18 research outputs found

    Collaborative concept design as socio-construction

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    This research addresses the problem of lack of integration on decision-making caused by misunderstandings between team members during collaborative concept design. Previous research on collaborative design indicated relevant empirical evidence that current concepts of collaboration in design and construction focus on changing the context and the media, and have not properly addressed the socio-constructive nature of collaboration, failing to allow the development of particular abilities required to engage in collective creative situations. In this research it is argued that while the development of such new context and new media can contribute for integrating organizations, process, communication and coordination, they have limited capacity to support collective reasoning on decision-making, especially during concept design. The research approach is a synthesis of the literature, presenting a new model to study collaboration in concept design. The paper discusses the concept of collaboration in conceptual design, and explains collaboration as a socio-constructive act. Collaboration in design should be considered as dependent on the group ability to engage in self-reflective actions, allowing the group to conduct collective decision-making. Further development will provide ways of measuring this and investigating how a multidisciplinary design team can improve collaboration. Keywords: Collaboration, Multidisciplinary Team, Concept Design, Shared Understanding and Social-Constructive Interactions

    Development of open source hardware in online communities: investigating requirements for groupware

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    Open source hardware is hardware whose design is shared online so that anyone can study, modify, distribute, make, and sell it. In spite of the increasing popularity of this alternative IP management approach, the field of OSH remains fragmented of diverse practices seeking for settlement. This challenges providers of groupware solutions to capture the specific needs of open source product development practitioners. This contribution therefore delivers a list of basic requirements and verifies them by comparing offered functions of existing groupware solutions

    Exploiting non-dominance in multi agent systems: An artificial immune algorithm for distributed and complex Problem solving environments

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    An ideal Multi Agent System is flat and has no dominant hierarchy. Multi agent computational and problem solving environments have been advocated for their ability to deliver overall solutions that are innovative and creative. There is however a significant threat to the coherence of Multi Agent Systems; chaos. This paper poses a new vision to the control and immunisation of the Multi Agent Systems against chaos. Employing a complexity measure of the problem and its lower and upper bounds, and monitoring the complexity of the problem solving agents’ interactions, we propose the holistic control of the Multi Agent Systems that leads to immunisation of the system against chaos. The control however is not central and appears in the form of the agents’ common knowledge and determines their tendency to proactively communicate

    Visual Management (VM) supporting collaborative practices in infrastructure engineering design

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    Managing the design of complex engineering systems requires an organisational structure and an information system to support collaboration among all stakeholders. Technological developments in information management have the potential to facilitate interactions across physical boundaries, even more during the Covid-19 pandemic. Visual Management (VM) is an information management strategy, as well as a means for communication between individuals, supporting collaborative work. However, there is a lack of effective understanding of how digital VM can support infrastructure engineering design. The adoption of digital collaborative VM in the context addressed is new, under rapid evolution, and there is limited understanding of how the users embrace VM while interacting with it. The aim of the paper is to explore the adoption of VM, focusing on digital whiteboards, to support collaborative practices in design processes. The ongoing investigation is carried out in collaboration with an infrastructure design and consultancy company, and follows the action research approach. The VM effectiveness was investigated by analysing the whiteboards applicability to diverse functions and comparing digital and manual implementations. Initial findings include understanding digital whiteboards as a means for collaboration among individuals with different perceptions to establish a common point of view, as it allows the information to be transferred across time and space, identifies abnormalities, and supports problem-solving. By creating a common ground, it has the potential to support complex and emergent interactions in the collaborative space

    Visual management requirements to support design planning and control within digital contexts

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    Difficulties in managing the construction design process are strongly related to its nature, as a large number of interdependent decisions are involved, which need to be made by many different stakeholders, in an environment that has a high degree of uncertainty. Moreover, there is a growing use of digital tools to support design. Traditional communication approaches used in design management only partially comply with the requirements of digital contexts, and new methods and tools are necessary to address these challenges. Visual Management (VM) has the potential to increase process transparency in the design stage, in order to support collaboration and communication and facilitate the transfer of information. However, the literature on the implementation of VM to support design management is still scarce. Moreover, there is limited understanding of the connection between VM and information and communication technologies (ICT). This investigation aims to propose a set of requirements to support VM applications for design planning and control within digital contexts, which can potentially contribute to improving the effectiveness of VM. This set of requirements were initially identified within the literature, considering different fields of knowledge, and then refined in an empirical study that was developed in collaboration with an infrastructure design and consultancy company in the UK. The Design Science Research approach was the methodological approach adopted in this investigation, which involved incremental learning cycles for devising the artefact, carried out in three different projects. The main findings include (i) the definition of a set of VM requirements that are applicable to the context investigated in this research study; (ii) an assessment of the relevance of the requirements for different types of visual practices, hierarchical planning levels, and stakeholders that are involved; (iii) the identification of some current limitations and challenges of implementing digital VM in construction design. From a practical perspective, this set of requirements may guide practitioners and academics in devising and assessing digital VM practices

