Values in Architecture a New Design Paradigm: Monist Submission 8Th April 2008 Ian Ritchie
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Exploring the Design Potential of Wearable Technology and Functional Fashion Design
Wearable Technology and Functional Fashion 1 Exploring the Design Potential of Wearable Technology and Functional Fashion Design By Jensin Wallace BFA, Textile Design, Rhode Island School of Design Submitted to the Graduate School of the University of Cincinnati Masters of Design School of Design, Art, Architecture and Planning 2014 Wearable Technology and Functional Fashion 2 Phyllis Borcherding Abstract Wearable technology is a growing field at the intersection of fashion and technology. Apparel and technology designers are unsure of how best to merge the strengths of their independent fields to create products that can be easily integrated into an individual’s lifestyle. The aim of this research is to create a conceptual framework that combines functional apparel design values with interaction design values in a model that could theoretically be used inter- disciplinary for the future development of wearable technology products. ProJect-based research was conducted to create a wearable technology prototype that explored the potential of a multifunctional and technologically enabled knitted garment. The framework was developed using the findings from this process with an emphasis on user centered design techniques. Wearable Technology and Functional Fashion 3 Table of Contents Introduction…………………………………………………………………………………......................................………4 Methodology……………………………………………………………………………………………………………………….......5 1 Interdisciplinary Boundaries………………………………………………………………………….……………………….7 1.1 Technology in Everyday Life 1.2 Knitwear: -
Data-Driven and Model-Based Design
Data-Driven and Model-Based Design Stavros Tripakis Aalto University and University of California, Berkeley Abstract—This paper explores novel research directions arising the AI system, we must also trust its LECs. However, today’s from the revolutions in artificial intelligence and the related fields machine learning systems are highly unpredictable [66]. Pro- of machine learning, data science, etc. We identify opportunities totyping such systems may seem quick and easy, but it incurs a for system design to leverage the advances in these disciplines, as well as to identify and study new problems. Specifically, we high cost, called technical debt [58]. These problems are not propose Data-driven and Model-based Design (DMD) as a new theoretical. Numerous traffic violations, accidents, and even system design paradigm, which combines model-based design human casualties have resulted as the fault of LECs. It is with classic and novel techniques to learn models from data. therefore correctly and widely recognized that AI systems are not dependable [23]. Index Terms—System design, formal methods, machine learn- ing, verification, synthesis How to achieve dependability of LECs? “Manual” reason- ing about these systems is prohibitive. Systems like neural I. INTRODUCTION networks become incomprehensible as their size grows [59]. Moreover, using a trial-and-error approach (testing) does not A. Artificial Intelligence scale [38]. Computers and an abundance of data from all sorts of We argue that we need rigorous, formal modeling and sources are revolutionizing many fields of science and tech- verification techniques, in order to nology, from biology and medicine, to astronomy and the 1) model AI systems, and in particular their LECs; social sciences. -
The American Lawn: Culture, Nature, Design and Sustainability
THE AMERICAN LAWN: CULTURE, NATURE, DESIGN AND SUSTAINABILITY _______________________________________________________________________________ A Thesis Presented to the Graduate School of Clemson University _______________________________________________________________________________ In Partial Fulfillment of the Requirements for the Degree Master of Landscape Architecture _______________________________________________________________________________ by Maria Decker Ghys May 2013 _______________________________________________________________________________ Accepted by: Dr. Matthew Powers, Committee Chair Dr. Ellen A. Vincent, Committee Co-Chair Professor Dan Ford Professor David Pearson ABSTRACT This was an exploratory study examining the processes and underlying concepts of design nature, and culture necessary to discussing sustainable design solutions for the American lawn. A review of the literature identifies historical perceptions of the lawn and contemporary research that links lawns to sustainability. Research data was collected by conducting personal interviews with green industry professionals and administering a survey instrument to administrators and residents of planned urban development communi- ties. Recommended guidelines for the sustainable American lawn are identified and include native plant usage to increase habitat and biodiversity, permeable paving and ground cover as an alternative to lawn and hierarchical maintenance zones depending on levels of importance or use. These design recommendations form a foundation -
Communication Design: Material Artefact, Immaterial Influence Culture–Practice–Discourse: a Theoretical Framework for A
