401,771 research outputs found
Axiomatic Design: 30 Years After
In 1977, Nam P Suh proposed a different approach to design research. Suh’s approach was different in that it introduced the notions of domains and layers in a 2-D design thinking and stipulated a set of axioms that describes what is a good design. Following Suh’s 2-D reasoning structure in a zigzagging manner and applying these axioms through the design process should enable the designer to arrive at a good design.
In this paper, we present our own experiences in applying Suh’s theories to software design, product design, organizational design, process design, and more in both academic and industrial settings. We also share our experience from teaching the Axiomatic Design theory to students at universities and engineers in industry, and draw conclusions on how best to teach and use this approach, and what results one can expect.
The merits of the design axioms are discussed based on the practical experiences that the authors have had in their application. The process developed around the axioms to derive maximum value (solution neutral environment, design domains, what-how relationship, zig-zag process, decomposition, and design matrices) is also discussed and some updates are proposed
Experience Designers and Their Roles as Researchers and Practitioners in the Academic and Commercial Fields
The employment of hacker/maker and design-based research practices in the academic research setting has afforded the design practitioner a means to participate in cutting-edge research, especially if the research outcome is product or service-oriented. Design research methodologies are sought out, but the acceptance of design-based research findings by the HCI community has only just come to maturity. Conferences such as ACM DIS1 attest to this, as well as design tracks in various conferences such as ACM CHI2 show that design research techniques and methodologies are making headways in the field. Still some believe that expectations from design research techniques should be curbed, yet also embraced for the novelty in approach it brings to problem-solving and interactivity development [1].
[1] W. Gaver, What should we expect from research through design?, in: Proceedings of the 2012 ACM annual conference on Human Factors in Computing Systems, CHI ’12, ACM, New York, NY, USA, 2012, pp. 937–946
Investigating affordances of virtual worlds for real world B2C e-commerce
Virtual worlds are three-dimensional (3D) online persistent multi-user environments where users interact through avatars. The literature suggests that virtual worlds can facilitate real world business-to-consumer (B2C) e-commerce. However, few real world businesses have adopted virtual worlds for B2C e-commerce. In this paper, we present results from interviews with consumers in a virtual world to investigate how virtual worlds can support B2C e-commerce. A thematic analysis of the data was conducted to uncover affordances and constraints of virtual worlds for B2C e-commerce. Two affordances (habitability and appearance of realness) and one constraint (demand for specialised skill) were uncovered. The implications of this research for designers are (1) to provide options to consumers that enable them to manage their online reputation, (2) to focus on managing consumers’ expectations and (3) to facilitate learning between consumers
Employee Attributions of the Why of HR Practices: Their Effects on Employee Attitudes and Behaviors, and Customer Satisfaction
The construct of Human Resource (HR) Attributions is introduced. We argue that the attributions that employees make about the reasons why management adopts the HR practices that it does have consequences for their attitudes and behaviors, and ultimately, unit performance. Drawing on the strategic HR literature, we propose a typology of five HR-Attribution dimensions. Utilizing data collected from a service firm, we show that employees make varying attributions for the same HR practices, and that these attributions are differentially associated with commitment and satisfaction. In turn, we show that these attitudes become shared within units and that they are related to unit-level organizational citizenship behaviors and customer satisfaction. Findings and implications are discussed
The Internet of Things Connectivity Binge: What are the Implications?
Despite wide concern about cyberattacks, outages and privacy violations, most experts believe the Internet of Things will continue to expand successfully the next few years, tying machines to machines and linking people to valuable resources, services and opportunities
Corporate ethical identity as determinant of firm performance : a test of the mediating role of stakeholder satisfaction
In this article, we empirically assess the impact of the Corporate Ethical Identity (CEI) on the firm's financial performance. Drawing on formulation of both normative and instrumental stakeholder theory, we argue that firms with a strong ethical identity achieve greater degree of stakeholder satisfaction, which in turn, positively influence the firms' financial performance. We further analyze two different dimensions of the CEI of firms: corporate revealed ethics and corporate applied ethics. Our results indicate that while revealed ethics has informational worth and enhance shareholder value, applied ethics has a positive impact through the improvement of stakeholder satisfaction. However, revealed ethics by itself (i.e. decoupled from ethical initiatives) is not sufficient to boost economic performance
Out-of-School Time Policy Commentary #1: Out-of-School Research Meets After-School Policy
The past five years have seen a ground swell in public attention and public policy aimed at increasing the availability of after-school programs for children and young teens during the "risk" hours when safety, supervision and homework are of top concern. Popularly called "after-school," these programs represent a new and growing variation on the broader group of out-of-school time programs and opportunities that have been around for decades -- programs ranging from youth orchestras to soccer leagues that reach children and older teens. What does research tell us about after-school programs? What outcomes are realistic? What practices are essential? What changes are measurable? How does the call for scientifically-based research fit into the picture? In the first of a series of policy briefs focused on out-of-school time issues, Deborah Vandell, a leading researcher on after-school programs, gives a walking tour of the research. Kerry Mazzoni, California Secretary of Education, shares her perspectives on how research influences policy
Automatic summarising: factors and directions
This position paper suggests that progress with automatic summarising demands
a better research methodology and a carefully focussed research strategy. In
order to develop effective procedures it is necessary to identify and respond
to the context factors, i.e. input, purpose, and output factors, that bear on
summarising and its evaluation. The paper analyses and illustrates these
factors and their implications for evaluation. It then argues that this
analysis, together with the state of the art and the intrinsic difficulty of
summarising, imply a nearer-term strategy concentrating on shallow, but not
surface, text analysis and on indicative summarising. This is illustrated with
current work, from which a potentially productive research programme can be
developed
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Research 2.0: How do we know about the users that do not tell us anything?
The OpenLearn initiative at the Open University offers free and open access to online material across a wide range of subjects. This material has been placed in on online environ- ment based on the Moodle learning environment together with additional tools for communicating with other users and creating knowledge maps. One of the design aims of the initiative was to be low barrier to access so all content is available without registration, though some tools and features will only work once registered. The result is that we are seeking to research a site that is publicly accessible and has a majority of users that do not iden- tify themselves, many of whom spend a short time on the site. As a further challenge the content itself is openly licensed using Creative Commons (http://creativecommons.org/) and can be taken and relocated on mirror servers, or accessed remotely through content feeds. The initiative has had to face this challenge and implemented a mixture of tracking, simplified surveys and the gathering of interesting stories. This approach has enabled us to spot interesting trends while remaining unsure about many of our users and their aims. The methods that we find we are using indicate a new style of research that can be related back to Web 2.0 as Research 2.0
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