Design science: Difference between revisions
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== Key elements of design-oriented approaches == | == Key elements of design-oriented approaches == | ||
(according to Pertti | (according to Pertti Järvinen, 2004) | ||
# Technological rules | # Technological rules | ||
#* tell you how to do things and are dependant on other theories (and beliefs) | #* tell you how to do things and are dependant on other theories (and beliefs) | ||
#* Bunge (quoted by | #* Bunge (quoted by Järvinen:99): "A technological rule: an instruction is defined as a chunk of general knowledge, linking an intervention or artifact with a desired outcome or performance in a certain field of application". | ||
# Types of outcomes (artifacts, interventions): | # Types of outcomes (artifacts, interventions): | ||
#* Constructs (or concept) form the " language " of a domain | #* Constructs (or concept) form the " language " of a domain |
Revision as of 20:36, 25 February 2006
Definition
- Design sciences related to disciplines that build things.
- See also: Design methodology
Key elements of design-oriented approaches
(according to Pertti Järvinen, 2004)
- Technological rules
- tell you how to do things and are dependant on other theories (and beliefs)
- Bunge (quoted by Järvinen:99): "A technological rule: an instruction is defined as a chunk of general knowledge, linking an intervention or artifact with a desired outcome or performance in a certain field of application".
- Types of outcomes (artifacts, interventions):
- Constructs (or concept) form the " language " of a domain
- Models are sets of propositions expressing relationships among constructs
- Methods are a set of steps to perform a task (guidelines, algorithms)
- Instantiations are realizations of an artifact in its environment
- Types of research:
- Build: Demonstrate feasibility of an artifact or intervention
- Evaluate: Development of criteria, and assessment of both artifact building and artifact usage
What does this mean ?
- There are 4*2 ways to lead interesting design research.
- Usually, it's the not the program you build that is interesting, but something behind (constructs, models, methods) or around (usage).