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Article
Publication date: 24 August 2021

Hala Hossam Eldin, Ramy Bakir and Sherif El-Fiki

This research investigates the means of tacit knowledge (TK) communication between the designer and the computer in architectural design. Despite the integration of…

Abstract

Purpose

This research investigates the means of tacit knowledge (TK) communication between the designer and the computer in architectural design. Despite the integration of state-of-the-art computational technologies in different design phases, this integration happens within a limited scope, focusing mainly on tangible aspects of the design process, such as technical systems and visual representations. This lets architectural design miss the wider scope technology provides, where it can help in developing the computational design process through incorporating new intangible knowledge domains that were usually neglected, such as tacit knowledge, and through incorporating more design entities that were not included in the design process before.

Design/methodology/approach

The study conducts an interdisciplinary analytical review of the literature to achieve two main research goals. The first goal investigates TK communication between human beings and the second understands approaches of TK communication between humans and computers. For each goal, three phases were implemented; an initial research phase, where main keywords are identified, a sampling and selection of literature phase and an analysis of literature phase.

Findings

Through interlinking findings from different disciplines, the study presents a theoretical framework for TK communication. The framework provides architects with an approach to construct and transfer TK while using the computer in a computational design environment, presenting an individual and a social set of conditions and factors revealed from the review of the analyzed literature. The framework particularly emphasizes the significance of a human–computer symbiotic relationship for the process of TK communication to take place.

Originality/value

This paper presents a novel interdisciplinary reading into the literature of fields beyond architectural design, incorporating intangible knowledge domains into the computational design process and expanding the capabilities of computational design tools to allow for the transfer of intangible design attributes between different design entities, particularly tacit design knowledge.

Details

Open House International, vol. 46 no. 3
Type: Research Article
ISSN: 0168-2601

Keywords

Abstract

Details

Designing XR: A Rhetorical Design Perspective for the Ecology of Human+Computer Systems
Type: Book
ISBN: 978-1-80262-366-6

Abstract

Details

Designing XR: A Rhetorical Design Perspective for the Ecology of Human+Computer Systems
Type: Book
ISBN: 978-1-80262-366-6

Abstract

Details

Designing XR: A Rhetorical Design Perspective for the Ecology of Human+Computer Systems
Type: Book
ISBN: 978-1-80262-366-6

Open Access
Book part
Publication date: 18 July 2022

Devrim Murat Yazan, Guido van Capelleveen and Luca Fraccascia

The sustainable transition towards the circular economy requires the effective use of artificial intelligence (AI) and information technology (IT) techniques. As the…

Abstract

The sustainable transition towards the circular economy requires the effective use of artificial intelligence (AI) and information technology (IT) techniques. As the sustainability targets for 2030–2050 increasingly become a tougher challenge, society, company managers and policymakers require more support from AI and IT in general. How can the AI-based and IT-based smart decision-support tools help implementation of circular economy principles from micro to macro scales?

This chapter provides a conceptual framework about the current status and future development of smart decision-support tools for facilitating the circular transition of smart industry, focussing on the implementation of the industrial symbiosis (IS) practice. IS, which is aimed at replacing production inputs of one company with wastes generated by a different company, is considered as a promising strategy towards closing the material, energy and waste loops. Based on the principles of a circular economy, the utility of such practices to close resource loops is analyzed from a functional and operational perspective. For each life cycle phase of IS businesses – e.g., opportunity identification for symbiotic business, assessment of the symbiotic business and sustainable operations of the business – the role played by decision-support tools is described and embedding smartness in these tools is discussed.

Based on the review of available tools and theoretical contributions in the field of IS, the characteristics, functionalities and utilities of smart decision-support tools are discussed within a circular economy transition framework. Tools based on recommender algorithms, machine learning techniques, multi-agent systems and life cycle analysis are critically assessed. Potential improvements are suggested for the resilience and sustainability of a smart circular transition.

Details

Smart Industry – Better Management
Type: Book
ISBN: 978-1-80117-715-3

Keywords

Abstract

Details

Designing XR: A Rhetorical Design Perspective for the Ecology of Human+Computer Systems
Type: Book
ISBN: 978-1-80262-366-6

Article
Publication date: 1 June 2005

Michael Mateas

Seeks to argue that procedural literacy, of which programming is a part, is critically important for new media scholars and practitioners and that its opposite, procedural

1233

Abstract

Purpose

Seeks to argue that procedural literacy, of which programming is a part, is critically important for new media scholars and practitioners and that its opposite, procedural illiteracy, leaves one fundamentally unable to grapple with the essence of computational media.

