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1

Seifert, Christin, i Veena Chattaraman. "Too new or too complex? Why consumers’ aesthetic sensitivity matters in apparel design evaluation". Journal of Fashion Marketing and Management 21, nr 2 (8.05.2017): 262–76. http://dx.doi.org/10.1108/jfmm-10-2016-0092.

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Purpose The purpose of this paper is to examine the individual and joint effects of collative design factors, complexity and novelty, on aesthetic response to apparel products; and whether the influence of these factors is moderated by consumers’ centrality of visual product aesthetics (CVPA). Design/methodology/approach A mixed factorial experimental design, using women’s tops with design complexity and novelty (high vs low) manipulated orthogonally, was conducted among 260 female participants to test the model and its corresponding hypotheses. Findings Consumers’ aesthetic response was more positive for high than low complexity and novelty apparel designs. Further, when viewed in combination, high complexity + low novelty and low complexity + high novelty apparel designs were favored over high complexity + high novelty and low complexity + low novelty apparel designs, respectively. High CVPA consumers were more distinguishing than low CVPA consumers with respect to novelty in apparel designs. Practical implications This study suggests that firms need to be aware that complexity and novelty are crucial for consumers when judging apparel designs. Originality/value This study fills an important knowledge gap in the aesthetics literature by drawing on the processing fluency theory and Wundt curve and considering the joint effect of novelty and complexity, both critical determinants of a product’s marketplace success.
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Hay, Laura, Alex Duffy i Madeleine Grealy. "The Novelty Perspectives Framework: A New Conceptualisation of Novelty for Cognitive Design Studies". Proceedings of the Design Society: International Conference on Engineering Design 1, nr 1 (lipiec 2019): 389–98. http://dx.doi.org/10.1017/dsi.2019.42.

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AbstractNovelty can be evaluated from the perspective of the designer who creates a concept (personal novelty), and people who perceive it post-creation (socio-novelty). In each case, the extent to which the concept is new compared to known artefacts is judged. The designer's evaluation is based on the same knowledge from which the concept was produced. Thus, if the concept is novel to the designer, creative cognitive processing must have occurred, i.e. something new was created in the mind. Evaluations made by other people are based on their own knowledge, which may differ from the designer's. Thus, concepts they view as novel are not necessarily the output of creative cognition. In this paper, we posit that personal novelty is directly related to designer cognition, whilst socio-novelty is not. However, existing metrics focus on the latter, and may be misleading in cognitive studies. To stimulate discussion, we formalise personal and socio-novelty in the Novelty Perspectives Framework. Empirical data suggests that the perspectives may be distinguished in practice. Future implications of the NPF are explored, highlighting the potential for insights at both the cognitive and neural level.
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Tsai, Flora S. "Design of an intelligent novelty detection application". International Journal of Innovative Computing and Applications 3, nr 2 (2011): 105. http://dx.doi.org/10.1504/ijica.2011.039594.

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Jagtap, Santosh. "Design creativity: refined method for novelty assessment". International Journal of Design Creativity and Innovation 7, nr 1-2 (23.04.2018): 99–115. http://dx.doi.org/10.1080/21650349.2018.1463176.

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Srinivasan, V., i Amaresh Chakrabarti. "Investigating novelty–outcome relationships in engineering design". Artificial Intelligence for Engineering Design, Analysis and Manufacturing 24, nr 2 (26.04.2010): 161–78. http://dx.doi.org/10.1017/s089006041000003x.

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AbstractDesign creativity involves developing novel and useful solutions to design problems. The research in this article is an attempt to understand how novelty of a design resulting from a design process is related to the kind of outcomes, described here as constructs, involved in the design process. A model of causality, the SAPPhIRE model, is used as the basis of the analysis. The analysis is based on previous research that shows that designing involves development and exploration of the seven basic constructs of the SAPPhIRE model that constitute the causal connection between the various levels of abstraction at which a design can be described. The constructs are state change, action, parts, phenomenon, input, organs, and effect. The following two questions are asked. Is there a relationship between novelty and the constructs? If there is a relationship, what is the degree of this relationship? A hypothesis is developed to answer the questions: an increase in the number and variety of ideas explored while designing should enhance the variety of concept space, leading to an increase in the novelty of the concept space. Eight existing observational studies of designing sessions are used to empirically validate the hypothesis. Each designing session involves an individual designer, experienced or novice, solving a design problem by producing concepts and following a think-aloud protocol. The results indicate dependence of novelty of concept space on variety of concept space and dependence of variety of concept space on variety of idea space, thereby validating the hypothesis. The results also reveal a strong correlation between novelty and the constructs; correlation value decreases as the abstraction level of the constructs reduces, signifying the importance of using constructs at higher abstraction levels for enhancing novelty.
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Zhao, Jie, Zelong Wei i Linqian Zhang. "Organizational Search and Novelty-centered Business Model Design". Academy of Management Proceedings 2017, nr 1 (sierpień 2017): 15331. http://dx.doi.org/10.5465/ambpp.2017.15331abstract.

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Kwee, Agus T., i Flora S. Tsai. "Mobile Novelty Mining". International Journal of Advanced Pervasive and Ubiquitous Computing 1, nr 4 (październik 2009): 43–68. http://dx.doi.org/10.4018/japuc.2009100104.

