Design Knowledge
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Design Knowledge
There is a large body of knowledge that designers call upon and use during the design process to match the ever-increasing complexity of design problems. Design knowledge can be classified into two categories: product knowledge and design process knowledge. Product Knowledge Product knowledge has been fairly studied and a number of modeling techniques have been developed. Most of them are tailored to specific products or specific aspects of the design activities. For example, geometric modeling is used mainly for supporting detailed design, while knowledge modeling is working for supporting conceptual designs. Based on these techniques, a design repository project at NIST attempts to model three fundamental facets of an artifact representation: the physical layout of the artifact (form), an indication of the overall effect that the artifact creates (function), and a causal account of the operation of the artifact (behavior). The recent NIST research effort towards the development ...
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Body Of Knowledge
A body of knowledge (BOK or BoK) is the complete set of concepts, terms and activities that make up a professional domain, as defined by the relevant learned society or professional association.Oliver, G.R. (2012). ''Foundations of the Assumed Business Operations and Strategy Body of Knowledge (BOSBOK): An Outline of Shareable Knowledge'', p. 3. It is a type of knowledge representation by any knowledge organization. Several definitions of BOK have been developed, for example: * "Structured knowledge that is used by members of a discipline to guide their practice or work." "The prescribed aggregation of knowledge in a particular area an individual is expected to have mastered to be considered or certified as a practitioner." (BOK-def). Waite's pragmatic view is also worth noting (Ören 2005): "BOK is a stepping stone to unifying community" (Waite 2004). * The systematic collection of activities and outcomes in terms of their values, constructs, models, principles and instantiations, ...
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Ontology (information Science)
In computer science and information science, an ontology encompasses a representation, formal naming, and definition of the categories, properties, and relations between the concepts, data, and entities that substantiate one, many, or all domains of discourse. More simply, an ontology is a way of showing the properties of a subject area and how they are related, by defining a set of concepts and categories that represent the subject. Every academic discipline or field creates ontologies to limit complexity and organize data into information and knowledge. Each uses ontological assumptions to frame explicit theories, research and applications. New ontologies may improve problem solving within that domain. Translating research papers within every field is a problem made easier when experts from different countries maintain a controlled vocabulary of jargon between each of their languages. For instance, the definition and ontology of economics is a primary concern in Marxist econo ...
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Design Matrix
In statistics and in particular in regression analysis, a design matrix, also known as model matrix or regressor matrix and often denoted by X, is a matrix of values of explanatory variables of a set of objects. Each row represents an individual object, with the successive columns corresponding to the variables and their specific values for that object. The design matrix is used in certain statistical models, e.g., the general linear model. It can contain indicator variables (ones and zeros) that indicate group membership in an ANOVA, or it can contain values of continuous variables. The design matrix contains data on the independent variables (also called explanatory variables) in statistical models which attempt to explain observed data on a response variable (often called a dependent variable) in terms of the explanatory variables. The theory relating to such models makes substantial use of matrix manipulations involving the design matrix: see for example linear regression. A n ...
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Computer Modeling
Computer simulation is the process of mathematical modelling, performed on a computer, which is designed to predict the behaviour of, or the outcome of, a real-world or physical system. The reliability of some mathematical models can be determined by comparing their results to the real-world outcomes they aim to predict. Computer simulations have become a useful tool for the mathematical modeling of many natural systems in physics (computational physics), astrophysics, climatology, chemistry, biology and manufacturing, as well as human systems in economics, psychology, social science, health care and engineering. Simulation of a system is represented as the running of the system's model. It can be used to explore and gain new insights into new technology and to estimate the performance of systems too complex for analytical solutions. Computer simulations are realized by running computer programs that can be either small, running almost instantly on small devices, or large-sca ...
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Case-based Reasoning
In artificial intelligence and philosophy, case-based reasoning (CBR), broadly construed, is the process of solving new problems based on the solutions of similar past problems. In everyday life, an auto mechanic who fixes an engine by recalling another car that exhibited similar symptoms is using case-based reasoning. A lawyer who advocates a particular outcome in a trial based on legal precedents or a judge who creates case law is using case-based reasoning. So, too, an engineer copying working elements of nature (practicing biomimicry), is treating nature as a database of solutions to problems. Case-based reasoning is a prominent type of analogy solution making. It has been argued that case-based reasoning is not only a powerful method for computer reasoning, but also a pervasive behavior in everyday human problem solving; or, more radically, that all reasoning is based on past cases personally experienced. This view is related to prototype theory, which is most deepl ...
