8,377 research outputs found

    Resilience markers for safer systems and organisations

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    If computer systems are to be designed to foster resilient performance it is important to be able to identify contributors to resilience. The emerging practice of Resilience Engineering has identified that people are still a primary source of resilience, and that the design of distributed systems should provide ways of helping people and organisations to cope with complexity. Although resilience has been identified as a desired property, researchers and practitioners do not have a clear understanding of what manifestations of resilience look like. This paper discusses some examples of strategies that people can adopt that improve the resilience of a system. Critically, analysis reveals that the generation of these strategies is only possible if the system facilitates them. As an example, this paper discusses practices, such as reflection, that are known to encourage resilient behavior in people. Reflection allows systems to better prepare for oncoming demands. We show that contributors to the practice of reflection manifest themselves at different levels of abstraction: from individual strategies to practices in, for example, control room environments. The analysis of interaction at these levels enables resilient properties of a system to be ‘seen’, so that systems can be designed to explicitly support them. We then present an analysis of resilience at an organisational level within the nuclear domain. This highlights some of the challenges facing the Resilience Engineering approach and the need for using a collective language to articulate knowledge of resilient practices across domains

    Integrated Scenario-based Design Methodology for Collaborative Technology Innovation

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    The paper presents a scenario-based methodology developed and tested throughout cooperative research and development projects. It is aimed at supporting information technology innovation with an end-to-end Human and Social Sciences assistance. This methodology provides an integrated approach combining a vision of the potential users, business aspects and technological challenges throughout the design process. An original combination of different methods is proposed and experimented: user-centred design, scenario-based design, user and functional requirements analysis, business value analysis, user acceptance studies, and visualization methods. This methodology has been implemented in three European R&D projects, in the domain of the telecommunications and Internet infrastructure. The key contributions of this approach are that it unifies brings together visions of the users, potential business value and technology challenges thanks to scenario construction.Scenario-based design ; user requirements ; business economics ; functional requirements ; visualization

    Exploring the Potential of 3D Visualization Techniques for Usage in Collaborative Design

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    Best practice for collaborative design demands good interaction between its collaborators. The capacity to share common knowledge about design models at hand is a basic requirement. With current advancing technologies gathering collective knowledge is more straightforward, as the dialog between experts can be supported better. The potential for 3D visualization techniques to become the right support tool for collaborative design is explored. Special attention is put on the possible usage for remote collaboration. The opportunities for current state-of-the-art visualization techniques from stereoscopic vision to holographic displays are researched. A classification of the various systems is explored with respect to their tangible usage for augmented reality. Appropriate interaction methods can be selected based on the usage scenario

    Use of scenario evaluation in preparation for deployment of a collaborative system for knowledge transfer - the case of KiMERA

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    This paper presented an approach for the evaluation of a collaborative system, after the completion of system development and software testing but before its deployment. Scenario and collaborative episodes were designed and data collected from users role-playing. This was found to be a useful step in refining the user training, in setting the right level of user expectation when the system started to roll-out to real users and in providing feedback to the development team

    Designing for designers: Towards the development of accessible ICT products and services using the VERITAS framework

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    Among key design practices which contribute to the development of inclusive ICT products and services is user testing with people with disabilities. Traditionally, this involves partial or minimal user testing through the usage of standard heuristics, employing external assisting devices, and the direct feedback of impaired users. However, efficiency could be improved if designers could readily analyse the needs of their target audience. The VERITAS framework simulates and systematically analyses how users with various impairments interact with the use of ICT products and services. Findings show that the VERITAS framework is useful to designers, offering an intuitive approach to inclusive design.The work presented in this article forms part of VERITAS, which is funded by the European Commission's 7th Framework Programme (FP7) (grant agreement # 247765 FP7-ICT-2009.7.2)

