45 research outputs found
Ten misconceptions about minimalism
We describe ten common misconceptions about the minimalist approach to documentation design. For each, we analyze how the misconception arises from plausible interpretations of minimalist principles and heuristics. We then clarify how each misconception deviates from minimalism, as we understand it. Analysis and discussion of creative elaborations of minimalism-including "misconceptions"-can promote a sharper concept of what minimalism is
Assessing the cognitive consequences of the object-oriented approach: a survey of empirical research on object-oriented design by individuals and teams
This paper presents a state-of-art review of empirical research on object-oriented (OO) design. Many claims about the cognitive benefits of the OO paradigm have been made by its advocates. These claims concern the ease of designing and reusing software at the individual level as well as the benefits of this paradigm at the team level. Since these claims are cognitive in nature, its seems important to assess them empirically. After a brief presentation of the main concepts of the OO paradigm, the claims about the superiority of OO design are outlined. The core of this paper consists of a review of empirical studies of OOD. We first discuss results concerning OOD by individuals. On the basis of empirical work, we (1) analyse the design activity of novice OO designers, (2) compare OO design with procedural design and, (3) discuss a typology of problems relevant for the OO approach. Then we assess the claims about naturalness and ease of OO design. The next part discusses results on OO software reuse. On the basis of empirical work, we (1) compare reuse in the OO versus procedural paradigm, (2) discuss the potential for OO software reuse and (3) analyse reuse activity in the OO paradigm. Then we assess claims on reusability. The final part reviews empirical work on OO design by teams. We present results on communication, coordination, knowledge dissemination and interactions with clients. Then we assess claims about OOD at the software design team level. In a general conclusion, we discuss the limitations of these studies and give some directions for future research
The development of a computer based modelling environment for upper secondary school geography classes.
This thesis describes the development of a specification for a\ud
computer based modelling system in geography. The modelling\ud
system will be for use in upper secondary school geography\ud
classes. The classroom approach to geography reflects the\ud
developments within the broader academic discipline. By\ud
adopting a systems analysis approach, it is possible to represent\ud
models on the computer, from the full range of geographical\ud
approaches. The essence of geographical modelling is to be able\ud
to use a computer based environment to manipulate, and create,\ud
the inter-relationships of the components of a geographical\ud
system.\ud
The development of the specification for the modelling system,\ud
follows an eleven step methodology. This has been adapted and\ud
modified from the Research and Development Methodology. It\ud
includes a formative evaluation of the prototypes in classroom\ud
trials.\ud
The possible forms of representation of geographical ideas on\ud
the computer are considered. Procedural and declarative models\ud
are developed, as prototypes, on a range of software tools. The\ud
software tools used, for the initial developments, are the\ud
Dynamic Modelling System, spreadsheets and the language,\ud
Prolog. The final prototype is developed in a Smalltalk\ud
environment. Consideration is also given to the use of both\ud
quantitative and qualitative methods of modelling.\ud
Model templates are identified which give an underlying\ud
structure to a range of geographical models. These templates\ud
allow the students to build new models for different\ud
geographical areas. Proposals are made for a staged approach\ud
which addresses the introduction and use of modelling in the\ud
geography classroom. These stages move through the use of\ud
simulation, through the modification of the underlying model, to\ud
the transfer of the model template to different areas and finally,\ud
the building of new models
A General Framework for Digital Game-Based Training Systems
This dissertation introduces a general framework for developing digital game-based training systems. The framework addresses all aspects of education. In that sense, it involves both teacher and student as game players. A visual review log supports teacher-student-communication. Based on the general framework, a novel digital game-based training system for crime scene investigation training called OpenCrimeScene has been developed and implemented.Diese Dissertation führt ein allgemeines Architekturmodell für die Entwicklung von computerspielbasierten Trainingssystemen ein. Das Architekturmodell spricht alle Aspekte der Ausbildung an. In diesem Sinne bezieht es Lehrer und Schüler als Spieler ein. Ein grafisches Bewertungsprotokoll unterstützt die
Lehrer-Schüler-Kommunikation. Basierend auf dem allgemeinen Architekturmodell wurde ein neues computerspielbasiertes Trainingssystem zur Tatortsicherung entwickelt und implementiert
Software Takes Command
This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Software has replaced a diverse array of physical, mechanical, and electronic technologies used before 21st century to create, store, distribute and interact with cultural artifacts. It has become our interface to the world, to others, to our memory and our imagination - a universal language through which the world speaks, and a universal engine on which the world runs. What electricity and combustion engine were to the early 20th century, software is to the early 21st century. Offering the the first theoretical and historical account of software for media authoring and its effects on the practice and the very concept of 'media,' the author of The Language of New Media (2001) develops his own theory for this rapidly-growing, always-changing field. What was the thinking and motivations of people who in the 1960 and 1970s created concepts and practical techniques that underlie contemporary media software such as Photoshop, Illustrator, Maya, Final Cut and After Effects? How do their interfaces and tools shape the visual aesthetics of contemporary media and design? What happens to the idea of a 'medium' after previously media-specific tools have been simulated and extended in software? Is it still meaningful to talk about different mediums at all? Lev Manovich answers these questions and supports his theoretical arguments by detailed analysis of key media applications such as Photoshop and After Effects, popular web services such as Google Earth, and the projects in motion graphics, interactive environments, graphic design and architecture. Software Takes Command is a must for all practicing designers and media artists and scholars concerned with contemporary media
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An Experiment on the Interactions of the Learner, HCI, and Training Manual in Learning a Computer Software Package
Training is a vital link between idle or inadequately used software and software seen as a tool. Education can take many forms such as self exploration, CAI, manuals, and formal class room training. The introduction of a computer to a system interjects complex interactions between the computer user and his work environment. Research in this area has been performed by such disciplines as MIS, education, and psychology. A fundamental purpose of this research is to study the interaction of such user variables as cognitive style, demographics, and reading to variables from education and psychology such as advanced organizers, reinforcement, and document layout
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Involving older adults in the design and development of free/open source software
An age-wave is upon us where many older adults are reaching retirement. Technically experienced older adults have skills that could be directly applied to free/open source software (FOSS) communities, such as project management, programming, and/or knowledge of a rapidly growing end-user population. FOSS is a widely popular, low-cost way to create software solutions. FOSS is in need of new contributors, as it is mostly volunteer-driven and has a high contributor turnover rate. Also, FOSS communities are homogenous, comprised mostly of young white male contributors. My research goal is to change the current FOSS demographic by investigating how to involve older adults in FOSS design and development. This is a unique problem because older adults may have different motivations, experiences, and abilities than their younger counterparts. This research is comprised of two phases: involving older adults indirectly through participatory design, then investigating how to involve older adults more directly in development. This work is a portfolio of five peer-review quality conference publications that culminate in the following research deliverables: a list of benefits and barriers of older adults’ involvement in FOSS, guidelines for including older adults in FOSS, and a prototype workshop curriculum for encouraging participation in FOSS by older adults