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Service-oriented Web applications allow users to exploit applications over networks and access them from a remote system at the client side, including mobile phones. Individual services are built separately with comprehensive functionalities. In this article, the authors transform a standalone offline novelty mining application into a service-oriented application and allow users to access it over the Internet. A novelty mining application mines the novel, yet relevant, information on a topic specified by users. In this article, the authors propose a design for a service-oriented novelty mining application. After deploying their service-oriented novelty mining system on a server, use case scenarios are provided to demonstrate the system. The authors’ service-oriented novelty mining system increases the efficiency of gathering novel information from incoming streams of texts on their mobile devices for users.
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Gerdoçi, Blendi, Guido Bortoluzzi i Sidita Dibra. "Business model design and firm performance". European Journal of Innovation Management 21, nr 2 (14.05.2018): 315–33. http://dx.doi.org/10.1108/ejim-02-2017-0012.

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Purpose The purpose of this paper is to contribute to the literature on business model (BM) design by deepening the relationship between BM design themes and performance in a sample of firms based in a developing country. In particular, the authors deepen the relationship between business model novelty (BMN), business model efficiency (BME), the trade-off between novelty and efficiency – that the authors call BM ambidexterity – and performance. Design/methodology/approach Data are drawn from a sample of 107 manufacturing and service firms based in a developing country (Albania). Hierarchical regression is used to assess the impact on firm performance from the two BM design themes and their interaction. Findings The authors find novelty-centred BM design is significantly related to firm performance while efficiency-centred design has no direct effect on performance. However, the authors also find that BME positively moderates the relationship between BMN and firm performance. Research limitations/implications The relationship between BM design and firm performance can be better understood if contextualised. In the paper, the authors find that different types of BM designs have different impacts on the performance of firms based in a developing economy. While novelty matters, quite surprisingly the authors find no support for efficiency. Additionally, the authors find the interaction between the two design themes (BM ambidexterity) to have a positive impact on firm performance. Practical implications The surveyed firms based in a developing economy appear to benefit from novelty-centred BM designs. Efficiency-centred designs have a more ambiguous role: while efficiency alone seems not to pay off, an efficient BM design may facilitate the market exploitation of a novel design. Originality/value This study responds to a precise call for additional quantitative empirical studies on the relationship between BM and performance. The study also contributes to an emerging stream of research focused on BM ambidexterity.
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Kyriakou, Harris, Jeffrey Nickerson i Ann Majchrzak. "Novelty and the Structure of Design Landscapes: A Relational View of Online Innovation Communities". MIS Quarterly 45, nr 3 (1.09.2022): 1691–720. http://dx.doi.org/10.25300/misq/2022/15059.

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Design artifacts in online innovation communities are increasingly becoming a primary source of innovation for organizations. A distinguishing feature of such communities is that they are organized around design artifacts, not around people. The search for novel innovations thus equates to a search for novel designs. This is not a trivial problem since the novelty of a design is a function of its relationship to other designs, and this relationship changes as each design is added. These relations between artifacts affect both consumption and production. Moreover, these relations form a landscape whose structure affects the emergence of novelty. We find evidence for our theorizing using an analysis of over 35,000 Thingiverse design artifacts. This work identifies the differential effects of different forms of novelty, visual and verbal, on subsequent innovation, and identifies the differential effects of different degrees of structure in the landscape on novelty.
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Seifert, Christin, i Veena Chattaraman. "A picture is worth a thousand words! How visual storytelling transforms the aesthetic experience of novel designs". Journal of Product & Brand Management 29, nr 7 (18.02.2020): 913–26. http://dx.doi.org/10.1108/jpbm-01-2019-2194.

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Purpose This study aims to provide a holistic understanding of how visual storytelling influences the objective and subjective cognitive responses of consumers, namely objective aesthetic impression and subjective aesthetic association, and aesthetic judgments in response to differing levels of novelty in design innovations. Design/methodology/approach A mixed-factorial experimental study manipulating the novelty of chair designs (moderate/high) and visual design stories (present/absent) was conducted among 263 female US consumers to test the proposed research model. Findings With respect to the main effects of novelty and visual design stories, consumers had more positive cognitive responses and aesthetic judgments to: product designs with moderate (vs high) novelty; and products with visual design stories than without. A significant interaction effect uncovered that visual design stories particularly aided products with high (vs moderate) design novelty with respect to objective aesthetic impressions. Examination of the structural relationships between the variables revealed that subjective aesthetic associations mediate the relationship between objective aesthetic impressions and aesthetic judgments. Practical implications To mitigate risk in radical design innovations, marketers should use visual storytelling to communicate product form associations and enable consumers to successfully decode the meaning of novel designs during initial encounters. Originality/value By examining a holistic model involving both perceptual and conceptual product concepts, this study fills a critical research void to develop insightful implications on bridging the gap between novel product designs and consumer understanding.
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Bhasin, Devesh, i Daniel McAdams. "The Characterization of Biological Organization, Abstraction, and Novelty in Biomimetic Design". Designs 2, nr 4 (11.12.2018): 54. http://dx.doi.org/10.3390/designs2040054.

