6,695 research outputs found
Transdisciplinarity seen through Information, Communication, Computation, (Inter-)Action and Cognition
Similar to oil that acted as a basic raw material and key driving force of
industrial society, information acts as a raw material and principal mover of
knowledge society in the knowledge production, propagation and application. New
developments in information processing and information communication
technologies allow increasingly complex and accurate descriptions,
representations and models, which are often multi-parameter, multi-perspective,
multi-level and multidimensional. This leads to the necessity of collaborative
work between different domains with corresponding specialist competences,
sciences and research traditions. We present several major transdisciplinary
unification projects for information and knowledge, which proceed on the
descriptive, logical and the level of generative mechanisms. Parallel process
of boundary crossing and transdisciplinary activity is going on in the applied
domains. Technological artifacts are becoming increasingly complex and their
design is strongly user-centered, which brings in not only the function and
various technological qualities but also other aspects including esthetic, user
experience, ethics and sustainability with social and environmental dimensions.
When integrating knowledge from a variety of fields, with contributions from
different groups of stakeholders, numerous challenges are met in establishing
common view and common course of action. In this context, information is our
environment, and informational ecology determines both epistemology and spaces
for action. We present some insights into the current state of the art of
transdisciplinary theory and practice of information studies and informatics.
We depict different facets of transdisciplinarity as we see it from our
different research fields that include information studies, computability,
human-computer interaction, multi-operating-systems environments and
philosophy.Comment: Chapter in a forthcoming book: Information Studies and the Quest for
Transdisciplinarity - Forthcoming book in World Scientific. Mark Burgin and
Wolfgang Hofkirchner, Editor
Effective retrieval and new indexing method for case based reasoning: Application in chemical process design
In this paper we try to improve the retrieval step for case based reasoning for preliminary design. This improvement deals with three major parts of our CBR system. First, in the preliminary design step, some uncertainties like imprecise or unknown values remain in the description of the problem, because they need a deeper analysis to be withdrawn. To deal with this issue, the faced problem description is soften with the fuzzy sets theory. Features are described with a central value, a percentage of imprecision and a relation with respect to the central value. These additional data allow us to build a domain of possible values for each attributes. With this representation, the calculation of the similarity function is impacted, thus the characteristic function is used to calculate the local similarity between two features. Second, we focus our attention on the main goal of the retrieve step in CBR to find relevant cases for adaptation. In this second part, we discuss the assumption of similarity to find the more appropriated case. We put in highlight that in some situations this classical similarity must be improved with further knowledge to facilitate case adaptation. To avoid failure during the adaptation step, we implement a method that couples similarity measurement with adaptability one, in order to approximate the cases utility more accurately. The latter gives deeper information for the reusing of cases. In a last part, we present a generic indexing technique for the base, and a new algorithm for the research of relevant cases in the memory. The sphere indexing algorithm is a domain independent index that has performances equivalent to the decision tree ones. But its main strength is that it puts the current problem in the center of the research area avoiding boundaries issues. All these points are discussed and exemplified through the preliminary design of a chemical engineering unit operation
Designing for mathematical abstraction
Our focus is on the design of systems (pedagogical, technical, social) that encourage mathematical abstraction, a process we refer to as designing for abstraction. In this paper, we draw on detailed design experiments from our research on children's understanding about chance and distribution to re-present this work as a case study in designing for abstraction. Through the case study, we elaborate a number of design heuristics that we claim are also identifiable in the broader literature on designing for mathematical abstraction. Our previous work on the micro-evolution of mathematical knowledge indicated that new mathematical abstractions are routinely forged in activity with available tools and representations, coordinated with relatively naïve unstructured knowledge. In this paper, we identify the role of design in steering the micro-evolution of knowledge towards the focus of the designer's aspirations. A significant finding from the current analysis is the identification of a heuristic in designing for abstraction that requires the intentional blurring of the key mathematical concepts with the tools whose use might foster the construction of that abstraction. It is commonly recognized that meaningful design constructs emerge from careful analysis of children's activity in relation to the designer's own framework for mathematical abstraction. The case study in this paper emphasizes the insufficiency of such a model for the relationship between epistemology and design. In fact, the case study characterises the dialectic relationship between epistemological analysis and design, in which the theoretical foundations of designing for abstraction and for the micro-evolution of mathematical knowledge can co-emerge. © 2010 Springer Science+Business Media B.V
Phenomenological Psychopathology and Psychiatric Classification
In this chapter, I provide an overview of phenomenological approaches to psychiatric classification. My aim is to encourage and facilitate philosophical debate over the best ways to classify psychiatric disorders. First, I articulate phenomenological critiques of the dominant approach to classification and diagnosis—i.e., the operational approach employed in the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) and the International Classification of Diseases (ICD-10). Second, I describe the type or typification approach to psychiatric classification, which I distinguish into three different versions: ideal types, essential types, and prototypes. I argue that despite their occasional conflation in the contemporary literature, there are important distinctions among these approaches. Third, I outline a new phenomenological-dimensional approach. I show how this approach, which starts from basic dimensions of human existence, allows us to investigate the full range of psychopathological conditions without accepting the validity of current diagnostic categories
Investigation into the role of core industrial designers in ecodesign projects
Current ecodesign theory supports the belief that industrial designers have a valuable role
to play in ecodesign because of their position at the early stages of the product
development process 1. Despite this, current literature provides little evidence as to what
this role should entail and whether this role is limited to industrial designers working at
the strategic end of ecodesign. This paper provides empirical evidence to support the
theory that there is a specific and valuable role for core industrial designers working at the
operational end of ecodesign and presents the first detailed understanding of what this role
involves
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An investigation into the concept of motivation within design
This thesis was submitted for the degree of Master of Philosophy and awarded by Brunel University.This thesis argues that there is a need for design practitioners and design researchers to more clearly articulate and understand the role of design in motivating and engaging human behaviour. Reflecting upon a multifaceted design process adopted in the course of the development of a Public Engagement with Science Exhibition; Ergonomics Real Design hosted at the Design Museum, London in late 2009 and early 2010, this thesis profiles research exploring the concept of human motivational engagement as part of the design and utilisation of a museum exhibition. The role of design and designers in motivating humans is discussed and a number of factors that impact upon the motivational engagement of humans in the museum environment are identified. These factors are synthesised in this thesis in the form of a Motivational Design Framework.
