Results for 'videogame design'

950 found
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  1. Split-Screen : Videogame History through Local Multiplayer Design.Veli-Matti Karhulahti & Pawel Grabarczyk - forthcoming - Design Issues.
    By looking at videogame production through a two-vector model of design – a practice determined by the interplay between economic and technological evolution – we argue that shared screen play, as both collaboration and competition, originally functioned as a desirable pattern in videogame design, but has since become problematic due to industry transformations. This is introduced as an example of what we call design vestigiality: momentary loss of a design pattern’s contextual function due to (...)
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  2. Self-reflexive videogames: observations and corollaries on virtual worlds as philosophical artifacts.Stefano Gualeni - 2016 - G.A.M.E. - The Italian Journal of Game Studies 5 (1).
    Self-reflexive videogames are videogames designed to materialize critical and/or satirical perspectives on the ways in which videogames themselves are designed, played, sold, manipulated, experienced, and understood as social objects. This essay focuses on the use of virtual worlds as mediators, and in particular on the use of videogames to guide and encourage reflections on technical, interactive, and thematic conventions in videogame design and development. Structurally, it is composed of two interconnected parts: -/- 1) In the first part of (...)
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  3. Measuring morality in videogames research.Malcolm Ryan, Paul Formosa, Stephanie Howarth & Dan Staines - 2020 - Ethics and Information Technology 22 (1):55-68.
    There has been a recent surge of research interest in videogames of moral engagement for entertainment, advocacy and education. We have seen a wealth of analysis and several theoretical models proposed, but experimental evaluation has been scarce. One of the difficulties lies in the measurement of moral engagement. How do we meaningfully measure whether players are engaging with and affected by the moral choices in the games they play? In this paper, we survey the various standard psychometric instruments from the (...)
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  4. Papers, Please and the systemic approach to engaging ethical expertise in videogames.Formosa Paul, Ryan Malcolm & Staines Dan - 2016 - Ethics and Information Technology 18 (3):211-225.
    Papers, Please, by Lucas Pope (2013), explores the story of a customs inspector in the fictional political regime of Arstotzka. In this paper we explore the stories, systems and moral themes of Papers, Please in order to illustrate the systemic approach to designing videogames for moral engagement. Next, drawing on the Four Component model of ethical expertise from moral psychology, we contrast this systemic approach with the more common scripted approach. We conclude by demonstrating the different strengths and weaknesses that (...)
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  5. The Implied Designer of Digital Games.Nele Van de Mosselaer & Stefano Gualeni - 2023 - Estetika: The European Journal of Aesthetics 60 (1):71-89.
    As artefacts, the worlds of digital games are designed and developed to fulfil certain expressive, functional, and experiential objectives. During play, players infer these purposes and aspirations from various aspects of their engagement with the gameworld. Influenced by their sociocultural backgrounds, sensitivities, gameplay preferences, and familiarity with game conventions, players construct a subjective interpretation of the intentions with which they believe the digital game in question was created. By analogy with the narratological notion of the implied author, we call the (...)
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  6. Focus, Sensitivity, Judgement, Action: Four Lenses for Designing Morally Engaging Games.Malcolm Ryan, Dan Staines & Paul Formosa - 2017 - Transactions of the Digital Games Research Association 2 (3):143-173.
    Historically the focus of moral decision-making in games has been narrow, mostly confined to challenges of moral judgement (deciding right and wrong). In this paper, we look to moral psychology to get a broader view of the skills involved in ethical behaviour and how these skills can be employed in games. Following the Four Component Model of Rest and colleagues, we identify four “lenses” – perspectives for considering moral gameplay in terms of focus, sensitivity, judgement and action – and describe (...)
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  7. Philosophical Games.Stefano Gualeni - 2022 - The Encyclopedia of Ludic Terms.
    Philosophical games are games designed to invite players to think philosophically within (and about) their gameworlds. They are interactive fictions allowing players to engage with philosophical themes in ways that often set them apart from non-interactive kinds of speculative fictions (such as philosophical novels or thought experiments). To better understand philosophical games, this entry proposes to distinguish two primary ways in which a philosophical game can approach its themes: dialectically or rhetorically.
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  8. Virtual World-Weariness: On Delaying the Experiential Erosion of Digital Environments.Stefano Gualeni - 2019 - In Andri Gerber & Ulrich Götz (eds.), The Architectonics of Game Spaces: The Spatial Logic of the Virtual and its Meaning for the Real. Transcript. pp. 153-165.
