Vi utbildar för framtiden och skapar samhällsnytta genom vår forskning som levandegörs i nära samarbete med näringslivet. Vi bedriver forskning inom computer science, datateknik, software engineering och interaktionsdesign - från grundforskning till direkta tillämpningar. Institutionen har en stark internationell prägel och är delad mellan Chalmers och Göteborgs universitet.
We are engaged in research and education across the full spectrum of computer science, computer engineering, software engineering, and interaction design, from foundations to applications. We educate for the future, conduct research with high international visibility, and create societal benefits through close cooperation with businesses and industry. The department is joint between Chalmers and the University of Gothenburg.
(2018) Nilsson, Oscar; Chalmers tekniska högskola / Institutionen för data- och informationsteknik (Chalmers); Chalmers University of Technology / Department of Computer Science and Engineering (Chalmers)
Prototyping is an increasingly relevant activity in interaction design, for producing design work that better capture design ideas and to enable accurate evaluations. Prototypes are often used to manage complexities of digital product design for global, widely distributed apps and services. Additionally, prototypes acts as communication tools within large organizations where designers operate. This master’s thesis project aims to study how designers can improve their practises related to working with prototypes. While an increasing set of available prototyping software aim to capture processes and help designers improve their practises in these more complex design situations, little guidance exist for better understanding how to apply prototyping, and prototypes, in general. To investigate these needs of designers, this study involved research through design , where prototypes for the game Minecraft were built together with the design team, and analyzed. Findings from these prototyping processes, together with researching other works on prototyping practise, resulted in identifying four core needs of designers who prototype: Considered prototype purpose, Speed of construction and use, Considered testing or sharing and Considered style of representation. To help designers improve their practises through serving these needs, a iterative design process was used to produce a set of 25 guidelines, that provide practical suggestions for how to improve prototyping practise in design teams. These guidelines were presented as a deck of cards, called Mindful Prototyping, with four categories of guidelines helping designers in different phases of the design process. Finally, the guidelines were evaluated with other design teams in workshops. Findings from these workshops indicated that the guidelines are helpful for inspiring design teams to do more considered prototyping work, better suited for their design situations. However, more research is needed to better understand how long-term application of the guidelines influences design outcomes.