The Semiotics and Rhetoric of Music: A Case Study in Aesthetic Protocol Analysis

Author(s):  
Christian Kock
Keyword(s):  
2020 ◽  
Vol 1 ◽  
pp. 1765-1774 ◽  
Author(s):  
J. Milovanovic ◽  
J. Gero

AbstractThis paper explores the notion of mentored reflective practice to describe design studio pedagogy. Students learn how to design by doing design in the studio. Design critiques are a key element in design studio pedagogy as they capture a moment where students get feedback from their tutors on their designs. The research questions addressed concern the roles of each participant during design studio reviews and their interactions with design representations. The protocol analysis methodology and the Function Behavior Structure ontology are utilized to convey our case study analysis.


2021 ◽  
pp. 394-413
Author(s):  
Abigail Siegel ◽  
Mia Santomauro ◽  
Tristan Dyer ◽  
Tim Nelson ◽  
Shriram Krishnamurthi

2020 ◽  
Vol 1 ◽  
pp. 413-422
Author(s):  
X. Tan ◽  
W. Chen ◽  
J. Cao ◽  
S. Ahmed-Kristensen

AbstractBig data provides high volume of data to inform product customisation. Understanding which data is relevant remains a challenge. A method is proposed to identify relevant data to inform data-driven customisation. A case study regarding customisation of orthoses was conducted. Verbal protocol analysis was employed to extract time spent on major fabrication phases. Data related to patients, therapists and fabrication time was analysed. Results showed that the number of stabilised joints, experience of therapists and whether the design is for in- or out-patient are key factors for customisation.


Author(s):  
Ralf Sasse ◽  
Santiago Escobar ◽  
Catherine Meadows ◽  
José Meseguer

Author(s):  
Jeff W.T. Kan ◽  
John S. Gero

AbstractThis paper reports on a study characterizing design processes and the potential of design spaces through measuring the information entropy of empirical data derived from protocol studies. The sequential segments in a protocol analysis can be related to each other by examining their semantic content producing a design session's linkograph, which defines the design space for a design session. From a linkograph, it is possible to compute the probabilities of the connectivity of each segment for its forelinks and its backlinks, together with the probabilities of distance among links. A linkograph's entropy is a measure of the information in the design session. It is claimed that the entropy of the linkograph measures the potential of the design space being generated as the design proceeds chronologically. We present an approach to the automated construction of linkographs by connecting segments using the lexical database WordNet and measure its entropy. A case study of two design sessions with different characteristics was conducted, one considered more productive and creative, the other more pragmatic. Those segments with high entropy and those associated with high rates of change of entropy are analyzed. The creative session has a higher linkograph entropy. This result indicates the potential of using entropy to characterize a design process.


2016 ◽  
Vol 2 ◽  
Author(s):  
Jonathan Sauder ◽  
Yan Jin

It is often assumed in both education and industry that collaboration encourages creativity. This assumption is explored by investigating the influence of designers’ interactions on creativity-relevant thinking processes by extending creative cognition to the group design context. It is proposed that sharing design entities and questions stimulates creativity-relevant thinking processes through four types of collaborative stimulation. Specific patterns are hypothesized to exist between each type of collaborative stimulation and thinking processes. A case study was conducted to determine whether the hypothesized types and patterns of collaborative stimulation exist. The results were analyzed using a directed coding approach and collaborative retrospective protocol analysis, which enable capturing both internal thoughts and external interactions with minimal interference to collaboration. The results indicate that the identified types of collaborative stimulation are observable and that they have recognizable patterns with stimulated thinking processes. Stimulation occurring through design entity questioning had the strongest relationship with generative thinking processes. Although creativity-relevant generative processes are stimulated by collaborative activity, this does not necessarily mean that collaboration results in a more creative product. However, these patterns can be used in future work to develop methods and interventions for promoting group idea generation and improving group creativity.


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