2,664 research outputs found
Using ontologies to support and critique decisions
Supporting decision making in the working environment has long being pursued by practitioners across a variety of fields, ranging from sociology and operational research to cognitive and computer scientists. A number of computer-supported systems and various technologies have been used over the years, but as we move into more global and flexible organisational structures, new technologies and challenges arise. In this paper, I argue for an ontology-based solution and present some of the early prototypes we have been developing, assess their impact on the decision making process and elaborate on the costs involved
Requirements engineering: a review and research agenda
This paper reviews the area of requirements engineering. It
outlines the key concerns to which attention should be
devoted by both practitioners, who wish to "reengineer" their
development processes, and academics, seeking intellectual
challenges. It presents an assessment of the state-of-the-art
and draws conclusions in the form of a research agenda
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Building expert systems: cognitive emulation.
Chapter 1 briefly introduces the concept of cognitive emulation, and outlines its current status. Chapter 2 reviews psychological research on human expert thinking. First, the study of expert thinking is placed in the context of modern cognitive psychology. Next, the principal methods and techniques employed by psychologists examining expert cognition are examined. The remainder of the chapter is given over to a review of the published literature on the nature and development of human expertise. Chapter 3 reviews the main arguments for and against cognitive emulation in expert system design. The tentative conclusion reached is that a significant degree of emulation is inevitable, but that a pure, unselective strategy of emulation is neither realistic nor desirable. Chapter 4 examines the prospects for cognitive emulation from a more pragmatic angle. Several factors are identified that represent constraints on the usefulness of a cognitive approach. However, a second set of factors is identified which should facilitate an emulation strategy - especially in the longer term. Some guidance is given on when to seriously consider adopting an emulation strategy. Chapter 5 presents a critical survey of expert system research that has already addressed the emulation issue. Six basic approaches to cognitive emulation are distinguished and evaluated. This helps draw out in more detail the implications of an emulation strategy for knowledge acquisition, knowledge representation and system architecture. The chapter concludes by discussing the issues that arise when different approaches to emulation are combined. Some guidance is offered on how this might be achieved. Chapter 6 summarizes the main themes and issues to have emerged, the design advice contained in the thesis, and the original contributions made by the thesis
A knowledge-level model for concurrent design.
The concurrent approach to engineering design, concurrent design, implies that expert knowledge regarding a number of different downstream life-cycle perspectives (such as assembly, manufacture, maintainability etc) should all be considered at the design stage of a product's life-cycle. Extensive and valuable work has been done in developing computer aids to both the design and concurrent design processes. However, a criticism of such tools is that their development has been driven by computational considerations and that the tools are not based on a generally accepted model of the design process. Different models of design have been developed that fall into a number of paradigms, including cognitive and knowledge-level models. However, while there is no generally accepted cognitive model describing the way designers and design teams think, the concept of the knowledge-level has enabled a more pragmatic approach to be taken to the development of models of problem-solving activity.Different researchers have developed knowledge-level models for the design process, particularly as part of the CommonKADS methodology (one of the principal knowledge-based system development methodologies currently in use). These design models have significantly extended design thinking in this area. However, the models do not explicitly support the concurrent design process. I have developed top-down knowledge-level models of the concurrent design process by analysis of published research and discussions with academics. However some researchers have criticised models for design that are not based on analysis of 'real-life' design. Hence I wished to validate my top-down models by analysing how concurrent design actually occurs in a real-life industrial setting.Analysing concurrent design activity is a complex process and there are no definitive methodological guidelines as to the 'right way' to do it. Therefore I have developed and utilised a novel method of knowledge elicitation and analysis to develop 'bottom-up' models for concurrent design. This is based on a number of different approaches and was done in collaboration with a number of different design teams and organisations who are engaged in the concurrent design of mechanically based products.My resulting knowledge-level models are an original contribution to knowledge. They suggest that the concurrent design process consists of a number of discrete sub-tasks of propose, critique and negotiate. These models have been instantiated as generic model templates, using the modelling formalisms specified by CommonYADS. These models have been implemented on a software tool, the CommonKADS workbench, in order to provide support for developers of computer-based systems for concurrent design
Evaluating product search and recommender systems for E-commerce environments
Online systems that help users select the most preferential item from a large electronic catalog are known as product search and recommender systems. Evaluation of various proposed technologies is essential for further development in this area. This paper describes the design and implementation of two user studies in which a particular product search tool, known as example critiquing, was evaluated against a chosen baseline model. The results confirm that example critiquing significantly reduces users' task time and error rate while increasing decision accuracy. Additionally, the results of the second user study show that a particular implementation of example critiquing also made users more confident about their choices. The main contribution is that through these two user studies, an evaluation framework of three criteria was successfully identified, which can be used for evaluating general product search and recommender systems in E-commerce environments. These two experiments and the actual procedures also shed light on some of the most important issues which need to be considered for evaluating such tools, such as the preparation of materials for evaluation, user task design, the context of evaluation, the criteria, the measures and the methodology of result analyse
Design Fiction Diegetic Prototyping: A Research Framework for Visualizing Service Innovations
The file attached to this record is the author's final peer reviewed version. The Publisher's final version can be found by following the DOI link.Purpose: This paper presents a design fiction diegetic prototyping methodology and research framework for investigating service innovations that reflect future uses of new and emerging technologies.
Design/methodology/approach: Drawing on speculative fiction, we propose a methodology that positions service innovations within a six-stage research development framework. We begin by reviewing and critiquing designerly approaches that have traditionally been associated with service innovations and futures literature. In presenting our framework, we provide an example of its application to the Internet of Things (IoT), illustrating the central tenets proposed and key issues identified.
Findings: The research framework advances a methodology for visualizing future experiential service innovations, considering how realism may be integrated into a designerly approach.
Research limitations/implications: Design fiction diegetic prototyping enables researchers to express a range of āwhat ifā or āwhat can it beā research questions within service innovation contexts. However, the process encompasses degrees of subjectivity and relies on knowledge, judgment and projection.
Practical implications: The paper presents an approach to devising future service scenarios incorporating new and emergent technologies in service contexts. The proposed framework may be used as part of a range of research designs, including qualitative, quantitative and mixed method investigations.
Originality: Operationalizing an approach that generates and visualizes service futures from an experiential perspective contributes to the advancement of techniques that enables the exploration of new possibilities for service innovation research
The role of expertise in dynamic risk assessment: a reflection of the problem-solving strategies used by experienced fireground commanders
Although the concept of dynamic risk assessment has in recent times become more topical in the training manuals of most high risk domains, only a few empirical studies have reported how experts actually carry out this crucial task. The knowledge gap between research and practice in this area therefore calls for more empirical investigation within the naturalistic environment. In this paper, we present and discuss the problem solving strategies employed by sixteen experienced operational firefighters using a qualitative knowledge elicitation tool ā the critical decision method. Findings revealed that dynamic risk assessment is not merely a process of weighing the risks of a proposed course of action against its benefits, but rather an experiential and pattern recognition process. The paper concludes by discussing the implications of designing training curriculum for the less experienced officers using the elicited expert knowledge
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Argumentation-based design rationale - the sharpest tools in the box
In this paper the three main argumentation-based design rationale methodologies - IBIS, QOC and DRL ā will be discussed with illustrations of particular points drawn from a working example. The areas of scope, expressiveness in terms of design space and argumentation representation and the resulting usability by human and computer will be examined. Particular attention is paid to how the development of the artifact is being controlled by the evaluation of intentions and objectives that allow consistent goals throughout the design to be formulated, evaluated and modified. Furthermore, decision making within an argumentative context is highlighted
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