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Auto-Generating Models From Their Semantics and ConstraintsPati, Tanumoy 20 August 2013 (has links)
Indiana University-Purdue University Indianapolis (IUPUI) / Domain-specific models powered using domain-specific modeling languages are traditionally created manually by modelers. There exist model intelligence techniques, such as constraint solvers and model guidance, which alleviate challenges associated with manually creating models, however parts of the modeling process are
still manual. Moreover, state-of-the-art model intelligence techniques are---in essence---reactive (i.e., invoked by the modeler). This thesis therefore provides two contributions to model-driven engineering
research using domain-specific modeling language (DSML). First, it discusses
how DSML semantic and constraint can enable proactive modeling, which is a form of model intelligence that foresees model transformations, automatically executes these model transformations, and prompts the modeler for assistance when necessary. Secondly, this thesis shows how we integrated proactive modeling into the Generic Modeling environment (GME). Our experience using proactive modeling shows that it can reduce modeling effort by both automatically generating required
model elements, and by guiding modelers to select what actions should be executed on the model.
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The Eudaimonic Tree Pilot: A Study of Public Engagement in Participatory Art at Three SitesJames, Olivia A 21 March 2022 (has links)
In times of crisis, what tools do planners and designers have to inspire a sense of well-being? How can we heal community through dialogue, recognizing the ongoing need for connection with or without a crisis? Are there ways to uncover unknown concerns and values in a community? The engagement approaches many planners and designers rely on do not typically aim to access these deeper questions in society. Surveys, public meetings and focus groups seek tangible results that target specific issues. They are often conducted out of context, taking the public out of the environment at issue to answer questions on a defined topic. What tools do professionals designing our urban environments have for discovering unknown issues in a more spontaneous and practice-based way in places where community exists?
Through the Eudaimonic Tree Pilot I explored these questions, using the framework of eudaimonia to guide my process. The objective of my study began with my desire to inspire a sense of well-being, eudaimonia, in my community during a time of great loneliness and mental health decline due to the ongoing COVID-19 pandemic. This historic moment left many people feeling disconnected and hopeless, exacerbating a national trend that started well before COVID (Ammar et al., 2021). In response, I produced three installations using trees in the landscape to offer the public a means of expression. Each tree housed a different prompt rooted in eudaimonic sentiments and blank note cards for public response. Their messages hung from tree limbs and became an embodiment of the collective consciousness.
This study of public engagement through participatory art unearthed profound implications for the planning and design fields. Some of the primary takeaways suggest that participatory art can catalyze community dialogue; spontaneity heightens co-creation; and highly co-created initiatives are likely to generate a eudaimonic effect. This process was led by results as they emerged, highlighting previously unknown resolutions and considerations. This heuristic, emergent methodology could be used more often by planning and design professionals as a means to perform design research that embraces the ephemeral and eudaimonic aspects of communities.
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Chatbots as Interaction Modality : An Explorative Design Study on Elderly Classical Music Concert Subscribers / Chatbotar som Interaktionsmodalitet : En Utforskande Designstudie på Äldre Konsertabonnenter av Klassisk MusikBerglund, Fredrik January 2017 (has links)
This thesis is a pilot study aimed at exploring how a chatbot can be designed to be used as a tool to give elderly classical music concert subscribers information about concerts they are attending. Previous works have indicated chatbots to be useful as information retrieval systems. To test this theory, a chatbot called “BerwaldBoten” was created and tested on eight elderly concert subscribers. Apart from testing the chatbot in everyday settings during a week leading up to a concert, the users also answered questionnaires before and after the study for qualitative data. Data from the chats was also collected for qualitative analysis. The results were generally positive, where most users found it easier to acquire concert information when using the chatbot. A need to provide the alternatives to interact using either quick reply buttons or free text was indicated. Furthermore, the importance of stating limitations and being transparent regarding the system state at all times is discussed. / Detta examensarbete är en pilotstudie med målet att utforska hur en chatbot kan designas för att användas av äldre konsertabonnenter av klassisk musik för att ge dem information om konserter. Tidigare forskning har visat på att chatbotar är användbara som informationshämtningsystem. För att testa denna teori skapades chatboten “BerwaldBoten” och testades på åtta äldre konsertabonnenter. Utöver att testa chatboten i vardagliga situationer under en vecka före en konsert fick användarna svara på frågeformulär före och efter studien för kvalitativ data. Data från chatkonversationerna samlades också in för kvalitativ analys. Resultaten var i överlag positiva, och en majoritet av användarna tyckte att det var enklare att erhålla information när de använde chatboten. Ett behov av att tillhandahålla alternativen att interagera antingen genom snabbsvarsknappar (quick reply buttons) eller fritext indikerades. Vidare diskuterades vikten av att förklara begränsningar och att alltid vara transparent om systemtillståndet.
