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Samenvatting IOB3-3-22 Data videocolleges

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Summary of all video lectures from grade 2 data IOB3-3-22 Data. + Notes from week 2 and 3 of lecture. Mostly English (partial explanation of Dutch)

Last document update: 1 year ago

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  • October 22, 2023
  • October 30, 2023
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DATA
IOB3-3-22 Data (2023/24 Q1)
Aantekeningen/ samenvatting videocolleges (+aantekeningen aantal colleges)
Hanne Hoek

,Video’s week 2

M2 Data ecologies – Lecture video part 1
Digital Transformation  it is about changing practices of people in through digital innovation.
Technologies that involved and the way we as designers do the process. We call that service Design.
In service design kunnen we een social technical system veranderen. (bijv. ehealt oplossingen in the
social domain brengen).

Whay data ecologies?: one of the main aspects that will determine the success of this digital
transformation is the level of integration between the digital solutions created and the diverse social
practices involved. (hoe op een menselijke manier in het veld brengen)
- VB: kind die moeilijk sport kan spelen omdat ouders bezorgd zijn ziekte/fitheid. Kind kan niet
doen wat hij wil doen. Hieronder alle stakeholders te zien met relaties. Dit kind helpen is een
wicked problem = problem that is multifaceted and where multi stakeholders where involved. You
always have to frame the problem whit different problems and solutions.




- VB oplossing: app met horloge waar ouders kunnen checken.

Digital materiality = dynamic interface between the physical and digital.
Convergence = the system is developed and operated by multiple organizations.

Generativity = digital objects can be reprogrammed or changed all the time to increase value in use.
= een op zichzelf staand systeem waarop gebruikers kunnen voortbouwen om volledig onafhankelijk
nieuwe inhoud voor dat systeem te creëren of te produceren, zonder dat daarvoor bijkomende hulp
of input nodig is van diegenen die het systeem oorspronkelijk hebben bedacht.

How data can support the process of connection  Data-enabled design

Step 1: collecting data. Verschillende info verkrijgen.
Step 2: prototypes situated in everyday life.
Step 3: Adapting the situated prototypes.
Step 4: towards insights into context, behavior and experience. In
een prototype komen, kijken naar data in het prototype wat er
helpt.
Step 5: design synthesis:
Step 6: Exploration with data as creative design material.
Bijvoorbeeld meerdere dingen linken/ samenvoegen om het
systeem beter te laten werken.

, Video’s week 3

Data model = an abstraction of the mini-world captured by the data. A mini-world is a restricted view
of the real world relevant to a design goal.

Abstraction = the process of filtering out – ignoring – the characteristics of the mini-world that we
don’t need in order to concentrate on those that we do. Filter out of specific details to create a
representation (idea) of what we are trying to understand, or design.
The purpose of abstraction is not to be vague, but to create a new semantic level in which one can be
absolutely precise.

A datamodel is an abstract representation of the data that is relevant to a design goal.
To capture the semantics of data:
- What is described?
- What values are reasonable/correct?
- What data belongs together?

Data models can be used a design tool, to help us
- Better the design problem at hand
- Think about the structure and properties of data
- Communicate with relevant stakeholders

They are the starting point for the construction of databases and information systems required to
make data enable products service work
- Link to digital product design course

The entity-relationship model = the most used conceptual data model
It provides a series of constructs capable of describing the data of a mini-world:
- In a way that is easy to understand
- Using a graphical formalisms
- Independently of the data management system used
for stored and retrieval of data.

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