Academic literature on the topic 'Interaction design processes'

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Journal articles on the topic "Interaction design processes"

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Desai, N., A. U. Mallya, A. K. Chopra, and M. P. Singh. "Interaction protocols as design abstractions for business processes." IEEE Transactions on Software Engineering 31, no. 12 (December 2005): 1015–27. http://dx.doi.org/10.1109/tse.2005.140.

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Iturrioz, Teresa, Jorge Cano, and Monica Wachowicz. "Mapping Letters through Interaction Design." Cartographic Journal 46, no. 4 (November 2009): 350–59. http://dx.doi.org/10.1179/000870409x12549997389547.

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Getty, Robert L. "Human Interaction in the Manufacturing Design Process." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 44, no. 12 (July 2000): 2–503. http://dx.doi.org/10.1177/154193120004401217.

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The human element pervades all company processes, from proposal, design, manufacturing, quality control and product support. Cost effective processes can be best achieved when the human element is totally integrated with technology. Traditional human engineering design methodologies applied to company processes optimizes the relationship of people that comprise the organization with the technology that is the foundation of the organization. Process ownership is essential for the achievement of the goals of quality. This ownership occurs by applying macroergonomics precepts by integration of the personnel system with the technological factors to achieve product delivery to a satisfied customer within the external environment of market forces. The application of human engineering design principles will be discussed followed by the quality focus of the LMTAS company processes. This paper will review LMTAS quality goals to show the elements that form the foundation of The Fighter Enterprise to make it the contractor of choice for tactical fighter aircraft.
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Caporale, Andrea, Simone Adorinni, Doriano Lamba, and Michele Saviano. "Peptide–Protein Interactions: From Drug Design to Supramolecular Biomaterials." Molecules 26, no. 5 (February 25, 2021): 1219. http://dx.doi.org/10.3390/molecules26051219.

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The self-recognition and self-assembly of biomolecules are spontaneous processes that occur in Nature and allow the formation of ordered structures, at the nanoscale or even at the macroscale, under thermodynamic and kinetic equilibrium as a consequence of specific and local interactions. In particular, peptides and peptidomimetics play an elected role, as they may allow a rational approach to elucidate biological mechanisms to develop new drugs, biomaterials, catalysts, or semiconductors. The forces that rule self-recognition and self-assembly processes are weak interactions, such as hydrogen bonding, electrostatic attractions, and van der Waals forces, and they underlie the formation of the secondary structure (e.g., α-helix, β-sheet, polyproline II helix), which plays a key role in all biological processes. Here, we present recent and significant examples whereby design was successfully applied to attain the desired structural motifs toward function. These studies are important to understand the main interactions ruling the biological processes and the onset of many pathologies. The types of secondary structure adopted by peptides during self-assembly have a fundamental importance not only on the type of nano- or macro-structure formed but also on the properties of biomaterials, such as the types of interaction, encapsulation, non-covalent interaction, or covalent interaction, which are ultimately useful for applications in drug delivery.
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Frank, Lukas, Rouven Poll, Maximilian Roeglinger, and Rupprecht Lea. "Design heuristics for customer-centric business processes." Business Process Management Journal 26, no. 6 (March 22, 2020): 1283–305. http://dx.doi.org/10.1108/bpmj-06-2019-0257.

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PurposeCustomer centricity has evolved into a success factor for many companies, requiring all corporate activities – including business processes – to be aligned with customer needs. With most existing approaches to business process (re-)design focusing on process efficiency, customers are often treated as second-class citizens. Despite emergent research on customer process management, there is a lack of guidance on how to design customer-centric business processes.Design/methodology/approachThe authors conducted a structured literature review and analyzed companies awarded for outstanding customer centricity to compile design heuristics for customer-centric business processes. The authors iteratively validated and refined these heuristics with experts from academia and industry. Finally, the heuristics was grouped according to their expected impact on interaction capabilities to enable their prioritization in specific settings.FindingsThe authors proposed 15 expert-approved and literature-backed design heuristics for customer-centric business processes together with real-world examples. The heuristics aim at increasing customer satisfaction with interaction-intensive core processes, which is an important driver of corporate success.Originality/valueThe design heuristics complement existing efficiency-centered (re-)design heuristics. They reflect cognitive shortcuts that support process analysts in the generation of innovative ideas during process (re-)design. The heuristics also add to customer process management and help put customer centricity into practice.
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FitzGerald, Elizabeth, and Anne Adams. "Revolutionary and Evolutionary Technology Design Processes in Location-Based Interactions." International Journal of Mobile Human Computer Interaction 7, no. 1 (January 2015): 59–78. http://dx.doi.org/10.4018/ijmhci.2015010104.

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Development and deployment of location-based systems is a key consideration in the design of new mobile technologies. Critical to the design process is to understand and manage the expectations of stakeholders (including funders, research partners and end users) for these systems. In particular, the way in which expectations impact upon technology development choices between small-scale, ‘high tech' innovations or larger scalable solutions. This paper describes the differences in a revolutionary design process (for ‘high tech' prototypes or catwalk technologies) versus an evolutionary design process (for scalable or prêt-a-porter systems), as exemplified in two location-based mobile interaction case studies. One case study exemplifies a revolutionary design process and resultant system, and the other an evolutionary design process and system. The use of these case studies is a clear natural progression from the paper that first described the concept of ‘catwalk technologies' (Adams et al, 2013), which itself drew upon research that used mobile devices for outdoor 'in the wild' locations. This paper presents a set list of fifteen heuristic guidelines based upon an analysis of these case studies. These heuristics present characteristics and key differences between the two types of design process. This paper provides a key reference point for researchers, developers and the academic community as a whole, when defining a project rationale for designing and developing technical systems. In addition, we refer to the role of the researcher/research team in terms of guiding and managing stakeholder and research team expectations and how this relates to the planning and deployment of catwalk or prêt-à-porter technologies. Lastly, we state how this research has vital implications for planning and enacting interventions and sequences of interactions with stakeholders and, crucially, in the planning of future research projects.
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Hammond, Janeen M., Craig M. Harvey, Richard J. Koubek, W. Dale Compton, and Ashok Darisipudi. "Distributed Collaborative Design Teams: Media Effects on Design Processes." International Journal of Human-Computer Interaction 18, no. 2 (May 2005): 145–65. http://dx.doi.org/10.1207/s15327590ijhc1802_2.

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Ståhl, Anna, Vasiliki Tsaknaki, and Madeline Balaam. "Validity and Rigour in Soma Design-Sketching with the Soma." ACM Transactions on Computer-Human Interaction 28, no. 6 (December 31, 2021): 1–36. http://dx.doi.org/10.1145/3470132.

