'd be
like new friends while interacting. Could development of such robots
be dangerous to the social development of society, where people today
are becoming more and more dependent on technology for social
interaction?
The paper by Li et al. [2] was
discussing the possibility of a new method to use the vibration
technology in mobile phones for live football games. The idea was to
synchronize the movements of the ball with the vibrations of the
phone in a way that users are able to recognize for example attacking
directions and location of the ball in the field. Different vibration
signals would be interpreted and understood for the corresponding
information.
The Swedish Academy's dictionary
describes a prototype as the term for something that is in its first
kind, an original or a model for creation of something, among others
[3]. The Swedish National Encyclopedia [4] defines a prototype as an
original model that the following will be based upon and that is true
to function, construction and appearance. The purpose of a prototype
is thus to show some kind of model of the intended finished product.
It could be illustrations or photographs for example that could
present various factors of the product such as functionality,
appearance, etc.
In the case of the paper by Li et
al., one of the prototypes shown was an illustration of how the
system was intended to work, from the video showing the football game
and the video being interpreted to vibration signals to the vibrator
motor reacting. There's also an illustration of the mobile phone with
a vibrator, which is shown in a photograph where they had done a
mock-up of it together with a printed circuit board.
The prototype could play different
roles, e.g. testing the functionality of a product with a mock-up,
structuring an idea with illustrations, verifying a design or
clarifying other types of information requirements of a product [5].
The prototypes are part of the development process to a finalized
product, so for research they are important in order to find any
possible faults, parts that could be enhanced or need to be studied
further. I think they are also important to show in research papers
for higher credibility and visually proving knowledge, as they show
the functionality, the way the testing was run, etc. It also gives
better understanding to the reader of what has been done.
The main characteristics of a
prototype is that they are like drafts of an intended final product.
Prototypes go through an iterative process – drafts that are
continuously changed. The prototypes are discussed, tested,
evaluated, etc. before advancing to the next stage of prototyping
where the new suggestions for improvement are applied. Using
prototypes before building the final product is the best way to go as
mistakes and wrong decisions ought to be discovered. Correcting these
mistakes afterward is expensive as the product has already been
produced or the finished developed software needs to change the
information structure [6]. One of the reasons working with prototypes
is that all these details are not known yet.
The limitations of a prototype on the
other hand would be the fact that it's not a finished product and
therefore tests that are run on the prototype might turn out false or
confusing depending on the quality of the prototype [6]. This could
be due to the difficulty of imagining the intended final product from
a prototype, as some details and certain functionality are not
included.
Another limitation is that the
iteration process of prototyping may be very time-consuming. For each
testing of a prototype, oftentimes new suggestions are discovered and
therefore new testings will be required to see if the new adjustments
are satisfying. To do that, new prototypes will have to be created
with the new adjustments. If the testing is done with human test
subjects, then new people will have to be found each time and that
could become expensive.
Sources:
[1]: 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.
[2]: 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.
[3]: 'prototyp'. Svenska Akademiens ordbok (Swedish Academy's dictionary).
[4]: 'prototyp'. Nationalencyklopedin (Swedish National Encyclopedia).
[5]: Definition of prototyping. Pcmag.
[6]: Advantage & Disadvantage of Prototyping process model. iotap.com.
[2]: 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.
[3]: 'prototyp'. Svenska Akademiens ordbok (Swedish Academy's dictionary).
[4]: 'prototyp'. Nationalencyklopedin (Swedish National Encyclopedia).
[5]: Definition of prototyping. Pcmag.
[6]: Advantage & Disadvantage of Prototyping process model. iotap.com.
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