Academic literature on the topic 'Interactive prototype design'

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Journal articles on the topic "Interactive prototype design"

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Miller, Dwight P., and Andrew C. Stone. "Proto Tymer: Human Performance Instrumentation for HyperCard® Prototyping." Proceedings of the Human Factors Society Annual Meeting 33, no. 5 (October 1989): 249–53. http://dx.doi.org/10.1177/154193128903300503.

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As a result of the popularity of using HyperCard® to rapidly prototype equipment and computer interfaces on Macintoshè personal computers, the need ensued to evaluate prototype usability by collecting subjects' interactive performance data in real time. Sandia National Laboratories, in collaboration with Stone Design Software, has developed ProtoTymer2, a HyperCardè stack that can time and record users' interactive sessions with prototypes developed using HyperCardè. While operating in the background, ProtoTymer records the times, locations, and targets (objects clicked) of a subject's inputs during an interactive session. At the conclusion of the session, the resultant data file can be reviewed, summarized, printed, or transferred to a spreadsheet for statistical or graphical analysis. This paper describes ProtoTymer's design approach, features, limitations, and considerations for future versions.
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Wang, Weizhen, Yukari Nagai, Yuan Fang, and Masami Maekawa. "Interactive technology embedded in fashion emotional design." International Journal of Clothing Science and Technology 30, no. 3 (June 4, 2018): 302–19. http://dx.doi.org/10.1108/ijcst-09-2017-0152.

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PurposeThe purpose of this paper is to bridge the gap between human emotions and wearable technologies for interactive fashion innovation. To consider the reasons why smart clothing should satisfy the internet of things (IoT) technical functions and human emotional expression simultaneously, to investigate the manner in which artistic design perspectives and engineering methods combined effectively, to explore the R&D elements of future smart clothing based on the IoT technology.Design/methodology/approachThis study combines artistic design perspectives with information-sensing engineering methods as well askanseievaluation method. Micro-sensors and light-emitting diodes (LEDs) embedded in couples clothing prototype. The first experiment step in the design and production of prototype clothing, and do the initial emotional evaluation. The second experiment is the comparative evaluation of the prototype and other typical smart clothing.FindingsThe interactive clothing prototype was proven to correlate well with human emotional expressive patterns. The evaluation I indicated the prototype can stimulate the emotional response of the participants to achieve a higher score in the activate sensor state. Evaluation II revealed that in the process of interactive clothing design, the technical functionality should synchronize with the requirements of human emotional expression.Originality/valueThis study builds the research and development theoretical model of interactive clothing that can be integrated into daily smart clothing life design, and analyze the methods and means of blending IoT smart information-sensing technology with emotional design. By means of this experimental demonstration of human-centered interactive clothing design, the authors provide smart clothing 3.0 evolutionary roadmap and propose a new concept of internet of clothes (IoC) for further research reference.
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Wang, Weizhen, Jiawei Zou, and Yuan Fang. "Design and Evaluation of a Somatosensory Hat: An Emotional Semantic Perspective." AATCC Journal of Research 8, no. 1_suppl (September 2021): 20–29. http://dx.doi.org/10.14504/ajr.8.s1.3.

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Interactive product design needs to be based on the human-centered design concept to meet the target users’ demands for affective interaction experience. Existing research on smart clothing mainly focuses on human-computer aspects of human physiological data monitoring and feedback, yet the potential emotional factors and behavioral interaction are ignored. This study adopts the somatosensory interactive hat as a carrier to explore an interactive clothing design method that reflects human emotions. The emotional semantic evaluation method is used to guide the design process of the prototype. Brain wave detection sensors and LEDs are embedded in the prototype. The results show that this dynamic interactive hat can enhance the visual attraction of the fashion accessories, and the humanistic emotional value of the smart clothing, improving the match between product attributes and users’ emotional response.
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Mewada, Hiren K. "Interactive Head Control of Embroidery Machine using Embedded Web Server." International Journal of Online Engineering (iJOE) 13, no. 04 (April 28, 2017): 83. http://dx.doi.org/10.3991/ijoe.v13i04.6848.

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This paper proposes the design and implementation of prototype model to control embroidery machine using single board ARM processor. Wilcom is the software largely used for embroidery design. Designs prepared using Wilcom software are printed and supplied to the machine for further process. The proposed prototype model extracts the design data from this software by avoiding the printing and/or scanning of the user design and the design data are supplied to ARM based prototype embroidery machine for printing. In proposed model, the pencil is used as printing head and A4 size paper is used for the printing. Further to control the head, Use of web server design is also proposed using ARM processor.
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Koster, Christopher R., and John H. Wilkinson. "Interactive System Design with End Users Using a PC Based Design Tool." Proceedings of the Human Factors Society Annual Meeting 32, no. 5 (October 1988): 357–61. http://dx.doi.org/10.1177/154193128803200527.

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New PC based design and prototyping tools are making it easier for user interface designers to rapidly implement prototypes of new user interfaces for complex systems. We used such a tool to design the user interface for an on-line data base that was being developed to replace an existing batch system. The tool not only made the design of the user interface easier, but it also allowed us to present a prototype of the system to end users and to conduct design reviews in an interactive fashion. This allowed us to actively involve users in the design of the user interface and resulted in a better design that met both the users requirements and our own internal design goals.
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Yu, Zhangyong, Keiichi Nakamoto, and Yoshimi Takeuchi. "Development of an Interactive Assistance System for Machine Tool Structure Design Considering of Sliding Joint Damping." International Journal of Automation Technology 5, no. 5 (September 5, 2011): 722–28. http://dx.doi.org/10.20965/ijat.2011.p0722.

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This paper deals with the development of an interactive design assistance system for machine tool structures. This system supports design engineers determining the suitable machine prototype in the conceptual and fundamental stages in a short time. In this study, all of the machine components are approximated by a set of beam elements to reduce the Degrees Of Freedom (DOF). Thus, it is easy to model and analyze the static stiffness and dynamic behaviors of the machine prototypes, especially in terms of sliding joint damping. By comparing their static stiffness and dynamic behaviors, design engineers can select the proper machine prototype in a short time. A case study shows the process, including the proposal, modeling, analysis, and selection, to determine the suitable machine prototype. This helps the design engineers to make the machine tool structural design efficiently.
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Verlinden, Jouke, and Imre Horváth. "Analyzing opportunities for using interactive augmented prototyping in design practice." Artificial Intelligence for Engineering Design, Analysis and Manufacturing 23, no. 3 (June 17, 2009): 289–303. http://dx.doi.org/10.1017/s0890060409000250.

