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Introduction to the Special Section on Game-based Learning: Design and Applications (GbL)




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(SNTL #3) Design and Implementation Challenges to an Interactive Social Media Based Learning Environment




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A New Typology Design of Performance Metrics to Measure Errors in Machine Learning Regression Algorithms

Aim/Purpose: The aim of this study was to analyze various performance metrics and approaches to their classification. The main goal of the study was to develop a new typology that will help to advance knowledge of metrics and facilitate their use in machine learning regression algorithms Background: Performance metrics (error measures) are vital components of the evaluation frameworks in various fields. A performance metric can be defined as a logical and mathematical construct designed to measure how close are the actual results from what has been expected or predicted. A vast variety of performance metrics have been described in academic literature. The most commonly mentioned metrics in research studies are Mean Absolute Error (MAE), Root Mean Squared Error (RMSE), etc. Knowledge about metrics properties needs to be systematized to simplify the design and use of the metrics. Methodology: A qualitative study was conducted to achieve the objectives of identifying related peer-reviewed research studies, literature reviews, critical thinking and inductive reasoning. Contribution: The main contribution of this paper is in ordering knowledge of performance metrics and enhancing understanding of their structure and properties by proposing a new typology, generic primary metrics mathematical formula and a visualization chart Findings: Based on the analysis of the structure of numerous performance metrics, we proposed a framework of metrics which includes four (4) categories: primary metrics, extended metrics, composite metrics, and hybrid sets of metrics. The paper identified three (3) key components (dimensions) that determine the structure and properties of primary metrics: method of determining point distance, method of normalization, method of aggregation of point distances over a data set. For each component, implementation options have been identified. The suggested new typology has been shown to cover a total of over 40 commonly used primary metrics Recommendations for Practitioners: Presented findings can be used to facilitate teaching performance metrics to university students and expedite metrics selection and implementation processes for practitioners Recommendation for Researchers: By using the proposed typology, researchers can streamline development of new metrics with predetermined properties Impact on Society: The outcomes of this study could be used for improving evaluation results in machine learning regression, forecasting and prognostics with direct or indirect positive impacts on innovation and productivity in a societal sense Future Research: Future research is needed to examine the properties of the extended metrics, composite metrics, and hybrid sets of metrics. Empirical study of the metrics is needed using R Studio or Azure Machine Learning Studio, to find associations between the properties of primary metrics and their “numerical” behavior in a wide spectrum of data characteristics and business or research requirements




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A Decision Support System and Warehouse Operations Design for Pricing Products and Minimizing Product Returns in a Food Plant

Aim/Purpose: The first goal is to develop a decision support system for pricing and production amounts for a firm facing high levels of product returns. The second goal is to improve the management of the product returns process. Background: This study was conducted at a food importer and manufacturer in Israel facing a very high rate of product returns, much of which is eventually discarded. The firm’s products are commonly considered to be a low-cost generic alternative and are therefore popular among low-income families. Methodology: A decision support module was added to the plant’s business information system. The module is based on a supply chain pricing model and uses the sales data to infer future demand’s distribution. Ergonomic models were used to improve the design of the returns warehouse and the handling of the returns. Contribution: The decision support system allows to improve the plant’s pricing and quantity planning. Consequently, it reduced the size of product returns. The new design of the returns process is expected to improve worker’s productivity, reduces losses and results in safer outcomes. This study also demonstrates a successful integration and of a theoretical economical model into an information system. Findings: The results show the promise of incorporating pricing supply chain models into informing systems to achieve a practical business task. We were able to construct actual demand distributions from the data and offer actual pricing recommendations that reduce the number of returns while increasing potential profits. We were able to identify key deficiencies in the returns operations and added a module to the decisions support system that improves the returns management and links it with the sales and pricing modules. Finally, we produced a better warehouse design that supports efficient and ergonomic product returns handling. Recommendations for Practitioners: This work can be replicated for different suppliers, manufacturers and retailers that suffer from product returns. They will benefit from the reduction in returns, as well as the decrease in the losses associated with these returns. Recommendation for Researchers: It is worthwhile to research whether decision support systems can be applied to other aspects of the organizations’ operations. Impact on Society: Product returns is a lose-lose situation for producers, retailers and customers. Moreover, mismanagement of these returns is harmful for the environment and may result in the case of foods, in health hazards. Reducing returns and improving the handling improves sustainability and is beneficial for society. Future Research: The decision support system’s underlying pricing model assumes a specific business setting. This can be extended using other pricing models and applying them in a similar fashion to the current application.




