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        <rdf:li rdf:resource="http://hdl.handle.net/10174/26247" />
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    <dc:date>2020-03-04T05:38:42Z</dc:date>
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    <title>User Experience Design Manifesto</title>
    <link>http://hdl.handle.net/10174/26283</link>
    <description>Title: User Experience Design Manifesto
Authors: Maldonado, Paulo
Editors: Ahram, T.; Falcão, C.
Abstract: The  rapid  change  of  the  elements  of  context  requires  an  urgent reflection on "Experience" and "Meaning with Value". The aim of this article is to  critically  review  the  User  Experience  Design  (UXD)  as  a  disciplinary  field, and contribute by a Manifesto to an inspiring vision of the future. Some authors will  be  reviewed  in  order  to  list  and  discuss  the  different  ideas to  redefine  the desirable  skills  to  an  enlightened  practice  and  to  influence  a  new  ethos  of  "Be Innovation"  to  a  better  world. The  article  retrieves  and  revisits  a  Design Manifesto made on the basis of a strategic vision for Design based on distinctive design   competencies.   This   Manifesto   was in the   origin   of   the   platform www.inspaedia.com.</description>
    <dc:date>2019-01-01T00:00:00Z</dc:date>
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  <item rdf:about="http://hdl.handle.net/10174/26247">
    <title>Design-by-Analogy: proposta para um modelo de ferramenta computacional de auxílio ao processo de design</title>
    <link>http://hdl.handle.net/10174/26247</link>
    <description>Title: Design-by-Analogy: proposta para um modelo de ferramenta computacional de auxílio ao processo de design
Authors: Ermida, Pablo; Teixeira, Fábio; Maldonado, Paulo
Editors: Teixeira, Fábio
Abstract: O desenvolvimento de novos produtos é uma atividade altamente complexa, onde a aplicação de metodologias e ferramentas para  apoiar  o  processo  de  design  é  fundamental  na  condução  das  inúmeras  atividades  entre  as  etapas  envolvidas.  A  fase conceitual no design é um momento crítico para o sucesso do produto, onde o acesso ao conhecimento de design gerado e a experiência prévia do designer são as bases para a construção do processo de criação. Diante disso, o campo Design-by-Analogy (DbA) é uma abordagem no design que utiliza os processos de analogias para estimular a geração de ideias na busca por soluções inovadoras através de técnicas e ferramentas computacionais. Neste contexto, este artigo tem como objetivo propor um modelo para o desenvolvimento de um software baseado nas técnicas em DbA para estimular e auxiliar o designer durante o processo projetual. Para atingir este  objetivo,  a revisão  da  literatura e o  levantamento  do estado da arte  dos softwares  existentes em DbA estabeleceram as bases de conhecimento para este estudo. A partir das informações obtidas destas bases, foram definidos critérios  de  análise  para  a  avaliação  das  características  de  qualidade  dos  softwares  existentes.  Isto,  reuniu  um  conjunto  de características  desejáveis  para  estabelecer  os  requisitos  que  guiaram  a  elaboração  do  modelo proposto,  especificando  seus elementos e  estrutura. O resultado  deste  trabalho  é  a  proposta  deste  modelo,  onde  a  combinação  de  técnicas  já  existentes somada a novos elementos que exploram caminhos alternativos e promovem avanços para o campo do DbA. Este modelo será a base para o desenvolvimento de um software para auxílio e estímulo à fase conceitual de projeto, permitindo o registro dos conhecimentos gerados  durante  o  desenvolvimento  de projetos  para  que  estes  possam  ser reutilizados  em  projetos  futuros, acrescentando novas  possiblidades  que  darão continuidade  aos  estudos  em  ferramentas  digitais para apoiar o  processo  de design.  Palavras-chave: Design-by-Analogy, Processo de Design, Software. Design-by-Analogy: Proposal for a computational tool model to aid the engineering design process Abstract New  products  development  is  a  highly  complex  activity,  where  applying  methodologies  and  tools  to  support  the  engineering design process is fundamental in conducting the numerous activities between the phases involved. The conceptual design phase is a critical moment for product success, where access to the existing design knowledge and the prior experience of the designer are the basis for building the creative process. Thus, the Design-by-Analogy (DbA) field is a design approach that uses analogous processes  to  stimulate  ideas  generation  seeking  innovative  solutions  through  computational  techniques  and  tools. In  this context,  this  article  aims  to  propose  a model  for a software development based  on  DbA  techniques  to  stimulate  and  assist designers  during  project  process.  