185,248 research outputs found

    Continuity in cognition

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    Designing for continuous interaction requires designers to consider the way in which human users can perceive and evaluate an artefact’s observable behaviour, in order to make inferences about its state and plan, and execute their own continuous behaviour. Understanding the human point of view in continuous interaction requires an understanding of human causal reasoning, of the way in which humans perceive and structure the world, and of human cognition. We present a framework for representing human cognition, and show briefly how it relates to the analysis of structure in continuous interaction, and the ways in which it may be applied in design

    Comparison of RDBMS, OODBMS and ORDBMS

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    The presentation of the similarities and differences between relational modeling of data and the object oriented modeling of data is of great importance both for data base designers and for users. By being well acquainted with the relational model and by noting the similarities and differences between the two approaches to data modeling, designers will be able to turn into account and to make use of the already acquired experience as an important basis for understanding and learning the methodology of designing object oriented databases. At the time if designers know the similarities and differences between these two approaches they have the possibility to convert a relational model into an object oriented model and inverselyRDBMS, OODBMS and ORDBMS comparatively

    Considering the Cultural Issues of Web Design in Implementing Web-Based E-Commerce for International Customers

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    The web design for international e-commerce sites is becoming an increasingly important issue. This paper addresses issues about cultural differences in web design and designers’ views. The summary of research work includes understanding of designers’ attitudes and approaches in designing web sites for different countries. Some suggestions about important aspect of localized design are made from case studies conducted during this research

    Designing with and for others

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    The paper argues that as designers are increasing designing with others and design for others it is important for them to be skilled in intercultural communication and be aware of the effects of their practices, including the ways others are represented in the objects they produce. We will use an international project to upcoming designers’ reflection on their practices while working with others and designing for others. We conclude that although the project provided them with an opportunity to experience working across cultures it is questionable as to whether they gained an understanding of the principles that contribute to enhancing intercultural communication

    Workplace Surfaces as Resource for Social Interactions

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    Space and spatial arrangements play an important role in our everyday social interactions. The way we use and manage our surrounding space is not coincidental, on the contrary, it reflects the way we think, plan and act. Within collaborative contexts, its ability to support social activities makes space an important component of human cognition in the post-cognitive era. As technology designers, we can learn a lot by rigorously understanding the role of space for the purpose of designing collaborative systems. In this paper, we describe an ethnographic study on the use of workplace surfaces in design studios. We introduce the idea of artful surfaces. Artful surfaces are full of informative, inspirational and creative artefacts that help designers accomplish their everyday design practices. The way these surfaces are created and used could provide information about how designers work. Using examples from our fieldwork, we show that artful surfaces have both functional and inspirational characteristics. We indentify four types of artful surfaces: personal, shared, project-specific and live surfaces. We believe that a greater insight into how these artful surfaces are created and used could lead to better design of novel display technologies to support designers' everyday work

    ANALYZING WORLD EVOLUTION AND ITS EFFECTS ON URBAN DESIGNING

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    Our society's modalities of communication and hence our cities have been rapidly changed due to emergence of several revolutions most lately the digital one. In fact, recently with emergence of the fluid, responsive, kinetic, data-driven worlds of infoscape and its combination with urban landscape, urban designing faces a radical reshuffling of a number of its principal underpinnings. It seems that once again we as urban designers in order to catch up with the current world's situation need to evolve or in better words to re-ontologize concepts of urban designing for twenty-first century. Therefore; in this paper for better understanding of the main characteristics of current changes we try to identify the effects of new actors on urban structures trough analysis of different evolution phases of our cities. To do so we make a diagram called "Evolutionary Trend" trough which we can trace world's evolution history to help us know where we are and what may happen in coming decades. This "evolutionary trend" can be used as a guideline for urban designers to help them navigate better in future.Evolutionary Trend, Urban Evolution, Infospherization, Softerial Era, Digital revolution

    Understanding the Furniture Design Process in Ghana

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    The transformation of information technology now make more employees transacting business indoors this make the use of furniture pieces for longer periods of time and demand complex furniture design. However, complexity could be solved if furniture pieces are well designed through well structured furniture designing process in Ghana. But, little attention is paid to it until just before it is needed. Design process in general is a link of actives involved in solving problems, creating something new, or transforming less desirable situations to preferred situations. To do this, the furniture designers must know how these process work and why. Understanding how furniture design process work and why it is important for furniture designers. This is the purpose of the study. The paper outlines a standard framework for furniture design process. These frameworks clarify the meaning of theory and outline the process. It explains the nature and uses of theory as a general concept to solve complex furniture designing problems. It proposes five potential stages which gives sufficient information for furniture design process, with typical examples. Keywords: furniture design process, understanding, complex, framewor

    Using learning design as a framework for supporting the design and reuse of OER

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    The paper will argue that adopting a learning design methodology may provide a vehicle for enabling better design and reuse of Open Educational Resources (OERs). It will describe a learning design methodology, which is being developed and implemented at the Open University in the UK. The aim is to develop a 'pick and mix' learning design toolbox of different resources and tools to help designers/teachers make informed decisions about creating new or adapting existing learning activities. The methodology is applicable for designers/teachers designing in a traditional context – such as creation of materials as part of a formal curriculum, but also has value for those wanting to create OERs or adapt and repurpose existing OERs. With the increasing range of OERs now available through initiatives as part of the Open Courseware movement, we believe that methodologies, such as the one we describe in this paper, which can help guide reuse and adaptation will become increasingly important and arguably are an important aspect of ensuring longer term sustainability and uptake of OERs. Our approach adopts an empirically based approach to understanding and representing the design process. This includes a range of evaluation studies (capturing of case studies, interviews with designers/teachers, in-depth course evaluation and focus groups/workshops), which are helping to develop our understanding of how designers/teachers go about creating new learning activities. Alongside this we are collating an extensive set of tools and resources to support the design process, as well as developing a new Learning Design tool that helps teachers articulate and represent their design ideas. The paper will describe how we have adapted a mind mapping and argumentation tool, Compendium, for this purpose and how it is being used to help designers and teachers create and share learning activities. It will consider how initial evaluation of the use of the tool for learning design has been positive; users report that the tool is easy to use and helps them organise and articulate their learning designs. Importantly the tool also enables them to share and discuss their thinking about the design process. However it is also clear that visualising the design process is only one aspect of design, which is complex and multi-faceted
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