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Tech Report kmi-96-02 Abstract


Supporting Evaluation in Design
Techreport ID: kmi-96-02
Date: 1996
Author(s): Nathalie Bonnardel and Tamara Sumner

Design problem-solving requires designers to be creative and to express evaluative judgments. Designers propose successive partial solutions and evaluate these solutions with respect to various criteria and constraints. Evaluation plays a major role in design because each successive evaluation step guides the course of design activity. However, evaluation of design solutions is difficult for both experienced and inexperienced designers because: (1) in complex domains, no single person can know all the relevant criteria and constraints, and (2) design solutions must be evaluated from multiple, and sometimes conflicting, perspectives. Domain-oriented design environments have been proposed as computational tools supporting designers to construct and evaluate design solutions. Critiquing systems embedded in these environments support evaluation activities by analysing design solutions for compliance with criteria and constraints encoded in the system's knowledge-base. To investigate the impact of such systems, we have designed, built, and evaluated a domain-oriented design environment for a specific area: phone-based interface design. Professional designers were observed using the design environment to solve a complex design task. Analyses of these design sessions enabled us to identify reactions common to all designers, as well as reactions depending on the designers' level of domain experience.

Publication(s):

Acta Psychologica 91, (1996) 221-244
 
KMi Publications Event | SSSW 2013, The 10th Summer School on Ontology Engineering and the Semantic Web Journal | 25 years of knowledge acquisition
 

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.