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Tech Report kmi-01-10 Abstract


Towards a Logical Framework for Sequential Design
Techreport ID: kmi-01-10
Date: 2001
Author(s): Martin Dzbor and Zdenek Zdrahal
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Engineering design is usually seen as a knowledge-intensive process that driven by certain objectives eventually delivers an artefact having the desired properties or functions. Design is inherently iterative and the design goals evolve together with the solutions. Many current design theories present more or less efficient ways for finding a suitable solution to the given goals. However, they often leave open the question of the 'solution talkback'. Under 'solution talkback' we understand the reasoning process that is able to infer what formal amendments to the initial design specification need to be made in order to produce a feasible solution. Modified explicit design specification would in turn enable designers to refine the solutions to their design problems. This paper suggests an early-stage theory that incorporates some typical features of design problems, and defines a reasoning framework for the reflection on the actions in design. First, the key terms are defined that are elaborated later with the focus on generation of new design goals through the reflection on the partial design solutions.

Publication(s):

13th Conference on Design Theory and Methodology (part of ASME Design Engineering Technical Conferences), September 2001, Pittsburgh, USA
 
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Social Software is...


Social Software
Social Software can be thought of as "software which extends, or derives added value from, human social behaviour - message boards, musical taste-sharing, photo-sharing, instant messaging, mailing lists, social networking."

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.