Abstract
Prototyping plays a fundamental role in an efficient iterative design process. Constructing, programming and debugging the interactive prototypes electronic connections and communications computational systems elements, remains a demanding activity for designers. This fieldwork study explores, describes, and analyzes the practices, tools, and technologies used by design students in the construction of interactive prototypes on a university course. The research investigation reviews the interactive prototypes and presents and analyzes excerpts of interviews with students. Our results provide insights into the socio-technical dynamics which influence digital component choices. The study describes the types of digital connections and communications among prototype components and the practices adopted by design students to build them. Last, our results show that practices to identify components and users’ interactions were based on sophisticated time- or event-based strategies. Finally, implications of findings of the study are discussed.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Alessandrini, A.: End–user construction mechanisms for the Internet of Things. In: 27th International BCS Human Computer Interaction Conference (HCI 2013), vol. 27, pp. 1–6 (2013)
Alessandrini, A.: Practices, technologies, and challenges of constructing and programming physical interactive prototypes. In: Kurosu, M. (ed.) HCI 2015. LNCS, vol. 9169, pp. 132–142. Springer, Cham (2015). https://doi.org/10.1007/978-3-319-20901-2_12
Alessandrini, A.: How an undergraduate group of design students solved wiring errors during the prototyping of an interactive artifact. In: Proceedings of the 33rd European Conference on Cognitive Ergonomics (p. Article 12). Association for Computing Machinery (2022).https://doi.org/10.1145/3552327.3552345
Alessandrini, A.: A study of students engaged in electronic circuit wiring in an undergraduate course. J. Sci. Educ. Technol. 32(1), 78–95 (2023). https://doi.org/10.1007/s10956-022-09994-9
Alessandrini, A., Rizzo, A., Rubegni, E.: Drama prototyping for the design of urban interactive systems for Children. In: Proceedings of the 8th International Conference on Interaction Design and Children, pp. 198–201 (2009). https://doi.org/10.1145/1551788.1551827
Beaudouin-Lafon, M., Mackay, W.: Prototyping tools and techniques. In: The Human-Computer Interaction Handbook: Fundamentals, Evolving Technologies and Emerging Applications, pp. 1006–1031. L. Erlbaum Associates Inc. (2002)
Booth, T., Stumpf, S., Bird, J., Jones, S.: Crossed wires: investigating the problems of end-user developers in a physical computing task. In: Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, pp. 3485–3497 (2016). https://doi.org/10.1145/2858036.2858533
Brandt, J., Guo, P.J., Lewenstein, J., Dontcheva, M., Klemmer, S.R.: Two studies of opportunistic programming: interleaving web foraging, learning, and writing code. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 1589–1598 (2009)
Brandt, J., Guo, P.J., Lewenstein, J., Klemmer, S.R.: Opportunistic programming: how rapid ideation and prototyping occur in practice. In: Proceedings of the 4th International Workshop on End-User Software Engineering, pp. 1–5 (2008). https://doi.org/10.1145/1370847.1370848
Buxton, B.: Sketching User Experiences: Getting the Design Right and the Right Design. Morgan kaufmann (2010)
Détienne, F.: Software Design–Cognitive Aspect. Springer, Heidelberg (2001). https://doi.org/10.1007/978-1-4471-0111-6
Grigoreanu, V., Fernandez, R., Inkpen, K., Robertson, G.: What designers want: needs of interactive application designers. In: 2009 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC), pp. 139–146 (2009)
Houde, S., Hill, C.: Chapter 16—what do prototypes prototype? In: Helander, M.G., Landauer, T.K., Prabhu, P.V. (eds.) Handbook of Human-Computer Interaction, North-Holland, 2nd edn, pp. 367–381 (1997). https://doi.org/10.1016/B978-044481862-1.50082-0
Toivonen, T., Jormanainen, I., Montero, C.S., Alessandrini, A.: Innovative maker movement platform for K-12 education as a smart learning environment. In: Chang, M., et al. (eds.) Challenges and Solutions in Smart Learning, pp. 61–66. Springer Singapore, Singapore (2018). https://doi.org/10.1007/978-981-10-8743-1_9
Tuhkala, A., Isomäki, H., Hartikainen, M., Cristea, A., Alessandrini, A.: Identifying objectives for a learning space management system with value-focused thinking, vol. 1, pp. 25–34. Scopus (2017). https://doi.org/10.5220/0006230300250034
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Alessandrini, A. (2023). A Study on Prototyping in a Design Course. In: Abdelnour Nocera, J., Kristín Lárusdóttir, M., Petrie, H., Piccinno, A., Winckler, M. (eds) Human-Computer Interaction – INTERACT 2023. INTERACT 2023. Lecture Notes in Computer Science, vol 14145. Springer, Cham. https://doi.org/10.1007/978-3-031-42293-5_41
Download citation
DOI: https://doi.org/10.1007/978-3-031-42293-5_41
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-42292-8
Online ISBN: 978-3-031-42293-5
eBook Packages: Computer ScienceComputer Science (R0)