Review of Centrifugal Fan Design Decisions Over the Past 25 Years of Operation

Author(s):  
S. Back ◽  
D. Banyay ◽  
S. Graham ◽  
M. Schlemmer
2020 ◽  
pp. 002087281988118
Author(s):  
Gaurav R Sinha ◽  
Lissette M Piedra

Social work has historically engaged in pioneering interventions to improve the financial well-being of people. India is an interesting case as it has the highest number of unbanked people on one side and numerous policy interventions on the other. Using systematic review and Gioia methodology, we analyzed 24 years of financial inclusion policies. Our analysis revealed that the efficacy of policies was impeded by flawed designs, as the policymakers preferred ‘quick fixes’ over long-term solutions. Our study highlights the need for learning from the past and organizing complex information in a way that helps policymakers in taking informed policy design decisions.


2019 ◽  
Vol 25 (3) ◽  
pp. 293-299
Author(s):  
Patricia Wright

Abstract Developments in information technology during the past 40 years have presented new opportunities for information designers and also posed new challenges. Computer controlled displays are now so ubiquitous that most people in everyday life need to interact with information shown on screens. Many of the characteristics of these readers have not changed: they forget things, get distracted, make assumptions, etc. Research has confirmed that designing an interaction style to reduce the demands made on people’s sensory and cognitive processes helps them accomplish tasks more easily. There has undoubtedly been progress, particularly with mobile devices. Graphical user interfaces and touch screens can make interactions feel intuitive, almost conversational, but interface glitches remain. These arise both from the tension inherent in designing for experienced and novice users, and from design decisions often involving people with differing priorities. The features of interfaces will continue to change but the challenge of finding ways to support people’s sensory, cognitive and conative characteristics will continue.


Design Issues ◽  
2016 ◽  
Vol 32 (3) ◽  
pp. 6-17 ◽  
Author(s):  
Stuart Reeves ◽  
Murray Goulden ◽  
Robert Dingwall

An often unacknowledged yet foundational problem for design is how ‘futures‘ are recruited for design practice. This problem saturates considerations of what could or should be designed. We distinguish two intertwined approaches to this: ‘pragmatic projection’, which tries to tie the future to the past, and ‘grand vision’, which ties the present to the future. We examine ubiquitous computing as a case study of how pragmatic projection and grand vision are practically expressed to direct and structure design decisions. We assess their implications and conclude by arguing that the social legitimacy of design futures should be increasingly integral to their construction.


Author(s):  
Tobias Mettler

To measure dedicated aspects of “maturity”, a range of maturity models have been developed in the field of information systems by practitioners and academics over the past years. Despite its broad proliferation, the concept has not escaped criticism. Unnecessary bureaucracy, poor theoretical foundation, and the impression of a falsified certainty to achieve success are a few examples. As there is a significant lack of knowledge on how to design theoretically sound and widely accepted maturity models, in this paper, the author opens the discussion on design decisions when developing these models. Based on analogy and informed arguments, the author synthesizes a generic but adjuvant framework that consists of five common design steps and eighteen decision parameters that help practitioners as well as researchers in the development of maturity models.


2014 ◽  
Vol 30 (3) ◽  
pp. 134-139
Author(s):  
Robert Fox

Purpose – The purpose of this paper is to encourage libraries to be as involved as possible in the design of the services they provide, be that traditional Web services or sophisticated discovery services. An inordinate reliance upon turn key applications that afford little to no opportunity for customization will not allow the author to be responsive to patron needs. Design/methodology/approach – This is a viewpoint column, and the content is exploratory in nature. Findings – The findings, in a sense, are that while in the past, others have been trusted to make critical design decisions, the author now needs to focus on applying information science skills to the design of his Web-based services. Originality/value – The quality of the digital services offered by libraries is a direct correlation of the level of investment offered. Investing at a more substantial level involves risks that need to be weighed against the potential benefits, but those risks cannot be completely ignored if the goal is a higher level of service excellence.


2010 ◽  
Vol 1 (4) ◽  
pp. 76-87 ◽  
Author(s):  
Tobias Mettler

To measure dedicated aspects of “maturity”, a range of maturity models have been developed in the field of information systems by practitioners and academics over the past years. Despite its broad proliferation, the concept has not escaped criticism. Unnecessary bureaucracy, poor theoretical foundation, and the impression of a falsified certainty to achieve success are a few examples. As there is a significant lack of knowledge on how to design theoretically sound and widely accepted maturity models, in this paper, the author opens the discussion on design decisions when developing these models. Based on analogy and informed arguments, the author synthesizes a generic but adjuvant framework that consists of five common design steps and eighteen decision parameters that help practitioners as well as researchers in the development of maturity models.


Author(s):  
Els Rommes

To what extent and in what ways do companies take gender into account in their design decisions? In the past, commerce has been criticized for designing for the dominant group in society—the notorious young, white, able-bodied, highly educated male—to the exclusion of user groups who do not fit these criteria. It has been argued that by designing for everybody, designers in fact unconsciously follow the male norm in society. The question of this article is the following: Which dominant design methodologies can be found in practice when designers make products aimed to include women? The ways in which gender gets drawn into the design process for a large diversity of ICT products will be reviewed, such as for games, Web sites, mobile phones, and computer parties.1


2020 ◽  
Vol 7 (3) ◽  
Author(s):  
Laurie Nixon-Darcus ◽  
Yemane Meresa

It is necessary to access the oral forms of local histories often held in traditional African communities to help us understand the African past and avoid framing interpretations solely in terms of Western epistemologies. Ethnoarchaeological fieldwork was carried out in villages in the Gulo Makeda region of northeastern Tigrai, northern Ethiopia, where access to mechanical mills has only been available in the last few decades. Individuals in this area still have knowledge and memory of manufacturing, using and discarding grinding stones. Interviews were held with male advisors who shared their knowledge and expertise about the entire process of manufacturing grinding stones. To move beyond understanding just the technical aspects of grinding stone manufacturing (what and how), the theory and methods associated with the chaîne opératoire and design theory were incorporated into the research to allow discovery of intricate socio-economic interrelationships (how and why) that exist through grinding manufacture within this culture. Manufacturing offers opportunities for socialization, cooperation and community engagement. Through ethnoarchaeology it became clear that the manufacturing of grinding stones in northeastern Tigrai is a complex process requiring design decisions, skills, knowledge, and social interaction that builds interpersonal relationships. By arranging two separate manufacturing sessions, one with experts and one with non-experts, comparisons were made of technological and social differences between experts and non-experts. The individuals who are experts in manufacturing grinding stones made higher quality grinding stones than the non-experts. The experts are also afforded a special respect by others, as they are the creators of the technology “necessary for life” in a culture traditionally dependent on cereal flours for sustenance. Potentially this respect for experts could be true for the past as well. Since the grinding stone artifacts from Mezber are large stones, likely meant to produce significant amounts of flour, they would have been important to daily life. Those who manufactured these tools important for subsistence would likely have been considered important individuals in the community.


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