171,104 research outputs found

    Designing story card in extreme programming using machine learning technique

    Get PDF
    Story card is one of the software development artifacts that can be used to gather requirements in extreme programming (XP).It can assists developers to translate and develop the system based on activities and rules stated in the story card.However, conventional XP story card framework or template is not well defined and only supports requirements in two or three sentences.It also does not states any information rather than system functionality.This may lead to conflicts, missing, and ambiguous requirements.In order to overcome this problem, Machine Learning is one of the techniques that can be used to extract the content from the list of requirements and produce the story cards based on the priority and rules of requirements.Thus, this study aims to to propose a new technique of designing story cards based on user requirements.The finding from the study is a conceptual model of designing story cards using machine learning technique.Future research will investigate how the technique adapt with the iterative changes of the requirements

    Profiles, Use, and Perceptions of Singapore Multiple Credit Cardholders

    Get PDF
    This study analyzes Singapore’s diverse cardholders in search of variations among demographic groups, credit card profiles, and their perceptions with regards to credit card ownership and use, it then discusses possible reasons governing Singaporeans’ credit card ownership and use. A survey was conducted (n = 636), decision trees were then constructed using Chi-square automatic interaction detection algorithm (CHAID) and SPSS software AnswerTree to examine the association between the number of credit cards (target variable) and the demographic characteristics, perceptions and other credit card related variables. The number of credit cards was found to be significantly influenced by income and gender as well as perceptions that include “credit card leads to overspending”, “savings as payment source”, “unreasonable interest rates”, “credit card as status symbol”. The number of credit cards was also affected by credit card related variables such as missing payments sometimes, frequency of use, entertainment expenditures, and petrol purchase. This research provides an in-depth understanding of Singaporean multiple cardholders, thus it is useful in designing marketing strategies for card-issuers as well as anti-debt strategies for policy-makers in Singapore. Despite the importance of consumer credit, virtually no literature or research exists on the ownership and use of credit cards in Singapore, so this paper intends to close this gap. Further, by combining the demographics, cardholders’ profiles and usage patterns with the respondents’ perceptions concerning credit card ownership and use, our study offers a richer analysis to explain consumer behavior than previous literatures.Credit card ownership, credit card use, credit revolving, credit debts, decision tree, Singapore

    The Next Generation of Human-Drone Partnerships: Co-Designing an Emergency Response System

    Full text link
    The use of semi-autonomous Unmanned Aerial Vehicles (UAV) to support emergency response scenarios, such as fire surveillance and search and rescue, offers the potential for huge societal benefits. However, designing an effective solution in this complex domain represents a "wicked design" problem, requiring a careful balance between trade-offs associated with drone autonomy versus human control, mission functionality versus safety, and the diverse needs of different stakeholders. This paper focuses on designing for situational awareness (SA) using a scenario-driven, participatory design process. We developed SA cards describing six common design-problems, known as SA demons, and three new demons of importance to our domain. We then used these SA cards to equip domain experts with SA knowledge so that they could more fully engage in the design process. We designed a potentially reusable solution for achieving SA in multi-stakeholder, multi-UAV, emergency response applications.Comment: 10 Pages, 5 Figures, 2 Tables. This article is publishing in CHI202

    The formative research process in developing and designing tuberculosis prevention and treatment display cards aimed at a community with a low level of literacy

    Get PDF
    This paper reports on the formative research process in the development of a series of tuberculosis prevention and treatment display cards, aimed at a community with a low level of literacy. The aim of the project was to evaluate existing posters and to develop a new series of display cards that health workers could use to discuss tuberculosis symptoms and treatment with their patients. Fifty two patients from eight tuberculosis clinics participated in the evaluative process of existing posters and the formative design process of display cards during a structured interview with a qualitative approach. The results indicated that the subjects had difficulty in understanding some of the Western-oriented graphic conventions, and the symbolic and latent messages in the existing posters. Only one of the existing posters obtained an acceptable comprehension level. The comprehension rating of the twelve new display cards improved when they were developed during a formative process with tuberculosis patients. A realistic photographic approach proved to be more effective in communicating the prevention and treatment messages to an audience with a low level of literacy, than did a simplified-illustrative approach. This paper compares the results of this project with those of others and suggests guidelines that graphic designers can use when designing for developing communities. The paper is illustrated with examples of both the existing and the new display cards