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TRIZ
TRIZ (; russian: теория решения изобретательских задач, ', lit. "theory of inventive problem solving") is “the next evolutionary step in creating an organized and systematic approach to problem solving. The development and improvement of products and technologies according to TRIZ are guided by the objective Laws of Engineering System Evolution. TRIZ Problem Solving Tools and Methods are based on them.” In another description, TRIZ is "a problem-solving, analysis and forecasting tool derived from the study of patterns of invention in the global patent literature". It was developed by the Soviet inventor and science-fiction author Genrich Altshuller (1926-1998) and his colleagues, beginning in 1946. In English the name is typically rendered as the theory of inventive problem solving, and occasionally goes by the English acronym TIPS. Following Altshuller's insight, the theory developed on a foundation of extensive research covering hundreds of ...
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Know-how
Know-how (or knowhow, or procedural knowledge) is a term for practical knowledge on how to accomplish something, as opposed to "know-what" (facts), "know-why" (science), or "know-who" (communication). It is also often referred to as street smarts (sometimes conceived as the opposite of book smarts), and a person employing their street smarts as ''street wise''. Know-how is often tacit knowledge, which means that it can be difficult to transfer to another person by means of writing it down or verbalising it. The opposite of tacit knowledge is explicit knowledge. Industrial know-how In the context of industrial property (now generally viewed as intellectual property or IP), know-how is a component in the transfer of technology in national and international environments, co-existing with or separate from other IP rights such as patents, trademarks and copyright and is an economic asset. When it is transferred by itself, know-how should be converted into a trade secret before transf ...
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Knowledge Representation
Knowledge representation and reasoning (KRR, KR&R, KR²) is the field of artificial intelligence (AI) dedicated to representing information about the world in a form that a computer system can use to solve complex tasks such as diagnosing a medical condition or having a dialog in a natural language. Knowledge representation incorporates findings from psychology about how humans solve problems and represent knowledge in order to design formalisms that will make complex systems easier to design and build. Knowledge representation and reasoning also incorporates findings from logic to automate various kinds of ''reasoning'', such as the application of rules or the relations of sets and subsets. Examples of knowledge representation formalisms include semantic nets, systems architecture, frames, rules, and ontologies. Examples of automated reasoning engines include inference engines, theorem provers, and classifiers. History The earliest work in computerized knowledge represe ...
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Unified Modeling Language
The Unified Modeling Language (UML) is a general-purpose, developmental modeling language in the field of software engineering that is intended to provide a standard way to visualize the design of a system. The creation of UML was originally motivated by the desire to standardize the disparate notational systems and approaches to software design. It was developed at Rational Software in 1994–1995, with further development led by them through 1996. In 1997, UML was adopted as a standard by the Object Management Group (OMG), and has been managed by this organization ever since. In 2005, UML was also published by the International Organization for Standardization (ISO) as an approved ISO standard. Since then the standard has been periodically revised to cover the latest revision of UML. In software engineering, most practitioners do not use UML, but instead produce informal hand drawn diagrams; these diagrams, however, often include elements from UML. History Before UML 1 ...
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Designer
A designer is a person who plans the form or structure of something before it is made, by preparing drawings or plans. In practice, anyone who creates tangible or intangible objects, products, processes, laws, games, graphics, services, or experiences can be referred to as a designer. Overview Historically, the main area of design was regarded as only architecture, which was understood as the major art. The design of clothing, furniture, and other common artifacts were left mostly to tradition or artisans specializing in hand making them. With the increasing complexity in industrial design of today's society, and due to the needs of mass production where more time is usually associated with more cost, the production methods became more complex and with them, the way designs and their production are created. The classical areas are now subdivided into smaller and more specialized domains of design (landscape design, urban design, interior design, industrial design, furniture d ...
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