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1

Garbacz, Pawel. "What is an Artefact Design?" Techné: Research in Philosophy and Technology 13, no. 2 (2009): 137–49. http://dx.doi.org/10.5840/techne200913212.

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The paper contains a first order formal theory pertaining to artefact designs, designs which are construed as the results of designing activities. The theory is based on a minimal ontology of states of affairs and it is inspired by the ideas of the Polish philosopher Roman Ingarden. After differentiating the philosophical notion of design from the engineering notion of design specifications, I then go on to argue that the philosophical category of artefact designs may be compared with Ingarden’s category of intentional states of affairs. At least some artefacts are found to be determined by more than one design. I also show how this ontological framework allows for the distinction between artefact tokens and artefact types. That leads to a proposal on how to define a criterion of identity for artefact types. The proposed theory serves as a basis both for a better understanding of what artefacts are and for the construction of computer-readable models of design specifications.
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Lehrmann, K., F. Härtig, and R. Tutsch. "Mathematic modeling of a new inlay buoyancy artefact." ACTA IMEKO 9, no. 5 (December 31, 2020): 42. http://dx.doi.org/10.21014/acta_imeko.v9i5.936.

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The novel buoyancy artefact concept for the use in mass metrology enables the determination and correction of systematic air buoyancy effects caused by measurements outside a vacuum. In contrast to other buoyancy artefacts with a nominal mass of 1 kg, the new artefact, called inlay artefact, has a smaller volume resulting from an enclosed tungsten core. The theoretical design of the new artefact consists of dismountable discs with spherical distance pieces and a cylinder. This work focuses on the design and mathematical model considering limiting factors caused by the handling and the geometry of the comparators used.
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Anticoli, Linda, and Elio Toppano. "How Culture May Influence Ontology Co-Design." International Journal of Information Technology and Web Engineering 6, no. 2 (April 2011): 1–17. http://dx.doi.org/10.4018/jitwe.2011040101.

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This article addresses the issue of cultural influence in ontology design and reuse. The main assumption is that an ontology is not only a socio-technical artefact but also a cultural artefact. It contains embedded assumptions, core values, points of view, beliefs, thought patterns, etc. Based on results already found in several design fields the authors formulate some preliminary hypotheses about the possible relationships existing between culture and features of design process and produced ontology. A critical and qualitative analysis of six collaborative design systems has been performed to test some of the hypotheses, confirming some of the findings. The authors argue that a “culture aware” attitude may be of great importance for supporting the processes of cross cultural collaborative ontology design and the internalization and localization of these kinds of artefacts.
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Byrne, Thomas J., Aleksandr Doikin, Felician Campean, and Daniel Neagu. "An Axiomatic Categorisation Framework for the Dynamic Alignment of Disparate Functions in Cyber-physical Systems." Proceedings of the Design Society: International Conference on Engineering Design 1, no. 1 (July 2019): 3581–90. http://dx.doi.org/10.1017/dsi.2019.365.

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AbstractAdvancing Industry 4.0 concepts by mapping the product of the automotive industry on the spectrum of Cyber Physical Systems, we immediately recognise the convoluted processes involved in the design of new generation vehicles. New technologies developed around the communication core (IoT) enable novel interactions with data. Our framework employs previously untapped data from vehicles in the field for intelligent vehicle health management and knowledge integration into design. Firstly, the concept of an inter-disciplinary artefact is introduced to support the dynamic alignment of disparate functions, so that cyber variables change when physical variables change. Secondly, the axiomatic categorisation (AC) framework simulates functional transformations from artefact to artefact, to monitor and control automotive systems rather than components. Herein, an artefact is defined as a triad of the physical and engineered component, the information processing entity, and communication devices at their interface. Variable changes are modelled using AC, in conjunction with the artefacts, to aggregate functional transformations within the conceptual boundary of a physical system of systems.
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Ooms, Richard, and Marco Spruit. "Self-Service Data Science in Healthcare with Automated Machine Learning." Applied Sciences 10, no. 9 (April 25, 2020): 2992. http://dx.doi.org/10.3390/app10092992.

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(1) Background: This work investigates whether and how researcher-physicians can be supported in their knowledge discovery process by employing Automated Machine Learning (AutoML). (2) Methods: We take a design science research approach and select the Tree-based Pipeline Optimization Tool (TPOT) as the AutoML method based on a benchmark test and requirements from researcher-physicians. We then integrate TPOT into two artefacts: a web application and a notebook. We evaluate these artefacts with researcher-physicians to examine which approach suits researcher-physicians best. Both artefacts have a similar workflow, but different user interfaces because of a conflict in requirements. (3) Results: Artefact A, a web application, was perceived as better for uploading a dataset and comparing results. Artefact B, a Jupyter notebook, was perceived as better regarding the workflow and being in control of model construction. (4) Conclusions: Thus, a hybrid artefact would be best for researcher-physicians. However, both artefacts missed model explainability and an explanation of variable importance for their created models. Hence, deployment of AutoML technologies in healthcare remains currently limited to the exploratory data analysis phase.
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Ren, Xiaoping, Jian Wang, Ombati Wilson, Yong Wang, Bai-fan Chen, and Chang-qing Cai. "Surface analytical model and sorption artifact designing method." ACTA IMEKO 5, no. 3 (November 4, 2016): 76. http://dx.doi.org/10.21014/acta_imeko.v5i3.299.

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<p class="Abstract">Mass standards with alternative shapes are difficult to design due to the number of complex parameters. An analytical model based on surface sorption experiments is presented to study adsorption. This model is based on an optimization algorithm that is conceptualized to help to design the best sorption artefacts. Experimental artefacts, cylinder-weight and stack-weight, were of the same volume but different surface areas. This algorithm in essence determines the optimum surface of the artefact. After machining the artefact, surface sorption measurements were carried out. A sorption experiment was done by transferring the artefact from air to a vacuum. Then the surface sorption model was set up which represented the relationship between sorption coefficient, time <em>t</em> and relative humidity <em>h. </em>Logarithmic models were used to fit the variation of sorption coefficient per relative humidity <em>h </em>with time <em>t</em>.</p>
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7

J. Miah, Shah, Don Kerr, and Liisa von Hellens. "A collective artefact design of decision support systems: design science research perspective." Information Technology & People 27, no. 3 (July 29, 2014): 259–79. http://dx.doi.org/10.1108/itp-04-2012-0041.