To  fulfill  this  objective,  literature  review  and  existing  state of  the  art  DbA  software  survey establish the knowledge bases for this study. Given extracted information from these sources, analysis criteria were defined for the  existing  software  quality  characteristics  evaluation.  This,  combined  a  set  of  desirable  characteristics  to  establish  the requirements  that  guided  the elaboration  of  the proposed model,  specifying  its  components  and  structure. The result  of  this paper  is the model  proposal,  where  combining  existing  techniques  and  new  components  that  explore  alternative  paths  will promote advances in DbA field. This model will guide the development of a software to aid and stimulate the conceptual phase of  the  project, allowing  the  registration  of  the  knowledge  generated  during  the  development  of  projects  so  that  they  can  be reused in future projects, adds new possibilities giving continuity to the studies in digital tools to support the engineering design process.</description>
    <dc:date>2017-01-01T00:00:00Z</dc:date>
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  <item rdf:about="http://hdl.handle.net/10174/25304">
    <title>Ásias a rir: o Oriente desenhado pelo humor entre os séculos XIX e XX</title>
    <link>http://hdl.handle.net/10174/25304</link>
    <description>Title: Ásias a rir: o Oriente desenhado pelo humor entre os séculos XIX e XX
Authors: Leandro, Sandra
Editors: SILVA, CUROPOS, Fernando Maria Araújo da
Abstract: Trajes, chás, leques, lanternas, porcelanas, sedas, molduras de bambu, peixes chineses que falam, bizantinices… A partir de uma selecção de desenho humorístico, que neste ensaio se sintetiza, contemplam-se as duas séries d’O Antonio Maria (1879-1885) (1891-1898), dos Pontos nos ii (1885-1891), d’A Paródia (1900-1902) e da Parodia: Comedia Portugueza (1903-1906). Procurei identificar determinadas personagens, observar que Orientes eram representados e ordená-los numa geografia nem sempre possível, pois o exotismo muitas vezes se adensou numa amálgama de latitudes e estéticas. Uma brevíssima nota sobre algumas fantasias orientais na cerâmica, conclui este artigo. O olhar Ocidental e os traços destas ficções pertencem a Rafael Bordalo Pinheiro (Lisboa, 1846- Lisboa, 1905)  e Manuel Gustavo Bordalo Pinheiro (Lisboa, 1867- Caldas da Rainha, 1920)  que garantem as Ásias a rir.</description>
    <dc:date>2018-01-01T00:00:00Z</dc:date>
  </item>
  <item rdf:about="http://hdl.handle.net/10174/22931">
    <title>Inspædia report: an inspired research itinerary</title>
    <link>http://hdl.handle.net/10174/22931</link>
    <description>Title: Inspædia report: an inspired research itinerary
Authors: Maldonado, Paulo; Duarte, José; Câmara, António; Correia, Nuno; Ferrão, Leonor; Ermida, Pablo
Editors: Rebelo, Francisco; Soares, Marcelo
Abstract: This article summarizes the essentials of the design research path that led to the collaborative and interactive intelligence platform Inspædia. Firstly, it&#xD;
discusses the concepts and contexts that favor innovation to understand the importance of entrepreneurship, exploring successful business models and identifying trends and patterns of excellence; some inspirational riffs to inspire&#xD;
other organizational contexts are selected; there is a review of authors who have emphasized the importance of designing and developing user-oriented business models – or rather, producers that are at the same time consumers (prosumers), connected by collaborative intelligence networks; creative and collaborative cognition in design is explored by presenting some strategies to activate divergent thinking, and the conceptual model of Inspædia is described. Secondly, the article contextualizes and describes the research journey to redefine and simplify the conceptual model to bring the online platform to life. Finally, the results obtained and the feedback given by some inspædiers are presented.</description>
    <dc:date>2017-01-01T00:00:00Z</dc:date>
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