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1 -b. Definitions and Concepts
1 +c. Definitions and Concepts
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1 -Below are definitions and concepts as used by the [[a. SCE Guide>>0\. Introduction.SCE Guide.WebHome]] method, as well as often occuring concepts from the Urban Search and Rescue (USAR) world for the SYNERGISE usecases.
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4 -|**BoO**|Base of operations
5 5  |**Claim**|(((
6 6  A claim refers to an intended and/or side effect of a particular functionality of the system (described in a functional requirement). Claims are used to formulate hypotheses about the beneficial and detrimental effects of adding a particular functionality to the design specification. These hypotheses can be tested in evaluation studies to investigate the beneficial effect of including a certain functionality in the design.
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12 12  |**Design specification**|The design specification is the collection of use cases, requirements, claims, and ontology. Together they describe the outline of the system's behaviour, functionalities, and intended effects. This should be sufficient to provide a blueprint for developers to implement the design in an operational, interactive version of the system (a prototype). A specification refers to an explicit set of requirements to be satisfied by a design, system, product, or service.
13 13  |**Functional requirement**|In the SCE method, functional requirements describe functional properties of the system that follow directly from the user requirements and/or the operational demands. Functional requirements are described as “the system shall do <requirement>”. The MoSCoW (Must have, Should have, Could have, Won't have this time) method can be used to prioritise the requirements.
14 14  |**Human Factors concept**|A Human Factors (HF) concept is an idea, principle, or theory based in the human factors literature. The concept is deemed relevant to the design if it can be used to stipulate the design rationale, claims, or design pattern premises.
15 -|**Human-machine Teaming**|Human-machine teaming (HMT) refers to the collaborative interaction between humans and technological systems—including AI, robotics, and decision-support systems—designed to optimize performance, decision-making, and mission effectiveness in complex environments.
11 +|**Human Machine Teaming**|
16 16  |(% colspan="1" %)**Design pattern**|(% colspan="1" %)(((
17 17  Design is about shaping digital things for people’s use. Its main focus is on behaviour and imagining things as they might be.
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22 22  
23 23  We distinguish Team Design Patterns (TDP) and Interaction Design Patterns (IDP).
24 24  )))
25 -|(% colspan="1" %)**Team design pattern**|(% colspan="1" %)Team Design Patterns (TDPs) are structured, reusable solutions that describe recurring configurations of team behavior—whether among humans, agents, or hybrid teams—to support effective collaboration, coordination, and adaptation in complex environments.
21 +|(% colspan="1" %)**Team design pattern**|(% colspan="1" %)<tbd>
26 26  |**Interaction design pattern**|(((
27 27  Interaction design is heavily focused on satisfying the needs and desires of the majority of people who will use the product. To be inclusive, the diversity of the potential end-user population should be well addressed.
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32 32  |**Operational demand**|An operational demand is a demand formulated by future end users and other stakeholders. As such, they describe the wishes coming from the workplace / environment.
33 33  |**Requirement**|A requirement is some functionality or capability the system needs to be able to perform, address, or satisfy.
34 34  |**Stakeholder**|A stakeholder is a person or institution that is directly or indirectly affected by the design. Stakeholders also have certain values that are important to them.
35 -|**SCE**|Socio-Cognitive Engineering method, a research & development method for complex, intelligent, and interactive technology called. Also see [[b. SCE Guide>>0\. Introduction.SCE Guide.WebHome]].
36 36  |**Technology**|The technology describes the type of currently existing, or to be developed, technologies used in the system to produce the desired behaviour.
37 37  |**Use case**|A use case is a sequence of interactions between multiple roles or actors. A use case is situated, i.e. related to a given circumstance/context/activity (as opposed to design patterns).
38 -|**USAR**|Urban Search and Rescue
39 39  |**Value**|A value is something a person finds very important to protect and support. It is a driving force in decision making and goal selection. An instrumental value is worth having as a means to something else that is good. An intrinsically valuable thing is worth having for itself. Intrinsic and instrumental goods are not mutually exclusive categories. Some things are both good in themselves, and also good for getting other things that are good.
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41 41  === Can't  find the definition you are looking for? ===