scholarly journals Conceptuality in the modern design practice

Author(s):  
Galina N. Lola ◽  

The main idea – concept is key point for creative process in design practice, which includes intuition, fantasy, spontaneous decisions. Digital technology leads to formalization of creative process, algorithms, so the real question concerns how the rational ideas and intuitions are harmonize in design. The method «creative navigation» maintains creative freedom of designer and at the same time streamlining of mental process. The method «creative navigation» considered in comparison with «scenario methods» and the theory of speculative design. This article explores semiotic aspects of the method. The author gives considerable attention to approbation of method «creative navigation» in real design practice.

Author(s):  
Kostyantyn Kharchenko

The approach to organizing the automated calculations’ execution process using the web services (in particular, REST-services) is reviewed. The given solution will simplify the procedure of introduction of the new functionality in applied systems built according to the service-oriented architecture and microservice architecture principles. The main idea of the proposed solution is in maximum division of the server-side logic development and the client-side logic, when clients are used to set the abstract computation goals without any dependencies to existing applied services. It is proposed to rely on the centralized scheme to organize the computations (named as orchestration) and to put to the knowledge base the set of rules used to build (in multiple steps) the concrete computational scenario from the abstract goal. It is proposed to include the computing task’s execution subsystem to the software architecture of the applied system. This subsystem is composed of the service which is processing the incoming requests for execution, the service registry and the orchestration service. The clients send requests to the execution subsystem without any references to the real-world services to be called. The service registry searches the knowledge base for the corresponding input request template, then the abstract operation description search for the request template is performed. Each abstract operation may already have its implementation in the form of workflow composed of invocations of the real applied services’ operations. In case of absence of the corresponding workflow in the database, this workflow implementation could be synthesized dynamically according to the input and output data and the functionality description of the abstract operation and registered applied services. The workflows are executed by the orchestrator service. Thus, adding some new functions to the client side can be possible without any changes at the server side. And vice versa, adding new services can impact the execution of the calculations without updating the clients.


AKSEN ◽  
2021 ◽  
Vol 6 (1) ◽  
pp. 19-31
Author(s):  
Andrey Caesar Effendi ◽  
LMF Purwanto

The use of digital technology today can be said to be inseparable in our daily lives. Digital technology isslowly changing the way we communicate with others and the environment. Socialization that is usuallyface-to-face in the real world now can be done to not having to meet face-to-face in cyberspace. Thisliterature review aims to see a change in the way of obtaining data that is growing, with the use of digitaltechnology in ethnographic methods. The method used in this paper is to use descriptive qualitativeresearch methods by analyzing the existing literature. So it can be concluded that the use of digitalethnography in the architectural programming process can be a new way of searching for data at thearchitectural programming stage.


2021 ◽  
Vol 14 (1) ◽  
pp. 51-73
Author(s):  
Juan Carlos Quinones-Gomez

The latest technological advancements allow users to generate a large volume of data related to their experiences and needs. However, the absence of an advanced methodology that links the big data and the creative process prevents the effective use of the data and extracting all its potential and knowledge in this context, which is crucial in offering user-centred solutions. Incorporating data creatively and critically as design material can help us learn and understand user needs better. Therefore, design can bring deeper meaning to data, just as data can enhance design practice. Accordingly, this work raises a reflection on whether designers could appropriate the workflow of data science in order to integrate it into the research process in the creative process within a framework of user experience analysis. The proposed model: data-driven design model, enhances the exploratory design of problem space and assists in the creation of ideas during the conceptual design phase. In this way, this work offers an integrated vision, enhancing creativity in industrial design as an instrument for the achievement of the proper and necessary balance between intuition and reason, design, and science.


Author(s):  
Koji Yamamura

Seven short animated films are examined by the auteur-animator as he self-reflects on their creations. Making animation is not only an extension of the pictorial and comic-like expression, but also the act of mystically creating movement to be perceived in the real. The artist shares his personal experiences during the animation making process including the unconscious imaginative realm that creeps into his creative thoughts. Technology may play an important part of the animation production but the author maintains that there is a deeper spiritual world where he is somehow drawn into when he is making animation. Spiritually, he feels the transcendence of the dualism of mind and matter during the creative process, and is able to unite the subconscious with reality. Citing motifs including natural, inorganic, or imaginative entities, the author demonstrates the influence of the psyche in his artistic expressions. To the artist, the spiritual assimilation aspects of his work are profound, complex, and illuminating.


2016 ◽  
Vol 32 (1) ◽  
pp. 68-77
Author(s):  
Miguel Escobar Varela

Hacking – improving software through a process of trial and error – is a mode of rehearsal. Such is the claim made by Miguel Escobar Varela in this article, which he furthers by exploring the similarities between the ways theatre makers and software programmers speak about their crafts. Understanding software programming as an essentially creative process should be of interest for theatre scholars, who are constantly searching for modes of academic discourse that are sensitive to the specificity of theatre. By offering examples from interface design for the study of Javanese theatre, Escobar argues that creating software, through an iterative process of trial and error, can become part of the methodological palette of theatre scholars. Miguel Escobar Varela is Assistant Professor of Theatre Studies at the National University of Singapore, and has worked as a theatre researcher, computer programmer and translator in Mexico, the Netherlands, Indonesia, and Singapore. His articles on the intersection of digital technology and theatre studies have been published in Digital Scholarship in the Humanities, Asian Theatre Journal, Performance Research, Contemporary Theatre Review and are forthcoming in TDR and Theatre Research International.


Author(s):  
Eric M. Hines

The existence of structural art has implications far beyond the aesthetics of the built environment. Beauty is the purest expression of the human spirit, and its potential to coexist in the engineering imagination with practical project requirements is a powerful symbol for what is possible not only in structural engineering but in all engineering. Understanding the potential for structural art provides a key to strengthening the connection between our thoughts and our feelings, as they relate to our technological world and its improved coexistence with nature. The paper identifies and discusses sympathies between structural art and art in general and then uses examples from structural design practice to illustrate how the languages of drawing, simple calculations and project narrative are fundamental to the creative process in engineering.


1987 ◽  
Vol 18 (4) ◽  
pp. 137-142
Author(s):  
Mary Beth Rosson ◽  
Susanne Maass ◽  
Wendy A. Kellogg
Keyword(s):  

Author(s):  
Alan Hook

This article explores approaches to propagating interspecies understanding and examines the most appropriate ways to investigate the topic as a form of research. It addresses making, or Research through Design (RtD), as a more appropriate research method to generate new knowledge around interspecies embodied experience and to help audiences consider what it might be like to be a nonhuman animal than more traditional forms of scholarship. It presents a range of approaches to exploring interspecies understanding and then situates this knowledge in context with reference to a series of prototypes and design artifacts which constitute the body of work Equine Eyes. The Equine Eyes project consists of a mixed-reality headset, which uses immersive technology to help the user adopt the “point of view” of a horse. The work and the knowledge it produces is experiential in that it requires the audience to wear the headset which simulates horse-like vision to consider how tacit knowledge can be explored through making. The project adopts a RtD method to explore how speculative design artifacts, and play, can be utilised to help foster interspecies thinking and understanding and generate new speculative methods for interspecies design practice. It emphasizes the importance of developing usable speculative design artifacts that can be experienced by users to enact the speculation as an embodied experience.


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