Academic literature on the topic 'Designerns makt'

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Journal articles on the topic "Designerns makt"

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Helal, Mayson Mahi, and Khawla Karim Kawthar. "Developing the design idea and its relative to signing the event." Wasit Journal of Engineering Sciences 6, no. 1 (April 3, 2018): 35–43. http://dx.doi.org/10.31185/ejuow.vol6.iss1.80.

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The research attempts to reveal the design thinking that goes on in the designer’s mind when he tries to allocate a certain activity inside the architectural project. The research views designing as an explicable process even if beginner or experienced designers couldn’t give convincing reasons for all the decisions they make. The designer is a person who works on the data given to him and produces his design idea through a planned succession of analytical, structural and evaluative steps until he reaches the best possible solutions. Accordingly, the research hypothesizes that the activity inside the architectural project depends, to a great extent, on the development of the design idea in the designer’s mind. The aim of the study has been to reach the best design method for activity inside the architectural project through design strategies.
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Rashkovits, Rami, and Ilana Lavy. "Mapping Common Errors in Entity Relationship Diagram Design of Novice Designers." International Journal of Database Management Systems 13, no. 1 (February 28, 2021): 1–19. http://dx.doi.org/10.5121/ijdms.2021.13101.

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Data modeling in the context of database design is a challenging task for any database designer, even more so for novice designers. A proper database schema is a key factor for the success of any information systems, hence conceptual data modeling that yields the database schema is an essential process of the system development. However, novice designers encounter difficulties in understanding and implementing such models. This study aims to identify the difficulties in understanding and implementing data models and explore the origins of these difficulties. This research examines the data model produced by students and maps the errors done by the students. The errors were classified using the SOLO taxonomy. The study also sheds light on the underlying reasons for the errors done during the design of the data model based on interviews conducted with a representative group of the study participants. We also suggest ways to improve novice designer's performances more effectively, so they can draw more accurate models and make use of advanced design constituents such as entity hierarchies, ternary relationships, aggregated entities, and alike. The research findings might enrich the data body research on data model design from the students' perspectives.
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Høier, Svein. "Lyden av mediering - En utforsking av nyere sjangertrekk innenfor filmtrailere [The sound of mediation - Exploring new aspects of the movie trailer genre]." MedieKultur: Journal of media and communication research 26, no. 48 (May 17, 2010): 11. http://dx.doi.org/10.7146/mediekultur.v26i48.1889.

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When it comes to experiencing traditional sound design in movies, the audience is often presented with hidden mediation and production processes: abrupt sound changes are softened, noise and annoying reverb are avoided, unwanted sound elements are reduced and desired sounds are amplified. Sound designers make these kinds of selections to enhance the illusion of continuity in an attempt to engage the audience. In most cases this means the sound designer will compose a sound track and furthermore the audience is not aware of the sound designer’s mediation and manipulation. In sharp contrast to this, many movie trailers include sound elements in which traces of the mediation process are clearly recognised and connected to various visual elements like camera movements, cuts, dissolves and speed variations like slow motion. The following discussion revolves around movie trailers and the use of sound elements that in themselves draw attention to the process of production and mediation, also involving a discussion of how the various sound elements function.
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BORG, JONATHAN C., XIU-TIAN YAN, and NEAL P. JUSTER. "Guiding component form design using decision consequence knowledge support." Artificial Intelligence for Engineering Design, Analysis and Manufacturing 13, no. 5 (November 1999): 387–403. http://dx.doi.org/10.1017/s0890060499135030.

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This paper describes a generic approach to guiding designers when making decisions during the early stages of design. The objective of the research is to enable designers to foresee unintended life-cycle consequences during mechanical component design. Engineering design is a process of evolving solutions to a design problem through the commitment of decisions. As a designer commits a new design decision, a more concrete design solution is generated. Decisions made can have intended and unintended consequences on the performance of the life phase activities that follow, such as manufacturing, assembly, and disposal. Many existing tools only consider the impact of the design solution on later life-cycle phases when the solution is almost complete. This makes changes expensive and difficult. This paper presents a novel approach to how consequences encountered in down stream life-cycle phases can be brought to the designer's attention early in generation of component form. For this purpose, a knowledge model has been derived from a phenomena model. The phenomena model describes how life-cycle consequences are generated during component synthesis. An insight into the representation of the resultant knowledge model is discussed through examples. The implementation of a prototype Knowledge Intensive CAD tool, entitled FORESEE, aimed at supporting life-oriented, feature-based component synthesis and exploration, is also described. The results of the evaluation of FORESEE with a range of designers show that by using the system designers are motivated to explore alternative design solutions and are able to make more informed design decisions. This highlights that the knowledge structure provides a base for extending feature-based component design to a ‘Design Synthesis for Multi-X’ approach.
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Kaasgaard, Klaus. "FEATUREWhy designers sometimes make me cringe." Interactions 17, no. 1 (January 2010): 56–57. http://dx.doi.org/10.1145/1649475.1649489.

