92,531 research outputs found
A Study of the Role of Visual Information in Supporting Ideation in Graphic Design
Existing computer technologies poorly support the ideation phase common to graphic design practice. Finding and indexing visual material to assist the process of ideation often fall on the designer, leading to user experiences that are less than ideal. To inform development of computer systems to assist graphic designers in the ideation phase of the design process, we conducted interviews with 15 professional graphic designers about their design process and visual information needs. Based on the study, we propose a set of requirements for an ideation-support system for graphic design
Report from GI-Dagstuhl Seminar 16394: Software Performance Engineering in the DevOps World
This report documents the program and the outcomes of GI-Dagstuhl Seminar
16394 "Software Performance Engineering in the DevOps World".
The seminar addressed the problem of performance-aware DevOps. Both, DevOps
and performance engineering have been growing trends over the past one to two
years, in no small part due to the rise in importance of identifying
performance anomalies in the operations (Ops) of cloud and big data systems and
feeding these back to the development (Dev). However, so far, the research
community has treated software engineering, performance engineering, and cloud
computing mostly as individual research areas. We aimed to identify
cross-community collaboration, and to set the path for long-lasting
collaborations towards performance-aware DevOps.
The main goal of the seminar was to bring together young researchers (PhD
students in a later stage of their PhD, as well as PostDocs or Junior
Professors) in the areas of (i) software engineering, (ii) performance
engineering, and (iii) cloud computing and big data to present their current
research projects, to exchange experience and expertise, to discuss research
challenges, and to develop ideas for future collaborations
ICS Materials. Towards a re-Interpretation of material qualities through interactive, connected, and smart materials.
The domain of materials for design is changing under the influence of an increased technological
advancement, miniaturization and democratization. Materials are becoming connected,
augmented, computational, interactive, active, responsive, and dynamic. These are ICS
Materials, an acronym that stands for Interactive, Connected and Smart. While labs around the
world are experimenting with these new materials, there is the need to reflect on their
potentials and impact on design. This paper is a first step in this direction: to interpret and
describe the qualities of ICS materials, considering their experiential pattern, their expressive sensorial dimension, and their aesthetic of interaction. Through case studies, we analyse and classify these emerging ICS Materials and identified common characteristics, and challenges, e.g. the ability to change over time or their programmability by the designers and users. On that basis, we argue there is the need to reframe and redesign existing models to describe ICS materials, making their qualities emerge
Issues and techniques for collaborative music making on multi-touch surfaces
A range of systems exist for collaborative music making on multi-touch surfaces. Some of them have been highly successful, but currently there is no systematic way of designing them, to maximise collaboration for a particular user group. We are particularly interested in systems that will engage novices and experts. We designed a simple application in an initial attempt to clearly analyse some of the issues. Our application allows groups of users to express themselves in collaborative music making using pre-composed materials. User studies were video recorded and analysed using two techniques derived from Grounded Theory and Content Analysis. A questionnaire was also conducted and evaluated. Findings suggest that the application affords engaging interaction. Enhancements for collaborative music making on multi-touch surfaces are discussed. Finally, future work on the prototype is proposed to maximise engagement
My boy builds coffins. Future memories of your loved ones
The research is focus on the concept of storytelling associated with product design, trying to investigate new ways of designing and a possible future scenario related to the concept of death. MY BOY BUILDS COFFINS is a gravestone made using a combination of cremationâs ashes and resin. It is composed by a series of holes in which the user can stitch a text, in order to remember the loved one. The stitching need of a particular yarn produced in Switzerland using some parts of human body. Project also provides another version which uses LED lights instead of the yarn. The LEDs - thanks to an inductive coupling - will light when It will be posed in the hole. The gravestone can be placed where you want, as if it would create a little altar staff at home. In this way, there is a real connection between the user and the dearly departed
Experiential Role of Artefacts in Cooperative Design
The role of material artefacts in supporting distributed and co-located work practices has been well acknowledged within the HCI and CSCW research. In this paper, we show that in addition to their ecological, coordinative and organizational support, artefacts also play an âexperientialâ role. In this case, artefacts not only improve efficiency or have a purely functional role (e.g. allowing people to complete tasks quickly), but the presence and manifestations of these artefacts bring quality and richness to peopleâs performance and help in making better sense of their everyday lives. In a domain like industrial design, such artefacts play an important role for supporting creativity and innovation. Based on our prolonged ethnographic fieldwork on understanding cooperative design practices of industrial design students and researchers, we describe several experiential practices that are supported by mundane artefacts like sketches, drawings, physical models and explorative prototypes â used and developed in designersâ everyday work. Our main intention to carry out this kind of research is to develop technologies to support designersâ everyday practices. We believe that with the emergence of ubiquitous computing, there is a growing need to focus on personal, emotional and social side of peopleâs everyday experiences. By focusing on the experiential practices of designers, we can provide a holistic view in the design of new interactive technologies
Developing a creative cluster in a post-industrial city: CIDS and Manchester
This paper takes the establishment and demise of Manchesterâs Creative Industries Development Service as an exemplary case study for the ways in which creative industry policy has intersected with urban economic policy over the last decade. It argues that the creative industries required specific kinds of economic development agencies which would be able to act as âintermediaryâ between the distinct languages of policy makers and âcreativesâ. The paper discusses the tensions inherent in such an approach and how CIDS attempted to manage them. It suggests that which particular circumstances might have intervened the main reason for the demise of the CIDS was the domination of the âeconomicâ over the âcultural logicâ both of which are embedded within the creative industries policy discourse
What's Going on in Community Media
What's Going On in Community Media shines a spotlight on media practices that increase citizen participation in media production, governance, and policy. The report summarizes the findings of a nationwide scan of effective and emerging community media practices conducted by the Benton Foundation in collaboration with the Community Media and Technology Program of the University of Massachusetts, Boston. The scan includes an analysis of trends and emerging practices; comparative research; an online survey of community media practitioners; one-on-one interviews with practitioners, funders and policy makers; and the information gleaned from a series of roundtable discussions with community media practitioners in Boston, Chicago, Minneapolis/St. Paul, and Portland, Oregon
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The effect of multiple knowledge sources on learning and teaching
Current paradigms for machine-based learning and teaching tend to perform their task in isolation from a rich context of existing knowledge. In contrast, the research project presented here takes the view that bringing multiple sources of knowledge to bear is of central importance to learning in complex domains. As a consequence teaching must both take advantage of and beware of interactions between new and existing knowledge. The central process which connects learning to its context is reasoning by analogy, a primary concern of this research. In teaching, the connection is provided by the explicit use of a learning model to reason about the choice of teaching actions. In this learning paradigm, new concepts are incrementally refined and integrated into a body of expertise, rather than being evaluated against a static notion of correctness. The domain chosen for this experimentation is that of learning to solve "algebra story problems." A model of acquiring problem solving skills in this domain is described, including: representational structures for background knowledge, a problem solving architecture, learning mechanisms, and the role of analogies in applying existing problem solving abilities to novel problems. Examples of learning are given for representative instances of algebra story problems. After relating our views to the psychological literature, we outline the design of a teaching system. Finally, we insist on the interdependence of learning and teaching and on the synergistic effects of conducting both research efforts in parallel
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