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My Snus Handbook : Rethinking the lifestyle related to nicotine pouches / Min Snushandbok : Reflektera över livsstilen kring vitt snusHuhtala, Heikki January 2023 (has links)
The use of modern oral nicotine products (colloquially known as white snus or nicotine pouches) is increasing fast among youth and young women in Sweden. Due to aggressive marketing on social media, the colourful snus cans that contain nicotine pouches have become accessories that could be compared with lifestyle products (such as branded clothing, jewellery, or cosmetics). This collaborative design project aims to explore alternative approaches to education against modern nicotine products and to create a small-scale countermovement for the increasing white snus trend. During the project, we have used methods of human-centred design and visual communication in order to facilitate female snus users in reflecting on their own habits and rethinking the lifestyle around nicotine pouches. The project is done in collaboration with female university students who use white snus and two local tobacco control workers in the Region Kalmar län (Region Kalmar County).
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Making Energy Matter : Soma Design for Ethical Relations in Energy Systems / Att Göra Energi Meningsfullt : Somaestetisk Design för Etiska Relationer i EnergisystemÁsgeirsdóttir, Thórhildur January 2022 (has links)
This paper outlines a first-person engagement with energy systems and materiality and shows how somaesthetic design is one possible means by which we can cultivate and design for new ways of ethical being in relation to energy systems. The climate crisis does not afford a continued pace of our current technological design and development. There is a need to reframe our relationship to energy, particularly in a Western energy context, like Sweden, where we have plentiful access and no meaningful barriers to thoughtless use. Sustainable Interaction Design (SID) has attempted but fallen short of bringing forth meaningful interventions. This project argues that facilitating a new way of being in relation to energy will help us open an unexamined design space. Soma design is about designing ways of being in the world, but soma design as a method uses how we are in the world to find designerly ways of contributing to a transformational becoming. Through a deep engagement on the individual level, I did design work around energy system relations. Autobiographical design work revealed a trajectory of fatalism and extreme restriction to a slow loosening up – an opening into a more holistic relationship with energy. As the process unfolded, it became clear that sustainability is not a somaesthetic sensibility but that it can be appealed to via soma design methodology which reveals underlying notions and values that benefit sustainability. This contributed to a new understanding of how we relate to energy somatically and how we might tap into relational ethics in interaction design research and practice to encourage a felt sense for the materiality of energy. / Denna artikel skisserar ett förstapersonsengagemang med energisystem och materialitet och visar hur somaestetisk design är ett möjligt sätt genom vilket vi kan odla och designa för nya sätt att etiskt vara i relation till energisystem. Klimatkrisen har inte råd med en fortsatt takt i vår nuvarande tekniska design och utveckling. Det finns ett behov av att omformulera vårt förhållande till energi, särskilt i ett västerländskt energisammanhang, som Sverige, där vi har gott om tillgång och inga meningsfulla hinder för tanklös användning. Sustainable Interaction Design (SID) har försökt men misslyckats med att ta fram meningsfulla interventioner. Detta projekt argumenterar för att underlätta ett nytt sätt att vara i relation till energi kommer att hjälpa oss att öppna ett outforskat designutrymme. Soma design handlar om att designa sätt att vara i världen, men soma design som metod använder hur vi är i världen för att hitta designmässiga sätt att bidra till ett transformerande tillblivelse. Genom ett djupt engagemang på individnivå gjorde jag designarbete kring energisystemrelationer. Självbiografiskt designarbete avslöjade en bana av fatalism och extrem begränsning till en långsam uppluckring – en öppning till ett mer holistiskt förhållande till energi. Allt eftersom processen utvecklades blev det tydligt att hållbarhet inte är en somaestetisk känslighet utan att den kan tilltalas via soma designmetodik som avslöjar underliggande föreställningar och värderingar som gynnar hållbarhet. Detta bidrog till en ny förståelse för hur vi förhåller oss till energi somatiskt och hur vi kan utnyttja relationsetik i interaktionsdesignforskning och praktik för att uppmuntra en känsla för energins materialitet.