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Learning to (Co)Evolve: A Conceptual Review and Typology of Network Design in Global Health Virtual Communities of Practice

Aim/Purpose: This conceptual review analyzes the designs of global health virtual communities of practice (VCoPs) programming reported in the empirical literature and proposes a new typology of their functioning. The purpose of this review is to provide clarity on VCoP learning stages of (co)evolution and insight into VCoP (re)development efforts to best meet member, organization, and network needs against an ever-evolving landscape of complexity in global health. Background: Since the COVID-19 pandemic, the field of global health has seen an uptick in the use of VCoPs to support continuous learning and improve health outcomes. However, evidence of how different combinations of programmatic designs impact opportunities for learning and development is lacking, and how VCoPs evolve as learning networks has yet to be explored. Methodology: Following an extensive search for literature in six databases, thematic analysis was conducted on 13 articles meeting the inclusion criteria. This led to the development and discussion of a new typology of VCoP phases of learning (co)evolution. Contribution: Knowledge gained from this review and the new categorization of VCoPs can support the functioning and evaluation of global health training programs. It can also provide a foundation for future research on how VCoPs influence the culture of learning organizations and networks. Findings: Synthesis of findings resulted in the categorization of global health VCoPs into five stages (slightly evolving, somewhat revolving, moderately revolving, highly revolving, and coevolving) across four design domains (network development, general member engagement before/after sessions, general member engagement during sessions, and session leadership). All global health VCoPs reviewed showed signs of adaptation and recommended future evolution. Recommendations for Practitioners: VCoP practitioners should pay close attention to how the structured flexibility of partnerships, design, and relationship development/accountability may promote or hinder VcoP’s continued evolution. Practitioners should shift perspective from short to mid- and long-term VCoP planning. Recommendation for Researchers: The new typology can stimulate further research to strengthen the clarity of language and findings related to VCoP functioning. Impact on Society: VCoPs are utilized by academic institutions, the private sector, non-profit organizations, the government, and other entities to fill gaps in adult learning at scale. The contextual implementation of findings from this study may impact VCoP design and drive improvements in opportunities for learning, global health, and well-being. Future Research: Moving forward, future research could explore how VCoP evaluations relate to different stages of learning, consider evaluation stages across the totality of VCoP programming design, and explore how best to capture VCoP (long-term) impact attributed to health outcomes and the culture of learning organizations and networks.




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Teaching, Designing, and Sharing: A Context for Learning Objects




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Scoping and Sequencing Educational Resources and Speech Acts: A Unified Design Framework for Learning Objects and Educational Discourse




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A Study of the Design and Evaluation of a Learning Object and Implications for Content Development




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Designing Online Information Aggregation and Prediction Markets for MBA Courses




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Nurturing a Community of Practice through a Collaborative Design of Lesson Plans on a Wiki System




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Design of an Open Source Learning Objects Authoring Tool – The LO Creator




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Design and Development of an E-Learning Environment for the Course of Electrical Circuit Analysis




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Assessing Online Learning Objects: Student Evaluation of a Guide on the Side Interactive Learning Tutorial Designed by SRJC Libraries




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OER Usage by Instructional Designers and Training Managers in Corporations

Since the development of Open Educational Resources (OERs), different models regarding the usage of these resources in education have appeared in the literature. Wiley’s 4-Rs model is considered to be one of the leading models. Research based on Wiley’s model shows that using materials without making changes is the most common use. Compared to the extensive literature regarding OER usage in education, the literature barely deals with OER usage by instructional designers or training managers in corporations. The purpose of this research is to examine the OER usage of these two stakeholders, distinguishing between Little and Big OER repositories, in which Little OER repositories such as YouTube and Wikipedia aren’t necessarily designed to fulfill educational purposes. Findings show that these stakeholders almost use only Little repositories and that their usage level is higher than what is documented in the literature: they mostly Revise–modify the form of the resource, and Remix–combine different resources to create new ones. These differences can be explained by the fact that materials from Little OER repositories are raw materials, requiring further editing and adjustment. Significant differences between instructional designers’ and training managers’ usage of OERs were found regarding the Reuse level of resources from internal repositories and the Google Images repository, and the frequency of this Reuse.




