18,344 research outputs found

    Pattern Reification as the Basis for Description-Driven Systems

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    One of the main factors driving object-oriented software development for information systems is the requirement for systems to be tolerant to change. To address this issue in designing systems, this paper proposes a pattern-based, object-oriented, description-driven system (DDS) architecture as an extension to the standard UML four-layer meta-model. A DDS architecture is proposed in which aspects of both static and dynamic systems behavior can be captured via descriptive models and meta-models. The proposed architecture embodies four main elements - firstly, the adoption of a multi-layered meta-modeling architecture and reflective meta-level architecture, secondly the identification of four data modeling relationships that can be made explicit such that they can be modified dynamically, thirdly the identification of five design patterns which have emerged from practice and have proved essential in providing reusable building blocks for data management, and fourthly the encoding of the structural properties of the five design patterns by means of one fundamental pattern, the Graph pattern. A practical example of this philosophy, the CRISTAL project, is used to demonstrate the use of description-driven data objects to handle system evolution.Comment: 20 pages, 10 figure

    Proceedings of the ECCS 2005 satellite workshop: embracing complexity in design - Paris 17 November 2005

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    Embracing complexity in design is one of the critical issues and challenges of the 21st century. As the realization grows that design activities and artefacts display properties associated with complex adaptive systems, so grows the need to use complexity concepts and methods to understand these properties and inform the design of better artifacts. It is a great challenge because complexity science represents an epistemological and methodological swift that promises a holistic approach in the understanding and operational support of design. But design is also a major contributor in complexity research. Design science is concerned with problems that are fundamental in the sciences in general and complexity sciences in particular. For instance, design has been perceived and studied as a ubiquitous activity inherent in every human activity, as the art of generating hypotheses, as a type of experiment, or as a creative co-evolutionary process. Design science and its established approaches and practices can be a great source for advancement and innovation in complexity science. These proceedings are the result of a workshop organized as part of the activities of a UK government AHRB/EPSRC funded research cluster called Embracing Complexity in Design (www.complexityanddesign.net) and the European Conference in Complex Systems (complexsystems.lri.fr). Embracing complexity in design is one of the critical issues and challenges of the 21st century. As the realization grows that design activities and artefacts display properties associated with complex adaptive systems, so grows the need to use complexity concepts and methods to understand these properties and inform the design of better artifacts. It is a great challenge because complexity science represents an epistemological and methodological swift that promises a holistic approach in the understanding and operational support of design. But design is also a major contributor in complexity research. Design science is concerned with problems that are fundamental in the sciences in general and complexity sciences in particular. For instance, design has been perceived and studied as a ubiquitous activity inherent in every human activity, as the art of generating hypotheses, as a type of experiment, or as a creative co-evolutionary process. Design science and its established approaches and practices can be a great source for advancement and innovation in complexity science. These proceedings are the result of a workshop organized as part of the activities of a UK government AHRB/EPSRC funded research cluster called Embracing Complexity in Design (www.complexityanddesign.net) and the European Conference in Complex Systems (complexsystems.lri.fr)

    A concept design stages protocol to support collaborative processes in architecture, engineering and construction projects.

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    Purpose: This paper proposes and tests, through a series of structured multi-disciplinary design activities, a “Concept Design Stages Protocol” (CDS Protocol) to structure project initiation, to attain smoother collaboration and greater consensus among multi-disciplinary project teams. Design/methodology/approach: A collaborative approach from the outset is imperative for project success, especially when considering multi-disciplinary teams in the architecture, engineering and construction (AEC) industry. However, involving different disciplines hinders communication paths and affects informed decision-making. Findings: Based on these findings, the research demonstrates that the CDS Protocol provides a solid foundation to aid in the optimal implementation of collaborative design, and with particular regard to multi-disciplinary working. Originality/value: The research demonstrates the potential for significant improvement in the optimisation of the conceptual design stages, with positive implications for time, communication and whole-team engagement

    Marshall Space Flight Center Research and Technology Report 2019

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    Today, our calling to explore is greater than ever before, and here at Marshall Space Flight Centerwe make human deep space exploration possible. A key goal for Artemis is demonstrating and perfecting capabilities on the Moon for technologies needed for humans to get to Mars. This years report features 10 of the Agencys 16 Technology Areas, and I am proud of Marshalls role in creating solutions for so many of these daunting technical challenges. Many of these projects will lead to sustainable in-space architecture for human space exploration that will allow us to travel to the Moon, on to Mars, and beyond. Others are developing new scientific instruments capable of providing an unprecedented glimpse into our universe. NASA has led the charge in space exploration for more than six decades, and through the Artemis program we will help build on our work in low Earth orbit and pave the way to the Moon and Mars. At Marshall, we leverage the skills and interest of the international community to conduct scientific research, develop and demonstrate technology, and train international crews to operate further from Earth for longer periods of time than ever before first at the lunar surface, then on to our next giant leap, human exploration of Mars. While each project in this report seeks to advance new technology and challenge conventions, it is important to recognize the diversity of activities and people supporting our mission. This report not only showcases the Centers capabilities and our partnerships, it also highlights the progress our people have achieved in the past year. These scientists, researchers and innovators are why Marshall and NASA will continue to be a leader in innovation, exploration, and discovery for years to come

