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2012, Electronic Resources and Libraries Conference 2012 Austin Texas United States
PLANNING MALAYSIA JOURNAL
Different concepts and definitions associate iterative-behaviour with repetition. This study consider iterative-behaviour simply means as the act that involve repetition of activities to improve the evolving design. The research further investigate the significance of designer iterative behaviour in design using sketching as the media for design interaction. The retrospective protocol analysisof the video data have identified and measure designer iterative behaviour in design, through a sketching and scoring sessions by five (5) final year undergraduate students and five (5) design tutors, all from the Department of Architecture, University of Technology Malaysia. The design and score were qualitatively and quantitatively compared using close group discussion and the Pearson correlation coefficient analysis. The result shows that in design problemsolving, designer iterative-behaviours were not statistically significant in determining the quality of design.
Frontiers in Education Conference, 1999
"This paper is an account of a practice-led project carried out during an “architects’ residence” in Kielder in the North of the UK, between 2003-2006. It describes how a systems-based approach was applied to cycle through the design-process iteratively. The aim was to fabricate an object embodying a mechanical mechanism that would visibly respond to the diurnal cycle of environmental change found in microclimates in Kielder. An evaluation of the object’s behaviour was carried out based on environmental metrics. The iterative process of building and monitoring prototypes suggests a design methodology that incorporates “as-built and operated” evidence into the design process. Initially, the design of the object was investigated using virtual models that served as descriptions of the finished object due to be placed on sites in Kielder. In an iterative approach to design with physically fabricated prototypes, there is the opportunity to capture and use feedback to develop the design and location of a prototype in the subsequent iteration. This paper discusses the methodology implemented in a case-study project and how information returning across the real-to-virtual threshold became design intelligence used in the next iteration. The collection of empirical data by “design probes” [Sheil and Leung, 2005] was coupled with a computer simulation; two feedback loops were identified, one informing model validation the other, objective validation. An iterative methodology is proposed to revise objectives, to re-model solutions, to re-synthesise outcomes and to re-locate on-site between iterations based on feedback from the ’as-built and operated’ data."
CHI '96 Conference Companion on Human Factors in Computing Systems , 1996
Pervasive 2005 UbiApp Workshop, Munich, Germany, 2005
STS Encounteres, 2023
In design research, it is widely accepted that an ‘incremental build’ or iterative style of development will allow users to offer feedback at key points in the design process, therefore, creating a more user-oriented type of design. This paper presents a case that complicates and challenges this view. Based on a 12-month ethnographic field study of a design team, we argue that certain aspects of the iterative organization of design work may in fact impede the objective of incorporating user-feedback into the design process. The article explains this surprising finding by tracing how a variety of material and rhetorical representations of users were handled and incorporated by a design team. It explores how different prevailing agendas facilitated the adoption and rejection of user representations, and it reflects on the role played by the design team’s efforts to speed up the development process by using so-called out-of-the-box features – pieces of ready-made third-party software.
2010
The paper presents a conceptual framework and a coherent method for design in an organizational context within the PD tradition. The MUST method has been developed throughout 10 projects in Danish and American organiza-tions, and it has recently been evaluated, and adopted by IT professionals within a large Danish organization. The method is based on thorough participation with users and managers, and it combines the use of ethnographic tech-niques and intervention. The paper describes the application area and perspective of the MUST method, presents six general principles on which the method is based. and de-scribes five main activities providing a stepwise decision making process in relation to the overall design process. The paper concludes with a brief comparison of the MUST method with other approaches and by summing up the main points.
This paper demonstrates the benefits and challenges of working collaboratively with designers and developers while conducting iterative usability testing during the course of Web site design. Four rounds of usability testing were conducted using materials of increasing realism to represent the user interface of a public government site: 1) low-fidelity paper prototypes; 2) medium-fidelity, non-clickable HTML images; and 3) and 4) high-fidelity, partially-clickable web pages. Through three rounds of usability testing, usability increased, but in the fourth round, usability declined. Iterative testing enabled evaluators to collect quantitative and qualitative data from typical users, address usability issues and test new, revised designs throughout the design process. This study demonstrates the challenges and value of working collaboratively with designers and developers to create tasks, collect participant data, and create and test solutions to usability issues throughout the entire cycle of user-interface design.
Design, User Experience, and Usability: Theory, Methodology, and Management, 2017
S. Shamin The advance of Russia to the south in the XVI-XVII centuries: the development of the "Pole" Annotation: The study showed that in the XVI-XVII centuries the process of development of the southern territories was at the very initial stage. The Russian frontier fully preserved its unique face and confl ict of interests in relations with the central government. The tasks of uniting vast territories and many people into a single cultural, economic and social space remained a matter of the distant future. All this was of great importance for the formation of the cultural image of Russians, as well as other peoples of Russia and Ukraine. Аннотация: Исследование показало, что в XVI-XVII столетиях процесс освоения южных территорий находился в самой начальной стадии. Российское пограничье в полной мере сохраняло свое уникальное лицо и конфликт интересов в отношениях с центральной властью. Задачи объединения огромных территорий и множества людей в единое культурное, экономическое и социальное пространство оставались делом далекого будущего. Все это имело огромное значение для формирования культурного облика русских, а также других народов России и Украины. Ключевые слова: формирование государственной территории; фронтир; колонизация
International Conference on Communication, Management and Humanities (ICCOMAH 2020), 2020
Das kulturelle Erbe von Arzach, 2024
Agua y Territorio / Water and Landscape, 2023
Regional Identities of Early Modern Ukraine: Evidences of Fugitives from Noghai and Crimean captivity in the City of Azov under Russian ruler, 2023
Environmental pollution (Barking, Essex : 1987), 2018
Dossiê Antropologia nas e das cidades: percepções e anseios, 2022
Journal of Mathematical Chemistry, 2006
Education and Urban Society, 2019
International Journal of Engineering Science and Application, 2021
Medtigo Journal of Medicine, 2024
Journal of the American College of Cardiology, 2011
Bangladesh Journal of Scientific and Industrial Research, 1970