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Teachers as Designers of Technology-Enhanced Outdoor Inquiry

Implementing inquiry in the outdoors introduces many challenges for teachers, some of which can be dealt with using mobile technologies. For productive use of these technologies, teachers should be provided with the opportunity to develop relevant knowledge and practices. In a professional development (PD) program in this design-based research, 24 teachers were involved in adaptation of a learning environment supporting inquiry in the outdoors that included the use of mobile technologies. They first experienced the learning environment as learners, then adapted it for their own use, and finally, enacted the adapted environment with peers. We examined the scope and character of teacher involvement in adaptation, and the consequent professional growth, by analyzing observations, questionnaires, interviews and the adapted learning-environments. Findings indicate that all teachers demonstrated change processes, including changes in knowledge and practice, but the coherence of the learning environments decreased when substantial adaptations were made. Some teachers demonstrated professional growth, as reflected by their implementation of ideas learned in the PD program in their daily practice, long after the PD program had ended. This study demonstrates how the Teachers as Designers approach can support teacher learning and illustrates productive use of scaffolds for teacher growth and professional development.




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Can Designing Self-Representations through Creative Computing Promote an Incremental View of Intelligence and Enhance Creativity among At-Risk Youth?

Creative computing is one of the rapidly growing educational trends around the world. Previous studies have shown that creative computing can empower disadvantaged children and youth. At-risk youth tend to hold a negative view of self and perceive their abilities as inferior compared to “normative” pupils. The Implicit Theories of Intelligence approach (ITI; Dweck, 1999, 2008) suggests a way of changing beliefs regarding one’s abilities. This paper reports findings from an experiment that explores the impact of a short intervention among at-risk youth and “normative” high-school students on (1) changing ITI from being perceived as fixed (entity view of intelligence) to more flexible (incremental view of intelligence) and (2) the quality of digital self-representations programmed though a creative computing app. The participants were 117 Israeli youth aged 14-17, half of whom were at-risk youth. The participants were randomly assigned to the experimental and control conditions. The experimental group watched a video of a lecture regarding brain plasticity that emphasized flexibility and the potential of human intelligence to be cultivated. The control group watched a neutral lecture about brain-functioning and creativity. Following the intervention, all of the participants watched screencasts of basic training for the Scratch programming app, designed artifacts that digitally represented themselves five years later and reported their ITI. The results showed more incremental ITI in the experimental group compared to the control group and among normative students compared to at-risk youth. In contrast to the research hypothesis, the Scratch projects of the at-risk youth, especially in the experimental condition, were rated by neutral judges as being more creative, more aesthetically designed, and more clearly conveying their message. The results suggest that creative computing combined with the ITI intervention is a way of developing creativity, especially among at-risk youth. Increasing the number of youths who hold incremental views of intelligence and developing computational thinking may contribute to their empowerment and well-being, improve learning and promote creativity.




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Design Principles for Promoting Intergroup Empathy in Online Environments

This study examined a professional development program designed to support Civics teachers in their efforts to promote empathy among Israeli Jewish students towards Israeli Arabs. The design rationale for the program is that teachers should experience empathic processes themselves before supporting their students in such an endeavor and that meaningful empathic processes can occur online if activities are properly designed. All phases of the program were designed to support teachers to participate as part of an online community of practice. Sixty Jewish teachers participated in two iterations of the design study. Refinements were made in the second iteration to provide teachers with explicit definitions of empathy and specific instructions for reflection. Findings indicate that these changes were reflected in higher degrees of empathic responses among teachers. Teachers also indicated that being a part of an online learning community contributed to the learning process they experienced during the program. We interpret this as a first step in enabling teachers to assist their students to develop a more empathetic approach toward the minority group and conclude with a discussion of recommended design principles for promoting such an approach.