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Song, Wei Wei, and Kai Huang. "Study on the Design of Southern Anhui Tourism Commodities from the Perspective of Semitics." Advanced Materials Research 268-270 (July 2011): 2062–65. http://dx.doi.org/10.4028/www.scientific.net/amr.268-270.2062.

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Southern Anhui contains many Huizhou cultural elements. The designer is difficult to capture the required core elements because Huizhou cultural elements are many and complex. In the paper, Huizhou cultural elements are studied from the perspective of semitics, at the same time, Huizhou cultural elements are classified according to the element symbols. This will make for the designers to select directively the design elements. This saves time and can quickly get to the point for the designers.
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Neubauer, Ruth, Erik Bohemia, and Kerry Harman. "Rethinking Design: From the Methodology of Innovation to the Object of Design." Design Issues 36, no. 2 (April 2020): 18–27. http://dx.doi.org/10.1162/desi_a_00587.

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The design literature theorizes design as the methodology of innovation, supposedly required for mediating the world’s separate entities, such as theory and practice, the human and the material, and subjective and objective knowing, coming “naturally” with the designer’s ways of knowing. But instead of taking such naturalizations for granted, we argue that through such positioning of design the specifics of design activity are obscured, along with the locations designers take within them. We propose that “design as a methodology” is an object produced by design. Investigating this object of design, and how it is made, will make visible what design activity is, and what locations the designers take within them.
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Kecsmar, J., and R. A. Shenoi. "Some Notes on the Influence of Manufacturing on the Fatigue Life of Welded Aluminum Marine Structures." Journal of Ship Production 20, no. 03 (August 1, 2004): 164–75. http://dx.doi.org/10.5957/jsp.2004.20.3.164.

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Designers are constantly looking for ways to reduce the structure weight to lower the overall displacement and hence the cost of fast ferries and other high-speed vessels. The easiest option for the designer is to choose a lightweight material. Aluminum has become the adopted choice of material for high-speed vessels owing to its high strength to weight characteristics. Unlike steel, aluminum is more prone to fatigue cracking and has no fatigue limit. In order to minimize weight, the designer will make use of finite element methods to optimize the scantlings and perform fatigue checks against established codes. This can lead to a structure that has the empirical margins of safety reduced owing to the accuracy of mathematical modeling. However, what is often overlooked is the effect the manufacturing process has on the fatigue life of the fabricated structure. This aspect is excluded from the designer's fatigue calculations, which assist in reducing the scantlings. Currently, there is no guidance for fatigue life reduction for the designer that establishes good and bad workshop practice, other than experience, or the implications of basic shipyard fabrication. It is shown that whereas strain-hardened alloys improve mechanical strength, they reduce ductility. This has consequences when forming the hull plate by potentially introducing crack like flaws into the alloy matrix if the plater overrolls the plate. If there is misalignment or there is too much gap between the plates, the weld will create localized stress concentrations. If the welder has poor joint preparation or gas shielding, porosity can be introduced into the weld. Porosity has a significant effect on the fatigue life of the weldment. This paper brings together a collection of data on such issues that the designer needs to be aware of to prevent an unwanted fatigue failure in the fabrication process.
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Byko, Maureen. "Designers make their mark with computer chips." JOM 53, no. 6 (June 2001): 12–13. http://dx.doi.org/10.1007/s11837-001-0094-8.

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Baker, William. "The Education of a Structural Designer." Academia XXII 9, no. 18 (December 18, 2018): 7. http://dx.doi.org/10.22201/fa.2007252xp.2018.18.67937.