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Purpose – The knowledge of artefact design in design science research can have an important application in the improvement of decision support systems (DSS) development research. Recent DSS literature has identified a significant need to develop user-centric DSS method for greater relevance with respect to context of use. The purpose of this paper is to develop a collective DSS design artefact as method in a practical industry context. Design/methodology/approach – Under the influence of goal-directed interaction design principles the study outlines the innovative DSS artefact based on design science methodology to deliver a cutting-edge decision support solution, which provides user-centric provisions through the use of design environment and ontology techniques. Findings – The DSS artefact as collective information technology applications through the application of design science knowledge can effectively be designed to meet decision makers’ contextual needs in an agricultural industry context. Research limitations/implications – The study has limitations in that it was developed in a case study context and remains to be fully tested in a real business context. It is also assumed that the domain decisions can be parameterised and represented using a constraint programming language. Practical implications – The paper concludes that the DSS artefact design and this development successfully overcomes some of the limitations of traditional DSS such as low-user uptake, system obsolescence, low returns on investment and a requirement for continual re-engineering effort. Social implications – The design artefact has the potential of increasing user uptake in an industry that has had relevancy problems with past DSS implementation and has experienced associated poor uptake. Originality/value – The design science paradigm provides structural guidance throughout the defined process, helping ensure fidelity both to best industry knowledge and to changing user contexts.
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Martins, Luciano Augusto Cano, Polyane Mazucatto Queiroz, Yuri Nejaim, Karla de Faria Vasconcelos, Francisco Carlos Groppo, and Francisco Haiter-Neto. "Evaluation of metal artefacts for two CBCT devices with a new dental arch phantom." Dentomaxillofacial Radiology 49, no. 5 (July 2020): 20190385. http://dx.doi.org/10.1259/dmfr.20190385.

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Objectives: To create a new phantom design to evaluate the real impact of artefacts caused by titanium on bone structures in cone beam CT images considering different positions and quantity of metals in the dental arch, with and without metal artefact reduction (MAR). Methods: A three cylindrical polymethyl methacrylate (PMMA) plate phantom was designed containing eight perforations arranged to simulate the lower dental arch in the intermediate plate. Three titanium cylinders were positioned in different locations and quantities to test different clinical conditions and to quantify the impact of the metal artefact around five bone cylinders. Scans were carried out in seven different protocols (Control, A-F) in two cone beam CT devices (OP300 Maxio and Picasso Trio). Eight regions of interest around each cortical and trabecular bone were used to measure the grey value standard deviation corresponding the artefact expression in the Image J software. Both the artefact expression and the MAR effect were assessed using the Wilcoxon, Friedman (Dunn) and Kruskal–Wallis tests (significance level of 5%). Results: For both devices, MAR was statistically efficient only for the protocols E, and F. Protocol F (three metals on the adjacent area of the analysis region) showed higher artefact expression when compared to the others. Conclusion: In conclusion, the new phantom design allowed the quantification of the metal artefact expression caused by titanium. The metal artefact expression is higher when more metal objects are positioned in the adjacent bone structures. MAR may not be effective to reduce artefact expression on the adjacencies of those objects for the devices studied.
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Freeman Gebler, Owen, Mark Goudswaard, Ben Hicks, David Jones, Aydin Nassehi, Chris Snider, and Jason Yon. "A COMPARISON OF STRUCTURED LIGHT SCANNING AND PHOTOGRAMMETRY FOR THE DIGITISATION OF PHYSICAL PROTOTYPES." Proceedings of the Design Society 1 (July 27, 2021): 11–20. http://dx.doi.org/10.1017/pds.2021.2.

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AbstractPhysical prototyping during early stage design typically represents an iterative process. Commonly, a single prototype will be used throughout the process, with its form being modified as the design evolves. If the form of the prototype is not captured as each iteration occurs understanding how specific design changes impact upon the satisfaction of requirements is challenging, particularly retrospectively.In this paper two different systems for digitising physical artefacts, structured light scanning (SLS) and photogrammetry (PG), are investigated as means for capturing iterations of physical prototypes. First, a series of test artefacts are presented and procedures for operating each system are developed. Next, artefacts are digitised using both SLS and PG and resulting models are compared against a master model of each artefact. Results indicate that both systems are able to reconstruct the majority of each artefact's geometry within 0.1mm of the master, however, overall SLS demonstrated superior performance, both in terms of completion time and model quality. Additionally, the quality of PG models was far more influenced by the effort and expertise of the user compared to SLS.
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10

Li, Q., and W. J. Zhang. "Computer comparison of design knowledge." Proceedings of the Institution of Mechanical Engineers, Part B: Journal of Engineering Manufacture 212, no. 8 (August 1, 1998): 635–45. http://dx.doi.org/10.1243/0954405981515905.

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Automatic comparison of design knowledge generated and consumed during a design process is very useful. Basically, design knowledge can be classified into four categories: (a) artefact (product) structures, (b) artefact behaviours, (c) artefact functions and (d) causalities among structures, behaviours and functions. This paper proposes an intelligent hybrid graph approach to represent design knowledge associated with these categories. Comparison of design knowledge thus turns out to be the comparison of hybrid graphs. A general algorithm is developed for the graph comparison purpose. In this general algorithm, comparison of line graphs is an important task, which is realized by using the Hopfield—Tank neural network algorithm. An initial implementation of this algorithm proves to be promising.
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11

Piras, Enrico Maria. "Kairotic and chronological knowing: diabetes logbooks in-and-out of the hospital." Data Technologies and Applications 52, no. 1 (February 5, 2018): 148–62. http://dx.doi.org/10.1108/dta-03-2017-0018.

