LightBehave - project report

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Light BEHAVE! project report

Tom FejĂŠr B3.2 s101866 Industrial Design TU/e 2012


index introduction and backgroundproject 4

planning 6

from exploration to hypothesis 8

design research 14

urban design 16

network theory 20

synchronization and communication patterns in nature 24

group behaviour and steering 26

research question 28

experiment 30

design hypothesis 34

idea generation 36 development by prototyping 38 designing a demonstrator 42


preface In the preface I would like to say thanks to Kees. He was my coach and we only had the chance to work together for 2 months. I missed him from the project and I miss him from the faculty. He was immediately caught me with some of his words in our first meeting and encouraged me with his confidence in my skills. I missed his personality and attitude from the project. I missed his comforting confidence in me. I missed his inspiring spirit. I am grateful I had the chance to work with him.


introduction and backgroundproject info and planning of the project

(Why this project offered, how is it embedded in existing work and theories, what is the outcome of previous projects?) With the digitalization of light a new era of design freedom starts to emerge. Much of this freedom is about making light behave – and subsequently the people receiving this light. Many claims are being made – from steering people to the right places to waking them up or calming them down. Some of these are now being validated in long term studies. In this project, we use an alternative design approach, whereby we seek to find natural - rather than retrofitted - relationships between the role of light and the things people do, with the objective of applying it meaningfully in innovative concepts that create an impact on people´s experiences. We do this in a threefold design approach: Firstly will we go out and engage with a range of people in everyday situations at specific contexts (eg a farmer, astronomer, house painter), zooming in on activities where light (in the broad sense) plays a role. Insights can emerge from various levels ranging from the physiological to the psychological perception of light: from observations on how the human eye reacts, to micro-expressions or discussions on which light to buy for house decoration. As a second step will we try to understand these insights on a more fundamental scale, by setting up experiments to verify them among a larger population and isolate the behavioural principle related to light. Thirdly, having found certain relationships between light and human behaviour, we then appropriate one of the developed relationships into a concept for one of the respondents. By means of thorough design synthesis and translation we will strive for finding the relevant applications that make use of the behavioural principles to enhance experiences in a meaningful way. The end result will be a designed concept which is pitched for in a movie, illustrating the user experience and the associated benefits. 4


Individual deliverables. This is an open project, meaning that we are looking for conceptual thinking and the application of light in a wide context – we are particularly interested in ‘objectified lighting’ – where lighting can be used for different purpose than providing light to see. Every OPENLIGHT project will start with a 5 day workshop by experts teaching you the basics of light, including digital control (from max msp to light source), physical control (optics, reflectors), materials (environment) and behavior. Design challenges / research questions (What design challenges and research questions does this project aim to tackle? Do not specify them per block, but describe these challenges and questions in general.) This project provides a typical design approach to lighting design, relying heavily on reality, observation and interventions. This it the project to learn about ethnography, need finding, context mapping, experience flows, AND translating them into valuable concept solutions. The emphasis is on creating a user experience. Stakeholders (Who are participating as coaches, experts, clients etc. and give a few lines per person/institute to introduce them and their expertise) This project is run as collaboration between OPENLIGHT, the creative lab of the Intelligent Lighting Institute and Philips Design, Lighting. Cristina Ferraz Rigo, senior design research consultant at Philips Design will lead the project alongside Rombout Frieling. A range of experts ranging from People Research at Philips Design, Optical Engineering at Philips Lighting, Human perception at Intelligent Lighting Institute and Materials design at OPENLIGHT will lecture and be available for talks throughout the project.[5.1] coaches / clients / consultants: Kees Overbeeke Rombout Frieling Cristina Ferraz Rigo