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On form thinking in knitwear designLandahl, Karin January 2013 (has links)
This licentiate thesis presents and discusses experimental explorations in search for new methods of form-thinking within the knitwear design process. The position of textile knitting techniques is somewhat ambiguous. This is because they are not only concerned with creating the textile material, but also with the form of the garment as these two are created in the same process. Consequently, the common perception of form and material as two separate design parameters can be questioned when it comes to knitting. Instead, we may view it as a design process that has a single design parameter; a design process in which the notion of form provides the conceptual foundation. Through conducting a series of design experiments using knitting and crochet techniques, the notion of form was explored from the perspective of the way in which we make a garment. The outcome of the experiments showed that there are possibilities for development of alternative working methods in knitwear design by viewing form in terms of topological invariants rather than as abstract geometrical silhouettes. If such a notion, i.e. a notion of a more concrete geometry, were to be implemented in the design process for knitwear, it would provide another link between action and expression that could deepen our understanding of the design potential of knitting techniques and provide the field with new expressions and gestalts.
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Making it Fun: Uncovering a Design Research Model for Educational Board Game DesignEvensen, Erik A. 11 September 2009 (has links)
No description available.
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Perceptions of Public Transportation with a focus on Older AdultsAtallah, Joelle 27 September 2011 (has links)
No description available.
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Where do beginner readers read in the English, mainstream primary school and where could they read?Dyer, Emma January 2018 (has links)
Where do beginner readers read in the English, mainstream primary school and where could they read? Emma Jane Dyer This thesis explores design for the beginner reader in Year One by evaluating existing spaces in the English primary school and imagining new ones. Three significant gaps identified in the literature of reading, the teaching of reading and school design are addressed: the impact of reading pedagogies, practices and routines on spatial arrangements for beginner readers inside and beyond the classroom; a theoretical understanding of the physical, bodily and sensory experience of the beginner reader; and the design of reading spaces by teaching staff. The study uses a design-oriented research methodology and framework proposed by Fällman. A designed artefact is a required outcome of the research: in this case, a child-sized, semi-enclosed book corner known as a nook. The research was organized in three phases. First, an initial design for the nook was created, based on multi-disciplinary, theoretical research about reading, school design and architecture. Secondly, empirical research using observation, pupil-led tours and interviews was undertaken in seven primary schools to determine the types of spaces where readers read: spaces that were often unsuitable for their needs. Thirdly, as a response to the findings of phases one and two, the nook was reconceived to offer a practical solution to poorly-designed furniture for reading in schools and to provoke further research about the ideal qualities of spaces for the beginner reader. The study demonstrates how the experience of the individual reader is affected by choices made about the national curriculum; by the size of schools and the spaces within them where readers can learn; by the design of classrooms by teachers; and by regulatory standards for teaching and non-teaching spaces. In developing a methodology that can stimulate and facilitate communication between architects, educators, policy-makers and readers, this thesis offers a valuable contribution to the ongoing challenge of improving school design for practitioners and pupils.
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Understanding Knowledge Needs And Processes In DesignVijaykumar, Gokula A V 05 1900 (has links)
In this knowledge economy, organizations are leveraging their competence through the knowledge they possess. Managing knowledge will potentially retain the competence held by the organization if knowledge generated across its projects and units is captured, structured and reused. Even though many tools and techniques are proposed in the literature to support these activities, their adoption in industry has been meagre. This may be due to development of tools without basing them on substantial and careful descriptive studies. This raises the following research issues: the knowledge processes and knowledge sources available in organizations and their characteristics need to be understood better. To address these gaps, following objectives are addressed in this research:
♦ To understand the specific needs and capability of the organization for capture and reuse of product development knowledge and
♦ To evaluate various alternative supports for capture and structure of relevant, evolving product development knowledge for reuse.
To address these objectives, two observational studies were conducted in the organizations. To get a broader picture about the knowledge processes occurring in the organization, a KRIT model is proposed which is an acronym for Knowledge of solutions-Requirements-Interactions-Tasks, in which interactions of the designers with people and tools play the central role in processing knowledge during design. The KRIT model is validated through the demonstration of the existence of its nodes and links.
From the observations it has been found that interactions ‘designer working with computer’, ‘two designers working with a computer’ and ‘two designers interacting with each other’ are most frequently occurred, and occupied most of the time during designing. Any tools to support knowledge capture and reuse should support these interactions such that capture and reuse can be intuitive and in-built in a natural way into a designer’s work habits. It is emphasized that there is a substantial need to increase the percentage of time spent by designers on capturing knowledge during the design process. This increase in time would lead to decrease in a designers’ time spent on knowledge acquisition and dissemination provided designers are capturing reusable knowledge.
