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What is Design

Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches
Design as a concept involves changed attitudes towards information and knowledge. It is a necessity for gaining information and knowledge, both for teachers in terms of designing environments and processes of learning and for the individual student in terms of designing his or her learning path.
Published in Chapter:
Exploring Educational Video Game Design: Meaning Potentials and Implications for Learning
Anna Åkerfeldt (Stockholm University, Sweden) and Staffan Selander (Stockholm University, Sweden)
DOI: 10.4018/978-1-60960-495-0.ch046
Abstract
The aim of this chapter is to explore two educational video games as a repository for action and meaning-making. Rixdax and El Patron feature two different game genres and designs. Through a comparative analysis, it will be shown how these two games actually address very different learning goals and also seem to miss a crucial aspect of learning: reflective action. This chapter will investigate how the layout on the screen is composed and how knowledge is represented. To do so, six structuring factors introduced by Prensky (2001), some of the organizing principles of learning design developed by Selander (Selander, 2008a-b; 2009, Selander & Åkerfeldt, 2008) and the multimodal framework developed by Kress and van Leeuween (Kress & van Leeuween, 2006; Kress, 2010; van Leeuween, 2005) are used. The chapter analyses the individual elements as semiotic resources in the educational video game and show how these elements are represented, especially from the points of view of information value, salience and framing, but also how the information is sequenced, the tempo of the games and how they accommodate meta-reflection by the users.
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Good and Evil in the Garden of Emerging Information Technologies
Design is the process in which a person, often called a systems analyst or systems designer considers the needs and wants, opportunities and problems, balanced with technical and economic feasibility limits to describe or model a new system.
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The Edgard Project: Towards a Discussion of Ethical Tech in Art and Design
To devise or create a plan based on information and data and act according to it.
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The “Madame Butterfly” Robot: A Case Study in Product Design and Development
Design means giving harmony to the all project, means accepting the importance of the aesthetic of machines into the work area, means finding new solutions for common problems, it adds value to the overall result, sometimes it means a major cost but also a bigger market appeal.
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Edutainment With Flipped IDEAS
The ability to envision and construct an object or process that meets the goals and requirements of a particular user.
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Challenges of Design Thinking in the Innovation of Individuals and Organizations
Is the idealization, creation, development, configuration, conception, elaboration, and specification of products, normally produced industrially.
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Formation of an Effective Multi-Functional Model of the Research Competence of Students
Research of the phenomena, processes or systems of objects by a construction and study of their models, and also the use of models for determination or clarification of methods of construction of the re-created objects.
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A Multimodal Writing Framework to Promote Agency
A process of creation that not only incorporates traditional writing, but additional multimodal features and functions.
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Project-Design Activity as a Condition for the Formation of Research Competence Among Students
Research of the phenomena, processes or systems of objects by a construction and study of their models, and also the use of models for determination or clarification of methods of construction of the re-created objects.
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Virtual Work, Trust and Rationality
The structured composition of an object, process or activity.
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What Makes Online Gamers Dissatisfied with Online Games?
The act of working out the form of something (as by making a sketch or outline or plan).
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Use of Mobile Phones by Individuals with Visual Impairments
Activities or processes that aim to define the features of a product (or system) including its shape, aesthetics, interface, content, and functions.
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The Gendered Nature of Chatbots: Anthropomorphism and Authenticity
The process of decision making leading to the final outcome of what has to be built. With chatbots this pertains to how they will be built as well as the how the conversations will take place through intents and responses.
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Innovation, Creativity, Entrepreneurship Management: An Analytical Approach
It is a concept at the mental level converted to create an object which is virtual or real.
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Talking Through the Design: Supporting Students' Digital Video Composing Processes Through Dialogic Engagement
As a noun, design refers to the available modes, texts, and experiences that students drew upon throughout the composition process. As a verb, design refers to the construction, negotiation, and processing of meaning as a part of the compositional process.
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Stimulating Creativity and Innovation in and Around Organisations: Co-Creation Experiments from Ongoing Research in a Bank
Design is the basis for the making of every tangible or intangible object or system. Design can be used as both a noun (a design) and as a verb (to design). To design refers to the very process of originating a product, a structure, a system etc. A design refers to either the final solution or plan (a sketch, a proposal, a model etc) or the result of implementing this plan in the form of the final product or a design process. Design and the understanding of design is evolving radically these days, which also is outlined in the chapter.
