scholarly journals THE METAMODEL: A STARTING POINT FOR DESIGN PROCESSES CONSTRUCTION

Author(s):  
VALERIA SEIDITA ◽  
MASSIMO COSSENTINO ◽  
VINCENT HILAIRE ◽  
NICOLAS GAUD ◽  
STEPHANE GALLAND ◽  
...  

The construction of ad-hoc design processes following the Situational Method Engineering (SME) paradigm is currently carried out by adopting a set of phases for which, until now, no well defined techniques and guidelines have been established. The consequence is that organizations are very dependent on method designers' skills. In this paper, we propose an approach based on SME for constructing customized agent oriented design processes. Our approach adopts the metamodel as the most important factor leading to the selection and assembly of method fragments and an algorithm for establishing the instantiation order of metamodel elements. The algorithm makes the proposed approach repeatable and usable even by not very skilled personnel, thus proposing an improvement to the actual situation. The proposed approach and the algorithm are also experimented through the construction of a design process (ASPECS) for developing dynamic hierarchical societies of agents. The approach we created is general enough to be applied in other development contexts (not only agent-oriented).

Author(s):  
Phillip Cormier ◽  
Kemper Lewis

AbstractWhen developing an artifact, designers must first understand the problem. This includes the benefits that the artifact must deliver and the user variation that is present. Each user has a unique set of human factors, preferences, personal knowledge, and solution constraints that could potentially influence the characteristics of the artifact. Currently, there is little work supporting the process of how to formally generate user-specific design specifications, resulting in ad hoc or a priori decisions when generating design specifications. Further, because most design processes generate design specifications manually, the number of design specifications is not typically addressed at the user level. This research presents an affordance-based approach for use in the early stages of design to help designers establish user-specific design specifications. This information can then be used in the creation of a system or set of systems that meets the demands of both the user(s) and the organization that is developing the artifact. An affordance-based approach is leveraged because it maintains the relational field of view among the user, existing artifacts, and the artifact(s) being designed. Once individual design specifications are generated, designers can use this information in later stages of the design process.


2018 ◽  
Vol 25 (8) ◽  
pp. 1034-1052
Author(s):  
Jeevan Jacob ◽  
Koshy Varghese

Purpose The building design processes today are complex, involving many disciplines and issues like collaboration, concurrency and collocation. Several studies have focused on understanding and modeling formal information exchange in these processes. Few past studies have also identified the importance of informal information exchanges in the design process and proposed passive solutions for facilitating this exchange. The purpose of this paper is to term the informal information as ad hoc information and explores if components of ad hoc information exchanges can be actively managed. Design/methodology/approach An MDM-based framework integrating product, process and people dependencies is proposed and a prototype platform to implement this framework is developed. The demonstration on the usage of this platform to identify information paths during collaboration and hence manage ad hoc information exchanges is presented through an example problem. Findings Based on the effectiveness of the prototype platform in identifying information paths for design queries, it is concluded that the proposed framework is useful for actively managing some components of ad hoc information exchange. Originality/value This research enables the design manager/participants to make a more informed decision on requesting and releasing design information.


Author(s):  
Camilo POTOCNJAK-OXMAN

Stir was a crowd-voted grants platform aimed at supporting creative youth in the early stages of an entrepreneurial journey. Developed through an in-depth, collaborative design process, between 2015 and 2018 it received close to two hundred projects and distributed over fifty grants to emerging creatives and became one of the most impactful programs aimed at increasing entrepreneurial activity in Canberra, Australia. The following case study will provide an overview of the methodology and process used by the design team in conceiving and developing this platform, highlighting how the community’s interests and competencies were embedded in the project itself. The case provides insights for people leading collaborative design processes, with specific emphasis on some of the characteristics on programs targeting creative youth


2016 ◽  
Vol 11 (1) ◽  
pp. 34
Author(s):  
Maral Babapour Chafi

Designers engage in various activities, dealing with different materials and media to externalise and represent their form ideas. This paper presents a review of design research literature regarding externalisation activities in design process: sketching, building physical models and digital modelling. The aim has been to review research on the roles of media and representations in design processes, and highlight knowledge gaps and questions for future research.


2021 ◽  
Vol 13 (8) ◽  
pp. 4492
Author(s):  
Janka Saderova ◽  
Andrea Rosova ◽  
Marian Sofranko ◽  
Peter Kacmary

The warehouse process, as one of many logistics processes, currently holds an irreplaceable position in logistics systems in companies and in the supply chain. The proper function of warehouse operations depends on, among other things, the type of the used technology and their utilization. The research in this article is focused on the design of a warehouse system. The selection of a suitable warehouse system is a current research topic as the warehouse system has an impact on warehouse capacity and utilization and on the speed of storage activities. The paper presents warehouse system design methodology that was designed applying the logistics principle-systematic (system) approach. The starting point for designing a warehouse system represents of the process of design logistics systems. The design process consists of several phases: project identification, design process paradigm selection, system analysis, synthesis, and project evaluation. This article’s contribution is the proposed methodology and design of the warehouse system for the specified conditions. The methodology was implemented for the design of a warehouse system in a cold box, which is a part of a distribution warehouse. The technology of pallet racking was chosen in the warehouse to store pallets. Pallets will be stored and removed by forklifts. For the specified conditions, the warehouse system was designed for two alternatives of racking assemblies, which are served by forklifts. Alternative 1—Standard pallet rack with wide aisles and Alternative 2—Pallet dynamic flow rack. The proposed systems were compared on the basis of selected indicators: Capacity—the number of pallet places in the system, Percentage ratio of storage area from the box area, Percentage ratio of handling aisles from the box area, Access to individual pallets by forklift, Investment costs for 1 pallet space in EUR. Based on the multicriteria evaluation, the Alternative 2 was chosen as the acceptable design of the warehouse system with storage capacity 720 pallet units. The system needs only two handling aisles. Loading and unloading processes are separate from each other, which means that there are no collisions with forklifts. The pallets with the goods are operated on the principle of FIFO (first in, first out), which will facilitate the control of the shelf life of batches or series of products. The methodology is a suitable tool for decision-making in selecting and designing a warehouse system.