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Through billions of years of evolution, a latent record of successful and failed design practices has developed in nature. The endeavors to exploit this record have resulted in numerous successful products in various fields of engineering, including, but not limited to, networking, propulsion, surface engineering, and robotics. In this work, a study of existing biomimetic designs has been carried out by categorizing the designs according to the biological organizational level, the abstraction level, and a novelty measure. The criterion of novelty has been used as a partial measure of the quality of bio-inspired and biomimetic designs already introduced, or ready to be introduced to the market. Through this review and categorization, we recognize patterns in existing biomimetic and bio-inspired products by analyzing their cross-categorical distribution. Using the distribution, we identify the categories which yield novel bio-inspired designs. We also examine the distribution to identify less explored areas of bio-inspired design. Additionally, this study is a step forward in aiding the practitioners of biomimetics in identifying the categories which yield the highest novelty products in their area of interest.
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Sirait, Pahala. "NOVELTY PRINCIPLE: PARADOKS PROTEKSI HAK DESAIN INDUSTRI DI INDONESIA". Jurnal Hukum to-ra : Hukum Untuk Mengatur dan Melindungi Masyarakat 7, nr 2 (31.08.2021): 246–66. http://dx.doi.org/10.55809/tora.v7i2.2.

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Phrase "significantly equal" isn’t regulated in Law 31 of 2000 about Industrial Design, it’s cause in multiple interpretations related to the meaning of "novelty". The novelty element should refer to TRIPs Agreement, which isn’t the same or not similar to the previous disclosure. This study uses a normative juridical method, with a theoretical approach that is relevant to industrial design protection. This is what underlies research to determine the effectiveness of industrial design rights protection based on the novelty principle, and how to formulate law of industrial design in the future. Keywords: Industrial Design Rights, Novelty, Protection by Law
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Petchithai, V., V. S. Chitra, M. Manimaran i T. Senthilrajan. "Design of Multivariable Systems Controlled by Novelty Based Techniques". Indian Journal of Science and Technology 8, nr 5 (1.03.2015): 407. http://dx.doi.org/10.17485/ijst/2015/v8i5/60471.

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Löfqvist, Lars. "Product and Process Novelty in Small Companies' Design Processes". Creativity and Innovation Management 19, nr 4 (14.11.2010): 405–16. http://dx.doi.org/10.1111/j.1467-8691.2010.00579.x.

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Decker, Martina. "Novelty and Ownership: Intellectual Property in Architecture and Design". Technology|Architecture + Design 1, nr 1 (maj 2017): 41–47. http://dx.doi.org/10.1080/24751448.2017.1292792.

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Hakim, Rahman, Widodo Widodo, Benny Haddli Irawan, Ahmad Nurasa i Amar Makruf. "Potensi Novelty Bidang Injection Mold Design: Visualisasi Pemetaan Bibliometric". Jurnal Teknologi dan Riset Terapan (JATRA) 2, nr 2 (31.12.2020): 48–56. http://dx.doi.org/10.30871/jatra.v2i2.2095.

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This study aims to determine the direction of development in the world of Mold & Dies design in the world. Data searches were carried out through science direct databases using the design of molds and dies as keywords with a limitation of open access journals between 2015 - 2020. The results were comprehensively analyzed based on year, publisher's name, institution, and the country as well as research subjects. Files from Mendeley software are saved in Reference Manager Format (.RIS) format which is processed into VOSviewer software to find out the bibliometric map. The results revealed that the highest number of publications is in a procedia manufacturing journal. The most contributing country in the European continent indexed in Scopus is Germany. Within the output in the form of network visualization, it is found that several novelty potentials are in line with the direction of the development of the study with the parameters of the number of population and the year of the research output. Publications on the most similarity and chance of novelty on research topics are in Cluster 1, which consists of Energy Efficiency, Decision Process, Plastic Materials, and Sustainability.Keywords: Novelty, Injection Mold Design, Bibliometric Maping, VOSviewer
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Tsai, Flora S., i Agus T. Kwee. "Information services for novelty mining". Knowledge Engineering Review 29, nr 2 (marzec 2014): 234–47. http://dx.doi.org/10.1017/s026988891400006x.

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AbstractInformation services facilitate users to exploit applications over the network and access them from the remote system at the client side. In this paper, we describe the design and development of information services for novelty mining, which allows users to access the novel yet relevant information of a given topic. Several methodologies regarding novelty mining such as novelty scoring, novelty threshold, novelty feedback, and document-to-sentence technique are described. In addition to Web services, mobile information services are also described. Modelling and implementing information services for novelty mining are especially useful for users to reduce their information overload. We describe the challenging issue of decomposing the complex novelty mining application into several smaller and simpler modules, which are later implemented as services on the Web as well as mobile devices. After deploying our information services for novelty mining, test cases are provided to demonstrate the system. Our information services for novelty mining are confirmed to be helpful in increasing the efficiency of enterprise users in gathering novel information from incoming text. By studying the design and development of information services for novelty mining, we can benefit other developers in investigating effective techniques for developing enterprise services for other real-world applications.
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Martins, Tiago, João Correia, Ernesto Costa i Penousal Machado. "Evolving Stencils for Typefaces: Combining Machine Learning, User’s Preferences and Novelty". Complexity 2019 (26.03.2019): 1–16. http://dx.doi.org/10.1155/2019/3509263.

