Dissertations / Theses on the topic 'Scenario-Based Design'

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1

Tideman, Martijn. "Scenario based product design." Enschede : University of Twente [Host], 2008. http://doc.utwente.nl/58863.

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2

Sun, Ximeng 1979. "A model-driven approach to scenario-based requirements engineering /." Thesis, McGill University, 2007. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=101655.

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A model-driven approach to scenario-based requirements engineering is proposed. The approach, which is based on Computer Automated Multi-Paradigm Modeling (CAMPaM), aims to improve the software process. A framework is given and implemented to reason about models of systems at multiple levels of abstraction, to transform between models in different formalisms, and to provide and evolve modeling formalisms.
The model-driven approach starts with modeling requirements of a system in scenario models and the subsequent automatic transformation to state-based behavior models. Then, either code can be synthesized or models can be further transformed into models with additional information such as explicit timing information or interactions between components. These models, together with the inputs (e.g., queries, performance metrics, test cases, etc.) generated directly from the scenario models, can be used for a variety of purposes, such as verification, analysis, simulation, animation and so on.
A visual modeling environment is built in AToM3 using Meta-Modeling and Model Transformation. It supports modeling in Sequence Diagrams, automatic transformation to Statecharts, and automatic generation of requirements text from Sequence Diagrams.
An application of the model-driven approach to the assessment of use cases for dependable systems is shown.
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3

AL, Halbouni Hadi, and Frank Hansen. "A Scenario-Based evaluation of Game Architecture." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20241.

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When developers or organizations need to develop a game, simulation or a similar project, they phase the question of whether or not to use a game engine as well as the question on which one to use. Are all game engines the same or does the architecture change and how is the game design different between various game engines? The objective of this thesis is to research these questions as well as giving a concrete understanding of the impact of picking one engine over the other and how each engine influences the way games are developed and answer some more specific questions regarding architecture and usability.  A project was designed with the goal of developing a game. This game was developed by two separate teams over a period of 6 weeks, using two different game engines. The development was split into separate iterations done simultaneously between the teams and questionnaires were filled in to gather data. The game engines used for projects had similarities but also things which were different. Each engine offered ways to speed up development by allowing the developer to reuse and distribute changes among objects to reduce work. The differences caused one engine’s code architecture to be more complex than the other while allowing a better code structure as well as adding more time to learn how the engine handles certain things such as collisions. In conclusion, there is an importance to properly evaluating different game engines depending on the project a developer or organization is creating, not evaluating this properly will impact development speed and project complexity. Even though each engine has their differences, there is no superior game engine as it all depends on the project being developed. The game developed for this project was only touching on certain areas related to 2D games.
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Lee, Jason Chong. "Integrating scenario-based usability engineering and agile software development." Diss., Virginia Tech, 2010. http://hdl.handle.net/10919/26729.

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Agile development methodologies are becoming increasingly popular because they address many risks of software development through things such as quick delivery of working software and responsiveness to change. As agile organizations have begun to develop more user interface-intensive systems, they understand the value and need to design more usable systems. The fields of usability engineering and human-computer interaction are focused on exploring how people interact with computer systems. However, much of this work is inaccessible to agile practitioners because it does not align with core agile values and because there has not been adequate transfer of knowledge between practice and academia. This motivated my creation of the eXtreme Scenario-Based Design (XSBD) process, an integrated agile usability approach. XSBD provides key usability benefits of the scenario-based design (SBD) approach (an established usability engineering process) and is compatible with an agile development framework modeled on leading agile processes like XP and Scrum. XSBD was designed for use in projects in which a large part of the overall system quality is determined by system usability. This requires close communication and coordination of the disparate usability and agile development work practices. A core aspect of XSBD is the central design record (CDR), which is the shared design representation that guides usability design. It tightly couples usability evaluation results to design features and high level project goals, allowing the usability engineer to leverage key benefits of traditional SBD while working in an agile framework. I began developing XSBD at Virginia Tech, evaluating it through several student-led development efforts. To improve and demonstrate the applicability of XSBD in practice, I partnered with Meridium, Inc., a software and services company. Using an action research case study method, I worked with several development teams there who used XSBD to develop products. This directly linked usability and HCI research to practice, allowing me to demonstrate XSBDâ s utility in practice while evaluating it from a theoretical perspective. The results of this work suggest several avenues for further work both to increase its adoption in practice and to link to existing HCI research efforts such as design rationale and knowledge reuse.
Ph. D.
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5

Feuerherdt, Craig Nigel, and craigfeuerherdt@gmail com. "Towards Exploring Future Landscapes using Augmented Reality." RMIT University. Mathematical and Geospatial Sciences, 2008. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20090316.153343.

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With increasing pressure to better manage the environment many government and private organisations are studying the relationships between social, economic and environmental factors to determine how they can best be optimised for increased sustainability. The analysis of such relationships are undertaken using computer-based Integrated Catchment Models (ICM). These models are capable of generating multiple scenarios depicting alternative land use alternatives at a variety of temporal and spatial scales, which present (potentially) better Triple-Bottom Line (TBL) outcomes than the prevailing situation. Dissemination of this data is (for the most part) reliant on traditional, static map products however, the ability of such products to display the complexity and temporal aspects is limited and ultimately undervalues both the knowledge incorporated in the models and the capacity of stakeholders to disseminate the complexities through other means. Geovisualization provides tools and methods for disseminating large volumes of spatial (and associated non-spatial) data. Virtual Environments (VE) have been utilised for various aspects of landscape planning for more than a decade. While such systems are capable of visualizing large volumes of data at ever-increasing levels of realism, they restrict the users ability to accurately perceive the (virtual) space. Augmented Reality (AR) is a visualization technique which allows users freedom to explore a physical space and have that space augmented with additional, spatially referenced information. A review of existing mobile AR systems forms the basis of this research. A theoretical mobile outdoor AR system using Common-Of-The-Shelf (COTS) hardware and open-source software is developed. The specific requirements for visualizing land use scenarios in a mobile AR system were derived using a usability engineering approach known as Scenario-Based Design (SBD). This determined the elements required in the user interfaces resulting in the development of a low-fidelity, computer-based prototype. The prototype user interfaces were evaluated using participants from two targeted stakeholder groups undertaking hypothetical use scenarios. Feedback from participants was collected using the cognitive walk-through technique and supplemented by evaluator observations of participants physical actions. Results from this research suggest that the prototype user interfaces did provide the necessary functionality for interacting with land use scenarios. While there were some concerns about the potential implementation of
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Lim, Hedy. "Discovering expert instructional designers' heuristics for creating scenario-based workplace instruction." Thesis, Capella University, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10103202.

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Scenario-based instructional design is ideal for workplace training, as it promotes practical and performance-based learning through the use of realistic situations. The research problem is a need for well-defined heuristics, what Gibbons (2014) called operational principles and what York and Ertmer (2011) called rules of thumb, being basic guidelines that promote and characterize expertise, in the area of scenario-based online instruction. The purpose of this Delphi study was to gather expert feedback on ideas in the form of a set of best practices for scenario-based online instructional design for the workplace. The research questions break down the topic into four basic areas: identifying a learning problem, discovering scaffolds or learning resources, maintaining project momentum, and essential concerns for instructional development. Experts in workplace scenario-based instructional design, with particular emphasis on professionals with an online or academic presence, were recruited as subjects. A detailed review of the literature gathered forty-two original statements that were organized into five categories. Per Delphi methodology, the study was conducted as a three round iterative online instrument. Subjects were asked to rate each statement and to provide additional statements to clarify and expand on their best practices based on their experience. Twenty-nine subjects completed all three rounds of the research study. While the statements express a wide variety of best practices for the field, recommendations for further research generally focused on thoughtful consideration of the learner, the instructional development team, and a focus on the integrity or realistic authenticity of the learning scenario, throughout the instructional experience.

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7

Greenyer, Joel Verfasser], and Wilhelm [Akademischer Betreuer] [Schäfer. "Scenario-based design of mechatronic systems / Joel Greenyer. Betreuer: Wilhelm Schäfer." Paderborn : Universitätsbibliothek, 2011. http://d-nb.info/1035821338/34.

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8

Healy, Thomas F. "Fighting tomorrow's fire today: leveraging intelligence for scenario-based exercise design." Thesis, Monterey, California: Naval Postgraduate School, 2014. http://hdl.handle.net/10945/41388.

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CHDS State/Local
There is a great opportunity for collaborative learning when agencies conduct emergency preparedness exercises together. If different members of the community contribute to the development of these exercises, then this learning benefits the entire population. As it stands, preparedness exercises are being conducted with minimal regard to recommendations from previous exercises and real-world events. Along with the incorporation of intelligence into these exercises, the objectives should promote a more inclusive design process based on focused relevance, encouraging agencies to view themselves more as members of the greater community rather than individual entities. Terrorist organizations learn from past failures as well as successes, and emergency responders should strive to parallel this learning in order to develop tactical improvements. Emergency responders need to promote the idea of intelligence-driven exercise design in order to support community resilience through collaborative training. Municipalities should spearhead this effort, supported financially by the private sector. With this fusion of intelligence and collaborative exercise design, we can learn from the fires of yesterday and prepare for the emergencies of tomorrow.
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9

Cooksey, Kenneth Daniel. "A portfolio approach to design in the presence of scenario-based uncertainty." Diss., Georgia Institute of Technology, 2013. http://hdl.handle.net/1853/49036.