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<div class="page" title="Page 1"><div class="section"><div class="layoutArea"><div class="column"><p><span>A structural designer needs to be able to create something new. What is the source of these new ideas? They can come from an understanding of technology, a knowledge of history, research and educated inspiration. </span></p><p><span>Not all structural engineers are structural designers, who create work that has structural engineering principles as a central aspect. What does a structural engineer need to learn to be a good structural designer? Structural designers need to understand structural theory, the behavior of materials, mathematics (including a deep understanding of geometry) and the difference between analysis and design. It is import- ant to understand structural failures and learn from what hasn’t worked in the past. They need to learn and understand the history of design and designers and have the ability to make freehand sketches. They need to lose their fear of criticism and learn how to free themselves to create. A knowledge of the history of art and architecture will help spark ideas and provide another basis for communication with collaborators. One challenge for structural designers is to go into unknown territory instead of continuing down the same path, but also to not be afraid of utilizing a known solution and adapting it to the situation at hand. A designer </span><span>needs to learn how to nd or create knowledge through research. </span></p><p><span>The fundamental question is: how can we design the education of engineers to create structural designers? </span></p></div></div></div></div>
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Dissertations / Theses on the topic "Designerns makt"

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Nyström, Sara. "Makten design kan ha och appen Charlie : Ett arbete om makten och ansvaret en designer har samt en artefakt som hjälper dig att främja hjärnans olika funktioner." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-85934.

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Hur kan man genom grafisk design främja lärandet om en eller flera delar av hjärnans kapaciteter? Också, hur kan man genom grafisk design gynna utvecklingen av en eller flera delar av hjärnans kapaciteter? Med grafisk design har jag skapat ett verktyg som hjälper dig att planera dina studier samt hjälper dig att stimulera hjärnan inför studierna. Beteendedesign, metakognition och gamification är de teoretiska grunder arbetet vilar på. Jag vill uppmana dig som läser detta att reflektera kring din egen hjärnkapacitet. Upplever du ofta svårigheter med att fokusera, att sova eller kanske att planera? Det finns många sätt att stimulera hjärnan så att svårigheter kan bli lättare. Det sistnämnda är just det Charlie kan hjälpa dig med, att planera. En app som i nuläget är en prototyp hjälper dig att skapa vanor kringdina studier och utmanar dig att utveckla dina beteenden. Charlie uttryckeroch kombinerar planeringsverktyg och kunskap om hjärnstimulans på ett sätt som inte gjorts förut. Intrycket målgruppen får lämnar ett avtryck där beteendeförändring blir möjlig. Kunskap om och beteenden som främjar hjärnans kapacitet kombineras effektivt med de stunder då en använder stora delar av hjärnan, vilket gynnar förändringen i sig. Testa att utmana dig själv i vad din hjärna är kapabel till. Du sitter inte fast, du kan ändra dina vanor när du vill!
How can you through graphic design encourage schooling of one or multiple parts of the brain’s capacity? Furthermore, how can you through graphic design promote the evolvement of one or multiple parts of the brain’s capacity? With the help of graphic design, I have created a tool that helps you schedule your studies as well as it stimulates your brain pre-studying. Behavioral design, metacognition, and gamification are the theoretical foundations this study relies on. I want to encourage you, the one reading this, to reflect on your own brain capacity. Are you having a hard time focusing, sleeping, or planning things ahead? There are multiple ways to stimulate your brain so these difficulties become easier. The latter is the one Charlie can help you with, to plan ahead. An app, that’s currently a prototype, helps you create new habits around your studies, and challenges you to expand your behavior. Charlie, with the help of planning tools and knowledge about brain stimulation, coaches you in a way that’s never been done before. The impression my target group gets leaves a print where behavior change becomes a possibility. Knowledge about the behavior that encourages the brain’s capacity combined with the moments when we use most parts of our brain, benefits the evolution itself. Have the courage to challenge yourselves in what your brain is capable of. You’re not stuck, you can change your habits whenever you want!
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Choi, Mark. "Make & Articulate : Developing Holistic Designerly Ways of Knowing Through Making." Research Showcase @ CMU, 2014. http://repository.cmu.edu/theses/72.

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Fueled by the value of “Design Thinking” as an innovation and problem solving tool, a rising number of engineers have been entering graduate programs in interaction design to learn how to design. However an engineer’s strong emphasis on the end product stands at odds with design’s emphasis on the process. This predisposition oftentimes impedes with an the engineer’s ability to fully engage with their new culture of design where they must employ new ways of knowing. The fact of the mater is, designerly ways of knowing is not something simply learned by books, or sifting through literature. It is instead a new way of knowing by approaching making as a process of discovery, clarity and craft while iterating towards refinement and articulation. For technically rational minded individuals a career change into design points to a larger challenge beyond learning tools and methods, where the act of change represents a necessity to transition in worldviews; going from a field filled with certainty to a field that deals with uncertainty, in design. Without understanding the value of designerly ways of knowing and having the agility to navigate through the uncertainty in the form of designerly ways of making, technically minded individuals can easily feel stuck and disoriented stuck while experiencing a full on “culture shock.” This thesis looks to aid in the process of transition by uncovering pre-understandings, roadblocks, and opportunities of a cultural transition from engineering to design. Using human centered design methods and informed ways of making, the goal is to create a model to engage in designerly ways of making in order to better navigate uncertainty and begin to know in designerly ways.
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Jenkins, Lillie Ruth. "Designing systems that make sense what designers say about their communication with users during the usability testing cycle /." Columbus, Ohio : Ohio State University, 2004. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1086193345.