    Alternative timelines: Counterfactuals as an approach to design pedagogy

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    Counterfactual histories modify the outcome of a historical event and then extrapolate an alternative version of history. In literature, imaginaries based on a counterfactual history can offer thought-provoking insights on contemporary life:   It’s America in 1962. Slavery is legal once again. The few Jews who still survive hide under assumed names. In San Francisco the I Ching is as common as the Yellow Pages. All because some 20 years earlier the United States lost a war and is now occupied jointly by Nazi Germany and Japan. (Dick, 1992)   The Man in the High Castle describes the consequences of one popular starting point for counterfactual histories, Germany winning World War II. Historians tend to focus on military "decision points" at which events could have taken another path (Bernstein, 2000), or they imagine the absence of powerful individuals to speculate on how things might have been different. Since history is “often written by the victors, it tends to ‘crush the unfulfilled potential of the past’, as Walter Benjamin so aptly put it. By giving a voice to the ‘losers’ of history, the counterfactual approach allows for a reversal of perspectives” (Deluermoz & SingaravĂ©lou, 2021). A counterfactual approach offers much potential as a methodology for practice-based design research and pedagogy – designers typically design for the world as it is rather than as it could be (Dunne & Raby, 2013). Design happens within entrenched systems whose foundations in many cases were laid centuries ago. Systems of economy, infrastructure and popular culture inform and constrain design methods, motivations and approaches to the evaluation of designed artefacts. Technological advances are applied via these rules, facilitating the iterative development of products and providing a neat lineage from the past and, more importantly, into the future (Auger et al, 2017). This version of design is increasingly being revealed as fundamentally flawed – highly successful in placating shareholders, it is not fit for purpose where ethical or environmental issues are concerned.   Counterfactuals provide an almost surreptitious method of combining design theory with practice. Through a rigorous analysis of history, the designer identifies key elements that are problematic when viewed through a contemporary lens. The approach can expose dominant structures of power and the influence these have on design culture and metrics: for example, the influence of legacy systems and how they limit the imagination and reveal the hidden or unexpected historical events that influenced the timeline. In A New Scottish Enlightenment, Mohammed J. Ali proposes a different outcome to the 1979 Scottish independence referendum (Debatty, 2014). A “yes” vote leads to the creation of a new Scottish government, whose ultimate goal is the delivery of energy independence and a future free from fossil fuels. The project was exhibited shortly before the 2014 referendum. This starting point (a yes or no vote) resonates because it vividly presents a life that could have been. It makes us think about the power of our vote and the potential implications of a “bad choice”. The second aspect that gives the project wider relevance is the agenda used to drive extrapolation from its fictional starting point – a simple paradigm shift on energy generation and distribution. By defining energy independence as a national goal, it becomes possible to outline the ways this might happen. Important earlier examples of a counterfactual approach to design include Pohflepp and Chambers (Auger, 2012; Dunne & Raby, 2013).   Here is a rough summary of a counterfactual design methodology:   1.      The approach begins with the choice of subject – what is to be designed and the creation of a detailed and diverse timeline of its history. 2.      The identification of key moments that have led to the state of things; in particular the elements that could be critiqued from alternative value systems. 3.      The creation of a counterfactual timeline based on numerous possibilities – this is the key difference in method between historiography and design. The approach facilitates the creation of new value systems, motivations, rules and constraints that can be applied in practice. 4.      The design of things along the new timeline; it can be furnished at key moments with artefacts informed by the alternative rules.   A recent Master’s project at the École normale supĂ©rieure Paris-Saclay followed this brief. Themes included rethinking approaches to aging based on the elimination of the royalist doctrines of 18th century France; a counterfactual history of agriculture with the tool acting as intermediary between the person working and their environment; and the archive – an examination of the modalities for a deployment of queer, feminist and trans-feminist archive design forms in everyday life. With its focus on underrepresented groups and unrealised possibilities, this last concept resonates with a broader discourse about decolonising design. What alternative value systems and approaches to design might have emerged if 20th-century design history had not been defined by the works of Morris, Dreyfus, Bel Geddes, Gropius, Rams, Starck, Ives, Dyson, and the rest?   Taking up Benjamin’s point about “the unfulfilled potential of the past”, the most vital use of counterfactuals in design is to allow different voices to emerge that were drowned out by dominant or “standard” narrative(s). Recognising alternative histories can open up valuable future paths and create space for new possibilities and imaginaries to flourish. Works Cited   Auger, James (2012). Why Robot? Speculative design, the domestication of technology and the considered future. PhD thesis, Royal College of Art, London.   Auger, James, Hanna, Julian and Encinas, Enrique (2017). Reconstrained Design. Nordes, Oslo, 2-4 June 2017. ISSN 1604-9705.   Bernstein, R. B. (2000). Review of Ferguson, Niall, ed., Virtual History: Alternatives and Counterfactuals. H-Law, H-Net Reviews. http://www.h-net.org/reviews/showrev.php?id=3721   Chambers, James (2010). Artificial Defence Mechanisms. https://jameschambers.co.uk/artificial-defense-mechanisms   Debatty, RĂ©gine (2014). A New Scottish Enlightenment. We Make Money Not Art. https://we-make-money-not-art.com/a_new_scottish_enlightenment/   Deluermoz, Quentin & Pierre SingaravĂ©lou (2021). A Past of Possibilities: A History of What Could Have Been. Yale University Press.   Dick, Phillip K. (1992). The Man in the High Castle. Vintage.   Dunne, Anthony & Fiona Raby (2013). Speculative Everything: Design, Fiction, and Social Dreaming. MIT Press.   Pohflepp, Sascha (2009). The Golden Institute. http://cargocollective.com/saschapohflepp/Work/The-Golden-Institut

    A process oriented approach for Modelling On line Learning Environments

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    In this paper we describe the modelling approach used in an on going project bringing together partners from the academic world and from a company. The two main features of this approach are the following. Firstly, it starts from the production model recommended by ISO for modelling any production activity in industry and then it refines and specialises this general cycle to on-line learning production. Secondly, it takes a reverse engineering perspective as it starts from an existing set of software services, which are currently tailored to customers'needs by the company engineers. The general model includes three complementary views: a process oriented-view, a life cycle oriented view and a data flow oriented view. We compare this model with some models previously proposed or currently in use. Then we give an overview of SERPOLET; the kernel set of services which is included in all the on line learning delivery environments currently provided by the company. We show how the existing components can be split throughout the models. Finally, we show our perspectives for anticipating forthcoming needs
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