• Title/Summary/Keyword: cognitive artifacts design

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A Quest of Design Principles of Cognitive Artifacts through Case Analysis in e-Learning: A Learner-Centered Perspective

  • PARK, Seong Ik;LIM, Wan Chul
    • Educational Technology International
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    • v.10 no.1
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    • pp.1-23
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    • 2009
  • Learners are often posited in a paradoxical situation where they are not fully involved in decision making processes on how to learn, in designing their tools. Cognitive artifacts in e-learning are supposed to effectively support learner-centered e-learning. The purpose of the study is to analyze cases of cognitive artifacts and to inquire those design principles for facilitating the learner-centered e-learning. Four research questions are suggested: First, it will be analyzed the characteristics of learners with respect to design of cognitive artifacts for supporting the learner-centered e-learning. Second, characteristics of four cases to design cognitive artifacts in learner-centered e-learning environment are analyzed. Third, it will be suggested the appropriate design principles of cognitive artifacts to facilitating learner-centered learning in e-learning environment. Four cases of cognitive artifacts design in learner-centered e-learning was identified as follows: Wiki software as cognitive artifacts in computer-supported collaborative learning; 'Play Around Network (PAN)' as cognitive artifact to monitor learning activities in knowledge community; Knowledge Forum System (KFS) as a cognitive artifact in knowledge building; cognitive artifacts in Courses-as-seeds applied meta-design. Five design principles are concluded as follows: Promoting externalization of cognitive artifacts to private media; Helping learners to initiate their learning processes; Encouraging learners to make connections with other learners' knowledge building and their cognitive artifacts; Promoting monitoring of participants' contributions in collaborative knowledge building; Supporting learners to design their cognitive artifacts.

On the Design of Distributed Time-Triggered Embedded Systems

  • Kopetz, Hermann
    • Journal of Computing Science and Engineering
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    • v.2 no.4
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    • pp.340-356
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    • 2008
  • The cognitive constraints of the human mind must drive the decisions in architecture and methodology design in order that the systems we build are comprehensible. This paper presents a methodology for the design of time-triggered embedded systems that leads to understandable artifacts. We lift the design process to a higher level of abstractionto the level of computational components that interact solely by the exchange of messages. The time-triggered architecture makes it possible to specify the temporal properties of component interfaces precisely and provides temporally predictable message communication, such that the precise behavior of a large design can be studied in the early phases of a design on the basis of the component interface specifications. This paper shows how the cognitive simplification strategies of abstraction, partitioning and segmentation are supported by the time-triggered architecture and its associated design methodology to construct evolvable embedded systems that can be readily understood and modified.

A Theoretical Study on the Mechanism of Occurrence of 'FUN' through Form-Giving (조형으로부터의 'Fun' 감성의 발생 메커니즘에 대한 이론적 고찰)

  • 김유진;이동연
    • Archives of design research
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    • v.15 no.4
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    • pp.139-148
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    • 2002
  • This study deals with the occurrence and application of 'Fun' as a linguistic function through form-giving. As a linguistic function, Fun could be defined, in a broad sense, as an emotion of desire when in relation to artifacts, and, in a narrow sense, as a physical or mental response when a person discovers unexpected information or artifacts. Hence, the occurrence of 'Fun' could be an analogy of a removal of a 'mental block' from using (or perceiving) artifacts. As an aspect of cognitive psychology, the context of form-giving, which has meanings in both artifact and design activity, will deal with an important factor of form-giving. From that, the elements of the context and the transformation of the elements are suggestive of 'Fun-oriented form-giving'. Hence, this study will show how to deal with that elements, what is required condition on it, 'Fun' in form-giving, and the Mechanism of Occurrence of 'FUN' based on this study, will be expected to apply them for product-concept effectively and Form-Giving fashionably.

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A Case Study of Configuration Strategy and Context in Everyday Artifacts - Concentrated on analysis by Creativity Template Theory and Artifact Context Model - (일상 디자인산물의 구성배치 전략과 맥락에 관한 연구 - 창조성템플릿이론과 산물맥락모델을 이용한 분석을 중심으로 -)

  • Jin Sun-Tai
    • Archives of design research
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    • v.19 no.4 s.66
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    • pp.41-50
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    • 2006
  • It is generally regarded a design system in post-industrial society, which products designed by in-house designers or design consultancy are manufactured in factory and distributed in market for the consumer. Although it is treated an old design system in traditional society, the traces of vernacular design has been remaining in the state of adopted to the periodical needs in these days, also proving the attribute of design culture to constitute human's material environment as well as existing design systems. There were discovered various design artifacts in daily surroundings vary from the established design in several manners, user modifications or manufactures in everyday lives formalized them. It was approached a case study that analyze the changes of artifact configuration and designer/user context and creation process of the non-professional design artifacts, Creativity Template Theory and ACM(Artifact Context Model) have been utilized for the analysis model. From the analysis result, It assume that the everyday artifacts may be ordinary but extra-ordinary including particular ideas and identity represented by everyday designers or users. Beside these characteristics induce the potentiality that reflect on creative motives for the designers or a complementary artifact generator filling up with drawbacks in established design system. The everyday design domain, various explorations and alternatives are made, is seems to be another design practice domain dissimilar to the one in the industry-based design. Moreover it provides an more easily accessability for the approaching user-friendly design, user customization because they conduct the reliable modeling of consumer and end-user. Finally, based on the exploratory study regarding interpretation of context and configuration in the everyday artifacts, new approach for the design process and design education through more detailed cognitive modeling of everyday designers will be a further study.

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Representation Systems of Building Blocks in Logo-based Microworld

  • Lee, Ji-Yoon;Cho, Han-Hyuk;Song, Min-Ho;Kim, Hwa-Kyung
    • Research in Mathematical Education
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    • v.15 no.1
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    • pp.1-14
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    • 2011
  • Logo has influenced many researchers and learners for the past decades as a 20 turtle geometry environment in the perspective of constructionism. Logo uses the metaphor of 'playing turtle' that is intrinsic, local and procedural. We, then, design an environment in which the metaphor of 'playing turtle' is applied to construct 3D objects, and we figure out ways to represent 3D objects in terms action symbols and 3D building blocks. For this purpose, design three kinds of representation systems, and asked students make various 3D artifacts using various representation systems. We briefly introduce the results of our investigation into students' cognitive burden when they use those representation systems, and discuss the future application measures and the design principles of Logo-based 3D microworld.

Designing Metaverse Space for Sound and Vision : The Benefits of Co-creation Frameworks for Multiuser Communication Environment (음향과 시각을 위한 메타버스 공간디자인 연구 : 다자간 의사소통 환경을 공동창작 개념틀로 사용할 때의 편이성)

  • Kwon, Hee-Jung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1095-1100
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    • 2009
  • The interests and studies on co-creation activity in metaverse space, or MMO communication applications, increase sharply. The study performed the experiments on the participatory virtual space design that has dedicated to the common goal of creativity, and provides the environments to enhance ideas, technologies, and artistic artifacts sharing and communication. The participants were recruited from a community of artists and musicians. They have been actively participated the design process as photographers, painters, media artists, sound artists, and collectors. During the period, we have preceded 5 consecutive experiments, which were led by 5 independent artists, tested the value of co-creation spaces.

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