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Current aircraft conceptual design practices result in the selection of a single (hopefully) Pareto optimal design to be carried forward into preliminary design. This paradigm is based on the assumption that carrying a significant number of concepts forward is too costly and thus early down-selection between competing concepts is necessary. However, this approach requires that key architectural design decisions which drive performance and market success are fixed very early in the design process, sometimes years before the aircraft actually goes to market. In the presence of uncertainty, if the design performance is examined for individual scenarios as opposed to measuring performance of the design with aggregate statistics, the author finds that the single concept approach can lead to less than desirable design outcomes. This thesis proposes an alternate conceptual design paradigm which leverages principles from economics (specifically the Nobel prize-winning modern portfolio theory) to improve design outcomes by intelligently selecting a small well diversified portfolio of concepts to carry forward through preliminary design, thus reducing the risk from external events that are outside of the engineer’s control. This alternate paradigm is expected to result in an increase in the overall profit by increasing the probability that the final design matches market needs at the time it goes to market. This thesis presents a portfolio based design approach, which leverages dynamic programming to enable a stochastic optimization of alternative portfolios of concepts. This optimization returns an optimized portfolio of concepts which are iteratively pruned to improve design outcomes in the presence of scenario-driven uncertainties. While dynamic programming is identified as a means for doing a stochastic portfolio optimization, dynamic programming is an analytical optimization process which suffers heavily from the curse of dimensionality. As a result, a new hybrid stochastic optimization process called the Evolutionary Cooperative Optimization with Simultaneous Independent Sub-optimization (ECOSIS) has been introduced. The ECOSIS algorithm leverages a co-evolutionary algorithm to optimize a multifaceted problem under uncertainty. ECOSIS allows for a stochastic portfolio optimization including the desired benefit-to-cost tradeoff for a well-diversified portfolio at the size and scope required for use in design problems. To demonstrate the applicability and value of a portfolio based design approach, an example application of the approach to the selection of a new 300 passenger aircraft is presented.
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10

Wahid, Shaikh Shahtab. "Facilitating Design Knowledge Reuse Through Relationships." Diss., Virginia Tech, 2011. http://hdl.handle.net/10919/26169.

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Design reuse is an approach in which the creation of new designs is based on the identification of previously employed solutions and the incorporation of those into new contexts. This notion has been extensively studied especially by software engineers. This research seeks to support the reuse of design knowledge in the Human-Computer Interaction (HCI) community in creating new designs as it is generally argued that reuse has the potential to reduce development time and costs. Efforts to reuse design elements in HCI, often in the form of design patterns, are slowly emerging. This work seeks to facilitate the reuse of design knowledge in the form of claims. To achieve this goal, the notion of claim relationshipsâ descriptions of connections between claims that emerge in designâ is introduced as a mechanism to facilitate reuse. Claims relationships can be used to connect a collection of reusable claims so that they can be searched, understood, tailored, and integrated into new designs. A method for how to use the relationships is presented to aid in the creation of scenarios. Through a series of studies starting from the use of relationships to locate and reuse claims to the use of cards sets incorporating images and rationale for storyboards, the potential for relationships is demonstrated. These works inform the design and evaluation of a storyboarding tool called PIC-UP. PIC-UP is introduced as an example of how relationships can be utilized in the creation of storyboards made of reusable artifacts in the form of claims. Studies of PIC-UP position the tool as one that enables the reuse through the use of a storyboarding guide and social navigation by collecting and sharing claims. It shows potential in aiding novice and non-designers and can serve as a communication tool.
Ph. D.
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11

Rong, Hu. "Compact Living as a Lifestyle : Scenario-based Interior Design for Chinese Urban Tenants." Thesis, Linnéuniversitetet, Institutionen för design (DE), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-89108.

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This thesis proposes "compact living" as a sustainable lifestyle, enabling dwellers to fulfil theirliving requirements while considering ecological concerns. The idea of this project is derivedfrom a phenomenon that urban immigrants move to smaller houses because of the shortage ofaffordable rental house in dense Chinese urban areas, which causes an issue regarding lack ofwell-functioning small housings for urban tenants. In order to develop suitable compact livingsolutions, this scenario-based design project has developed. The compact living requirementsof Chinese urban tenants were studied through design research. Meanwhile, the studies ofexisting small-space solutions aim to come up with solutions by concluding strategies for thespatial-plan. As a result, the designer came up with a concept of "shared co-living community" second-landlord business model with three feasible interior design proposals.Keywords:interior design; sustainable lifestyle; compact living; small space;scenario-based
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12

Berry, Brandon. "VaDeR: Visualizing a Development Record A Study of Claims-Centric Scenario-Based Design." Thesis, Virginia Tech, 2004. http://hdl.handle.net/10919/9995.

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The scenario-based design process, particularly with an emphasis on claims, captures and shares design knowledge that has promise in teaching design. However, the best methods are not fully understood yet. This thesis examines the areas of scenario-based design, claims relationships, and learning through cases with the goal of learning what can be improved to better support these processes. In investigating those areas, an information visualization tool is created for learning design through case studies. The tool combined claims from multiple visualization techniques to create an approach for supporting problem-based learning goals. In creating the tool, scenario-based design was used, with a particular emphasis on claims for driving the development and evaluation. All design rationale was captured in claims to create a tool that addressed the current problem issues identified. A recently developed claims relationship framework, used for the first time in development efforts, aided in structuring the design rationale. Using these relationships, the design was tracked from requirements analysis to problem claims to design claims and finally to claims that formed the basis of an evaluation. This thesis presents a case study of using claims relationships to drive the development and evaluation of a tool for supporting problem-based learning through case studies of scenario-based design. In creating a novel tool for learning about cases, a unique example of claims-centric scenario based design emerges, presenting as open questions new directions for merging scenarios, claims, and cases in knowledge storage, access, and learning systems.
Master of Science
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13

Cooper, Lee. "Narrative based systems design : an investigation into the use of scenario in requirements engineering." Thesis, University of Birmingham, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.288567.

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14

Combier, Robert. "Risk-informed scenario-based technology and manufacturing evaluation of aircraft systems." Diss., Georgia Institute of Technology, 2013. http://hdl.handle.net/1853/49046.

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In the last half century, the aerospace industry has seen a dramatic paradigm shift from a focus on performance-at-any-cost to product economics and value. The steady increase in product requirements, complexity and global competition has driven aircraft manufacturers to seek broad portfolios of advanced technologies. The development costs and cycle times of these technologies vary widely, and the resulting design environment is one where decisions must be made under substantial uncertainty. Modeling and simulation have recently become the standard practice for addressing these issues; detailed simulations and explorations of candidate future states of these systems help reduce a complex design problem into a comprehensible, manageable form where decision factors are prioritized. While there are still fundamental criticisms about using modeling and simulation, the emerging challenge becomes ``How do you best configure uncertainty analyses and the information they produce to address real world problems?” One such analysis approach was developed in this thesis by structuring the input, models, and output to answer questions about the risk and economic impact of technology decisions in future aircraft programs. Unlike other methods, this method placed emphasis on the uncertainty in the cumulative cashflow space as the integrator of economic viability. From this perspective, it then focused on exploration of the design and technology space to tailor the business case and its associated risk in the cash flow dimension. The methodology is called CASSANDRA and is intended to be executed by a program manager of a manufacturer working of the development of future concepts. The program manager has the ability to control design elements as well as the new technology allocation on that aircraft. She is also responsible for the elicitation of the uncertainty in those dimensions within control as well as the external scenarios (that are out of program control). The methodology was applied on a future single-aisle 150 passenger aircraft design. The overall methodology is compared to existing approaches and is shown to identify more economically robust design decisions under a set of at-risk program scenarios. Additionally, a set of metrics in the uncertain cumulative cashflow space were developed to assist the methodology user in the identification, evaluation, and selection of design and technology. These metrics are compared to alternate approaches and are shown to better identify risk efficient design and technology selections. At the modeling level, an approach is given to estimate the production quantity based on an enhanced Overall Evaluation Criterion method that captures the competitive advantage of the aircraft design. This model was needed as the assumption of production quantity is highly influential to the business case risk. Finally, the research explored the capacity to generate risk mitigation strategies in to two analysis configurations: when available data and simulation capacity are abundant, and when they are sparse or incomplete. The first configuration leverages structured filtration of Monte Carlo simulation results. The allocation of design and technology risk is then identified on the Pareto Frontier. The second configuration identifies the direction of robust risk mitigation based on the available data and limited simulation ability. It leverages a linearized approximation of the cashflow metrics and identifies the direction of allocation using the Jacobian matrix and its inversion.
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15

Turner, Sherri Guilliams. "A Case Study Using Scenario-Based Design Tools and Techniques in the Formative Evaluation Stage of Instructional Design: Prototype Evaluation and Redesign of a Web-Enhanced Course Interface." Diss., Virginia Tech, 1998. http://hdl.handle.net/10919/30022.

