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FROM RESEARCH PROTOTYPE TO RESEARCH PRODUCT

We articulate four interrelated qualities of research products-inquiry-driven, finish, fit, and


independent-and draw on these qualities to describe and analyze five different yet related
design research cases we have collectively conducted over the past six years.

A core goal of this paper is to motivate and develop the notion that investigating these kinds of
research questions can require a type of research artifact different from a research prototype
that we call a research product.

Another goal of this paper is to articulate the concept of research product through the practices
of research through design. We analyze design cases that stretched over six years of practice
across three research groups that led to the retrospective articulation of the concept of the
research product. But first, the qualities that a research product should have been defined:

1. Advanced research: to raise questions about possible alternative futures of the design artifact.

2. Finalise: to emphasize the actuality of the design artifact linked to the subsequent resolution
about design and perception in use.

3. Adapt: to raise questions related to human-technology relations, everyday practices, and


temporality.

4. Independent: to measure the ability of the design artefact to live for a long time without the
intervention of a researcher.

DESIGN RESEARCH CASES

Below are a couple of cases that illustrate an evolution in thinking through attempts to make
research products. First, the hook and table-not-table case are presented, clarifying why
sensitivity to 'real' materials was crucial to our research in domestic settings. Then, the Photobox
is presented which, based on the technology and its combination with traditional materials,
gives ideal household results.

Finally, the DPPs (three products with no prescription on how to use them) catalyzed continuous
and open-ended creative actions by the participants, successfully operating as research
products.

ENCOUNTERS WITH RESEARCH PRODUCTS

We have drawn on an interrelated set of research product qualities to analyze decisions in our
design cases that shaped their various levels of success. Together, these instances illustrate that
despite adopting relatively similar design approaches in crafting technically simple design
artifacts, the DPPs were able to successfully operate as research products by achieving high
qualities of finish and fit, and remaining independent.
DISCUSSION: CRAFTING RESEARCH PRODUCTS

Throughout this paper we have emphasized that the research product is a design concept-it has
emerged through ongoing practices of research through design.

Prototypes are a design concept that developed from design practices and research.

These aspects of crafting research products do point to several challenges and opportunities for
mobilizing research products in future design-oriented HCI research.

REFLECTION FROM PREVIOUS CLASS

First of all, my team defined the planning for the day, something that can be a bit difficult at
first, but which, in the end, helps a lot to organise ideas and manage time.

Afterwards, they invited two people from other groups to give them feedback on the table
concept we had come up with in the previous class. In general, the feedback was positive, and
the idea was considered fun, original, and dynamic.

They then proceeded to the prototype development phase with materials provided in class.
Thus, we keep the idea of presenting a round table with a central pillar from which the whole
"interaction" itself starts. The table's initial position is enlarged in such a way that the moment
when the different sections approach each other is a surprise. Our idea was based on surprising
the users, without them knowing beforehand the experience they would have once they had
gathered around our product.

In addition, the colleagues define straightforwardly and transparently some considerations to


consider, such as the functions that the table would include or the way to use it.

The purpose of the product is mainly to serve as a method of bringing together the participants
of a new working group or team. Thus, the first conversations or interactions between the
members would be developed on the basis of the rules established by the table, where the times
and turns of speech of each person are established, the remaining session time is illuminated
and indicated, and ambient music is included, etc.

The place to place this type of product would be mainly around the campus, especially in
classrooms for "ice-breaking" sessions between students in their first days of class, among
others, for example, new members of research teams.

Finally, I will comment on my colleagues' reflections at the end of the planning established for
last Friday. Although only two of the group members were present, the prototype results were
entirely satisfactory, and we are happy.

However, seeing the product in 3D raises certain doubts about implementing all those functions
I mentioned before, as we do not know to what extent it will be feasible or if we will be able to
implement them. Even so, we are clear about those functions that are essential and fundamental
for our product, such as the LED strips that indicate the person who is speaking or the function
that progressively moves the table towards the centre as the session time is running out.

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