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Purpose The paper reflects on the role of knowledge artefacts in the patient-provider relationship across the organisational boundaries of the clinical setting. Drawing on the analysis of the diabetes logbook, the purpose of this paper is to illustrate the role of knowledge artefacts in a fragmented system of knowledge through the study of two distinct practices: “logbook compiling” and “consultation in the surgery”. Design/methodology/approach The theoretical framework of analysis is rooted in the tradition of practice-based studies which envisions knowledge as the emerging, precarious and socially constructed product of being involved in a practice. The paper follows a designed qualitative research, conducting semi-structured interviews, participant observation and artefact analysis. Findings The knowledge artefacts support different and partially irreducible forms of knowledge. Knowing-in-practice is accomplished by means of different activities which contribute to the reshaping of the knowledge artefact itself. The analysis of the “knowledge artefact-in-use” reveals that different actors (doctors and patients) adopt two different perspectives when investigating the chronic condition. Clinicians are interested in a chronological representation of patient data while patients and families are interested in making sense of specific situations, adopting a kairotic perspective (Kairos: the right moment) that emphasises the instant in which something significant for someone happens. Originality/value The analysis of the knowledge artefacts-in-use has a twofold outcome. On one hand, it illustrates the mutual shaping of knowing, artefacts and practices. On the other hand, it shows how knowledge artefact can become pivotal resources in a fragmented system of knowledge.
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De Lucia, A., F. Fasano, G. Scanniello, and G. Tortora. "Improving artefact quality management in advanced artefact management system with distributed inspection." IET Software 5, no. 6 (2011): 510. http://dx.doi.org/10.1049/iet-sen.2010.0108.

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13

Guffroy, Yohann. "Anne-Lyse Renon, Design & sciences." Artefact, no. 14 (October 7, 2021): 489–94. http://dx.doi.org/10.4000/artefact.10648.

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14

Détienne, Françoise, Michael Baker, and Chloé Le Bail. "Ideologically-Embedded Design: Community, collaboration and artefact." International Journal of Human-Computer Studies 131 (November 2019): 72–80. http://dx.doi.org/10.1016/j.ijhcs.2019.06.003.

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15

Chiappini, Giampaolo. "A framework to evaluate the educational potential of a digital artefact for math learning." Research on Education and Media 7, no. 2 (December 1, 2015): 28–35. http://dx.doi.org/10.1515/rem-2015-0013.

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Abstract This article provides a methodology with two potential applications: to prove useful to maths teachers for analysing and evaluating the educational potential of different digital artefacts and to help designers of maths learning artefacts to evaluate their design during the implementation phase. The educational potential of an artefact is considered as an entity determined by actions and representations structure available within the artefact, the interpretation and behaviour of who uses it and the features of the activity in which it is used. The proposed methodology is based on the notions of affordance, narrative and cycle of expansive learning. The methodology has been applied on AlNuSet, a system designed for supporting the teaching and learning of algebra by means of modalities of interaction that are of visual, spatial and motor nature.
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Rowe, Aidan. "Participatory Action Research and design pedagogy: Perspectives for design education." Art, Design & Communication in Higher Education 19, no. 1 (April 1, 2020): 51–64. http://dx.doi.org/10.1386/adch_00013_1.

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Design’s scope of practice has grown from one that was traditionally defined by materials and processes to one where designers are working on some of the most pressing challenges of our times. Once a reactive, artefact-based practice (e.g. poster, typeface, chair, etc.), design is now being situated as a proactive, social and participatory practice focused on outcomes as much as artefacts. Historically, as an academic subject, professional practice and research area, design has suffered from a lack of formal, established research frameworks and theoretical practices. By drawing on established literature, this article makes the case for the use of methods and practices developed in Participatory Action Research (PAR) to inform and enrich design practice, research and particularly education. The article identifies three shared areas between PAR and design that offer an opportunity for further interrogation; these are: a central concern of working with people; the use of iteration and reflection; and the measuring of success through change.
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Wang, Wenjuan, Alex Duffy, Iain Boyle, and Robert Ian Whitfield. "A critical realism view of design artefact knowledge." J. of Design Research 11, no. 3 (2013): 243. http://dx.doi.org/10.1504/jdr.2013.056591.

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Felton, H., J. Yon, and B. Hicks. "LOOKS LIKE BUT DOES IT FEEL LIKE? INVESTIGATING THE INFLUENCE OF MASS PROPERTIES ON USER PERCEPTIONS OF RAPID PROTOTYPES." Proceedings of the Design Society: DESIGN Conference 1 (May 2020): 1425–34. http://dx.doi.org/10.1017/dsd.2020.111.

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AbstractPrototyping is a key part of the design process, with artefacts increasingly fabricated using 3D printing methods. However, these printed parts often lack internal structure and the mass properties of the artefact – mass, balance and moments of inertia – differ from the design. It is hypothesised that a stakeholder's assessment of a design is affected by this misrepresentation. The work presented demonstrates that mass properties have a significant effect on stakeholder perception of prototypes. This is done through a study of University of Bristol students and consultation with industry.
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Esparza, Antonio, Ricardo Sosa, and Andy Connor. "Entrepreneurial Ideation: Effects of Morphology and Complexity." Proceedings of the Design Society: International Conference on Engineering Design 1, no. 1 (July 2019): 2991–3000. http://dx.doi.org/10.1017/dsi.2019.306.

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AbstractStudies of product architecture identify a mirroring process between the product and the organisation. Parallel, empirical studies of effectual entrepreneurship show an accumulation of commitments between stakeholders while negotiating the features of the product in a similar fashion to product mirroring. This paper presents a study that looks at the effects of mirroring architectural complexity in early stages of entrepreneurship. The survey asked participants to interpret parametrically generated artefacts with the purpose of starting a new firm. Responses were analysed for complexity in the lexical semantic structure of ideas. Results show that the effects of artefact complexity are not as straightforward as hypothesised and provide evidence that suggests an important role of artefact morphology in entrepreneurial ideation. These findings support a model of product architecture mirroring that is filtered by design morphology.
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Md Nor, Romiza, and Muhammad Hafizuddin Abdul Razak. "Interactive Design in Enhancing User Experience in Museum." Journal of Computing Research and Innovation 6, no. 3 (September 13, 2021): 86–91. http://dx.doi.org/10.24191/jcrinn.v6i3.249.