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Typefaces have become an essential resource used by graphic designs to communicate. Some designers opt to create their own typefaces or custom lettering that better suits each design project. This increases the demand for novelty in type design, and consequently the need for good technological means to explore new thinking and approaches in the design of typefaces. In this work, we continue our research on the automatic evolution of glyphs (letterforms or designs of characters). We present an evolutionary framework for the automatic generation of type stencils based on fitness functions designed by the user. The proposed framework comprises two modules: the evolutionary system, and the fitness function design interface. The first module, the evolutionary system, operates a Genetic Algorithm, with a novelty search mechanism, and the fitness assignment scheme. The second module, the fitness function design interface, enables the users to create fitness functions through a responsive graphical interface, by indicating the desired values and weights of a set of behavioural features, based on machine learning approaches, and morphological features. The experimental results reveal the wide variety of type stencils and glyphs that can be evolved with the presented framework and show how the design of fitness functions influences the outcomes, which are able to convey the preferences expressed by the user. The creative possibilities created with the outcomes of the presented framework are explored by using one evolved stencil in a design project. This research demonstrates how Evolutionary Computation and Machine Learning may address challenges in type design and expand the tools for the creation of typefaces.
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Kim, Sunwoo, i Jihuyn Lee. "Familiarity vs. Novelty: How Design Attributes Affect Consumers’ Design Preference and Purchase Intention*". Journal of Consumer Studies 29, nr 1 (28.02.2018): 109–32. http://dx.doi.org/10.35736/jcs.29.1.6.

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QIU, Qingying. "Novelty Evaluation Method of Patent Design Knowledge and Its Application in Creative Design". Journal of Mechanical Engineering 48, nr 11 (2012): 39. http://dx.doi.org/10.3901/jme.2012.11.039.

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Vandevenne, D., T. Pieters i J. R. Duflou. "Enhancing novelty with knowledge-based support for Biologically-Inspired Design". Design Studies 46 (wrzesień 2016): 152–73. http://dx.doi.org/10.1016/j.destud.2016.05.003.

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Yassine, Ali, i Carlo Lipizzi. "MEASURING PATENT NOVELTY USING NATURAL LANGUAGE PROCESSING". Proceedings of the Design Society 3 (19.06.2023): 2605–14. http://dx.doi.org/10.1017/pds.2023.261.

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AbstractThis paper develops a novelty measure for patents. We devise a text-based novelty measure using natural language processing (NLP) techniques. The proposed method is applied on patents that belong to a common category, which represents a subset of patents under a specific patent class. We then extract the novelty-value profile of those patents and discuss a use case for product design and development (i.e., extracting patent novelty and predicting inventive value).
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Mohd Noor, Muhamad Aiman Afiq, i Azhari Md Hashim. "TRIGGERING EMOTIONAL VALUE THROUGH AESTHETICS OF COMPACT CAR DESIGN IN MALAYSIA". International Journal of Innovation and Industrial Revolution 2, nr 4 (15.09.2020): 01–08. http://dx.doi.org/10.35631/ijirev.24001.

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The relationship between typicality and novelty was discussed in order to identify the significant emotional value arising in the compact car design of Malaysian manufacturers. Typicality and novelty usually are associated with the aesthetic preference of human artefacts as in this study in compact car design. Considering a typical product is rarely new and, conversely, a novel product often labelled as typical, the positive effects of both features seem incompatible. This paper discusses the history of the Malaysian manufacturer’s compact car design according to its timeline and the current market based on its model and achievement. Furthermore, the relationship between compact car design such as the limitation of emotional value arising through typicality and novelty of specific compact car design and how it triggers the user’s perception through its aesthetics form. Hence, a pilot study was conducted to validate a set of stimulus and questionnaires as a way to formulate an actual survey. Finally, the outcome of this study will suggest a way forward in exploring typicality and novelty through a reliable method of compact car design.
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Han, Ji, Hannah Forbes i Dirk Schaefer. "An Exploration of the Relations between Functionality, Aesthetics and Creativity in Design". Proceedings of the Design Society: International Conference on Engineering Design 1, nr 1 (lipiec 2019): 259–68. http://dx.doi.org/10.1017/dsi.2019.29.

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AbstractCreativity is often said to play a vital role in the product design process, while functionality and aesthetics are considered key factors of actual products. Functionality refers to the performance of a product, and aesthetics represents the visual and ergonomic appeals of the product. However, there appears to be an elusive relation between creativity, functionality and aesthetics. This study explores how functionality, aesthetics and creativity are related to one another in design. Through exploring the definitions and assessments of creativity in design, this study reveals that novelty, usefulness and surprise are the three core elements of design creativity. A case study involving experts evaluating design samples in terms of novelty, usefulness, surprise, functionality, aesthetics and overall creativity is conducted. The results imply that there are no statistically significant relations between creativity, functionality, and aesthetics. Considering the three core elements of design creativity, the results indicate that creativity is only statistically significantly related to novelty. Moreover, our results suggest that creativity and novelty are measuring the same construct.
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Sluis-Thiescheffer, Wouter, Tilde Bekker, Berry Eggen, Arnold Vermeeren i Huib De Ridder. "Measuring and comparing novelty for design solutions generated by young children through different design methods". Design Studies 43 (marzec 2016): 48–73. http://dx.doi.org/10.1016/j.destud.2016.01.001.

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Ranjan, B. S. C., L. Siddharth i Amaresh Chakrabarti. "A systematic approach to assessing novelty, requirement satisfaction, and creativity". Artificial Intelligence for Engineering Design, Analysis and Manufacturing 32, nr 4 (5.10.2018): 390–414. http://dx.doi.org/10.1017/s0890060418000148.