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We report on the design processes of two ongoing soma design projects: the Pelvic Chair and the Breathing Wings. These projects take a first-person, soma design approach, grounded in a holistic perspective of the mind and body (the soma). We contribute a reflective account of our soma design processes that deepens the field’s understanding of how soma design is achieved through first-person approaches. We show how we use our somas, our first-person experiences, to stimulate a design process, to prototype through and to use as a way of critiquing emerging designs. Grounding our analysis in new materialism, we show how our designs are in essence, “performative intra-actions”. Using our own somas, our designs open up for experiences within certain constraints, allowing for a material-discursive agency of sorts. Many different somas may be intra-acted through our designs, even if it was our somas who started them.
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Wöhr, F., M. Stanglmeier, S. Königs, and M. Zimmermann. "SIMULATION OF GRADIENT-BASED INDIVIDUAL DESIGN BEHAVIOUR IN DISTRIBUTED DEVELOPMENT PROCESSES." Proceedings of the Design Society: DESIGN Conference 1 (May 2020): 1579–88. http://dx.doi.org/10.1017/dsd.2020.51.

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AbstractAs current vehicle development processes in the automotive industry are highly distributed, the interaction between design teams is limited. In this paper we use a simulation in order to investigate how the rate of design team interaction affects the solution quality and development cost. Results show, that in case of no limiting constraints, a low rate of interaction yields the best results regarding solution quality and development cost. If design activities are affected by constraints, however, the rate of interaction is subject to a conflict between solution quality and development cost.
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Vergunova, N., S. Vergunov, and O. Levadniy. "INTERDISCIPLINARY INTERACTION OF DESIGN AND ARCHITECTURE." Municipal economy of cities 1, no. 161 (March 26, 2021): 53–57. http://dx.doi.org/10.33042/2522-1809-2021-1-161-53-57.

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The synthesis of scientific knowledge obtained within individual disciplines became one of the leading trends in science in the latter half of the 20th century. Together with the existing disciplinary organization and the structuring of science according to the respective specializations, interdisciplinary methodology is being actively developed, problem and project approaches to research are increasingly being applied, the paradigm of integrity is being established. Such processes have also affected design, both theoretical and practical aspects of work. Considering the interdisciplinary interaction of design with other art forms, architecture appears to be most appropriate, given the commonality of design and architectural design dating back to the mid-20th century. Many architects design objects and placing them in their architectural constructions; and designers work with architectural projects, creating a «shell» for their design objects. There is a semantic organization in these processes, the study of which is relevant in view of the emerging paradigm of integrity in science. The aim of research reveals the interdisciplinary interaction between design and architecture, and represents the relevant projects of designers and architects. The results can be used to broaden the understanding of interdisciplinary methodology regarding to its emergence and formation in design and architecture, as well as their current project results. The scientific paper describes some of the professional patterns inherent in design and architecture that unite these arts in filling the object-spatial environment. Common meaning organization of design and architectural subject culture in comparison with samples of «pure» art is also noted, the direct inclusion of these objects in the life canvas of each individual is emphasized. The interdisciplinary interaction of design and architecture contributes to their mutual filling. For design work, the main priority of interdisciplinarity is in studying the architectural heritage that far exceeds the design culture over time. For architectural activity it is possible to expand its professional boundaries by mastering the specifics of design methodology, as well as to optimize the project process in creating a coherent and harmonious structure of building. Interdisciplinary interaction is evident in project activities of modern designers and architects. The projects of American designer Karim Rashid, who works on both: the industrial design projects and objects for the architectural environment, are of particular interest. Architectural bureau «Zaha Hadid Architects», once headed by the Iraqi-British architect and designer of Arab origin Zaha Hadid, also conducts interdisciplinary project activity, touching both design and architecture. The projects of Gerrit Ritveld, designed more than a hundred years ago, confirm the extent of interdisciplinary links in design, architecture and art, reflecting the objectivity of these processes.
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Dissertations / Theses on the topic "Interaction design processes"

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Cingi, Guney. "The Influence Of Digital Technologies On The Interaction Of Design And Manufacturing Processes." Master's thesis, METU, 2006. http://etd.lib.metu.edu.tr/upload/12606944/index.pdf.

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This study aims to analyze and evaluate the influence of digital technologies on the inter-action of design and manufacturing processes by representing an outlook of digital tech-nologies through developments in modeling capabilities, manufacturing techniques, mate-rial science, and design strategies. The digital era reached by the technological developments in different fields of sci-ence influenced the field of architecture, just like the others. Thus, a new kind of spa-tial and tectonic quality in architecture is emerging with the lately introduced design tools and materials that are novel to the building industry, while redefining the role of architect in this contemporary medium. The evolutionary process of Frank O. Gehry and his office, being a pioneer in using digital design and manufacturing tools in architecture, is represented with realized examples that point out the formerly discussed developments in the realm of architecture and visualize the tectonics of the digitally designed and produced buildings
culminating with the case study of Guggenheim Museum, Bilbao.
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MUNIZ, MARIA ISABELLA DE PORTO ALEGRE. "PEDAGOGICAL USABILITY AND INTERACTION DESIGN: PROCESSES OF COMMUNICATION AND COLLABORATION IN VIRTUAL LEARNING ENVIRONMENTS." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2015. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=25615@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
PROGRAMA DE SUPORTE À PÓS-GRADUAÇÃO DE INSTS. DE ENSINO
A pesquisa trata da interação mediada por ferramentas de comunicação e colaboração em ambientes virtuais de aprendizagem, dentro do contexto da educação a distância (EAD), dentro do olhar da usabilidade pedagógica e do design de interação. O estudo parte da premissa de que existem problemas ligados à interação mediada por ambientes virtuais de aprendizagem que dificultam a implementação de estratégias de ensino da EAD baseadas em colaboração e comunicação. Foi, portanto, definido como objetivo localizar necessidades e questões que podem influenciar o uso de ambientes virtuais de aprendizagem para o planejamento e a implementação de estratégias pedagógicas colaborativas, a partir de relatos de docentes. Além de trazer contribuições para o projeto de uma EAD baseada em colaboração e comunicação, a pesquisa contribui metodologicamente para a área do design de interação com a proposição da técnica da entrevista baseada em cenários. A partir de entrevistas não-diretivas com profissionais da EAD, foram desenvolvidos cenários que têm como tema interações entre pessoas em ambientes virtuais de aprendizagem utilizados para EAD. Esses cenários serviram de base para entrevistas semiestruturadas, com docentes tutores. As entrevistas trazem descrições detalhadas sobre como esses profissionais colocam em práticas estratégias pedagógicas baseadas em comunicação e colaboração e mostram o crescimento do papel da tutoria em EAD nos modelos pedagógicos que utilizam essas estratégias, expondo situações que indicam a necessidade de sistemas que apoiem as tarefas do tutor dentro dos ambientes virtuais de aprendizagem.
This research deals with interaction mediated by communication and collaboration tools in virtual learning environments, within the context of distance education, and from the standpoint of pedagogical usability and interaction design. It is assumed that there are problems related to interaction mediated by virtual learning environments that hinder the implementation of teaching strategies of DE-based collaboration and communication. Thus, the study, based on teachers reports, aims to find requirements and issues that may influence the use of virtual learning environments for planning and implementation of collaborative teaching strategies. In addition to bringing contributions to the design of a distance education based on collaboration and communication, research contributes methodologically to the area of interaction design with the proposition of the use of scenario-based interview technique. Unstructured interviews were conducted with professionals of distance education, to support the development of scenarios that served as subjects for the interview technique based on scenarios with teachers directly involved in interactions with students during courses. The interviews include detailed descriptions of how these professionals put into practice pedagogical strategies based on communication and collaboration and expose the growing role of tutoring in distance education pedagogical models that propose collaborative teaching strategies, resulting in the need for systems that support tutor tasks within virtual learning environments.
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Almeida, Henrique Stabile de. "Entre o físico e o digital. Processos paramétricos, de interação e de fabricação digital aplicados ao design." Universidade de São Paulo, 2015. http://www.teses.usp.br/teses/disponiveis/16/16134/tde-07032016-172105/.