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A Case Study Using Scenario-based Design Tools and Techniques in the Formative Evaluation Stage of Instructional Design: Prototype Evaluation and Redesign of a Web-Enhanced Course Interface. The main purpose of this study was to augment the formative evaluation process of instructional design through the incorporation of scenario-based design tools and strategies that focus on interface design. The test population was students from undergraduate "human development" courses at Virginia Tech, approximately 250 students. One prototype of a course web interface was tested and revised based on data collected during the formative evaluation process. The scenario data provided rationale for redesign considerations.
Ph. D.
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Thomas, Victoria Katherine. "A Method for Scenario-based Risk Assessment for Robust Aerospace Systems." Diss., Georgia Institute of Technology, 2007. http://hdl.handle.net/1853/14536.

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A methodology for the conceptual design phase risk assessment of an aerospace system was proposed. The method was designed to examine political, social, and economic risk over a systems lifecycle through the use of future scenarios to bound uncertainty. A decision support framework was developed to allow the user to visualize the differences in performance and economic metrics between design options as well as allowing the user to visualize the effects of mitigating certain risks. A historical proof of concept was developed to test the methodology. The results indicated that the new method will work to examine political, social, and economic risk during conceptual level design, and that this information can be used to aid in design down-selection and decision making. The use of scenario-based analysis as an alternative to traditional probabilistic analysis allowed for better traceability and bounding of uncertainty. Other findings regarding the use of a risk analysis early during concept design and future work are also discussed.
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Michailidou, Ioanna [Verfasser]. "Design the experience first: A scenario-based methodology for the design of complex, tangible consumer products / Ioanna Michailidou." München : Verlag Dr. Hut, 2017. http://d-nb.info/1139539906/34.

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18

Islam, Md Rubayat Ul. "Utilizing Scenario Based Simulation Modeling to Optimize Aircraft Fleet Scheduling." University of Akron / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=akron1560965666900518.

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19

Vat, Kam Hou. "REALSpace AKE : an appreciative knowledge environment architected through soft systems methodology and scenario-based design." Thesis, University of Macau, 2011. http://umaclib3.umac.mo/record=b2492481.

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Smith, Jamie Laine. "Supporting Collaborative Design through Risk Analysis: Benefits of Calculated Risk in the Design of Interactive Systems." Thesis, Virginia Tech, 2005. http://hdl.handle.net/10919/32953.

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As software systems continue to grow, and as project teams become larger and more distributed, support for project management in collaborative environments is critical. Management tasks include maintaining team coordination, monitoring progress, and, of particular interest for this work, managing risk tasks often add significant overhead to a project. To reduce overhead, management tasks must be integrated, whenever possible, directly into the software design and development process. Additionally, to prevent common problems from reoccurring in different projects, developers must focus on reusing the knowledge gained and the lessons learned through previous projects to guide future endeavors.

The overall goals of the work contained within this thesis are to define reusable, project-related knowledge as project risks and to utilize that knowledge in the development of a risk-driven management model to be integrated within a human-computer interaction (HCI) design process. Existing risk management techniques typically involve process-related knowledge, such as project planning and client involvement. However, HCI as a discipline is more concerned with product-related design knowledge. Claims structure product-related knowledge for reuse by explicitly stating the positive and negative tradeoffs of incorporating a particular feature in the design of a system. By managing these negative tradeoffs as design risks, HCI designers can identify and focus on the most critical design issues throughout the course of a project. This systematic approach to solving design issues helps to ensure that designers make informed design decisions rather than following an ad hoc design process.

Building upon existing risk management techniques from other domains, this thesis delivers a risk-driven, claims-based management model for HCI design. In doing so, this work transfers techniques traditionally used in managing process-related knowledge into a new domain for use in managing product-related design risks. The need for risk management in software design is argued through a review of existing collaborative tools, resulting in a series of guidelines for providing project management support. An initial risk model is then presented, along with the results of a user evaluation conducted to determine not only the accuracy of risk prioritization, but also the overall benefit of applying risk management within the context of HCI design. Following a discussion of these results, several directions for future work are mentioned both to further the quest for a true design science and to improve the standards by which software projects are managed.
Master of Science

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Kim, Sun Koo. "Scenario-based amorphous design : a methodical approach to designing systems-oriented products that are under-defined /." May be available electronically:, 2009. http://proquest.umi.com/login?COPT=REJTPTU1MTUmSU5UPTAmVkVSPTI=&clientId=12498.

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22

Chin, George. "A Case Study in the Participatory Design of a Collaborative Science-Based Learning Environment." Diss., Virginia Tech, 2004. http://hdl.handle.net/10919/11281.

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Educational technology research studies have found computer and software technologies to be underutilized in U.S. classrooms. In general, many teachers have had difficulty integrating computer and software technologies into learning activities and classroom curricula because specific technologies are ill-suited to their needs, or they lack the ability to make effective use of these technologies. In the development of commercial and business applications, participatory design approaches have been applied to facilitate the direct participation of users in system analysis and design. Among the benefits of participatory design include mutual learning between users and developers, envisionment of software products and their use contexts, empowerment of users in analysis and design, grounding of design in the practices of users, and growth of users as designers and champions of technology. In the context of educational technology development, these similar consequences of participatory design may lead to more appropriate and effective education systems as well as greater capacities by teachers to apply and integrate educational systems into their teaching and classroom practices. We present a case study of a participatory design project that took place over a period of two and one half years, and in which teachers and developers engaged in the participatory analysis and design of a collaborative science learning environment. A significant aspect of the project was the development methodology we followed - Progressive Design. Progressive Design evolved as an integration of methods for participatory design, ethnography, and scenario-based design. In this dissertation, we describe the Progressive Design approach, how it was used, and its specific impacts and effects on the development of educational systems and the social and cognitive growth of teachers.
Ph. D.
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23

De, Cino Thomas J. II. "A Usability and Learnability Case Study of Glass Flight Deck Interfaces and Pilot Interactions through Scenario-based Training." Thesis, Nova Southeastern University, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10036410.

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In the aviation industry, digitally produced and presented flight, navigation, and aircraft information is commonly referred to as glass flight decks. Glass flight decks are driven by computer-based subsystems and have long been a part of military and commercial aviation sectors. Over the past 15 years, the General Aviation (GA) sector of the aviation industry has become a recent beneficiary of the rapid advancement of computer-based glass flight deck (GFD) systems.

While providing the GA pilot considerable enhancements in the quality of information about the status and operations of the aircraft, training pilots on the use of glass flight decks is often delivered with traditional methods (e.g. textbooks, PowerPoint presentations, user manuals, and limited computer-based training modules). These training methods have been reported as less than desirable in learning to use the glass flight deck interface. Difficulties in achieving a complete understanding of functional and operational characteristics of the GFD systems, acquiring a full understanding of the interrelationships of the varied subsystems, and handling the wealth of flight information provided have been reported. Documented pilot concerns of poor user experience and satisfaction, and problems with the learning the complex and sophisticated interface of the GFD are additional issues with current pilot training approaches.

A case study was executed to explore ways to improve training using GFD systems at a Midwestern aviation university. The researcher investigated if variations in instructional systems design and training methods for learning glass flight deck technology would affect the perceptions and attitudes of pilots of the learnability (an attribute of usability) of the glass flight deck interface. Specifically, this study investigated the effectiveness of scenario-based training (SBT) methods to potentially improve pilot knowledge and understanding of a GFD system, and overall pilot user experience and satisfaction.

Participants overwhelmingly reported positive learning experiences from scenario-based GFD systems flight training, noting that learning and knowledge construction were improved over other training received in the past. In contrast, participants rated the usability and learnability of the GFD training systems low, reporting various problems with the systems’ interface, and the learnability (first-time use) of the complex GFD system. However, issues with usability of the GFD training systems did not reduce or change participant attitudes towards learning and mastering GFD systems; to the contrary, all participants requested additional coursework opportunities to train on GFD systems with the scenario-based flight training format.

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Araújo, Luciana Pereira de. "Aplicação de técnicas de design em um sistema colaborativo para profissionais da saúde." Universidade do Estado de Santa Catarina, 2014. http://tede.udesc.br/handle/handle/2041.