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Thesis (Ph. D.)--Ohio State University, 2004.
Title from first page of PDF file. Document formatted into pages; contains xi, 170 p.; also includes graphics. Includes abstract and vita. Advisor: Brenda Dervin, Communication Graduate Program. Includes bibliographical references (p. 135-144).
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Jansson, Emelie. "...believing in fusion of worlds to make another one. : A fusion of wear from 19th century America and the Russian designer Gosha Rubchinskiy." Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-13029.

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This work explores the opportunities of working with multiplicity in fashion. This provides the freedom ofcombining inspiration from different times, places and cultures. At the same time, it is important that the viewerunderstands the fusion and that the work shows relevance to the current time in fashion. The selected parts inthis fusion are costumes from 19th century America and garments from the Russian designer GoshaRubchinskiy. The focus of this work is a fusion of these two worlds with the aim to find a new way of dressing.By finding methods that explore the complexity of Worldmaking, it led to a better understanding of theimportance of finding the balance between multiplicity and reduction. The materials from these two worlds arebased on items from websites relating to the origin worlds. These items are then developed with inspirationfrom both pleasure and insight. This collection started with two worlds that resulted in a lineup of seven looks. These looks have come torepresent another world, but still contain fragments that can be derived from its origins. This ”another world” isa young concept and eager to continue the creation of a new culture of fashion.
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Lewandowska, Daria, and Sara Klint. "Make it POP, copycat! : How Behance may affect creativity among designers in Sweden and in which ways the usage of Behance may affest users' perception about their own graphical work." Thesis, Jönköping University, JTH, Avdelningen för datateknik och informatik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-53976.

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Humans have the fundamental need to communicate with others and the eruption of social network systems’ (SNSs) have made this easier since we are connected all the time. One SNS that is growing more popular among graphic designers is Behance and this platform, along with its effects is investigated in this paper. Prior research has shown that humans are perceived as creative creatures and possess the need to compare themselves to others. With the development of SNSs these behaviors have moved online, along with the effects on creativity. This study investigated how Behance may affect creativity among Swedish graphic designers, along with how the usage of Behance affects their perception about their own abilities and graphical work. With the use of a triangulation method, consisting of a quantitative online survey and three qualitative informant interviews empirical data was gathered. Afterwards, the data was analyzed and connected to previous research and theoretical framework. The result entails that Behance does affect creativity among graphic designers mostly positively and that designers perception may be influenced by Behance usage in both positive and negative ways. The conclusions are drawn upon our empirical data and two existing theories: the componential theory of creativity & the theory of social comparison. To research this subject further one might do a study with a bigger number of participants or a longer study where the researcher observes the users’ behaviour on the platform instead.
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"The designer and the life cycle assessment of the products: analysis of the use of the tools." Tese, MAXWELL, 2005. http://www.maxwell.lambda.ele.puc-rio.br/cgi-bin/db2www/PRG_0991.D2W/SHOW?Cont=7707:pt&Mat=&Sys=&Nr=&Fun=&CdLinPrg=pt.

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Books on the topic "Designerns makt"

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Watkins, Charmain. Designer clothes to make. London: Collins, 1985.

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Designers of the future: Who should make the decisions? Oxford: Monarch Books, 2005.

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Fischer, Volker. Richard Meier: Der Architekt als Designer und Künstler = The architect as designer and artist. Fellbach: Edition Axel Menges, 2003.

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1971-, Vassalo Beth, ed. The modern medallion workbook: 11 designers share quilt projects to make, mix & match. Lafayette, CA: Stash Books an imprint of C&T Publishing, Inc., 2015.

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From page to stage: How theatre designers make connections between scripts and images. Portsmouth, NH: Heinemann, 1998.