    A common understanding of the role of a game developer includes establishing (or at least partially establishing) what is interactively and perceptually available in (video)game environments: what elements and behaviors those worlds include and allow, and what is – instead – left out of their ‘possibility horizon’. The term ‘possibility horizon’ references the Ancient Greek origin of the term ‘horizon’, ὄρος (oros), which denotes a frontier – a spatial limit. On this etymological foundation, ‘horizon’ is used here to indicate the (...)
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  9. De-Roling from Experiences and Identities in Virtual Worlds.Stefano Gualeni - 2017 - Journal of Virtual Worlds Research 10 (2).
    Within dramatherapy and psychodrama, the term ‘de-roling’ indicates a set of activities that assist the subjects of therapy in ‘disrobing’ themselves from their fictional characters. Starting from the psychological needs and the therapeutic goals that ‘de-roling’ techniques address in dramatherapy and psychodrama, this text provides a broader understanding of procedures and exercises that define and ease transitional experiences across cultural practices such as religious rituals and spatial design. After this introductory section, we propose a tentative answer as to why (...)
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  10. Videogames and the First Person.Jon Robson & Aaron Meskin - 2012 - In Gregory Currie, Petr Kot̓átko & Martin Pokorny (eds.), Mimesis: Metaphysics, Cognition, Pragmatics. College Publications.
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  11.  74
    The ontology of videogames.Alexandre Declos - forthcoming - Synthese.
    What are the identity and persistence conditions of videogames? This paper surveys the contemporary philosophical literature on this topic. Specifically, I discuss various views which attempt to ground the identity of videogame works in their rules, in their algorithmic structure, in their source code, or in contextual parameters surrounding gameplay. While these proposals all have merits of their own, I argue that none of them are satisfactory. My conclusion is therefore negative: we still lack an adequate theoretical model to (...)
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  12.  77
    Il Design dell’Unione Europea: situazione attuale, importanza nel settore industriale e politiche comunitarie.Federico Del Giorgio Solfa - 2001 - La Plata, Buenos Aires, Argentina: Italy Industry Consulting.
    Il design industriale è sempre più importante come mezzo per differenziare i prodotti e aumentarne il valore. Allo stesso tempo, la velocità con cui un prodotto viene offerto nel mercato dipende dalla capacità di integrare il design nel processo di produzione. Tuttavia, molte PMI - in particolare le nuove aziende basate sulla tecnologia - mancano di competenze specialistiche nella gestione del design e spesso non prestano sufficiente attenzione a questo aspetto. L'industria automobilistica e le grandi aziende come (...)
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  13.  95
    Gandhian design for the development of Braille printers. The contribution of Industrial Design.Federico Del Giorgio Solfa, Guido Amendolaggine, Florencia Tenorio & Sofia Lara Marozzi - 2019 - Innovación y Desarrollo Tecnológico y Social (Idts) 1 (2):16-27.
    The study, design and development of a low-cost digital braille printer is boarded with a transdisciplinary approach. The main challenge was focused on reducing significantly the high cost of this type of printers and their printing services. This context is aggravated with the low commercialization of these products in the country, a factor that makes the access of these tools -that are essential to much of the low and middle sectors of the Argentine social structure- even more difficult. An (...)
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  14.  75
    Design and validation of a Character Friendship Scale for young adults//Diseño y validación de una Escala de Amistad de Carácter para jóvenes.A. Romero-Iribas & Celia Camilli - 2023 - Revista Española de Pedagogia 286:529-553.
    Friendship is an important bond in the personal and social growth of an individual and plays a prominent role during youth. Most scales to measure it are aimed at children and adolescents but none measure character friendship, a type of selfless friendship with ethical traits an d Aristotelian roots. Therefore, the aim of the research is to design and validate the youth Character Friendship Scale (CFS) in a sample of 1587 young Spanish people. The final version of the CFS (...)
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  15. Designing AI for Explainability and Verifiability: A Value Sensitive Design Approach to Avoid Artificial Stupidity in Autonomous Vehicles.Steven Umbrello & Roman Yampolskiy - 2022 - International Journal of Social Robotics 14 (2):313-322.