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AbstractThe use of tangible objects is paramount in industrial design. Throughout the design process physical prototypes are used to enable exploration, simulation, communication, and specification of designs. Although much is known about prototyping skills and technologies, the reasons why and how such models are employed in design practice are poorly understood. Advanced techniques and design media such as virtual and augmented prototyping are being introduced without insight as to their benefits. We believe that an augmented prototyping system, that is, employing augmented reality technology to combine physical and digital representations, could positively influence the design process. However, we lack knowledge on why and how it might facilitate design. This paper reports on case studies performed in different domains of industrial design. At each of three Dutch design offices, a project was followed with particular attention to physical prototyping and group activities. The projects encompassed information appliance design, automotive design, and interior design. Although the studies vary in many aspects (product domain, stakeholders, duration), the findings can be applied in conceptualizing advanced prototyping systems to support industrial design. Furthermore, the data reveal that the roles of a prototype in current practice are not necessarily utilitarian; for example, the prototype may serve as a conversation piece or as seducer. Based on so-called “hints,” bottlenecks and best practices concerning concept articulation are linked to usage scenarios for augmented tangible prototyping. The results point to modeling and communication scenarios. Detailed study of the cases indicates that communication activities, especially design reviews, would benefit most from interactive augmented prototyping.
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Zuhana Saidin, Aeni, Nassiriah Shaari, and Asmidah Alwi. "PToolkit Prototype: Mixed Fidelity for Design Idea Transformation." International Journal of Engineering & Technology 7, no. 3.20 (September 1, 2018): 71. http://dx.doi.org/10.14419/ijet.v7i3.20.18734.

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This paper describes about the design and development of PToolkit prototype. We used both low and high fidelity prototype techniques for development of PToolkit prototype interactive application with expert user collaboration in the design iterative phases. Low fidelity prototype enables exploration for the general layout and information contents, whereas high fidelity prototype allows experimentation in providing experience for intended context and target user group. Both techniques has proved provide experiences in design context, thus allows an early reflection and design transformation.
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Roosan, Don, Yan Li, Anandi Law, Huy Truong, Mazharul Karim, Jay Chok, and Moom Roosan. "Improving Medication Information Presentation Through Interactive Visualization in Mobile Apps: Human Factors Design." JMIR mHealth and uHealth 7, no. 11 (November 25, 2019): e15940. http://dx.doi.org/10.2196/15940.

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Background Despite the detailed patient package inserts (PPIs) with prescription drugs that communicate crucial information about safety, there is a critical gap between patient understanding and the knowledge presented. As a result, patients may suffer from adverse events. We propose using human factors design methodologies such as hierarchical task analysis (HTA) and interactive visualization to bridge this gap. We hypothesize that an innovative mobile app employing human factors design with an interactive visualization can deliver PPI information aligned with patients’ information processing heuristics. Such an app may help patients gain an improved overall knowledge of medications. Objective The objective of this study was to explore the feasibility of designing an interactive visualization-based mobile app using an HTA approach through a mobile prototype. Methods Two pharmacists constructed the HTA for the drug risperidone. Later, the specific requirements of the design were translated using infographics. We transferred the wireframes of the prototype into an interactive user interface. Finally, a usability evaluation of the mobile health app was conducted. Results A mobile app prototype using HTA and infographics was successfully created. We reiterated the design based on the specific recommendations from the usability evaluations. Conclusions Using HTA methodology, we successfully created a mobile prototype for delivering PPI on the drug risperidone to patients. The hierarchical goals and subgoals were translated into a mobile prototype.
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Saha, S., L. L. Minku, X. Yao, B. Sendhoff, and S. Menzel. "Exploiting 3D Variational Autoencoders for Interactive Vehicle Design." Proceedings of the Design Society 2 (May 2022): 1747–56. http://dx.doi.org/10.1017/pds.2022.177.

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AbstractIn automotive digital development, 3D prototype creation is a team effort of designers and engineers, each contributing with ideas and technical evaluations through means of computer simulations. To support the team in the 3D design ideation and exploration task, we propose an interactive design system for assisted design explorations and faster performance estimations. We utilize the advantage of deep learning-based autoencoders to create a low-dimensional latent manifold of 3D designs, which is utilized within an interactive user interface to guide and strengthen the decision-making process.
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Dissertations / Theses on the topic "Interactive prototype design"

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Kobets-Singkh, Olena. "Two mountain huts : architecture of interactive environments through the development of the prototype." Virtual Press, 2008. http://liblink.bsu.edu/uhtbin/catkey/1390312.

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To build for living is to understand that built form exists only in relationship to the life that occupies it and that human life is better when it is in constant interaction with the built environment; we design it, build it, and change it as we design, build, and change our selves. Making your own place and changing it over time is an important component of living one's life to its fullest. To explore these issues, designs were made for an adaptable building type - the "mountain hut," a temporary accommodation for its wandering inhabitants. Designing it twice, as well as relocating the initial building type across the globe, from the mountains of Sierra Nevada to the Himalayas in Nepal, provided an opportunity to compare and understand the influences of local environmental and cultural conditions on the building's adaptability, as well as the level of interactivity its inhabitants could experience as they occupied and transformed the dwelling. Both designs incorporate sustainable design principles, which strengthen the overall comparison of climatic responses and the use of local materials and building technologies.
Department of Architecture
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Melander, Emma. "Applied VMS to handle mathematical misconception in algebra : Metacognition through interactive visualisation prototype." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-132316.

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Swedish education needs to change in order to reverse the negative trend in PISA and TIMSS. At the same time digital artifacts are increasingly present in the classroom and commercial applications more available. It is difficult to determine which technical tool that provide real results and it is not yet clear what role technology should have in the classroom. This study examines how visualisation and technology can be used to promote deeper understanding of algebra by addressing the misconception that frequently occurs among students. Observation and interviews were held with students from two schools, one in Norrköping and one in Östersund. Theory regarding algebraic misconceptions have been studied and compiled into two categories. In addition, three prototypes were developed with and later evaluated by a focus group. This work has resulted in suggestions on what technical and interactive activities could be used in algebraic education. The study shows that more research is needed to determine how technology best can be implemented and used effectively in teaching. The work also shows that such research and development needs to be implemented with a user-centered approach with the involvement of relevant target groups.
Svensk undervisning är i behov att förändras för att vända den negativa trenden i PISA och TIMSS. Samtidigt är digitala artefakter alltmer närvarande i klassrummet och kommersiella applikationer alltmer tillgängliga. Det är svårt att avgöra vilka tekniska verktyg som ger faktiska resultat och det är ännu inte klarlagt vilken roll tekniken bör spela i en klassrumssituation. I detta arbete undersöks hur visualiseringar och teknik kan användas för att främja djupare förståelse inom algebra genom att adressera missuppfattningar som ofta förekommer hos elever. Observation och intervjuer genomfördes med elever på två skolor, en i Norrköping och en i Östersund. Teori om algebraiska missuppfattningar har studerats och sammanställts i två kategorier. Dessutom har tre prototyper utvecklats tillsammans med, och utvärderats av, en fokusgrupp. Arbetet har resulterat i förslag på vad tekniska och interaktiva aktiviteter skulle kunna innebära i algebraisk matematikundervisning. Det visar att mer forskning behövs för att avgöra hur teknik på bästa sätt kan implementeras och utnyttjas effektivt inom undervisning. Arbetet visar också att sådan forskning och utveckling behöver genomföras med en användarcentrerad ansats med delaktighet från berörda målgrupper.
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Major, William M. "Design and implementation of a prototype PC based graphical and interactive MILSATCOM requirements database system." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 1993. http://handle.dtic.mil/100.2/ADA272960.