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A museum can be a suitable context to experiment with a new interaction technique which guiding visitors and improving their experience for a successful learning environment also to enrich user experience. Mobile technology is used to enhance user experience in a cultural environment that offers more information than physically exposed technology. Therefore, the introduction of augmented reality (AR) that allow visitor to experience interaction in a way that increased knowledge, learning and give additional information with any artefact exhibitions they interact in the museum is applied in this project. The objectives of this research are to develop an interactive design in enhancing user experience in artefact display and evaluate user experience. ADDIE Model is applied as the methodology that consists of five phases which are analysis, design, development, implementation, and evaluation. Principles of Interactive Design is utilized in designing the mobile AR application and developed using Unity, Blender and Vuforia. User Experience evaluation method is conducted where findings shows that most respondents are satisfied, and usage of mobile AR has enhanced their experience through navigation during museum visit that also give a lot of new insight on historical artefact that being displayed.
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Chumiran, Mohd Hasni, and Shahriman Zainal Abidin. "Design Pedagogy: Pictographic Design Artefacts Perceived Artificial Intelligence Elements for Product Designers." Environment-Behaviour Proceedings Journal 6, SI4 (August 1, 2021): 57–62. http://dx.doi.org/10.21834/ebpj.v6isi4.2901.

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This paper interprets a design pedagogy based on the Internet of Things (IoT) communication in the cyber-physical system challenges. This literature study discovers pictographic through artificial intelligence (AI). The product designers perceive the product form imaging beyond the engagement of design artefacts in the industrial design. The digital information sets are supplied through a design artefact evolution using heuristic evaluation. By the dual-method of designers’ human cognition, the design concept continuum develops arts and design education. The results identify an exact meaning of design pedagogy that the academicians will understand the specific content analysis type. Keywords: Artificial intelligence; industrial design; form imagery; internet of things eISSN: 2398-4287© 2021. The Authors. Published for AMER ABRA cE-Bs by e-International Publishing House, Ltd., UK. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians/Africans/Arabians) and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia. DOI: https://doi.org/10.21834/ebpj.v6iSI4%20(Special%20Issue%204).2901
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Wang, Wenjuan, Alex Duffy, Iain Boyle, and Robert Whitfield. "Creation dependencies of evolutionary artefact and design process knowledge." Journal of Engineering Design 24, no. 9 (September 2013): 681–710. http://dx.doi.org/10.1080/09544828.2013.825103.

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Brix, Anders. "Design and the Function of Art." Artifact 3, no. 4 (December 30, 2015): 10. http://dx.doi.org/10.14434/artifact.v3i4.12816.

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Western thought tends to categorically separate art from “mere” artefacts: The arts serve no function except for aesthetic contemplation, while artefacts are functional objects intended for a specific purpose.This separation has caused some confusion as to the field of design, which may sometimes belong to either and at other times neither: not really art but not just utility. Thus the concept of design has fluctuated between the putative luxury of art and the practical necessity of technology. The beaux-art view saw design as an art form in its own right. Contemporary views, in contrast, tend to emphasize design’s capacities for problem solving, innovation and the like—to the extent of turning design itself into a “mere tool” for economic growth.This article examines how the art-artefact dichotomy, rooted in the notion of “function,” permeates contemporary design discourse. Through discussion of two examples, it reveals some of the logical inconsistencies the dichotomy gives rise to.Having demonstrated the shortcomings of such separation, it turns to discuss its origin in thought: Language separates, while things, as such, are whole. Further discussion of even more examples attempts to show how our perception of things is governed and directed by our discourses, and how this may cause us to overlook important features of both things in general and the potential of design in particular.
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Cabrero, Daniel G., Carlos Gerardo Prieto Álvarez, Mario A. Moreno Rocha, and José Abdelnour-Nocera. "User-created personas in rural Mexico and in rural Spain: Approaches neither from the North nor from the South." Avances en Interacción Humano-Computadora, no. 1 (September 21, 2016): 13. http://dx.doi.org/10.47756/aihc.y1i1.3.

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Persona is a designerly artefact rapidly expanding cross-culturally. However a paucity of models to get/communicate cultural aspects vital to design; a lack of empirical projects dealing with persona artefacts as research foci, and the upsurge of objects produced via research-by-design encourage this cross-cultural study of personas co-designed neither in the Global North nor in the Global South, but in Spanish and Mexican rural sites. Results show both tactics having relevance in co-creating personas with the users to tackle micro-cultural aspects in each site. Each of the two approaches though is held and led in a different manner, with the Mexican being a User-Centred Design (UCD) style, and the Spanish a participatory innovation research-by-design exploration. Both means of persona representations come as valuable contributions to the HCI literature on design of communications across cultures, for involving users in persona design can legitimately augment the accomplishment of designs beyond rest-of-life technologies.
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Khatun, Madhury, and Shah J. Miah. "Design Methods for Decision Support Systems." International Journal of Business Intelligence Research 9, no. 1 (January 2018): 38–52. http://dx.doi.org/10.4018/ijbir.2018010103.

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This article reviews methods to the development of a decision support system (DSS) solution for small business owners/managers. The main objective of designing the DSS artefact is to support the strategic decision-making for achieving competitive advantages in the business-to-consumer (B2C) e-commerce environment. Many researchers in the DSS domain utilised various methods to design of information systems (IS) artefact, mostly intended for large businesses. Researchers have paid much attention to the business environment as a knowledge source for DSS design and development for the small business strategic decision support needs. User-centred design (UCD) principles were adopted for DSS development. Prior a novel DSS development, multiple case studies were carried out for understanding the user needs and system requirements. Also, knowledge was sourced from the external business environment via the analysis of small business website features against their overseas competitors. The findings suggested developing a DSS solution for small business needs.
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Sunaryo, Rony Gunawan. "MENGIKUTI LANGKAH PIKIR ROMO MANGUN : Sebuah Tinjauan Mengenai Metode Perancangan Arsitektur Yusuf Bilyarta Mangunwijaya." DIMENSI (Journal of Architecture and Built Environment) 35, no. 1 (July 9, 2007): 41–45. http://dx.doi.org/10.9744/dimensi.35.1.41-45.

