principles of design
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2022 ◽  
Vol 19 (4) ◽  
pp. 6-12
Author(s):  
P. A. Kozlov ◽  
S. P. Vakulenko ◽  
V. P. Kozlova ◽  
N. Yu. Evreenova

The methodology developed by the authors refers to designing, calculating, and optimising transport nodes based on the original systemic approach as a main method. The use of the methodology will make it possible to design transport nodes more rationally and to evaluate their development projects more correctly.A «system» is understood as a general natural form of structuring organised substance, which enables it to function stably in a changeable environment. The basic principles are formulated as follows: the system consists of elements, each of which is also a system; active self-maintenance is developed in the system, that is, active actions are counteracting external adverse influences; it is shown that self-maintenance is provided by adaptability, and in transport systems the self-maintenance is particularly provided by adaptive technology.A contradiction (a dialectical one) arises: on the one hand, the elements are independent systems that have their own system parameters and mechanisms for their active maintenance, and on the other hand, they are subordinate creatures capable of flexibly changing their work to maintain the parameters of the supersystem. It is necessary to find harmony between the levels of development of these opposite properties. Transport nodes are also considered from these systemic positions. Exposition of several definitions of nodes by leading national scientists is followed by a statement showing that they all contradict the new systemic approach.Suggested system definition of a node describes it as a set of stations. The authors also propose a new classification of transport nodes, formulate criteria for their rational design depending on the classes, and propose correct design and optimisation principles. 


2022 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Gerrit Anton de Waal ◽  
Alex Maritz

PurposeThe purpose of this practitioner paper is to explore whether the principles of Design Thinking and the Lean Startup could be employed in developing a disruptive model for delivering educational programs within higher education in a way that attempts to eliminate the multitude of problems facing this industry, while simultaneously adhering to the principles of frugal innovation and meeting relevant sustainability goals.Design/methodology/approachThe authors followed a design thinking approach, employing tools such as empathy mapping, customer journey, value proposition and semi-structured interviews to obtain a deep level of understanding of the problems educators and students within the context of entrepreneurship education are facing. Throughout the process they drew on the practice of emergent inquiry and customer co-creation to help guide decision making.FindingsThe authors successfully derived a conceptual solution in the form of a Minimum Viable Product of which the features were tested against the multitude of user needs and requirements. It was possible to demonstrate how the solution meets all nine of the requirements for frugal innovations while simultaneously adhering to applicable sustainability principles.Practical implicationsThe proposed solution offers a potential opportunity to first-movers in chosen academic disciplines to become leaders in online education.Originality/valueEven in an industry such as higher education there is a dire need for frugality and finding sustainable solutions for educators and students in both developed and developing markets. With this paper the authors succeed in presenting innovative combinations of digital artefacts, platforms and infrastructure to arrive at a novel crowd-sourced solution that is unique in its design.


Author(s):  
Mahmoud Zaki ◽  
Nermeen Omar ◽  
Alaa Zoair

Government housing projects are among the complex issues facing developing countries’ governments. There have been many attempts to solve problems related to this issue and a lot of effort has been made in this direction. The main problem is lowering the cost of lodging, without sacrificing its quality and the effectiveness by which it fulfills the needs of its occupants. This became possible upon the use of the value engineering technique. Value engineering is an effective tool used to solve problems related to housing, by lowering cost on one hand and sustaining or even ameliorating quality and performance.The purpose of this study is to try to identify a series of proposed solutions and value indicators and to describe their role in improving value in government housing projects. This process may assist the designer in choosing and managing, value indicators during the creative phase, using references from the literature and the analysis of case studies.The literature review identified the reasons for high costs and poor performance, which are often a result of a misunderstanding of the fundamental principles of design criteria and value indicators, followed in government housing projects. The review also pinpointed the most important considerations that improve value.Results obtained in this study feature the positive effects of methods under the umbrella of value engineering, applied in government housing projects. It was found that savings of 15% to 40% can be achieved in the total cost of a certain project, using this technique. Generating ideas in the creative phase is one of the most important stages in value engineering studies. A set of value indicators and proposed solutions in the form of a checklist were derived and can be used in the future, during the creative phase of value engineering studies in the initial design stage of government housing projects.