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Thesis (M.S. in Systems Technology) Naval Postgraduate School, June 1993.
Thesis advisor(s): Kamel, Magdi N. ; Dolk, Daniel R. "June 1993." Includes bibliographical references. Also available online.
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Chau, Katie. "Architecture + hypermedia, a didactic approach to exploring architecture as both content and method in a hypermedia environment; prototype project, an interactive multimedia CD-ROM on exploring sacred Tibetan architecture." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape2/PQDD_0021/MQ54234.pdf.

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Axelsson, Alfred. "Designing for usability of 3D configuration in E-commerce : Interactive design of 3D in web applications." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-139152.

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Mass production of consumer products is both wasteful and limit the consumers' power to influence the design of what they are buying. When shopping for a product, the customer must choose between a range of specific products with limited variations. What if the customer could make all the design choices, creating and buying the product according to his or her own needs? A 3D product generator holding a configurable model of a product was created to replace static content in online stores and give creative power to customers. This work aimed at creating an effective 3D product generator by evaluating how users experience the design of and interaction with it, and finding general design goals when introducing interactive 3D content in static 2D environments. A prototype of a 3D product generator in a generic online storefront was implemented in two iterations, improving on and evaluating the design through usability testing. The evaluation of the final prototype suggested that the interface was indeed effective in both design and interaction. This work concludes that user feedback is crucial to creating a successful user experience, which in turn is important when creating interfaces for product configuration.
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Anjum, Ali. "Virtual size measurement for garments and fashion industry : Selection of right size at the online fashion buyers." Thesis, Södertörn University College, School of Communication, Media and it, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-3836.

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Internet is one of the major achievements of 21 century by human kind. Retailers have moved their business towards a global market through internet. Human computer interaction is getting enhanced in different contexts. Consumers can now access the global markets online for the sake of shopping. Fashion industry is getting tremendous popularity in an online environment. Fashion is transformed into digital fashion where people from all over the world have easy access to the world of fashion and can interact and get hands on every piece of art. They can simply buy any fashion product anywhere in the world. The most important part in this domain is the interaction of the consumer with the media for the sake of spending money for goods having a fashion designer at the back end. So here the interaction needs to be precise and specific, especially when it comes to the sizing phase of the activity called shopping garments online. This paper investigates the current sizing trends offered by online fashion retailers and proposes the preferred state interface in order to discover the facts that enables consumers to finalize perfect size for them. The focus is on female users. The results will lead to understanding of the cause of confusion that consumer faces in selecting right size while shopping garments online.

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Danielsson, Pehr-Henric. "Iterera, iterera, iterera : En studie om hur en upprepande designprocess kan förbättra användbarheten i Provbankens interaktiva distansprov." Thesis, Växjö University, School of Mathematics and Systems Engineering, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:vxu:diva-508.

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Provbanken är en del i ett nationellt provsystem som är tänkt att vara ett bedömningskomplement till existerande prov i gymnasieutbildningen. Växjö universitet har varit delaktig i utvecklingen av prov för de yrkesinriktade ämnena sedan 1997. Eftersom innehållet i dessa numera webbanpassade prov är det väsentliga, måste utformningen av provet göras lättförståelig. Användbarheten måste m a o vara självklar och inte ställa till problem för användaren. Som en av utvecklarna av dessa interaktiva prov, ville jag finna ett sätt att minimera problemen och öka användbarheten. I de bakgrundsstudier som gjordes, fann jag att en iterativ designprocess föreslogs vara den bästa metoden för att åstadkomma mitt mål. Med hjälp av användartest kopplade till teoretiska referensramar, utvärderades ett av proven som skapats vid Växjö universitet. Eftersom ett omvårdnadsprov valdes, blev målgruppen sex omvårdnadselever. Tre av dem deltog i det första användartestet. Datainsamlingen utfördes med hjälp av en kvalitativ metod, där både observationer och intervjuer användes som empiriska insamlingstekniker. I analysen som följdes upptäcktes sex höga eller medelhöga problem, varav tre av de mest akuta valdes att förändras. Dessa problem utvärderades och implementerades med hjälp av teoretiska riktlinjer i en prototyp som användartestades med de tre kvarvarande omvårdnadseleverna. I den analys som gjordes kunde de jämförda resultaten peka på en förbättring av användbarheten i det specifika prov som undersökts. Det kunde dock även konstateras att ett flertal problem återstod för att helt uppnå målet med en minimering av problem.

Denna uppsats visar på betydelsen av att göra iterativa designprocesser i interaktiva system för att öka dess användbarhet. Studien pekar tydligt på vikten av att göra användartest samt hur teori kan vara ett komplement till utformning av interaktiva gränssnitt.


Provbanken is part of a national examination system, which is meant to be a mark-setting complement to existing tests in the upper secondary school. Växjö University has been part of the development of tests regarding the vocational subjects since 1997. Because the content of these web-adapted tests is essential, the design of the tests must be made easy to understand. In other words, the usability has to be obvious and must not create trouble for the user. As one of the developers of these interactive tests, I wanted to find a way to minimize the problems and increase the usability. In the conducted background studies, I found that the iterative design process was suggested as the best method to achieve my goal. With the help of usability tests applied to theoretical frame of reference, one of the tests created at Växjö University was evaluated. Since a test regarding homecare was chosen, the target group became six homecare students. Three of them took part in the first usability test. The gathering of data was conducted with the help of a qualitative method, where observations and interviews were used as empirical techniques. In the following analysis six high or medium high problems were discovered, out of which three of the most urgent problems were solved. These problems were evaluated and implemented with help of theoretical guidelines into a prototype, which later became usability tested with the three remaining homecare students. In the analysis made, the compared results showed an improvement of the usability in the specific, investigated test. However, it could clearly be stated that several issues persisted until the goal of minimizing the problems could be achieved.

This thesis shows the importance of performing iterative design processes in interactive systems in order to increase the usability. The study clearly points out the importance of usability tests and how theory can be a complement in the design of interactive interfaces.

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Jacobsson, Mattias. "Tinkering with Interactive Materials : Studies, Concepts and Prototypes." Doctoral thesis, KTH, Medieteknik och interaktionsdesign, MID, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-134939.

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The concept of tinkering is a central practice within research in the field of Human Computer Interaction, dealing with new interactive forms and technologies. In this thesis, tinkering is discussed not only as a practice for interaction design in general, but as an attitude that calls for a deeper reflection over research practices, knowledge generation and the recent movements in the direction of materials and materiality within the field. The presented research exemplifies practices and studies in relation to interactive technology through a number of projects, all revolving around the design and interaction with physical interactive artifacts. In particular, nearly all projects are focused around robotic artifacts for consumer settings. Three main contributions are presented in terms of studies, prototypes and concepts, together with a conceptual discussion around tinkering framed as an attitude within interaction design. The results from this research revolve around how grounding is achieved, partly through studies of existing interaction and partly through how tinkering-oriented activities generates knowledge in relation to design concepts, built prototypes and real world interaction.