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Quais são os limites entre o físico e o digital no design? Esta é a grande questão motivadora das investigações teóricas e práticas realizadas neste trabalho. Entretanto, as razões deste questionamento em si, bem como sua relevância, mostraram-se mais importantes do que a mera busca por respostas. Uma outra questão se impõe: desde quando os limites entre o físico e o digital são relevantes para o design? Existem três áreas do design que contribuem de maneira contundente para a exploração da questão acima: o design paramétrico, o design de interação e a fabricação digital. O presente trabalho é uma busca por um estado da arte dos temas propostos e por um melhor entendimento sobre a crescente separação entre as três áreas, que, apesar de utilizarem termos e definições semelhantes, seguem caminhos diversos na literatura. O que tem sido escrito recentemente sobre design paramétrico, design de interação e fabricação digital nos apresenta discursos variados e até mesmo divergentes. Em virtude desse aspecto multifacetado, fica evidenciada a importância de uma busca histórica e bibliográfica por suas origens e o entendimento dos diversos pontos de vista apresentados por autores da atualidade
W hat are the limits between the physical and the digital in design? This is the big question motivating the theoretical and practical investigations in this work. However, the reasons for this questioning itself as well as its relevance, proved to be more important than the mere search for its answers. Another question arises: since when the boundaries between the physical and the digital became relevant to design? There are three design areas that contribute incisively to the exploration of the question above: parametric design, interaction design and digital fabrication. This thesis is a search for a state of the art on the proposed themes and for a better understanding of the growing separation between the three areas, which, despite the use of similar terms and definitions, follow diverse paths in literature. What has been written recently about parametric design, interaction design and digital fabrication presents various and even divergent speeches. Because of this multifaceted aspect, the importance of historical and bibliographical search for its origins and the understanding of different points of view presented by today\'s authors is evident
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Lind, Thomas. "Inertia in Sociotechnical Systems : On IT-related Change Processes in Organisations." Doctoral thesis, Uppsala universitet, Avdelningen för visuell information och interaktion, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-326799.

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The introduction of new information technology (IT) in an organisation is one way of changing the conditions for how tasks and work processes can be designed and performed, as well as how people in the organisation interact with each other. Today, many Swedish workers rely completely on IT to be able to perform their jobs, while experiencing a combination of continuous and intermittent IT-related changes that affect this ability. The introduction of new or updated IT systems in an organisation is an example of what is referred to as an IT-related change process in this thesis. Because IT has become such an integral part of modern organisations, many change processes in organisations are simultaneously enabled and constrained by the IT systems involved in a change process. In this thesis, I introduce the concept of inertia in sociotechnical systems to analyse IT-related change processes in organisations, and how achieving the goals of these processes is complicated by organisational, social, and physical aspects in addition to technology. The context of this thesis is the Swedish public sector domains of health-care and higher education, and the result of research studies and experiences from four action research projects in these settings. The contribution of this thesis adds to the contributions of the included papers through the definition of inertia in sociotechnical systems and its subsequent application. The thesis shows that the concept of inertia in sociotechnical systems can be used to understand IT-related change processes as changes to the characteristics of a sociotechnical system, and, in the context of organisations, how these processes affect and are affected by an organisation’s characteristics. This is illustrated in the thesis through the application of the concept on examples of IT-related change processes from the included papers and research projects. In addition, the thesis shows that the use of vision seminar methods can benefit Swedish organisations, since new IT is often introduced without clearly defined, expressed, understood, and accepted goals.
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Fredlund, Isak. "Effektivitet genom kollaboration: En studie i hur metoder för kollaboration kan användas i agila designprocesser." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22354.

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Denna uppsats utforskar hur en agil designprocess kan effektiviseras i form av tid genom att applicera metoder för kollaboration. Kraven i form av tidsåtgång, kostnad och kvalité på vad som framställs är påtagliga och mäts på olika sätt. För att möta kraven förlitar sig det agila arbetssättet, framförallt inom design, ofta på en expertis hos utövaren. Det kräver en ingående kunskap och som medför att involveringen av slutanvändare och kunder i fall kan blir lidande. Min teoretiska efterforskning gav mig en bild av att agila designprocesser idag är och tillåts vara väldigt utdragna. För att skapa en förståelse för hur en modern designprocess praktiseras har jag utfört undersökande fältstudier i form av kvalitativa intervjuer med företagen Cybercom och TOPP. Dessa intervjuer gav mig insikten av vad som finns och vad som efterfrågas av brukande designers, vilka har format min designprocess och mitt praktiska utformande som består av två prototyper i form av två olika arbetssätt, ett agilt och ett kollaborativt. Genom att ha utformat arbetssätten på ett specifikt sätt har jag lyckats jämföra resultaten av de båda och kunnat argumentera och presentera ett förslag på ett mer effektivt arbetssätt i form av tid, kostnad och kvalité där de positiva aspekterna från de olika arbetssätten applicerats.
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Rothwell, Clayton D. "Recurrence Quantification Models of Human Conversational Grounding Processes: Informing Natural Language Human-Computer Interaction." Wright State University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=wright1527591081613424.

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Fink, Glenn Allen. "Visual Correlation of Network Traffic and Host Processes for Computer Security." Diss., Virginia Tech, 2006. http://hdl.handle.net/10919/28770.

