design heuristic
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Author(s):  
Alfira Febriyanthi, Et. al.

The webpage portal is a means of information for companies to introduce company profiles, job vacancies, and their products to the public or its users. Heuristic evaluation (Nielsen 1990) is a method that researchers use to test the usability of a web page portal application. The Heuristic Evaluation Method uses ten Nielsen principles, namely Visibility of system status, match with the real world, user control and freedom, consistency and standard, error prevention, recognition than recall, flexibility and efficiency of use, aesthetic and minimalist design, help user recognize, diagnose, and recover from errors, and Help and documentation. The results of the analysis show that there are only 5 variables that have a significance of less than 0.05. Of the independent variables,


Author(s):  
Stefanie Schallert ◽  
Zsolt Lavicza ◽  
Ellen Vandervieren

AbstractThe effectiveness of flipped classroom approaches can be improved by combining it with other pedagogical models such as inquiry-based learning. Implementing inquiry-based learning in flipped classroom scenarios requires teachers to plan arrangements for in- and out-of-class activities carefully. In this study, a design heuristic based on the 5E inquiry model was developed to support teachers’ practice of planning inquiry-based flipped classroom lessons. Following a design-based research approach, the design heuristic progressed through two cycles within 2 years. The design heuristic was implemented in both cycles in an online professional development course for secondary mathematics teachers. In the first cycle, 18 lesson plans were collected and analysed using the 5E lesson plan scoring instrument. Results showed that the design heuristic helped teachers to set up lesson plans for flipped classroom scenarios which were mostly in line with the 5E model. However, the evaluation phase was insufficiently addressed. Revision decisions were made at the end of the first cycle, and the design heuristic was revised and re-implemented in a second cycle. Results of the second cycle showed another 19 participating teachers who also struggled in choosing appropriate assessment techniques, an issue which could not be resolved with the proposed design heuristic. This paper describes the development of the design heuristic as well as relevant design principles for inquiry-based flipped classroom scenarios. The proposed design heuristic is not domain specific. Hence, further research could examine its use in other subjects or interdisciplinary as inquiry-based flipped classroom approaches are one of the emerging pedagogies.


2020 ◽  
Author(s):  
Daria Kotys-Schwartz ◽  
Shanna Daly ◽  
Seda McKIlligan ◽  
Daniel Knight ◽  
Madeline Polmear

Author(s):  
Alexandra Blösch-Paidosh ◽  
Saeema Ahmed-Kristensen ◽  
Kristina Shea

Abstract Additive manufacturing (AM) affords those who wield it correctly the benefits of shape, material, hierarchical, and functional complexity. However, many engineers and designers lack the training and experience necessary to take full advantage of these benefits. They require training, tools, and methods to assist them in gaining the enhanced design freedom made possible by additive manufacturing. This work, which is an extension of the authors’ previous work, explores if design heuristics for AM, presented in a card-based format, are an effective mechanism for helping designers achieve the design freedoms enabled by AM. The effectiveness of these design heuristic cards is demonstrated in an experiment with 27 product design students, by showing that there is an increase in the number of unique capabilities of AM being utilized, an increase in the AM novelty, and an increase in the AM flexibility of the generated concepts, when given access to the cards. Additionally, similar to the previous work, an increase in the number of interpreted heuristics and AM modifications present in the participants’ designs when they are provided with the heuristic cards is shown. Comparisons are also made between 8-heuristic and 29-heuristic experiments, but no conclusive statements regarding these comparisons can be drawn. Further user studies are planned to confirm the efficacy of this format at enhancing the design freedoms achieved in group and team design scenarios.


2019 ◽  
Vol 273 (1) ◽  
pp. 259-277 ◽  
Author(s):  
Ivo J.B.F. Adan ◽  
Marko A.A. Boon ◽  
Gideon Weiss

Biomimetics ◽  
2018 ◽  
Vol 3 (3) ◽  
pp. 16 ◽  
Author(s):  
Stephen Mahon ◽  
Jamie Roberts ◽  
Mohammed Sayed ◽  
Derek Chun ◽  
Simona Aracri ◽  
...  

Soft robots are a new class of systems being developed and studied by robotics scientists. These systems have a diverse range of applications including sub-sea manipulation and rehabilitative robotics. In their current state of development, the prevalent paradigm for the control architecture in these systems is a one-to-one mapping of controller outputs to actuators. In this work, we define functional blocks as the physical implementation of some discrete behaviors, which are presented as a decomposition of the behavior of the soft robot. We also use the term ‘stacking’ as the ability to combine functional blocks to create a system that is more complex and has greater capability than the sum of its parts. By stacking functional blocks a system designer can increase the range of behaviors and the overall capability of the system. As the community continues to increase the capabilities of soft systems—by stacking more and more functional blocks—we will encounter a practical limit with the number of parallelized control lines. In this paper, we review 20 soft systems reported in the literature and we observe this trend of one-to-one mapping of control outputs to functional blocks. We also observe that stacking functional blocks results in systems that are increasingly capable of a diverse range of complex motions and behaviors, leading ultimately to systems that are capable of performing useful tasks. The design heuristic that we observe is one of increased capability by stacking simple units—a classic engineering approach. As we move towards more capability in soft robotic systems, and begin to reach practical limits in control, we predict that we will require increased amounts of autonomy in the system. The field of soft robotics is in its infancy, and as we move towards realizing the potential of this technology, we will need to develop design tools and control paradigms that allow us to handle the complexity in these stacked, non-linear systems.


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