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observations research topic research research question experiments hypothesis demonstrator concept generation design 6


projectweek 1&2 - WHAT happens? observe insights by means of design research methodologies spot unobvious behaviours and their potential causal relationship with light deliverable: videos, photographs, explanations, evidence, voice recordings, experience flow projectweek 3&4 - WHY does it happen? focus is on doing experiments that prove the observed light behaviour in among wider population and with varying parameters, to understand relationships deliverable: (dis)proved hypotheses, documented experiments, outcomes, ‘proof’ projectweek 5 - WHAT can we use it for? participants will work together to have creative sessions about application of their findings deliverable: value proposition, benefit, insight, reason to believe, differentiators projectweek 6&7 - HOW do we use it? Explain criteria for what proposition is here? Meaningfulness, create an impact. deliverable: experience prototype projectweek 8 - WHAT is it like? - final delivery A good idea is also an idea that is communicated in the right way; therefore students are asked to distil the core values and benefits into a storytelling exercise in which they will have to convince the audience and make them believers of their idea. deliverable: experience prototype; exhibition (poster) and/or exhibition setup or prototype [7.1]

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from exploration to hypothesis thoughts on the design process (innovation design)

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innovation generation

Innovation can come from several sources one of them is a deep theoretical research where the researcher can find previously not connected topics and determine and verify the connection. As a designer I am able to use my ‘designer-toolkit’ to work as a researcher and not only verify the connection but build up a hypothesis than at the top of it. Therefore, I will apply this brand new (innovative) ideas and concepts. For me the most challenging part in the research focused design process is to stay confident in the quality of my work and sort out meaningful results during every step (without knowing clearly the final application or context).

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design as science? there is something essentially similar in a designer and the scientist (researcher). the curiosity. sometimes they are sharing the tools of discovering the unknown but the goals are fundamentally different.

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goal of science [11.1]

• produce a body of verifiable knowledge • repeatable and consistent • explain and predict phenomena

goal of design

• response for meaningful desire • unique and timeless • reflect on the time it has been made and on the person who designed it

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natural sciences

branches of science that seek to elucidate the rules that govern the natural world by using scientific methods.[13.1] (characteristics natural and man-made world) (e.g. RQ: How do we create steel harder? H: Adding carbon makes steel harder)

social sciences

field of study concerned with society.[13.2] (status quo of human behaviour, social relationships, politics, economics) (e.g. RQ: Does wealth inuence political participation? H:The richer people are, the weaker their interest in politics)

design sciences - Design Science Research (DSR) There is growing pressure on architects, engineers, lawyers, managers and other design-oriented professionals to act and decide on the basis of a systematic body of evidence (cf.Van Aken and Romme 2009). Hevner and Chatterjee (2010) provide a reference on Design Science Research (DSR) in Information Systems [13.3] (effect of a man-made intervention on people’s perception and behaviour) (e.g. RQ + H should include the intervention and people’s reaction!)

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design research urban design network theory synchronization and communication patterns in nature group behaviour and steering

“I decided I wanted to think further about the complex movements of the crowds in the city in a way as network researchers handle the complex systems behaviour. “

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the goal of a design research The intension of a research in design is to find connections in previous researches, new topics or observations to create concepts based on this connections. As a designer and not a researcher understanding and using research methodology can be part of getting inspired and design meaningful innovations. In my case I needed to find my own research topics and find specific behaviours which can relate to lights. To achieve this, I used videos, photos, drawings, books, papers and internet pages. My initial interest was focused on city lights and human behaviour in an urban context. Later I decided to concentrate more on behaviours, especially crowd behaviour which leaded me to an exciting new field of science called network theory. Than I arrived to the point to chose a final subject for my design research which will include the principle of my design. I decided I wanted to think further about the complex movements of the crowds in the city in a way as network researchers handle the complex systems behaviour. In order to find and prove an interesting new aspect of lights in connection with human behaviour I designed an experiment. In this experiment my design topic became clear and stronger than I expected.