    Designing Tailorable Technologies

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    This paper provides principles for designing tailorable technologies. Tailorable technologies are technologies that are modified by end users in the context of their use and are around us as desktop operating systems, web portals, and mobile telephones. While tailorable technologies provide end users with limitless ways to modify the technology, as designers and researchers we have little understanding of how tailorable technologies are initially designed to support that end-user modification. In this paper, we argue that tailorable technologies are a unique technology type in the same light as group support systems and emergent knowledge support systems. This unique technology type is becoming common and we are forced to reevaluate existing design theory, methods of analysis, and streams of literature. In this paper we present design principles of Gordon Pask, Christopher Alexander, Greg Gargarian, and Kim Madsen to strengthen inquiry into tailorable technologies. We then apply the principles to designing tailorable technologies in order for their design to become more coherent and tractable. We conclude that designers need to build reflective and active design environments and gradients of interactive capabilities in order for technology to be readily modified in the context of its use

    Using Self-Description to Handle Change in Systems

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    In the web age systems must be flexible, reconfigurable and adaptable in addition to being quick to develop. As a consequence, designing systems to cater for change is becoming not only desirable but required by industry. Allowing systems to be self-describing or description-driven is one way to enable these characteristics. To address the issue of evolvability in designing self-describing systems, this paper proposes a pattern-based, object-oriented, description-driven architecture. The proposed architecture embodies four pillars - first, the adoption of a multi-layered meta-modeling architecture and reflective meta-level architecture, second, the identification of four data modeling relationships that must be made explicit such that they can be examined and modified dynamically, third, the identification of five design patterns which have emerged from practice and have proved essential in providing reusable building blocks for data management, and fourth, the encoding of the structural properties of the five design patterns by means of one pattern, the Graph pattern. In this paper the fundamentals of the description-driven architecture are described - the multi-layered architecture and reflective meta-level architecture, remaining detail can be found in the cited references. A practical example of this architecture is described, demonstrating the use of description-driven data objects in handling system evolution.Comment: 9 pages, 5 figures, Object Oriented Information Systems Conference, Montpellier 200

    Knowledge Reuse for Customization: Metamodels in an Open Design Community for 3d Printing

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    Theories of knowledge reuse posit two distinct processes: reuse for replication and reuse for innovation. We identify another distinct process, reuse for customization. Reuse for customization is a process in which designers manipulate the parameters of metamodels to produce models that fulfill their personal needs. We test hypotheses about reuse for customization in Thingiverse, a community of designers that shares files for three-dimensional printing. 3D metamodels are reused more often than the 3D models they generate. The reuse of metamodels is amplified when the metamodels are created by designers with greater community experience. Metamodels make the community's design knowledge available for reuse for customization-or further extension of the metamodels, a kind of reuse for innovation

    A Theory of Tailorable Technology Design

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    Tailorable technologies are a class of information systems designed with the intention that users modify and redesign the technology in the context of use. Tailorable technologies support user goals, intentions, metaphor, and use patterns in the selection and integration of technology functions in the creation of new and unique information systems. We propose a theory of tailorable technology design and identify principles necessary for the initial design. Following a Kantian style of inquiry, we identified four definitional characteristics of tailorable technology: a dual design perspective, user engagement, recognizable environments, and component architectures. From these characteristics, we propose nine design principles that will support the phenomenon of tailoring. Through a year-long case study, we refined and evidenced the principles, finding found that designers of tailorable technologies build environments in which users can both interact and engage with the technology, supporting the proposed design principles. The findings highlight a distinction between a reflective environment, where users recognize and imagine uses for the technology, and an active environment in which users tailor the technology in accordance with the imagined uses. This research contributes to the clarification of the role of theory in design science, expands the concept of possibilities for action to IS design, and proposes a design theory of a class of information systems for testing and refinement

    The Deployment of an Enhanced Model-Driven Architecture for Business Process Management

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    Business systems these days need to be agile to address the needs of a changing world. Business modelling requires business process management to be highly adaptable with the ability to support dynamic workflows, inter-application integration (potentially between businesses) and process reconfiguration. Designing systems with the in-built ability to cater for evolution is also becoming critical to their success. To handle change, systems need the capability to adapt as and when necessary to changes in users requirements. Allowing systems to be self-describing is one way to facilitate this. Using our implementation of a self-describing system, a so-called description-driven approach, new versions of data structures or processes can be created alongside older versions providing a log of changes to the underlying data schema and enabling the gathering of traceable (provenance) data. The CRISTAL software, which originated at CERN for handling physics data, uses versions of stored descriptions to define versions of data and workflows which can be evolved over time and thereby to handle evolving system needs. It has been customised for use in business applications as the Agilium-NG product. This paper reports on how the Agilium-NG software has enabled the deployment of an unique business process management solution that can be dynamically evolved to cater for changing user requirement.Comment: 11 pages, 4 figures, 1 table, 22nd International Database Engineering & Applications Symposium (IDEAS 2018). arXiv admin note: text overlap with arXiv:1402.5764, arXiv:1402.5753, arXiv:1502.0154

    A case study in online formal/informal learning: was it collaborative or cooperative learning?

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    Developing skills in communication and collaboration is essential in modern design education, in order to prepare students for the realities of design practice, where projects involve multidisciplinary teams, often working remotely. This paper presents a learning activity that focusses on developing communication and collaboration skills of undergraduate design students working remotely and vocational learners based in a community makerspace. Participants were drawn from these formal and informal educational settings and engaged in a design-make project framed in the context of distributed manufacturing. They were given designer or maker roles and worked at distance from each other, communicating using asynchronous online tools. Analysis of the collected data has identified a diversity of working practice across the participants, and highlighted the difficulties that result from getting students to work collaboratively, when not collocated. This paper presents and analysis of participants’ communications, with a view to identify whether they were learning collaboratively, or cooperatively. It was found that engaging participants in joint problem solving is not enough to facilitate collaboration. Instead effective collaboration depends on symmetry within the roles of participants and willingness to share expertise through dialogue. Designing learning activities to overcome the challenges that these factors raise is a difficult task, and the research reported here provides some valuable insight
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