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Bostic, Mary Burzlaff. 2014 artist's & graphic designer's market: How to sell your art and make a living. 3rd ed. Cincinnati, Ohio: North Light Books, 2013.

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Designer home sewing: Step-by-step instructions for 30 easy-to-make projects / Linda Lee. Gloucester, Mass: Quarry Books, 2005.

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The baby business: Elite eggs, designer genes, and the thriving commerce of conception. Boston: Harvard Business School Press, 2005.

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Hall, Michelle. Just because type is unreadable does this make the design non-communicative and un-understandable?: One of the fundamental principles of modern typography is that it has to be legible to communicate- today many designers challenge this notion. London: LCP, 1999.

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Designer Clothes to Make. HarperCollins Publishers, 1985.

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Book chapters on the topic "Designerns makt"

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Lin, Yu-Tzu, and Morten Hertzum. "How Do Designers Make User-Experience Design Decisions?" In Design, User Experience, and Usability. Interaction Design, 188–98. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49713-2_13.

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Östberg, Gustaf. "How To Make Materials Data Systems Useful for Designers." In Artifical Intelligence, Culture and Language: On Education and Work, 127–38. London: Springer London, 1990. http://dx.doi.org/10.1007/978-1-4471-1729-2_15.

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Suri, Jane Fulton. "Poetic Observation: What Designers Make of What They See." In Design Anthropology, 16–32. Vienna: Springer Vienna, 2011. http://dx.doi.org/10.1007/978-3-7091-0234-3_2.

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Schell, Jesse. "The Designer and Client Want the Game to Make a Profit." In Tenth Anniversary: The Art of Game Design, 535–47. Third edition. | Boca Raton : Taylor & Francis, a CRC title, part of the Taylor & Francis imprint, a member of the Taylor & Francis Group, the academic division of T&F Informa, plc, 2019.: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/b22101-32.

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Oury, Jacob D., and Frank E. Ritter. "Introducing Interface Design for Remote Autonomous Systems." In Human–Computer Interaction Series, 1–20. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-47775-2_1.

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AbstractThis chapter presents a high-level overview of how designers of complex systems can address risks to project success associated with operator performance and user-centered design. Operation Centers for remote, autonomous systems rely on an interconnected process involving complex technological systems and human operators. Designers should account for issues at possible points of failure, including the human operators themselves. Compared to other system components, human operators can be error-prone and require different knowledge to design for than engineering components. Operators also typically exhibit a wider range of performance than other system components. We propose the Risk-Driven Incremental Commitment Model as the best guide to decision-making when designing interfaces for high-stakes systems. Designers working with relevant stakeholders must assess where to allocate scarce resources during system development. By knowing the technology, users, and tasks for the proposed system, the designers can make informed decisions to reduce the risk of system failure. This chapter introduces key concepts for informed decision-making when designing operation center systems, presents an example system to ground the material, and provides several broadly applicable design guidelines that support the development of user-centered systems in operation centers.
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Oury, Jacob D., and Frank E. Ritter. "Conclusion and Final Comments." In Human–Computer Interaction Series, 63–69. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-47775-2_4.

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AbstractThe foundational design philosophy of user-centered design (UCD) offers an ideal approach for systems engineers, programmers, designers, and any other stakeholder involved with the design of high-stakes systems with human operators. Furthermore, UCD, as presented here, is tailor-made to meet the unique needs of critical human–machine systems in systems like air traffic control towers, 911 call centers, or NASA’s Mission Control Center. Whenever the operator is a mission-critical component of the system, stakeholders must be able to make informed decisions during the design process, and this book provides the tools necessary to make those decisions.
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Bendík, Jaroslav, Ahmet Sencan, Ebru Aydin Gol, and Ivana Černá. "Timed Automata Relaxation for Reachability." In Tools and Algorithms for the Construction and Analysis of Systems, 291–310. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-72016-2_16.

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AbstractTimed automata (TA) have shown to be a suitable formalism for modeling real-time systems. Moreover, modern model-checking tools allow a designer to check whether a TA complies with the system specification. However, the exact timing constraints of the system are often uncertain during the design phase. Consequently, the designer is able to build a TA with a correct structure, however, the timing constraints need to be tuned to make the TA comply with the specification.In this work, we assume that we are given a TA together with an existential property, such as reachability, that is not satisfied by the TA. We propose a novel concept of a minimal sufficient reduction (MSR) that allows us to identify the minimal set S of timing constraints of the TA that needs to be tuned to meet the specification. Moreover, we employ mixed-integer linear programming to actually find a tuning of S that leads to meeting the specification.
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Wardle, Heather. "The Gambling Permeation? Cultural, Social and Economic Intersections Between Games and Gambling." In Games Without Frontiers?, 9–34. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-74910-1_2.