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AbstractIt is well-known that creativity is crucial for sustaining a product against competition. Many factors have been proposed in the literature as indicators of creativity, among which outcome-characteristics-based factors are considered the most reliable; among these, the creativity of an outcome is often indicated by two major factors:noveltyandusefulness. Only a few studies address as to how creativity assessment methods and their results can be used during the design process. To systematically address the issue of how to influence creativity of design solutions, the following questions have been framed. (1) Which factors should be used as indicators of creativityconsistentlyacross different phases of the engineering design process? (2) How can creativity be assessed in terms of these factors during the engineering design process? In this work, we considernoveltyandusefulnessas the necessary factors forcreativity. It is found, however, that it is not possible todirectlyassess theusefulnessof outcomes during the design process. Therefore,requirement satisfactionis used as a proxy forusefulness. We propose a creativity assessment method that usesnoveltyandrequirement satisfactionas indicators for creativity; the method can be used for assessing not only complete products but also ideas or concepts, as they evolve through the phases of the design process. The application of the method in design is explained using a detailed example from a case study.
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Wang, Lingling, Zelong Wei, Wenhong Zhao i Yaqun Yi. "Entrepreneurial Learning, Novelty-Centered Business Model Design, and New Venture Growth". Academy of Management Proceedings 2017, nr 1 (sierpień 2017): 13371. http://dx.doi.org/10.5465/ambpp.2017.13371abstract.

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Chaudhuri, Nandita Bhanja, Debayan Dhar i Pradeep G. Yammiyavar. "Automating assessment of design exams: A case study of novelty evaluation". Expert Systems with Applications 189 (marzec 2022): 116108. http://dx.doi.org/10.1016/j.eswa.2021.116108.

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Grace, Kazjon, Mary Lou Maher, Douglas Fisher i Katherine Brady. "Data-intensive evaluation of design creativity using novelty, value, and surprise". International Journal of Design Creativity and Innovation 3, nr 3-4 (20.08.2014): 125–47. http://dx.doi.org/10.1080/21650349.2014.943295.

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Tiwana, Amrit. "Novelty-Knowledge Alignment: A Theory of Design Convergence in Systems Development". Journal of Management Information Systems 29, nr 1 (lipiec 2012): 15–52. http://dx.doi.org/10.2753/mis0742-1222290101.

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Reddel, Helen K., Maria Gerhardsson de Verdier, Alvar Agustí, Gary Anderson, Richard Beasley, Elisabeth H. Bel, Christer Janson i in. "Prospective observational study in patients with obstructive lung disease: NOVELTY design". ERJ Open Research 5, nr 1 (luty 2019): 00036–2018. http://dx.doi.org/10.1183/23120541.00036-2018.

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Asthma and chronic obstructive pulmonary disease (COPD) have overlapping clinical features and share pathobiological mechanisms but are often considered distinct disorders. Prospective, observational studies across asthma, COPD and asthma–COPD overlap are limited. NOVELTY is a global, prospective observational 3-year study enrolling ∼12 000 patients ≥12 years of age from primary and specialist clinical practices in 19 countries (ClinicalTrials.gov identifier: NCT02760329).NOVELTY's primary objectives are to describe patient characteristics, treatment patterns and disease burden over time, and to identify phenotypes and molecular endotypes associated with differential outcomes over time in patients with a diagnosis/suspected diagnosis of asthma and/or COPD. NOVELTY aims to recruit real-world patients, unlike clinical studies with restrictive inclusion/exclusion criteria.Data collected at yearly intervals include clinical assessments, spirometry, biospecimens, patient-reported outcomes (PROs) and healthcare utilisation (HCU). PROs and HCU will also be collected 3-monthly via internet/telephone. Data will be used to identify phenotypes and endotypes associated with different trajectories for symptom burden, clinical progression or remission and HCU. Results may allow patient classification across obstructive lung disease by clinical outcomes and biomarker profile, rather than by conventional diagnostic labels and severity categories.NOVELTY will provide a rich data source on obstructive lung disease, to help improve patient outcomes and aid novel drug development.
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Wu, Yong, Linqian Zhang, Zelong Wei i Mingjun Hou. "Does holistic cognition frame always promote business model design?" Chinese Management Studies 13, nr 4 (4.11.2019): 840–59. http://dx.doi.org/10.1108/cms-06-2018-0565.

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Purpose This paper aims to explore the effects of holistic cognition frame on novelty-centered business model design and efficiency-centered business model design. Moreover, the authors consider how these effects differ in new ventures vs established firms. Design/methodology/approach The authors use survey data to testify the hypotheses based on a database of 204 firms in China. Then, regression analysis is used to examine the relationship between holistic cognition frame and business model design. They also explore the contingency effects of new ventures and established firms on the relationships. Findings The authors find that the holistic cognition frame has a positive effect on efficiency-centered business model design, whereas it has an inverse U-shaped effect on novelty-centered business model design. Furthermore, they find that the effects of holistic cognition frame on efficiency-centered business model design and novelty-centered business model design are different in established firms and new ventures. Originality/value This work offers new insights into the effects of holistic cognition frame on business model design and provides useful suggestions for firms to promote business model design.
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33

Honda, Shimon, i Hideyoshi Yanagisawa. "SHAPE GENERATION SYSTEM FOR OPTIMIZING AESTHETIC INTEREST ASSOCIATED WITH NOVELTY AND COMPLEXITY". Proceedings of the Design Society 3 (19.06.2023): 3155–64. http://dx.doi.org/10.1017/pds.2023.316.