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Made available in DSpace on 2016-12-12T20:22:52Z (GMT). No. of bitstreams: 1 Luciana Pereira de Araujo.pdf: 14609515 bytes, checksum: 389ecae83749400f1c4b8fe3e60a820a (MD5) Previous issue date: 2014-08-27
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior
The multidisciplinary treatment in health area is the supporting to patients who need care of different health professionals. During this treatment the professionals should communicate and collaborate to solve the patient diseases. In a local study in the public health at Blumenau city, we have observed that there is a lack of communication and collaboration among these professionals. This lack of communication affects the multidisciplinary treatment. This problem occurs due to different geographic position in doctors offices and due to different availability of each professional. In this context, this work has realized an action research involving the Elderly Care Center of Blumenau city to help the development of a system that allows multidisciplinary treatment. Blumenau has a health system called PRONTO. However, this system does not allow the collaboration among health professionals during the healthcare. Thus, this work includes the multidisciplinary treatment in the actual system and allows the collaboration among the health professionals. We used the participatory design method to design the multidisciplinary treatment and its interface, in order to involve the professionals in the development. The Scenario Based Evaluation was used to evaluate the developed system. This method allows to identify the important scenarios to perform the tasks. The design, development and evaluation of multidisciplinary treatment occurred in four steps of action research. We conclude that the proposed system allows the multidisciplinary treatment in collaborative way. The system also decreased the lack of communication and collaboration problems.
O tratamento multidisciplinar na área da saúde é o tratamento prestado a pacientes que dependem da atenção de profissionais de diferentes áreas. Durante este tratamento, os profissionais devem se comunicar e colaborar para solucionar o problema do paciente. Em estudos realizados na rede pública da cidade de Blumenau, observou-se que existe falta de comunicação e colaboração entre estes profissionais prejudicando o atendimento multidisciplinar. O problema ocorre principalmente devido aos diferentes locais de trabalho e diferentes horários de atendimento destes profissionais de saúde. Nesse contexto, este trabalho realizou uma pesquisa-ação envolvendo o Centro de Saúde do Idoso da cidade de Blumenau, para auxiliar na construção de um sistema que permita o tratamento multidisciplinar. Blumenau possui um sistema de saúde denominado PRONTO, porém ele não permite a colaboração entre os profissionais de saúde durante o tratamento de um paciente. Sendo assim, o trabalho pretende incluir o atendimento multidisciplinar no sistema atual permitindo a colaboração entre esses profissionais. O método de design participativo foi utilizado para a construção do módulo multidisciplinar e de sua interface, com intuito de envolver os profissionais em sua construção e identificar as tarefas a serem realizadas. O método Scenario Based Evaluation foi utilizado para avaliar o sistema. Este método permite a identificação de cenários importantes para a realização das tarefas dos profissionais. A construção e avaliação do atendimento multidisciplinar desenvolvido ocorreu dentro de quatro ciclos de pesquisa-ação. Após o término da pesquisa-ação, podese concluir que as funcionalidades projetadas permitem o atendimento multidisciplinar de forma colaborativa com uma ferramenta computacional, reduzindo os problemas referentes à falta de comunicação e de colaboração entre os profissionais de saúde.
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25

Anggreeni, Irene. "Prototyping Tools for the Early Stages of Web Design." Thesis, Linköping University, Department of Computer and Information Science, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-6487.

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There is a gap between low-fidelity prototyping using paper and high-fidelity prototyping using computers in web design. Both serve well in different stages of web design, but are not well integrated. Prior studies have examined the practice of web designers. The studies resulted in a number of alternative prototyping tools, which focus on informal representation and try to prolong sketching in the design process.

The thesis proposes a design of a prototyping tool that makes use of existing paper sketches. In paper prototyping, a human who acts as the “computer” makes the sketches interactive. In the prototyping tool put forward in the thesis, the interactivity of the sketches is instead created on the computer. The novel prototyping tool needs to support the interactions and behaviours used in web design, and it must be easy to use so that the web designers do not have to invest too much time learning it.

The prototype of the tool is a sketch-and-scan interface, thus allowing the use of paper the way it is. The functionality supports both documentation and computer interactivity. Usability tests and expert reviews were conducted, involving students, lecturers and researchers in human-computer interaction.

The results elaborate previous research on prototyping practice, and a designers’ wish list was formulated. A prototyping tool is expected to support communication between users, designers and developers; as well as to reduce a designer’s need to change his work practice when using the tool.

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26

Hsu, Chung-Yuan. "Formative Research on an Instructional Design Model for the Design of Computer Simulation for Teaching Statistical Concepts." Ohio University / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1258048389.

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27

De, Cino Thomas James. "A Usability and Learnability Case Study of Glass Flight Deck Interfaces and Pilot Interactions through Scenario-based Training." NSUWorks, 2016. http://nsuworks.nova.edu/gscis_etd/948.

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In the aviation industry, digitally produced and presented flight, navigation, and aircraft information is commonly referred to as glass flight decks. Glass flight decks are driven by computer-based subsystems and have long been a part of military and commercial aviation sectors. Over the past 15 years, the General Aviation (GA) sector of the aviation industry has become a recent beneficiary of the rapid advancement of computer-based glass flight deck (GFD) systems. While providing the GA pilot considerable enhancements in the quality of information about the status and operations of the aircraft, training pilots on the use of glass flight decks is often delivered with traditional methods (e.g. textbooks, PowerPoint presentations, user manuals, and limited computer-based training modules). These training methods have been reported as less than desirable in learning to use the glass flight deck interface. Difficulties in achieving a complete understanding of functional and operational characteristics of the GFD systems, acquiring a full understanding of the interrelationships of the varied subsystems, and handling the wealth of flight information provided have been reported. Documented pilot concerns of poor user experience and satisfaction, and problems with the learning the complex and sophisticated interface of the GFD are additional issues with current pilot training approaches. A case study was executed to explore ways to improve training using GFD systems at a Midwestern aviation university. The researcher investigated if variations in instructional systems design and training methods for learning glass flight deck technology would affect the perceptions and attitudes of pilots of the learnability (an attribute of usability) of the glass flight deck interface. Specifically, this study investigated the effectiveness of scenario-based training (SBT) methods to potentially improve pilot knowledge and understanding of a GFD system, and overall pilot user experience and satisfaction. Participants overwhelmingly reported positive learning experiences from scenario-based GFD systems flight training, noting that learning and knowledge construction were improved over other training received in the past. In contrast, participants rated the usability and learnability of the GFD training systems low, reporting various problems with the systems’ interface, and the learnability (first-time use) of the complex GFD system. However, issues with usability of the GFD training systems did not reduce or change participant attitudes towards learning and mastering GFD systems; to the contrary, all participants requested additional coursework opportunities to train on GFD systems with the scenario-based flight training format.
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Montabert, Cyril. "Supporting Requirements Reuse in a User-centric Design Framework through Task Modeling and Critical Parameters." Thesis, Virginia Tech, 2006. http://hdl.handle.net/10919/33152.

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Many software systems fail as a direct consequence of errors in requirements analysis. Establishing formal metrics early in the design process, using attributes like critical parameters, enables designers to properly assess software success. While critical parameters alone do not have the potential to drive design, establishing requirements tied to critical parameters helps designers capture design objectives. For the design of interactive systems, the use of scenario-based approaches offers natural user centricity and facilitates knowledge reuse through the generation of claims. Unfortunately, the requirements-analysis phase of scenario-based design does not offer sufficient built-in and explicit techniques needed for capturing the critical-parameter requirements of a system. Because success depends heavily on user involvement and proper requirements, there is a crucial need for a requirements-analysis technique that bridges the gap between scenarios and critical parameters.

Better establishing requirements will benefit design. By adapting task-modeling techniques to support critical parameters within the requirements-analysis phase of scenario-based design, we are able to provide designers with a systematic technique for capturing requirements in a reusable form that enables and encourages knowledge transfer early in the development process. The research work presented concentrates on the domain of notification systems, as previous research efforts led to the identification of three critical parameters.

Contributions of this work include establishment of a structured process for capturing critical-parameter requirements within a user-centric design framework and introduction of knowledge reuse at the requirements phase. On one hand, adapting task models to capture requirements bridges the gap between scenarios and critical parameters, which benefits design from user involvement and accurate requirements. On the other hand, using task models as a reusable component leverages requirements reuse which benefits design by increasing quality while reducing development costs and time-to-market.
Master of Science

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Ndiwalana, Ali. "Ubiquitous Computing: By the People, For the People." Thesis, Virginia Tech, 2003. http://hdl.handle.net/10919/33848.

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Computing is moving away from the desktop, permeating into many everyday objects and the environments in which we live. Many researchers in ubiquitous computing are excited about the potential to profoundly change the way we live by revolutionizing how we interact with information. Despite the excitement, few successful applications are making the transition from the laboratories to the mass market. While this could easily be attributed to the immaturity of the research area, it is also a manifestation of a larger problemâ the lack of coherent methods, processes or tools that assist designers in thinking about issues pertinent to ubiquitous computing, as they explore potential ideas and develop some of these into working prototypes. To this end, this research presents an overview of the important characteristics of ubiquitous computing systems identified by many of the leading researchers in the field. Contrasting with conventional systems, we discuss the resulting issues and challenges, and their implications on the future directions of this emerging research area. In a case study, we use scenario-based design to walkthrough the design of a community computing application. At various stages of the design process, the need to focus on more issues relevant to ubiquitous computing design became apparent, resulting in the augmentation of scenario-based design. The augmented scenario-based design process is proposed as a tool for helping designers conceptualize user activities within given usage circumstances and at various stages of the design process. New questions help to identify the most common pitfalls, enabling designers to produce systems that are more socially acceptable and provide a higher likelihood for adoption by everyday users beyond the laboratory. In initial testing, the augmented process was shown to produce better designs. The ultimate ambition of ubiquitous computing technology is to be able to serve users anywhere, at anytime. However, taking into account the dynamic nature of user needs and usage situations, is a novel and non trivial undertaking. In essence, it is a fundamental change that requires designers to rethink many of the conventional answers and processes that help guide the creation of interactive systemsâ We provide a promising approach.
Master of Science
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Holbrook, Chuck. "Input Methods for Notification Systems: A design analysis technique with a focus on input for dual-task situations." Thesis, Virginia Tech, 2003. http://hdl.handle.net/10919/33637.