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AbstractGames, digital or otherwise, have always taken inspiration from their broader social, cultural and economic surroundings. They have been used to attempt to teach moral values and changed to reflect new, more modern, ideals. Their recent development is contingent on changing technological infrastructure, giving rise to a multi-billion pound entertainment commodity. Developing concurrently, gambling commodities are also deeply tied to technology with ever changing modern gambling industries reflecting shifting normative values about the role and position of gambling in our lives. As gambling has become more acceptable, more “normal”, its visibility has vastly increased. Against this backdrop it, perhaps, feels increasingly obvious that gambling would increasingly permeate digital games: game designers look to mechanics which hook people into products; games reflect broader societal trends and there is a pressing need to make returns on investments, commoditising play at a hitherto unknown scale.
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Oury, Jacob D., and Frank E. Ritter. "Cognition and Operator Performance." In Human–Computer Interaction Series, 37–62. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-47775-2_3.

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AbstractDeveloping systems that foster situation awareness in operators requires that stakeholders can make informed decisions about the design. These decisions must account for the operator’s underlying cognitive processes based on perception, comprehension, and projection of the system state. This chapter reviews the core cognitive processes responsible for monitoring and responding to changes in system state. Operators must perceive information before they can act in response, and the interface design affects operator accuracy and speed via known mechanisms (i.e., effects of color on visual search time). Perception of key information also relies on how the operator thinks during tasks, and certain design choices can support better attention control and detection of signals. After perceiving the information, operators also must comprehend and interpret the information. Design guidance and factors related to supporting comprehension are presented alongside explanations of how cognitive load and working memory affect the operator’s ability to develop and maintain a useful mental model of the system. This review of cognitive mechanisms gives designers a strong foundation to make informed decisions ranging from choosing an alarm color to assessing how much information should be on screen at once.
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Chen, Xiaohong, Zhengyao Lin, Minh-Thai Trinh, and Grigore Roşu. "Towards a Trustworthy Semantics-Based Language Framework via Proof Generation." In Computer Aided Verification, 477–99. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-81688-9_23.

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AbstractWe pursue the vision of an ideal language framework, where programming language designers only need to define the formal syntax and semantics of their languages, and all language tools are automatically generated by the framework. Due to the complexity of such a language framework, it is a big challenge to ensure its trustworthiness and to establish the correctness of the autogenerated language tools. In this paper, we propose an innovative approach based on proof generation. The key idea is to generate proof objects as correctness certificates for each individual task that the language tools conduct, on a case-by-case basis, and use a trustworthy proof checker to check the proof objects. This way, we avoid formally verifying the entire framework, which is practically impossible, and thus can make the language framework both practical and trustworthy. As a first step, we formalize program execution as mathematical proofs and generate their complete proof objects. The experimental result shows that the performance of our proof object generation and proof checking is very promising.
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Conference papers on the topic "Designerns makt"

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Avle, Seyram, Silvia Lindtner, and Kaiton Williams. "How Methods Make Designers." In CHI '17: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3025453.3025864.

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Iino, Kenji, and Yotaro Hatamura. "A Conceptual Design Tool With Error Warning." In ASME 2005 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2005. http://dx.doi.org/10.1115/detc2005-84541.

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Collecting design error or failure information in a database (FKDB: Failure Knowledge Database) gives an organization an effective place for designers to study and learn past events so they will not repeat the same mistakes in their own design. When a designer makes an error, however, he had not foreseen the mistake at all. Once made, the error may seem trivial and even predictable, however, at the time of design, the problem and facts that surround the error are completely concealed from the designers mind. The designer, therefore, has no intention to look at past failure information that relate to the error he is repeating at the time of his design. This often makes the FKDB, despite of all the efforts in collecting the information it holds, a mere collection of past failure cases waiting for its passive use; the designer may occasionally look it up for the purpose of general study. A group of people including one of the authors, in the past, developed a conceptual design tool, Creative Design Engine (CDE) that helps the designer by displaying mechanisms, machines, sub-assemblies, and related information that realize functional requirements that the designer wants to accomplish. The tool effectively brings the designer’s consciousness to ideas new to him or something that escaped his mind at the time of conceptual design. We analyzed this tool and laid out the modifications necessary so that it not only displays design solutions and alternative options to the designer but also gives warnings to the designer about design error he is about to make during conceptual design. The application will constantly monitor the designer’s intention to compare it to known failures in the FKDB.
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Ellerweg, Roland. "Make Frame Rate Studies Useful for System Designers." In 2018 International Conference on Graphics and Interaction (ICGI). IEEE, 2018. http://dx.doi.org/10.1109/itcgi.2018.8602965.

