scholarly journals "How can you love a work, if you don't know it?": Critical Code and Design toward Participatory Digital Editions

2016 ◽  
Author(s):  
Amanda Visconti

This whitepaper offers an analytic discussion of the process and productfor Amanda Visconti's dissertation "How can you love a work, if you don'tknow it?": Critical Code and Design toward Participatory Digital Editions (dr.AmandaVisconti.com). The introductory section proposes a speculativeexperiment to test digital edition design theories: "What if we build adigital edition and invite everyone? What if millions of scholars,first-time readers, book clubs, teachers and their students show up andannotate a text with their infinite interpretations, questions, andcontextualizations?". Approaching digital editions as Morris Eaves'"problem-solving mechanism"s, the project designed, built, and user-testeda digital edition of James Joyce’s Ulysses with various experimentalinterface features: InfiniteUlysses.com. Three areas of research advancedthrough the project are presented: designing public and participatoryedition projects, and whether critical participation is necessary to suchprojects; designing digital edition functionalities and appearance to servea participatory audience, and what we learn about such an endeavor throughInfinite Ulysses' user experience data; and separating the values oftextual scholarship from their embodiments to imagine new types of edition.A review of theoretical and built precedents from textual scholarship,scholarly design and code projects, public and participatory humanitiesendeavors, and theories around a digital Ulysses grounds the report,followed by an overview of the features of the Infinite Ulyssesparticipatory digital edition. Section 2 discusses existing examples ofpublic participation in digital humanities (DH) projects, Section 3 focuseson digital editions and the design process, Section 4 reimagines thedigital edition by separating textual scholarship values from the commonembodiments of these values, and the conclusion sums up the interventionsof this project and lists next steps for continuing this research. Abibliography and appendices (full texts of user surveys, explanation ofproject's dissertational format, wireframes and screenshot from throughoutthe design process) conclude the report.

2017 ◽  
Vol 35 (1) ◽  
pp. 120-143 ◽  
Author(s):  
Judith Wusteman

Purpose The purpose of this paper is to describe the process and implications of usability testing a prototype version of the Letters of 1916 Digital Edition. Design/methodology/approach The paper presents the testing, the lessons learned and how those lessons informed the subsequent redesign of the site. Findings Results imply that a majority of users, even digital humanists, were not looking for a unique and specialised interface, but assumed – and preferred – a user experience that reflects common search systems. Although the audience for digital humanities sites is becoming increasingly diverse, the needs of the different user groups may be more similar than had previously been assumed. Research limitations/implications The usability test employed 11 participants, five of whom were coded as “general public”. Four of these five had previously volunteered to transcribe and upload letters. This meant that they were already familiar with the project and with the Letters of 1916 Transcription Desk. However, their prior involvement was a result of their genuine interest in the site, thus ensuring that their interactions during testing were more realistic. Practical implications The lesson learned may be useful for the Digital Editions of future crowdsourced humanities projects. Originality/value Letters of 1916 is the first crowdsourced humanities project in Ireland. The theme of the project is topical, emotive and socially important in Ireland and among Irish diaspora today. The project’s content has been created by the “ordinary citizens of Ireland” and they are likely to be the major users of the Digital Edition. The study explores how the Digital Edition can support these users, while also facilitating the range of traditional scholars and digital humanities researchers.


2021 ◽  
Author(s):  
Manuel Reventós ◽  
Jaume Guàrdia

<p>The designing process of a footbridge is complex, many variables must be considered that are non-linear and feedback on each other. The creative process is iterative, approximating and depending on the conditions of the environment. In this process is very important the intuition of the designer, or expert, which leads the result in one or another direction.</p><p>But how is born this intuition? How is it created? It's hard to narrow down, it's like trying to teach a child how to ride a bike. You have to pedal, for the first time you fall, but after a few hits on the ground you start to ride alone. Intuition is learned through experience and not with books, you learn designing, building, creating.</p><p>Every new project we face is fed with our previous experiences. In this article we explain our design process through our most recent projects, both successful and problematic.</p><p>In this moment the technological tools have reached to us the most complex forms. We must think about if this should define our way of designing and the footbridges we make. Technology and technique are the tools we have to define forms and materials. But there are other aspects such as the location, its itinerary of the path, the accesses, how it relates to the environment, the user experience and the constructive details, that are elements which define the solution and it cannot be analysed from a theoretical point of view. Each situation is unique and is where the experience of the expert cannot be replaced.</p>


2021 ◽  
Vol 74 (74) ◽  
Author(s):  
Patrizia Marti ◽  
Flavio Lampus ◽  
Annamaria Recupero ◽  
Lorenzo Franchi ◽  
Cecilia Goracci ◽  
...  

