121,949 research outputs found
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A methodology for comparing design processes
Engineering Design Centre, University of Cambridge; Design and Innovation, Open UniversityWe gain insights into design processes by recognising similarities to other processes, often in radically different industries. The crucial determinants of what happens are characteristics shared with some other design processes. But there is no way to draw on comparisons beyond one's own experience. We are developing a programme of comparative design research that aims to map the similarities and differences between design processes, and develop a deeper understanding of how and why design is done differently in different industries, and how effective practices can be transferred between industries. In this paper we outline a methodology for creating analyses of design processes that facilitates both cross-process comparisons and the integration of different analytical perspectives on design. The analyst draws on a catalogue of previous design process descriptions for useful concepts, to map processes as a network of participants and activities and the relationships between them, and describe the causal relationships between the properties of the participants, activities and relationships.EPSR
Designing citizen science tools for learning: lessons learnt from the iterative development of nQuire
This paper reports on a 4-year research and development case study about the design of citizen science tools for inquiry learning. It details the process of iterative pedagogy-led design and evaluation of the nQuire toolkit, a set of web-based and mobile tools scaffolding the creation of online citizen science investigations. The design involved an expert review of inquiry learning and citizen science, combined with user experience studies involving more than 200 users. These have informed a concept that we have termed ‘citizen inquiry’, which engages members of the public alongside scientists in setting up, running, managing or contributing to citizen science projects with a main aim of learning about the scientific method through doing science by interaction with others. A design-based research (DBR) methodology was adopted for the iterative design and evaluation of citizen science tools. DBR was focused on the refinement of a central concept, ‘citizen inquiry’, by exploring how it can be instantiated in educational technologies and interventions. The empirical evaluation and iteration of technologies involved three design experiments with end users, user interviews, and insights from pedagogy and user experience experts. Evidence from the iterative development of nQuire led to the production of a set of interaction design principles that aim to guide the development of online, learning-centred, citizen science projects. Eight design guidelines are proposed: users as producers of knowledge, topics before tools, mobile affordances, scaffolds to the process of scientific inquiry, learning by doing as key message, being part of a community as key message, every visit brings a reward, and value users and their time
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Learning design – making practice explicit
New technologies have immense potential for learning, but the sheer variety possible also creates challenges for learners in terms of navigating through an increasingly complex digital landscape and for teachers in terms of how to design and support learning interventions. How can learners and teachers make informed decisions about what technologies to use in the design and support of learning activities? This presentation will consider this question and present a new methodology for design – 'learning design', which aims to shift the creation and support of learning from what has traditionally been an implicit, belief-based practice to one that is explicit and design based. Learning design research at the Open University, UK has included the development of a set of conceptual design views, a tool for visualising designs (CompendiumLD) and a social networking site, for sharing and discussing learning and teaching ideas and designs (Cloudworks). An overview of this work will be provided, along with a discussion of the perceived benefits of this new approach to educational design
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Systems thinkers think About systems education under the April 2010 (volcanic ash) clouds of Austria
The fragmented nature of systems education with multiple traditions expressed in very different ways at different institutions with ultimate confusing effects on the community of learners (students, managers, policy makers, etc), led to a group of Systems Thinkers to discuss and create generic curricula for education and learning about systems for the generalist and specialist tracks. An active network of systems educators and stakeholders who can benefit from enhanced systems education in having to deal with complex issues, was also explored. In this presentation some guidelines for designing introductory and advanced courses will be discussed. The Introduction to Systemic Thinking and Practice course is intended as an introductory course for students from all disciplines. The Advanced Systemic Thinking and Practice course is intended as a more advanced course for students who are faced with complex issues that require a trans-disciplinary and integrated approach. The designs contain a set of key systems concepts and frameworks relevant to the appropriate level, along with some indicative tools and methods which will enable students to explore the concepts. The value of a Global Network of Systems Educators will also be discussed and how this network could help to fulfil the needs of managers, policy makers and society in general. An example will be given of how the integration of this network with the UQ-UNESCO/MAB Global Learning Laboratories NET could lead to more people (decision-and policy makers in Governments, managers, businesses, etc.) having the ability to practice systems thinking – all of these contributing to Systems Thinking becoming a more mainstream part of a sustainable society
The Partial Evaluation Approach to Information Personalization
Information personalization refers to the automatic adjustment of information
content, structure, and presentation tailored to an individual user. By
reducing information overload and customizing information access,
personalization systems have emerged as an important segment of the Internet
economy. This paper presents a systematic modeling methodology - PIPE
(`Personalization is Partial Evaluation') - for personalization.
Personalization systems are designed and implemented in PIPE by modeling an
information-seeking interaction in a programmatic representation. The
representation supports the description of information-seeking activities as
partial information and their subsequent realization by partial evaluation, a
technique for specializing programs. We describe the modeling methodology at a
conceptual level and outline representational choices. We present two
application case studies that use PIPE for personalizing web sites and describe
how PIPE suggests a novel evaluation criterion for information system designs.
Finally, we mention several fundamental implications of adopting the PIPE model
for personalization and when it is (and is not) applicable.Comment: Comprehensive overview of the PIPE model for personalizatio
Beyond Dualisms in Methodology: An Integrative Design Research Medium "MAPS" and some Reflections
Design research is an academic issue and increasingly an essential success factor for industrial, organizational and social innovation. The fierce rejection of 1st generation design methods in the early 1970s resulted in the postmodernist attitude of "no methods", and subsequently, after more than a decade, in the strong adoption of scientific methods, or "the" scientific method, for design research. The current situation regarding methodology is characterized by unproductive dualisms such as scientific methods vs. designerly methods, normative methods vs. descriptive methods, research vs. design. The potential of the early (1st generation) methods is neglected and the practical usefulness of design research is impeded. The suggestion for 2nd generation methods as discussed by Rittel and others has hardly been taken up in design. The development of a methodological tool / medium for research through design – MAPS – (which is the central part of the paper) presents the cause and catalyst for some reflections about the usability / desirability / usefulness of methodical support for the design (research) process.
Keywords:
Integrative Design Research Medium, Research Through Design, MAPS, Methodology</p
Developing priorities to achieve health equity through diabetes translation research: A concept mapping study
Introduction: The goal of diabetes translation research is to advance research into practice and ensure equitable benefit from scientific evidence. This study uses concept mapping to inform and refine future directions of diabetes translation research with the goal of achieving health equity in diabetes prevention and control.
Research design and methods: This study used concept mapping and input from a national network of diabetes researchers and public health practitioners. Concept mapping is a mixed-method, participant-based process. First, participants generated statements by responding to a focus prompt (
Results: Ten clusters were identified containing between 6 and 12 statements from 95 total generated statements. The ranges of average importance and feasibility ratings for clusters were fairly high and narrow (3.62-4.09; 3.10-3.93, respectively). Clusters with the most statements in the go-zone quadrant (above average importance/feasibility) were
Conclusions: This study created a framework of 10 priority areas to guide current and future efforts in diabetes translation research to achieve health equity. Themes rated as highly important and feasible provide the basis to evaluate current research support. Future efforts should explore how to best support innovative-targets, those rated highly important but less feasible
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