Volume 15 Paper 04 SMT VOLUME 15 ASTRACT KEY WORDS Communication Design: Material Communication design is a purposeful activity that and culturally produced it can also be conceived as a Communication Design, Artefact, Immaterial Influence involves human subjects and relations, is tied to action, discourse. This paper considers the relationship between Practice, Culture, Discourse, representation and is context-bound. Furthermore, design culture, practice, and discourse and proposes an PAPER 04 Production, Critical ‘effective’ communication design can be understood as emergent theoretical framework for critically reflecting on Culture–practice–discourse: Practice, Theory accomplishing its purpose in having a desired influence on communication design as a discursive practice—a practice a theoretical framework an individual’s belief, values, behaviour, or action, and is that both shapes and is shaped by culture and wider for a critical approach a basic concern of the design practitioner. In this regard, discourses, that is both regulated and has the potential to to communication design design practice knowledge—‘practice’ meaning both transform its operations. professional situations and preparing for such situations AUTHOR Veronika Kelly by increasing expertise—can be conceived as being created in and by a particular culture, at the same time that it also creates culture. As design practice knowledge is socially Culture–practice–discourse: a theoretical framework for a critical approach to communication design Volume 15 Paper 04 INTRODUCTION world’. As ‘culture’, ‘practice’ and ‘discourse’ can be understood differently, taking into consideration 1 – In this paper the terms Communication design1 that is ‘effective’ in achieving the scholarship of Michel Foucault, Donald Schön, ‘communication design’ and its purpose can be conceived as having a desired and Norman Fairclough helps inform examination ‘design’ are used interchangeably. -
Design Reinvention for Culturally Influenced Textile Products: Focused on Traditional Korean Bojagi Textiles
This is a repository copy of Design Reinvention for Culturally Influenced Textile Products: Focused on Traditional Korean Bojagi Textiles.. White Rose Research Online URL for this paper: http://eprints.whiterose.ac.uk/89265/ Version: Accepted Version Article: Shin, MJ, Cassidy, T and Moore, EM (2015) Design Reinvention for Culturally Influenced Textile Products: Focused on Traditional Korean Bojagi Textiles. Fashion Practice, 7 (2). 175 - 198. ISSN 1756-9370 https://doi.org/10.1080/17569370.2015.1045354 Reuse Unless indicated otherwise, fulltext items are protected by copyright with all rights reserved. The copyright exception in section 29 of the Copyright, Designs and Patents Act 1988 allows the making of a single copy solely for the purpose of non-commercial research or private study within the limits of fair dealing. The publisher or other rights-holder may allow further reproduction and re-use of this version - refer to the White Rose Research Online record for this item. Where records identify the publisher as the copyright holder, users can verify any specific terms of use on the publisher’s website. Takedown If you consider content in White Rose Research Online to be in breach of UK law, please notify us by emailing [email protected] including the URL of the record and the reason for the withdrawal request. [email protected] https://eprints.whiterose.ac.uk/ Design Reinvention for Culturally Influenced Textile Products: focused on traditional Korean bojagi textiles Meong Jin Shin, Tom Cassidy and E.M. Moore Dr. Meong Jin Shin is a researcher working with Tom Cassidy who is a professor in the School of Design, University of Leeds and Edel Moore is a lecturer in the same department. -
Graphic Design in the Postmodern Era
Graphic Design in the Postmodern Era By Mr. Keedy This essay was based on lectures presented at FUSE 98, San Francisco, May 28, and The AIGA National Student Design Conference, CalArts, June 14, 1998. It was first published in 1998 in Emigre 47. Any discussion of postmodernism must be preceded by at least a provisional definition of modernism. First there is modernism with a capital "M," which designates a style and ideology and that is not restricted to a specific historical moment or geographical location. Modernist designers from the Bauhaus in Germany, the De Style in Holland, and Constructivism in Russia, share essentially the same Modernist ideology as designers like Paul Rand, Massimo Vignelli, and Eric Spiekermann. Its primary tenet is that the articulation of form should always be derived from the programmatic dictates of the object being designed. In short, form follows function. Modernism was for the most part formed in art schools, where the pedagogical strategies were developed that continue to this day in design schools. It is a formalist, rationalist, visual language that can be applied to a wide range of circumstances. All kinds of claims can and have been made in an effort to keep Modernism eternally relevant and new. The contradiction of being constant, yet always new, has great appeal for graphic designers, whose work is so ephemeral. Then there is the modern, with a small "m." It is often confused with Modernism with a big M, but being a modern designer simply means being dedicated to working in a way that is contemporary and innovative, regardless of what your particular stylistic or ideological bias may be. -
Requirements Engineering Challenges in Building AI-Based Complex Systems
