scholarly journals Information and interaction requirements for software tools supporting analogical design

Author(s):  
Gülşen Töre Yargin ◽  
Nathan Crilly

AbstractOne mode of creative design is for designers to draw analogies that connect the design domain (e.g., a mechanical device) to some other domain from which inspiration is drawn (e.g., a biological system). The identification and application of analogies can be supported by software tools that store, structure, present, or propose source domain stimuli from which such analogies might be constructed. For these tools to be effective and not impact the design process in negative ways, they must fit well with the information and interaction needs of their users. However, the user requirements for these tools are seldom explicitly discussed. Furthermore, the literature that supports the identification of such requirements is distributed across a number of different domains, including those that address analogical design (especially biomimetics), creativity support tools, and human–computer interaction. The requirements that these literatures propose can be divided into those that relate to the information content that the tools provide (e.g., level of abstraction or mode of representation) and those that relate to the interaction qualities that the tools support (e.g., accessibility or shareability). Examining the relationships between these requirements suggests that tool developers should focus on satisfying the key requirements of open-endedness and accessibility while managing the conflicts between the other requirements. Attention to these requirements and the relationships between them promises to yield analogical design support tools that better permit designers to identify and apply source information in their creative work.

2018 ◽  
Vol 58 ◽  
pp. 1-35 ◽  
Author(s):  
Gülşen Töre Yargın ◽  
Roxana Moroşanu Firth ◽  
Nathan Crilly

2021 ◽  
pp. 379-415
Author(s):  
Forrest Huang ◽  
Eldon Schoop ◽  
David Ha ◽  
Jeffrey Nichols ◽  
John Canny

Plant breeders are usually faced with the problem of predicting the performance of new individuals with untested gene combinations. Therefore, it is important to follow an integrated breeding approach by combining molecular tools, molecular mapping, and MAS. It is also required to develop tools for modeling and simulation analysis by utilizing all pre-existing and newly generated data. Several software tools have been developed that integrates breeding simulations and phenotype prediction models using genomic information. Reliable phenotype prediction models for the simulation were constructed from actual genotype and phenotype data. Such simulation-based genome-assisted approach to breeding will help optimize plant breeding in all important agricultural crops. Software tools have also been developed for designing target sites or evaluating the outcome of genome/gene editing system. This chapter provides an overview of the key software support tools that will assist the plant breeders in decision making during the process of conducting various breeding program.


2002 ◽  
Vol 45 (10) ◽  
pp. 116-120 ◽  
Author(s):  
Ben Shneiderman

Author(s):  
Yan Lu ◽  
Paul Witherell ◽  
Felipe Lopez ◽  
Ibrahim Assouroko

Software tools, knowledge of materials and processes, and data provide three pillars on which Additive Manufacturing (AM) lifecycles and value chains can be supported. These pillars leverage efforts dedicated to the development of AM databases, high-fidelity models, and design and planning support tools. However, as of today, it remains a challenge to integrate distributed AM data and heterogeneous predictive models in software tools to drive a more collaborative AM development environment. In this paper, we describe the development of an analytical framework for integrated and collaborative AM development. Information correlating material, product design, process planning and manufacturing operations are captured and managed in the analytical framework. A layered structure is adopted to support the composability of data, models and knowledge bases. The key technologies to enable composability are discussed along with a suite of tools that assist designers in the management of data, models and knowledge components. A proof-of-concept case study demonstrates the potential of the AM analytical framework.


Author(s):  
Tyler Duke ◽  
Will Althoff ◽  
Dylan Gerard Michel Schouten ◽  
Casper Harteveld ◽  
Camillia Maltuk ◽  
...  

To master the functions and tasks of a game, players must learn how to play the game. When conceptual learning outcomes are expected, additional skills are required to master those concepts. Methods, such as the Wizard of Oz technique, which require users to interact with a computer support tool, have been used to help improve usability and learnability of products and interfaces; however, little attention has been given to how these approaches may help with effective scaffolding with respect to constructionist game design tools. Students created research experiment games in StudyCrafter. We introduced a multiple-interaction technique of providing feedback via querying the “system” or instructor and found that students typically initiate interactions with support tools to address technical issues and rarely ask for assistance with conceptual support. We suggest that the use of this approach allows designers to better gauge how users interact with support and propose considerations for designing creativity support tools for educational content.


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