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Much computer communications activity is invisible to the user, happening without explicit permission. When system administrators investigate network communications activities, they have difficulty tracing them back to the processes that cause them. The strictly layered TCP/IP networking model that underlies all widely used, general-purpose operating systems makes it impossible to trace a packet seen on the network back to the processes that are responsible for generating and receiving it. The TCP/IP model separates the concerns of network routing and process ownership so that the layers cannot share the information needed to correlate packets to processes. But knowing what processes are responsible for communications activities can be a great help in determining whether that activity is benign or malicious. My solution combines a visualization tool, a kernel-level correlation engine, and middleware that ties the two together. My research enables security personnel to visually correlate packets to the processes they belong to helping users determine whether communications are benign or malicious. I present my discoveries about the system administrator community and relate how I created a new correlation technology. I conducted a series of initial interviews with system administrators to clarify the problem, researched available solutions in the literature, identified what was missing, and worked with users to build it. The users were my co-designers as I built a series of prototypes of increasing fidelity and conducted usability evaluations on them. I hope that my work will demonstrate how well the participatory design approach works. My work has implications for the kernel structure of all operating system kernels with a TCP/IP protocol stack and network model. In light of my research, I hope security personnel will more clearly see sets of communicating processes on a network as basic computational units rather than the individual host computers. If kernel designers incorporate my findings into their work, it will enable much better security monitoring than is possible today making the Internet safer for all.
Ph. D.
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Hecht, Manuela, and Kristina Babik. "An Approach of applying Motion-Sensing Technology to Design and Development Processes of Apparel Value Chains." Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-408.

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The area of the research comprises the field of virtualization as specified to the field of three-dimensional user interfaces (3D UIs). It is an approach of applying the field of motion-sensing technology to potential areas of apparel value chains focusing on design. The background of this thesis is the industry’s established 3D design and development process and new digital tools that enable embodied interaction. So far companies are still working with a limited 3D design approach, which requires several non-value-adding activities, e.g. technical sketching and pattern creation, before a product can be virtually simulated and evaluated. As the current fashion industry’s human-computer interaction (HCI) applications have non-embodied interaction technologies, which deny natural hand movements, it was evaluated, if motion-sensing technology can enable the feeling of natural handcrafting. The purpose of the project was to investigate the designer’s attitude towards motion-sensing technology as a design tool and the potential of embodied HCI in design and development processes of apparel value chains. Enabling the designer the feeling of handcrafting in a 3D world opens a new area of research within the use of 3D fashion design tools. Moreover the thesis expected to prove the desire towards embodied interaction during the apparel design and development processes and the designer’s openness to try out new things. To fulfill the purpose, the motion-sensing technology tool Leap Motion was used as a practical device, which enables embodied interaction in design applications. A team of various designers was used to conduct a practical experiment, combined with interviews and observations. The experiment has been analysed on the designer’s attitude towards the use of a motion-sensing technology tool within the design field and possible implications on the design and development phases of apparel value chains. The results show, that the designers supported embodied interaction and experienced the use of motion-sensing technology as an enhancing and powerful tool. However, it has become clear that the designers experienced the usage of free-handed motion-sensing technology as not natural or intuitive and rather prefer tangible tools. Presupposing a crucial improvement of the technology, different ways of substituting current design activities like enabling the draping process on a virtual basis could enhance the value chain regarding speed, flexibility and waste. This would enable earlier entry into the evaluation stage of virtual simulated prototypes while directly starting the design and development process in 3D and reducing several iterations of non-value adding activities.
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David, Aurelio [Verfasser], and J. Alexander [Akademischer Betreuer] Schmidt. "Re-thinking public participation : lay-expert interaction and knowledge exchange in community-based design processes / Aurelio David ; Betreuer: J. Alexander Schmidt." Duisburg, 2019. http://d-nb.info/119169125X/34.

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Ylitalo, Frida. "Development of digital sales processes with help of the See-Think-Do-Care model." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-185555.

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Digital commerce is a natural part of our everyday life. To fast and easily be able to make purchases from our home without stress has become a matter of course for us. But the new way to make purchases places new demands on the sales, not least at the important customer meeting. The interaction between customer and seller disappears completely and known marketing methods must be adapted to the new conditions. How does the customer journey change when the step from discovering a product to buying it is just a few clicks away? The study aims to investigate and develop a digital sales process for a mobile game aimed for children. The process is based on the marketing framework See-Think-Do-Care and tries to answer questions like which components are needed in a sales flow? How can a product be adapted to different types of users and can UX design be used to get interested customers to buy the product? The method is divided into two different sections. One section for evaluating the chosen marketing framework and another for the development of the sales process. The development of the sales process was made stepwise by prototypes in different degrees of fidelity. The first part of the result ended up in the implementation of the marketing framework, a developed customer journey, and a compilation of ten guidelines to adhere to for increasing the conversion of new customers. The sales flow was then developed step by step from only showing the routing to be a clickable solution similar to the intended end product. The di↵erent prototypes were evaluated by user testing and it was shown that the largest problem was not to make users understand the sales flow, it was to make them understand the actual product. The hope is that the result of the study will be able to be tested in production and be used in the real sales of the product.
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Books on the topic "Interaction design processes"

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1953-, Kellogg Wendy Anne, Boyarski Daniel, and SIGCHI (Group : U.S.), eds. DIS2000: Designing Interactive Systems, Processes, Practices, Methods and Techniques : 17-19 August 2000, New York City : conference proceedings. New York: Association for Computing Machinery, 2000.

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M, Olson Gary, Schuon Sue, SIGCHI (Group : U.S.), International Federation for Information Processing. Working Group 13.2 on Methodology for User Centered System Design., and Association for Software Design, eds. DIS '95, Symposium on Designing Interactive Systems, Processes, Practices, Methods & Techniques: Conference proceedings, University of Michigan, Ann Arbor, Michigan, USA, August 23-25, 1995. New York: Association for Computing Machinery, 1995.

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The principles & processes of interactive design. New York: Bloomsbury, 2013.

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Symposium on Designing Interactive Systems: Processes, Practices, Methods & Techniques (1997 Amsterdam, Netherlands). DIS '97: Designing Interactive Systems: Processes, Practices, Methods and Techniques : 18-20 August 1997, Grand Hotel Krasnapolsky, Amsterdam, The Netherlands : conference proceedings. New York: Association for Computing Machinery, 1997.

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Kisyelyev, Alyeksandr, and Svetlana Shilina. Managerial discourse as social communication technologies in the system of relations between the state and society. ru: INFRA-M Academic Publishing LLC., 2017. http://dx.doi.org/10.12737/22345.

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Monograph "Management discourse as social communication technologies in the system of relations between the state and society" is aimed at highlighting the issues of efficiency of interaction of state and society in the process of communication. The monograph discusses problems of managerial discourse, interpreted as a social communication technology, designed to improve the understanding of the participants of the communicative interaction in the system "state-society".
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Ismailov, Nariman, Samira Nadzhafova, and Aygyun Gasymova. Bioecosystem complexes for the solution of environmental, industrial and social problems (on the example of Azerbaijan). ru: INFRA-M Academic Publishing LLC., 2020. http://dx.doi.org/10.12737/1043239.