Author(s):  
Ehud Kroll ◽  
Lauri Koskela

AbstractThe mechanism of design reasoning from function to form is suggested to consist of a two-step inference of the innovative abduction type. First is an inference from a desired functional aspect to an idea, concept, or solution principle to satisfy the function. This is followed by a second innovative abduction, from the latest concept to form, structure, or mechanism. The intermediate entity in the logical reasoning, the concept, is thus made explicit, which is significant in following and understanding a specific design process, for educating designers, and to build a logic-based computational model of design. The idea of a two-step abductive reasoning process is developed from the critical examination of several propositions made by others. We use the notion of innovative abduction in design, as opposed to such abduction where the question is about selecting among known alternatives, and we adopt a previously proposed two-step process of abductive reasoning. However, our model is different in that the two abductions used follow the syllogistic pattern of innovative abduction. In addition to using a schematic example from the literature to demonstrate our derivation, we apply the model to an existing, empirically derived method of conceptual design called “parameter analysis” and use two examples of real design processes. The two synthetic steps of the method are shown to follow the proposed double innovative abduction scheme, and the design processes are presented as sequences of double abductions from function to concept and from concept to form, with a subsequent deductive evaluation step.


Sensors ◽  
2021 ◽  
Vol 21 (2) ◽  
pp. 596
Author(s):  
Marco Buzzelli ◽  
Luca Segantin

We address the task of classifying car images at multiple levels of detail, ranging from the top-level car type, down to the specific car make, model, and year. We analyze existing datasets for car classification, and identify the CompCars as an excellent starting point for our task. We show that convolutional neural networks achieve an accuracy above 90% on the finest-level classification task. This high performance, however, is scarcely representative of real-world situations, as it is evaluated on a biased training/test split. In this work, we revisit the CompCars dataset by first defining a new training/test split, which better represents real-world scenarios by setting a more realistic baseline at 61% accuracy on the new test set. We also propagate the existing (but limited) type-level annotation to the entire dataset, and we finally provide a car-tight bounding box for each image, automatically defined through an ad hoc car detector. To evaluate this revisited dataset, we design and implement three different approaches to car classification, two of which exploit the hierarchical nature of car annotations. Our experiments show that higher-level classification in terms of car type positively impacts classification at a finer grain, now reaching 70% accuracy. The achieved performance constitutes a baseline benchmark for future research, and our enriched set of annotations is made available for public download.


Author(s):  
Michael J. Safoutin ◽  
Robert P. Smith

Abstract As engineering design is subjected to increasingly formal study, an informal attitude continues to surround the topic of iteration. Today there is no standard definition or typology of iteration, no grounding theory, few metrics, and a poor understanding of its role in the design process. Existing literature provides little guidance in investigating issues of design that might be best approached in terms of iteration. We review contributions of existing literature toward the understanding of iteration in design, develop a classification of design iteration, compare iterative aspects of human and automated design, and draw some conclusions concerning management of iteration and approaches to design automation.


2021 ◽  
Author(s):  
Farhan Ali ◽  

Thinking creatively, is a necessary condition of the Design process to transform ideas into novel solutions and break barriers to creativity. Although, there are many techniques and ways to stimulate creative thinking for designers, however, this research paper adopts SCAMPER; which is acronym of: Substitute- Combine-Adapt- Modify or Magnify-Put to another use-Eliminate-Reverse or Rearrange- to integrate the sustainability concepts within architectural design process. Many creative artifacts have been designed consciously or unconsciously adopting SCAMPER strategies such as rehabilitation and reuse projects to improve the functional performance or the aesthetic sense of an existing building for the better. SCAMPER is recognized as a divergent thinking tool are used during the initial ideation stage, aims to leave the usual way of thinking to generate a wide range of new ideas that will lead to new insights, original ideas, and creative solutions to problems. The research focuses on applying this method in the architectural design, which is rarely researched, through reviewing seven examples that have been designed consciously or unconsciously adopting SCAMPER mnemonic techniques. The paper aims to establish a starting point for further research to deepen it and study its potentials in solving architectural design problems.


Author(s):  
Masaharu Yoshioka ◽  
Tetsuo Tomiyama

Abstract Most of the previous research efforts for design process modeling had such assumptions as “design as problem solving,” “design as decision making,” and “design by analysis,” and did not explicitly address “design as synthesis.” These views lack notion and understanding about synthesis. Compared with analysis, synthesis is less understood and clarified. This paper discusses our fundamental view on synthesis and approach toward a reasoning framework of design as synthesis. To do so, we observe the designer’s activity and formalize knowledge operations in design processes. From the observation, we propose a hypothetical reasoning framework of design based on multiple model-based reasoning. We discuss the implementation strategy for the framework.


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