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논문 기본 정보

자료유형
학술저널
저자정보
Hyangah Kim (Baekseok University)
저널정보
한국디자인학회 Archives of Design Research Archives of Design Research Vol.33 No.3 (Wn.135)
발행연도
2020.8
수록면
75 - 86 (12page)
DOI
10.15187/adr.2020.08.33.3.75

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초록· 키워드

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Background : Teaching technical prototyping skills is a major challenge for design educators. As interactivity becomes increasingly important in interaction design, more interactive prototyping methods are becoming necessary in the design decision-making process. Interactive physical prototyping methods requiring technical knowledge are a burden for designers who have weak technological proficiency. This indicates that educators need to teach their students prototyping skills in an easy but effective manner.
Methods : This study involved the design implementation of two types of projects, technology driven (TtoX) and experience driven (XtoT), in an interactive physical prototyping class with thirty students. The two projects were conducted consecutively for ten weeks using Arduino and Entry. In the TtoX project, students were provided with information about technical materials for input and output and were required to select more than one material to develop a story. In the XtoT project, students started by defining users and their needs. The results of the two projects were analyzed and interviews were conducted with eight students to investigate their experiences regarding the two projects.
Results : Students working on the TtoX project produced fourteen working prototypes, while those working on the XtoT project produced twelve working prototypes. In the TtoX project, students learned about how various electronic materials work and the actions they perform. By connecting input and output materials, students learned about the interactions between them and then developed stories using these interactions. This experience of matching a technology to an action helped students understand the relationship between electronic materials and actions, which is essential knowledge for interactive physical prototyping. The TtoX project also provided the opportunity to learn about technology. In the TtoX project, students were required to select and purchase materials and finish a small but complete prototype. This process was helpful for their future prototyping efforts. The technical barriers students faced in the TtoX project encouraged them to negotiate the interaction, which also gave them the opportunity to explore other interactions that are technologically feasible. Interestingly, students who failed to implement their first idea tried to develop a more attractive story for their prototype. Simple interactions could present opportunities to develop creative user experiences (UX) to compensate for simple interactions.
Conclusions : The TtoX project, a technology-driven project, was very helpful in developing students’ interactive physical prototyping skills and interaction design abilities. The most important effect of the TtoX project was that it provided students with an understanding of the relationship between action and technology. They were able to utilize this understanding in consecutive XtoT projects and to focus more on rich interactions.

목차

Abstract
1. Introduction
2. Method
3. Results
4. Implications for design education
5. Conclusion
References

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