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A key objective of the modern development of society is the observance of ecological and socio-economic unity in human life and comprehensive improvement of environment and quality of life should be considered in close connection with the quality of the natural landscape. The formation of scientific understanding of the unity of society and nature is driven by the need for practical implementation of such unity. This defines the focus of this monograph. Given the overall assessment of the current state of the environment in Azerbaijan, considers the scenarios for the future development of the area. The prospects of the use of biotechnology in integrated environmental protection. In the framework of the above to address complex social, environmental and production problems in Azerbaijan developed scientific basis of integrated system of industrial farms — biclusters with a closed production cycle through effective utilization of regional biological resources, whose interactions and relationships take on the character of vzaimodeistvie components for obtaining focused final result with high practical importance. Microbiological, biochemical and technological processes are the basis of all development of biotechnology. Presents the development will help strengthen the ties between science and production, establishing mechanisms to conduct applied research in the field of innovation and creation of knowledge-based technologies in solving current and future environmental problems in Azerbaijan. We offer innovative ideas distinguishes the potential need for their materialization into new products, technologies and services, including the widespread use of digital technologies to design dynamic digital environmental map in space and in time. For students, scientific and engineering-technical workers, students and specializing in environmental technology, environmental protection.
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Urrutia Sánchez, Elena. 10 didactic activities for intermediate english classes. Bogotá. Colombia: Universidad de La Salle. Ediciones Unisalle, 2013. http://dx.doi.org/10.19052/9789585136441.

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This book has been created for both intermediate English students and their English teachers, who will be able to find a variety of activities to complement their English classes. Although this book has been particularly designed for Intermediate English levels and academic spaces at the Licenciatura en Lengua Castellana, Inglés y Francés, such as Language and Communication I II, Language Interaction and Anglophone Society I II, and even Pedagogical Practicum and Formative Research, it can be adapted to several other levels of mastery of the language, as well as to a wide range of educational EFL (English as a Foreign Language) and ESL (English as a Second Language) settings, given the fact that the book's main aim is to provide students with the opportunity to take a prime role as the center of the leaming process of a rich experience of language in use (Krashen, 1989). Such goal can be achieved through didactic class tasks that can ignite the thirst for communicating in English in order to consolidate the concepts already learned in class and, beyond that, by letting go of any fear and anxiety to 'function' well-or 'accurately'-in English class, and sharing their own background knowledge and their own 'self' towards the construction of new ways of thinking and seeing the world that surrounds them within an educational framework.
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Busacca, Maurizio, and Roberto Paladini. Collaboration Age. Venice: Fondazione Università Ca’ Foscari, 2020. http://dx.doi.org/10.30687/978-88-6969-424-0.

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Recently, public policies of urban regeneration have intensified and multiplied. They are being promoted with the aim to start social and economic dynamics within the local context which is subject to intervention. From the empirical analysis, we realise that such activities are mainly implemented by three subjects or by mixed coalitions (public institutions, actors of the third sector and companies). Within them, each player is moved by a multiplicity of interests and goals that go beyond their own nature – public interest, market and mutualism – and tend to redefine themselves, thus becoming hybrid forms of production of value (social, economic, cultural). By studying a number Italian and Catalan cases, this essay deals with the theory that, under specific conditions and configurations, a collaborative direction – of organization, production and design – would give life to successful procedures, even without the identification of a one-best-way. The collaboration is not simply a choice of operation, but a real production method which mobilises social resources to create hybrid solutions – between state, market and society – to complex issues that could not be faced solely with the use of the rationale of action of one among the three actors. In this framework, the systems of relations and interactions between players and shared capital become an essential condition for the success of every initiative of urban redevelopment, or failure thereof. Such initiatives are brought to life by the strategic role of individuals who foster connections as well as the dissemination of non-redundant information between social networks, and collective and individual actors which would otherwise be separated and barely able to communicate and collaborate with each other. In addition to the functions carried out by knowledge brokers, that have been extensively described in organisational studies and economic sociology, the aforementioned figures act as real social enzymes, that is to say, they handle the available information and function as catalysts of social processes of production of knowledge. Moreover, they increase the reaction speed, working on mechanisms which control the spontaneity.
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Ontario. Esquisse de cours 12e année: Danse atc4m cours préuniversitaire. Vanier, Ont: CFORP, 2002.

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Ontario. Esquisse de cours 12e année: Histoire de l'Occident et du monde chy4c cours précollégial. Vanier, Ont: CFORP, 2002.

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Book chapters on the topic "Interaction design processes"

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Nebe, Karsten, and Dirk Zimmermann. "Aspects of Integrating User Centered Design into Software Engineering Processes." In Human-Computer Interaction. Interaction Design and Usability, 194–203. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73105-4_22.

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Moeng, Chin-Hoh, and Jeffrey Weil. "Turbulence Interaction with Atmospheric Physical Processes." In Notes on Numerical Fluid Mechanics and Multidisciplinary Design, 15–24. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-14139-3_3.

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Grudin, Jonathan, and Roy T. Fielding. "Working group on design methods and processes." In Software Engineering and Human-Computer Interaction, 4–8. Berlin, Heidelberg: Springer Berlin Heidelberg, 1995. http://dx.doi.org/10.1007/bfb0035801.

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Cañas, José J. "The Future of Interaction Research: Interaction Is the Result of Top–Down and Bottom–Up Processes." In Future Interaction Design II, 55–68. London: Springer London, 2008. http://dx.doi.org/10.1007/978-1-84800-385-9_3.

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Lüdtke, Andreas, and Jan-Patrick Osterloh. "Simulating Perceptive Processes of Pilots to Support System Design." In Human-Computer Interaction – INTERACT 2009, 471–84. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-03655-2_53.

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Hansert, Jonas, Mathias Trefzger, and Thomas Schlegel. "Interactive AR Models in Participation Processes." In Virtual, Augmented and Mixed Reality. Design and Interaction, 50–62. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49695-1_4.

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Borza, Iunia C., and José A. Macías. "Incorporating Marketing Strategies to Improve Usability Assurance in User-Centered Design Processes." In Human-Computer Interaction: Design and Evaluation, 152–62. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20901-2_14.

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Le, Nguyen-Thinh, Sabine Niebuhr, David Drexler, and Niels Pinkwart. "Scaffolding Computer Supported Argumentation Processes through Mini Map Based Interaction Techniques." In Design, User Experience, and Usability. Web, Mobile, and Product Design, 533–42. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39253-5_59.

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Hölscher, Christoph, Tobias Meilinger, Georg Vrachliotis, Martin Brösamle, and Markus Knauff. "Finding the Way Inside: Linking Architectural Design Analysis and Cognitive Processes." In Spatial Cognition IV. Reasoning, Action, Interaction, 1–23. Berlin, Heidelberg: Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/978-3-540-32255-9_1.

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Heimgärtner, Rüdiger. "Development of an Assessment Model for the Human Centered Design Processes Specified in ISO 9241-220." In Human-Computer Interaction. Design and User Experience, 50–70. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49059-1_4.

