pattern language
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2021 ◽  
Vol 30 (4) ◽  
pp. 237-242
Author(s):  
Lilian Ricaud ◽  
Maxime Thibon ◽  
Laurent Marseault ◽  
Jean-Luc Chotte

Humanity is facing global and local sustainability challenges that call for the involvement of a wide range of expertise drawn from academia, civil society, the private sector, as well as funding and development agencies. The challenge will be to leverage this diversity to nurture decision making. To make such discussions successful we propose a pattern language approach. It can be used as a practical step-by-step process to guide interdisciplinary collaboration between researchers and to facilitate transdisciplinary interactions between the academic and nonacademic worlds. The patterns are documented and freely accessible online in the Sustainable Science Pattern database.


2021 ◽  
Vol 17 (1) ◽  
pp. 23-42
Author(s):  
Megg Sousa ◽  
Denise Mônaco dos Santos ◽  
Andressa Martinez ◽  
Douglas Souza

The emerging digital design process discourses point to the growing need to connect and manipulate design objective data. One of the challenges is knowing how to relate and operationalize this data accurately using a computational environment. This article investigates digital design processes by developing a design logic for small urban projects using objective data. This work follows the method: (1) defining the project location criteria, according to georeferenced data and the Space Syntax theory; (2) operationalizing the socio-spatial relationships according to the book A Pattern Language; (3) developing a Grasshopper definition for modeling several families of objects. We tested the method in a small urban intervention, in the city of Viçosa (MG), with the purpose of digital fabricating a piece of urban furniture.


Information ◽  
2021 ◽  
Vol 12 (10) ◽  
pp. 393
Author(s):  
Christopher Aaron Barney

Existing implementations of game design patterns have largely been confined to theoretical or research settings. Weaknesses in these implementations have prevented game design patterns from being properly evaluated as an educational and practical development tool. This paper examines these weaknesses, describes a method of developing and applying patterns that overcome the weaknesses, and evaluates use of the method for game design education and practice. Weaknesses in existing pattern implementations are: the omission of design problems, presumption of functional completeness at the level of pattern languages, narrow topical focus, and lack of a concise, repeatable method for pattern production. Several features of the proposed method were specifically built to address these weaknesses, namely the pattern template, the process for connecting patterns into a language and assessing the language’s scope, a rubric for assessing pattern confidence and interconnectivity confidence, and pattern-building exercises. This method was applied in a classroom setting. Results as assessed by the evaluation of student work suggest that creating patterns/pattern languages is an effective pedagogical approach. Designs produced using designer-created patterns closely align with existing design theory and are clearly understood by students. The above results may indicate that the path to gaining wider acceptance of pattern theory as a design framework within game design is not to produce a universal pattern language, but to facilitate the creation of case-specific languages by students and professional designers that use a shared ontology, and thus can be combined easily to solve the diverse sets of problems faced by these groups.


2021 ◽  
Vol 5 (9) ◽  
pp. 49
Author(s):  
Kathrin Pollmann ◽  
Daniel Ziegler

HRI designers are faced with the task of creating robots that are easy and pleasant to use for the users. The growing body of research in human–robot interaction (HRI) is still mainly focused on technical aspects of the interaction. It lacks defined guidelines that describe how behavioral expressions for social robots need to be designed to promote high usability and positive user experience. To achieve this goal, we propose to apply the concept of design patterns to HRI. We present a design process that provides step-by-step guidance and methods for HRI designers to generate high quality behavioral patterns for social robots that can be used for different robots and use cases. To document the resulting patterns, we developed a documentation format that provides a clear, standardized structure to note down all relevant aspects of a pattern so that others can understand its design recommendations and apply them to their own robot and use cases. In the present paper, we demonstrate our pattern approach based on an example and describe how we arrived at a pattern language of 40 behavioral patterns that found the basis for future social robot design and related research activities.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Craig Lance Grocke ◽  
Robyn Eversole ◽  
Clayton Jon Hawkins

Purpose This paper aims to draw on Seamon’s(2012a, 2012b, 2014, 2015, 2018) theories on the “processes of place attachment” to understand the influence of place attachment on community leadership and the management of four towns in the Barossa region of South Australia. Design/methodology/approach The research methodology combines photo-elicitation, participant observation and in-depth interviews with 12 community leaders across four town groups. Scannell and Gifford’s(2010) tripartite model for place attachment is used to segment qualitative interview data to understand the nature of place attachment of community leaders. This was followed by thematic analysis using Seamon’s(2012a, 2014, 2018) six processes of place attachment to understand how the dynamics of place attachment as a series of processes interact to influence community leadership and place-based action. Findings The research revealed that community leaders in the Barossa region regularly confront a tension between the “Being” and “Becoming” of Place. It also suggests that place attachment for new residents is accelerated by engaging multiple place attachment processes; these can be measured using the research methodology in this study. The result is a tipping point where place leadership from new residents can accelerate towards the “Being of Place” showing a tendency towards protectionist behaviour commonly seen amongst long-term residents. Research limitations/implications Testing the findings in this paper in other rural regions and other cultural contexts will add further insight and validation of these findings. It is recommended that future research could further develop this approach through engaging multiple place-based community groups in the same town and across different locations to understand the pattern language of communities with more accuracy. Practical implications This study has enabled a deeper understanding of place-based community groups and their motivations to protect the status quo or promote change in the development and management of the place. Each community requires a tailored approach to place management and development to activate community resources and partnerships successfully. This research also provides knowledge on how to accelerate place attachment for new residents to improve their sense of belonging, value and purpose by engaging programs that engage all six place attachment processes. Social implications The research reveals that place relations are dynamic, complex and often political. Rural towns display a pattern language for how they engage networks and resources that government needs to understand to engage community stewardship of place – its social, environmental and economic setting. This research offers a method to better understand the pattern language of place attachment that drives community leadership and place management to help communities sustain themselves and adapt to change. Originality/value The research explores the inter-relationship between the place attachment of community leaders and their response to change from different types of community impacts such as bushfires or the COVID-19 pandemic. Understanding these processes is valuable in informing place management partnerships between community, business and government.