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Meneweger, Thomas, Petra Sundström, Marianna Obrist, and Manfred Tscheligi. "How designers can make sense of qualitative research findings." In the 7th Nordic Conference. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2399016.2399041.

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Ramaswamy, Rajan, and Karl Ulrich. "A Designer’s Spreadsheet." In ASME 1993 Design Technical Conferences. American Society of Mechanical Engineers, 1993. http://dx.doi.org/10.1115/detc1993-0012.

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Abstract We have observed that many designers use spreadsheet programs for preliminary parametric design calculations. The primary reason for this appears to be the flexibility and ease of use of spreadsheets as compared to more advanced analysis tools. However, current commercially available spreadsheets were originally designed for finance and accounting and do not naturally support the analytical techniques used in design and engineering. Attempts to adapt spreadsheets for engineering have largely been limited to adding features such as support for trigonometric functions. In this paper, we propose a fundamentally different kind of spreadsheet for use in preliminary parametric design. We describe the features of this spreadsheet that make it especially suitable for preliminary parametric design, discuss the theoretical basis for implementing it and present the results of preliminary user tests.
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Shergadwala, Murtuza N., and Jitesh H. Panchal. "Human Inductive Biases in Design Decision Making." In ASME 2020 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2020. http://dx.doi.org/10.1115/detc2020-22252.

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Abstract Designers make information acquisition decisions, such as where to search and when to stop the search. Such decisions are typically made sequentially, such that at every search step designers gain information by learning about the design space. However, when designers begin acquiring information, their decisions are primarily based on their prior knowledge. Prior knowledge influences the initial set of assumptions that designers use to learn about the design space. These assumptions are collectively termed as inductive biases. Identifying such biases can help us better understand how designers use their prior knowledge to solve problems in the light of uncertainty. Thus, in this study, we identify inductive biases in humans in sequential information acquisition tasks. To do so, we analyze experimental data from a set of behavioral experiments conducted in the past [1–5]. All of these experiments were designed to study various factors that influence sequential information acquisition behaviors. Across these studies, we identify similar decision making behaviors in the participants in their very first decision to “choose x”. We find that their choices of “x” are not uniformly distributed in the design space. Since such experiments are abstractions of real design scenarios, it implies that further contextualization of such experiments would only increase the influence of these biases. Thus, we highlight the need to study the influence of such biases to better understand designer behaviors. We conclude that in the context of Bayesian modeling of designers’ behaviors, utilizing the identified inductive biases would enable us to better model designer’s priors for design search contexts as compared to using non-informative priors.
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Rasoulifar, Golnoosh, Guy Prudhomme, and Daniel Brissaud. "Coupling Engineering Knowledge With Product Design Knowledge by the Means of Multiple View Product Model." In ASME 2012 11th Biennial Conference on Engineering Systems Design and Analysis. American Society of Mechanical Engineers, 2012. http://dx.doi.org/10.1115/esda2012-82773.

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Product design involves a multitude of actors who have complementary knowledge and responsibility about the product under development. Coupling together their views-points, particularly these of product designers and engineering designers in the upstream phases of the design, has the objectives to make the collaboration easier and to improve the product from both of their expertises. The Product/Process multi-view model is a collaborative tool which supports engineering designers during product development processes. It allows the structuring and tracing of relative knowledge of engineering designers on the product. We make the assumption that Product/Process multi-view model could also be used to create relationships with the product designer’s representation. The paper deals with this product model and illustrates the possible connection between engineering knowledge and product design knowledge.
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Wolf-Brenner, Christof. "Make Us Smile! AI and the Violation of Human Intentions." In Digital Support from Crisis to Progressive Change. University of Maribor Press, 2021. http://dx.doi.org/10.18690/978-961-286-485-9.5.