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AbstractDesign aesthetics are one of the most important factors affecting the attractiveness of industrial products. Psychological theory suggests that a moderate level of novelty and complexity yields pleasant feelings in users. A design that is initially surprising to consumers and acceptable over time requires aesthetic interest associated with its novelty and complexity. In this study, we formulated the perceived novelty and complexity of a closed contour shape. Based on this formulation, we developed “Hybrid-GAN,” which is a shape-generation system capable of generating a variety of shapes of arbitrary novelty and complexity. In a series of experiment, we obtained subjective evaluations of novelty and complexity, as well as beauty and interest, for the generated shape samples. The results indicated that our novelty and complexity formulations had significant positive correlations with subjective evaluations. The sum of the formulated novelty and complexity also had a significant positive correlation with interest. The results of this study are expected to be used to support the design of attractive shapes by providing feedback to designers regarding the degrees of novelty and complexity that users find most pleasant.
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Lee, Helen W.-M., Hung-Hei Kwan, Bill F.-C. Cheng, Joanna P.-Y. Hung i Colm K.-L. Ng. "A novelty universal adaptive seating system for dragon boating". Prosthetics and Orthotics International 36, nr 3 (22.08.2012): 361–65. http://dx.doi.org/10.1177/0309364612452588.

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Background and Aim: Dragon boating is a non-weight-bearing sport that requires strenuous and repetitive upper body movements. Athletes with lower limb and trunk weakness are unable to participate due to insufficient seating balance and are at an increased risk of injury. This technical note presents an innovative and successful design of an adaptive seating system for dragon boating. Technique: The adaptive seating system provided an optimal trunk support and required stability through an adjustable upholder and angled seat. It also facilitated the athletes to maximize their upper limb function. Specific design for safety measures and quick installation were also highlighted. Discussion: The adaptive seating system is functional, safe, and a universal design for physically disabled athletes with lower limb and trunk weakness in dragon boating. Clinical relevance The universal adaptive seating system facilitated the safe participation of athletes with lower limb and trunk weakness in international dragon boat racing. While further study is required, the system may be applied to other forms of boat racing.
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Bembel, Irina. "NOVELTY IN ARCHITECTURE AS A FACTOR OF ITS DESIGN: A CONSERVATIVE VIEW". space&FORM 2020, nr 44 (3.12.2020): 309–16. http://dx.doi.org/10.21005/pif.2020.44.e-01.

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The purposeful attitude towards novelty is a relatively young phenomenon. The attitude to the New as an independent value was shaped initially in the Renaissance (or in the late Middle Ages); it lies in the same channel with the theory of progress. The phenomenon of fashion was gradually formed under its influence and involved into its orbit almost all aspects of life, including art and architecture, one or another degree. The endless need for renewal is defined as one of the main features of modernity as a paradigm (‘modern’ as new, contemporary). What is fashion as a cultural phenomenon, and why did it acquire such great importance precisely in the Modern Times – the epoch of architectural ‘styles’? When does tradition become fashion? How are novelty and freedom, the two main values of the modern paradigm, related? How does the general attitude towards novelty affect the criteria for the aesthetic assessment of contemporary architecture? The category of fashion only recently has become a subject of philosophical reflection, while not affecting the sphere of architecture. In this article, the phenomenon of the New in architecture is considered from the point of philosophical traditionalism. Another starting point of reasoning is the method of the Viennese school of art history, formulated in the phrase “History of art as the history of the spirit”. The religious and philosophical context reveals a fundamentally different approach to the phenomena of novelty and freedom in tradition and modernity and deepens the understanding of the revolution that was carried out in modern architecture. Thus, it helps to substantiate S.O. Khan-Magomedov's idea of two superstyles and refutes the generally accepted point of view, according to which modern architecture directly inherits and evolutionarily develops the achievements of tradition. Taking this idea as a whole, we consider it more broadly – in the sphere of traditional and modern architecture.
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36

Zeng, Fanxia, Zewen He i Wensheng Zhang. "A Novelty Detection Algorithm in the Presence of Noise". Journal of Computer-Aided Design & Computer Graphics 33, nr 5 (1.05.2021): 682–93. http://dx.doi.org/10.3724/sp.j.1089.2021.18540.

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37

Swink, Morgan. "NPD COMPLEXITY AND TECHNOLOGY NOVELTY AS ANTECEDENTS OF DESIGN-MANUFACTURING INTEGRATION: EFFECTS ON PRODUCT DESIGN QUALITY." Academy of Management Proceedings 2000, nr 1 (sierpień 2000): A1—A6. http://dx.doi.org/10.5465/apbpp.2000.5535224.

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38

Rose, Clare. "'The novelty consists in the ornamental design': Design Innovation in Mass-Produced Boys' Clothing, 1840–1900". Textile History 38, nr 1 (maj 2007): 1–24. http://dx.doi.org/10.1179/004049607x177294.