Author(s):  
Christopher Aaron Barney

Existing implementations of game design patterns have largely been confined to theoretical or research settings. Weaknesses in these implementations have prevented game design patterns from being properly evaluated as an educational and practical development tool. This paper examines these weaknesses, describes a method of developing and applying patterns that overcome the weaknesses, and evaluates use of the method for game design education and practice. Weaknesses in existing pattern implementations are: omission of design problems, presumption of functional completeness at the level of pattern languages, narrow topical focus, and lack of a concise, repeatable method for pattern production. Several features of the proposed method were specifically built to address these weaknesses, namely the pattern template, the process for connecting patterns into a language and assessing the language’s scope, a rubric for assessing pattern confidence and interconnectivity confidence, and pattern-building exercises. This method was applied in a classroom setting. Results, as assessed by the evaluation of student work, suggest that creating patterns/pattern languages is an effective pedagogical approach. De-signs produced using designer-created patterns closely align with existing design theory and are clearly understood by students. The above results may indicate that the path to gaining wider acceptance of pattern theory as a design framework within game design is not to produce a universal pattern language but to facilitate the creation of case-specific languages, by students and professional designers, that use a shared ontology and thus can be combined easily to solve the diverse sets of problems faced by these groups.


CONVERTER ◽  
2021 ◽  
pp. 471-483
Author(s):  
Yaolong Zhang, Junhuan Li

This article selects three typical Jiarong Tibetan traditional settlements as the research objects, using the technical means of on-site surveying, mapping and drone photography to conduct field trips to the three settlements, and use this as a research basis to analyze the spatial layout characteristics of traditional Jiarong Tibetan villages in the region, and summarize their pattern language. The study found: 1)Although differences in geographic environment lead to slightly different types of pattern language in the same Tibetan village, but they are also similar to each other. 2)The Jiarong Tibetan traditional settlement has always adhered to the basic concept of "follow nature and adapt to local conditions" to develop in an orderly manner, conform to the terrain, and often present a spatial sequence of "religious space-connecting space-living space". 3)Jiarong Tibetan traditional settlements are characterized by a religious building as the core, and the surrounding buildings are distributed in a centripetal manner. 4)Jiarong Tibetan traditional settlements always follow the grammatical principles of locality and order in their development and expansion, the design and layout of spatial elements are mostly guided by traditional geomantic and religious views.5)The spatial layout schematic language system of Tibetan traditional settlements has a positive effect on the inheritance and protection of the same type of villages. The spatial universality of vocabulary, syntax and grammar is conducive to the effective protection and sustainable development of traditional Tibetan village landscapes.


Author(s):  
Natasha Kurnia Tishani ◽  
Rudy Trisno

The advancement of technology in the world is marked by the industrial revolution event. Indonesia has entered the era of the industrial revolution 4.0. This incident affects the way society dwell, slowly our lives have been dominated by technology and it is possible that in the future humans will be replaced by robots. We must developing soft skills that cannot be replaced by robots through our education. Indonesia’s education itself does not prepare the next generation to deal with this event. Starting from outdated curriculum,  teachers who are afraid to explore in teaching to school buildings that still adhere to the school system in the 19th century. The study of the discussion is how human dwell in the future in this case is to study, namely primary school buildings, which can accommodate teaching and learning activities with a curriculum that suits future needs. The design method used is in form of design stages, starting from Area Analysis; Investigation of selected sites; Proposed Program;  Design Analysis: Composition of mass and the concept of mass of buildings using the Metaphor Method; Project Zoning; Application of Pattern Language Methods and Structure and Building Materials. The result of this research is an elementary school architectural building that accmodate 21st century learning. Keywords:  creativity; education; metaphorical architecture; pattern langugae;primary school  Abstrak Kemajuan teknologi didunia ditandai dengan adanya peristiwa revolusi industri. Indonesia telah memasuki era revolusi industri 4.0. Peristiwa ini memengaruhi cara masyarakat berhuni, secara perlahan kehidupan kita telah didominasi dengan teknologi dan tidak menutup kemungkinan dimasa depan manusia akan digantikan dengan robot. Lalu, bagaimana kita sebagai manusia menghadapi ini ? yaitu mengembangkan softskill yang tidak bisa digantikan oleh robot melalui pendidikan kita. Pendidikan Indonesia tidak menyiapkan generasi selanjutnya untuk menghadapi perisitiwa ini. Berawal dari kurikulum yang sudah usang, lalu para guru yang takut untuk bereksplorasi dalam mengajar hingga bangunan sekolah yang masih menganut sistem sekolah di abad-19. Lingkup pembahasan laporan ini adalah bagaimana wadah berhuni manusia dimasa depan yaitu kegiatan menuntut ilmu, yaitu bangunan sekolah dasar, yang dapat mewadahi kegiatan pembelajaran dengan kurikulum masa depan. Metode perancangan yang digunakan adalah; a) Analisis Kawasan; b) Investigasi tapak terpilih; c) Usulan program; d) Analisis Perancangan : Gubahan massa dan Konsep Massa bangunan dengan Metode Arsitektur Metafora; d) Penzoningan Pada Proyek; e) Penerapan Metode Bahasa Pola dan f) Struktur dan Material Bangunan. Hasil akhir dari penelitian ini berupa bangunan arsitektur sekolah dasar yang mewadahi kegiatan pembelajaran abad-21.


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