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Conference papers on the topic "Interaction design processes"

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Trocchianesi, Raffaella, Daniele Duranti, and Davide Spallazzo. "Tangible interaction in museums and temporary exhibitions: embedding and embodying the intangible values of cultural heritage." In Systems & Design: Beyond Processes and Thinking. Valencia: Universitat Politècnica València, 2016. http://dx.doi.org/10.4995/ifdp.2016.3322.

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Moving from a design perspective, the paper explores the potential of tangible interaction in giving shape to intangible contents in museums and temporary exhibitions. Going beyond tangibility intended in the strict sense of touching assets (Dudley 2010), we use here a wider interpretation of tangibility that considers touch in the sense of embodied experience. In this way we consider as tangible all those experiences that foster a strong involvement of the body. Tangible interaction is interpreted as a practice able to multiply the levels of the narrative, to make the visit experience memorable and to give physicality to intangible values. This approach sees the use of tangible interaction as a way to transfer practices and rituals linked to the contents and representative of the intangible values embedded in the assets. Therefore we can identify “gesture-through” and “object-through” interactions able to enhance the visitor experience and the understanding of cultural heritage. The rituals of gestures is linked to the concept of museum proxemics (author 2013) that involves both sensuousness and movements in space. If proxemics is the discipline which deals with investigating the relationship between individuals and space, and the significance of gestures and distances among people, then museum proxemics relates to the forms of behaviour which govern the relationship between individuals and museum space, between the visitor and the items on display and among visitors. In the paper we outline existing practices by analysing some case studies representative of the potential of tangible interaction in the cultural heritage field and classified according to the categories in the following: - Smart replicas: visitors interact with a technology-enhanced replica of the artworks to feel sensorial aspects and activate further levels of narrative; - Symbolic objects: visitors interact with objects, icons or elements imbued with symbolic meaning as a vehicle to reach the intangible value of the cultural asset; - Touchable screens: visitors interact with a surface mediating their relationship with contents and allowing for a personalised path within them; - Perfoming gestures: visitors perform meaningful gestures in order to trigger specific effects able to stage the narrative of intangible contents. In conclusion we highlight three actions in the cultural experience driven by tangible interaction and matter of design: (i) interacting with a sensitive object able to trigger intangible values; (ii) revealing contents difficult to transmit; (iii) multiplying the levels of knowledge and narrative.DOI: http://dx.doi.org/10.4995/IFDP.2016.3322
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Campos, Pedro, Nils Ehrenberg, and Miguel Campos. "Designing Interactions with Furniture - Towards Multi-sensorial Interaction Design Processes for Interactive Furniture." In 20th International Conference on Enterprise Information Systems. SCITEPRESS - Science and Technology Publications, 2018. http://dx.doi.org/10.5220/0006759505270532.

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Barreto Fernandes, Francisco António, and Bernabé Ortuño Hernandis. "Interaction design of public electronics equipment: Approach to categorization systems and analysis model." In Systems & Design: Beyond Processes and Thinking. Valencia: Universitat Politècnica València, 2016. http://dx.doi.org/10.4995/ifdp.2016.3287.

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Technological development has changed the way users relate to products, they are no longer passive receivers of functions to interact with increasingly complex systems. This research addresses the problem of consumer interaction with public electronic technology products. There are several studies dealing with the disciplines that study the interaction between the user and the electronic product (Preece, 2005; Johnson-Laird, 1983; Helander, 1997, Sutcliffe, 1995; Norman, 1990; Moraes, 2001), making it possible to obtain knowledge about human beings, technology and the way they operate. This research aims to identify the areas of interaction design that involve the human-machine system, in particular the disciplines that contribute to good usability. Six typologies are proposed that describe specific interface characteristics studied according to the model of complexity defined by Gomes Filho (2003). Exploratory research in Portugal identified twenty-six interactive systems. To characterize the public electronic systems, the study presents a structured analysis of the variables mentioned previously, in relation to both reliability and validity, as well as functionality. The results are compared with the literature and the implications discussed for the design of the User Interface System Model.DOI: http://dx.doi.org/10.4995/IFDP.2016.3287
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Dalsgaard, Peter, and Kim Halskov. "Environments for creative interaction design processes." In the 2014 companion publication. New York, New York, USA: ACM Press, 2014. http://dx.doi.org/10.1145/2598784.2598801.

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Iacob, Claudia. "Using design patterns in collaborative interaction design processes." In CSCW '12: Computer Supported Cooperative Work. New York, NY, USA: ACM, 2012. http://dx.doi.org/10.1145/2141512.2141554.

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Lyckvi, Sus, Virpi Roto, Elizabeth Buie, and Yiying Wu. "The role of design fiction in participatory design processes." In NordiCHI'18: Nordic Conference on Human-Computer Interaction. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3240167.3240258.

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Catala, Alejandro, Cristina Sylla, Manët Theune, Eva Brooks, and Janet C. Read. "Rethinking children's co-creation processes beyond the design of TUIs." In IDC '18: Interaction Design and Children. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3202185.3205870.

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Schepers, Selina, Katrien Dreessen, and Bieke Zaman. "Fun as a user gain in participatory design processes involving children." In IDC '18: Interaction Design and Children. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3202185.3202763.

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Olesen, Jeanette Falk. "Design Processes in Game Jams." In CHI PLAY '17: The annual symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3130859.3133226.

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Nouwens, Minke, Peter Dalsgaard, and Amos Bokonen Blanton. "Time and its Study in Design Ideation Processes." In NordiCHI '22: Nordic Human-Computer Interaction Conference. New York, NY, USA: ACM, 2022. http://dx.doi.org/10.1145/3547522.3547705.

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Reports on the topic "Interaction design processes"

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Fang, Chen. Unsettled Issues in Vehicle Autonomy, Artificial Intelligence, and Human-Machine Interaction. SAE International, April 2021. http://dx.doi.org/10.4271/epr2021010.

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Artificial intelligence (AI)-based solutions are slowly making their way into our daily lives, integrating with our processes to enhance our lifestyles. This is major a technological component regarding the development of autonomous vehicles (AVs). However, as of today, no existing, consumer ready AV design has reached SAE Level 5 automation or fully integrates with the driver. Unsettled Issues in Vehicle Autonomy, AI and Human-Machine Interaction discusses vital issues related to AV interface design, diving into speech interaction, emotion detection and regulation, and driver trust. For each of these aspects, the report presents the current state of research and development, challenges, and solutions worth exploring.
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Murphy, Joe J., Michael A. Duprey, Robert F. Chew, Paul P. Biemer, Kathleen Mullan Harris, and Carolyn Tucker Halpern. Interactive Visualization to Facilitate Monitoring Longitudinal Survey Data and Paradata. RTI Press, May 2019. http://dx.doi.org/10.3768/rtipress.2019.op.0061.1905.

