And what does it have to do with me?
Design research is a larger, umbrella term currently being used in educational technology research (which also goes by Design and Development Research) that describes an iterative, data-driven research-based approach to: 1) investigate a teaching/learning or training problem; 2) in order to design and develop a potential solution; 3) and to generate knowledge about the effectiveness of that solution along with insights about teaching/learning and training principles. See EduTech Wiki’s description of Design-based Research (and its various other names over the years) for more detail http://edutechwiki.unige.ch/en/Design-based_research.
However you define it, I would argue that we were all involved in design research last semester which will continue this semester as we investigate formalizing our methods a bit more in further conceptualizing the AR prototypes, clearly establishing criteria and relevant research/evaluation questions related to our prototypes and testing our ideas with target audience members.
In reading this article, “A Guide for Novice Researchers: Design and Development Research Methods” by Ellis and Levy (https://files.pbworks.com/download/mPQRvpUP5y/edit803spring11/35611109/InSITE10p107-118Ellis725.pdf), it strikes me that they are describing a similar iterative development and user research process that is referred to in Chapter 1-3 of the Kuniavsky textbook. User research methods, then could be implemented in design research cycles at different points in the process such as when you are generating ideas (like we did last semester in our needs analysis phase, etc.), iteratively building and rebuilding (with surveys, observations, questionnaires, etc.) and putting our ideas in the hands of users to improve the design (with formative evaluation as well as other applied user research methods).
Continuing to focus on the user’s perspective throughout the various phases and cycles of design and development seems to be the central point of both design research and user research methods. Skim through the Ellis and Levy article cited above (and uploaded to the Wiki under Course Resources folder: Week 2) and contribute a comment below as to whether or not you see:
1) Any intersection with what we did last semester and design/development research and if so, briefly comment on the intersection you see and;
2) What methods/ideas from your perspective on this article and the EdTech Wiki definition that might we employ this semester to progress our AR prototypes further?