QC 20131203

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Leiva, Germán. "Interactive Prototyping of Interactions : from Throwaway Prototypes to Takeaway Prototyping." Thesis, Université Paris-Saclay (ComUE), 2018. http://www.theses.fr/2018SACLS551/document.

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Le prototypage est une étape essentielle du processus de design. Pendant les premières phases du processus de conception, les designers utilisent le prototypage rapide pour explorer diverses idées. Les outils et techniques actuels de prototypage se concentrent en particulier sur des représentations papier et donc destinées à être jetées. Or, alors que ces prototypes jetables peuvent être créés rapidement, ils se prêtent mal au processus d'itération. Je propose donc de créer des outils de prototypage rapide qui puissent efficacement supporter la création d'artéfacts à la fois jetables et réutilisables pour esquisser de nouvelles interactions dans les premières phases du processus de design. La première partie porte sur le prototypage vidéo. Les designers font face à deux écueils majeurs à l'utilisation de la vidéo en design d'interaction: le temps nécessaire pour filmer et celui nécessaire pour éditer. J’ai développé VideoClipper pour aider le processus de création de vidéo. Cet outil intègre une méthode de design itérative qui encourage la planification et permet une vraie flexibilité pendant la création de prototypes. Je présente les résultats d'une étude utilisateur informelle de trois semaines avec des étudiants en design d'interaction. Les résultats suggèrent que les participants passent moins de temps à capturer et éditer avec VideoClipper qu'avec les autres outils vidéos. En revanche, ils trouvent parfois difficile de créer des stop-motions pour représenter des interactions continues et de re-filmer de nouveaux segments lorsque le design évolue. J'ai ensuite crée Montage, un outil de prototypage vidéo qui permet aux designers de progressivement augmenter leurs prototypes papier avec des maquettes numériques pour faciliter la création, la réutilisation et l'exploration d'interactions dynamiques. Montage utilise l'incrustation vidéo pour découpler l'interface du prototype de son contexte d'utilisation, permettant aux designers de les réutiliser ou de les modifier indépendamment. Je décris comment Montage améliore le prototypage vidéo en combinant la vidéo avec des maquettes numériques animées et encourage l'exploration d'autres contextes d'utilisation tout en permettant le prototypage de styles d'interaction différents. La deuxième partie porte sur l’implémentation de prototypes interactifs. Les designers et développeurs professionnels ont souvent du mal à effectuer la transition de la représentation du design à son implémentation concrète. Avec N. Maudet, j'ai mené trois études sur la conception et l'implémentation d'interactions non-conventionnelles pour comprendre l'écart entre les processus, les outils et les représentations des designers et des développeurs. Nous avons découvert que les pratiques actuelles entraînent des redondances entre le travail des designers et celui des développeurs et des divergences entre le design et son implémentation. Nous identifions trois types de problèmes: l'omission de détails critiques, l'ignorance des cas extrêmes et la non prise en compte des limitations techniques. Je propose quatre principes de design pour créer des outils qui limitent ces problèmes. Ces principes sont utilisés pour créer Enact, un environnement interactif de prototypage d'interactions tactiles. Les résultats de deux études suggèrent que Enact aide les participants à détecter plus de cas extrêmes, augmente la participation des designers et offre de nouvelles possibilités de co-création. Ces trois outils de prototypage reposent sur les mêmes principes théoriques sous-jacent: réification, polymorphisme, réutilisation et substrats d'information. De même, les outils présentés mettent en œuvre une approche du prototypage que je nomme “Takeaway Prototyping” ou prototypage recyclable. Par contraste avec les prototypes jetables, les outils pour le prototypage recyclable permettent le design par énaction et réifient des artefacts de conception pour matérialiser la progression du design
Prototyping is essential in any design process. During the early stages, designers rely on rapid prototyping to explore ideas. Current rapid prototyping tools and techniques focus on paper representations and their disposability. However, while these throwaway prototypes are quick to create they are difficult to iterate over. I argue that rapid prototyping tools can effectively support reusable as well as throwaway artifacts for sketching interaction in early-stage design. First, I investigate tools in the context of video prototyping. Designers experience two main barriers to use video in interaction design: the time to capture and edit the video artifacts. To aid during the capturing-phase of video prototyping I created VideoClipper. This tool embodies an integrated iterative design method that rewards discipline but permits flexibility for video prototyping. The tool provides a storyboard-style overview to organize multiple videos in story Lines. VideoClipper offers editable and reusable TitleCards, video capture for steady-state and rough stop-motion filming and the ability to recombine videos in new ways for redesign. I present informal user studies with interaction design students using VideoClipper in three design courses. Results suggest that participants spend less time capturing and editing in VideoClipper than with other video tools. However, many designers find tedious to create stop-motion videos for continuous interactions and to re-shoot clips as the design evolves. Participants continuously try to reduce re-shooting by reusing backgrounds or mixing different levels of fidelity. Inspired by this behavior, I created Montage, a prototyping tool for video prototyping that lets designers progressively augment paper prototypes with digital sketches, facilitating the creation, reuse and exploration of dynamic interactions. Montage uses chroma keying to decouple the prototyped interface from its context of use, letting designers reuse or change them independently. I describe how Montage enhances video prototyping by combining video with digital animated sketches, encourages the exploration of different contexts of use, and supports prototyping of different interaction styles. Second, I investigate how early designs start being implemented into interactive prototypes. Professional designers and developers often struggle when transitioning from the illustration of the design to the actual implementation of the system. In collaboration with Nolwenn Maudet, I conducted three studies that focused on the design and implementation of custom interactions to understand the mismatches between designers' and developers' processes, tools and representations. We find that current practices induce unnecessary rework and cause discrepancies between design and implementation and we identify three recurring types of breakdowns: omitting critical details, ignoring edge cases, and disregarding technical limitations. I propose four design principles to create tools that mitigate these problems: Provide multiple viewpoints, maintain a single source of truth, reveal the invisible and support design by enaction. We apply these principles to create Enact, an interactive live environment for prototyping touch-based interactions. We introduce two studies to assess Enact and to compare designer-developer collaboration with Enact versus current tools. Results suggest that Enact helps participants detect more edge cases, increases designers' participation and provides new opportunities for co-creation. These three prototyping tools rely on the same underlying theoretical principles: reification, polymorphism, reuse, and information substrates. Also, the presented tools outline a new prototyping approach that I call "Takeaway Prototyping". In contrast to throwaway prototypes, instead of emphasizing disposability, tools for "Takeaway Prototyping" support design by enaction and reify design artifacts to materialize the lessons learned
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Gannholm, Lovisa. "A Comparative Evaluation Between Two Design Solutions for an Information Dashboard." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-102134.