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Surveys often require monitoring during data collection to ensure progress in meeting goals or to evaluate the interim results of an embedded experiment. Under complex designs, the amount of data available to monitor may be overwhelming and the production of reports and charts can be costly and time consuming. This is especially true in the case of longitudinal surveys, where data may originate from multiple waves. Other such complex scenarios include adaptive and responsive designs, which were developed to act on the results of such monitoring to implement prespecified options or alternatives in protocols. This paper discusses the development of an interactive web-based data visualization tool, the Adaptive Total Design (ATD) Dashboard, which we designed to provide a wide array of survey staff with the information needed to monitor data collection daily. The dashboard was built using the R programming language and Shiny framework and provides users with a wide range of functionality to quickly assess trends. We present the structure of the data used to populate the dashboard, its design, and the process for hosting it on the web. Furthermore, we provide guidance on graphic design, data taxonomy, and software decisions that can help guide others in the process of developing their own data collection monitoring systems. To illustrate the benefits of the dashboard, we present examples from the National Longitudinal Study of Adolescent to Adult Health (Add Health). We also discuss features of the dashboard to be developed for future waves of Add Health.
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Greenhill, Lucy, Christopher Leakey, and Daniela Diz. Second Workshop report: Mobilising the science community in progessing towards a sustainable and inclusive ocean economy. Scottish Universities Insight Institute, July 2021. http://dx.doi.org/10.15664/10023.23693.

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Across the Blue Economy, science must play a fundamental role in moving us away from business as usual to a more sustainable pathway. It provides evidence to inform policy by understanding baselines, trends and tipping points, as well as the multiple and interacting effects of human activities and policy interventions. Measuring progress depends on strong evidence and requires the design of a monitoring framework based on well-defined objectives and indicators, informed by the diverse disciplines required to inform progress on cross-cutting policy objectives such as the Just Transition. The differences between the scientific and policy processes are stark and affect interaction between them, including, among other factors, the time pressures of governmental decision-making, and the lack of support and reward in academia for policy engagement. To enable improved integration, the diverse nature of the science / policy interface is important to recognise – improved communication between scientists and policy professionals within government is important, as well as interaction with the wider academic community through secondments and other mechanisms. Skills in working across boundaries are valuable, requiring training and professional recognition. We also discussed the science needs across the themes of the Just Transition, Sustainable Seafood, Nature-based Solutions and the Circular Economy, where we considered: • What research and knowledge can help us manage synergies and trade-offs? • Where is innovation needed to promote synergies? • What type of indicators, data and evidence are needed to measure progress? The insights developed through dialogue among participants on these themes are outlined in Section 4 of this report.
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Führ, Martin, Julian Schenten, and Silke Kleihauer. Integrating "Green Chemistry" into the Regulatory Framework of European Chemicals Policy. Sonderforschungsgruppe Institutionenanalyse, July 2019. http://dx.doi.org/10.46850/sofia.9783941627727.

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20 years ago a concept of “Green Chemistry” was formulated by Paul Anastas and John Warner, aiming at an ambitious agenda to “green” chemical products and processes. Today the concept, laid down in a set of 12 principles, has found support in various arenas. This diffusion was supported by enhancements of the legislative framework; not only in the European Union. Nevertheless industry actors – whilst generally supporting the idea – still see “cost and perception remain barriers to green chemistry uptake”. Thus, the questions arise how additional incentives as well as measures to address the barriers and impediments can be provided. An analysis addressing these questions has to take into account the institutional context for the relevant actors involved in the issue. And it has to reflect the problem perception of the different stakeholders. The supply chain into which the chemicals are distributed are of pivotal importance since they create the demand pull for chemicals designed in accordance with the “Green Chemistry Principles”. Consequently, the scope of this study includes all stages in a chemical’s life-cycle, including the process of designing and producing the final products to which chemical substances contribute. For each stage the most relevant legislative acts, together establishing the regulatory framework of the “chemicals policy” in the EU are analysed. In a nutshell the main elements of the study can be summarized as follows: Green Chemistry (GC) is the utilisation of a set of principles that reduces or eliminates the use or generation of hazardous substances in the design, manufacture and application of chemical products. Besides, reaction efficiency, including energy efficiency, and the use of renewable resources are other motives of Green Chemistry. Putting the GC concept in a broader market context, however, it can only prevail if in the perception of the relevant actors it is linked to tangible business cases. Therefore, the study analyses the product context in which chemistry is to be applied, as well as the substance’s entire life-cycle – in other words, the six stages in product innovation processes): 1. Substance design, 2. Production process, 3. Interaction in the supply chain, 4. Product design, 5. Use phase and 6. After use phase of the product (towards a “circular economy”). The report presents an overview to what extent the existing framework, i.e. legislation and the wider institutional context along the six stages, is setting incentives for actors to adequately address problematic substances and their potential impacts, including the learning processes intended to invoke creativity of various actors to solve challenges posed by these substances. In this respect, measured against the GC and Learning Process assessment criteria, the study identified shortcomings (“delta”) at each stage of product innovation. Some criteria are covered by the regulatory framework and to a relevant extent implemented by the actors. With respect to those criteria, there is thus no priority need for further action. Other criteria are only to a certain degree covered by the regulatory framework, due to various and often interlinked reasons. For those criteria, entry points for options to strengthen or further nuance coverage of the respective principle already exist. Most relevant are the deltas with regard to those instruments that influence the design phase; both for the chemical substance as such and for the end-product containing the substance. Due to the multi-tier supply chains, provisions fostering information, communication and cooperation of the various actors are crucial to underpin the learning processes towards the GCP. The policy options aim to tackle these shortcomings in the context of the respective stage in order to support those actors who are willing to change their attitude and their business decisions towards GC. The findings are in general coherence with the strategies to foster GC identified by the Green Chemistry & Commerce Council.
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Mistree, Farrokh, and David L. McDowell. An Interactive, Distributed, Computational Environment for the Design of Multi-Functional Materials and Processes. Fort Belvoir, VA: Defense Technical Information Center, July 2004. http://dx.doi.org/10.21236/ada425404.

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Lutz, Carsten. Reasoning about Entity Relationship Diagrams with Complex Attribute Dependencies. Aachen University of Technology, 2002. http://dx.doi.org/10.25368/2022.119.