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urban design

Urban design concerns the arrangement, appearance and functionality of towns and cities, and in particular the shaping and uses of urban public space.

video exploration in Eindhoven //using video for research / observations by creation

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public lights as the identity of a city • street, city, country

meaning of the light on the street • security • visual information • local and global networks • display and sharing • entertainment

interactions and networking in public

• adaptation to individual, group or community • communication • massive passive data collection • streets as interface

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in this research phase I applied videos, photos and sketches next to the internet research to find insights and to observe light related behaviours in an urban surrounding

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network theory A new and emerging scientific discipline that examines the interconnections among diverse physical or engineered networks, information networks, biological networks, cognitive and semantic networks, and social networks.This field of science seeks to discover common principles, algorithms and tools that govern network behavior.The National Research Council defines Network Science as “the study of network representations of physical, biological, and social phenomena leading to predictive models of these phenomena.” “understanding the networks by its structure” [20.1]

typical research a natural phenomena For running the research it is necessary to find relevant measurable data. It is also essential to describe mathematically the phenomena with the defined measurable factors. Than you can measure the changes of the data by time and with the right algorithm, data and processing power you can predict the phenomena. (even before it happened) (with current technology there are enormous databases are available and behaviours are measurable) By analyzing human behavior we can make possible conclusions in connection with unmeasurable complex networks. (cells, neurons, economics) [20.3] 20


“Caenorhabditis elegans is a free living transparent nematode with 302 neurons. The pattern of his completely mapped neuron network has a pattern of connectivity as the small world networks.�[21.1]

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graph theory

In mathematics and computer science, graph theory is the study of graphs, mathematical structures used to model pairwise relations between objects from a certain collection. A “graph” in this context refers to a collection of vertices or ‘nodes’ and a collection of edges that connect pairs of vertices. [22.1]

small world phenomenon

The small world experiment comprised several experiments conducted by Stanley Milgram and other researchers examining the average path length for social networks of people in the United States. The research was groundbreaking in that it suggested that human society is a small world type network characterized by short path lengths. The experiments are often associated with the phrase “six degrees of separation”, although Milgram did not use this term himself. [22.2]

6 degrees of separation

Six degrees of separation refers to the idea that everyone is on average approximately six steps away, by way of introduction, from any other person on Earth, so that a chain of, “a friend of a friend” statements can be made, on average, to connect any two people in six steps or fewer. It was originally set out by Frigyes Karinthy and popularized by a play written by John Guare. [22.3]

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Erdős - Bacon number

A person’s Erdős–Bacon number is the sum of one’s Erdős number—which measures the “collaborative distance” in authoring mathematical papers between that person and Hungarian mathematician Paul Erdős—and one’s Bacon number—which represents the number of links, through roles in films, by which the individual is separated from American actor Kevin Bacon. The lower the number, the closer a person is to Erdős and Bacon, and this reflects a small world phenomenon in academia and entertainment. [23.1]

centralized / decentralized / distributed networks

The pioneering research of Paul Baran in the 1960s, who envisioned a communications network that would survive a major enemy attack. The sketch shows three different network topologies described in his RAND Memorandum, “On Distributed Communications: 1. Introduction to Distributed Communications Network” (August 1964). The distributed network structure offered the best survivability. [23.2]

scaled / scale-free networks

Many networks are conjectured to be scale-free, including World Wide Web links, biological networks, and social networks, although the scientific community is still discussing these claims as more sophisticated data analysis techniques become available.[23.3]

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synchronization and communication patterns in nature Network scientist frequently uses researches from other science fields. One of the most interesting one is biology and animals group behvioural studies where the behaviour of the flock, swarm or schools are measurable, mathematically describable and therefore predictable. Using these informations can anticipate other complex networks behavioural patterns as well.

