6,012 research outputs found

    Motion as manipulation: Implementation of motion and force analogies by event-file binding and action planning\ud

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    Tool improvisation analogies are a special case of motion and force analogies that appear to be implemented pre-conceptually, in many species, by event-file binding and action planning. A detailed reconstruction of the analogical reasoning steps involved in Rutherford's and Bohr's development of the first quantized-orbit model of atomic structure is used to show that human motion and force analogies generally can be implemented by the event-file binding and action planning mechanism. Predictions that distinguish this model from competing concept-level models of analogy are discussed, available data pertaining to them are reviewed, and further experimental tests are proposed

    Designing as Construction of Representations: A Dynamic Viewpoint in Cognitive Design Research

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    This article presents a cognitively oriented viewpoint on design. It focuses on cognitive, dynamic aspects of real design, i.e., the actual cognitive activity implemented by designers during their work on professional design projects. Rather than conceiving de-signing as problem solving - Simon's symbolic information processing (SIP) approach - or as a reflective practice or some other form of situated activity - the situativity (SIT) approach - we consider that, from a cognitive viewpoint, designing is most appropriately characterised as a construction of representations. After a critical discussion of the SIP and SIT approaches to design, we present our view-point. This presentation concerns the evolving nature of representations regarding levels of abstraction and degrees of precision, the function of external representations, and specific qualities of representation in collective design. Designing is described at three levels: the organisation of the activity, its strategies, and its design-representation construction activities (different ways to generate, trans-form, and evaluate representations). Even if we adopt a "generic design" stance, we claim that design can take different forms depending on the nature of the artefact, and we propose some candidates for dimensions that allow a distinction to be made between these forms of design. We discuss the potential specificity of HCI design, and the lack of cognitive design research occupied with the quality of design. We close our discussion of representational structures and activities by an outline of some directions regarding their functional linkages

    Design: One, but in different forms

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    This overview paper defends an augmented cognitively oriented generic-design hypothesis: there are both significant similarities between the design activities implemented in different situations and crucial differences between these and other cognitive activities; yet, characteristics of a design situation (related to the design process, the designers, and the artefact) introduce specificities in the corresponding cognitive activities and structures that are used, and in the resulting designs. We thus augment the classical generic-design hypothesis with that of different forms of designing. We review the data available in the cognitive design research literature and propose a series of candidates underlying such forms of design, outlining a number of directions requiring further elaboration

    Knowledge transformers : a link between learning and creativity

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    The purpose of this paper is to investigate whether knowledge transformers which are featured in the learning process, are also present in the creative process. This is achieved by reviewing models and theories of creativity and identifying the existence of the knowledge transformers. The investigation shows that there is some evidence to show that the creative process can be explained through knowledge transformers. Hence, it is suggested that one of links between learning and creativity is through the knowledge transformers

    Knowledge transformers : a link between learning and creativity

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    The purpose of this paper is to investigate whether knowledge transformers that are featured in the learning process are also present in the creative process. First, this was achieved by reviewing accounts of inventions and discoveries with the view of explaining them in terms of knowledge transformers. Second, this was achieved by reviewing models and theories of creativity and identifying the existence of the knowledge transformers. The investigation shows that there is some evidence to show that the creative process can be explained through knowledge transformers. Hence, it is suggested that one of links between learning and creativity is through the knowledge transformers

    Design reuse research : a computational perspective

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    This paper gives an overview of some computer based systems that focus on supporting engineering design reuse. Design reuse is considered here to reflect the utilisation of any knowledge gained from a design activity and not just past designs of artefacts. A design reuse process model, containing three main processes and six knowledge components, is used as a basis to identify the main areas of contribution from the systems. From this it can be concluded that while reuse libraries and design by reuse has received most attention, design for reuse, domain exploration and five of the other knowledge components lack research effort
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