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This study is a software usability design case about information presentation in a software dash­board. The dashboard is supposed to present system information about an enterprise resource planning system. The study aims to evaluate if the intended users of the dash­board prefer a list-based or an object-based presentation of the information and why. It also investigates if the possi­bility to get familiar with the prototype affects the evaluation’s result. The study was performed using parallel prototypes and evaluation with users. The use of parallel prototypes is a rather unexplored area. Likewise, little research has been done in the area of how user experience changes over time. Two prototypes were created, presenting the same information in two different design solutions, one list-based, and one object-based. The prototypes were evaluated with ten presumptive users, with respect to usability. The evaluation consisted of two parts, one quantitative and one qualita­tive. Half of the respondents got a chance to get familiar with the list-based prototype, and half the object-based prototype, after which they evaluated both sequentially. The result of the evaluation showed that seven out of ten respondents preferred the list-based prototype. The two primary reasons were that they are more used to the list-based concept from their work, and that the list-based prototype presented all information about an application at once. In the object-based prototype the user had to make a request for each type of information, which opened up in a new pop-up window. The primary reason that three of the ten respondents preferred the object-based prototype was that it had a more modern look, and gave a cleaner impression since it only presented the information the respondent was interested in at each point in time. The result also implied that the possibility to get familiar with the prototype by testing it for a couple of days affected the result. Eight out of ten respondents preferred the prototype they got familiar to, and the only ones that liked or preferred the object-based prototype were those who had gotten familiar with it.   The results of the study support the results of the existing research done by Dow et al. (2010) on the use of parallel prototypes, i.e. creating several prototypes in parallel, and conform with the results of the research of Karapanos et al. (2009) on how user experience changes over time. Some other interesting information that emerged from the study was that all but one of the respondents thought that the prototype they got familiar with had an acceptable level of usability. The study also validated that all respondents are positive to use a dashboard in their work, and that the presented information was enough for a first version of the dashboard. It also validated that the different groups of users would use the dashboard differently, and therefore are in need of slightly different information.
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Books on the topic "Interactive prototype design"

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Editor), Aaron Gustafson (Technical, ed. Practical Prototype and script.aculo.us (Practical Series). Apress, 2008.

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Slominski, Sharon Elizabeth. A user-friendly design of an interactive prototype for the maintenance and monitoring of civilian training records. 1988.

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Krahenbuhl, John Henry. Learning Axure RP Interactive Prototypes. Packt Publishing, 2015.

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Staiano, Fabio. Designing and Prototyping Interfaces with Figma: Learn essential UX/UI design principles by creating interactive prototypes for mobile, tablet, and desktop. Packt Publishing, 2022.

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Book chapters on the topic "Interactive prototype design"

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Bodart, François, Anne-Marie Hennebert, Jean-Marie Leheureux, and Jean Vanderdonckt. "A Model-Based Approach to Presentation: A Continuum from Task Analysis to Prototype." In Interactive Systems: Design, Specification, and Verification, 77–94. Berlin, Heidelberg: Springer Berlin Heidelberg, 1995. http://dx.doi.org/10.1007/978-3-642-87115-3_6.

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González, María Paula, Toni Granollers, and Jesús Lorés. "A Hybrid Approach for Modelling Early Prototype Evaluation Under User-Centred Design Through Association Rules." In Interactive Systems. Design, Specification, and Verification, 213–19. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-69554-7_17.

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Kwak, YounJung, Tiia Suomalainen, and Jussi Mikkonen. "Study of Honest Signal: Bringing Unconscious Channel of Communication into Awareness through Interactive Prototype." In Human Centered Design, 529–36. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-21753-1_59.

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Chen, Chun-Yen, Teng-Wen Chang, and Chi-Fu Hsiao. "Developing a Digital Interactive Fabrication Process in Co-existing Environment." In Proceedings of the 2020 DigitalFUTURES, 27–35. Singapore: Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-33-4400-6_3.

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Abstract In the stage of prototype practice, the maker mainly works by himself, but it needs to test and adapt to find correct fabrication method when maker didn’t have clearly fabrication description. Therefore, rapid prototyping is very important in the prototype practice of the maker. “Design- Fabrication-Assembly” (DFA)- an integration prototyping process which helps designers in creating kinetic skin by following a holistic process. However, DFA lacks a medium for communication between design, fabrication and assembly status. This paper proposes a solution called co-existing Fabrication System (CoFabs) by combining multiple sensory components and visualization feedbacks. We combine mixed reality (MR) and the concept of digital twin (DT)–a device that uses a virtual interface to control a physical mechanism for fabrication and assembly. By integrating virtual and physical, CoFab allows designers using different methods of observation to prototype more rigorously and interactively correct design decisions in real-time.
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Grammenos, Dimitris, Xenophon Zabulis, Damien Michel, Thomas Sarmis, Giannis Georgalis, Konstantinos Tzevanidis, Antonis Argyros, and Constantine Stephanidis. "Design and Development of Four Prototype Interactive Edutainment Exhibits for Museums." In Lecture Notes in Computer Science, 173–82. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-21666-4_20.

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Qu, Yanrui, Yanhong Jia, Tong Qu, Zhaoyu Chen, Heng Li, and Wanqiang Li. "Research on Interactive Prototype Design and Experience Method Based on Open Source." In Design, User Experience, and Usability: Theory, Methodology, and Management, 633–51. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-58634-2_46.

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Chen, Yuanyuan. "Research on Prototype Design Methods and Systems of Interactive Media Art in Public Space." In HCI International 2018 – Posters' Extended Abstracts, 162–68. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-92285-0_23.

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Ribeiro, Tânia, Rita Santos, João Moura, Ana Isabel Martins, and Hilma Caravau. "Application for Older Adults to Ask for Help from Volunteers Through Television: Design and Evaluation of a High Visual-Fidelity Prototype." In Applications and Usability of Interactive Television, 32–43. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-90170-1_3.

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Huddleston, Rob. "Creating Interactive Prototypes." In Beginning Adobe Experience Design, 153–66. Berkeley, CA: Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-2964-4_9.

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Naghsh, Amir M., Andy Dearden, and Mehmet B. Özcan. "Investigating Annotation in Electronic Paper-Prototypes." In Interactive Systems. Design, Specification, and Verification, 90–101. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11752707_8.

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Conference papers on the topic "Interactive prototype design"

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Guedes Alcoforadoa, Manoel, José Carlos Plácido da Silvab, and Luis Carlos Paschoarellib. "Prototype-Centered Design: For Better Interactive Design Process." In Applied Human Factors and Ergonomics Conference (2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001262.

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Several authors have talked about the complexity of the design activity, pointing several factors to its elevation, such as: globalization, reduction of the development cycle and product diversification, sustainability, rapid changes in user behavior, new materials and production technologies, ... it has expanded the research in methodology and stimulated the emergence of new technologies applied to the development of projects such as: 3D scanning, rapid prototyping and rapid manufacturing technologies. In this context, after several research about methodology and design management, we find that the design process could become more interactive and efficient if the prototyping activity could assume the central role in the design process and if appropriate prototypes were used in each phase, stage and purpose of design. Those factors could improve the management, the communication inside the team and among other actors in the process and expand the insertion and evaluation of user requirements. Accordingly, this article will present the results of a doctoral research in design which proposes a new design methodology centered on the prototype and the results obtained after the completion of a projective challenge to experiment and validate that methodology.
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Wei, Jing, Young-Ho Kim, Samantha W. T. Chan, and Tilman Dingler. "Design and Prototype Conversational Agents for Research Data Collection." In ISS '22: Conference on Interactive Surfaces and Spaces. New York, NY, USA: ACM, 2022. http://dx.doi.org/10.1145/3532104.3571467.