    ENABLING GEOGRAPHICALLY DISTRIBUTED, INTERGENERATIONAL, CO-OPERATIVE DESIGN

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    As more children's technologies are designed to be used with a global audience, new technologies need to be created to include more children's voices in the design process. However, working with those who that are geographically distributed as design partners is difficult because existing technologies do not support this process, do not enable distributed design, or are not child-friendly. In this dissertation, I take a research-through-design approach to develop an online environment that enables geographically distributed, intergenerational co-operative design. I began my research with participant-observations of in-person, co-located intergeneration co-operative design sessions that used Cooperative Inquiry techniques at the University of Maryland. I then analyzed those observations, determined a framework that occurs during in-person design sessions and developed a prototype online design environment based on that scaffolding. With the initial prototype deployed to a geographic distributed, intergenerational co-design team, I employed Cooperative Inquiry to design new children's technologies with children. I iteratively developed the prototype environment over eight weeks to better support geographically distributed co-design. Adults and children participated in these design sessions and there was no significant difference between the children and adults in the number of design sessions in which they chose to participate. After the design research on the prototype was complete, I interviewed the child participants who were in the online intergenerational design team to better understand their experiences. During the interviews, I found that the child participants had strong expectations of social interaction within the online design environment and were frustrated by the lack of seeing other participants online at the same time. In order to alleviate this problem, five of the participants involved their families in some way in the design process and created small, remote intergenerational design teams to compensate for the perceived shortcomings of the online environment. I compared Online Kidsteam with in-person Kidsteam to evaluate if the online environment was successful in supporting geographically-distributed, intergeneration co-design. I found that although it was not the same in terms of the social aspects of in-person Kidsteam, it was successful in its ability to include more people in the design process

    Multi-Touch Table for Enhancing Collaboration during Software Design

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    Encouraging collaborative software design through the use of Multi-touch interfaces has become increasingly important because such surfaces can accommodate more than one user concurrently, which is particularly useful for collaborative software design. This study investigated the differences in collaborative design among groups of students working in PC-based and Multi-touch table conditions to determine the potential of the Multi-touch table to increase the effectiveness of collaboration during software design. The literature includes several interesting studies reflecting the role of Multi-touch tables in enhancing collaborative activities. Research has found that Multi-touch tables increase group interaction and therefore increase the attainment of group goals. Although many research efforts have facilitated collaboration among users in software design using Unified Modelling Language (UML), these studies examined distributed collaboration and not face-to-face collaboration. However, existing research that studied facilitating co-located collaborative software design has some limitations such as using technologies that prevent parallel design activities. Collaborative software design using Multi-touch table has not been widely explored. A structured literature review revealed that no Multi-touch collaborative UML design tool is available. Thus, a Multi-touch enabled tool called MT-CollabUML was developed for this study to encourage students to work collaboratively on software design using UML in a co-located setting. Eighteen master’s level students enrolled in the Software Engineering for the Internet module were selected to participate in the study. The participants formed nine pairs. The experiment followed a counterbalanced within-subjects design where groups switched experiment conditions to ensure each group used the Multi-touch table and PC-based conditions. All collaborative UML diagramming activities were video recorded for quantitative and qualitative analysis. Results show that using the MT-CollabUML tool in the Multi-touch table condition enhanced the level of collaboration among the team members and increased their shared contribution. It also increased the equity of participation; the individuals contributed almost equally to the task, and single-person domination decreased in the Multi-touch condition. Results also show that the Multi-touch table encourages parallel-participative design where both group members work in a parallel manner to accomplish the final agreed-upon design. The analysis of verbal communication shows that both experiment conditions encouraged subjects to use collaborative learning skills