To answer capture and reuse of knowledge in detail in the observational studies, a new taxonomy of knowledge is proposed. By linking the representations of argumentation, designer’s activities, and the artefact being designed, we argued that the expressiveness of this taxonomy is high compared to the others proposed in the literature. The taxonomy has three broad categories of knowledge: topics, classes, and activities. Based on the definitions of the factors used in the taxonomy and the analysis of the protocols, the factors in each group under each category are argued to be mutually exclusive. In order to study the links between the proposed categories and factors in the taxonomy of knowledge, a method for converting the questions and answers (from the protocol data) into a generic format is framed. The taxonomy is validated comprehensively, and is able to cover various stages of design.
Most of the designers’ time was spent working with a CAD package, in which most of the kinds of knowledge mentioned in the proposed taxonomy of knowledge was neither captured not reused. The important observations noted by comparing the knowledge captured in the preliminary study and the main study are as follows: Compared to the preliminary study, process related information and knowledge are captured higher in the main study. In the main study behavioural related content is captured more; whereas in the preliminary study structural content is captured more. The factors organization, usage, maintenance and sales captured in the preliminary study are not at all captured in the main study.
In order to assess the usefulness of the knowledge captured, the kinds of knowledge needs of designers were compared with the kinds of knowledge captured. The important observations about the knowledge needs are: Irrespective of the design stages, in almost 50% of the questions, designers interacted with others to know about old issues or proposals in both the studies. A designer’s time for designing would benefit considerably if the answers for these 50% of the old questions were captured and made available for retrieval in formal documents. In both the studies, proposals based questions played a vital role in the questions analyzed. It shows that considerable proportion of time was spent by the designers on validating, by asking questions, the answers known to them. In contrast to the preliminary study, the designers’ needs for process-related information or knowledge were much higher than that for product-related information or knowledge.
Comparing the generic questions obtained from the knowledge needs and knowledge captured reveals that only 14% and 26% with product related content and only 10% and 11.3% of the process based content asked by designers during designing were captured in the preliminary and the main study. These results show that there is a mismatch between knowledge captured and knowledge needed by the designers. This may be one of the primary reasons for the poor usage of documents in the organization. The generic questions generated from the questions asked by the designers and various documents will act as a guideline to the designers for what knowledge and information should and should not to be captured.
Due to restrictions in the observations, a questionnaire survey was conducted to achieve the objective to collect 10% of total number of employees’ perspectives about the issues considered in this research. The important observations from the analyses of the collected questionnaire are: Designers’ perceive all types of interactions as important and frequent for information generation and sharing. These results are contradictory to the personal observations in which only interactions ‘designer working with computer’ and ‘two designers working with a computer’ occurred frequently. This shows that designers are unable to identify the kinds of interaction which they perform in their daily activities. Due to this, the information processes occurring within these interactions are not perceptible to the designers. Designers perceive that they get the right information at the right time in only 4 or more out of 10 for most of the times. This perception illustrates there is substantial need for the development of support to satisfy the information needs of designers.
Analyses of the types of questions reveal that the question asking behavior of the designers is not static; the major share of questions falling under the category ‘question from answer given’ could be interpreted as: designers often do not frame exact questions to fulfil their requirements; they grab the opportunity to take as much as knowledge as possible during an interaction. Analyses of the types of answers reveal that designers gave more inferences on their answers in order to give a better response, which in turn should help reduce the number of questions subsequently asked especially in the protocol coded as ‘new answer’.
Two studies have been used to assess the effectiveness of seven tools for supporting knowledge capture and reuse. The important observations from the initial study are: Mobile E-Notes TakerTM is ranked higher because this equipment provides a blend of properties between the paper and computer. These observations stress the importance of features provided for knowledge generation, modification, capture and reuse in the system. The observations from analyzing the three top rated tools (Mobile E-Notes TakerTM, Tablet with viewing facility and Computer with RhinocerosTM CAD package) to understand influence of these tools on knowledge capture and reuse during conceptual designing are: The differences observed in the percentage of capture between the usage of the three tools demonstrate that tools have an influence on the knowledge capture activity. Even though none of the three tools capture adequate knowledge during designing, Mobile e-Notes TakerTM seems to be the best tool for capture compared to the other two tools, both in the original and redesign experiments.
These results suggest that some other mechanisms should be added to these tools so that their effectiveness of capturing could be increased. One mechanism is to incorporate the proposed KRIT model and the taxonomy of knowledge during designing. This integration will be one of the good mechanisms to aid knowledge capture and reuse, because the knowledge capture will occur along with the knowledge creation process. We believe that through this integration the purpose to enhance the knowledge capture and reuse during the design process will be achieved.
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