Design Thinking is a human-centred approach to problem solving and innovation that exploits design theories and methods to solve ill-defined problems. Recently it has been a popular subject of real-life applications in research and industrial endeavours for its original way to combine creative and analytical thinking, what is desirable from a human viewpoint with what is technologically feasible. This paper focuses on the application of Design Thinking in paediatric orthodontics. Through the analysis of a design case study, the paper picks up the threads of the challenges of devising a facemask for maxillary malocclusion. The case study shows how a Design Thinking mindset can make a holistic and creative approach flourishing, bringing together different competences at any stage of the design process. The methods of design allowed to translate the different languages of the stakeholders into a single narrative where the people’s journeys are clearly depicted, monitored, and supported.


2015 ◽  
Vol 25 (02) ◽  
pp. 1550004 ◽  
Author(s):  
Chun-Ling Lin ◽  
Melody Jung ◽  
Ying Choon Wu ◽  
Hsiao-Ching She ◽  
Tzyy-Ping Jung

This study explores electroencephalography (EEG) brain dynamics associated with mathematical problem solving. EEG and solution latencies (SLs) were recorded as 11 neurologically healthy volunteers worked on intellectually challenging math puzzles that involved combining four single-digit numbers through basic arithmetic operators (addition, subtraction, division, multiplication) to create an arithmetic expression equaling 24. Estimates of EEG spectral power were computed in three frequency bands — θ (4–7 Hz), α (8–13 Hz) and β (14–30 Hz) — over a widely distributed montage of scalp electrode sites. The magnitude of power estimates was found to change in a linear fashion with SLs — that is, relative to a base of power spectrum, theta power increased with longer SLs, while alpha and beta power tended to decrease. Further, the topographic distribution of spectral fluctuations was characterized by more pronounced asymmetries along the left–right and anterior–posterior axes for solutions that involved a longer search phase. These findings reveal for the first time the topography and dynamics of EEG spectral activities important for sustained solution search during arithmetical problem solving.


Author(s):  
David G. Ullman ◽  
Thomas G. Dietterich ◽  
Larry A. Stauffer

This paper describes the task/episode accumulation model (TEA model) of non-routine mechanical design, which was developed after detailed analysis of the audio and video protocols of five mechanical designers. The model is able to explain the behavior of designers at a much finer level of detail than previous models. The key features of the model are (a) the design is constructed by incrementally refining and patching an initial conceptual design, (b) design alternatives are not considered outside the boundaries of design episodes (which are short stretches of problem solving aimed at specific goals), (c) the design process is controlled locally, primarily at the level of individual episodes. Among the implications of the model are the following: (a) CAD tools should be extended to represent the state of the design at more abstract levels, (b) CAD tools should help the designer manage constraints, and (c) CAD tools should be designed to give cognitive support to the designer.


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.


2018 ◽  
pp. 319-320
Author(s):  
Tuna E. Çakar ◽  
Kerem Rızvanoğlu ◽  
Özgürol Öztürk ◽  
Deniz Zengin Çelik

2019 ◽  
Vol 1 ◽  
pp. 1-2
Author(s):  
Tomasz Panecki

<p><strong>Abstract.</strong> The aim of the author is to present and discuss methodological problems related to the development of old maps’ digital editions on the example of the so called Gaul/Raczyński topographic map – a perfect case providing the whole catalogue of problems related to archival maps’ representation in the digital form. Today, we can observe an increasing interest in spatial and digital humanities, as well as more frequent old and historical maps dissemination via web services. However, consistent methods of their depiction in the digital manner have not yet been developed. The aim of the project is not only to develop such a method, but also to indicate its perspectives and constraints in the context of its future application among the whole array of old maps. The development of map’s digital edition allows the full use of such data in historical and geographical studies.</p>


2020 ◽  
Author(s):  
Andy E Williams

Leveraging General Collective Intelligence or GCI, a platform with the potential to achieve an exponential increase in general problem-solving ability, a methodology is defined for finding potential opportunities for cooperation, as well as for negotiating and launching cooperation. This paper explores the mechanisms by which GCI enables networks of cooperation to be formed in order to increase outcomes of cooperation and in order to make that cooperation self-sustaining. And this paper explores why implementing a GCI for the first time requires designing an iterative process that self-assembles continually growing networks of cooperation.


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