271,973 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
Breaking free from the unsustainable now
This paper challenges the traditional concept of 'the product' in our contemporary addictive consumer society and embarks on an interdisciplinary journey to design a way to break free from what we argue is the unsustainable now. This may be achieved by taking the product's perspective and placing it in a wider sustainable context where deeper aspects of value, meaning and use can be explored. By utilising ecological system dynamics including; adaptability, interconnectedness, rhythm and flexibility we seek to move beyond mechanistic design approaches and embrace a deeper and more ecological view of sustainable design. We provide initial research findings from an experimental sustainable product design project in which these concepts are embedded and explored and we conclude by speculating on forward strategies aimed at furthering change and action for designers and educators moving towards a truly sustainable society
Category Theory and Model-Driven Engineering: From Formal Semantics to Design Patterns and Beyond
There is a hidden intrigue in the title. CT is one of the most abstract
mathematical disciplines, sometimes nicknamed "abstract nonsense". MDE is a
recent trend in software development, industrially supported by standards,
tools, and the status of a new "silver bullet". Surprisingly, categorical
patterns turn out to be directly applicable to mathematical modeling of
structures appearing in everyday MDE practice. Model merging, transformation,
synchronization, and other important model management scenarios can be seen as
executions of categorical specifications.
Moreover, the paper aims to elucidate a claim that relationships between CT
and MDE are more complex and richer than is normally assumed for "applied
mathematics". CT provides a toolbox of design patterns and structural
principles of real practical value for MDE. We will present examples of how an
elementary categorical arrangement of a model management scenario reveals
deficiencies in the architecture of modern tools automating the scenario.Comment: In Proceedings ACCAT 2012, arXiv:1208.430
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Beyond the Spoken Word: Examining the Nature of Teacher Gesturing in the Context of an Elementary Engineering Curriculum for English-Learner Students
Our research team performed an exploratory analysis of teacher gesturing via a case study of an elementary teacher. We focused on gesturing, a practice found to support both bilingual English learner students’ linguistic development and mathematics achievement, during the teacher’s engineering and science lessons. The research team systematically analyzed teacher video data using McNeill’s gestural dimensions framework and found variation of gesturing types and rates when comparing engineering and baseline science lessons. Additionally, specific types of teacher-gestures appear to be associated with either behavioral or classroom management practices, procedural instructions, and discussion facilitation. We suggest that teacher-gestures such as these have the potential to facilitate bilingual English learners’ language acquisition, while also developing their STEM literacy in general and engineering capacity in particular. Further exploration of teacher-gestures in elementary engineering curricula could lead to an integrated STEM pedagogy that incorporates gesturing as a fundamental teaching strategy, bridging STEM instruction with linguistically responsive instructional practices.Educatio
Knowledge-based systems and geological survey
This personal and pragmatic review of the philosophy underpinning methods of geological surveying suggests that important influences of information technology have yet to make their impact. Early approaches took existing systems as metaphors, retaining the separation of maps, map explanations and information archives, organised around map sheets of fixed boundaries, scale and content. But system design should look ahead: a computer-based knowledge system for the same purpose can be built around hierarchies of spatial objects and their relationships, with maps as one means of visualisation, and information types linked as hypermedia and integrated in mark-up languages. The system framework and ontology, derived from the general geoscience model, could support consistent representation of the underlying concepts and maintain reference information on object classes and their behaviour. Models of processes and historical configurations could clarify the reasoning at any level of object detail and introduce new concepts such as complex systems. The up-to-date interpretation might centre on spatial models, constructed with explicit geological reasoning and evaluation of uncertainties. Assuming (at a future time) full computer support, the field survey results could be collected in real time as a multimedia stream, hyperlinked to and interacting with the other parts of the system as appropriate. Throughout, the knowledge is seen as human knowledge, with interactive computer support for recording and storing the information and processing it by such means as interpolating, correlating, browsing, selecting, retrieving, manipulating, calculating, analysing, generalising, filtering, visualising and delivering the results. Responsibilities may have to be reconsidered for various aspects of the system, such as: field surveying; spatial models and interpretation; geological processes, past configurations and reasoning; standard setting, system framework and ontology maintenance; training; storage, preservation, and dissemination of digital records
Simulating activities: Relating motives, deliberation, and attentive coordination
Activities are located behaviors, taking time, conceived as socially meaningful, and usually involving interaction with tools and the environment. In modeling human cognition as a form of problem solving (goal-directed search and operator sequencing), cognitive science researchers have not adequately studied “off-task” activities (e.g., waiting), non-intellectual motives (e.g., hunger), sustaining a goal state (e.g., playful interaction), and coupled perceptual-motor dynamics (e.g., following someone). These aspects of human behavior have been considered in bits and pieces in past research, identified as scripts, human factors, behavior settings, ensemble, flow experience, and situated action. More broadly, activity theory provides a comprehensive framework relating motives, goals, and operations. This paper ties these ideas together, using examples from work life in a Canadian High Arctic research station. The emphasis is on simulating human behavior as it naturally occurs, such that “working” is understood as an aspect of living. The result is a synthesis of previously unrelated analytic perspectives and a broader appreciation of the nature of human cognition. Simulating activities in this comprehensive way is useful for understanding work practice, promoting learning, and designing better tools, including human-robot systems
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