2021 ◽  
pp. 106-111
Author(s):  
Stella Hadjistassou ◽  
Petros Louca ◽  
Shaunna Joannidou ◽  
Pedro Jesus Molina Muñoz

This paper delves into the underlying phases involved in designing, developing, and deploying Augmented Reality (AR) applications and game-based scenarios that will be implemented during intercultural exchanges among students in two different academic institutions in Sweden and Cyprus. Building on principles of design-based research (Barab & Squire, 2004; Klopfer & Squire, 2008), the aim is to expand the learning ecology by leveraging instructional tools and developing novel scenarios to broaden the trajectories of collaboration, intercultural understanding and communication, and cultural knowledge. The AR applications and scenarios are in the process of being developed as part of the Digital Methods Platform for Arts and Humanities (DiMPAH) project, where game-based activities will foster intercultural collaboration, exploration of cultural heritage sites, intercultural understanding, knowledge, and interaction. Adopting a bottom-up approach, instructors collaborate with a software developer and an extended research team to design pedagogically and culturally potent scenarios embedded in novel technologies that bring the virtual into the physical world.


2021 ◽  
pp. 30-44
Author(s):  
N. V. Chuprina ◽  
T. V. Remenieva ◽  
I. V. Frolov ◽  
O. H. Tereshchenko

The purpose. This research aims to analyze artistic-compositional characteristics of Ukrainian traditional embroidery and decorative-applied art (using the example of M. Prymachenko’s art) used in the decoration of the actual ethno-styled garments. Methodology. A systematic approach was used in this research to project authorial contemporary garments: literary-analytical, morphological, and comparative analysis of the creative primary source, associative means of its adaptation to the actual fashion trends. The methodology of the research is based on the systematic analysis of the design projects using elements of the cultural heritage of Ukraine. Systematic-informational and visual-analytical methods were used in this research. Systematic-structural analysis was used to analyze the transformation of artistic-compositional elements in the process of shaping contemporary costumes based on associative transformations. Results. In the process of design project of the authorial collection of female Ethno-style clothes, it was found that decorative art and national garments have a high level of authentic symbolism if used for the actual projection image in conditions of contemporary design activity. Characterizations were given to some principles of implementation of the national image in contemporary trends of fashion industry development. Symbolic image of the floral ornament adapted from Prymachenko’s works as well as stylization of her works in ornamental motifs of the collection were used. Based on pre-project analysis and customer survey it was defined that there is significant interest in national motifs. A collection of female clothes targeted at a wide group of customers was designed. Scientific novelty. Principles of design-project of the collection of contemporary garments with authorial embroidery were proposed using an adaptation of national traditions of female clothes embroidery and folk-art decoration as a basis. Usage of different floral motifs and geometric ornament in ethno-style and implementation of this image as popular among contemporary women in their everyday life were justified. Practical significance lies in the development of principles of formation of authorial costume collection project-image, in justification of principles of ethnographically oriented prints and embroidery and the choice of decoration methods of contemporary female clothes.


Author(s):  
Oksana Zaporozhchenko ◽  
Kateryna Anikanova

The ecological tendencies of forming of architecture of interiors of modern eco-air terminals for determination of leading principles of design and methods of forming of eco-interiors of this type of structures are elucidated.  It is determined that ecological construction, eco-modernization and eco-reconstruction are important components of the success of modern airports.  The modern eco-terminal is transformed into a sophisticated architectural object that reduces the environmental footprint.  It is determined that the modern ecological environment of airport interiors is created with the help of non-standard planning solutions, organic bionic forms and eco materials.  This environment is developed taking into account innovative technologies based on the synthesis of elements that determine its character: the basic design (its environmental characteristics), the symbolism of the form, the quality of natural light, the harmonious use of color and decoration, as well as natural materials, objects of phyto- and aqua-design, as living material that benefits the health of passengers, creating a comfortable microclimate and a good combination with nature.