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YAMADA, Koichi, Ushio MOROGA i Muneyuki UNEHARA. "Design Support for Generating Novelty with Rough Sets Theory and Conceptual Hierarchy". Transactions of Japan Society of Kansei Engineering 11, nr 1 (2012): 17–26. http://dx.doi.org/10.5057/jjske.11.17.

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40

Allen, J. E., i A. Self. "Analysis of the integration of knowledge and novelty in creative engineering design". Proceedings of the Institution of Mechanical Engineers, Part G: Journal of Aerospace Engineering 222, nr 1 (styczeń 2008): 127–67. http://dx.doi.org/10.1243/09544100jaero237.

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Mugge, Ruth, i Jan P. L. Schoormans. "Product design and apparent usability. The influence of novelty in product appearance". Applied Ergonomics 43, nr 6 (listopad 2012): 1081–88. http://dx.doi.org/10.1016/j.apergo.2012.03.009.

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HONDA, Shimon, HIdeyoshi YANAGISAWA i Takeo KATO. "Formulation of Novelty and Complexity in Shape and its Application to Design". Proceedings of Design & Systems Conference 2022.32 (2022): 2403. http://dx.doi.org/10.1299/jsmedsd.2022.32.2403.

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Hu, Baoliang, Wei Huang, Shuai Yan, Guang Liu i Tao Zhang. "Business Model Design and Customer Loyalty: The Mediating Role of Customer Citizenship Behavior". Sustainability 12, nr 17 (29.08.2020): 7047. http://dx.doi.org/10.3390/su12177047.

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An increasing number of scholars and practitioners are advocating for the exploration of the demand-side consequences of business model (BM) design from the customer’s perceptual perspective. Consistent with this view, this paper discusses how BM design can achieve customer loyalty through the mediating role of customer citizenship behavior. Therefore, this paper puts forward a series of hypotheses regarding relationships among BM design, customer citizenship behavior, and customer loyalty and further tests these hypotheses through hierarchical regression analysis from data collected from Chinese customers. The results show that both efficiency-centered and novelty-centered BM designs are the antecedents of customer citizenship behavior and customer loyalty. The results also show that efficiency-centered and novelty-centered BM designs can directly affect customer loyalty, and indirectly affect customer loyalty through the mediating role of customer citizenship behavior. Our findings contribute to research on the relationship between BM design and customer loyalty, and research on the demand-side consequences of BM design. Our findings also contribute to research on the link between BM design and marketing, and research on BM design for corporate sustainability. Our findings have management implications for practitioners as well.
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Contreras-Cruz, Marco Antonio, Juan Pablo Ramirez-Paredes, Uriel Haile Hernandez-Belmonte i Victor Ayala-Ramirez. "Vision-Based Novelty Detection Using Deep Features and Evolved Novelty Filters for Specific Robotic Exploration and Inspection Tasks". Sensors 19, nr 13 (5.07.2019): 2965. http://dx.doi.org/10.3390/s19132965.

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One of the essential abilities in animals is to detect novelties within their environment. From the computational point of view, novelty detection consists of finding data that are different in some aspect to the known data. In robotics, researchers have incorporated novelty modules in robots to develop automatic exploration and inspection tasks. The visual sensor is one of the preferred sensors to perform this task. However, there exist problems as illumination changes, occlusion, and scale, among others. Besides, novelty detectors vary their performance depending on the specific application scenario. In this work, we propose a visual novelty detection framework for specific exploration and inspection tasks based on evolved novelty detectors. The system uses deep features to represent the visual information captured by the robots and applies a global optimization technique to design novelty detectors for specific robotics applications. We verified the performance of the proposed system against well-established state-of-the-art methods in a challenging scenario. This scenario was an outdoor environment covering typical problems in computer vision such as illumination changes, occlusion, and geometric transformations. The proposed framework presented high-novelty detection accuracy with competitive or even better results than the baseline methods.
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45

Skliarenko, Nataliia, i Ivanna Bukharina. "Immersive Technologies in Book Design: Design Principles". Demiurge: Ideas, Technologies, Perspectives of Design 5, nr 2 (31.10.2022): 270–82. http://dx.doi.org/10.31866/2617-7951.5.2.2022.266919.

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Purpose of the article. The paper reflects the peculiarities of using immersive technologies in the design of book products, aimed at acquiring the experience of immersion through the activation of feelings, as the problem of intensive development of digital technologies encourages designers to rethink the ways of design in this area. The research methodology is based on the system approach to design and methods of the structural-compositional, functional and artistic analysis. The interdisciplinary nature of design helps deepen communicative experience of readers. The scientifical novelty is that the book design is rethought in the context of immersive technology, which is the most effective design instrument for the creation of the comfortable communication of readers and characters. The dynamical nature of the visualization activates the world cognition due to the immersive technology. We proved that the experiments with the creation of virtual communication can be the instrument to receive a personalized experience. The scientific novelty lies in the fact that the book design is rethought in the context of immersive technologies, which are the most effective design tool for creating convenient communication between readers and book characters. The dynamic nature of the visualization activates the cognition of the surrounding world. We proved that the experiments with the creation of virtual communication could be the instrument to receive a personalized experience. Conclusions. In the study, we have formulated the principles of imitation, layering, flow and personalization that correspond to the specifics of virtual, augmented, mixed and extended reality. We have emphasized that means of immersive book environment design help to solve problems connected with the search for new ways for readers to communicate with the environment. The transformation of the visual and communicative processes under the influence of innovative technology is the base of the alternative book design that integrates the features of the real and virtual worlds. We have attracted attention to the possibility of the visual communicative environment creation with the possibility of gaining personalized experience due to the implementation of the immersive technologies into the design process. This study forms a theoretical basis for the development of dynamic communications in the context of the practice of visual systems’ integral design.
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Clary, Kaleigh. "Assessing Learned Representations under Open-World Novelty". Proceedings of the AAAI Conference on Artificial Intelligence 37, nr 13 (26.06.2023): 16115–16. http://dx.doi.org/10.1609/aaai.v37i13.26918.