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Entity Relationship (ER) diagrams are among the most popular formalisms for the support of database design [7, 12, 17, 6]. Their classical use in the (usually computer aided) database design process can roughly be described as follows: after evaluating the requirements of the application, the database designer constructs an ER schema, which represents the conceptual model of the new database. CASE tools can be used to automatically transform the ER schema into a relational database schema, which is then manually fine-tuned. During the last years, the initially rather simple ER formalisms has been extended by various means of expressivity to account for new, more complex application areas such as schema integration for data warehouses [12, 3, 13]. Designing a conceptual model with such enriched ER diagrams is a nontrivial task: there exist complex interactions between the various means of expressivity, which quite often result in unnoticed inconsistencies in the ER schemas and in implicit ramifications of the modeling that have not been intended by the designer. To address this problem, Description Logics (DLs) have been proposed and succesfully used as a tool for reasoning about ER diagrams and thereby detecting the aforementioned anomalies [5, 6, 8].
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Wailzer, Magdalena, and Laura Soyer. Co-Developing an impact model for evaluating the societal impact of participatory research approaches. Fteval - Austrian Platform for Research and Technology Policy Evaluation, April 2022. http://dx.doi.org/10.22163/fteval.2022.547.

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In recent years, an increased focus on societal impact of research unfolding through productive interactions between stakeholders and participatory research processes has been seen. These complex interventions call for more flexible and participatory evaluation processes. This paper sets out to describe the co-creative development of an Impact Model and Reflection Instruments by different stakeholders that make desired and expected societal effects of participatory research visible, and enable a systematic evaluation of these expected changes. The aim of the Impact Model and the (modular) set of Impact Reflection Instruments is first and foremost to support researchers in the planning and evaluation of societal impacts of their participatory research approaches. In addition, we share the design of the co-development phase and reflections that serve as practical guidance for evaluators who aim to apply theory-based models in participatory settings in other contexts. Finally, the Impact Model and Reflection Instruments aim to enable increased comparability across research projects with participatory research approaches.
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Syrovatskyi, Oleksandr V., Serhiy O. Semerikov, Yevhenii O. Modlo, Yuliia V. Yechkalo, and Snizhana O. Zelinska. Augmented reality software design for educational purposes. [б. в.], December 2018. http://dx.doi.org/10.31812/123456789/2895.

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In the process of researching the problem of training future informatics teachers to use augmented reality technologies in education, the tasks were solved: 1) a historical and technological analysis of the experience of using augmented reality tools for developing interactive teaching materials was performed; 2) the software for the design of augmented reality tools for educational purposes is characterized and the technological requirements for the optional course “Development of virtual and augmented reality software” are defined; 3) separate components of an educational and methodical complex for designing virtual and augmented reality systems for future informatics teachers have been developed. У процесі дослідження проблеми професійної підготовки майбутніх учителів інформатики до використання технологій доповненої реальності в освіті розв’язані завдання: 1) виконано історико-технологічний аналіз досвіду застосування засобів доповненої реальності для розробки інтерактивних навчальних матеріалів; 2) схарактеризовано програмне забезпечення для проектування засобів доповненої реальності навчального призначення та визначено технологічні вимоги для факультативу «Розробка програмних засобів віртуальної та доповненої реальності»; 3) розроблено окремі складові навчально-методичного комплексу із проектування систем віртуальної та доповненої реальності для майбутніх учителів інформатики.
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Eyal, Yoram, and Sheila McCormick. Molecular Mechanisms of Pollen-Pistil Interactions in Interspecific Crossing Barriers in the Tomato Family. United States Department of Agriculture, May 2000. http://dx.doi.org/10.32747/2000.7573076.bard.

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During the evolutionary process of speciation in plants, naturally occurring barriers to reproduction have developed that affect the transfer of genes within and between related species. These barriers can occur at several different levels beginning with pollination-barriers and ending with hybrid-breakdown. The interaction between pollen and pistils presents one of the major barriers to intra- and inter-specific crosses and is the focus of this research project. Our long-term goal in this research proposal was defined to resolve questions on recognition and communication during pollen-pistil interactions in the extended tomato family. In this context, this work was initiated and planned to study the potential involvement of tomato pollen-specific receptor-like kinases (RLK's) in the interaction between pollen and pistils. By special permission from BARD the objectives of this research were extended to include studies on pollen-pistil interactions and pollination barriers in horticultural crops with an emphasis on citrus. Functional characterization of 2 pollen-specific RLK's from tomato was carried out. The data shows that both encode functional kinases that were active as recombinant proteins. One of the kinases was shown to accumulate mainly after pollen germination and to be phosphorylated in-vitro in pollen membranes as well as in-vivo. The presence of style extract resulted in dephosphorylation of the RLK, although no species specificity was observed. This data implies a role for at least one RLK in pollination events following pollen germination. However, a transgenic plant analysis of the RLK's comprising overexpression, dominant-negative and anti-sense constructs failed to provide answers on their role in pollination. While genetic effects on some of the plants were observed in both the Israeli and American labs, no clear functional answers were obtained. An alternative approach to addressing function was pursued by screening for an artificial ligand for the receptor domain using a peptide phage display library. An enriched peptide sequence was obtained and will be used to design a peptide-ligand to be tested for its effect o pollen germination and tube growth. Self-incompatibility (SI) in citrus was studied on 3 varieties of pummelo. SI was observed using fluorescence microscopy in each of the 3 varieties and compatibility relations between varieties was determined. An initial screen for an S-RNase SI mechanism yielded only a cDNA homologous to the group of S-like RNases, suggesting that SI results from an as yet unknown mechanism. 2D gel electrophoresis was applied to compare pollen and style profiles of different compatibility groups. A "polymorphic" protein band from style extracts was observed, isolated and micro-sequenced. Degenerate primers designed based on the peptide sequence date will be used to isolate the relevant genes i order to study their potential involvement in SI. A study on SI in the apple cultivar Top red was initiated. SI was found, as previously shown, to be complete thus requiring a compatible pollinator variety. A new S-RNase allele was discovered fro Top red styles and was found to be highly homologous to pear S-RNases, suggesting that evolution of these genes pre-dated speciation into apples and pears but not to other Rosaceae species. The new allele provides molecular-genetic tools to determine potential pollinators for the variety Top red as well as a tool to break-down SI in this important variety.
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Vakaliuk, Tetiana A., Olha V. Korotun, and Serhiy O. Semerikov. The selection of cloud services for ER-diagrams construction in IT specialists databases teaching. CEUR Workshop Proceedings, June 2021. http://dx.doi.org/10.31812/123456789/4371.

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One of the main aspects of studying databases in higher education institutions by future IT specialists is database design and software product development. This, in turn, is the most important problem of the developer’s interaction with the customer. To facilitate the process of database design, ER-diagrams are used, which are based on the concepts of “Entity” and “Relationship”. An ER diagram allows you to present a database in the form of visual graphical objects that define a specific subject area. The article considers the available cloud services for the construction of ER-diagrams for learning databases of future IT specialists and their selection the method expert evaluation. For this purpose, the criteria and indicators for the selection of cloud services for the construction of ER-diagrams of databases by future information technology specialists have been determined. As a result, it was found that the cloud services Dbdesigner.net and Lucidchart are the most convenient to learn. It is determined that for a teacher of a higher education institution the use of cloud services is an opportunity to use licensed software in education without additional costs.
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