    One of the primary, if not most critical, difficulties in the design and implementation of autonomous systems is the black-boxed nature of the decision-making structures and logical pathways. How human values are embodied and actualised in situ may ultimately prove to be harmful if not outright recalcitrant. For this reason, the values of stakeholders become of particular significance given the risks posed by opaque structures of intelligent agents (IAs). This paper explores how decision matrix algorithms, via the belief-desire-intention model (...)
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  16. Experimental Design: Ethics, Integrity and the Scientific Method.Jonathan Lewis - 2020 - In Ron Iphofen (ed.), Handbook of Research Ethics and Scientific Integrity. Springer. pp. 459-474.
    Experimental design is one aspect of a scientific method. A well-designed, properly conducted experiment aims to control variables in order to isolate and manipulate causal effects and thereby maximize internal validity, support causal inferences, and guarantee reliable results. Traditionally employed in the natural sciences, experimental design has become an important part of research in the social and behavioral sciences. Experimental methods are also endorsed as the most reliable guides to policy effectiveness. Through a discussion of some of the (...)
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  17. (1 other version)Design Principles as Minimal Models.W. Fang - 2024 - Studies in History and Philosophy of Science 105:50-58.
    In this essay I suggest that we view design principles in systems biology as minimal models, for a design principle usually exhibits universal behaviors that are common to a whole range of heterogeneous (living and nonliving) systems with different underlying mechanisms. A well-known design principle in systems biology, integral feedback control, is discussed, showing that it satisfies all the conditions for a model to be a minimal model. This approach has significant philosophical implications: it not only accounts (...)
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  18. Designing the Smart Operator 4.0 for Human Values: A Value Sensitive Design Approach.Steven Umbrello, Antonio Padovano & Lucia Gazzaneo - 2020 - Procedia Manufacturing 42:219-226.
    Emerging technologies such as cloud computing, augmented and virtual reality, artificial intelligence and robotics, among others, are transforming the field of manufacturing and industry as a whole in unprecedent ways. This fourth industrial revolution is consequentially changing how operators that have been crucial to industry success go about their practices in industrial environments. This short paper briefly introduces the notion of the Operator 4.0 as well as how this novel way of conceptualizing the human operator necessarily implicates human values in (...)
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  19. Strategic and participatory design in integrated ventures. Fitness case La Plata, Argentina.Federico Del Giorgio Solfa & Ticiana Agustina Alvarado Wall - 2021 - Designia 9 (1):17-37.
    The objective of this article is to analyze the relationships between theories of strategic design and participatory design, in multiple commercial alliances between local entrepreneurs from different sectors and their integrated application in the urban context. Various authors have dealt with these strategic issues in isolation and less frequently have addressed them from the entrepreneurial experience. A review of the specific literature allows us to account for the main concepts involved in this approach. The case being analyzed refers (...)
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  20. Behavioral designs defined: how to understand and why it is important to differentiate between “defensive,” “hostile,” “disciplinary”, and other designs in the urban landscape.Karl de Fine Licht - 2023 - Urban Design International 28: 330–343.
    In recent years, a growing discussion about how we should design our cities has emerged, particularly for the more controversial modes of design such as “defensive,” “hostile,” or “disciplinary” architecture (i.e., benches on which one cannot sleep, or metal studs on which one cannot skate). Although this debate is relatively mature, many studies have argued that these design notions are undertheorized and are, thus, challenging to study from an empirical and normative perspective. In this paper, I will (...)
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  21. Reconsidering Taylor's Design Argument.Mehrzad Ali Moin - 2024 - History of Philosophy Quarterly 41 (2):143-163.
    Contemporary philosophers have largely neglected Richard Taylor’s design argument. Given that the initial responses to the argument were largely negative, one might be tempted to conclude that the argument is simply philosophically inadequate. This paper rejects that conclusion by showing how Taylor’s argument has been misunderstood by his critics. In defending Taylor, it is shown that the two types of objections levied against him fail to even blemish his design argument, let alone refute it. Consideration is also given (...)
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  22. Embodying the Avatar in Videogames.Mahdi Dibaei - 2022 - Dissertation, University College Dublin
    Videogames are a pervasive part of lives of children and adults alike, with 73%of Americans older than 2 years engaging with them (Group, 2019). Playingvideogames can be seen as an activity that is done through our fingertips andwith our visual apparatus focused on a screen, without involvement of the restof our body, and it is usually considered as such from a cognitivist point ofview (Campbell, 2012; Gee, 2003; Klimmt and Hartmann, 2006) however thisraises the question of whether videogames can alternatively (...)