    Fallback Mechanisms for Connection Loss in Single-Page Web Applications

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    Fast-paced evolution of web technologies in both desktop and mobile devices has made browser environment a reckoned platform for almost any kind of application. The fact that more and more people are carrying efficient browsers in their pockets makes usage of web technologies more tempting and cost efficient solution even when creating business critical applications. The growth rate of mobile device usage has surpassed the rate in which new mobile network is built. The devices are also used in more distant locations where the data connection of the mobile network can be very limited or almost non-existent. This causes problems when using web applications, which are dependent on the connection to the server. Bad connectivity results in a degenerated user experience, since the application might be completely unusable when the connection is dropped. In this thesis we focus on how web developers could prepare the application for connection loss on the application level. The research is based on a case study, in which Päikky, an application from the kindergarten domain, is implemented with an offline support. The solutions done on the case study’s offline support implementation are evaluated with user interviews from a technical viewpoint and from the user experience perspective. The emphasis on the evaluation is that could the solutions be generalized as a design guidelines for offline support, and are the solutions understandable and usable for an average user. Based on the results of the research a set of design guidelines for offline support implementation are defined. The user experience flaws found in the user interviews are listed, and possible solutions for them are discussed. The essential results of this thesis indicate that connection issues are something that application should be prepared for, at least if the application is business critical. Even if there is no need for a full offline support, following the guidelines introduced will improve any web application’s user experience significantly

    Visual management in design management within a digital environment

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    Difficulties in managing the construction design process are strongly related to its nature, as a large number of interdependent decisions are involved, which need to be made by many different stakeholders, in an environment that has a high degree of uncertainty. Moreover, there is a growing use of digital tools to support design. Traditional communication approaches used in design management only partially comply with the requirements of digital contexts, and new methods and tools are necessary to address these challenges. Visual Management (VM) has the potential to increase process transparency in the design stage, in order to support collaboration and communication and facilitate the transfer of information. However, the literature on the implementation of VM to support design management is still scarce. Moreover, there is limited understanding of the connection between VM and information and communication technologies (ICT). This investigation aims to propose a set of requirements to support VM applications for design planning and control within digital contexts, which can potentially contribute to improving the effectiveness of VM. This set of requirements were initially identified within the literature, considering different fields of knowledge, and then refined in an empirical study that was developed in collaboration with an infrastructure design and consultancy company in the UK. The secondary objectives are (i) to devise a concept map connecting different VM constructs related to design management systems and (ii) to propose guidelines for the integration of Visual Management in design management within digital environment. The Design Science Research approach was the methodological approach adopted in this investigation, which involved incremental learning cycles for devising the artefact, carried out in three different projects. The main findings include (i) the definition of a set of VM requirements that are applicable to the context investigated in this research study; (ii) an assessment of the relevance of the requirements for different types of visual practices, hierarchical planning levels, and stakeholders that are involved; (iii) the identification of some current limitations and challenges of implementing digital VM in construction design. From a practical perspective, this set of requirements may guide practitioners and academics in devising and assessing digital VM practices.As dificuldades no gerenciamento de projeto são consequência da natureza do processo de projeto, o qual envolve um grande número de decisões interdependentes, que precisam ser tomadas por diversos stakeholders, em um ambiente com um alto grau de incerteza. Além disso, há um crescente uso de ferramentas digitais para apoiar o gerenciamento de projeto. As abordagens de comunicação tradicionais usadas no gerenciamento de projeto atendem apenas parcialmente aos requisitos dos contextos digitais, e novos métodos e ferramentas são necessários para enfrentar esses desafios. A gestão visual (GV) tem o potencial de aumentar a transparência do processo de projeto, permitir melhor colaboração e comunicação e facilitar a transferência de informações. No entanto, a literatura sobre a implementação de GV para apoiar a gestão de projetos ainda é escassa, e também há uma compreensão limitada da conexão entre GV e tecnologias de informação e comunicação (TIC). O principal objetivo deste trabalho de pesquisa é propor um conjunto de requisitos para apoiar aplicações de GV para planejamento e controle de projetos em contextos digitais, que podem contribuir potencialmente na maior eficácia de GV. Esse conjunto de requisitos foi inicialmente identificado na literatura, considerando diferentes áreas do conhecimento, e posteriormente refinado em um estudo empírico desenvolvido em colaboração com uma empresa de projeto e consultoria de infraestrutura no Reino Unido. Os objetivos secundários são: (i) elaborar um mapa conceitual relacionando diferentes conceitos de GV para sistemas de gestão de projetos, e (ii) propor diretrizes para a adoção de GV em gestão de projeto considerando contextos digitais. Design Science Research foi a abordagem metodológica adotada nesta investigação, através de ciclos de aprendizagem incrementais para a concepção do artefato, os quais foram realizados em três projetos diferentes. As principais contribuições incluem (i) definição de um conjunto de requisitos de GV aplicáveis ao contexto investigado nesta pesquisa; (ii) avaliação da relevância dos requisitos para diferentes tipos de práticas visuais, níveis hierárquicos de planejamento e stakeholders envolvidos; e (iii) identificação de algumas limitações e desafios na implementação da GV digital em projeto de construção. De uma perspectiva prática, esse conjunto de requisitos pode orientar profissionais e acadêmicos na elaboração e avaliação de práticas de GV digital
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