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Models of Information Markets: Analysis of Markets, Identification of Services, and Design Models




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A Framework for Effective User Interface Design for Web-Based Electronic Commerce Applications




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The Importance of Addressing Accepted Training Needs When Designing Electronic Information Literacy Training




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Use-Cases and Personas: A Case Study in Light-Weight User Interaction Design for Small Development Projects




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A Cognitive Approach to Instructional Design for Multimedia Learning




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The Culture of Information Systems in Knowledge-Creating Contexts: The Role of User-Centred Design




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Co-evolution and Contradiction: A Diamond Model of Designer-User Interaction




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Applying Phenomenology and Hermeneutics in IS Design: A Report on Field Experiences




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Double Helix Relationships in Use and Design of Informing Systems: Lessons to Learn from Phenomenology and Hermeneutics




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Integrating the Visual Design Discipline with Information Systems Research and Practice




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Promoting Relevance in IS Research: An Informing System for Design Science Research




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Global Agile Team Design: An Informing Science Perspective




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A NeuroDesign Model for IS Research




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User Perceptions of Aesthetic Visual Design Variables within the Informing Environment: A Web-Based Experiment




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Designing to Inform: Toward Conceptualizing Practitioner Audiences for Socio-technical Artifacts in Design Science Research in the Information Systems Discipline

This paper identifies areas in the design science research (DSR) subfield of the information systems (IS) discipline where a more detailed consideration of practitioner audiences of socio-technical design artifacts could improve current IS DSR research practice and proposes an initial conceptualization of these audiences. The consequences of not considering artifact audiences are identified through a critical appraisal of the current informing science lenses in the IS DSR literature. There are specific shortcomings in four areas: 1) treating practice stakeholders as a too homogeneous group, 2) not explicitly distinguishing between social and technical parts of socio-technical artifacts, 3) neglecting implications of the artifact abstraction level, and 4) a lack of explicit consideration of a dynamic or evolutionary fitness perspective of socio-technical artifacts. The findings not only pave the way for future research to further improve the conceptualization of artifact audiences, in order to improve the informing power – and thus, impact on practice and research relevance – of IS DSR projects; they can also help to bridge the theory-practice gap in other disciplines (e.g. computer science, engineering, or policy-oriented sociology) that seek to produce social and/or technical artifacts of practical relevance.




design

Design Science Research For Personal Knowledge Management System Development - Revisited

The article presents Personal Knowledge Management (PKM) as an overdue individualized as well as a collaborative approach for knowledge workers. Designing a PKM-supporting system, however, resembles a so-called “wicked” problem (ill-defined; incomplete, contradictory, changing requirements, complex interdependencies) where the information needed to understand the challenges depends on upon one’s idea for solving them. Accordingly, three main areas are attended to. Firstly, in dealing with a range of growing complexities, the notion of Popper’s Worlds is applied as three distinct spheres of reality and further expanded into six digital ecosystems (technologies, extelligence, society, knowledge worker, institutions, and ideosphere) that not only form the basis for the PKM System Concept named ‘Knowcations’ but also form a closely related Personal Knowledge Management for Development (PKM4D) framework detailed in a separate dedicated paper. Reflecting back on a United Nations scenario of knowledge mass production (KMP) over time, the complexities closely related to the digital ecosystems and the inherent risks of today’s accelerating attention-consuming over-abundance of redundant information are scrutinized, concluding in a chain of meta-arguments favoring the idea of the PKM concept and system put forward. Secondly, in light of the digital ecosystems and complexities introduced, the findings of a prior article are further refined in order to assess the PKM concept and system as a potential General-Purpose-Technology. Thirdly, the development process and resulting prototype are verified against accepted general design science research (DSR) guidelines. DSR aims at creating innovative IT artifacts (that extend human and social capabilities and meet desired outcomes) and at validating design processes (as evidence of their relevance, utility, rigor, resonance, and publishability). Together with the incorporated references to around thirty prior publications covering technical and methodological details, a kind of ‘Long Discussion Case’ emerges aiming to potentially assist IT researchers and entrepreneurs engaged in similar projects.




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Key Design Characteristics for Developing Usable E-Commerce Websites in the Arab World

This research aims to suggest key design characteristics that are necessary for developing usable e-commerce websites in the Arab world. A comprehensive usability evaluation of four leading Arab e-commerce websites was conducted using the heuristic evaluation method. The results identified major and minor usability problems and major and minor good design characteristics on the selected websites. Based on the results, 51 key design characteristics were suggested. The recommended key design characteristics comprised two levels according to their priority: level one which includes mandatory key design characteristics and level two which includes supplementary design characteristics. The key design characteristics in each level were categorized under specific pages and areas that can be found on any e-commerce website. Such categorizations could direct website evaluators and designers to important pages and areas that should be considered to improve the overall usability of e-commerce websites. The results of this research are particularly important to developing countries which are still facing challenges that may affect the design and accessibility of usable and useful websites. These relate to low speed of accessing the Internet and a lack of website designers who have experience in customers’ needs and websites’ usable design characteristics.