Requirements Engineering Challenges in Building AI-Based Complex Systems Hrvoje Belani Marin Vuković, Željka Car IT Division Faculty of Electrical Engineering and Computing Ministry of Health University of Zagreb Zagreb, Croatia Zagreb, Croatia [email protected] {marin.vukovic; zeljka.car}@fer.hr Abstract—This paper identifies and tackles the challenges of Based on the discussion, the RE4AI (“RE for AI”) taxono- the requirements engineering discipline when applied to devel- my has been outlined, considering to be useful to inform the opment of AI-based complex systems. Due to their complex be- tailoring of AI development process. The elements of the tax- haviour, there is an immanent need for a tailored development onomy have been recognized from the AI field – data, model process for such systems. However, there is still no widely used and system, and aligned with the typical RE activities. The and specifically tailored process in place to effectively and effi- ciently deal with requirements suitable for specifying a software purpose of the proposed taxonomy is to help practitioners and solution that uses machine learning. By analysing the related researchers to focus on certain challenges upfront and tailor work from software engineering and artificial intelligence fields, their AI research approaches and development processes ac- potential contributions have been recognized from agent-based cordingly. software engineering and goal-oriented requirements engineering This work has been partly motivated by [3] as well as the research, as well as examples from large product development first author’s participation in [4]. Method and settings are pre- companies. The challenges have been discussed, with proposals sented in section II, while section III provides an overview of given how and when to tackle them. -
Building Agents with Agents and Patterns
Building Agents with Agents and Patterns L. Sabatucci (1), M. Cossentino (2,3), S. Gaglio (1,2) (1) DINFO - Dipartimento di Ingegneria Informatica, Università degli Studi di Palermo - Viale delle Scienze, 90128 Palermo, Italy (2) Istituto di Calcolo delle Reti ad Alte Prestazioni, Consiglio Nazionale delle Ricerche; ( 3 ) SET - Université de Technologie Belfort-Montbéliard - 90010 Belfort cedex, France [email protected]; [email protected]; [email protected] are strategies helping people to find their way through Abstract—The use of design patterns proved successful in complex situations by applying ready solution to solve lowering the development time and number of errors when difficult problems. Also they help in diagnosing, revising, producing software with the object-oriented paradigm. Now the and improving a group's work [11][14]. need for a reuse technique is occurring for the emergent agent paradigm, for which a great effort is currently spending in x Patterns improve software maintenance: a project methodology definitions. In this work we present our experiences obtained with patterns reuse is robust and simpler to in the identification, description, production and use of agents modify with respect to traditional projects [19]. patterns. A repository of patterns was enriched during these years so to request a classification criteria and a documentation Our definition of pattern come from traditional object- template useful to help user during the selection. oriented design patterns, revised for the agent paradigm. In particular we use an ontological approach, strongly influenced Index Terms—Multiagent systems, patterns, reuse models and tools. by the study of multi-agent system (MAS) meta-models. -
Culturalistic Design: Design Approach to Create Products
CULTURALISTIC DESIGN: DESIGN APPROACH TO CREATE PRODUCTS FOR SPECIFIC CULTURAL AND SUBCULTURAL GROUPS Except where reference is made to the work of others, the work described in this thesis is my own or was done in collaboration with my advisory committee. This thesis does not include proprietary or classified information. Brandon J. Allen Certificate of Approval: Bret Smith Tin Man Lau, Chair Professor Professor Industrial Design Industrial Design Tsai Lu Liu George T. Flowers Assistant Professor Dean Industrial Design Graduate School CULTURALISTIC DESIGN: DESIGN APPROACH TO CREATE PRODUCTS FOR SPECIFIC CULTURAL AND SUBCULTURAL GROUPS Brandon J. Allen A Thesis Submitted to the Graduate Faculty of Auburn University in Partial Fulfillment of the Requirements for the Degree of Master of Industrial Design Auburn, Alabama May 9, 2009 CULTURALISTIC DESIGN: DESIGN APPROACH TO CREATE PRODUCTS FOR SPECIFIC CULTURAL AND SUBCULTURAL GROUPS Brandon J. Allen Permission is granted to Auburn University to make copies of this thesis at its discretion, upon request of individuals or institutions and at their expense. The author reserves all publication rights. Signature of Author Date of Graduation iii THESIS ABSTRACT CULTURALISTIC DESIGN: DESIGN APPROACH TO CREATE PRODUCTS FOR SPECIFIC CULTURAL AND SUBCULTURAL GROUPS Brandon J. Allen Master of Industrial Design, May 9, 2009 (B.I.D., Auburn University, 2005) 93 Typed Pages Directed by Tin Man Lau Designers have a unique process for solving problems commonly referred to as design thinking. Design thinking, especially on a cultural level can be used to tackle a wide range of creative and business issues. Design thinking with true cultural infusion is known as “Culturalistic Design”, and can have profound and varying effects on product designs. -
Collaboration Design: Impact Factor of Cross- Culture
