Changes for page b. Definitions and Concepts
Last modified by Tjalling Haije on 2025/09/15 08:07
From version 14.1
edited by Tjalling Haije
on 2025/09/15 08:07
on 2025/09/15 08:07
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To version 9.1
edited by Tjalling Haije
on 2025/09/08 13:36
on 2025/09/08 13:36
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... ... @@ -1,8 +6,3 @@ 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. 2 - 3 - 4 -|**BoO**|Base of operations 5 -|**CFT**|Component Field Tests which test a number of components individually in a realistic settings, to check whether technical KPIs are met, and to gather input from subject matter experts. Part of the SYNERGISE development process. 6 6 |**Claim**|((( 7 7 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. 8 8 ... ... @@ -23,8 +23,7 @@ 23 23 24 24 We distinguish Team Design Patterns (TDP) and Interaction Design Patterns (IDP). 25 25 ))) 26 -|(% 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. 27 -|**IFT**|Integration Field Tests which test all components combined in realistic operational settings as part of the SYNERGISE development process. 21 +|(% colspan="1" %)**Team design pattern**|(% colspan="1" %)<tbd> 28 28 |**Interaction design pattern**|((( 29 29 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. 30 30 ... ... @@ -37,7 +37,6 @@ 37 37 |**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]]. 38 38 |**Technology**|The technology describes the type of currently existing, or to be developed, technologies used in the system to produce the desired behaviour. 39 39 |**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). 40 -|**USAR**|Urban Search and Rescue 41 41 |**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. 42 42 43 43 === Can't find the definition you are looking for? ===