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  23. Design, Science and Conceptual Analysis.Greg Bamford - 1991 - In Jim Plume (ed.), Architectural Science and Design in Harmony: Proceedings of the joint ANZAScA / ADTRA conference, Sydney, 10-12 July, 1990. School of Architecture, University of NSW.
    Philosophers expend considerable effort on the analysis of concepts, but the value of such work is not widely appreciated. This paper principally analyses some arguments, beliefs, and presuppositions about the nature of design and the relations between design and science common in the literature to illustrate this point, and to contribute to the foundations of design theory.
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  24. Designing the Health-related Internet of Things: Ethical Principles and Guidelines.Brent Mittelstadt - 2017 - Information 8 (3):77.
    The conjunction of wireless computing, ubiquitous Internet access, and the miniaturisation of sensors have opened the door for technological applications that can monitor health and well-being outside of formal healthcare systems. The health-related Internet of Things (H-IoT) increasingly plays a key role in health management by providing real-time tele-monitoring of patients, testing of treatments, actuation of medical devices, and fitness and well-being monitoring. Given its numerous applications and proposed benefits, adoption by medical and social care institutions and consumers may be (...)
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  25. The logic of design as a conceptual logic of information.Luciano Floridi - 2017 - Minds and Machines 27 (3):495-519.
    In this article, I outline a logic of design of a system as a specific kind of conceptual logic of the design of the model of a system, that is, the blueprint that provides information about the system to be created. In section two, I introduce the method of levels of abstraction as a modelling tool borrowed from computer science. In section three, I use this method to clarify two main conceptual logics of information inherited from modernity: Kant’s (...)
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  26. Design Methodologies and the Limits of the Engineering-Dominated Conception of Synthetic Biology.Tero Ijäs - 2018 - Acta Biotheoretica 67 (1):1-18.
    Synthetic biology is described as a new field of biotechnology that models itself on engineering sciences. However, this view of synthetic biology as an engineering field has received criticism, and both biologists and philosophers have argued for a more nuanced and heterogeneous understanding of the field. This paper elaborates the heterogeneity of synthetic biology by clarifying the role of design and the variability of design methodologies in synthetic biology. I focus on two prominent design methodologies: rational (...) and directed evolution. Rational design resembles the design methodology of traditional engineering sciences. However, it is often replaced and complemented by the more biologically-inspired method of directed evolution, which models itself on natural evolution. These two approaches take philosophically different stances to the design of biological systems. Rational design aims to make biological systems more machine-like, whereas directed evolution utilizes variation and emergent features of living systems. I provide an analysis of the methodological basis of these design approaches, and highlight important methodological differences between them. By analyzing the respective benefits and limitations of these approaches, I argue against the engineering-dominated conception of synthetic biology and its “methodological monism”, where the rational design approach is taken as the default design methodology. Alternative design methodologies, like directed evolution, should be considered as complementary, not competitive, to rational design. (shrink)
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  27. Kant, the transcendental designation of I, and the direct reference theory.Luca Forgione - 2019 - Theoria : An International Journal for Theory, History and Fundations of Science 34 (1): 31-49.
    The aim of this paper is to address the semantic issue of the nature of the representation I and of the transcendental designation, i.e., the self-referential apparatus involved in transcendental apperception. The I think, the bare or empty representation I, is the representational vehicle of the concept of transcendental subject; as such, it is a simple representation. The awareness of oneself as thinking is only expressed by the I: the intellectual representation which performs a referential function of the spontaneity of (...)
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  28. Mapping Value Sensitive Design onto AI for Social Good Principles.Steven Umbrello & Ibo van de Poel - 2021 - AI and Ethics 1 (3):283–296.
    Value Sensitive Design (VSD) is an established method for integrating values into technical design. It has been applied to different technologies and, more recently, to artificial intelligence (AI). We argue that AI poses a number of challenges specific to VSD that require a somewhat modified VSD approach. Machine learning (ML), in particular, poses two challenges. First, humans may not understand how an AI system learns certain things. This requires paying attention to values such as transparency, explicability, and accountability. (...)
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  29. Design Thinking and Its Use in NGOs in Gaza Strip.Rasha O. Owda, Maram Owda, Mohammed N. Abed, Samia A. M. Abdalmenem, Samy S. Abu-Naser & Mazen J. Al Shobaki - 2019 - International Journal of Academic Multidisciplinary Research (IJAMR) 3 (7):41-52.