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Design and evaluation of input methods for secondary tasks in dual-task systems presents specific challenges not covered by traditional human-computer interaction design techniques. Emerging trends in the fields of mobile, ubiquitous, and in-vehicle information systems demonstrate a desire for users to interact with information systems while engaging in other tasks. Research on interaction within these various fields has revealed input methods that perform well for a particular task. However, few focus on the tradeoffs of attention that must be made to react to this notification information. A design analysis technique for input methods is proposed focusing on the design objectives of interruption, reaction, and comprehension for the secondary task made at the cost of primary task attention. Through a study conducted using a reusable usability test platform constructed for this thesis, a typical in-vehicle information system is analyzed using the proposed design analysis. Three input methods were designed and compared: a graffiti character recognizer, a touch screen, and a remote control for their proficiency at selecting an item from a list while operating a driving simulator. The results of the study revealed similar task performance between the varied input methods; however, the design analysis enabled recommendations about future design directions, confirming the viability of the technique for notification systems research.
Master of Science
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Beer, Simon. "Managing uncertainty in production system design during early-phase product development : A scenario-based case study within the commercial vehicle industry." Thesis, KTH, Industriell produktion, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-273185.

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Background Production systems of automotive companies are exposed to various change drivers in increasingly volatile market environments. In order to manage the different areas of complexity, time, costs and quality it is necessary to continually adapt and reconsider production systems. Besides other company internal and external change drivers, product development projects initiate such adaption measures in production systems design. Characteristic for production system design activities during early-phase product development is the inadequate data and information basis. Existing methodologies for production system design assume an already existing production system and the optimization towards specific key performance indicators. Other methodologies that accompany the product development process focus solely on specific production process aspects. Consequently, a methodology for holistic determination and consideration of uncertainties in production system design during early-phase production development is needed. Aim The aim of the thesis is therefore to develop, apply and evaluate a framework that enables a structured concretization of uncertainties concerning product development projects and other company external and internal uncertainties. Furthermore, the framework should facilitate identifying which impact those uncertainties could have on the existing production system and how to develop and evaluate countermeasures. Samples The study was conducted within the commercial vehicle industry and in cooperation with ScaniaCV AB located in Södertälje, Sweden as an industrial research partner. Methods Based on a literature review and in consideration of the needs of the industrial research partner, the requirements on the framework were defined. The individual sections of the framework incorporate adaptations of existing methodologies as well as methods purpose-developed in thecourse of the thesis. The application of the framework took place within the department of transmission manufacturing in the course of a new transmission development project. Results The results show that through the application of the framework, uncertainties connected to a new transmission development project were significantly reduced. Affected production system areas were identified and adequate measures in production system design were initiated. Conclusions The developed framework enables managing uncertainties in production system design during early phase product development. Furthermore, the structured way of working and documentationi ncreases the cooperation and communication between product and production development as well as the overall transparency within the development project.
Bakgrund Produktionssystem inom fordonsindustrin utsätts för olika förändringsfaktorer i en allt mer flyktig marknadsmiljö. För att hantera de motstridiga områdena komplexitet, tid, kostnad och kvalitet är det nödvändigt att hela tiden anpassa och ompröva produktionssystem. Förutom andra interna och externa förändringsfaktorer initierar produktutvecklingsprojekt sådana anpassningsåtgärder vid design av produktionssystem. Karaktäristisk för utvecklingen av produktionssystem i den tidiga fasen av produktutvecklingen är den otillräckliga data- och informationsbasen. Befintliga metoder för design av produktionssystembaseras på ett befintligt produktionssystem och optimering av vissa viktiga prestandaindikatorer. Andra metoder som följer med produktutvecklingsprocessen fokuserar uteslutande på specifika aspekter av produktionsprocessen. Därför krävs en metod för helhetsbestämning och hänsyn till osäkerheter i utformningen av produktionssystem i den tidiga fasen av produktionsutvecklingen. Mål Syftet med avhandlingen är därför att utveckla, tillämpa och utvärdera en metod som möjliggör en strukturerad specifikation av osäkerheter i produktutvecklingsprojekt och andra externa och interna osäkerheter i företaget. Dessutom bör metodiken göra det lättare att avgöra vilken påverkan dessa osäkerheter kan ha på det befintliga produktionssystemet och hur motåtgärder kan utvecklas och utvärderas. Forskningsomfång Studien genomfördes inom kommersiella fordonsindustrin och i samarbete med Scania CV AB baserat i Södertälje, Sverige, som en industriell forskningspartner. Metoder Baserat på en litteraturöversikt och med beaktande av den industriella forskningspartnerns behov definierades kraven för metodiken. I varje del av ramverket finns det både anpassningar av befintliga metoder och metoder som har utvecklats under arbetets gång. Ramverket användes inom tillverkningsavdelningen för växellådan som en del av ett nytt utvecklingsprojekt. Resultat Resultaten visar att tillämpningen av ramverket avsevärt minskade osäkerheten i samband med ett nytt utvecklingsprojekt. Påverkade områden i produktionssystemet identifierades och lämpliga åtgärder för utformningen av produktionssystemet inleddes. Slutsatser Studien visar att den utvecklade metodiken gör det möjligt att kontrollera osäkerheter i utformningen av produktionssystem i den tidiga fasen av produktutvecklingen. Dessutom förbättrar det strukturerade sättet att arbeta och dokumentera samarbetet och kommunikationen mellan produkt- och produktionsutveckling samt total öppenhet inom utvecklingsprojektet.
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Ronstad, David. "A Comparison between two different Methods to Verify Fire Safety Design in Buildings." Thesis, Luleå tekniska universitet, Byggkonstruktion och brand, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-62258.

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In today’s Nordic construction industry, it is difficult for new and innovative building solutions to be introduced due to prescriptive and inflexible regulations. Trading products and services cross-border is something that could loosen the tough market, but this is not possible due to the lack of common international frameworks that is performance based with the possibility to perform fire safety engineering. This is something that the Nordic Innovation project group called Fire Safety Engineering for Innovative and Sustainable Building Solutions wants to change. By introducing a new probabilistic method to verify fire safety in buildings, with the intention to become a Nordic standard, so will hopefully parts of these problems be resolved. The fourth work package of the project includes field testing of the new method which this thesis is a part of. The idea is to asses and improve the new probabilistic approach by comparing it to an existing non-probabilistic method and introduce ameliorating recommendations. Comparison of the probabilistic method is performed against a Swedish verification process that’s based on the General recommendations on analytical design of fire safety strategy (BBRAD) by verifying fire safety in a car park, that is located below an office building, with both verification methods. The two performance-based analyses treat deviations from a prescriptive solution, performed with the Boverket’s Building Regulations (BBR), and the results of these verifications is compared. The requirements that is verified are; escape in event of fire, protection against the outbreak of fire, protection against the development and spread of fire and smoke in buildings, protection against spread of fire between buildings, possibility of rescue responses and ensuring fire resistance in the structural members. Fire safety designs and approaches for treatment of the deviations are compared and analysed which concludes in the improvement recommendation that’s been presented.  Questions that has been answered during the work process is: How do the methods treat the possibility of a fire safety design without sprinkler? What is the main difference between the two verification methods? Which improvements could be done to the new Probabilistic method?  The recommendations of improvement that has been presented is based on the work process of the probabilistic approach and the comparison with the Swedish verification process. Development of the following areas is advocated: Treatment of critical levels for evacuation scenarios  Form a common Nordic statistical database Improved guidance of how to complete the validation analysis The thesis does not include all parts that’s required in a fire safety design but will merely focus on the deviations of the pre-accepted solution. The verification is only performed on the car park, i.e. the office part of the building is not included.
I dagens nordiska byggbransch är det svårt för nya och innovativa byggnadslösningar att införas på grund av de preskriptiva och fyrkantiga regelverk som finns. Handel av produkter och tjänster över gränserna är något som kan luckra upp den tuffa marknaden, men det är svårt på grund av bristen utav gemensamma internationella regelverk som är funktionsbaserade med möjlighet till fire safety engeinnering. Det är något som ett nordiskt innovationsprojekt kallat Fire Safety Engineering for Innovative and Sustainable Building Solutions vill förändra. Genom att införa en ny probabilistisk metod för att verifiera brandsäkerheten i byggnader, med avsikten att skapa en nordisk standard, kan förhoppningsvis delar av dessa problem lösas. Det fjärde arbetspaketet inom projektet består av att testa den nya metoden, vilket denna avhandling är en del av. Tanken är att bedöma och ta fram förbättringsförslag till den nya probabilistiska metoden genom att jämföra den med en befintlig scenariobaserad metod och presentera förbättringsrekommendationer. Jämförelse av probabilistiska metoden utförs mot en svensk verifieringsprocess som baseras på Boverkets allmänna råd om analytisk dimensionering av byggnaders brandskydd (BBRAD) genom att verifiera brandsäkerheten i ett parkeringsgarage, som ligger under en kontorsbyggnad, med båda verifieringsmetoderna. De två funktionsbaserade analyserna behandlar avvikelser från en förenklad dimensionering, som är utförd enligt Boverkets Byggregler (BBR), och resultaten av dessa verifikationer jämförs. De krav som verifieras är; utrymning i händelse av brand, skydd mot uppkomst av brand, skydd mot utveckling och spridning av brand och rök i byggnader, skydd mot brandspridning mellan byggnader, möjlighet till räddningsinsats och att säkerställa bärförmåga vid brand. Brandskyddets utformning och metodernas behandling av avvikelserna jämförs och analyseras vilket konkluderar i de rekommendationer för förbättring som presenteras. Frågor som har besvarats under arbetsprocessen är: Hur behandlar metoderna möjligheten att dimensionera brandsäkerheten utan sprinklersystem? Vad är den stora skillnaden mellan de två verifieringsmetoderna? Vilka förbättringar kan göras på den nya probabilistiska metoden? Rekommendationerna till förbättring som har tagits fram är baserad på arbetsprocessen i den probabilistiska metoden och jämförelsen med den svenska verifieringsprocessen. Utveckling av följande områden förespråkas: Behandling av kritiska nivåer i utrymningsscenarion Uppställning av en gemensam statistiskdatabas för de nordiska länderna Förbättrad förklaring om hur man utför valideringarna av analysen Avhandlingen omfattar inte alla delar som behövs vid bandskyddsprojektering utan fokusera endast på avvikelserna från den förenklade dimensioneringen. Verifikationen är endast utförd på parkeringsgaraget, det vill säga kontorsdelen av byggnaden behandlas inte.
Fire Safety Engineering for Innovative and Sustainable Building Solutions
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Cluzel, François. "Eco-design implementation for complex industrial system : From scenario-based LCA to the definition of an eco-innovative R&D projects portfolio." Phd thesis, Ecole Centrale Paris, 2012. http://tel.archives-ouvertes.fr/tel-00760580.