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In Indonesian architecture history, Romo Mangun is known as an architect and planner with multi-perspective of knowledge because of his educational and experience background. His architectural artefact is very much affected by his richness of knowledge and experience. The design process of Romo Mangun's artefact consists of philosophy approach, creative approach, technical approach and communication with client and builder. This process is very valuable to be discussed because it includes two different sides work inline; technical side which is mechanical view and non-technical side which is human view. Abstract in Bahasa Indonesia : Dalam wacana arsitektur Indonesia Romo Mangun dikenal sebagai seorang arsitek dan perencana dengan pemikiran yang multiperspektif dikarenakan latar belakang pendidikan dan pengalaman yang multidisiplin. Kekayaan wacana pengetahuan dan pengalaman beliau turut mewarnai artefak arsitektur yang dihasilkan. Perwujudan sebuah artefak arsitektur melalui sebuah rangkaian proses panjang meliputi filosofi, proses kreatif, pelaksanaan hingga komunikasi dengan klien dan pelaksana. Proses ini selalu merupakan topik yang menarik untuk dikupas kembali karena menyingkapkan dua sisi sekaligus, yaitu sisi teknis yang mekanis dan sisi non teknis yang manusiawi. Kata kunci: Romo Mangun, proses perancangan arsitektur.
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Brosed, Francisco Javier, Raquel Acero Cacho, Sergio Aguado, Marta Herrer, Juan José Aguilar, and Jorge Santolaria Mazo. "Development and Validation of a Calibration Gauge for Length Measurement Systems." Materials 12, no. 23 (November 29, 2019): 3960. http://dx.doi.org/10.3390/ma12233960.

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Due to accuracy requirements, robots and machine-tools need to be periodically verified and calibrated through associated verification systems that sometimes use extensible guidance systems. This work presents the development of a reference artefact to evaluate the performance characteristics of different extensible precision guidance systems applicable to robot and machine tool verification. To this end, we present the design, modeling, manufacture and experimental validation of a reference artefact to evaluate the behavior of these extensible guidance systems. The system should be compatible with customized designed guides, as well as with commercial and existing telescopic guidance systems. Different design proposals are evaluated with finite element analysis, and two final prototypes are experimentally tested assuring that the design performs the expected function. An estimation of the uncertainty of the reference artefact is evaluated with a Monte Carlo simulation.
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BORG, JONATHAN C., XIU-TIAN YAN, and NEAL P. JUSTER. "Exploring decisions' influence on life-cycle performance to aid “design for Multi-X”." Artificial Intelligence for Engineering Design, Analysis and Manufacturing 14, no. 2 (April 2000): 91–113. http://dx.doi.org/10.1017/s0890060400142015.

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The problem addressed in this paper is that design decisions can have a propagation effect spanning multiple life-phases influencing life-cycle metrics such as cost, time, and quality. It introduces a computational framework of a “Knowledge of life-cycle Consequences (KC) approach” aimed at allowing designers to foresee and explore effectively unintended, solution specific life-cycle consequences (LCCs) during solution synthesis. The paper presents a phenomena model describing how LCCs are generated from two fundamentally different conditions: noninteracting and interacting synthesis decision commitments. Based on this understanding, the KC approach framework has been developed and implemented as a Knowledge-Intensive CAD (KICAD) tool named FORESEE. The framework consists of three frames: an artefact life modelling frame, an operational frame, and an LCC knowledge modelling frame. This paper focuses on the knowledge modelling frame, composed basically of synthesis elements, consequence inference knowledge, and consequence action knowledge. To evaluate the influence of design decision consequences on artefact life-phases, cost, time and quality performance measures are used within the frame. Using these metrics, the life-cycle implications of a decision can be instantly updated and fully appreciated. An evaluation of the approach was carried out by applying FORESEE to thermoplastic component design. The results provide a degree of evidence that the approach integrates the activity of component design synthesis with the activity of foreseeing artefact life issues including fluctuations in life-cycle metrics. This makes the approach fundamentally different from the conventional approach in which first a candidate design solution is generated and then, at a penalty of extra time, an analysis of the solution for conflicts with artefact life issues is carried out. The framework thus provides a significant step towards the realization of a “Design Synthesis for Multi-X” approach to component design, although further work is required to exploit practically its utilization.
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Hatchuel, Armand, Pascal Le Masson, Maxime Thomas, and Benoit Weil. "WHAT IS GENERATIVE IN GENERATIVE DESIGN TOOLS? UNCOVERING TOPOLOGICAL GENERATIVITY WITH A C-K MODEL OF EVOLUTIONARY ALGORITHMS." Proceedings of the Design Society 1 (July 27, 2021): 3419–30. http://dx.doi.org/10.1017/pds.2021.603.

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AbstractGenerative design (GD) algorithms is a fast growing field. From the point of view of Design Science, this fast growth leads to wonder what exactly is 'generated' by GD algorithms and how? In the last decades, advances in design theory enabled to establish conditions and operators that characterize design generativity. Thus, it is now possible to study GD algorithms with the lenses of Design Science in order to reach a deeper and unified understanding of their generative techniques, their differences and, if possible, find new paths for improving their generativity.In this paper, first, we rely on C-K ttheory to build a canonical model of GD, based independent of the field of application of the algorithm. This model shows that GD is generative if and only if it builds, not one single artefact, but a “topology of artefacts” that allows for design constructability, covering strategies, and functional comparability of designs. Second, we use the canonical model to compare four well documented and most advanced types of GD algorithms. From these cases, it appears that generating a topology enables the analyses of interdependences and the design of resilience.
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Mendoza-Collazos, Juan Carlos, and Göran Sonesson. "Revisiting the life of things: A cognitive semiotic study of the agency of artefacts in Amazonia." Public Journal of Semiotics 9, no. 2 (February 7, 2021): 30–52. http://dx.doi.org/10.37693/pjos.2020.9.22012.

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Many contemporary scholars have recently defended the idea that the agency of things is symmetrical and equivalent to human agency. We propose an alternative approach to artefacts’ agency based on a field study concerned with contextually situated observations of the process of design of artefacts in Amazonia. By means of participant observation and interviews, we address the role of artefacts in relation to human agency. In so doing, we focus on the human-unique capacity for design as it is related to cognitive resources such as intentionality, decision-making, planning, and volitional adaptations of the material world to human purposes. We argue that such cognitive resources are ultimate manifestations of human agency. The findings allow us to conclude that artefacts possess a special form of agency, which operates in different ways from the agency of true agents. This agency is derived: it depends on the actions of true agents, with either function as remote intentions or are required for the artefact to work at the moment of use. Thus, the relation between artefacts and agents is asymmetrical. Given that the derived agency of artefacts allows people to expand their own agency, we propose the notion of enhanced agency for the prosthetic incorporation of artefacts into the agentive capabilities of human agents.
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Walker, Stuart. "Sermons in Stones. Argument and Artefact for Sustainability." Les ateliers de l'éthique 5, no. 2 (April 5, 2018): 101–16. http://dx.doi.org/10.7202/1044320ar.