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Small Business Conformity with Quality Website Design Criteria in a Marketing Communication Context

Aim/Purpose: Professional companies selling persuasive-communication services via the World Wide Web need to be exemplars of effective informing practices. Their credibility is at risk if their websites do not excel in marketing message and use of medium. Their unique brands need to be expressed through website technology and content, or they cannot compete successfully. Background: Compares marketing communication consultants’ websites with expert criteria. Methodology: Content analysis of 40 advertising agency websites. Contribution: Links an evaluation of advertising agency compliance with expert website criteria to established branding constructs. Findings: Most small advertising agencies could improve their brand reputations through better compliance with experts’ recommended website design and content criteria. Recommendations for Practitioners: A hierarchy of recommendations for practitioners is offered, addressing ease and importance. Impact on Society: Clarity and credibility of message and medium improve our ability to practice effective informing. Future Research: Explore online communications of specialized populations such as digital marketing experts.




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Devising Enabling Spaces and Affordances for Personal Knowledge Management System Design

Aim/Purpose: Personal Knowledge Management (PKM) has been envisaged as a crucial tool for the growing creative class of knowledge workers, but adequate technological solutions have not been forthcoming. Background: Based on former affordance-related publications (primarily concerned with communication, community-building, collaboration, and social knowledge sharing), the common and differing narratives in relation to PKM are investigated in order to suggest further PKM capabilities and affordances in need to be conferred. Methodology: The paper follows up on a series of the author’s PKM-related publications, firmly rooted in design science research (DSR) methods and aimed at creating an innovative PKM concept and prototype system. Contribution: The affordances presented offer PKM system users the means to retain and build upon knowledge acquired in order to sustain personal growth and facilitate productive collaborations between fellow learners and/or professional acquaintances. Findings: The results call for an extension of Nonaka’s SECI model and ‘ba’ concept and provide arguments for and evidence supporting the claims that the PKM concept and system is able to facilitate better knowledge traceability and KM practices. Recommendations and Impact on Society: Together with the prior publications, the paper points to current KM shortcomings and presents a novel trans-disciplinary approach offering appealing opportunities for stakeholders engaged in the context of curation, education, research, development, business, and entrepreneurship. Its potential to tackle opportunity divides has been addressed via a PKM for Development (PKM4D) Framework. Future DSR Activities: After completing the test phase of the prototype, its transformation into a viable PKM system and cloud-based server based on a rapid development platform and a noSQL-database is estimated to take 12 months.




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Challenges in Designing Curriculum for Trans-Disciplinary Education: On Cases of Designing Concentration on Informing Science and Master Program on Data Science

Aim/Purpose: The growing complexity of the business environment and business processes as well as the Big Data phenomenon has an impact on every area of human activity nowadays. This new reality challenges the effectiveness of traditional narrowly oriented professional education. New areas of competences emerged as a synergy of multiple knowledge areas – transdisciplines. Informing Science and Data Science are just the first two such new areas we may identify as transdisciplines. Universities are facing the challenge to educate students for those new realities. Background: The purpose of the paper is to share the authors’ experience in designing curriculum for training bachelor students in Informing Science as a concentration within an Information Brokerage major, and a master program on Data Science. Methodology: Designing curriculum for transdisciplines requires diverse expertise obtained by both academia and industries and passed through several stages - identifying objectives, conceptualizing curriculum models, identifying content, and development pedagogical priorities. Contribution: Sharing our experience acquired in designing transdiscipline programs will contribute to a transition from a narrow professional education towards addressing 21st-century challenges. Findings: Analytical skills, combined with training in all categories of so-called “soft skills”, are essential in preparing students for a successful career in a transdiciplinary area of activities. Recommendations for Practitioners: Establishing a working environment encouraging not only sharing but close cooperation is essential nowadays. Recommendations for Researchers: There are two aspects of training professionals capable of succeeding in a transdisciplinary environment: encouraging mutual respect and developing out-of-box thinking. Impact on Society: The transition of higher education in a way to meet current challenges. Future Research The next steps in this research are to collect feedback regarding the professional careers of students graduating in these two programs and to adjust the curriculum accordingly.