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In his book Superintelligence, Nick Bostrom points to several ways the development of Artificial Intelligence (AI) might fail, turn out to be malignant or even induce an existential catastrophe. He describes ‘Perverse Instantiations’ (PI) as cases, in which AI figures out how to satisfy some goal through unintended ways. For instance, AI could attempt to paralyze human facial muscles into constant smiles to achieve the goal of making humans smile. According to Bostrom, cases like this ought to be avoided since they include a violation of human designer’s intentions. However, AI finding solutions that its designers have not yet thought of and therefore could also not have intended is arguably one of the main reasons why we are so eager to use it on a variety of problems. In this paper, I aim to show that the concept of PI is quite vague, mostly due to ambiguities surrounding the term ‘intention’. Ultimately, this text aims to serve as a starting point for a further discussion of the research topic, the development of a research agenda and future improvement of the terminology.
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Iino, Kenji, Masayuki Nakao, and Michelle Lovella M. Ota. "Reconstructing the Designers Intention for Reusing Failure Information." In ASME 2014 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2014. http://dx.doi.org/10.1115/detc2014-34577.

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The function-structure (F-S) Map expresses the high-level structure of a design. It is often used in the early stage of conceptual design and serves as the starting point for a number of design tools like quality function deployment, failure mode and effects analysis, and more. On the other hand, in designing risk products whose failure can result in serious damage to the quality of human health or the society, the designer often uses tools like failure mode and effect analysis or fault tree analysis to detect weaknesses in design before the products are shaped. Failures, nonetheless, take place and cause negative impact to the society. It is then that the designer or other experts review the design to find flaws in the failure analysis tree or find elements or links in the graph that the designer overlooked. In other words, pre-production failure analysis is limited to the designer’s knowledge and insight. This paper proposes a way to make use of failure knowledge with past accident cases by constructing the F-S Map for the failed products and storing the information in a failure database. Designers can then compare the F-S Map for new products with linked representation of past failure cases and realize scenarios of failure he did not recognize or have to design carefully.
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Zhang, Zijian, and Yan Jin. "An Unsupervised Deep Learning Model to Discover Visual Similarity Between Sketches for Visual Analogy Support." In ASME 2020 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2020. http://dx.doi.org/10.1115/detc2020-22394.

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Abstract Visual analogy has been recognized as an important cognitive process in engineering design. Human free-hand sketches provide a useful data source for facilitating visual analogy. Although there has been research on the roles of sketching and the impact of visual analogy in design, little work has been done aiming to develop computational tools and methods to support visual analogy from sketches. In this paper, we propose a computational method to discover visual similarity between sketches, considering the following practical application: Given a sketch drawn by a designer that reflects the designer’s rough idea in mind, our goal is to identify the shape similar sketches that can stimulate the designer to make more and better visual analogies. The first challenge in doing so is how to discover the similar shape features embedded in sketches from various categories. To address this challenge, we propose a deep clustering model to learn a latent space which can reveal underlying shape features for multiple categories of sketches and cluster sketches simultaneously. An extensive evaluation of the clustering performance of our proposed method has been carried out in different configurations. The results have shown that the proposed method can discover sketches that have similar appearance, provide useful explanations of the visual relationship between different sketch categories, and has the potential to generate visual stimuli to enhance designers’ visual imageries.
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Reports on the topic "Designerns makt"

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Cook, Stephen, and Loyd Hook. Developmental Pillars of Increased Autonomy for Aircraft Systems. ASTM International, January 2020. http://dx.doi.org/10.1520/tr2-eb.

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Increased automation for aircraft systems holds the promise to increase safety, precision, and availability for manned and unmanned aircraft. Specifically, established aviation segments, such as general aviation and light sport, could utilize increased automation to make significant progress towards solving safety and piloting difficulties that have plagued them for some time. Further, many emerging market segments, such as urban air mobility and small unmanned (e.g., small parcel delivery with drones) have a strong financial incentive to develop increased automation to relieve the pilot workload, and/or replace in-the-loop pilots for most situations. Before these advances can safely be made, automation technology must be shown to be reliable, available, accurate, and correct within acceptable limits based on the level of risk these functions may create. However since inclusion of these types of systems is largely unprecedented at this level of aviation, what constitutes these required traits (and at what level they must be proven to) requires development as well. Progress in this domain will likely be captured and disseminated in the form of best practices and technical standards created with collaboration from regulatory and industry groups. This work intends to inform those standards producers, along with the system designers, with the goal of facilitating growth in aviation systems toward safe, methodical, and robust inclusion of these new technologies. Produced by members of the manned and unmanned small aircraft community, represented by ASTM task group AC 377, this work strives to suggest and describe certain fundamental principles, or “pillars”, of complex aviation systems development, which are applicable to the design and architectural development of increased automation for aviation systems.
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