2021 ◽  
Author(s):  
◽  
Ijay Ushaka

<p>Theory in Information Systems (IS) is very important to the development of the field. Theory building, and theory testing seeks to accumulate knowledge about the relationships between people and technology. Testing theory can be difficult to accomplish, especially when it involves humans, a diversity of methods and sources, multiple experiments, large data sets, and careful tuning of conditions and instruments. Crowdsourcing is a strategy supporting the distribution of activities to crowd workers, which suggests that it may be used to support theory testing.  This exploratory study seeks to analyse the adoption of crowdsourcing in theory testing, and to develop guidance for researchers to instantiate the strategy in their research projects.  The study adopts the design science research paradigm to explore incorporating the crowdsourcing strategy in theory testing, and to evaluate its viability and utility. According to the principles of design science research, the study is structured around the construction of several interconnected IS artefacts: 1) a conceptual framework articulating the main principles of theory testing; 2) a pattern model of theory testing, which codifies existing research approaches to theory testing; and 3) a decision tool, which codifies guidelines for researchers making decisions on which research activities to crowdsource.  In order to build the conceptual framework and pattern model, the study conducts a systematic review of theory testing in the IS domain. Both the conceptual framework and pattern model are then operationalized in the decision tool. The utility of the various artefacts is then assessed with the participation of research practitioners.  This study is relevant because it synthesizes knowledge about theory testing, builds innovative artefacts supporting the adoption of crowdsourcing in theory testing, helps academic researchers understanding the theory testing process, and enables them to adopt crowdsourcing for theory testing.</p>


2021 ◽  
Author(s):  
◽  
Ijay Ushaka

<p>Theory in Information Systems (IS) is very important to the development of the field. Theory building, and theory testing seeks to accumulate knowledge about the relationships between people and technology. Testing theory can be difficult to accomplish, especially when it involves humans, a diversity of methods and sources, multiple experiments, large data sets, and careful tuning of conditions and instruments. Crowdsourcing is a strategy supporting the distribution of activities to crowd workers, which suggests that it may be used to support theory testing.  This exploratory study seeks to analyse the adoption of crowdsourcing in theory testing, and to develop guidance for researchers to instantiate the strategy in their research projects.  The study adopts the design science research paradigm to explore incorporating the crowdsourcing strategy in theory testing, and to evaluate its viability and utility. According to the principles of design science research, the study is structured around the construction of several interconnected IS artefacts: 1) a conceptual framework articulating the main principles of theory testing; 2) a pattern model of theory testing, which codifies existing research approaches to theory testing; and 3) a decision tool, which codifies guidelines for researchers making decisions on which research activities to crowdsource.  In order to build the conceptual framework and pattern model, the study conducts a systematic review of theory testing in the IS domain. Both the conceptual framework and pattern model are then operationalized in the decision tool. The utility of the various artefacts is then assessed with the participation of research practitioners.  This study is relevant because it synthesizes knowledge about theory testing, builds innovative artefacts supporting the adoption of crowdsourcing in theory testing, helps academic researchers understanding the theory testing process, and enables them to adopt crowdsourcing for theory testing.</p>


2021 ◽  
Vol 11 (12) ◽  
pp. 757
Author(s):  
Ricardo Silva ◽  
Fernando Martins ◽  
Cecília Costa ◽  
José Cravino ◽  
Joaquim Bernardino Lopes

The integration of virtual manipulatives in classroom practices facilitates student learning processes. For this, the teacher must understand how to support students in establishing mathematical connections between the manipulation and their interpretations of the representations. We present a learning scenario that integrates the use of virtual manipulatives in mathematical modelling tasks. It was designed and implemented during initial teacher training, with the aim of helping a group of first-year elementary school students to overcome difficulties identified in their comprehension of the meaning of subtraction. The research, following the principles of design-based research, included three distinct moments: an individual written pre-test, an intervention phase with six micro-cycles, and an individual written post-test. The analysis of the collected data—audio, screen recordings, and written productions—allowed us to identify the most influential structural characteristics of the learning scenario: mathematical communication, collaborative learning, self-regulation, and co-regulation of learning. Our results suggest that differentiated instruction, minimal guidance, and scaffolding played an important role in the support provided by the pre-service teacher to students in the mathematical modelling activities that integrated virtual manipulatives.


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