34 research outputs found

    Clarity from Confusion: Using Intended Interactions to Design Information Systems

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    Two tools are described that help designers visualize the structure of a system in the requirements phase of a project. First, a matrix is constructed that represents the tendency of components to interact. The matrix is derived from sequence diagrams, which in turn are based on textual scenarios. This interaction matrix is transformed into a structure plot of the system, showing a graph of the essential connections between actors. Second, this same matrix is used to generate a sequence plot: a sequence diagram optimized for problem-solving. We illustrate the effectiveness of this approach, first with a simulation study, and later with a participant-based study of inference from diagrams. The results suggest that a similarity-based approach to information systems design can generate new testable tools. Pragmatically, the tools help novices and experts alike by automatically generating candidate system configurations in the form of structural diagrams, and by generating better sequence diagrams

    The Spatial Nature of Thought: Understanding Systems Design Through Diagrams

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    Design entails the interaction of minds and the tools used to express the design, notably, diagrams. Systems designers use the affordances of the page when they generate structural diagrams of systems. Specifically, they use proximity to augment connectedness (path) information by grouping subsystems. They use horizontal position on the page to express sequence and vertical position to reflect actual spatial position. Finally, they use the permanence of diagrams to generate alternative designs. These conclusions were reached through the analysis of work by student designers, many of whom were practicing information technology professionals. The analysis of designs in topological and Euclidean space required the creation of computational tools that show promise as decision aids for designers, by separating the intertwined qualities of topological and Euclidean space, and by making visible the conceptual similarity of design alternatives

    Matching Mechanisms to Situations Through the Wisdom of the Crowd

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    Designing a system often begins with matching existing solutions to current problems. Specifically, integration mechanisms are mapped onto situations. Novices are not good at this task, and experts are rare. Could crowdsourcing, that is, aggregating the suggestions of individuals working independently, be effective? Two experiments, one with design students in a classroom, and another with participants on the web, demonstrated that the crowd possesses wisdom about how to match mechanisms to situations. Participants also categorized situations, and those who name their categories were better at matching than those who didn’t. The results have pragmatic implications, suggesting it is possible to crowdsource design, and providing new ways of eliciting, testing, and training expertise. More generally, the paper suggests a new model for information system design based on analogical mapping
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