Information mediation system design strategy among telecommunication related information systems

Author(s):  
Fu-Fu Shen ◽  
Whei-Yee Lin ◽  
Chea-Yean Wong ◽  
Chien-Wei Cheng ◽  
Hsien-Sheng Chen
Author(s):  
Ofer Bergman ◽  
Steve Whittaker

This chapter presents the subjective project classification principle which states that all information items related to the same project should be stored together regardless of their technological format. A study shows that users tend to think about their information items as projects. They simultaneously retrieve information items of different formats when working on the same project and store files of different formats together according to projects when the system design allows them to. However, current system designs discourage users from storing emails and Web favorites with files, so people currently store them in separate folder hierarchies leading to project fragmentation. Following the subjective project principle the chapter addresses fragmentation by proposing a single hierarchy solution in which all project-related information items are stored in the same folder hierarchy regardless of their format, so that files, emails, Web favorites, tasks and contacts are stored together, separated by tabs.


Author(s):  
Teresa Onorati ◽  
Alessio Malizia ◽  
Paloma Díaz ◽  
Ignacio Aedo

The interaction design for web emergency management information systems (WEMIS) is an important aspect to keep in mind due to the criticality of the domain: decision making, updating available resources, defining a task list, and trusting in proposed information. A common interaction design strategy for WEMIS seems to be needed, but currently there are few references in literature. The aim of this study is to contribute to this lack with a set of interactive principles for WEMIS. From the emergency point of view, existing WEMIS have been analyzed to extract common features and to design interactive principles for emergency. Furthermore, the authors studied design principles extracted from a well-known (DERMIS) model relating them to emergency phases and features. The result proposed here is a set of design principles for supporting interactive properties for WEMIS. Finally, two case studies have been considered as applications of proposed design principles.


Author(s):  
Mara Nikolaidou ◽  
Nancy Alexopoulou

System design is an important phase of system engineering, determining system architecture to satisfy specific requirements. System design focuses on analyzing performance requirements, system modeling and prototyping, defining and optimizing system architecture, and studying system design tradeoffs and risks. Modern enterprise information systems (EIS) are distributed systems usually built on multitiered client server architectures, which can be modeled using well-known frameworks, such as Zachman enterprise architecture or open distributed processing reference model (RM-ODP). Both frameworks identify different system models, named views, corresponding to discrete stakeholder’s perspectives, specific viewpoints, and could serve as a basis for model-based system design. The main focus of this chapter is to explore the potential of model-based design for enterprise information systems (EIS). To this end, the basic requirements for model-based EIS design are identified, while three alternative approaches are discussed based on the above requirements, namely, rational unified process for systems engineering (RUP SE), UML4ODP and EIS design framework.


2014 ◽  
Vol 38 (8) ◽  
Author(s):  
Wajahat Ali Khan ◽  
Asad Masood Khattak ◽  
Maqbool Hussain ◽  
Muhammad Bilal Amin ◽  
Muhammad Afzal ◽  
...  

1987 ◽  
Vol 2 (1) ◽  
pp. 27-41 ◽  
Author(s):  
Philip E. Slatter

SummaryCognitive emulation is an expert System design strategy which attempts to model System performance on human (expert) thinking. Arguments for and against cognitive emulation are reviewed. A major conclusion is that a significant degree of cognitive emulation is an inherent feature of design, but that an unselective application of the strategy is both unrealistic and undesirable. Pragmatic considerations which limit or facilitate the viability of a cognitive emulation approach are discussed. Particular attention is given to the conflict between cognitive emulation and established knowledge engineering objectives, detailed over 12 typical expert System features. The paper suggests circum-stances in which a strategy of cognitive emulation is useful.


1984 ◽  
Vol 1 (2) ◽  
pp. 28-40 ◽  
Author(s):  
Philip E. Slatter

SummaryCognitive emulation is an expert system design strategy which attempts to model system performance on human (expert) thinking. Arguments for and against cognitive emulation are reviewed. A major conclusion is that a significant degree of cognitive emulation is an inherent feature of design, but that an unselective application of the strategy is both unrealistic and undesirable. Pragmatic considerations which limit or facilitate the viability of a cognitive emulation approach are discussed. Particular attention is given to the conflict between cognitive emulation and established knowledge engineering objectives, detailed over 12 typical expert system features. The paper suggests circumstances in which a strategy of cognitive emulation is useful.


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