    Data Processing for the Upward Bound Program

    Get PDF
    The Upward Bound Program at Ouachita began in 1966 and since then until the present date the only source of information about an Upward Bound participant was his file folder. Working with Dr. Charles Chambliss, Mr. John Small and Mr. Bill Allen, I worked to put Upward Bound on Data Processing. This process entailed (1) deciding on the information that would be recorded on the data cards (2) deciding on the placement of the information on the card (3) setting up a code sheet for the information (4) designing a form containing the coded information would be used by the keypunch operator to punch the data cards (5) going to the Upward Bound folder and gathering the information needed (6) coding the forms (7) keypunching the data cards and (8) getting a computer printout of the information contained in the new Upward Bound data file

    Envisioning Futures of Design Education: An Exploratory Workshop with Design Educator

    Get PDF
    The demand for innovation in the creative economy has seen the adoption and adaptation of design thinking and design methods into domains outside design, such as business management, education, healthcare, and engineering. Design thinking and methodologies are now considered useful for identifying, framing and solving complex, often wicked social, technological, economic and public policy problems. As the practice of design undergoes change, design education is also expected to adjust to prepare future designers to have dramatically different demands made upon their general abilities and bases of knowledge than have design career paths from years past. Future designers will have to develop skills and be able to construct and utilize knowledge that allows them to make meaningful contributions to collaborative efforts involving experts from disciplines outside design. Exactly how future designers should be prepared to do this has sparked a good deal of conjecture and debate in the professional and academic design communities. This report proposes that the process of creating future scenarios that more broadly explore and expand the role, or roles, for design and designers in the world’s increasingly interwoven and interdependent societies can help uncover core needs and envision framework(s) for design education. This approach informed the creation of a workshop held at the Design Research Society conference in Brighton, UK in June of 2016, where six design educators shared four future scenarios that served as catalysts for conversations about the future of design education. Each scenario presented a specific future design education context. One scenario described the progression of design education as a core component of K-12 curricula; another scenario situated design at the core of a network of globally-linked local Universities; the third scenario highlighted the expanding role of designers over time; and the final scenario described a distance design education context that made learning relevant and “close” to an individual learner’s areas of interest. Forty participants in teams of up to six were asked to collaboratively visualize a possible future vision of design education based on one of these four scenarios and supported by a toolkit consisting of a set of trigger cards (with images and text), along with markers, glue and flipcharts. The collaborative visions that were jointly created as posters using the toolkit and then presented by the teams to all the workshop participants and facilitators are offered here as a case study. Although inspired by different scenarios, their collectively envisioned futures of what design education should facilitate displayed some key similarities. Some of those were: Future design education curricula will focus on developing collaborative approaches within which faculty and students are co-learners; These curricula will bring together ways of learning and knowing that stem from multiple disciplines; and Learning in and about the natural environment will be a key goal (the specifics of how that would be accomplished were not elaborated upon.) In addition, the need for transdisciplinarity was expressed across the collaborative visions created by each of the teams, but the manner that participants chose to express their ideas about this varied. Some envisioned that design would evolve by drawing on other disciplinary knowledge, and others envisioned that design would gradually integrate with other disciplines

    Investigative Designing: usage-oriented research in and through designing

    Get PDF
    In this paper, we discuss the practice of investigative designing. The notion is currently being used to denote a variety of ideas in design research, and we first seek to clarify some of them. We then present our own, specific take on this notion, while acknowledging that it is being used broadly. We adopted the notion as an umbrella term for our combined research and design activities: as investigative designers. We use it for the exploration of how designers can integrate designing and researching within a design process. The two main concerns we are pursuing within this are to clarify the role of a designer with research skills, and to explore the implications of a usage orientation in design. We present two studies in this paper in which we investigated how usage research for design can be specifically geared to the needs of design, and what helps designers (and what does not) in designing with usage information. In the first study, we ourselves conducted usage research, developed design ideas on the basis of that, and reflected on this process. In the second study, we observed how three other designers engaged with the same user data and developed design ideas. Our findings include that the designers tended to prefer to develop their own design ideas independently from the data, only checking or adapting the ideas to the data. Furthermore, the capacity of designers for dealing with data needs to be taken into consideration. Lastly, the form of data presentation influences how well designers can engage with it in designing. Keywords: Investigative Design; Designing; Designer; Product Usage; User Research</p
    • 

    corecore