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The focus of the study is on the values, priorities and arguments needed to advance ‘design for sustainability’. The discussion critiques conventions related to innovation and technology and offers a product design approach that emphasises minimal intervention, integrated thinking-and-doing, reinstating the familiar, localization and the particularities of place. These interdependent themes are discussed in terms of their relationship to design for sustainability and are clarified through the conceptualization, design, production and use of a simple functional object that is, essentially, a ‘symbolic sustainable artefact’. Although it is fully functional, its practical usefulness in contemporary society would probably be seen as marginal. Its potential contribution is as a symbol of an alternative direction. It asks us to consider aspects of our humanity that are beyond instrumental approaches. It challenges sustainable initiatives that become so caught up in practical and environmental concerns that they fail to question the underlying values, priorities and social drivers which affect how we act in the world; those behaviours and norms that have created the very problems we are so urgently trying to tackle. The discussion is accompanied by a parallel series of photographs that document the relationship between argument, locale and the creation of the conceptual artefact. These photographs convey some of the qualitative differences between the place of much contemporary artefact acquisition, i.e. the shopping mall, and the particular locale that yielded the artefact created during this study; they are also useful in conveying the potential relationship that exist between place and the aesthetics of functional objects.
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Lupetti, Maria Luce. "Shybo – Design of a Research Artefact for Human-robot Interaction Studies." Journal of Science and Technology of the Arts 9, no. 1 (December 12, 2017): 57. http://dx.doi.org/10.7559/citarj.v9i1.303.

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Brosed, F. J., R. Acero, S. Aguado, M. Herrer, J. J. Aguilar, and J. Santolaria. "Design and development of a calibration artefact for length measurement system." Procedia Manufacturing 41 (2019): 58–65. http://dx.doi.org/10.1016/j.promfg.2019.07.029.

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Patil, Koumudi, and Uday Athavankar. "Mutable Mobiles: Charting the Cartography of Banarasi Toymakers." Design Issues 33, no. 2 (April 2017): 43–57. http://dx.doi.org/10.1162/desi_a_00438.

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From the perspective of design, Latour's cycles of inscriptions and mobility promises to be of significance to the future exploration of self-organizing tendencies, as well as distributed cognition in decentralized decision making between heterogeneous team members scattered across time and space. Of particular relevance is the role of the artefact in the absence or lack of communication as an object- to-think-with, as well as to negotiate design decisions over time and space. Artefacts, as in this study- Banarasi toys, acting as probes not only accumulate design decisions, but also inscribe the worldview of the members on themselves. Their mutability and mobility endows on them the promising role of gathering members and eventually an entire community around them. On completion of the cycles, they become a microcosm of the worldview, similar to Latour's map encapsulating the earth.
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Marchand, Marie, and Louis Raymond. "Characterising performance measurement systems as used in SMEs: a field study." Benchmarking: An International Journal 25, no. 8 (November 29, 2018): 3253–75. http://dx.doi.org/10.1108/bij-12-2017-0346.

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Purpose As calls have been made to characterize and theorise performance measurement systems (PMS) and as these systems are highly contextualised because of their mission-critical nature, the purpose of this paper is to generate empirically-valid and useful findings with regard to their characterisation as information technology artefacts through an approach founded upon the user’s perspective. Design/methodology/approach Using both qualitative and quantitative data collection approaches, the authors conducted a field study through extensive interviews in situ with the owner-managers of 16 small- and medium-sized enterprises (SMEs). Findings The PMS are characterised, from their users’ point of view, in terms of their functional attributes as information systems dedicated to the management of organisational performance, that is, as being either operational, functional, managerial or organisational systems. Research limitations/implications Having modelled the PMS artefact in terms of its artefactual dimensions and features, the authors have empirically validated a characterisation approach that allows researchers to circumscribe this artefact within its specific usage context and to identify its salient attributes as study variables. Practical implications The research findings provide an empirical basis for the design and evaluation of PMS that is coherent with the specific context of their use in SMEs. Originality/value This study validates a novel and demonstrably useful artefactual perspective to characterize and theorise PMS as objects of empirical research.
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Rivas Santos, Vicente M., Adam Thompson, Danny Sims-Waterhouse, Ian Maskery, Peter Woolliams, and Richard Leach. "Design and characterisation of an additive manufacturing benchmarking artefact following a design-for-metrology approach." Additive Manufacturing 32 (March 2020): 100964. http://dx.doi.org/10.1016/j.addma.2019.100964.

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Nottingham, Paula, and Adesola Akinleye. "Professional artefacts: embodying ideas in work-based learning." Higher Education, Skills and Work-based Learning 4, no. 1 (February 11, 2014): 98–108. http://dx.doi.org/10.1108/heswbl-09-2012-0036.

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Purpose – The purpose of this paper is to present and examine the addition of a “professional artefact” to the course requirements for the BA Honours Professional Practice (BAPP) (Arts) programme at Middlesex University. Design/methodology/approach – This paper takes a case study approach using reflection, indicative theories and consideration of student work to evaluate the introduction of the “professional artefact” into the BAPP (Arts) curriculum. Following pragmatist and phenomenological descriptions of the lived experience as embodied (Dewey et al., 1989; Merleau-Ponty, 2002) and using learning models based on experience in the workplace (Boud and Garrick, 1999), the paper's methodology takes the work-based principle of “experience as knowledge” to examine the impact of the professional artefact on students learning. Findings – The professional artefact has proven to be a useful way for the learners on the course to reflect on the purpose of their own study and the ways in which work-based learning can be incorporated into their practice through embodied “ideas”. Practical implications – The paper suggests that the inclusion of a professional artefact to the curriculum provides a flexible means for bridging academic and workplace learning. The inclusion of the professional artefact could be recommended as a strategy for other work-based learning programmes. Originality/value – The added value for professional practice is that the professional artefact provides a flexible and creative means of communication for emerging and establishing workplace professionals.
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McDermid, J. A. "Structural Engineering and Software: Certainty, Uncertainty and Probability." Proceedings of the Institution of Mechanical Engineers, Part G: Journal of Aerospace Engineering 209, no. 4 (December 1995): 307–11. http://dx.doi.org/10.1243/pime_proc_1995_209_305_02.