    The study aimed to identify Design Thinking and its use in NGOs in Gaza Strip. In order to achieve the objectives of the study and to test its hypotheses, the analytical descriptive method was used, relying on the questionnaire as a main tool for data collection. The study society was one of the decision makers in the local NGOs in the Gaza Strip. The study population reached 78 local NGOs in Gaza Strip. The overall inventory of the possible study (...)
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  30. Design and syntax in pictures.Robert Hopkins - 2024 - Mind and Language 39 (3):312-329.
    Many attempts to define depiction appeal to viewers' perceptual responses. Such accounts are liable to give a central role in determining depictive content to picture features responsible for the response, design. A different project is to give a compositional semantics for depictive content. Such attempts identify syntax: picture features systematically responsible for the content of the whole. Design and syntax are competitors. But syntax requires system, in how picture features contribute to content, that design does not. By (...)
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  31. Interventions designed to reduce implicit prejudices and implicit stereotypes in real world contexts: a systematic review.Chloë Fitzgerald, Samia A. Hurst, Delphine Berner & Angela K. Martin - 2019 - BMC Psychology 7.
    Background Implicit biases are present in the general population and among professionals in various domains, where they can lead to discrimination. Many interventions are used to reduce implicit bias. However, uncertainties remain as to their effectiveness. -/- Methods We conducted a systematic review by searching ERIC, PUBMED and PSYCHINFO for peer-reviewed studies conducted on adults between May 2005 and April 2015, testing interventions designed to reduce implicit bias, with results measured using the Implicit Association Test (IAT) or sufficiently similar methods. (...)
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  32.  46
    Emerging technologies in urban design pedagogy: augmented reality applications.Asma Mehan & Sina Mostafavi - 2024 - Architectural Intelligence 3 (1):1-14.
    In the contemporary era of urban design, the advent of big data and digital technologies has ushered in innovative approaches to exploring urban spaces. This study focuses on the application of Augmented Reality (AR) and Extended Reality (XR) technologies in the metropolitan areas of Houston and Amsterdam. These technologies create immersive 'Phygital Installations' that blend physical and digital elements, effectively capturing people's perceptions and enhancing urban design proposals. By fostering human-centered planning, AR and XR technologies make urban (...) more interactive and accessible to the public. Houston, with its rapid industrial growth and diverse socio-economic landscape, provides a unique setting to examine the impacts of these technologies on urban form and socio-environmental dynamics. In contrast, Amsterdam, with its rich historical layers and socio-cultural diversity, offers insights into the integration of AR/XR technologies in urban planning, particularly in the realm of historical preservation and contemporary urban development. This research contributes to the emerging field of AR/XR in urban design by highlighting the transformative potential of these technologies in enhancing the understanding and engagement in urban design and spatial planning. (shrink)
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  33. Designing in Ethics. [REVIEW]Steven Umbrello - 2019 - Prometheus: Critical Studies in Innovation 35 (1):160-161.
    Designing in Ethics provides a compilation of well-curated essays that tackle the ethical issues that surround technological design and argue that ethics must form a constitutive part of the designing process and a foundation in our institutions and practices. The appropriation of a design approach to applied ethics is argued as a means by which ethical issues that implicate technological artifact may be achieved.
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  34. Designing AI with Rights, Consciousness, Self-Respect, and Freedom.Eric Schwitzgebel & Mara Garza - 2023 - In Francisco Lara & Jan Deckers (eds.), Ethics of Artificial Intelligence. Springer Nature Switzerland. pp. 459-479.
    We propose four policies of ethical design of human-grade Artificial Intelligence. Two of our policies are precautionary. Given substantial uncertainty both about ethical theory and about the conditions under which AI would have conscious experiences, we should be cautious in our handling of cases where different moral theories or different theories of consciousness would produce very different ethical recommendations. Two of our policies concern respect and freedom. If we design AI that deserves moral consideration equivalent to that of (...)
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  35. Intelligent Design and Selective History: Two Sources of Purpose and Plan.Peter J. Graham - 2011 - In Jonathan L. Kvanvig (ed.), Oxford Studies in Philosophy of Religion Volume 3. Oxford, GB: Oxford University Press. pp. 67-88.
    Alvin Plantinga argues by counterexample that no naturalistic account of functions is possible--God is then the only source for natural functions. This paper replies to Plantinga's examples and arguments. Plantinga misunderstands naturalistic accounts. Plantinga's mistakes flow from his assimilation of functional notions in general to functions from intentional design in particular.