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firefies

Tropical fireflies, in particular, in Southeast Asia, routinely synchronise their flashes among large groups. This phenomenon is explained as phase synchronization and spontaneous order. At night along river banks in the Malaysian jungles (the most notable ones found near Kuala Selangor), fireflies (kelip-kelip in the Malay language or Bahasa Malaysia) synchronise their light emissions precisely. Current hypotheses about the causes of this behavior involve diet, social interaction, and altitude. In the Philippines, thousands of fireflies can be seen all year-round in the town of Donsol (called aninipot or totonbalagon in Bicol). In the United States, one of the most famous sightings of fireflies blinking in unison occurs annually near Elkmont, Tennessee in the Great Smoky Mountains during the first weeks of June. Congaree National Park in South Carolina is another host to this phenomenon. [25.1]

birds

Flocking behavior is the behavior exhibited when a group of birds, called a flock, are foraging or in flight. There are parallels with the shoaling behavior of fish, the swarming behavior of insects, and herd behavior of land animals. Basic models of flocking behavior are controlled by three simple rules: Separation, Alignment, Cohesion. With these three simple rules, the flock moves in an extremely realistic way, creating complex motion and interaction that would be extremely hard to create otherwise. [25.2]

swarm behaviour

Swarm behaviour, or swarming, is a collective behaviour exhibited by animals of similar size which aggregate together, perhaps milling about the same spot or perhaps moving en masse or migrating in some direction. [25.3]

biological swarming

Examples of biological swarming are found in bird flocks, fish schools, insect swarms, bacteria swarms, molds, molecular motors, quadruped herds and people. [25.4] 25


group behaviour and steering

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Boids is an artificial life program, developed by Craig Reynolds in 1986, which simulates the flocking behaviour of birds. [27.1]]

separation:

steer to avoid crowding local flockmates

alignment:

steer towards the average heading of local flockmates

cohesion:

steer to move toward the average position (center of mass) of local flockmates

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research question A well-thought-out and focused research question leads directly into your hypotheses. What predictions would you make about the phenomenon you are examining? This will be the foundation of your application. [28.1]

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summary of the research

urban design Our society build bigger and bigger cities and more and more people moving to these crowded capitals. the crowds in our streets and transportation networks are growing as well. it is getting harder to find our ways and adapts to different public spaces. network theory Complex system behaviour patterns can based on simple rules and recognizable easier if you exam the measurable data in a bigger scale (in quantity and time as well) synchronization and communication patterns in nature In nature there are beautiful examples how can simple organisms move and ‘work’ together in order to grow, communicate, mate or survive group behaviour and steering Artificial programs using 3 basic characteristics of a group behaviour: separation, alignment, cohesion

lights & behaviour

connect a light variable to affect on the behaviour In this stage I was most interested in the dynamism of the crowd. I was aware of that one can influence on people movements by changing light temperature or intensity but what happens when one varies the changingof-the-light in the environment? How can dynamic light effects affect on the group-behaviour?

phrase the research question “Can dynamic light affect on group behaviour?”

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why do designers need experiments? Just like in science experiments plays an important role in design too. Experimenting with materials, shapes, colors, technology is a necessary part of a designers work. In science the purpose of the experiments is different, instead of getting inspired, it intents to confirm the hypothesis (based on a theoretical research).

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experiment setup

environment setup • the experiment took place in a dedicated dark room a.k.a. black box • I set up 6 lamps (light bulbs) on the wall in different height • for every lamps i made different, simple paper covers to create more diffused light guinea pigs • the first 3 experiments were running with 4 person groups (regardless to gender, nationality or social relationships) and every group spent approximately 10 min. inside without any instructions • in the final experiment I used 10 students at once for 20 min. and they had only one task: not to stand in one spot live intervention and monitoring • in one upper corner of the black box I set up a night vision camera which provided live video stream from inside of the room • all 6 lamps were controlled by manually from outside

assess the experiment live manual intervention

Scientist’s experiments intention is to create and define a experiment setup which will provide the same result all the time and by changing the key factors they can predict the changes in that environment. The goal was almost the same but obviously I can not imagine a fully scientifically proved experiment but I can set up a ‘playground’ where I am fully in control of the variables. In this case I controlled 6 differently shaped and positioned lamps in a empty and dark environment and I tried to trigger different group behaviours in a certain period of time. The reason why I changed the setup is because I wanted to make the affect of the different dimming effects more visible. Without the ‘can’t stop’ rule and in smaller groups the ‘guinea pigs’ just lay down on the floor or stand in one corner and the social factors ruled their acts.

