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We elaborate on the possibilities and needs to integrate design thinking into requirements engineering, drawing from our research and project experiences. We suggest three approaches for tailoring and integrating design thinking and requirements engineering with complementary synergies and point at open challenges for research and practice.
Purpose of review
The zebrafish embryo has emerged as a powerful model organism to investigate the mechanisms by which biophysical forces regulate vascular and cardiac cell biology during development and disease. A versatile arsenal of methods and tools is available to manipulate and analyze biomechanical signaling. This review aims to provide an overview of the experimental strategies and tools that have been utilized to study biomechanical signaling in cardiovascular developmental processes and different vascular disease models in the zebrafish embryo. Within the scope of this review, we focus on work published during the last two years.
Recent findings
Genetic and pharmacological tools for the manipulation of cardiac function allow alterations of hemodynamic flow patterns in the zebrafish embryo and various types of transgenic lines are available to report endothelial cell responses to biophysical forces. These tools have not only revealed the impact of biophysical forces on cardiovascular development but also helped to establish more accurate models for cardiovascular diseases including cerebral cavernous malformations, hereditary hemorrhagic telangiectasias, arteriovenous malformations, and lymphangiopathies.
Summary
The zebrafish embryo is a valuable vertebrate model in which in-vivo manipulations of biophysical forces due to cardiac contractility and blood flow can be performed. These analyses give important insights into biomechanical signaling pathways that control endothelial and endocardial cell behaviors. The technical advances using this vertebrate model will advance our understanding of the impact of biophysical forces in cardiovascular pathologies.
'Tools' in public management
(2022)
Tools are methods or procedures, and thus operational patterns of action, applied in public administrations to solve standard problems. It is also possible to consider them as structured communication according to professional standards aiming at complexity reduction. Regularly, tools in management stem on a deductive-synoptic rationale offering a seemingly ‘objective’ decision basis. They have a strong formative influence on the organization, regularly also beyond the intended effects. The prominence of tools is sometimes confused with management as such, e.g. introducing tools is mistaken as equivalent to managing for a particular purpose. However, tools have to be closely and carefully managed regarding the objectives and purposes they should serve.
In computer science, computer systems are both, objects of investigation and tools that enable creative learning and design. Tools for learning have a long tradition in computer science education. Already in the late 1960s, Papert developed a concept which had an immense impact on the development of informal education in the following years: his theory of constructionism understands learning as a creative process of knowledge construction that is most effective when learners create something purposeful that they can try out, show around, discuss, analyse and receive praise for. By now, there are numerous learning and programming environments that are based on the constructionist ideas. Modern tools offer opportunities for students to learn in motivating ways and gain impressive results in programming games, animations, implementing 3D models or developing interactive objects. This article gives an overview of computer science education research related to tools and media to be used in educational settings. We analyse different types of tools with a special focus on the categorization and development of tools for student adequate physical computing activities in the classroom. Research around the development and evaluation of tools and learning resources in the domain of physical computing is illustrated with the example of "My Interactive Garden", a constructionist learning and programming environment. It is explained how the results from empirical studies are integrated in the continuous development of the learning material.
Crochet is a popular handcraft all over the world. While other techniques such as knitting or weaving have received technical support over the years through machines, crochet is still a purely manual craft. Not just the act of crochet itself is manual but also the process of creating instructions for new crochet patterns, which is barely supported by domain specific digital solutions. This leads to unstructured and often also ambiguous and erroneous pattern instructions. In this report, we propose a concept to digitally represent crochet patterns. This format incorporates crochet techniques which allows domain specific support for crochet pattern designers during the pattern creation and instruction writing process. As contributions, we present a thorough domain analysis, the concept of a graph structure used as domain specific language to specify crochet patterns and a prototype of a projectional editor using the graph as representation format of patterns and a diagramming system to visualize them in 2D and 3D. By analyzing the domain, we learned about crochet techniques and pain points of designers in their pattern creation workflow. These insights are the basis on which we defined the pattern representation. In order to evaluate our concept, we built a prototype by which the feasibility of the concept is shown and we tested the software with professional crochet designers who approved of the concept.
Bei der Erstellung von Visualisierungen gibt es im Wesentlichen zwei Ansätze. Zum einen können mit geringem Aufwand schnell Standarddiagramme erstellt werden. Zum anderen gibt es die Möglichkeit, individuelle und interaktive Visualisierungen zu programmieren. Dies ist jedoch mit einem deutlich höheren Aufwand verbunden.
Flower ermöglicht eine schnelle Erstellung individueller und interaktiver Visualisierungen, indem es den Entwicklungssprozess stark vereinfacht und die Nutzer bei den einzelnen Aktivitäten wie dem Import und der Aufbereitung von Daten, deren Abbildung auf visuelle Elemente sowie der Integration von Interaktivität direkt unterstützt.
Let’s talk about CS!
(2015)
To communicate about a science is the most important key
competence in education for any science. Without communication we
cannot teach, so teachers should reflect about the language they use in
class properly. But the language students and teachers use to communicate
about their CS courses is very heterogeneous, inconsistent and
deeply influenced by tool names. There is a big lack of research and
discussion in CS education regarding the terminology and the role of
concepts and tools in our science. We don’t have a consistent set of
terminology that we agree on to be helpful for learning our science.
This makes it nearly impossible to do research on CS competencies as
long as we have not agreed on the names we use to describe these. This
workshop intends to provide room to fill with discussion and first ideas
for future research in this field.