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  36. Designing teaching materials in a foreign language at an agrarian university: The concept of pedagogical design.Irina Kulamikhina, Zhanbota Esmurzaeva & Veronika Galkina - 2023 - Pedagogy. Theory and Practice 8 (8):783-791.
    The study aims to develop a technology for designing educational materials in English for agrarian universities based on pedagogical design. The paper identifies the main problems of the existing textbooks in a foreign language for students pursuing a Bachelor’s degree at agrarian universities, formulates methodological principles for designing modern educational materials, develops the stages of the technology. The scientific novelty of the study lies in elaborating and providing a scientific substantiation for the content of the analytical, design-related, content (...)
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  37. The design of the internet’s architecture by the Internet Engineering Task Force (IETF) and human rights.Corinne Cath & Luciano Floridi - 2017 - Science and Engineering Ethics 23 (2):449–468.
    The debate on whether and how the Internet can protect and foster human rights has become a defining issue of our time. This debate often focuses on Internet governance from a regulatory perspective, underestimating the influence and power of the governance of the Internet’s architecture. The technical decisions made by Internet Standard Developing Organisations that build and maintain the technical infrastructure of the Internet influences how information flows. They rearrange the shape of the technically mediated public sphere, including which rights (...)
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  38. Changes in product design and development processes: design thinking, service design and user experience.Federico Del Giorgio Solfa, Ticiana Agustina Alvarado Wall & Guido Amendolaggine - 2021 - Cuban Journal of Public and Business Administration 5 (3):e178.
    This article addresses the new theories and concepts of design management: design thinking, user experience (UX) and service design. They consider people's experiences and focus on the characteristics of each one of them. From industrial design, the scope and relationships between these definitions - now better visible - were analyzed, which always belonged to the design field of the discipline, from which an attempt was made to identify how they influence innovation, design and development (...)
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  39. Designing for Serendipity, a Means or an End?Smets Annelien - 2023 - Journal of Documentation 79 (3):589-607.
    Purpose This article aims to gain a better understanding of the reasons why serendipity is designed for in different kinds of environments. Understanding these design intents sheds light on the value such designs bring to designers, in contrast to the users of the environment. In this way, the article seeks to contribute to the literature on cultivating serendipity from a designers’ point of view. -/- Design/methodology/approach An extensive review of the literature discussing designing for serendipity was conducted to (...)
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  40. Tolerant paternalism: pro-ethical design as a resolution of the dilemma of toleration.Luciano Floridi - 2016 - Science and Engineering Ethics 22 (6):1669-1688.
    Toleration is one of the fundamental principles that inform the design of a democratic and liberal society. Unfortunately, its adoption seems inconsistent with the adoption of paternalistically benevolent policies, which represent a valuable mechanism to improve individuals’ well-being. In this paper, I refer to this tension as the dilemma of toleration. The dilemma is not new. It arises when an agent A would like to be tolerant and respectful towards another agent B’s choices but, at the same time, A (...)
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  41. Designed for Death: Controlling Killer Robots.Steven Umbrello - 2022 - Budapest: Trivent Publishing.
    Autonomous weapons systems, often referred to as ‘killer robots’, have been a hallmark of popular imagination for decades. However, with the inexorable advance of artificial intelligence systems (AI) and robotics, killer robots are quickly becoming a reality. These lethal technologies can learn, adapt, and potentially make life and death decisions on the battlefield with little-to-no human involvement. This naturally leads to not only legal but ethical concerns as to whether we can meaningful control such machines, and if so, then how. (...)
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  42. Four Lenses for Designing Morally Engaging Games.Malcolm Ryan, Dan Staines & Paul Formosa - 2016 - Proceedings of 1st International Joint Conference of DiGRA and FDG.
    Historically the focus of moral decision-making in games has been narrow, mostly confined to challenges of moral judgement (deciding right and wrong). In this paper, we look to moral psychology to get a broader view of the skills involved in ethical behaviour and how they may be employed in games. Following the Four Component Model of Rest and colleagues, we identify four “lenses” – perspectives for considering moral gameplay in terms of focus, sensitivity, judgement and action – and describe the (...)
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  43. (1 other version)Syllabus Design and World-Making.Rima Basu - forthcoming - In Brynn Welch (ed.), The Art of Teaching. Bloomsbury.