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Face to the growing awareness of environmental concerns issued from human activities, eco-design aims at offering a satisfying answer in the products and services development field. However when the considered products become complex industrial systems, there is a lack of adapted methodologies and tools. These systems are among others characterised by a large number of components and subsystems, an extremely long and uncertain life cycle, or complex interactions with their geographical and industrial environment. This change of scale actually brings different constraints, as well in the evaluation of environmental impacts generated all along the system life cycle (data management and quality, detail level according to available resources...) as in the identification of adapted answers (management of multidisciplinary aspects and available resources, players training, inclusion in an upstream R&D context...). So this dissertation aims at developing a methodology to implement ecodesign of complex industrial systems. A general methodology is first proposed, based on a DMAIC process (Define, Measure, Analyse, Improve, Control). This methodology allows defining in a structured way the framework (objectives, resources, perimeter, phasing...) and rigorously supporting the ecodesign approach applied on the system. A first step of environmental evaluation based on Life-Cycle Assessment (LCA) is thus performed at a high systemic level. Given the complexity of the system life cycle as well as the exploitation variability that may exist from one site to another, a scenario-based approach is proposed to quickly consider the space of possible environmental impacts. Scenarios of exploitation are defined thanks to the SRI (Stanford Research Institute) matrix and they include numerous elements that are rarely considered in LCA, like preventive and corrective maintenance, subsystems upgrading or lifetime modulation according to the economic context. At the conclusion of this LCA the main impacting elements of the system life cycle are known and they permit to initiate the second step of the eco-design approach centred on environmental improvement. A multidisciplinary working group perform a creativity session centred on the eco-design strategy wheel (or Brezet wheel), a resource-efficient eco-innovation tool that requires only a basic environmental knowledge. Ideas generated during creativity are then analysed through three successive filters allowing: (1) to pre-select and to refine the best projects; (2) to build a R&D projects portfolio thanks to a multi-criteria approach assessing not only their environmental performance, but also their technical, economic and customers' value creation performance; (3) to control the portfolio balance according to the company strategy and the projects diversity (short/middle/long term aspect, systemic level...). All this work was applied and validated at Alstom Grid on electrical conversion substations used in the primary aluminium industry. The methodology deployment has allowed initiating a robust eco-design approach recognized by the company and finally generating a portfolio composed of 9 eco-innovative R&D projects that will be started in the coming months.
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Agarwal, Rohit. "User Interface Design of Head-Up Display Using Scenarios : An Early Stage Innovation Project at Bombardier." Thesis, KTH, Maskinkonstruktion (Inst.), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-244452.

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Head-up display (HUD) är en beprövad teknik inom flyg och bil, vilken gör det möjligt för piloter och förare att få tillgång till information utan att uppmärksamheten avleds från omvärlden. Liknande fördelar kan uppnås genom installation av HUD i tåg. Syftet med denna studie är att utveckla ett användargränssnitt för HUD baserat på European Rail Traffic Management System (ERTMS). HUD kommer att vara en extra säkerhetsfunktion för tågen för att förhindra förare från att skifta fokus mellan instrumentpanelen och omgivningen, vilket leder till minskad förareutmattning och bättre observation av spåren framåt. Scenario Based Design-metoden har använts för att genomföra projektarbetet och i rapporten diskuteras metodens  fördelar och begränsningar. Användningen av scenarier har gjort det möjligt för designteamet att på djupet förstå de situationer som förarna står inför samt  har hjälpt till att under workshops få en bättre förståelse för drivrutinerna. Dessutom har rekommendationer för hårdvara, installation och framtida arbete beskrivits för fortsatt genomförande av projektet.
Head-up display (HUD) has a proven track record in the aviation and automobile sectors, allowing pilots and drivers to access information without diverting attention from the outside world. Similar benefits may be realized by the installation of HUD in locomotive cabs. The objective of this thesis work is to develop the user interface for HUD based on the ERTMS system. The HUD will be an added safety feature to the trains to prevent drivers from refocusing between the instrument panel and the outside view thus leading to reduced driver fatigue and better observation of the tracks ahead. Scenario Based Design method has been used to implement the project work with discussions regarding its advantages and limitations. The use of scenarios has allowed the design team to understand the scenarios that the drivers face in depth and has aided during the workshops to understand the drivers’ routine better. Additionally, recommendations for the hardware, installation and future work have been provided to support further implementation of the project.
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Hollandsworth, Randall Jackson. "The Theoretical and Practical Considerations for Effective Design, Development,and Evaluation of an Asynchronous Review Module on Interpersonal Communications." Diss., Virginia Tech, 2005. http://hdl.handle.net/10919/27372.

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This research evaluates the theoretical and practical capabilities for design, development, and evaluation for a computer-based learning module for interpersonal communications. A Type One developmental study provides an asynchronous review module for a professional leadership training provider to follow up instructor-led training. The module consists of elearning review modules and animated simulations to practice the scenario-based skill practice. The literature review identifies that using online technologies as an instructional strategy offers specific advantages for summative learning strategies. In addition, studies find computer-based role-playing strategies can enhance the learning of interpersonal skills. The use of computer-based, asynchronous strategies build from the findings of four relevant studies: Weller and Blaireâ sâ (1977) use of computer-assisted judging and feedback; Schroederâ s (1986) use of videodisc technology to effectively teach interpersonal skills; Kass, Burke, Blevis, and Williamsonâ s (1993) Guided Social Simulation Model; and Holsbrink-Engelâ s (1997) use of computer-based role plays. One key finding from the various studies suggests that transfer of learning and skill application are dependent on post-instructional maintenance following the initial learning event. This review investigates the elements of learning interpersonal communications, the application of asynchronous strategies to achieve this learning, and effective post-instructional strategies that support comprehension and skill transfer.
Ph. D.
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36

Satra, Mahaveer Kantilal. "Hybrid Electric Vehicle Model Development and Design of Controls Testing Framework." The Ohio State University, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=osu1595432296730485.

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Michailidou, Ioanna [Verfasser], Udo [Akademischer Betreuer] [Gutachter] Lindemann, Klaus [Gutachter] Bengler, and der Voort Mascha C. [Gutachter] van. "Design the experience first : A scenario-based methodology for the design of complex, tangible consumer products / Ioanna Michailidou ; Gutachter: Udo Lindemann, Klaus Bengler, Mascha C. van der Voort ; Betreuer: Udo Lindemann." München : Universitätsbibliothek der TU München, 2017. http://d-nb.info/1135385475/34.

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Michailidou, Ioanna Verfasser], Udo [Akademischer Betreuer] [Lindemann, Klaus [Gutachter] Bengler, and der Voort Mascha C. [Gutachter] van. "Design the experience first : A scenario-based methodology for the design of complex, tangible consumer products / Ioanna Michailidou ; Gutachter: Udo Lindemann, Klaus Bengler, Mascha C. van der Voort ; Betreuer: Udo Lindemann." München : Universitätsbibliothek der TU München, 2017. http://nbn-resolving.de/urn:nbn:de:bvb:91-diss-20170420-1320461-1-2.

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39

Vestling, Olof. "InfoMart Reporting : The process of developing a data discovery tool for Genesys InfoMart." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-253512.

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Customer relationship management (CRM) is gaining momentum around the world and a majority of the organizations view customer experience provided by contact-centers as a competitive differentiator. Thus is the importance of understanding these systems very big. The purpose of the thesis is to create a cohesive solution, a prototype, to gather, aggregate and present viable business reports for a number of channels in such a system. The CRM-platform handled in this thesis is called Genesys InfoMart, which is developed by Genesys Telecommunications. The thesis defines the use-cases and reports to be compiled. It does also give a description of how data is cross- correlated across the database and how it was gathered. By involving domain-experts and using a scenario based- approach, requirements have been derived and reports have been developed. It is concluded that the conceptual scenarios were feasible. There are no limitations within the InfoMart data mart with respect to the functionality that the domain-experts demand. A cooperative-evaluation session showed that the conceptual design was approved and that it provided the functionality that the evaluation group requested. Thus concluded that the methodological approach was overall successful and that the requirements were met. It is however recommended to continue the development process by exposing the prototype to end-users evaluation. This can provide insights and information that can be very useful when developing the final product.
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40

Widegren, Markus, and Josef Alin. "Augmented reality-markörer, deras utformning och platsbaserat berättande." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-108228.