The thesis builds upon its definition of factors regulating the motivation of users within the design of multi-touchpoint sociotechnical systems, specifically within the museum environment, through documentation and case-based reflection upon an applied design process that sought to adopt a philosophy of motivational design and elicit the motivational engagement of its participants. Finally this thesis presents an approach to evaluating the motivational engagement of users following their interaction with a designed, multi-touchpoint user experience. The results of these research objectives are recorded and discussed in terms of their implication for design practitioners interested in consciously motivating and engaging user behaviour. This thesis synthesises some key concepts, methods and tools of interest to designers and design researchers who wish to support the motivational energisation, engagement and generative behavioural potential of their users. This thesis advocates for, and contributes to, the formalisation of motivation as a tractable and syntactic concept within the field of exhibition design specifically, and within the broader field of design research more generally
Embedding Intelligence. Designerly reflections on AI-infused products
Artificial intelligence is more-or-less covertly entering our lives and houses, embedded into products and services that are acquiring novel roles and agency on users.
Products such as virtual assistants represent the first wave of materializa- tion of artificial intelligence in the domestic realm and beyond. They are new interlocutors in an emerging redefined relationship between humans and computers. They are agents, with miscommunicated or unclear proper- ties, performing actions to reach human-set goals.
They embed capabilities that industrial products never had. They can learn users’ preferences and accordingly adapt their responses, but they are also powerful means to shape people’s behavior and build new practices and habits. Nevertheless, the way these products are used is not fully exploiting their potential, and frequently they entail poor user experiences, relegating their role to gadgets or toys.
Furthermore, AI-infused products need vast amounts of personal data to work accurately, and the gathering and processing of this data are often obscure to end-users. As well, how, whether, and when it is preferable to implement AI in products and services is still an open debate. This condition raises critical ethical issues about their usage and may dramatically impact users’ trust and, ultimately, the quality of user experience.
The design discipline and the Human-Computer Interaction (HCI) field are just beginning to explore the wicked relationship between Design and AI, looking for a definition of its borders, still blurred and ever-changing. The book approaches this issue from a human-centered standpoint, proposing designerly reflections on AI-infused products. It addresses one main guiding question: what are the design implications of embedding intelligence into everyday objects
Designing a Chatbot Social Cue Configuration System
Social cues (e.g., gender, age) are important design features of chatbots. However, choosing a social cue design is challenging. Although much research has empirically investigated social cues, chatbot engineers have difficulties to access this knowledge. Descriptive knowledge is usually embedded in research articles and difficult to apply as prescriptive knowledge. To address this challenge, we propose a chatbot social cue configuration system that supports chatbot engineers to access descriptive knowledge in order to make justified social cue design decisions (i.e., grounded in empirical research). We derive two design principles that describe how to extract and transform descriptive knowledge into a prescriptive and machine-executable representation. In addition, we evaluate the prototypical instantiations in an exploratory focus group and at two practitioner symposia. Our research addresses a contemporary problem and contributes with a generalizable concept to support researchers as well as practitioners to leverage existing descriptive knowledge in the design of artifacts
Real Time Animation of Virtual Humans: A Trade-off Between Naturalness and Control
Virtual humans are employed in many interactive applications using 3D virtual environments, including (serious) games. The motion of such virtual humans should look realistic (or ‘natural’) and allow interaction with the surroundings and other (virtual) humans. Current animation techniques differ in the trade-off they offer between motion naturalness and the control that can be exerted over the motion. We show mechanisms to parametrize, combine (on different body parts) and concatenate motions generated by different animation techniques. We discuss several aspects of motion naturalness and show how it can be evaluated. We conclude by showing the promise of combinations of different animation paradigms to enhance both naturalness and control
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