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observations in lower light conditions and slower light pulses in one side of the space the whole group moved to the side where the light was active and everybody moved slower.

with more intense pulses on two sides of the room they moved faster and took bigger distances between each other without aligning to any pattern.

in brighter light conditions and less intensive pulses they started formulating a circle and by changing the speed of the pulses the group reacted on that by its own speed.

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cohesion

steer to move toward the average position (center of mass) of local flockmates

separation steer to avoid crowding local flockmates

alignment steer towards the average heading of local flockmates

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design hypothesis “The most fundamental difference between the two (design and science), they argue, is that design thinking deals primarily with what does not yet exist; while scientists deal with explaining what is.That scientists discover the laws that govern today’s reality, while designers invent a different future is a common theme.Thus, while both methods of thinking are hypothesis-driven, the design hypothesis differs from the scientific hypothesis.�[34.1]

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hypothesis / thesis statement

• tentative answer to a research question • expressed as a relationship between the independent and dependent variables • formulated as a statement, not a question • takes a position, describes what you think (hope...) will happen [35.1]

answer of a research question Yes, dynamic light can affect on the movement of a group.

relationship between variables

By changing light intensity and speed of a light effect you can change the characteristics of the movement of a group

statement

Dynamic light can influence the collective behavior of decentralized and self organized natural systems.

description of expectations

I can design such an adjustable light effect which can trigger different characteristics of the group movement behaviour.

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idea generation turn the hypothesis into a meaningful design proposal finding context and benefit defining interaction and meaning quick experiments with lights and light applications

with a few elements you can build different size and shape

modular adaptive intelligent ambient lighting system

lightning effect adapts to the input data via algorithm profiles

non-direct light effects illuminate different parts of the environment

scalable system providing a platform for further applications and interaction designs

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hypothesis into a meaningful design

The design hypothesis is not only an answer to the research question but also describes the expectations of the phenomena regarding the examined variables. Still the hypothesis is not design. In order to create a feasible design proposition I had to experiment with different controllable light sources in different structures. To make the proposition meaningful I had to define the proper interaction and context where the application can benefit by its effect.

experiments with lights As a product designer this project was the first chance for me to discover the technical and material possibilities of working with lights. I started working with the tools I had some experience with and step by step from small LEDs through power LEDs and light bulbs I end up with small industrial halogen lamps. This steps were made parallel with the interaction explorations and the lighteffect design.

After more than 5 different lamp prototypes I made from different materials (paper, cardboard, plastic, MDF, wood) with different light sources (see pg.38) I decided not to design a lamp anymore.

The development of the idea happened in the last 3 weeks which included the brainstormings, quick prototyping and testing. These circumstances forced me to make quick decisions and required a lots of reflections on the goal of the project.

By creating such a setup not the lamps will change than the environment will fade in and out.

Designing light without designing a lamp is harder than I expected. During testing my light effect in one of the corridors at the university I realized I do not need ‘lamps’ I need light sources and clean surfaces which can diffuse and reflect the light to the space.

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development by prototyping

vertical

For making the light more spacious I used brighter light sources than normal LED-s called powerLED-s and placed them on a long wooden rod and hung it in shoulder height. In a darker environment this setup provided a nice ambient light effect but the goal was to place it into a real situation.

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display

The first series of prototypes based on the same light effect which was programmed for 2x3 LED-s and controlled by an arduino. I was experimenting with size, materials and orientation. LED-s were not providing enough light and the ambient light effect was giving a smoother and more natural light transition.

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horizontal

After creating several display modules I started designing a triangular standing module. I made the first series from cardboard and I could test powerLED-s and light bulbs with it. Than I made one from MDF.

