Search Results Heading

MBRLSearchResults

mbrl.module.common.modules.added.book.to.shelf
Title added to your shelf!
View what I already have on My Shelf.
Oops! Something went wrong.
Oops! Something went wrong.
While trying to add the title to your shelf something went wrong :( Kindly try again later!
Are you sure you want to remove the book from the shelf?
Oops! Something went wrong.
Oops! Something went wrong.
While trying to remove the title from your shelf something went wrong :( Kindly try again later!
    Done
    Filters
    Reset
  • Discipline
      Discipline
      Clear All
      Discipline
  • Is Peer Reviewed
      Is Peer Reviewed
      Clear All
      Is Peer Reviewed
  • Series Title
      Series Title
      Clear All
      Series Title
  • Reading Level
      Reading Level
      Clear All
      Reading Level
  • Year
      Year
      Clear All
      From:
      -
      To:
  • More Filters
      More Filters
      Clear All
      More Filters
      Content Type
    • Item Type
    • Is Full-Text Available
    • Subject
    • Country Of Publication
    • Publisher
    • Source
    • Target Audience
    • Donor
    • Language
    • Place of Publication
    • Contributors
    • Location
46,975 result(s) for "Design Case studies."
Sort by:
Making Virtual Worlds
The past decade has seen phenomenal growth in the development and use of virtual worlds. In one of the most notable, Second Life, millions of people have created online avatars in order to play games, take classes, socialize, and conduct business transactions. Second Life offers a gathering point and the tools for people to create a new world online. Too often neglected in popular and scholarly accounts of such groundbreaking new environments is the simple truth that, of necessity, such virtual worlds emerge from physical workplaces marked by negotiation, creation, and constant change. Thomas Malaby spent a year at Linden Lab, the real-world home of Second Life, observing those who develop and profit from the sprawling, self-generating system they have created. Some of the challenges created by Second Life for its developers were of a very traditional nature, such as how to cope with a business that is growing more quickly than existing staff can handle. Others are seemingly new: How, for instance, does one regulate something that is supposed to run on its own? Is it possible simply to create a space for people to use and then not govern its use? Can one apply these same free-range/free-market principles to the office environment in which the game is produced? \"Lindens\"-as the Linden Lab employees call themselves-found that their efforts to prompt user behavior of one sort or another were fraught with complexities, as a number of ongoing processes collided with their own interventions. InMaking Virtual Worlds, Malaby thoughtfully describes the world of Linden Lab and the challenges faced while he was conducting his in-depth ethnographic research there. He shows how the workers of a very young but quickly growing company were themselves caught up in ideas about technology, games, and organizations, and struggled to manage not only their virtual world but also themselves in a nonhierarchical fashion. In exploring the practices the Lindens employed, he questions what was at stake in their virtual world, what a game really is (and how people participate), and the role of the unexpected in a product like Second Life and an organization like Linden Lab.
Designing the sustainable site : integrated design strategies for small-scale sites and residential landscapes
The full-color, practical guide to designing sustainable residential landscapes and small-scale sites \"Going green\" is no longer a choice; it's a necessity.Developed landscapes have played a significant role in exacerbating the environmental and social problems that threaten humanity; however, they can also be part of the solution.
Designed landscapes : 37 key projects
\"Designed Landscapes is a case-by-case study of thirty-seven significant, existing works of landscape design worldwide, largely constructed since the Renaissance. An informative and easy-to-read reference volume for practitioners and students alike, it presents key precedents in landscape architecture using site plans and recent photographs to showcase each project. Organised and presented in twelve sections based on project type, each project is examined on the basis of date, previous site condition, designer(s), design intentions, current composition, unique features, ownership and management, and comparable projects. Each chapter offers an insightful critique of the featured projects. Written by the authors of Great City Parks, the book posits that these carefully-selected key projects have maintained their status throughout the ages because they express values and design intentions that continue to inform the practice of the landscape architecture in the present day. The book concludes with a ten-point summary of lessons for professional practice gleaned from the studies. Including a wide range of case studies from countries such as western Europe, USA, Canada, India, Japan and China, and lavishly illustrated with over 200 full-colour images, this book is a must-have volume for anyone interested in the history and current practice of landscape architecture\"-- Provided by publisher.
Communication in the design process
The Design and Construction industry is in a state of attempted change. Improvement is a key word for employer, consultant and contractor. Real steps forward are slow, and most damning is the continuous repetition of the same mistakes. Communication in the Design Process considers the gap that can exist between client expectation and realisation in building projects. It focuses on the communication interface between the employer and the consultant design team, and specifically on the areas of function, finance, timescale and aesthetics. This book includes an extensive review of current thinking and guidance on this and other related subjects. New data is obtained from a survey using questionnaires and personal semi-structured interviews. Data is presented graphically, analysed and compared with practice as defined in current literature.
Visual conversations
This work puts design theory into a real-world context with examples and case studies from some of the world's leading designers. The book comprises a comprehensive introduction to the language of product design.
A Proposed Participatory Framework for Explainable AI in mHealth: Mixed Methods Study Integrating User and Stakeholder Requirements
Artificial intelligence (AI) integration in mobile health (mHealth) apps offers health care access opportunities in low-resource settings, yet opaque AI recommendations undermine trust and adoption. Existing explainable AI (XAI) frameworks, designed in Western contexts, fail to address the linguistic, cultural, and infrastructural realities of South Asian populations, creating barriers where users cannot understand AI recommendations, clinicians cannot validate outputs, and developers lack implementation guidance. Thus, understanding explainability requirements among educated, digitally literate populations provides foundational insights for future development of inclusive mHealth technologies. This study aims to (1) investigate stakeholder perceptions of trust and explainability in AI-driven mHealth in Bangladesh; (2) identify demographic predictors of trust; and (3) develop and propose a context-adapted framework benefiting developers, policymakers, clinicians, and end users in resource-constrained settings. This study used a sequential mixed methods design that combined a quantitative survey (n=137) with a qualitative phase involving 20 stakeholders. This qualitative cohort consisted of developers (n=4), XAI experts (n=6), and clinicians (n=10) who participated through either focus groups or individual interviews. We used statistical analysis to examine demographic predictors and applied thematic analysis to identify explainability needs specific to each stakeholder group. Education level showed a significant effect on trust (F3, 133=2.81, P=.042). Completed undergraduate students reported lower trust (mean 3.14, SD 1.10) compared with current undergraduates (mean 3.66, SD 0.93), suggesting that undergraduate completion develops critical evaluation skills that may decrease uncritical acceptance of AI systems. Despite recognizing AI's utility for preliminary guidance, users emphasized the necessity of human validation and expressed concerns about understanding AI's decision-making logic. Interviews with different stakeholder groups revealed critical gaps. Developers acknowledged minimal explainability implementation in current mHealth apps, while medical professionals unanimously prioritized clinical judgment over automated outputs and advocated for physician-mediated AI systems. Synthesizing findings across all stakeholder groups revealed five core requirements: (1) Human-AI collaboration and clinical validation, (2) Transparent logic paths, (3) Contextual personalization, (4) Cultural and linguistic relevance, and (5) Trust calibration and ethical safeguards. The framework bridges stakeholder misalignments and offers actionable guidance for design, deployment, and policy alignment in resource-constrained environments. By situating explainability within the sociocultural realities of South Asia, this research advances XAI beyond algorithmic transparency toward equity, inclusion, and user empowerment in digital health.