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När det gäller design av augmented reality­markörer och platsbaserat berättande finns det många aspekter att ta hänsyn till för att skapa en djup och engagerande upplevelse för användaren. Det finns olika tekniska och kommunikativa faktorer att ta hänsyn till, bland annat måste markörerna vara igenkännbara som just markörer samtidigt som de måste vara tolkningsbara av bildigenkänningen i augmented reality­enheten. Mitt i denna konflikt ligger en designutmaning i vilket det estetiska uttrycket och berättandet måste passa in. Denna studie har genomförts som en kvalitativ fallstudie där scenarier och prototyper har utvecklats utifrån designmetoder som bland annat brainstormning och idéloggar baserat på teorier om designprinciper för augmented reality och berättande i olika medier. En intervju med en potentiell uppdragsgivare ligger delvis till grund för designarbetet. Det producerade materialet har utvärderats genom användbarhetstester samt observationer och intervjuer med ett antal testpersoner. Under arbetet utvecklades “Naturens gång” – en platsbaserad berättelse med tillhörande augmented reality­markörer. Upplevelsen bestod av bild, ljud, video och animation som förde användaren genom en suggestiv berättelse med hjälp av GPS­punkter och markörer. Som teknisk plattform användes augmented reality­applikationen Minnesmark. Utvärderingen visade på vikten av att användandet av tekniken flyter skarvlöst, att markörerna görs skarvfulla och ges betydelse i sig så att de är relevanta för berättelsen och inte bara ett tekniskt hjälpmedel, att vända de tekniska begränsningarna till fördelar, att den estetiska och kommunikativa stilen är genomgående i alla delar, det vill säga i markörer, filmer, bilder och så vidare, för att bibehålla användarens inlevelse i situationen.
Regarding design of augmented reality markers and location­based storytelling, there are several aspects to consider in order to create a deep and engaging user experience. There are various technical and communicative factors to take into account, for example: The markers must be specifically recognizable as markers while they also must be interpretable by image recognition in an augmented reality device. In the midst of this conflict lies a design challenge in which the aesthetic expression and storytelling must fit. This study was conducted as a qualitative case study where scenarios and prototypes have been developed based on theories of design principles for augmented reality and storytelling in different mediums. Design methods including brainstormning and idéa logs have been used in the developement. An interview with a potential stakeholder has partly formed the basis for the design work. The produced material has been evaluated through usability testing, observation and interviews with a number of test persons. "The Course of Nature" – a location­based story with accompanying augmented reality markers – was developed as a part of the study. The experience consisted of image, sound, video and animation that brought the user through a suggestive story using GPS locations and markers. As a technical platform the augmented reality application Minnesmark was used. The evaluation showed the importance of how the technology should seamlessly integrate the different elements of the experience, that the markers are given seamfulness and importance in themselves so that they are relevant to the story and not just a technical tool, turning the technical limitations into benefits, that the aesthetic and communicative style is consistent across all parts, the markers, video, images and so on, in order to maintain the user's immersion.
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Heinemann, Jakob. "Technical Feasibility Study for Implementing and Visualizing Diving Tracks in 3D in a Web Platform." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-106564.

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This thesis describes how positional data gathered from a diving device can be visualized in a regular browser on mobile as well as stationary devices utilizing built-in connections to the GPU with OpenGL. In this work a platform and a visualization prototype are designed, implemented and evaluated. The results show that WebGL is available to most platforms but notably not on devices running iOS. The web browser can be used for implementing advanced functionality but the performance on the handheld devices needs to be improved. The thesis discusses and proposes a design for getting more enjoyment out of diving based on the observations of the implementation and suggests an entertaining social platform for adventures.
Detta examensarbete visar hur positionsdata inhämtade med ett dykredskap kan visualiseras i en webbläsare på såväl mobila enheter som på stationära datorer med hjälp av nyttjande av inbyggd koppling till GPU med OpenGL. I detta arbete designas, implementeras och utvärderas en plattform och en visualiseringsprototyp. Resultatet visar att WebGL finns tillgängligt på de flesta plattformarna, men värt att notera inte på enheter som kör iOS. Webläsaren kan användas för att implementera avancerad funktionalitet men prestandan behöver förbättras. Arbetet diskuterar och föreslår en design för att få ut mer glädje av dykupplevelser genom observationer av en implementerad prototyp och föreslår ett engagerande system för socialt samarbete kring äventyrsupplevelser.
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ALEXANDRAKIS, VASSILIS. "A participatory approach to the development of specifications for a 3D puzzle for visually impaired and sighted users." Thesis, KTH, Maskinkonstruktion (Inst.), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-190782.

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Det finns begränsad tillgång till pussel för personer med synfel (inklusive blinda personer). För att undersöka behovet av potentiella användare i 3D kartpussel och identifiera deras preferenser, behov och krav, användes en kvalitativ metod som på engelska kallas ”participatory design”. Projektet utfördes i Kreta och alla deltagare kom från ön. Då Icke-standardiserade subjekt användes i forskningsprojektet användes lämpliga tillgängliga metoder och kommunikationsvägar för att anpassa studien för denna grupp. Stor vikt lades ner på bakgrundsstudier, inklusive intervjuer med experter och undersökning av befintligt material inom detta ämne.  För att underlätta förståelsen av konceptet och skapa en gemensam referensram för alla deltagare gjordes funktionella 3D prototyper av  kartpussel föreställande Kreta. Prototyperna gjordes i trä, antingen tall eller MDF. Därefter organiserades fokusgrupper och intervjuer. I fokusgrupperna deltog vuxna och barn med synnedsättning. Aktiviteterna var scenariokreation, utvärdering av användarvänlighet och en enkätundersökning som fylldes in av de som kunde (personer med tillräckligt god syn).  Data som samlades analyserades med hjälp av kvalitativa och kvantitativa metoder. Resultatet av testerna visade potentiella användarvänlighetsproblem för prototyperna, de flesta relaterade till synskadade individers erfarenheter av linkande produkter. Dessutom identifierades deltagarnas preferenser och behov angående temat, storlek, material, typ av samband och andra faktorer av pusslet.  Resultaten visar att osäkerhet eller brist på bekräftelse huruvida pusselbitarna var lagda rätt eller fel var den största svårigheten bland deltagare med synnedsättning. Den mest populära metoden för låsning av pusselbitarna bland de med synnedsättning var ”fit in a frame” och ”magnets”. Majoriteten av deltagarna uppmuntrade att lägga till färger på pusslet och markera olika städer. Sex av åtta deltagare var intresserade av att köpa pussel liknande det som de testat. Av 22 icke synskadade personer svarade nio av dem att det är möjligt att de skulle köpa pusslet och elva svarade att det är väldigt möjligt att de skulle köpa tredimensionella pussel. Mer än hälften såg färger som ett tilläggselement på pusslet. De två mest populära låsningsmetoderna var ”loose contact” och ”fit in a frame”. Angående materialvalet, togs trä emot väl av både synskadade och icke-synskadade testpersoner. Träprototyper  var dock det enda tillgängliga under testet. Deltagare gav flera förslag angående temat, storlek och extra egenskaper för produkten. Det resulterade i att många idéer genererades under ”workshopen”. Utfall, problem och begränsningar relaterade till de använda metoderna diskuterades och rekommendationer för framtida studier gjordes.
There are a limited number of puzzles accessible to visually impaired people (including the blind population) and also limited 3D map-puzzles available in the market. In order to explore the interest of potential users in 3D map-puzzles and identify their preferences, needs and demands, a participatory design approach was adopted. The project took place in Crete and all participants came from the local population. Because of the non-standard population included in this research project (visually impaired people) accessible methods and means of communication had to be selected. Therefore an extensive background research was performed, including interviews with experts and a thorough study of existing knowledge and previous research in related fields.  Aiming to facilitate understanding of the concept and to provide a common point of reference for all participants, functional prototypes of a 3D map-puzzle of the island of Crete were developed and manufactured. Prototypes were made of wood, either Pine or MDF. Subsequently, focus group and interview sessions were organized. Visually impaired and sighted, adults and children, participated in these sessions which included usability testing of the prototypes, scenario creation and a questionnaire (for the sighted participants). Data collected in the conducted sessions were analyzed using qualitative and quantitative methods. The results revealed usability problems of the prototypes and provided signs of potential problems, most of them related to the use of similar products by visually impaired individuals. Additionally, preferences and needs of the participants about the theme, the size, the material, the type of connection and other elements of the puzzle, were identified. According to the findings, the most severe problem, occurring when visually impaired participants tried to assemble the puzzle, was the uncertainty or “lack of confirmation” whether pieces were assembled in the right way or not. The most popular connection types among visually impaired participants were “fit in a frame” and “magnet”. Additionally, the majority of visually impaired participants were in favor of adding colors on the puzzle and marks for the different cities. Regarding buying interest, six out of eight visually impaired participants stated that they would buy a puzzle like the one they tested. Out of the twenty-two sighted participants, nine answered that it is “possible” and eleven answered that it is “highly possible” to buy a 3D map-puzzle. More than half of the sighted participants selected colors as an additional element on the puzzle while the two most popular connection types were “loose contact” and “fit in a frame”. Regarding the material of the puzzle, wood was well accepted by both sighted and visually impaired participants. However, only prototypes made from wood were available to the participants.  Additionally, participants made various suggestions regarding the theme, the size and additional elements of a 3D puzzle. As a result, many ideas were produced during the sessions. Eventually, outcomes, problems and limitations related to the methods used during the study were discussed and recommendations for future work were made.
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43

Shakeri, Shadi. "Modeling Information Seeking Under Perceived Risk." Thesis, University of North Texas, 2018. https://digital.library.unt.edu/ark:/67531/metadc1404510/.