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environment lighting

I created different set-ups in different rooms and corridors to see how the different light sources were working there. In normal light conditions I could not use light bulbs to create visible light effect so after a few tests I finally changed my light sources to small industrial halogen lamps. For controlling light bulbs or halogen lamps I still used arduino but I had to add a DMX-shield at the top of the micro controller and connect it to DMX dimmer packs where I could plug the lamps.

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designing light effect

I started working on the light effect in the very beginning of the concept development even before choosing the final light source. Obviously there are plenty major factors affect on how you perceive a dynamic light effects. Size, orientation, brightness, speed, segmentation, environment lighting. The light effect I was end up with is a linear wave witch is the metaphor of the movement of a crowd, of a human flow.

defining interaction and meaning

The interaction design was conceptualized and developed together with the research but the final experience and the concrete adjustments was depended on the technical and physical setup. The light effect just like the interaction part is working on 2 layers. 1st layer: Collective Wave the full ambient wave which can change by its brightness and speed • the wave changes its speed in reaction to the speed of the crowd • the brightness changes in reaction to the intensity of the crowd 2nd layer: Individual Spreads to make the interaction tangible every individual light up the location where he is with an additional amount of light to the Collective Wave 42

finding context and benefit

Interactive environment lighting system where the movements of the people create a collective light effect. • artificial light sources required • different density of a human flow during a day e.g.: busy public and private transport stations, shopping malls, shopping streets, office buildings, school corridors, bridges The expected benefit of such a system would be a natural, indirect support of a recognized behavioural pattern. This would provide a higher quality of passage experience and an interesting activity indication.


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build an installation to demonstrate my idea

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“I didn’t design a lamp or an interaction this semester.”


demonstration tool

1:1 experience of the phenomena / interaction

experience

I wanted the visitors to experience the different ambient light effects inside and outside of the space and the influence of the group of passersby.

interaction

The wall has a basic dynamic wave light effect it will add brightness to the part of the wall where activity was detected. More activity provides more light and the light wave stays at the inactive locations. By leaving the space the wall slowly goes back to its initial wave effect.

shape

With the structure of the installation I wanted to create a ambient lighting without showing actual light sources. I used a white wall and flat panels to cover and guide the light smoothly to the small corridor I set up my installation.

technical architecture

The system detects (via a webcam) the activity of the space (devided by lamps to 5 zones) and sends data to a computer witch generates the light effect (via processing, arduino, DMX shield, DMX dimmer packs)

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exhibition

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interview with myself reflections

Why did you choose this project as a FBP (final bachelor project)? I arrived to this university one and a half year ago. After my first project which included the basics of electronics and introduced me to the interaction design I wanted to go a step further both in designing interactions and making working prototypes. I had no experience in light design but I was always interested in the works of the architects who are designing lights and designing something in a bigger scale (than a handheld device). Are you satisfied with my project? Why? Yes and no.Yes, because I learnt incredibly lot about design research process, light design, design thinking. And no, because in my final bachelor project I wanted to create something what represents my current stage (identity, vision) in design and I have a feeling I couldn’t use all my skills and competencies to realize and show my idea. Can you explain the project? My project was about finding a unknown connection between human behaviour and lights. I designed an adaptive environment lighting system where the movements of the people create a collective light effect. It would demonstrate how dynamic light can influence the collective behavior of decentralized and self organized natural systems.

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Does your work has any additional message? I believe if one understand the data from your sensors and the effect one can generate by the interaction one can create environments where the light will play a more natural role and trigger a natural behavior instead of control or interrupt us. By this the designers are not designing lamps, lights, or interactions anymore, they are sensing and activating behaviours. (we still need light sources, algorithms and materials but those should be part of the platform which enables intelligent interactions) What purpose did you have in mind? My initial concept idea was a lighting system for busy transport stations where the density of the crowd requires an intelligent light support. I already had a 2 layered interaction in mind where the the movements of the individuals feeds the collective dynamic light effect. But I can see lots of opportunities in an application which is targeting farm animals and helps to trigger different activity patterns by controlling the dynamic light.


