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Rapid Development of Tangible Interactive Appliances: Achieving the Fidelity/Time Balance

Research output: Contribution to Journal/MagazineJournal articlepeer-review

Published

Standard

Rapid Development of Tangible Interactive Appliances: Achieving the Fidelity/Time Balance. / Gill, Steve; Walker, Darren; Loudon, Gareth et al.
In: International Journal of Arts and Technology, Vol. 1, No. 3-4, 2008, p. 309-331.

Research output: Contribution to Journal/MagazineJournal articlepeer-review

Harvard

Gill, S, Walker, D, Loudon, G, Dix, A, Woolley, A, Ramduny-Ellis, D & Hare, J 2008, 'Rapid Development of Tangible Interactive Appliances: Achieving the Fidelity/Time Balance', International Journal of Arts and Technology, vol. 1, no. 3-4, pp. 309-331.

APA

Gill, S., Walker, D., Loudon, G., Dix, A., Woolley, A., Ramduny-Ellis, D., & Hare, J. (2008). Rapid Development of Tangible Interactive Appliances: Achieving the Fidelity/Time Balance. International Journal of Arts and Technology, 1(3-4), 309-331.

Vancouver

Gill S, Walker D, Loudon G, Dix A, Woolley A, Ramduny-Ellis D et al. Rapid Development of Tangible Interactive Appliances: Achieving the Fidelity/Time Balance. International Journal of Arts and Technology. 2008;1(3-4):309-331.

Author

Gill, Steve ; Walker, Darren ; Loudon, Gareth et al. / Rapid Development of Tangible Interactive Appliances: Achieving the Fidelity/Time Balance. In: International Journal of Arts and Technology. 2008 ; Vol. 1, No. 3-4. pp. 309-331.

Bibtex

@article{ffb1f201c4664eba96f26ee9c9c2ff3b,
title = "Rapid Development of Tangible Interactive Appliances: Achieving the Fidelity/Time Balance",
abstract = "For some years now, the global academic and industry research communities have been working at developing techniques to rapidly design and develops information appliances such as mobile phones, MP3 players and digital cameras. Despite significant advances in the methods available for the prototyping of tangible interactive prototypes, many if not most industrial design practitioners and many UI designers still rely on two dimensional, software only interactive prototypes, particularly early in the design process when many key decisions are made. A number of attempts have been made to tackle this issue, and one of the core assumptions in many of the approaches so far taken is that designers need to be able to make “quick and dirty” prototypes in order to evaluate the tangible interactions of their concepts early in the design process. Some attempts have been made to examine how quick or how dirty the prototyping process can be for software only applications but to date no one has carried out a similar exercise for information appliance prototypes. This paper presents the results of three separate experiments and presents empirical data that suggest answers to two important questions: Are tangible prototypes better than software prototypes?” and “how {"}quick and dirty{"} should industrial designers be aiming to prototype?” The paper concludes by discussing the findings{\textquoteright} significance and suggesting the implications for further work.",
author = "Steve Gill and Darren Walker and Gareth Loudon and Alan Dix and Alex Woolley and Devina Ramduny-Ellis and Jo Hare",
year = "2008",
language = "English",
volume = "1",
pages = "309--331",
journal = "International Journal of Arts and Technology",
issn = "1754-8853",
publisher = "Inderscience Publishers",
number = "3-4",

}

RIS

TY - JOUR

T1 - Rapid Development of Tangible Interactive Appliances: Achieving the Fidelity/Time Balance

AU - Gill, Steve

AU - Walker, Darren

AU - Loudon, Gareth

AU - Dix, Alan

AU - Woolley, Alex

AU - Ramduny-Ellis, Devina

AU - Hare, Jo

PY - 2008

Y1 - 2008

N2 - For some years now, the global academic and industry research communities have been working at developing techniques to rapidly design and develops information appliances such as mobile phones, MP3 players and digital cameras. Despite significant advances in the methods available for the prototyping of tangible interactive prototypes, many if not most industrial design practitioners and many UI designers still rely on two dimensional, software only interactive prototypes, particularly early in the design process when many key decisions are made. A number of attempts have been made to tackle this issue, and one of the core assumptions in many of the approaches so far taken is that designers need to be able to make “quick and dirty” prototypes in order to evaluate the tangible interactions of their concepts early in the design process. Some attempts have been made to examine how quick or how dirty the prototyping process can be for software only applications but to date no one has carried out a similar exercise for information appliance prototypes. This paper presents the results of three separate experiments and presents empirical data that suggest answers to two important questions: Are tangible prototypes better than software prototypes?” and “how "quick and dirty" should industrial designers be aiming to prototype?” The paper concludes by discussing the findings’ significance and suggesting the implications for further work.

AB - For some years now, the global academic and industry research communities have been working at developing techniques to rapidly design and develops information appliances such as mobile phones, MP3 players and digital cameras. Despite significant advances in the methods available for the prototyping of tangible interactive prototypes, many if not most industrial design practitioners and many UI designers still rely on two dimensional, software only interactive prototypes, particularly early in the design process when many key decisions are made. A number of attempts have been made to tackle this issue, and one of the core assumptions in many of the approaches so far taken is that designers need to be able to make “quick and dirty” prototypes in order to evaluate the tangible interactions of their concepts early in the design process. Some attempts have been made to examine how quick or how dirty the prototyping process can be for software only applications but to date no one has carried out a similar exercise for information appliance prototypes. This paper presents the results of three separate experiments and presents empirical data that suggest answers to two important questions: Are tangible prototypes better than software prototypes?” and “how "quick and dirty" should industrial designers be aiming to prototype?” The paper concludes by discussing the findings’ significance and suggesting the implications for further work.

M3 - Journal article

VL - 1

SP - 309

EP - 331

JO - International Journal of Arts and Technology

JF - International Journal of Arts and Technology

SN - 1754-8853

IS - 3-4

ER -