Through this study, we have reviewed what kind of meaning video has and how it can be utilized effectively as the dynamic and quasi-experiential expressive media. The details are as follow.
1. The meaning and role of video at the design process
At...
Through this study, we have reviewed what kind of meaning video has and how it can be utilized effectively as the dynamic and quasi-experiential expressive media. The details are as follow.
1. The meaning and role of video at the design process
At the design process, we divided the detailed activity that composes the design into 6 areas such as use, observation, analysis invention, embodiment and communication to look into the relations of video and design, and we reviewed what role is the video playing in each activity and how can video support these activities.
First, the use of the video that supports the usage activity is that the expert supports the design task in his/her words and behaviors shown in video in the attempt to show or replay that are related to the usage of technique, tool and information.
Secondly, the video that supports the observation can be used as a very powerful tool that can record the things occurring at the task environment of the user, and especially, it can be utilized usefully when the observer cannot observe normally or he/she observes while replaying it repetitively.
Third, the video that supports the analysis activity uses video to analyze the data at the design course such as motion analysis or interaction analysis, and it shows the conspicuous picture after a new design is introduced during the period it is made and before it was introduced, so it can support the design activity.
Fourth, the video that supports the design activity is the one that supports the creation at the design process and is the source of ideas. It plays an important role as the stimulant to project the designer to the present or imaginative future situation.
Fifth, video that supports the embodiment embodies the idea that is not actually substantialized yet, so it helps to experience and evaluate that idea as it is in the actual usage situation.
At last, in the video that supports the communication, the ability of the video that communicates the records of the behavior over time and space conspicuously expands the communication within the group and among the groups.
2. The interaction design framework based on video media
We suggested the design framework as one concept model about how the video media are connected to the design process based on the review of the relationship between design and the video.<Fig 10> The core contents of the design framework based on video media can be summarized into two in large.
First, the video results collected at each stage of the design process play an important role in understanding interaction patterns, interaction techniques, design principles and contexts of use that are 4 design factors on design framework, and affect directly to the interpretation and collection of video results in the next stage, so the related results such as these video clips or story-boards are the output of individual design behavior, and are the important inputs of design behavior in the next stage.
Second, the video media makes balance between the concrete and detailed design problems and abstract design concept as well as the 2 core fields of design that are technology domain and use domain. They play important role as a media to connect the two. That is, video media circulate by the design process and move between the design activity that underpins the detailed features of interaction and more common design principle searching activity, then it integrates the two different design activity, and connects the gap between the abstract one and the concrete one.
These contents were verified through the substantial cases, and as a result, video media was proved to be very useful as a new design tool and the design framework suggested above is very valid, too.
3. The utilitarian value of video as the representation media
In the participatory approach for human-centered design, according to the utilization method of video based on the expressive method as the representation media that connects the designer and user, we reviewed them into direct representation, indirect representation, abstracted-structural representation, and quasi-experiential representation. We emphasized the potential value of the video media within the design project based on this, and reviewed the relations between the usage of video and the expressive pattern.
The direct representation catches and represents the situation or event really happening by the video as they are, sincerely. This expressive method provides direct representation about many kinds of mistakes, discrepancies and misuse occurring at that situation, causes and effects related to the behavior of those characters, so it helps the design activity.
Indirect representation is the usage of video by production and edition. If the direct representation is needed to record objective data, indirect representation is used mainly for the subjective expression. Video scenario or video collage that express a new design idea at the design process may be the representative examples of these expressive patterns.
The abstracted-structural representation is the conversion of the structural information of the video record that we've got by direct representation into the abstract form. That is, it analyzes the user behavior and design problem shown in the video. It means the extracted status as more meaningful data, and provides direct design allusion to the designer. Also, the designer evaluates the user experience through video analysis, he/she can modelize the perceptual behavior, and can search many kinds of design possibility.
The quasi-experiential representation is the unique and powerful type among the expressive patterns of the video which the designer can use. It lets the person who sees experience similar one with the contents of the video. That is, it lets him/her experience some situation indirectly by simulation through the video itself, or by using separate interface device, it lets him/her experienc