Where did the idea came from? I started with a very broad research including urban design, graph theory, network theory, synchronization and communication patterns in nature, group behaviour and steering. Than I defined the following research question: ‘Can light effect on group behaviour?’. I knew the answer is obviously yes. But what I learnt from my research, sometimes when you are focusing on groups instead of individuals the result can be something unexpected. How did you accomplish your goal? With a very broad research I defined a very general research question ( ‘Can light effect on group behaviour?’). Than I run a few experiments to create a more specified hypothesis which describes my expectation of the relationship between the independent and dependent variables such as: Dynamic light can influence the collective behavior of decentralized and self organized natural systems. Than I created a demonstrator tool to provide a first hand experience and to illustrate my research.

How would you define interaction design? Understanding function and creating form based on that is design. Understanding usage and experience and creating something based on that is interaction design. The question is what is that something. Shape, material, color? User Interface? Define and activate a function as a response of a recognized actions? Or is the result is a new type of behaviour? I believe nowadays you can not design a product without an ‘interaction-design’ or ‘experience-design’ thinking. When you are designing a website, phone or chair you should combine your knowledge about the user, usage, trends, technology at the top of the function and aesthetics. And how you do it it will define your designer identity, and creativity. Therefore a good designer is an artist, a craftsman, a handyman, a scientist, a programmer, a thinker, an inventor and a lot more. What are the important elements of a good designer identity? The experience Those combinations of skills which learnt in practice in the past The competencies Includes the skills and theoretical knowledge (from schools, workshops, books, magazines, internet, ...) The attitude how can the designer combine his experience and competencies in all stages of the design process (decision making, reflections, the way to expand both the competencies and experiences) 49


notes

5.1 - introduction - provided by openLIGHT & TU/e 2011 June 7.1 - planning - provided by openLIGHT 2011 September 11.1 - goal of science - provided by PHILIPS 13.1 - Natural science - http://en.wikipedia.org/wiki/Natural_science 13.2 - Social science - http://en.wikipedia.org/wiki/Social_science 13.3 - Design as science - http://en.wikipedia.org/wiki/Design_Science 20.1 - network theory - http://en.wikipedia.org/wiki/Network_theory 20.3 - typical research a of a natural phenomena - based on a online lecture of Albert-Lรกszlรณ Barabรกsi in the hungarian nation television [2011. March] 21.1 - c. elegans - http://en.wikipedia.org/wiki/Caenorhabditis_elegans 22.1 - graph theory - http://en.wikipedia.org/wiki/Graph_theory 22.2 - small world phenomena - http://en.wikipedia.org/wiki/Small_world_experiment 22.3 - six degrees of separation - http://en.wikipedia.org/wiki/Six_degrees_of_separation 23.1 - Erdล s-Bacon number - http://en.wikipedia.org/wiki/Erd%C5%91s%E2%80%93Bacon_number 23.2 - centralized/decentralized/distributed networks - http://mlkshk.com/p/199V 23.3 - scale-free networks - http://en.wikipedia.org/wiki/Scale-free_network 25.1 - fireflies - http://en.wikipedia.org/wiki/Firefly 25.2 - birds - http://en.wikipedia.org/wiki/Swarm_behaviour 25.3 - swarm behaviour - http://en.wikipedia.org/wiki/Swarm_behaviour 25.4 - biological swarming - http://en.wikipedia.org/wiki/Swarm_behaviour 27.1 - boids - http://www.red3d.com/cwr/boids/ 28.1 - research question - http://www.theresearchassistant.com/tutorial/2-1.asp 34.1 - design hypothesis - As a comment to the Rotman Management design issue (pdf) magazine Victor Lombardi quotes Jeanne Liedtka from page 12: 35.1 - hypothesis - provided by PHILIPS

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industrial design department 2011


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