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Synthesizing Design and Informing Science Rationales for Driving a Decentralized Generative Knowledge Management Agenda

Aim/Purpose: In a world of rapidly expanding complexity and exponentially increasing data availability, IT-based knowledge management tools will be needed to manage and curate available information. This paper looks at a particular tool architecture that has been previously proposed: The Personal Knowledge Management System (PKMS). The specific focus is on how the proposed architecture conforms to design science principles that relate to how it is likely to evolve. Background: We first introduce some recent informing science and design science research frameworks, then examine how the PKMS architecture would conform to these. Methodology: The approach taken is conceptual analysis. Contribution: The analysis provides a clearer understanding of how the proposed PKMS would serve the diverse-client ambiguous-target (DCAT) informing scenario and how it could be expected to evolve. Findings: We demonstrate how the PKMS informing architecture can be characterized as a “social machine” that appears to conform to a number of principles that would facilitate its long-term evolution. Future Research: The example provided by the paper could serve as a model future research seeking to integrate design science and informing science in the study of IT artefacts.




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Design Science Research in Practice: What Can We Learn from a Longitudinal Analysis of the Development of Published Artifacts?

Aim/Purpose: To discuss the Design Science Research approach by comparing some of its canons with observed practices in projects in which it is applied, in order to understand and structure it better. Background: Recent criticisms of the application of the Design Science Research (DSR) approach have pointed out the need to make it more approachable and less confusing to overcome deficiencies such as the unrealistic evaluation. Methodology: We identified and analyzed 92 articles that presented artifacts developed from DSR projects and another 60 articles with preceding or subsequent actions associated with these 92 projects. We applied the content analysis technique to these 152 articles, enabling the preparation of network diagrams and an analysis of the longitudinal evolution of these projects in terms of activities performed and the types of artifacts involved. Contribution: The content analysis of these 152 articles enabled the preparation of network diagrams and an analysis of the longitudinal evolution of these projects in terms of the activities and types of artifacts involved. Evidence was found of a precedence hierarchy among different types of artifacts, as well as nine new opportunities for entry points for the continuity of DSR studies. Only 14% of the DSR artifacts underwent an evaluation by typical end users, characterizing a tenth type of entry point. Regarding the evaluation process, four aspects were identified, which demonstrated that 86% of DSR artifact evaluations are unrealistic. Findings: We identified and defined a set of attributes that allows a better characterization and structuring of the artifact evaluation process. Analyzing the field data, we inferred a precedence hierarchy for different artifacts types, as well as nine new opportunities for entry points for the continuity of DSR studies. Recommendation for Researchers: The four attributes identified for analyzing evaluation processes serve as guidelines for practitioners and researchers to achieve a realistic evaluation of artifacts. Future Research: The nine new entry points identified serve as an inspiration for researchers to give continuity to DSR projects.




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Informing at the Crossroads of Design Science Research, Academic Entrepreneurship, and Digital Transformation: A Platform Ecosystem Roadmap

Aim/Purpose: Developing Digital Platform Ecosystems (DPE) to transform conventional Knowledge Management Systems (KM/KMS) scenarios promises significant benefits for individuals, institutions, as well as emerging knowledge economies. Background: The academic entrepreneurship project presented is aiming for such a KMS-DPE configuration. Having consolidated this author’s own and external re-search findings, realization is currently commencing with a start-up in a business incubator. Methodology: Design science research applying mixed one-sample case study and illustrative scenario approach focusing on conceptual analysis and entrepreneurship. Contribution: Although (academic) entrepreneurship is a young research area with recently growing interest, publications focusing on this transitional stage between maturing research and projected commercial viability of digital technologies are rare. Findings: A roadmap looking beyond the immediate early-start-up perspective is out-lined by integrating recent development-stage-related DPE-research and by addressing stakeholders diverse informing needs essential for system realization. Recommendations for Practitioners and Researchers: As this transdisciplinary perspective combines KM, informing, design science, and entrepreneurial research spaces, it may assist other researchers and practitioners facing similar circumstances and/or start-up opportunities. Impact on Society: The article advances the understanding of how DPE communities may serve members with highly diverse skills and ambitions better to gainfully utilize the platform’s resources and generative potential in their personal and local settings. Future Research: As the entrepreneurial agenda will complement (not substitute) the academic research, research priorities have been highlighted aligned to three future stages.