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Agency at Play for Collective Impact in Human Services Systems: A Case Study of Digital Games for Change as Design Justice Interventions
A solution-focused strategy to problem-solving (Cross 1982). Given that complex social issues which this study focuses on, cannot be ‘solved’, this study considers the term ‘design’ to mean ‘responding to’ these issues.
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Simulation and Modeling: Design of a Fuzzy Logic Based Hydraulic Turbine Governing System
Is the creation of a plan or convention for the construction of an object or a system
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Evaluation of Interior Architecture Education in Turkey During the Pandemic
It is the creative process itself and includes the preparation of sketches and plans required for an activity.
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Ontological Design for Cognitive Cities: The New Principle for Future Urban Management
Design is about creating an artefact. The aim is to prepare, model, and then execute the development of an artefact. The whole process is understood as design, and the goal is ultimately a designed artefact.
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Digitally Mediated Art Inspired by Scientific Research: A Personal Journey
Refers to the purposeful or inventive arrangement of parts or details in a creative work.
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Design Thinking in Product Design: Challenges and Opportunities
Is the idealization, creation, development, configuration, conception, elaboration, and specification of products.
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Teacher-Student Interaction Within the Context of Online Teaching and Learning
It is the design of the whole teaching process (including how the materials will be, how the exam will be done, what assignments will be asked from the students, how will feedback be given to the student, will the teacher appear on the camera, or will a representative image be used? etc.).
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How Is Motivation Located in the Instructional Design Process?
Plans that describe how the information obtained from the analysis phase will be reflected in the instructional design (views, designs, plans and the plan to integrate the most appropriate technology).
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Artificial Organs
Design in biomedical engineering means the conception, creation, and/or fabrication of devices, instruments, fixtures, procedures, methods, algorithms, or simulations intended to benefit health and wellness, including means to interrogate, analyze, or otherwise define operating or physical parameters. In BME, the design process occurs in the context of essential constraints, including regulatory, economic, environmental, manufacturability, ethical, and socio-political factors (Lerner et al., 2006).
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Evaluation of Social Media Interaction in Design Education and Design Process
It is an action of solution-oriented, visualizing design based on a problem.
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Learning and Meaning Making in the Virtual Space
Design as a concept involves changed attitudes towards information and knowledge. It is a necessity both for teachers in terms of designing environments and processes of learning, and for the individual student in terms of designing his or her own learning path.
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Purposefully-Designed and Mindfully-Facilitated Online Courses
The purposeful process in the creation of an object or environment through which its purpose, function, and possibilities are made evident to the end-user.
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Affordances and Challenges of Translanguaging Pedagogy for In-Service Content Area Teachers
Design is a translanguaging construct and describes how teachers set up affordances (e.g., designing units, lessons, pedagogical practices, and assessments) as they construct learning experiences for students.
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Visionary Leadership: Learning from Exemplary Organizations
A capacity to create an artefact that is either tangible as a product or intangible as a service that fulfils a functional and symbolic purpose for users.
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The N-Dimensional Geometry and Kinaesthetic Space of the Internet
The structured composition of an object, process, or activity
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Intellectual Property Rights
It is the plan for creating an object for the implementation of an activity, or process.
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Metaheuristic Design Patterns: New Perspectives for Larger-Scale Search Architectures
A cognitively-demanding process used in many fields for the planning or construction of an object, artifact or product in response to a practical need or requirement. Software design considers the functional, economic, aesthetic and performance qualities of the software-to-be, and can incorporate much repeated iteration while evaluating design solution candidates.
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Understanding Factors that Influence the Effectiveness of Learning Objects in Secondary School Classrooms
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Web-Based Course Design Models
A plan to arrange elements to reach a specific goal effectively. This is the planning of route maps that aim to replace the current situation with a preferable one.
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Design Leadership in the Context of Emerging Technologies
Design is seen as the manipulation of visual or tangible aspects of physical matter or information at the point of output” ( Celi & Rudkin, 2015 , p. 61).
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