Journal of
Systemics, Cybernetics and Informatics
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ISSN: 1690-4524 (Online)


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Editorial Advisory Board's Chair
William Lesso

Editor-in-Chief
Nagib C. Callaos


Sponsored by
The International Institute of
Informatics and Systemics

www.iiis.org
 

Editorial Advisory Board

Editors

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Engaging Digital Natives through Social Learning
Nina Sarkar, Wendy Ford, Christina Manzo
(pages: 1-4)

ASIE Model: An Innovative Instructional Design Model for Teachers in Enhancing and Sustaining the Quality of the 21st Century Learning
Ismail Md Zain
(pages: 5-10)

Infusing 21st Century Competencies into the Curriculum: A School-Level, Multi-Disciplinary Perspective
Tze Yong Tan, Siew Yee Lim, Chin Pang Tham, Deepa Patel, Linda Shear
(pages: 11-13)

Education for Managing Digital Transformation: A Feedback Systems Approach
Michael Von Kutzschenbach, Carl Brønn
(pages: 14-19)

ICT Infrastructure in the Metal Mechanical SMEs of Quito and its Relationship with Business Management
Juan Ibujés Villacís
(pages: 20-24)

Discovering and Analyzing Important Real-Time Trends in Noisy Twitter Streams
Khalid N. Alhayyan, Imran Ahmad
(pages: 25-31)

Analyzing Motives, Preferences, and Experiences in Video Game Play
Donald Loffredo, Alireza Tavakkoli
(pages: 32-37)

Efficient Beacon Collision Resolution Procedure for IEEE 802.15.4 /Zigbee Wireless Personal Area Networks
Bassam A. Zafar, Sofiane Ouni
(pages: 38-44)

Automatic Identification of Travel Locations in Rare Books - Object Oriented Information Management
Detlev Doherr, Andreas Jankowski
(pages: 45-48)

Multidisciplinary Approach for Investigation of Injury Formation in Sensitive Tissue Structures
Gabriela Spanikova, Pavol Spanik, Michal Frivaldsky, Miroslav Pavelek, Zuzana Loncova, Franco Bassetto, Vincenzo Vindigni
(pages: 49-54)

Rethinking Public Transportation and Logistics as Collaborative Scenarios
Gunter Teichmann, Frank-Michael Dittes, Uwe Arnold
(pages: 55-60)

Managing IT Complexity in the Manufacturing Industry – An Agenda for Action
Günther Schuh, Jörg Hoffmann, Marie Gruber, Violett Zeller
(pages: 61-65)

Hacking Experiment Using USB Rubber Ducky Scripting
Benjamin Cannoles, Ahmad Ghafarian
(pages: 66-71)

Heterogeneous Networking in C-ITS
Martin Srotyr, Zdenek Lokaj, Tomas Zelinka
(pages: 72-78)

Ozone Problem: Final Solution
Konstantin Statnikov, Gregory Kruchenitsky
(pages: 79-83)

Evaluation of Cryptographic Algorithms over an all Programmable SoC (AP SoC) Device
Iván Gutiérrez Agramont, Humberto Calderón
(pages: 84-91)


 

Abstracts

 


ABSTRACT


Using Interdisciplinary and Active Research to Encourage Higher Resolution Research and Prototyping in Design

Adream Blair-Early, Frankie Flood


University art and design programs are branching out and creating interdisciplinary programs and research centers that connect design students and faculty across various disciplines such as business, engineering, architecture, information studies, health sciences and education.

A human-centered, problem-based approach to design research looks to position industry and academic leaders to work alongside students, community leaders, artists and non-profits to develop creative and innovative solutions to the challenges facing contemporary society. But product design benefits even more from practices that engage users throughout the entire design process, often called participatory design. Participatory design process utilizes user feedback throughout the design process to spur innovation and improve design quality.

It is possible in the classroom to engage in participatory design and participatory prototyping through the use of inexpensive 3D printers and laser cutters as well as traditional hand tools, requiring only mastery of a few simple techniques and technology readily available on laptop computers. The class research being presented was conceived as part of a new interdisciplinary classroom research space call the Digital Craft Research Lab (DCRL) housed within the department of Art and Design. Courses taught within the DCRL offer students, researchers and faculty continual access to both low resolution and high-resolution prototyping machinery and materials.

This paper looks at the role of action and participatory research in a design course that created printed hand innovations in collaboration with a nine-year-old female user. Students were asked to work on modeling new designs as well as capturing the progress in a final open source book and models.

This paper asks the question can the use of classroom collaboration, action research and work spaces encourage creativity, innovation, and critical thinking in student and professional designers?

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