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The design of any engineering artefact for use in a safety critical application should be subject to safety analysis; this applies inter alia to physical structures and software. It is often stated that software is different to other engineered artefacts because it does not degrade in any physical sense, with use or the passage of time, and it is prone to design error much more than physical systems, as much of the complexity in a system often ‘resides’ in the software. However, in assessing software and physical structures one has certainty on some issues, but there is a need to deal with probability and uncertainty with regard to others. The aim of this paper is to draw out the analogies and distinctions between the software and structural engineering disciplines, focusing on certainty, uncertainty and probability in the assessment process.
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Broberg, Ole. "Design of New Food Technology: Social Shaping of Working Environment." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 44, no. 8 (July 2000): 16–19. http://dx.doi.org/10.1177/154193120004400804.

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A five-year design process of a continuous process wok has been studied with the aim of elucidating the conditions for integrating working environment aspects. The design process is seen as a network building activity and as a social shaping process of the artefact. A working environment log is suggested as a tool designers can use to integrate considerations of future operators' working environment.
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Cheng, Wean Ting, and Musdi Shanat. "THE APPLICATION OF NORMAN’S THREE LEVELS DESIGN-THEORY FOR ARTEFACT ANALYSIS OF CULTURAL RELATED DESIGN PROCESS." International Journal of Applied and Creative Arts 3, no. 1 (June 30, 2020): 21–30. http://dx.doi.org/10.33736/ijaca.2201.2020.

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Culture always associate with human activity which could give an identity. Any culture that associate with materials and objects is an aid to the creation of lasting identities. The culture will suffer loss and extinction due to less attention and preservation. In reality, designers seem less to care in injecting the cultural value in their creation and facing hardship in translating a culture object into a product. Designing a product with a cultural element could emphasis its sentimental and commercial value in the global market. Therefore, this paper aims at proposing a design process framework on how culture can be employed to generate and create product. The proposed framework explains how a culture object can inspire designers to create a product with the intervention of Norman’s Three levels of Design theory. The Artefact Analysis and online survey are used to obtain the finding and creating a proof of concept that the proposed framework model capable to provide valuable references for designing a culture-inspired product. On the other hand, the local identity could be brought up globally through culture-inspired products.
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Gajski, D., A. Solter, and M. Gašparovic. "APPLICATIONS OF MACRO PHOTOGRAMMETRY IN ARCHAEOLOGY." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLI-B5 (June 15, 2016): 263–66. http://dx.doi.org/10.5194/isprsarchives-xli-b5-263-2016.

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Many valuable archaeological artefacts have the size of a few centimetres or less. The production of relevant documentation of such artefacts is mainly limited to subjective interpretation and manual drawing techniques using a magnifier. Most of the laser scanners available for the archaeological purposes cannot reach sufficient space resolution to gather all relevant features of the artefact, such as the shape, the relief, the texture and any damage present. Digital photogrammetric techniques make measuring with high accuracy possible and such techniques can be used to produce the relevant archaeometric documentation with a high level of detail. The approaches for shooting a good macro photograph (in the photogrammetric sense) will be explored and discussed as well as the design of a calibration test-field and the self-calibration methods suitable for macro photogrammetry. Finally, the method will be tested by producing a photorealistic 3D-model of an ancient figurine.
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42

Gajski, D., A. Solter, and M. Gašparovic. "APPLICATIONS OF MACRO PHOTOGRAMMETRY IN ARCHAEOLOGY." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLI-B5 (June 15, 2016): 263–66. http://dx.doi.org/10.5194/isprs-archives-xli-b5-263-2016.

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Many valuable archaeological artefacts have the size of a few centimetres or less. The production of relevant documentation of such artefacts is mainly limited to subjective interpretation and manual drawing techniques using a magnifier. Most of the laser scanners available for the archaeological purposes cannot reach sufficient space resolution to gather all relevant features of the artefact, such as the shape, the relief, the texture and any damage present. Digital photogrammetric techniques make measuring with high accuracy possible and such techniques can be used to produce the relevant archaeometric documentation with a high level of detail. The approaches for shooting a good macro photograph (in the photogrammetric sense) will be explored and discussed as well as the design of a calibration test-field and the self-calibration methods suitable for macro photogrammetry. Finally, the method will be tested by producing a photorealistic 3D-model of an ancient figurine.
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43

Okorafor, Chikezirim, Fidelis Emuze, Dillip Das, Bankole Osita Awuzie, and Theo Haupt. "An artefact for improving the delivery of building energy retrofit project in South Africa." Built Environment Project and Asset Management 10, no. 4 (June 18, 2020): 619–35. http://dx.doi.org/10.1108/bepam-04-2019-0033.

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PurposeThe built environment is well known for carbon emission and its impact especially as it pertains to existing buildings. This has culminated in an increasing need for a retrofit of such buildings. This study details the development of an artefact for improving the delivery of energy retrofit projects therein to curb these impacts.Design/methodology/approachThe study utilized a mixed method research design for data collection. In achieving this, data was collected in three different phases; (1) a pilot study; (2) a juxtaposition of desktop case studies, live case studies, focus group discussion forum and an expert survey; and (3) a questionnaire survey for the validation of the emergent artefact. Accordingly, the quantitative data was analysed using descriptive statistics, whereas qualitative content analysis was deployed for qualitative data.FindingsThe findings enabled an identification of the elements of a building energy retrofit project (BERP) such as project initiation, building assessment, detailed energy survey, technical analysis and implementation plans of energy measures, monitoring and verification. Also, it provided the challenges and enablers associated with successful BERP. This information was subsequently utilized in the development and validation of an artefact for delivering successful BERP. Summarily, a set of guidelines comprising of seven stages for managing successful BERPs were elucidated.Practical implicationsThe validated artefact provides an adaptive and innovative route for achieving sustainability in retrofit trade.Originality/valueThe study conceptualizes an artefact for improving the delivery of BERPs.
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Zhang, Junbao, and Guohua Liu. "Changes in artefact‐centric business process instances and their correctness prediction." IET Software 14, no. 7 (December 2020): 783–93. http://dx.doi.org/10.1049/iet-sen.2019.0310.

