Empirical data
is data collected through direct observation and experimentation. In Differentiated Driving Range:
Exploring a Solution to the Problems with the “Guess-O-Meter” in Electric Cars,
the empirical data was collected through multiple stages in the research. First,
it was collected in the iterative research into current driving range methods and
how they fail in accurately representing driving range. Then, the study conducted
mathematical equations to construct empirical evidence that determines the
relationship driving distance has with speed and climate control. After the design
exploration of the “guess-o-meter”, an important part of empirical data that
was collected was how there were “large variations of the driving range at
lower speeds that are due to factors that the driver can actually influence (Lundström).”
This shifted their understanding and gave important insight into the downfalls
of the “guess-o-meter.” Other empirical evidence determined the optimal speed
at different climate control settings. Then further software models were used
to present empirical evidence of driving range as the “Differentiated Driving Range”
model was actually in use to calculate and visualize driving range at varying speeds.
In Finding Design
Qualities in a Tangible Programming Space, empirical data was collected
through observation of children using tangible tools to build screen based
systems. First, Fernaeus and Tholander observed children using various
materials and also the current programming environment, ToonTalk. Empirical
data was collected to understand how systems can best be represented in
tangible form. Then during staged activities throughout the design process, they
constructed observation of their own tangible programming spaces in use. The empirical
data was used to observe the relationship between tangible manipulation and
digital representation and how those can be most efficiently combined.
After reading about these design research methods in use, I believe
that design research can be considered a knowledge contribution. Lundström contributed
to the understanding of driving range and how it is affected in electrical cars.
This is something that had previously been estimated on inferior practices. This
could potentially contribute to the real application of a differentiation driving
range model in future electric cars. Fernaus and Tholander contributed to knowledge
of by which tangible method children best interact with screen-based systems
and how to provoke interest of children in programming. Both design research articles
contributed to the possibility of further research as well., which Lundström
states in his conclusion.
When design is used in a research context, it is continuously adapted based on data collection with the intention of eliciting the desired results. This design is guided by empirical evidence in terms of how it is manipulated. Design in general is guided by personal preference, the desire to appeal to others’ design tastes, or to design something functional. This can either be to make a profit or to create something for oneself or others to enjoy. The goal of research based design differs in that its intention is to contribute to generating new theory, product development, or iterative research and resulting improvement of current practices. It also, as demonstrated in the Differentiated Driving Range, does not necessarily have to be completed in a way that it could be used in a real-world context. This differs from design in general in the end goal is to have something complete and functional.
Research in tech domains cannot be replicated the same as it
can in alternative fields, using different research methods. As these examples
show, they relied on current technologies and available tools, which may vary
between the attempted replicated research. Additonally, when data is collected through
the observation of individuals such as in Finding
Design Qualities in a Tangible Programming Space, the behavior of different
individuals will never be strictly the same. This is especially true if the
attempted replicated research is adapted in other cultures or historical
settings. Differing designers may also never be able to exactly replicate the
design research methods as it might not have been entirely recorded. Design research
is very fluid in how it continuously adapts and this would be difficult to
replicate.
In design research practices, research methods are continuously
being refined and evolved f through practical realization of the initial idea.
In other research, it seems as if a hypothesis is either proven or disproven.
Various research methods can be adapted in other fields, but not the same
extent as in design research. Instead of proving or disapproving a hypothesis, design
research is more exploratory.
Sources:
Differentiated Driving Range: Exploring a Solution to the Problems with the “Guess-O-Meter” in Electric Cars, Anders Lundström
Finding Design Qualities in a Tangible Programming Space, Ylva Fernaeus & Jakob Tholander,
Sources:
Differentiated Driving Range: Exploring a Solution to the Problems with the “Guess-O-Meter” in Electric Cars, Anders Lundström
Finding Design Qualities in a Tangible Programming Space, Ylva Fernaeus & Jakob Tholander,