Tech Reports
Tech Report kmi-01-09 Abstract
Towards a Framework for Acquisition of Design Knowledge
Techreport ID: kmi-01-09
Date: 2001
Author(s): Martin Dzbor and Zdenek Zdrahal
Engineering design is a knowledge-intensive process driven by various design objectives. Design is an iterative process where the objectives evolve together with the solutions in order to deliver an artefact with the desired properties and functions. Many design theories developed so far suggest more or less efficient ways for finding a suitable solution to the given goals. However, they often leave open the issue of 'solution talk-back'. Discovery of new design objectives and amendment of the existing ones is as important as the development of design solutions. The biggest issue with solution talkback is the presence of tacit knowledge in addition to the explicit one. This paper draws on a theory that incorporates some typical features of design problems, and transfers theoretical findings about reflection on the design actions to a tool for acquisition of design knowledge. First, key terms are defined and theoretical framework is introduced. Afterwards we look at the means for capturing explicit and tacit design knowledge more in depth.
Publication(s):
27th Design Automation Conference (part of ASME Design Engineering Technical Conferences), September 2001, Pittsburgh, USA
Future Internet
KnowledgeManagementMultimedia &
Information SystemsNarrative
HypermediaNew Media SystemsSemantic Web &
Knowledge ServicesSocial Software
Social Software is...

Interacting with other people not only forms the core of human social and psychological experience, but also lies at the centre of what makes the internet such a rich, powerful and exciting collection of knowledge media. We are especially interested in what happens when such interactions take place on a very large scale -- not only because we work regularly with tens of thousands of distance learners at the Open University, but also because it is evident that being part of a crowd in real life possesses a certain 'buzz' of its own, and poses a natural challenge. Different nuances emerge in different user contexts, so we choose to investigate the contexts of work, learning and play to better understand the trade-offs involved in designing effective large-scale social software for multiple purposes.
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