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Designing a method to model the socio-technical systems

To capture the complexity and diversity of systems with both technical and social features, modelling methods are needed that similarly provide various tools and concepts. Study of developed methods shows that despite all of their advantages and strengths, there is a need for a method that with a holistic approach integrates perspectives, strengths and tools of the developed methods and models with different aspects of socio-technical systems. The main aim of the current study is to design a method for modelling complex socio-technical systems. To achieve this goal, it is necessary to design a method that is based on creativity and existing knowledge base. Therefore, design science research is used as a research strategy to design proposed method. For the first time, design science research in the field of operations research has been used to design a modelling method. This study also presents new tools and concepts for modelling socio-technical systems.




design

Programming-based formal languages and automata theory: design, implement, validate, and prove

This rather difficult read introduces the programming language FSM and the programming platform DrRacket. The author asserts that it is a convenient platform to design and prove an automata-based software




design

Tesla’s safety design questioned following Toronto crash

THE tragic crash of a Tesla Model Y in Toronto in October has raised serious concerns about the accessibility and usability of the car’s electronic door handles during emergencies. The fiery accident claimed the lives of four individuals: Neelraj Gohil (25), his sister Ketaba Gohil (29), Jay Sisodiya, and Digvijay Patel, leaving a sole survivor, a woman in her 20s.

The woman’s escape was made possible by Rick Harper, a Canada Post employee, who heroically smashed the car’s window with a metal pole. Harper described the survivor as “desperate to get out,” but unable to open the car’s doors from inside. Tesla vehicles rely on an electronic button to open doors rather than traditional handles, and if the car’s power system fails in a crash, the doors may become inoperable.

Concerns About Tesla’s Safety Design

While Tesla promotes a “safety-first design” and manual override mechanisms for emergencies, these features are not widely known or intuitive. The manual override involves removing a door panel and pulling a hidden cable — a process that could be difficult or impossible in the chaos and panic of a serious accident.

Safety experts and crash investigators have raised concerns that victims may not be aware of the override feature or may lack the presence of mind to locate and use it under duress.

The Accident

The Tesla reportedly crashed into a guardrail at high speed along Lake Shore Boulevard East. The cause of the accident is still under investigation, but the crash’s aftermath has drawn attention to Tesla’s safety protocols, particularly in situations involving power failure. The National Highway Traffic Safety Administration (NHTSA) has several ongoing investigations into the Tesla Model Y, ranging from “unexpected brake activation” to “sudden unintended acceleration.”

A Heroic Rescue Effort

Harper’s quick action saved the survivor, but he was unaware that others were trapped inside due to the dense smoke. “I didn’t know there were other people in there. The smoke was so thick,” he said. It remains unclear if the other passengers also struggled to open the doors.

Broader Implications

This tragedy underscores the need for automakers to improve safety features in EVs, especially during power failures. Intuitive and easily accessible escape mechanisms are critical, and greater public awareness of emergency procedures is vital.

As investigators work to determine the exact cause of the crash, this incident highlights the balance that must be struck between advanced technology and real-world practicality in automotive safety.




design

Celebrate in Style: 12 Fabulous Birthday Nail Designs for a Standout Manicure

Today is the youngest you’ll ever be!




design

Group Launches Quinceañera Program Designed to Form Young Catholic Women

cna





design

A Somerville teen crocheted her prom dress in three days. Her video of the design process went viral.

Sarah Akinbuwa remembers the days when she was bullied over her love of crocheting, a hobby she picked up with her circle of schoolmates as a 12-year-old in Nigeria. Now living in Somerville and devoted to the craft, the 18-year-old is winning acclaim for one of her latest creations: a bright pink, floor-length prom dress […]

The post A Somerville teen crocheted her prom dress in three days. Her video of the design process went viral. appeared first on Boston.com.




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D2.1 Architectural design, review and guidelines for using standards M14





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Linking biodiversity, ecosystem services and human well-being: Three challenges for designing research for sustainability




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Systematically designating conservation areas for protecting multiple ecosystem services