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Lynch, James D., and Martin J. Vanderploeg. "An Interactive Environment for Multibody Simulation." In ASME 1993 Design Technical Conferences. American Society of Mechanical Engineers, 1993. http://dx.doi.org/10.1115/detc1993-0432.

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Abstract Simulation of three dimensional multibody systems is a sophisticated analysis tool that is often used for design. Before a prototype is constructed, simulation provides a designer with a model that can be modified until a desired result is achieved. General purpose multibody dynamics packages are currently used around the world. During the evolution of multibody simulation, three dimensional graphics became an important tool for both system definition and evaluation of simulation results. In fact, three dimensional graphics was an enabling technology for simulation of large, complex three dimensional systems. However, the process has remained essentially a batch operation in which the analysis of the results is not accessible until the solution is complete. Changes in the model require starting the process over. Although the use of computer simulation in the place of early prototypes was a significant step forward in terms of reduced time and cost to develop a design, even more improvement is possible when the user is able to interactively change and analyze the system at any time in lieu of having to go through discrete trial and error steps. In order to reach this next level, this paper introduces an interactive computer graphics interface for three dimensional multibody dynamic simulation.
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Lu, Qi, Wan Liang, Hao Wu, Hoiian Wong, Haipeng Mi, and Yingqing Xu. "Exploring Potential Scenarios and Design Implications Through a Camera-like Physical Odor Capture Prototype." In DIS '20: Designing Interactive Systems Conference 2020. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3357236.3395434.

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Mauzner, Filip, Lidija Mandić, Ana Agić, and Jesenka Pibernik. "Development of children´s cognitive abilities through interactive applications." In 10th International Symposium on Graphic Engineering and Design. University of Novi Sad, Faculty of technical sciences, Department of graphic engineering and design,, 2020. http://dx.doi.org/10.24867/grid-2020-p71.

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In this paper we present the development of cognitive abilities in kindergarten children with interactive applications. Practical part includes the design of application prototype used for the development of cognitive abilities in children age three to four. It comprises three categories in which children’s cognitive abilities are tested and being developed. The categories are colors, numbers, shapes and sizes.
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Argoty, Julian Arcos, and Pablo Figueroa. "Design and development of a prototype of an interactive hospital room with Kinect." In the XV International Conference. New York, New York, USA: ACM Press, 2014. http://dx.doi.org/10.1145/2662253.2662290.

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Bai, Haiyang, Jing Li, Peiyun Zhou, and Yi Zhuang. "HDE-UITool: A Rapid Interactive Interface Prototype Generation Tool for Aircraft Design Software." In 2nd International Symposium on Computer, Communication, Control and Automation. Paris, France: Atlantis Press, 2013. http://dx.doi.org/10.2991/3ca-13.2013.31.

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Indraprastha, Aswin. "An Interactive Augmented Reality Architectural Design Model : A Prototype for Digital Heritage Preservation." In 2019 International Conference on Advanced Computer Science and information Systems (ICACSIS). IEEE, 2019. http://dx.doi.org/10.1109/icacsis47736.2019.8979767.

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Ferrise, Francesco, Marco Ambrogio, Elia Gatti, Joseba Lizaranzu, and Monica Bordegoni. "Virtualization of Industrial Consumer Products for Haptic Interaction Design." In ASME 2011 World Conference on Innovative Virtual Reality. ASMEDC, 2011. http://dx.doi.org/10.1115/winvr2011-5526.

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The haptic feedback perceived during the interaction with consumer products is an important aspect since it concurs in creating, together with the aesthetic features and sonic feedback, the emotional response during the first contacts with a product. And this may be decisive for the user’s decision of purchasing a product instead of another one. So the design of the haptic behavior of interaction elements of products can be both a successful strategy for capturing consumers’ attention but even a need for avoiding problems during the use. The paper describes the process of virtualization of the interaction with an industrial consumer product by means of haptic, sound and visualization technologies in order to obtain a prototype (interactive Virtual Prototypes) useful to design and test the haptic feedback of interaction elements directly with end users.
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Po¨hland, Klaus, Jan Berssenbru¨gge, Holger Krumm, and Peter Ebbesmeyer. "Virtual Reality-Based Dynamics Simulation for Virtual Prototypes." In ASME 2002 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2002. http://dx.doi.org/10.1115/detc2002/cie-34394.

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This work describes the conception and prototypic implementation of a program to simulate the dynamics within a rail-based undercarriage in real time. A software library for real time simulation of multibody systems (MBS) and a library to create Virtual Reality (VR) applications, function as a basis for this work. The main emphasis lies on the integration of the multibody-simulation into an interactive 3D environment to enable the user to interact with the model and its dynamics simulation in real time. The basic idea of this paper is to simulate a simplified dynamics model of a virtual prototype only as precise as necessary to obtain a better understanding of the prototype’s dynamics. The level-of-detail technique, frequently being used when CAD data is prepared for the use in VR, is utilized here on the simplified dynamics model of a virtual prototype.
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Reports on the topic "Interactive prototype design"

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Altstein, Miriam, and Ronald J. Nachman. Rational Design of Insect Control Agent Prototypes Based on Pyrokinin/PBAN Neuropeptide Antagonists. United States Department of Agriculture, August 2013. http://dx.doi.org/10.32747/2013.7593398.bard.

