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A metaphor and a conceptual architecture for software development environments
A conceptual architecture for software development environments (SDEs) is presented in terms of a new metaphor drawn from business enterprises. A metaphor is employed as the architecture is complex, requiring understanding from several perspectives. The metaphor provides a rich set of familiar concepts that strongly aid in understanding the environment architecture and software production. The metaphor is applicable to individual programming environments, software development environments supporting teams of developers, and to large-scale software production as a whole.The paper begins by considering three perspectives on SDEs, a function-based view, an objects-and-relations view, and a process-centered view. The process view, being the most encompassing, is held through the remainder of the paper. Three metaphors for organizing and explaining a process-centered environment are then examined, including the hierarchical contract model and the individual/family/city/state model. Next the corporation model is introduced and a detailed analogy is drawn between corporations and software development environments. Within the context of the corporation metaphor, three corporate organization schemes are reviewed and federal decentralization is argued to be most appropriate for an SDE. Relationships induced by such an organization are discussed and a mapping between the conceptual architecture and a possible implementation architecture is briefly discussed
Design Ltd.: Renovated Myths for the Development of Socially Embedded Technologies
This paper argues that traditional and mainstream mythologies, which have
been continually told within the Information Technology domain among designers
and advocators of conceptual modelling since the 1960s in different fields of
computing sciences, could now be renovated or substituted in the mould of more
recent discourses about performativity, complexity and end-user creativity that
have been constructed across different fields in the meanwhile. In the paper,
it is submitted that these discourses could motivate IT professionals in
undertaking alternative approaches toward the co-construction of
socio-technical systems, i.e., social settings where humans cooperate to reach
common goals by means of mediating computational tools. The authors advocate
further discussion about and consolidation of some concepts in design research,
design practice and more generally Information Technology (IT) development,
like those of: task-artifact entanglement, universatility (sic) of End-User
Development (EUD) environments, bricolant/bricoleur end-user, logic of
bricolage, maieuta-designers (sic), and laissez-faire method to socio-technical
construction. Points backing these and similar concepts are made to promote
further discussion on the need to rethink the main assumptions underlying IT
design and development some fifty years later the coming of age of software and
modern IT in the organizational domain.Comment: This is the peer-unreviewed of a manuscript that is to appear in D.
Randall, K. Schmidt, & V. Wulf (Eds.), Designing Socially Embedded
Technologies: A European Challenge (2013, forthcoming) with the title
"Building Socially Embedded Technologies: Implications on Design" within an
EUSSET editorial initiative (www.eusset.eu/
The mystery of the writing that isn’t on the wall: differences in public representations in traditional and agile software development
This paper considers the use of public displays, such as whiteboards and papers pinned to walls, by different software development teams, based on evidence from a number of empirical studies. This paper outlines differences in use observed between traditional and agile teams and begins
to identify the implications that they may have for software
development
Challenging the Computational Metaphor: Implications for How We Think
This paper explores the role of the traditional computational metaphor in our thinking as computer scientists, its influence on epistemological styles, and its implications for our understanding of cognition. It proposes to replace the conventional metaphor--a sequence of steps--with the notion of a community of interacting entities, and examines the ramifications of such a shift on these various ways in which we think
Simulation and Visualization of Thermal Metaphor in a Virtual Environment for Thermal Building Assessment
La référence est présente sur HAL mais est incomplète (il manque les co-auteurs et le fichier pdf).The current application of the design process through energy efficiency in virtual reality (VR) systems is limited mostly to building performance predictions, as the issue of the data formats and the workflow used for 3D modeling, thermal calculation and VR visualization. The importance of energy efficiency and integration of advances in building design and VR technology have lead this research to focus on thermal simulation results visualized in a virtual environment to optimize building design, particularly concerning heritage buildings. The emphasis is on the representation of thermal data of a room simulated in a virtual environment (VE) in order to improve the ways in which thermal analysis data are presented to the building stakeholder, with the aim of increasing accuracy and efficiency. The approach is to present more immersive thermal simulation and to project the calculation results in projective displays particularly in Immersion room (CAVE-like). The main idea concerning the experiment is to provide an instrument of visualization and interaction concerning the thermal conditions in a virtual building. Thus the user can immerge, interact, and perceive the impact of the modifications generated by the system, regarding the thermal simulation results. The research has demonstrated it is possible to improve the representation and interpretation of building performance data, particularly for thermal results using visualization techniques.Direktorat Riset dan Pengabdian Masyarakat (DRPM) Universitas Indonesia Research Grant No. 2191/H2.R12/HKP.05.00/201
An aesthetics of touch: investigating the language of design relating to form
How well can designers communicate qualities of touch?
This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities
Geospatial analysis and living urban geometry
This essay outlines how to incorporate morphological rules within the exigencies of our technological age. We propose using the current evolution of GIS (Geographical Information Systems) technologies beyond their original representational domain, towards predictive and dynamic spatial models that help in constructing the new discipline of "urban seeding". We condemn the high-rise tower block as an unsuitable typology for a living city, and propose to re-establish human-scale urban fabric that resembles the traditional city. Pedestrian presence, density, and movement all reveal that open space between modernist buildings is not urban at all, but neither is the open space found in today's sprawling suburbs. True urban space contains and encourages pedestrian interactions, and has to be designed and built according to specific rules. The opposition between traditional self-organized versus modernist planned cities challenges the very core of the urban planning discipline. Planning has to be re-framed from being a tool creating a fixed future to become a visionary adaptive tool of dynamic states in evolution
Information systems models in higher education
This paper intends to contribute to a better understanding of the process through which information resource, information technology, and organisation actors can contribute to the performance and quality of higher education institutions. Conceptual models will be presented and discussed
A Practical Example for Model-Driven Web Requirements
The number of approaches for Web environments has grown very fast
in the last years: HDM, OOHDM, and WSDM were among the first, and now a
large number can be found in the literature. With the definition of MDA (Model-
Driven Architecture) and the acceptance of MDE (Model-Driven Engineering)
techniques in this environment, some groups are working in the use of metamodels
and transformations to make their approaches more powerful. UWE (UMLBased
Web Engineering) or OOWS (Object-Oriented Web Solutions) are only
some examples. However, there are few real experiences with Web Engineering in
the enterprise environment, and very few real applications of metamodels and
MDE techniques. In this chapter the practical experience of a Web Engineering
approach, NDT, in a big project developed in Andalusia is presented. Besides, it
shows the usability of metamodels in real environments
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