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My dissertation research focuses on sequential decision-making (SDM) in complex environments, and how agents can perform well even when novelty is introduced to those environments. The problem of how agents can respond intelligently to novelty has been a long-standing challenge in AI, and poses unique problems across approaches to SDM. This question has been studied in various formulations, including open-world learning and reasoning, transfer learning, concept drift, and statistical relational learning. Classical and modern approaches in agent design offer tradeoffs in human effort for feature encoding, ease of deployment in new domains, and the development of both provably and empirically reliable policies. I propose a formalism for studying open-world novelty in SDM processes with feature-rich observations. I study the conditions under which causal-relational queries can be estimated from non-novel observations, and empirically examine the effects of open-world novelty on agent behavior.
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47

Zaheer, Muhammad Zaigham, Jin-Ha Lee, Arif Mahmood, Marcella Astrid i Seung-Ik Lee. "Stabilizing Adversarially Learned One-Class Novelty Detection Using Pseudo Anomalies". IEEE Transactions on Image Processing 31 (2022): 5963–75. http://dx.doi.org/10.1109/tip.2022.3204217.

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Taufiq, Taufiq, Mega Teguh Budiarto i Tatag Yuli Eko Siswono. "Exploring What Teacher's Decision-Making in Designing Mathematical Assignments?: Case Studies in Beginner". IJORER : International Journal of Recent Educational Research 4, nr 4 (7.07.2023): 497–513. http://dx.doi.org/10.46245/ijorer.v4i4.377.

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Objective: This research uses the M-Four theory to investigate how teachers design mathematical tasks based on contextual problems. Method: The research involves a case study approach, utilizing in-depth observations, interviews, and Mathematical Task Design Sheets (MTDS) for data collection. This study involved one Beginner Teacher (BT) (age 35) participating who was selected based on teacher experiences. Through observation results, a BT who consistently assigns contextual math problems is selected for further analysis. Results: The study's findings reveal that BT tends to produce contextual assignments that primarily focus on the context presented in the textbook, with minimal additions or adjustments based on real-life situations experienced by students. This research contributes to the existing literature on problem-based learning and task design by examining the perspectives of BT. It provides insights for teacher professional development programs and curriculum design. Novelty: The novelty of this research lies in its exploration of how BT designs mathematical tasks based on contextual problems using the M-Four theory.
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49

Välikangas, Liisa, i Michael Gibbert. "Learning lessons in strategic novelty from outliers". Strategy & Leadership 44, nr 2 (21.03.2016): 25–30. http://dx.doi.org/10.1108/sl-01-2016-0009.

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Purpose – Conventional strategy is being challenged by industry shifts and by potentially disruptive strategic innovations that organizations that do not fit established ways of doing things- “outlier organizations”have discovered. Design/methodology/approach – A study of outliers, and their perspectives at the frontiers of not-yet-formed or to-be-challenged industries, can provide valuable lessons for strategists. Findings – In seeking out lessons from outliers, strategy needs to be reframed from a science of studying the average and increasing the efficiency of the already known, to an art of finding the potential in serendipity and the discovery of knowledge that lies beyond previous experience. Practical implications – It is easy, but risky, to overlook or dismiss the innovations of a company that is still experimenting with its business model, and is far from being able to prove its sustainability along conventional metrics. Originality/value – Successful innovators are intuitively interested in developments that are incongruous to expectations. However, translating this sensibility into equally powerful strategic insights is often challenging. This article provides examples and tools for learning from outliers.
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50

Urbonavicius, Sigitas, Vytautas Dikcius, Karina Adomaviciute i Ignas Urbonavicius. "Movie piracy: how novelty-seeking relates to illegal downloading". EuroMed Journal of Business 14, nr 1 (1.04.2019): 21–30. http://dx.doi.org/10.1108/emjb-03-2018-0016.

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Purpose Movie piracy is triggered by the release delay of new movies in various countries, especially if novelty awareness is considered an asset among peers. Therefore, novelty seeking becomes a relevant factor in the illegal downloading of movies, especially among a younger population that has a higher propensity to novelty seeking. The purpose of this paper is to study novelty seeking in the context of illegal downloading of movies among a young population. More specifically, this study will highlight the relation of novelty seeking with the frequency of illegal downloading of movies and attitudes towards piracy in general. Design/methodology/approach The study is based on data that were obtained via survey in Lithuania. The use of SEM allowed development of a model that integrates novelty seeking with the more typical factors of digital piracy. Findings The study shows a relation between novelty seeking, attitudes towards piracy and the frequency of illegal downloading of movies. Originality/value The study shows the importance of novelty seeking in the context of movie piracy. It specifies the relation of novelty seeking with attitude and behaviour, highlighting directions for further research.
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