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The general objective of this study was to develop rationally designed mimetic antagonists (and agonists) of the PK/PBAN Np class with enhanced bio-stability and bioavailability as prototypes for effective and environmentally friendly pest insect management agents. The PK/PBAN family is a multifunctional group of Nps that mediates key functions in insects (sex pheromone biosynthesis, cuticular melanization, myotropic activity, diapause and pupal development) and is, therefore, of high scientific and applied interest. The objectives of the current study were: (i) to identify an antagonist biophores (ii) to develop an arsenal of amphiphilic topically active PK/PBAN antagonists with an array of different time-release profiles based on the previously developed prototype analog; (iii) to develop rationally designed non-peptide SMLs based on the antagonist biophore determined in (i) and evaluate them in cloned receptor microplate binding assays and by pheromonotropic, melanotropic and pupariation in vivo assays. (iv) to clone PK/PBAN receptors (PK/PBAN-Rs) for further understanding of receptor-ligand interactions; (v) to develop microplate binding assays for screening the above SMLs. In the course of the granting period A series of amphiphilic PK/PBAN analogs based on a linear lead antagonist from the previous BARD grant was synthesized that incorporated a diverse array of hydrophobic groups (HR-Suc-A[dF]PRLa). Others were synthesized via the attachment of polyethylene glycol (PEG) polymers. A hydrophobic, biostablePK/PBAN/DH analog DH-2Abf-K prevented the onset of the protective state of diapause in H. zea pupae [EC50=7 pmol/larva] following injection into the preceding larval stage. It effectively induces the crop pest to commit a form of ‘ecological suicide’. Evaluation of a set of amphiphilic PK analogs with a diverse array of hydrophobic groups of the formula HR-Suc-FTPRLa led to the identification of analog T-63 (HR=Decyl) that increased the extent of diapause termination by a factor of 70% when applied topically to newly emerged pupae. Another biostablePK analog PK-Oic-1 featured anti-feedant and aphicidal properties that matched the potency of some commercial aphicides. Native PK showed no significant activity. The aphicidal effects were blocked by a new PEGylated PK antagonist analog PK-dF-PEG4, suggesting that the activity is mediated by a PK/PBAN receptor and therefore indicative of a novel and selective mode-of-action. Using a novel transPro mimetic motif (dihydroimidazole; ‘Jones’) developed in previous BARD-sponsored work, the first antagonist for the diapause hormone (DH), DH-Jo, was developed and shown to block over 50% of H. zea pupal diapause termination activity of native DH. This novel antagonist development strategy may be applicable to other invertebrate and vertebrate hormones that feature a transPro in the active core. The research identifies a critical component of the antagonist biophore for this PK/PBAN receptor subtype, i.e. a trans-oriented Pro. Additional work led to the molecular cloning and functional characterization of the DH receptor from H. zea, allowing for the discovery of three other DH antagonist analogs: Drosophila ETH, a β-AA analog, and a dF analog. The receptor experiments identified an agonist (DH-2Abf-dA) with a maximal response greater than native DH. ‘Deconvolution’ of a rationally-designed nonpeptide heterocyclic combinatorial library with a cyclic bis-guanidino (BG) scaffold led to discovery of several members that elicited activity in a pupariation acceleration assay, and one that also showed activity in an H. zea diapause termination assay, eliciting a maximal response of 90%. Molecular cloning and functional characterization of a CAP2b antidiuretic receptor from the kissing bug (R. prolixus) as well as the first CAP2b and PK receptors from a tick was also achieved. Notably, the PK/PBAN-like receptor from the cattle fever tick is unique among known PK/PBAN and CAP2b receptors in that it can interact with both ligand types, providing further evidence for an evolutionary relationship between these two NP families. In the course of the granting period we also managed to clone the PK/PBAN-R of H. peltigera, to express it and the S. littoralis-R Sf-9 cells and to evaluate their interaction with a variety of PK/PBAN ligands. In addition, three functional microplate assays in a HTS format have been developed: a cell-membrane competitive ligand binding assay; a Ca flux assay and a whole cell cAMP ELISA. The Ca flux assay has been used for receptor characterization due to its extremely high sensitivity. Computer homology studies were carried out to predict both receptor’s SAR and based on this analysis 8 mutants have been generated. The bioavailability of small linear antagonistic peptides has been evaluated and was found to be highly effective as sex pheromone biosynthesis inhibitors. The activity of 11 new amphiphilic analogs has also been evaluated. Unfortunately, due to a problem with the Heliothis moth colony we were unable to select those with pheromonotropic antagonistic activity and further check their bioavailability. Six peptides exhibited some melanotropic antagonistic activity but due to the low inhibitory effect the peptides were not further tested for bioavailability in S. littoralis larvae. Despite the fact that no new antagonistic peptides were discovered in the course of this granting period the results contribute to a better understanding of the interaction of the PK/PBAN family of Nps with their receptors, provided several HT assays for screening of libraries of various origin for presence of PK/PBAN-Ragonists and antagonists and provided important practical information for the further design of new, peptide-based insecticide prototypes aimed at the disruption of key neuroendocrine physiological functions in pest insects.
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Altstein, Miriam, and Ronald Nachman. Rationally designed insect neuropeptide agonists and antagonists: application for the characterization of the pyrokinin/Pban mechanisms of action in insects. United States Department of Agriculture, October 2006. http://dx.doi.org/10.32747/2006.7587235.bard.

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The general objective of this BARD project focused on rationally designed insect neuropeptide (NP) agonists and antagonists, their application for the characterization of the mechanisms of action of the pyrokinin/PBAN (PK-PBAN) family and the development of biostable, bioavailable versions that can provide the basis for development of novel, environmentally-friendly pest insect control agents. The specific objectives of the study, as originally proposed, were to: (i) Test stimulatory potencies of rationally designed backbone cyclic (BBC) peptides on pheromonotropic, melanotropic, myotropic and pupariation activities; (ii) Test the inhibitory potencies of the BBC compounds on the above activities evoked either by synthetic peptides (PBAN, LPK, myotropin and pheromonotropin) or by the natural endogenous mechanism; (iii) Determine the bioavailability of the most potent BBC compounds that will be found in (ii); (iv) Design, synthesize and examine novel PK/PBAN analogs with enhanced bioavailability and receptor binding; (v) Design and synthesize ‘magic bullet’ analogs and examine their ability to selectively kill cells expressing the PK/PBAN receptor. To achieve these goals the agonistic and antagonistic activities/properties of rationally designed linear and BBC neuropeptide (NP) were thoroughly studied and the information obtained was further used for the design and synthesis of improved compounds toward the design of an insecticide prototype. The study revealed important information on the structure activity relationship (SAR) of agonistic/antagonistic peptides, including definitive identification of the orientation of the Pro residue as trans for agonist activity in 4 PK/PBANbioassays (pheromonotropic, pupariation, melanotropic, & hindgut contractile) and a PK-related CAP₂b bioassay (diuretic); indications that led to the identification of a novel scaffold to develop biostbiostable, bioavailable peptidomimetic PK/PBANagonists/antagonists. The work led to the development of an arsenal of PK/PBAN antagonists with a variety of selectivity profiles; whether between different PKbioassays, or within the same bioassay between different natural elicitors. Examples include selective and non-selective BBC and novel amphiphilic PK pheromonotropic and melanotropic antagonists some of which are capable of penetrating the moth cuticle in efficacious quantities. One of the latter analog group demonstrated unprecedented versatility in its ability to antagonize a broad spectrum of pheromonotropic elicitors. A novel, transPro mimetic motif was proposed & used to develop a strong, selective PK agonist of the melanotropic bioassay in moths. The first antagonist (pure) of PK-related CAP₂b diuresis in flies was developed using a cisPro mimetic motif; an indication that while a transPro orientation is associated with receptor agonism, a cisPro orientation is linked with an antagonist interaction. A novel, biostablePK analog, incorporating β-amino acids at key peptidase-susceptible sites, exhibited in vivo pheromonotropic activity that by far exceeded that of PBAN when applied topically. Direct analysis of neural tissue by state-of-the-art MALDI-TOF/TOF mass spectrometry was used to identify specific PK/PK-related peptides native to eight arthropod pest species [house (M. domestica), stable (S. calcitrans), horn (H. irritans) & flesh (N. bullata) flies; Southern cattle fever tick (B. microplus), European tick (I. ricinus), yellow fever mosquito (A. aegypti), & Southern Green Stink Bug (N. viridula)]; including the unprecedented identification of mass-identical Leu/Ile residues and the first identification of NPs from a tick or the CNS of Hemiptera. Evidence was obtained for the selection of Neb-PK-2 as the primary pupariation factor of the flesh fly (N. bullata) among native PK/PK-related candidates. The peptidomic techniques were also used to map the location of PK/PK-related NP in the nervous system of the model fly D. melanogaster. Knowledge of specific PK sequences can aid in the future design of species specific (or non-specific) NP agonists/antagonists. In addition, the study led to the first cloning of a PK/PBAN receptor from insect larvae (S. littoralis), providing the basis for SAR analysis for the future design of 2ⁿᵈgeneration selective and/or nonselective agonists/antagonists. Development of a microplate ligand binding assay using the PK/PBAN pheromone gland receptor was also carried out. The assay will enable screening, including high throughput, of various libraries (chemical, molecular & natural product) for the discovery of receptor specific agonists/antagonists. In summary, the body of work achieves several key milestones and brings us significantly closer to the development of novel, environmentally friendly pest insect management agents based on insect PK/PBANNPs capable of disrupting critical NP-regulated functions.
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3