Collaboration Design: Impact Factor of Cross- Culture A Case Study of Design Background Student and Handicraftsman of Taiwan Indigenous Tien-Li Chen *, Man- Li Huang** * College of Design Graduate Institute of Design Doctoral Program NTUT, [email protected] ** College of Design Graduate Institute of Design Doctoral Program NTUT, [email protected] Abstract: This article looks at impact factors of cross culture in collaboration Design. The collaboration of 7 students with design backgrounds and 7 handicraftsman who have knowledge of production to develop cultural goods, cultural elements applied to the design mode. Taiwan in recent years has actively promoted cultural and creative industries in various places with Taiwan Indigenous Peoples, especially the most notable achievement is the Paiwan craft art. The team in July 2012 through a participatory design process, and cross cultural collaboration produced 10 works. These will be the study sample for in depth analysis of the collaborative process mode. This study adopted the methods such as documentary analysis, in depth interviews and participant observation that attempt to construct a model of cross cultural collaboration and cultural elements applications. Lastly model as cross cultural collaborative design interactive reference. The research significantly provides the lessons and suitable models emphasized on the transformation and development of cultural and creative industries especially for aboriginal craftsmen and government. Key words: Collaboration, Cross- Culture, Taiwan Indigenous, Cultural Product, Impact Factor 1. Introduction In traditional design education, students tend to achieve their goals through the design process, with a lack of understanding of the culture. There needs to be respect for the point of view of the cultural and ethnic culture as value-added elements, you need to be more careful with the use of culture. -
Information Systems Foundations: the Role of Design Science
Information Systems Foundations: The role of design science Information Systems Foundations: The role of design science Dennis N. Hart and Shirley D. Gregor (Editors) THE AUSTRALIAN NATIONAL UNIVERSITY E P R E S S E P R E S S Published by ANU E Press The Australian National University Canberra ACT 0200, Australia Email: [email protected] This title is also available online at: http://epress.anu.edu.au/is_foundations_citation.html National Library of Australia Cataloguing-in-Publication entry Author: Information Systems Foundations (‘The role of design science’) Workshop (2008 : Canberra, A.C.T.) Title: Information systems foundations : the role of design science / edited by Shirley D. Gregor and Dennis N. Hart. ISBN: 9781921666346 (pbk.) ISBN: 9781921666353 (eBook) Notes: Workshop held at the Australian National University in Canberra from 2-3 October, 2008. Includes bibliographical references. Subjects: Management information systems--Congresses. Information resources management--Congresses. System design--Congresses. Other Authors/Contributors: Gregor, Shirley Diane. Hart, Dennis N. Dewey Number: 658.4038 All rights reserved. No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means, electronic, mechanical, photocopying or otherwise, without the prior permission of the publisher. Cover design by Teresa Prowse Cover ilustration by Jackson Gable Printed by Griffin Press This edition © 2010 ANU E Press Contents Preface . ix Philosophical Foundations 1 . Identification-interaction-innovation: a phenomenological basis for an information services view . 3 Dirk Hovorka, Matt Germonprez 2 . How critical realism clarifies validity issues in theory- testing research: analysis and case . 21 Robert B. Johnston, Stephen P. -
Exploring Design Dialogues for Ageing in Place Adam Drazin And
Exploring Design Dialogues for Ageing in Place Adam Drazin and Simon Roberts ABSTRACT: Ethnographic work conducted by the Digital Health Group, Intel Ireland, explores the questions of how concepts of health and independence relate to peoples’ lives in later life. This paper serves to present artistic approaches to the design of the material culture in elderly homes in Ireland, and aims to highlight and discuss the merits and problems of such approaches. Through writing ‘in miniature’ about specific experiences and homes, we propose that it is possible to develop explorations of material objects in the home which, rather than presenting material contexts as ter- minal ‘conclusions’ to the research process, use them as provoking and questioning resources for engaged dialogical encounters with informants. KEYWORDS: ageing, design, the home, Ireland, anthropological praxis, applications of anthro- pology, material culture Pru is 90 years old. We spent two days with 38). Pru looks for affirmation that her strategic her in her home in County Cork, Ireland, and placing of the television is a good idea, as if in asked her about the various material objects anticipation of some unspecified concatena- around her home, including the small TV in tion of health crises or slow deterioration of her bedroom: the body. This is a field that is currently receiv- ing immense attention by design and ethnog- Anthropologist: ‘Do you watch a bit of TV up here?’Pru: ‘Not TV. I haven’t connected it yet. raphy, as a part of a project of independent Much like the walking stick. That’s when I won’t living in later life, through deploying the ma- be going out so much.