Design/methodology/approach

This paper looks at one of the earliest historical calls for universal procedural literacy, explores how games can serve as an ideal object around which to organize a procedural literacy curriculum, and describes a graduate course developed at Georgia Tech, Computation as an Expressive Medium, designed to be a first course in procedural literacy for new media practitioners.

Findings

To achieve a broader and more profound procedural literacy will require developing an extended curriculum that starts in elementary school and continues through college. Encountering procedurality for the first time in a graduate level course is like a first language course in which students are asked to learn the grammar and vocabulary, read and comment on literature, and write short stories, all in one semester; one's own students would certainly agree that this is a challenging proposition.

Originality/value

New media scholars and practitioners, including game designers and game studies scholars, may assume that the “mere” technical details of code can be safely bracketed out of the consideration of the artifact. Contrary to this view, it is argued that procedural literacy, of which programming is a part, is critically important for new media scholars and practitioners and that its opposite, procedural illiteracy, leaves one fundamentally unable to grapple with the essence of computational media.

Details

On the Horizon, vol. 13 no. 2
Type: Research Article
ISSN: 1074-8121

Keywords

Abstract

Details

Designing XR: A Rhetorical Design Perspective for the Ecology of Human+Computer Systems
Type: Book
ISBN: 978-1-80262-366-6

Article
Publication date: 23 October 2007

Gary Boyd and Vladimir Zeman

The purpose of this paper is to encourage professional designers of many kinds, and especially those of the entertainment media, to understand themselves as actually being…

633

Abstract

Purpose

The purpose of this paper is to encourage professional designers of many kinds, and especially those of the entertainment media, to understand themselves as actually being partners in a common educative enterprise, which is through artistry, predictive knowledge, non‐dominative legitimative discourse and technology, helping people everywhere to learn to desire to, and to be able to, survive reasonably pleasantly on Earth for a very long time to come.

Design/methodology/approach

This paper puts forward three theses: collapse of civilisation is immanent unless people can be educated to live symbiotically with one another and Gaia; all designs have educative and mis‐educative importance; designers need to learn to use higher level cybersystemic approaches to be beneficial. Then it argues for the plausibility of these theses from philosophical educational to practical perspectives. In particular, it argues for the importance of modifying cultural propagation so that all our main cultures can become “symviable” – that is can come to live symbiotically with one an other and with the ecosystems of Earth. And it is argued that, in order to facilitate this enterprise, a cybernetic understanding of the processes and actions of the complex historically emergent higher level cybersystems in which the authors are all embedded, and which are embedded in us, should become the basis for designers, actual practice.

Findings

By reviewing designers' functional levels historically the paper finds that many different kinds of influential designers have actually functioned at the higher cybersystemic levels the authors advocate and hence can be guiding exemplars in this newly precarious situation.

Originality/value

A deeper cybersystemic understanding of just how people are all parts of one mutually educating and mutually surviving Earth‐life system changes the value of everything. Designers who manage to use such understanding should be both more successful and more satisfied with the value of their work.

Details

Kybernetes, vol. 36 no. 9/10
Type: Research Article
ISSN: 0368-492X

Keywords

Article
Publication date: 12 November 2021

Prashant Chaudhary, Archana Singh and Sarika Sharma

The purpose of this study is to understand the antecedents of omni-channel shopping with reference to the intention to purchase fashion products by millennials and their…

Abstract

Purpose

The purpose of this study is to understand the antecedents of omni-channel shopping with reference to the intention to purchase fashion products by millennials and their perspective towards the omni-channel method of shopping.

Design/methodology/approach

The research is based on a quantitative research technique comprising of 302 respondents. A structured questionnaire has been adopted for the survey and to collect data from millennials from India. The questionnaire consisted of 27 constructs, which were measured using a five-point Likert’s scale. In the first step first-order confirmatory factor analysis is carried out, by using the software IBM AMOS-20. The initial model is generated for six constructs, and outcomes are used to analyse the model’s goodness of fit and construct validity. In the second step, the conceptual model is tested through path analysis using structural equation modelling.

Findings

The findings indicate that perceived usefulness (PU) significantly affects the continuance intention of usage towards omni-channels. Perceived ease of use does not significantly affect continuance intention of towards usage of omni-channels, and it does not seem to have a significant effect on PU. Cost effectiveness and customer engagement of omni-channel have a significant effect on the continuance intention of its use. Finally, continuance intention towards usage of omni-channel does significantly affects the actual use of omni-channel.

Originality/value

The research on omni-channel for purchasing fashion products is meagre and this particular study with the usage of Technology Acceptance Model including millennials is adding value towards the knowledge base of marketing. This research develops a theoretical framework building on the technology adoption model and empirically tested it.

1 – 10 of 227