Ficht, Thomas, Gary Splitter, Menachem Banai, and Menachem Davidson. Characterization of B. Melinensis REV 1 Attenuated Mutants. United States Department of Agriculture, December 2000. http://dx.doi.org/10.32747/2000.7580667.bard.

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Brucella Mutagenesis (TAMU) The working hypothesis for this study was that survival of Brucella vaccines was directly related to their persistence in the host. This premise is based on previously published work detailing the survival of the currently employed vaccine strains S19 and Rev 1. The approach employed signature-tagged mutagenesis to construct mutants interrupted in individual genes, and the mouse model to identify mutants with attenuated virulence/survival. Intracellular survival in macrophages is the key to both reproductive disease in ruminants and reticuloendothelial disease observed in most other species. Therefore, the mouse model permitted selection of mutants of reduced intracellular survival that would limit their ability to cause reproductive disease in ruminants. Several classes of mutants were expected. Colonization/invasion requires gene products that enhance host-agent interaction or increase resistance to antibacterial activity in macrophages. The establishment of chronic infection requires gene products necessary for intracellular bacterial growth. Maintenance of chronic infection requires gene products that sustain a low-level metabolism during periods characterized little or no growth (1, 2). Of these mutants, the latter group was of greatest interest with regard to our originally stated premise. However, the results obtained do not necessarily support a simplistic model of vaccine efficacy, i.e., long-survival of vaccine strains provides better immunity. Our conclusion can only be that optimal vaccines will only be developed with a thorough understanding of host agent interaction, and will be preferable to the use of fortuitous isolates of unknown genetic background. Each mutant could be distinguished from among a group of mutants by PCR amplification of the signature tag (5). This approach permitted infection of mice with pools of different mutants (including the parental wild-type as a control) and identified 40 mutants with apparently defective survival characteristics that were tentatively assigned to three distinct classes or groups. Group I (n=13) contained organisms that exhibited reduced survival at two weeks post-infection. Organisms in this group were recovered at normal levels by eight weeks and were not studied further, since they may persist in the host. Group II (n=11) contained organisms that were reduced by 2 weeks post infection and remained at reduced levels at eight weeks post-infection. Group III (n=16) contained mutants that were normal at two weeks, but recovered at reduced levels at eight weeks. A subset of these mutants (n= 15) was confirmed to be attenuated in mixed infections (1:1) with the parental wild-type. One of these mutants was eliminated from consideration due to a reduced growth rate in vitro that may account for its apparent growth defect in the mouse model. Although the original plan involved construction of the mutant bank in B. melitensis Rev 1 the low transformability of this strain, prevented accumulation of the necessary number of mutants. In addition, the probability that Rev 1 already carries one genetic defect increases the likelihood that a second defect will severely compromise the survival of this organism. Once key genes have been identified, it is relatively easy to prepare the appropriate genetic constructs (knockouts) lacking these genes in B. melitensis Rev 1 or any other genetic background. The construction of "designer" vaccines is expected to improve immune protection resulting from minor sequence variation corresponding to geographically distinct isolates or to design vaccines for use in specific hosts. A.2 Mouse Model of Brucella Infection (UWISC) Interferon regulatory factor-1-deficient (IRF-1-/- mice have diverse immunodeficient phenotypes that are necessary for conferring proper immune protection to intracellular bacterial infection, such as a 90% reduction of CD8+ T cells, functionally impaired NK cells, as well as a deficiency in iNOS and IL-12p40 induction. Interestingly, IRF-1-/- mice infected with diverse Brucella abortus strains reacted differently in a death and survival manner depending on the dose of injection and the level of virulence. Notably, 50% of IRF-1-/- mice intraperitoneally infected with a sublethal dose in C57BL/6 mice, i.e., 5 x 105 CFU of virulent S2308 or the attenuated vaccine S19, died at 10 and 20 days post-infection, respectively. Interestingly, the same dose of RB51, an attenuated new vaccine strain, did not induce the death of IRF-1-/- mice for the 4 weeks of infection. IRF-1-/- mice infected with four more other genetically manipulated S2308 mutants at 5 x 105 CFU also reacted in a death or survival manner depending on the level of virulence. Splenic CFU from C57BL/6 mice infected with 5 x 105 CFU of S2308, S19, or RB51, as well as four different S2308 mutants supports the finding that reduced virulence correlates with survival Of IRF-1-/- mice. Therefore, these results suggest that IRF-1 regulation of multi-gene transcription plays a crucial role in controlling B. abortus infection, and IRF-1 mice could be used as an animal model to determine the degree of B. abortus virulence by examining death or survival. A3 Diagnostic Tests for Detection of B. melitensis Rev 1 (Kimron) In this project we developed an effective PCR tool that can distinguish between Rev1 field isolates and B. melitensis virulent field strains. This has allowed, for the first time, to monitor epidemiological outbreaks of Rev1 infection in vaccinated flocks and to clearly demonstrate horizontal transfer of the strain from vaccinated ewes to unvaccinated ones. Moreover, two human isolates were characterized as Rev1 isolates implying the risk of use of improperly controlled lots of the vaccine in the national campaign. Since atypical B. melitensis biotype 1 strains have been characterized in Israel, the PCR technique has unequivocally demonstrated that strain Rev1 has not diverted into a virulent mutant. In addition, we could demonstrate that very likely a new prototype biotype 1 strain has evolved in the Middle East compared to the classical strain 16M. All the Israeli field strains have been shown to differ from strain 16M in the PstI digestion profile of the omp2a gene sequence suggesting that the local strains were possibly developed as a separate branch of B. melitensis. Should this be confirmed these data suggest that the Rev1 vaccine may not be an optimal vaccine strain for the Israeli flocks as it shares the same omp2 PstI digestion profile as strain 16M.
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