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Information seeking and information avoidance are the mechanisms humans natural used for coping with uncertainties and adapting to environmental stressors. Uncertainties are rooted in knowledge gaps. In social sciences, the relationship between knowledge gaps and perceived risk have received little attention. A review of the information science literature suggests that few studies have been devoted to the investigation of the role of this relationship in motivating information-seeking behavior. As an effort to address the lack of theory building in the field of information science, this study attempts to construct a model of information seeking under risk (MISR) by examining the relationships among perceived risk, knowledge gap, fear arousal, risk propensity, personal relevance, and deprivation and interest curiosity as antecedents to motivation to seek information. An experimental approach and a scenario-based survey method are employed to design the study. Partial least square structural equation modeling (PLS-SEM) analysis was conducted to test the relationships in the proposed model. Perceived risk was found to be a highly significant predictor of information seeking in moderately high-risk situations. Similarly, personal relevant has a significant negative effect on perceived risk and its interaction with knowledge gap motivates information seeking.
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Jiang, Chung-Jr, and 江崇志. "A Framework of Scenario-Based Design Database." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/02257795717545250719.

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碩士
國立交通大學
工業工程與管理系所
93
In a severe competitive environment, industries can only survive through continuously product innovation to create business values. Product innovation was technology-driven in the past days, as product technologies mature and the market structures change, industries must substitute their business strategies into user-centered strategies to satisfy new customers’ needs. Scenario-based design is one of the most useful tools in user-centered design product innovations. Scenario-based design works well, however it still needs a constructing structure for designers to follow. In this study, we establish a five W scenarios constructing structure to solve some disturbing problems while using scenario-based design methods. In addition, we explore DTV service needs as a case study to verify our five W scenario-based design structure and provide some concrete referable design guidelines while designs construct scenarios.
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45

Che, Meiru. "Scenario-based architectural design decisions documentation and evolution." Thesis, 2011. http://hdl.handle.net/2152/ETD-UT-2011-08-4137.

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Software architecture is considered as a set of architectural design decisions. Capturing and representing architectural design decisions during the architecting process is necessary for reducing architectural knowledge evaporation. Moreover, managing the evolution of architectural design decisions helps to maintain consistency between requirements and the deployed system. In this thesis, we create the Triple View Model (TVM) as a general architecture framework for documenting architectural design decisions. The TVM clarifies the notion of architectural design decisions in three different views and covers key features of the architecting process. Based on the TVM, we propose a scenario-based methodology (SceMethod) to manage the documentation and the evolution of architectural design decisions. We also conduct a case study on an industrial project to validate the applicability and the effectiveness of the TVM and the SceMethod. The results show they provide complete documentation on architectural design decisions for creating a system architecture, and well support architecture evolution with changing requirements.
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46

Hsieh, Pei-Shan, and 謝沛珊. "The design of scenario-based e-Learning course." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/93694296793187434688.

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碩士
國立臺灣師範大學
工業科技教育學系
93
This study aims at exploring the instructional design process and criteria for a scenario-based e-Learning course that situates learners in realistic situations and leads them to active thinking and meaningful decision. Under a scenario-based learning design concept, learners tend to absorb knowledge and meanwhile apply it to real world efficiently. This study first outlined the scenario-based learning design process through documentary analysis, and later on creating a on-job training course for a insurance company to verify and modify the attained criteria by questionnaire surveys and expert interviews. Finally, the explored design criteria were summarized and integrated into the ADDIE instruction design model: (1) Analyze:instructional setting, education and experience of the learners, learning objectives, and performance measures. (2) Design:scenario, model of the subject, strategy initiation sections, point and click, solution paths, interface design, learning help, and role play of the case. (3) Develop:diagramming the script, structure and sequence program outline. (4) Implement:feedback and revise and conduct the pilot. (5) Evaluate:reliability, validity, and utility. Based on the experience of the study, a scenario-based e-Learning course should be designed through team work. This study also shows that a well-designed scenario-based e-Learning course can indeed highly motivate learners. Meanwhile, it also increases the transfer of learning derived from assessment-centered feedback.
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Cheng, Yu-Chun, and 鄭宇君. "Integrating scenario-based design and case-based design for user participation in Apartment plan design process." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/37012991278772295132.

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碩士
國立雲林科技大學
設計運算研究所碩士班
94
It has been a ubiquitous problem that users generally do not participate in the housing design process. In Taiwan, however, apartment buyers have a chance to customize their plan until the construction takes place. We called it the customization process in pre-sale apartment system. Currently, there are several outstanding problems in the apartment plan customization process. First, most home buyers have little knowledge about design professionals, when they are do the customization. Second, instead of directly communicating with designers, home buyers have to meet apartment sales agents who may not have enough information to guide home buyers on customization. Third, because of the fragmented market situation, there may be missing information or misunderstanding caused by communication problems (Zhu, 1997; Li, 1991). This research attempts to solve the problem about user participation in apartment plan design by integrating scenario-based design (SBD) and case-based design (CBD) approaches. For formulating the design participation process, this research uses SBD to capture the fluid design interactions and applies the scenario in a dynamical approach to simulate a process-driven design process, which integrates with a CBD system that supported by a generative system. The client can use direct manipulations analyzed from scenarios to retrieve, adapt and generate satisfying apartment plan layout. We build an interactive computational tool for clients to support user participation in the apartment plan design process and to prove our concepts by some concrete examples.
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48

Wei-HaoWu and 吳偉豪. "Scenario-based User Interface Design for Exploratory Virtual Reality." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/82zqew.

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Chiang, Binsu, and 江秉書. "「Individual Sesne」:Scenario-based Digital Design for Enhancing Users’ Awareness." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/80431092610707940239.

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碩士
國立成功大學
建築學系碩博士班
94
While designing an space to enhance living conditions, the privacy is an issue that is never been neglected. In the information era, through the leap of technology, information flows not only in a virtual space, but is displayed in physical spaces. Much personal information is revealed in information flow. The privacy issue is more concerned comparing with the old days. Privacy is not only about a visual factor in physical space, but also the capability to access individual information physically and virtually. Therefore, the aim of this research paper is focusing on maintaining users’ privacy in a smart space which is adaptive to different users for enhancing the user’s awareness in his/her daily life. With the help of smart materials, sensory technology, and the human-computer interaction, a space is no longer a concrete building only. Smart interface design integrates the development of smart space design, and it becomes the bridge of users and a space. By the help of a smart interface, users are able to keep the own privacy and to be aware of not only the context of a space itself but also the existences of other users. In this research paper, the “Individual Sense”, a smart interface design which is individualized and adaptive to the different users, is presented as the integration of smart detection and sensory technology and also the solution of privacy control. “Individual Sense” will assist the users to obtain keen awareness of others’ existences and the condition of the living space. This study conducts in-depth exploration of privacy issue in spatial design by examining design alternative, the conflicts, and the interaction between users and space. The findings include: (1) Individual Sense can aware individual activities for activating smart devices and interfaces, (2) privacy issues are important in accordance with user background, activities, and information, and (3) functionality of smart device and accessibility of information as well as physical objects are critical for future spatial design in respond to privacy concerns. User behaviors, interface evaluation, discussion, and further development will be reported. The behavioral and interface evaluation, discussion, and further development will be reported.
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Chien, Ming-Cheng, and 簡明正. "Scenario Design: a Creative Fashion Design Concept Based on Shakespeare’s Romeo and Juliet." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/94214074569616075340.

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碩士
嶺東科技大學
流行設計研究所
99
Based on scenario design concepts as well as the design process of fashion designers, this study rethinks the extended application of the creative fashion design concept. The study applied the theory of scenario design to progress the four designing steps, situation setup, story narration, scenario development and product design. Then, the five designing procedure of fashion designers, data collection, data screening, data induction, integration and application, brainstorming, are integrated as extensions to complete the design procedure for creation and inspiration. Through studying William Shakespeare, the important literary author during the Renaissance period, and his well-known masterpiece, Romeo and Juliet, a romantic tragedy, this study combines the Play as a text and interpretations from eastern readers toward the western classic literature to form a unique scenario. By retelling the story to create a context and capture story vocabulary as elements for creation, the study also represents the beauty of the western culture in the modern design of fashion clothing. The images in the designer’s mind are embodied through designed works which are endowed with more profoundly cultural significances and connotations. These works consequently bring about more various features and meanings in the past and modern fashion designs. The study also rethinks what are represented in the new fashion design concept for Juliette’s clothing. From which, it creates a fresh aspect for the fashion clothing design.
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