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21 – 30 of over 243000Nandish V. Patel, Tillal Eldabi and Tariq M. Khan
The purpose of this paper is to address the problem of designing artificial complex adaptive systems, like information systems and organisations, by developing a proof‐of‐concept…
Abstract
Purpose
The purpose of this paper is to address the problem of designing artificial complex adaptive systems, like information systems and organisations, by developing a proof‐of‐concept conceptual proto‐agent model.
Design/methodology/approach
The paper develops an exploratory proto‐agent model and evaluates its suitability for implementation as agent‐based simulation.
Findings
The paper focuses on understanding the effect of emergence when designing artificial complex adaptive systems and produces a proto‐agent model that identified agents and their behavioural rules for modelling.
Practical implications
In deferred action, agents act in emergent organisation to achieve predetermined goals. Since emergence cannot be predicted, information systems and organisation design approaches that cater for emergent organisation are required.
Originality/value
The deferred action construct is a synthesis of planned approaches and contingency approaches to design information systems. It recognises the effect of emergence on information systems.
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This paper sets out to provide insight into the current debate on art, science and the new net generation of young professionals with the usage of the conceptual framework of…
Abstract
Purpose
This paper sets out to provide insight into the current debate on art, science and the new net generation of young professionals with the usage of the conceptual framework of cybernetics that will look into the dynamics of this netgeneration.
Design/methodology/approach
Literature review will set the stage of the current debate on design education in the creative industries, which aims to provide a reflection. The theory and approaches are then applied to a case study in which the conceptual framework of cybernetics will be unfolded. These concepts are then evaluated in order to provide a proposal for continuing research.
Findings
The paper provides insight into the mechanisms of knowledge management systems in particular for the context of design‐making processes by the netgeneration. The findings are reviewed and concluded by proposing a method for continuation of research. The case study will benefit from the findings and as such design education itself.
Research limitations/implications
It is not an exhaustive scope of literature review as the literature chosen is in particular very applicable to the case study in this paper. However, the point of departure is the current debate within the creative industries on design education and the netgeneration.
Originality/value
This paper interconnects different elements which are the subject within different venues such as within design, science, pedagogy, and knowledge management. Therefore this paper might be applicable within these different articulated venues.
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Joseph Press, Paola Bellis, Tommaso Buganza, Silvia Magnanini, Abraham B. (Rami) Shani, Daniel Trabucchi, Roberto Verganti and Federico P. Zasa
The relation of material design and textile science to the technologies of textile specialty products are discussed. Concept of material design is explained. The method of…
Abstract
The relation of material design and textile science to the technologies of textile specialty products are discussed. Concept of material design is explained. The method of differential total material design is presented with an application example. The relation of material design to specialty textiles technology is analyzed. The relation of textile science to material design in terms of specialty textiles technology is also discussed. Some examples of scientific knowledge in terms of data base for material design are presented.
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Jian Tang and Nathan R. Prestopnik
The purpose of this paper is to examine how game framing and task framing influence experienced meaningfulness (eudaimonia) and perceived enjoyment (hedonia), which, in turn, can…
Abstract
Purpose
The purpose of this paper is to examine how game framing and task framing influence experienced meaningfulness (eudaimonia) and perceived enjoyment (hedonia), which, in turn, can account for user participation behavior in citizen science projects.
Design/methodology/approach
The authors designed and implemented a citizen science system, Citizen Sort, and used a survey method to investigate to what extent game framing and task framing influence participation behavior. PLS–SEM was used to test research hypotheses with 76 Citizen Sort participants.
Findings
Analysis confirmed that game framing and task framing have a significant impact on perceived enjoyment, but showed that only task framing has a direct effect on experienced meaningfulness. The effects of experienced meaningfulness on participation were fully mediated by perceived enjoyment. Content analysis of qualitative data revealed additional insights.
Research limitations/implications
This research is limited due to its sample size and considered as an exploratory study, in which PLS–SEM was used to identify the impact of game framing and task framing as well as support the theory development regarding the dual nature of citizen science games.
Practical implications
This research provided suggestions for scientists, designers and project initiators that game framing and task framing should be effectively integrated to provide enjoyable and meaningful experiences so as to promote user contribution.
Originality/value
This research is one of initial studies which explored the impact of dual nature of citizen science games. The findings of this study provide the groundwork for guidelines and strategies to facilitate user contribution in citizen science projects.
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This chapter unpacks ‘design thinking’ as it relates to educational design, and highlights how developments in the field of Learning Design may be of assistance to educators…
Abstract
This chapter unpacks ‘design thinking’ as it relates to educational design, and highlights how developments in the field of Learning Design may be of assistance to educators. Design is defined as a creative, scientific, and complex process, underpinned by several design thinking qualities. Teaching, it is argued, should be positioned as a design science, based on its nature, practice, and intentions. Learning to design is characterized as a challenging pursuit that is supported through practice, refection, examples, and expert guidance. Based on the literature, the pursuit of designing for learning is explained as a process involving the creation of accessible and aligned designs that cater to students in order to achieve desired learning outcomes. Educational design models by Laurillard, Siemens, and Conole are contrasted and evaluated in order to critically reflect on the general utility of such models. The field of Learning Design is introduced as a discipline area that aims to help educators develop and share great teaching ideas. Six approaches that support the description and sharing of learning designs are briefly described (technical standards, pattern descriptions, visualizations, visualization tools, pedagogical planners, and the Learning Activity Management System) so as to illustrate how the Learning Design field has evolved and how educators can capitalize upon it. Directions forward are recommended, which center around reflection, collaboration, and a design orientation.