    There are many commonalities between the framework of roleplaying games such as Dungeons & Dragons and the way in which we design classes and assignments. The professor (the dungeon master) selects a number of readings with some end goal in mind (the campaign). Along the way the students are expected to be active participants (roleplay) and the professor designs progressively harder assignments (quests) in order to test the students’ abilities and to promote learning and growth (leveling up). This structural (...)
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  44. Are Design Beliefs Safe?Hans Van Eyghen - 2019 - Studia Humana 8 (1):75-83.
    Recently, Del Ratzsch proposed a new version of the design argument. He argues that belief in a designer is often formed non-inferentially, much like perceptual beliefs, rather than formed by explicit reasoning. Ratzsch traces his argument back to Thomas Reid (1710-1796) who argues that beliefs formed in this way are also justified. In this paper, I investigate whether design beliefs that are formed in this way can be regarded as knowledge. For this purpose, I look closer to recent (...)
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  45. Designing a Graphical Index to Wittgenstein's Nachlaß.Michael Biggs - 1996 - Wittgenstein-Studien 5.
    There are no established conventions for, and few examples of, indexing visual material on the basis of its form. Most image databases use keywords to describe the form or function, and access data by text-based retrieval of these keywords. An image-based approach would order the data by appearance, e.g. Shepherd (1971) and Dreyfuss (1972). A taxonomy must be created in order to apply this technique to a new data set. Previous applications have been aided by certain limiting factors on the (...)
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  46. Design Knowledge Representation: An Ontological Perspective.Emilio M. Sanfilippo, Claudio Masolo & Daniele Porello - 2015 - In Emilio M. Sanfilippo, Claudio Masolo & Daniele Porello (eds.), Proceedings of the 1st Workshop on Artificial Intelligence and Design, {A} workshop of the {XIV} International Conference of the Italian Association for Artificial Intelligence (AI*IA 2015), Ferrara, Italy, September 22, 2015. pp. 41-54.
    We present a preliminary high-level formal theory, grounded on knowledge representation techniques and foundational ontologies, for the uniform and integrated representation of the different kinds of (quali- tative and quantitative) knowledge involved in the designing process. We discuss the conceptual nature of engineering design by individuating and analyzing the involved notions. These notions are then formally charac- terized by extending the DOLCE foundational ontology. Our ultimate purpose is twofold: (i) to contribute to foundational issues of design; and (ii) (...)
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  47. The Ecological Turn in Design: Adopting A Posthumanist Ethics to Inform Value Sensitive Design.Steven Umbrello - 2021 - Philosophies 6 (2):29.
    Design for Values (DfV) philosophies are a series of design approaches that aim to incorporate human values into the early phases of technological design to direct innovation into beneficial outcomes. The difficulty and necessity of directing advantageous futures for transformative technologies through the application and adoption of value-based design approaches are apparent. However, questions of whose values to design are of critical importance. DfV philosophies typically aim to enrol the stakeholders who may be affected by (...)
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  48. A Value-Sensitive Design Approach to Intelligent Agents.Steven Umbrello & Angelo Frank De Bellis - 2018 - In Yampolskiy Roman (ed.), Artificial Intelligence Safety and Security. CRC Press. pp. 395-410.
    This chapter proposed a novel design methodology called Value-Sensitive Design and its potential application to the field of artificial intelligence research and design. It discusses the imperatives in adopting a design philosophy that embeds values into the design of artificial agents at the early stages of AI development. Because of the high risk stakes in the unmitigated design of artificial agents, this chapter proposes that even though VSD may turn out to be a less-than-optimal (...)
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  49. Design, Yes; Intelligent, No.Massimo Pigliucci - 2001 - Philosophy Now 32:26-29.
    Were we designed by an intelligent creation? Not likely: living organisms are designed, yes, but not intelligently...
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  50. Imaginative Value Sensitive Design: Using Moral Imagination Theory to Inform Responsible Technology Design.Steven Umbrello - 2020 - Science and Engineering Ethics 26 (2):575-595.
    Safe-by-Design (SBD) frameworks for the development of emerging technologies have become an ever more popular means by which scholars argue that transformative emerging technologies can safely incorporate human values. One such popular SBD methodology is called Value Sensitive Design (VSD). A central tenet of this design methodology is to investigate stakeholder values and design those values into technologies during early stage research and development (R&D). To accomplish this, the VSD framework mandates that designers consult the philosophical (...)
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