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Abdoli, Shiva, and Sami Kara. "A Modelling Framework to Design Executable Logical Architecture of Engineering Systems." Modern Applied Science 11, no. 9 (August 24, 2017): 75. http://dx.doi.org/10.5539/mas.v11n9p75.

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Modern production, logistic and assembly systems comprise of a considerable number of processes which operate by using diverse types of resources. Conceptual design of these systems has become more complicated because of the large scale and multi-disciplinary essence of their design knowledge. This paper proposes a modelling framework to support the conceptual design of such systems. The framework employs the principles of system engineering to fulfil the necessity of having a multi-disciplinary approach for the design of such systems. The framework realizes the essence of holistic design by modelling the structural and behavioral aspects of a system in one design artefact. Object Oriented (OO) method is employed to facilitate the complexity of holistic analysis and yielding proper logics for system architecting. This paper proposes incorporating the OO analyzing semantics into Finite State Machine formalism. Therefore, the logical architecture will be established in an FSM platform. In return, the resultant artefact can stand as an executable Meta-Architecture such that design alternatives are its instances. Moreover, the Meta-Architecture enables simulation of the alternatives which serve their early validation. Accordingly, this approach opens avenues regarding incorporation of the Meta- Architecture with computational and analyzing methods which can significantly support the decision making in the conceptual design stage.
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Murphy, Brendan Paul, Paidi O’Raghallaigh, and Michelle Carr. "Nurturing the digital baby: Open innovation for development and optimization." Health Informatics Journal 26, no. 4 (February 25, 2020): 2407–21. http://dx.doi.org/10.1177/1460458220906067.

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The primary aim around developing and optimizing an electronic health record is to improve patient care and population health. The objective of this study is to design and evaluate an action research approach for the optimization of the design of a summary page artefact within an electronic health record for newborn healthcare. An action research approach was chosen for its participatory democratic process for developing practical knowledge and solutions. Collaborative workshops lead by an independent graphic facilitator with a ‘bottom up’ approach, involving self-selected motivated members from multidisciplinary healthcare teams, were designed and conducted. To evaluate this approach, insights were drawn from behavioural and design science paradigms to demonstrate that knowledge and understanding of the design problem and its solution were acquired in building the optimized summary page artefact. Information system development for healthcare requires consideration not just of what we do but how and why we do things. Our analysis demonstrates that action design research represents an agile and lean approach for successful optimization and implementation of information system development in healthcare.
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Montero, Joaquin, Sebastian Weber, Christoph Petroll, Stefan Brenner, Matthias Bleckmann, Kristin Paetzold, and Vesna Nedeljkovic-Groha. "GEOMETRICAL BENCHMARKING OF LASER POWDER BED FUSION SYSTEMS BASED ON DESIGNER NEEDS." Proceedings of the Design Society 1 (July 27, 2021): 1657–66. http://dx.doi.org/10.1017/pds.2021.427.

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AbstractCommercially available metal Laser Powder Bed Fusion (L-PBF) systems are steadily evolving. Thus, design limitations narrow and the diversity of achievable geometries widens. This progress leads researchers to create innovative benchmarks to understand the new system capabilities. Thereby, designers can update their knowledge base in design for additive manufacturing (DfAM). To date, there are plenty of geometrical benchmarks that seek to develop generic test artefacts. Still, they are often complex to measure, and the information they deliver may not be relevant to some designers. This article proposes a geometrical benchmarking approach for metal L-PBF systems based on the designer needs. Furthermore, Geometric Dimensioning and Tolerancing (GD&T) characteristics enhance the approach. A practical use-case is presented, consisting of developing, manufacturing, and measuring a meaningful and straightforward geometric test artefact. Moreover, optical measuring systems are used to create a tailored uncertainty map for benchmarking two different L-PBF systems.
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SU, HUA, JOHN A. NELDER, PETER WOLBERT, and ROBERT SPENCE. "APPLICATION OF GENERALIZED LINEAR MODELS TO THE DESIGN IMPROVEMENT OF AN ENGINEERING ARTEFACT." Quality and Reliability Engineering International 12, no. 2 (March 1996): 101–12. http://dx.doi.org/10.1002/(sici)1099-1638(199603)12:2<101::aid-qre991>3.0.co;2-9.

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Hoyos-Ruiz, J., J. F. Martínez-Cadavid, G. Osorio-Gómez, and R. Mejía-Gutiérrez. "Implementation of ergonomic aspects throughout the engineering design process: Human-Artefact-Context analysis." International Journal on Interactive Design and Manufacturing (IJIDeM) 11, no. 2 (July 23, 2015): 263–77. http://dx.doi.org/10.1007/s12008-015-0282-3.

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Varde, María, and Hernán Juan Muscio. "Cultural transmission and correlational selection in Late Period projectile points from the Puna of Salta, Argentina (CE 900 - 1500)." Journal of Lithic Studies 5, no. 2 (December 15, 2018): 1–26. http://dx.doi.org/10.2218/jls.2784.

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This work proposes a methodology for documenting metric patterns of variation and trait correlation in Late Period (ca. CE 900-1500) projectile points from the Puna and pre-Puna of Salta, Argentina. In so doing, our main goal is to explain the patterns observed in terms of mechanisms of cultural evolution and selection over the design of the artefacts. We applied this methodology to assemblages of concave-based triangular projectile points from four archaeological sites whose chronologies are well established. As a result, we were able to document low degrees of variation, as well as high, positive, significant, Pearson co-variation and partial correlation coefficients between metrical traits. These results suggest a process of correlational selection that preserved an artefact design with a structure of highly integrated traits that maximised the edge-area in relation to the haft, turning these projectile points into very lethal weapons, even for potential use in interpersonal violence. This lends support to the hypothesis presented here, where replication of these projectile points occurred within a process of stabilizing cultural selection through biased transmission mechanisms that maintained the functional relations between the variables at the design scale, which in turn favoured the selection of artefacts suitable for effective weapons in a context where hunting was a strategy that optimized animal biomass acquisition, enhancing domestic herd viability.
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