Proceedings of the IASPM Benelux conference. Popular Music: Theory and Practice in the Lowlands.
DOCUMENT
In this presented study, we measured in situ the uplink duty cycles of a smartphone for 5G NR and 4G LTE for a total of six use cases covering voice, video, and data applications. The duty cycles were assessed at ten positions near a 4G and 5G base-station site in Belgium. For Twitch, VoLTE, and WhatsApp, the duty cycles ranged between 4% and 22% in time, both for 4G and 5G. For 5G NR, these duty cycles resulted in a higher UL-allotted time due to time division duplexing at the 3.7 GHz frequency band. Ping showed median duty cycles of 2% for 5G NR and 50% for 4G LTE. FTP upload and iPerf resulted in duty cycles close to 100%.
MULTIFILE
This paper discusses two studies - the one in a business context, the other in a university context - carried out with expert educational designers. The studies aimed to determine the priorities experts claim to employ when designing competence-based learning environments. Designers in both contexts agree almost completely on principles they feel are important. Both groups emphasized that one should start a design enterprise from the needs of the learners, instead of the content structure of the learning domain. However, unlike business designers, university designers find it extremely important to consider alternative solutions during the whole design process. University designers also say that they focus more on project plan and desired characteristics of the instructional blueprint whereas business designers report being more client-oriented, stressing the importance of "buying in" the client early in the process.
DOCUMENT
In this paper we explore the influence of the physical and social environment (the design space) son the formation of shared understanding in multidisciplinary design teams. We concentrate on the creative design meeting as a microenvironment for studying processes of design communication. Our applied research context entails the design of mixed physical–digital interactive systems supporting design meetings. Informed by theories of embodiment that have recently gained interest in cognitive science, we focus on the role of interactive “traces,” representational artifacts both created and used by participants as scaffolds for creating shared understanding. Our research through design approach resulted in two prototypes that form two concrete proposals of how the environment may scaffold shared understanding in design meetings. In several user studies we observed users working with our systems in natural contexts. Our analysis reveals how an ensemble of ongoing social as well as physical interactions, scaffolded by the interactive environment, grounds the formation of shared understanding in teams. We discuss implications for designing collaborative tools and for design communication theory in general.
MULTIFILE
Author supplied from the article: ABSTRACT Increasing global competition in manufacturing technology puts pressure on lead times for product design and production engineering. By the application of effective methods for systems engineering (engineering design), the development risks can be addressed in a structured manner to minimise chances of delay and guarantee timely market introduction. Concurrent design has proven to be effective in markets for high tech systems; the product and its manufacturing means are simultaneously developed starting at the product definition. Unfortunately, not many systems engineering methodologies do support development well in the early stage of the project where proof of concept is still under investigation. The number of practically applicable tools in this stage is even worse. Industry could use a systems engineering method that combines a structured risk approach, concurrent development, and especially enables application in the early stage of product and equipment design. The belief is that Axiomatic Design can provide with a solid foundation for this need. This paper proposes a ‘Constituent Roadmap of Product Design’, based on the axiomatic design methodology. It offers easy access to a broad range of users, experienced and inexperienced. First, it has the ability to evaluate if knowledge application to a design is relevant and complete. Secondly, it offers more detail within the satisfaction interval of the independence axiom. The constituent roadmap is based on recent work that discloses an analysis on information in axiomatic design. The analysis enables better differentiation on project progression in the conceptual stage of design. The constituent roadmap integrates axiomatic design and the methods that harmonise with it. Hence, it does not jeopardise the effectiveness of the methodology. An important feature is the check matrix, a low threshold interface that unlocks the methodology to a larger audience. (Source - PDF presented at ASME IMECE (International Mechanical Engineering Congress and Exposition
DOCUMENT
The transition to an inclusive society through design Inclusive design can play a critical role in shaping a more equitable society. When products and services are intentionally created to be inclusive, they become more accessible to a wide audience, including people who might otherwise struggle to engage with them. In this way, designers become agents of social transformation. The project Active Inclusive Design (AID) addresses this challenge directly. It aims to enhance the capabilities of professional and future designers to create inclusive products and services, both digital and non-digital. In doing so, it supports a responsible and digital society central to the Expertise network Systemic Co-design (ESC) agenda, and is closely connected to all ESC Dynamic Learning Agenda (DLA) themes: Systemic Co-Design (SCD) in me, SCD with others, SCD in reality and SCD in time.
LINK
Using language adequately within technology tasks is part of technological literacy. However, this can be challenging for students, and a teacher may need to help students to master aspects of domain specific language that matter for the task at hand. In this study, a curricular design was developed through a series of trials, with the aim to arrive at general principles for a pedagogy that helps students to write about an engineering (electronics) design. The curricular design was theoretically anchored in ‘genre pedagogy’. The interventions were carried out by one experienced teacher in one course, during three consecutive cycles of trialling and improving the curricular design. The resulting design principles for teaching to write about (engineering) design are concerned with: a relevant, complete and feasible focus on language; scaffolding the writing process; procedures for teacher support. For each of these, specifications are described.
DOCUMENT
This overview can be regarded as an atlas or travel guide with which the reader can follow a route along the various professorships. Chapter 2 centres on the professorships that are active in the field of Service Economy. Chapter 3 is dedicated to the professorships that are focussed on the field of Vital Region. Chapter 4 describes the professorships operating in the field of Smart Sustainable Industries. Chapter 5 deals with the professorships that are active in the field of the institution-wide themes of Design Based Education and Design Based Research. Lastly, in Chapter 6 we make an attempt to discover one or more connecting themes or procedures in the approach of the various professorships. This publication is not intended to give a definitive answer to the question as to what exactly NHL Stenden means by the concept of Design Based Research. The aim of this publication is to get an idea of everything that is happening in the NHL Stenden professorships and to pique one’s curiosity to find out more.
DOCUMENT
This article examines how collaborative design practices in higher education are reshaped through postdigital entanglement with generative artificial intelligence (GenAI). We collectively explore how co-design, an inclusive, iterative, and relational approach to educational design and transformation, expands in meaning, practice, and ontology when GenAI is approached as a collaborator. The article brings together 19 authors and three open reviewers to engage with postdigital inquiry, structured in three parts: (1) a review of literature on co-design, GenAI, and postdigital theory; (2) 11 situated contributions from educators, researchers, and designers worldwide, each offering practice-based accounts of co-design with GenAI; and (3) an explorative discussion of implications for higher education designs and futures. Across these sections, we show how GenAI unsettles assumptions of collaboration, knowing, and agency, foregrounding co-design as a site of ongoing material, ethical, and epistemic negotiation. We argue that postdigital co-design with GenAI reframes educational design as a collective practice of imagining, contesting, and shaping futures that extend beyond human knowing.
MULTIFILE
This conceptual paper develops and justifies a pro-active, design-driven approach to sustainable destination development. Using insights from design science, it helps explain the limited practical usability of concepts such as the Tourism Area Life Cycle, by noting that these often focus on an aggregated ‘topological’ level of destination design, while a focus on experiences and product development on a ‘typological’ and ‘morphological’ level is key to constitute change. The ‘Tourism Destination Design Roadmap’ is introduced, its potential to scrutinise ‘visitor flows’ is explored as well as ways in which it can contribute to developing desirable qualities in a destination, while minimising negative impacts. The paper concludes by highlighting its conceptual contribution and identifying directions for future research.
MULTIFILE