413,123 research outputs found

    PRINCIPLES OF METADESIGN Processes and Levels of Co-Creation in the New Design Space

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    In the tight of the material and cultural conditions of the present world and within the context of current design theories, this research aims to provide an understanding of Metadesign as emerging design cutture, and to integrate and advance its conceptual framework and principles through a tra nsdisci pli nary dialogue with the aesthetics and practice of Net Art. By rejecting the notion of Metadesign as an established design approach and practice, the creation of an etymological hypothesis based on the meanings of the prefix "-meta" (behind, together, between) becomes possible. Following this historical and cultural path, the research describes theories, frameworks and practices of Metadesign that have occurred in art, culture and media since the 1980s, in fields, such as, graphic design, industrial design, software engineering, information design, interaction design, biotechnotogical design, telecommunication art, experimental aesthetics, and architecture. The comparison and integration of all these approaches and viewpoints attows the identification of some design trends. More significantly, however, such an analysis enables the deconstruction of clusters of concepts and the production of a map of coherent etements. The anticipatory, participatory and sociotechnical issues raised 4 by the emerging and interconnected concepts that underlie Metadesign can be articulated and summarized in a three-fotd path based on the initial epistemological hypothesis. This can be characterized by three specific terms: 1) behind (designing design); 2) with (designing together); 3) betweenlamon3 (designing the "inbetween "). Interactive Art practitioners and theorists, both at an aesthetic and practical level, also share concerns about interaction, participation and co-creation. Compared to more financially oriented fields, Interactive Art, and collaborative practices of Net Art specificalty, have been We to answer to the new materiat and existentiat condition outlined by interconnectivity with a more dismantling experimentalism. The insights and advances they have produced in relation to the embodied and intersubjective dimension of human experience and creativity are stilt to be fully explored. Such insights can significantly fortify the three-fold path elaborated by this research, particutarty the third fo(d, which is concerned with the design of the 0rinbetween ". Focusing on collaborative systems for graphical interaction, as more suitable to the goal of understanding basic embodied and intersubjective processes of co-creation, the research identifies and analyses three projects of Net Art as case studies (GL&n6rateur Po*i 6tique, Open Studio, SITO Synergy Gridcosm). The results of these case studies provide an understanding of the experience of co-creation, a grasp of motivationat paths to co-creation, and a description of the features of the computationat environment which can sustain co-creation

    Software Simulates Sight: Flat Panel Mura Detection

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    In the increasingly sophisticated world of high-definition flat screen monitors and television screens, image clarity and the elimination of distortion are paramount concerns. As the devices that reproduce images become more and more sophisticated, so do the technologies that verify their accuracy. By simulating the manner in which a human eye perceives and interprets a visual stimulus, NASA scientists have found ways to automatically and accurately test new monitors and displays. The Spatial Standard Observer (SSO) software metric, developed by Dr. Andrew B. Watson at Ames Research Center, measures visibility and defects in screens, displays, and interfaces. In the design of such a software tool, a central challenge is determining which aspects of visual function to include while accuracy and generality are important, relative simplicity of the software module is also a key virtue. Based on data collected in ModelFest, a large cooperative multi-lab project hosted by the Optical Society of America, the SSO simulates a simplified model of human spatial vision, operating on a pair of images that are viewed at a specific viewing distance with pixels having a known relation to luminance. The SSO measures the visibility of foveal spatial patterns, or the discriminability of two patterns, by incorporating only a few essential components of vision. These components include local contrast transformation, a contrast sensitivity function, local masking, and local pooling. By this construction, the SSO provides output in units of "just noticeable differences" (JND) a unit of measure based on the assumed smallest difference of sensory input detectable by a human being. Herein is the truly amazing ability of the SSO, while conventional methods can manipulate images, the SSO models human perception. This set of equations actually defines a mathematical way of working with an image that accurately reflects the way in which the human eye and mind behold a stimulus. The SSO is intended for a wide variety of applications, such as evaluating vision from unmanned aerial vehicles, measuring visibility of damage to aircraft and to the space shuttles, predicting outcomes of corrective laser eye surgery, inspecting displays during the manufacturing process, estimating the quality of compressed digital video, evaluating legibility of text, and predicting discriminability of icons or symbols in a graphical user interface

    Evaluation of an anthropomorphic user interface in a travel reservation context and affordances

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    This paper describes an experiment and its results concerning research that has been going on for a number ofyears in the area of anthropomorphic user interface feedback. The main aims of the research have been to examine theeffectiveness and user satisfaction of anthropomorphic feedback in various domains. The results are of use to all interactivesystems designers, particularly when dealing with issues of user interface feedback design. There is currently somedisagreement amongst computer scientists concerning the suitability of such types of feedback. This research is working toresolve this disagreement. The experiment detailed, concerns the specific software domain of Online Factual Delivery in thespecific context of online hotel bookings. Anthropomorphic feedback was compared against an equivalent non-anthropomorphicfeedback. Statistically significant results were obtained suggesting that the non-anthropomorphic feedback was more effective.The results for user satisfaction were however less clear. The results obtained are compared with previous research. Thissuggests that the observed results could be due to the issue of differing domains yielding different results. However the resultsmay also be due to the affordances at the interface being more facilitated in the non-anthropomorphic feedback

    Intangible trust requirements - how to fill the requirements trust "gap"?

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    Previous research efforts have been expended in terms of the capture and subsequent instantiation of "soft" trust requirements that relate to HCI usability concerns or in relation to "hard" tangible security requirements that primarily relate to security a ssurance and security protocols. Little direct focus has been paid to managing intangible trust related requirements per se. This 'gap' is perhaps most evident in the public B2C (Business to Consumer) E- Systems we all use on a daily basis. Some speculative suggestions are made as to how to fill the 'gap'. Visual card sorting is suggested as a suitable evaluative tool; whilst deontic logic trust norms and UML extended notation are the suggested (methodologically invariant) means by which software development teams can perhaps more fully capture hence visualize intangible trust requirements

    Pedagogy Embedded in Educational Software Design: Report of a Case Study

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    Most educational software is designed to foster students' learning outcomes but with little consideration of the teaching framework in which it will be used. This paper presents a significantly different model of educational software that was derived from a case study of two teachers participating in a software design process. It shows the relationship between particular elements of the teachers' pedagogy and the characteristics of the software design. In this model the 'classroom atmosphere' is embedded in the human-computer interface scenarios and elements, the 'teaching strategy' in the design of the browsing strategies of the software, and the 'learning strategy' in the particular forms of interaction with the software. The model demonstrates significant links between the study of Pedagogy and the study of Information Technology in Education and has implications for the relationship between these two areas of research and consequently for teacher training. The model proposes a perspective on educational software design that takes into consideration not only learning theories, but also teaching theories and practice

    Specifications in relation to the reasonable adjustment of general qualifications : report on consultation responses

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