The paper seeks to make a substantial contribution to the still controversial question of design foundations.
Abstract
Purpose
The paper seeks to make a substantial contribution to the still controversial question of design foundations.
Design/methodology/approach
A generic hypercyclic design process model is derived from basic notions of evolution and learning in different domains of knowing (and turns out to be not very different from existing ones). The second‐order cybernetics and evolutionary thinking provide theoretical support.
Findings
The paper presents a model of designerly knowledge production, which has the potential to serve as a genuine design research paradigm. It does not abandon the scientific or the hermeneutic or the arts & crafts paradigm but concludes that they have to be embedded into a design paradigm. “Design paradigm” means that “objects” are not essential, but are created in communication and language.
Research limitations/implications
Foundations cannot be found in the axiomatic statements of the formal sciences, nor in the empirical approaches of the natural sciences, nor in the hermeneutic techniques of the humanities. Designing explores and creates the new; it deals with the fit of artefacts and their human, social and natural contexts. Therefore foundations for design (if they exist at all) have to be based on the generative character of designing, which can be seen as the very activity which made and still makes primates into humans.
Practical implications
The hypercyclic model provides a cybernetic foundation (or rather substantiation) for design, which – at the same time – serves as a framework for design and design research practice. As long as the dynamic model is in action, i.e. stabilized in communication, it provides foundations; once it stops, they dissolve. The fluid circular phenomena of discourse and communication provide the only “eternal” essence of design.
Originality/value
“Design objects” as well as “theory objects” are transient materializations or eigenvalues in these circular processes. Designing objects and designing theories are equivalent. “Problems” and “solutions” as well as “foundations” are objects of this kind. This contributes to a conceptual integration of the acting and reflecting disciplines.
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Henrico Plantinga, Hans Voordijk and André Dorée
The development of innovative procurement instruments can be costly and risky. To capitalize on successful innovative instruments, it is essential that these are reused. However…
Abstract
Purpose
The development of innovative procurement instruments can be costly and risky. To capitalize on successful innovative instruments, it is essential that these are reused. However, reuse can be problematic in project-based public client organizations. This paper aims to apply the ambidexterity concept of integration mechanisms to examine how such reuse can be facilitated.
Design/methodology/approach
An initial framework is developed to conceptualize and contextualize the ambidexterity integration mechanism for the procurement function of a multi-project public client. Concluding that, in this situation, an organizational procedure is an appropriate interpretation of the integration mechanism, a design science project is carried out to develop and implement a procedure in a real-life setting.
Findings
Reconstructed reuse patterns confirm the need to have an actionable integration mechanism implemented. Integration, in the sense of drawing benefits from successful one-off innovative procurement instruments, may fail unnoticed if not organized and deliberately managed. The procedure developed in the design science project demonstrates how such integration can be achieved.
Originality/value
Although research on ambidexterity has grown exponentially in the past decade, it is yet to be applied in the field of public procurement. Furthermore, the application of design science research is novel in this field of literature. The paper illustrates how both can help solve a relevant organizational problem.
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The purpose of this paper is to contribute to the conceptual classification of learning study as a research approach.
Abstract
Purpose
The purpose of this paper is to contribute to the conceptual classification of learning study as a research approach.
Design/methodology/approach
The paper is mainly theoretical, drawing on articles concerning classroom‐based research approaches as well as on some distinctions between a university‐based science of the universal and a clinical science of the particular.
Findings
The main argument of the article is that learning studies can neither be subsumed under “design and development research” (because this type of research does not include the professional actor) nor under “teacher research” (because it does not pay much attention to theoretical knowledge) nor should it be regarded as a hybrid between design experiments and lesson studies. In spite of similarities to both it should rather be described as clinical research (in analogy to medical clinical research). The use of teachers’ experiences and tacit knowing in the knowledge‐producing process, the iterative process of specification of theory, and the uniqueness of the learning problems among different groups of pupils are central aspects of a particularistic clinical research process. In comparison with lesson study, the learning study is more focussed on constructing knowledge concerning objects of learning as well as teaching‐learning relations. Teachers are included in the research as interpretative professionals making professional sense of particular educational events.
Originality/value
The paper promotes the conceptual discussion of the learning study approach, as well as of both lesson and learning studies as research approaches, i.e. as knowledge‐producing practices.
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Jean Paul Pinto and Javier Medina
This paper aims to propose a new strategic foresight process that combines aspects from science fiction, speculative design and tools linked to organizational processes, first, to…
Abstract
Purpose
This paper aims to propose a new strategic foresight process that combines aspects from science fiction, speculative design and tools linked to organizational processes, first, to generate potential new services and products and, second, to reduce problems associated with the construction of low-impact and irrelevant scenarios for decision-making processes. As a new proposal, it invites reflection and debate.
Design/methodology/approach
After reviewing the literature on the key concepts that represent the essence of strategic foresight, as well as the traditional processes to reflect on the future, a proposal for a new hybrid, integrative foresight process that allows moving from imagination to the materialization of scenarios will be presented.
Findings
The new hybrid process makes evident the need to articulate strategic foresight with other areas of knowledge and management tools to build scenarios with greater impact on decision-making and greater added value from strategic foresight to organizational processes.
Originality/value
The proposed integrative model articulates tools that already exist, but the originality of the proposal lies in that there are no models that integrate science fiction, speculative design, and other organizational tools in a single process.
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