10,034 research outputs found
Goal sketching with activity diagrams
Goal orientation is acknowledged as an important paradigm in requirements engineering. The structure of a goal-responsibility model provides opportunities for appraising the intention of a development. Creating a suitable model under agile constraints (time, incompleteness and catching up after an initial burst of creativity) can be challenging. Here we propose a marriage of UML activity diagrams with goal sketching in order to facilitate the production of goal responsibility models under these constraints
Goal sketching: towards agile requirements engineering
This paper describes a technique that can be used as part of a simple and practical agile method for requirements engineering. The technique can be used together with Agile Programming to develop software in internet time. We illustrate the technique and introduce lazy refinement, responsibility composition and context sketching. Goal sketching has been used in a number of real-world development projects, one of which is described here
Supporting Computer-supported collaborative work (CSCW) in conceptual design
In order to gain a better understanding of online conceptual collaborative design processes this paper investigates how student designers make use of a shared virtual synchronous environment when engaged in conceptual design. The software enables users to talk to each other and share sketches when they are remotely located. The paper describes a novel methodology for observing and analysing collaborative design processes by adapting the concepts of grounded theory. Rather than concentrating on narrow aspects of the final artefacts, emerging “themes” are generated that provide a broader picture of collaborative design process and context descriptions. Findings on the themes of “grounding – mutual understanding” and “support creativity” complement findings from other research, while important themes associated with “near-synchrony” have not been emphasised in other research. From the study, a series of design recommendations are made for the development of tools to support online computer-supported collaborative work in design using a shared virtual environment
Freeform User Interfaces for Graphical Computing
報告番号: 甲15222 ; 学位授与年月日: 2000-03-29 ; 学位の種別: 課程博士 ; 学位の種類: 博士(工学) ; 学位記番号: 博工第4717号 ; 研究科・専攻: 工学系研究科情報工学専
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Sketch-Based Interfaces to Support Collaborative Conceptual Design Learning
In order to gain a better understanding of online collaborative conceptual design processes this paper investigates how student designers make use of Lyceum, a shared virtual synchronous environment when engaged in conceptual design. The software enables users to talk to each other and share sketches when they are remotely located. The paper describes a novel methodology for observing and analysing collaborative design processes by adapting the concepts of grounded theory. Rather than concentrating on narrow aspects of the final artefacts, emerging 'themes' are generated that provide a broader picture of collaborative design process and context descriptions. Findings on the themes of 'grounding – mutual understanding' and 'support creativity' complement findings from other research, while important themes associated with 'near-synchrony' have not been emphasised in other research. From the study, a series of design recommendations are made for the development of tools to support online computer-supported collaborative work in design using a shared virtual environment
Categorisation of visualisation methods to support the design of Human-Computer Interaction systems
During the design of Human-Computer Interaction (HCI) systems, the creation of visual artefacts forms an important part of design. On one hand producing a visual artefact has a number of advantages: it helps designers to externalise their thought and acts as a common language between different stakeholders. On the other hand, if an inappropriate visualisation method is employed it could hinder the design process. To support the design of HCI systems, this paper reviews the categorisation of visualisation methods used in HCI. A keyword search is conducted to identify a) current HCI design methods, b) approaches of selecting these methods. The resulting design methods are filtered to create a list of just visualisation methods. These are then categorised using the approaches identified in (b). As a result 23 HCI visualisation methods are identified and categorised in 5 selection approaches (The Recipient, Primary Purpose, Visual Archetype, Interaction Type, and The Design Process).Innovate UK, EPSRC, Airbus Group Innovation
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Ideation as an intellectual information acquisition and use context: Investigating game designers’ information-based ideation behavior
Human Information Behavior (HIB) research commonly examines behavior in the context of why information is acquired and how it will be used, but usually at the level of the work or everyday-life tasks the information will support. HIB has not been examined in detail at the broader contextual level of intellectual purpose (i.e. the higher-order conceptual tasks the information was acquired to support). Examination at this level can enhance holistic understanding of HIB as a ‘means to an intellectual end’ and inform the design of digital information environments that support information interaction for specific intellectual purposes. We investigate information-based ideation (IBI) as a specific intellectual information acquisition and use context by conducting Critical Incident-style interviews with ten game designers, focusing on how they interact with information to generate and develop creative design ideas. Our findings give rise to a framework of their ideation-focused HIB, which systems designers can leverage to reason about how best to support certain behaviors to drive design ideation. These findings emphasize the importance of intellectual purpose as a driver for acquisition and desired outcome of use
Observed strategies in the freehand drawing of complex hierarchical diagrams
Chunk decomposition and assembly strategies have been found in the drawing of complex hierarchical diagrams (spe- cifically AVOW diagrams). Analysis of 40 diagrams pro- duced by five participants provided evidence for the strategies based on the duration of pauses between drawn elements. The strategies were initially discovered using a new visualiza- tion technique developed to allow the detailed examination of the sequential order of diagram drawing in conjunction with information about the durations of pauses associated with drawn elements
A record of the design process A systematic investigation of the role, value, and effectiveness of the “process book” for interior design students
The aim of this study is to analyze the structure, role, and effectiveness of a design student's "process book" as a method of capturing and facilitating design thinking. The "process book" includes all of the work completed during a design project such as written notes, drawings, and research. This study poses the following research questions: 1) What role and value does the process book have to design students and instructors? 2) How can the process book structure help to reduce a student’s cognitive load, yet allow for the spontaneous actions involved in graphic thinking?
This mixed-method research study includes an analysis and exploration of interior design student and instructor perspectives of the process book artifact and tool. The data collection and analysis involves two main components. The first includes an investigation of student and faculty perspectives of the structure, role, and effectivenss of the process book obtained from semi-structured interviews. The second part is an online student survey questionnaire of sophomore, junior, senior, and graduate student perspectives. One interior design program in a large Midwestern university was selected. All students within the undergraduate and graduate program were invited to participate in the survey questionnaire and all faculty were interviewed. Interviews were audio-taped and later transcribed for coding and interpretation.
This study serves as a case study and pilot study to provide a foundation for a larger-scale future research initiative. Results from this study will inform two future initiatives: 1) design of a larger-scale research design involving a multi-university sampling frame, and 2) development of a “digital process book” research study.
Keywords:
Design Process, Design Education, Drawing Research</p
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