Search results for "design [semiconductor detector]"
showing 10 items of 613 documents
Design science research genres : introduction to the special issue on exemplars and criteria for applicable design science research
2018
We propose the definition of genres in IS design science research (DSR). In recent years DSR has become a well-accepted research paradigm within IS; however, now the diversity of purpose, methodology, and mental models has increased to a point where reviewers and editors are unsure about which standards to apply to particular research submissions. For some researchers an artefact of value is a system or system component, while for others artefacts ought to be theories or theory components. Such differences are hard to reconcile and researchers often face criticism from diverse corners of the paradigm, where beliefs and standards are very different. We observed this diversity of views among …
Apperception as a Multisensory Process in Material Experience
2015
Visual perspective has dominated experience research in humantechnology interaction for decades now. The neglect of other sensory modalities is gradually being addressed by scholars and designers, who investigate user experience based on touch, smell, taste, sound and even expressive bodily interactions. In cognitive and affective processes, user experience is always multi-modal, not just regarding perceived multi-sensory information, but also while perceiving through one modality we mentally construct information relevant to the other senses. This article reports the results of an experiment, where participants (N = 52) appraised materials either only by touching them or only by seeing. Th…
Emotions in Technology Design
2020
Understanding emotions is becoming ever more valuable in design, both in terms of what people prefer as well as in relation to how they behave in relation to it. Approaches to conceptualising emotions in technology design, how emotions can be operationalised and how they can be measured are paramount to ascertaining the core principles of design.Emotions in Technology Design: From Experience to Ethics provides a multi-dimensional approach to studying, designing and comprehending emotions in design. It presents emotions as understood through basic human-technology research, applied design practice, culture and aesthetics, ethical approaches to emotional design, and ethics as a cultural frame…
Il design della Tecno-Natura. Nuovi scenari del design sostenibile nell'epoca delle nanotecnologie.
2011
Il primo concorso per il Palazzo di Giustizia a Roma del 1884. Ricostruzione critica del progetto di Ernesto Basile
2019
1. Breve descrizione dell’oggetto di studio Il concorso del Palazzo di Giustizia di Roma si svolge in quattro fasi svolte tra il 1884 e il 1887. Il progetto per il primo concorso, del 1884, redatto dall’allora giovanissimo Ernesto Basile (Palermo 1857-1932), rivela una grande perizia progettuale che trasforma il complesso programma funzionale in un austero edificio in stile neofiorentino. I disegni originari dell’opera, non realizzata, conservati presso la Dotazione Basile del Dipartimento di Architettura dell’Università di Palermo, sono stati oggetto di studio propedeutico alle fasi di analisi, interpretazione e ricostruzione congetturale del modello digitale. 2. Stato dell’arte e riferime…
Method and Practical Guidelines for Overcoming Enterprise Architecture Adoption Challenges
2017
During the last few years, interest towards Enterprise Architecture (EA) has increased, not least due to anticipated benefits resulting from adopting it. For instance, EA has been argued to provide cost reduction, technology standardisation, process improvement, and strategic differentiation. Despite these benefits, the EA adoption rate and maturity are still low. Consequently, EA benefits are not realised. A major reason hindering the adoption is that EA is not understood correctly. This paper aims for minimising the effect of the lack of understanding EA to adopting EA. Based on the research conducted in Finnish public sector, we propose an improved Enterprise Architecture Adoption Method…
An Entropy-Driven Scenario for Future Design Education
2021
In a Domus article published in 1998, John Thackara claimed that design would lead by entropy in the future, and he won- dered how to avoid a similar dystopian scenario. As designers, we are aware of how wicked problems are really hard to face and how complexity has increased in these past decades: trans- disciplinary skills are therefore increasingly required. Further- more, we can only achieve incremental improvements to the situation, because a wicked problem typically has no definitive solution (Rittel, Webber 1973, in Erlhoff, 2008): a new mind- set is therefore required, one that is capable of overcoming our traditional one (Morin, 2015), in order to face and manage the complexity. In…
Human conceptualisation processes as a perspective on the design and evaluation of user-interfaces
2013
Incidentality on a continuum: A comparative conceptualization of incidental news consumption
2020
This article seeks to contribute to theorizing the dynamics of incidental news consumption. Through an analysis of 200 semi-structured interviews with people in Argentina, Finland, Israel, Japan, and the United States, we show that intentionality in news consumption can be viewed on a continuum, which goes from deliberately setting apart time to access the news on specific outlets to skimming through unsought-for news on social and broadcast media, with intermediate practices such as respondents setting up an environment where they are more or less likely to encounter news. Drawing on structuration theory, this article conceptualizes incidental news in the context of the wider media environ…
Applying Affordances Scale as a Design Method : Case Virtual Reality Course Design
2021
Practitioners including designers and teachers developing Virtual Reality (VR) courses are facing a question regarding the strengths and subject areas in which VR-enriched courses might have the highest potential compared to conventional courses. The present study develops a survey scale to assess and match industry managers’ requirements for skills for working life. The same scale was surveyed among two different groups of higher education students participating in conventional courses and a VR-aided course. The results indicate that the industry requirements were higher than met by the both course types. However, the results highlight a set of skills for which the VR courses have the high…