Using the Building Blocks

2010 ◽  
Vol 2 (3) ◽  
pp. 43-55
Author(s):  
Joe Lamantia

This article is a case study that explores the use of the Building Blocks portal design framework over a series of enterprise portal projects spanning several years. This article describes the business contexts that shaped each portal as it was designed, showing the use and reuse of design and development elements based on the Building Blocks. This article discusses the changes and adaptations that shaped the elements of the Building Blocks design framework over time.

Author(s):  
Joe Lamantia

This article is a case study that explores the use of the Building Blocks portal design framework over a series of enterprise portal projects spanning several years. This article describes the business contexts that shaped each portal as it was designed, showing the use and reuse of design and development elements based on the Building Blocks. This article discusses the changes and adaptations that shaped the elements of the Building Blocks design framework over time.


2009 ◽  
Vol 1 (4) ◽  
pp. 63-75 ◽  
Author(s):  
Joe Lamantia

Portal designers and managers face the difficulties of creating effective information architectures for portals, dashboards, and tile-based platforms for delivering business information and functionality using only flat portlets. This article introduces the idea of a system of standardized building blocks that can simplifies portal design and management, and effectively support growth in content, functionality, and users over time. In enterprise and other large scale social settings, using standardized components allows for the creation of a library of tiles that can be shared across communities of users. It then outlines the design principles underlying the building block system, and the simple guidelines for combining blocks together to create any type of tile-based environment.


Author(s):  
Joe Lamantia

Portal practitioners face the difficulties of creating effective information architectures for portals, dashboards, and tile-based information environments using only flat portlets. This article introduces the idea of a system of standardized building blocks that can effectively support growth in content, functionality, and users over time. In enterprise and other large scale social settings, using standardized components allows for the creation of a library of tiles that can be shared across communities of users. It then outlines the design principles underlying the building block system, and the simple guidelines for combining blocks together to create any type of tile-based environment.


2021 ◽  
Author(s):  
Dominique Jaccard ◽  
Laurent Suppan ◽  
Eric Sanchez ◽  
Audrey Hugenin ◽  
Maxence Laurent

BACKGROUND Serious games offer teachers the opportunity to create meaningful learning scenarios and are increasingly used at all levels of education. Designing efficient and engaging serious games is a difficult process which requires a collaborative approach. Many design frameworks have been described, most of which are dedicated to the development of specific types of serious games. OBJECTIVE Our aim was to create a general serious game design framework which could be adapted to all kinds of serious games and implemented in a collaborative web platform. METHODS We combined the results of a literature review with our experience in serious game development to determine the basic building blocks of a design framework. We then organized these building blocks into categories and determined the features that a generic design framework should include. Finally, based on the paradigm of complex systems and systemic modelling, we created the co.LAB generic design framework and specifications to allow its implementation in a collaborative web platform. RESULTS Based on a total of 10 existing design methodologies or frameworks, 23 building blocks were identified and represent the foundation of the co.LAB framework. These blocks were organized into five categories: "context and objectives", "game design", "mechanics", "learning design" and "assessment". The arrangement by categories provides a structure which can be visualized in multiple and complementary ways. The classical view links game and learning design while other views offer project, systemic and process visualizations. For the implementation of the co.LAB framework in a web platform, we propose to convert the building blocks into “cards”. Each card would constitute a collaborative working space for the design of the corresponding block. To make the framework adaptive, cards could be added, adapted or removed according to the kind of serious game intended. Enhancing the visualization of relationships between cards should support a systemic implementation of the framework. CONCLUSIONS By offering a structured view of the fundamental design elements required to create serious games, the co.LAB framework can facilitate the design and development of such games by virtue of a collaborative, adaptive and systemic approach. The different visualizations of the building blocks should allow for a shared understanding and a consistent approach throughout the design and development process. The implementation of the co.LAB framework in a collaborative web platform should now be performed and its actual usability and effectiveness tested.


2010 ◽  
pp. 167-178
Author(s):  
Joe Lamantia

Portal designers and managers face the difficulties of creating effective information architectures for portals, dashboards, and tile-based platforms for delivering business information and functionality using only flat portlets. This article introduces the idea of a system of standardized building blocks that can simplifies portal design and management, and effectively support growth in content, functionality, and users over time. In enterprise and other large scale social settings, using standardized components allows for the creation of a library of tiles that can be shared across communities of users. It then outlines the design principles underlying the building block system, and the simple guidelines for combining blocks together to create any type of tile-based environment.


2016 ◽  
Vol 37 (3) ◽  
pp. 181-193 ◽  
Author(s):  
Aire Mill ◽  
Anu Realo ◽  
Jüri Allik

Abstract. Intraindividual variability, along with the more frequently studied between-person variability, has been argued to be one of the basic building blocks of emotional experience. The aim of the current study is to examine whether intraindividual variability in affect predicts tiredness in daily life. Intraindividual variability in affect was studied with the experience sampling method in a group of 110 participants (aged between 19 and 84 years) during 14 consecutive days on seven randomly determined occasions per day. The results suggest that affect variability is a stable construct over time and situations. Our findings also demonstrate that intraindividual variability in affect has a unique role in predicting increased levels of tiredness at the momentary level as well at the level of individuals.


Author(s):  
Pallavi Dharwada ◽  
Joel S. Greenstein ◽  
Anand K. Gramopadhye ◽  
Steve J. Davis

2018 ◽  
Vol 28 (2) ◽  
Author(s):  
T Dowling ◽  
Somikazi Deyi ◽  
Anele Gobodwana

While there have been a number of studies on the decontextualisation and secularisation of traditional ritual music in America, Taiwan and other parts of the globe, very little has been written on the processes and transformations that South Africa’s indigenous ceremonial songs go through over time. This study was prompted by the authors’ interest in, and engagement with the Xhosa initiation song Somagwaza, which has been re-imagined as a popular song, but has also purportedly found its way into other religious spaces. In this article, we attempted to investigate the extent to which the song Somagwaza is still associated with the Xhosa initiation ritual and to analyse evidence of it being decontextualised and secularised in contemporary South Africa. Our methodology included an examination of the various academic treatments of the song, an analysis of the lyrics of a popular song, bearing the same name, holding small focus group discussions, and distributing questionnaires to speakers of isiXhosa on the topic of the song. The data gathered were analysed using the constant comparative method of analysing qualitative research.


2002 ◽  
Vol 78 (4) ◽  
pp. 539-549 ◽  
Author(s):  
Paul D Anderson ◽  
John C Zasada ◽  
Glen W Erickson ◽  
Zigmond A Zasada

A white pine (Pinus strobus L.) stand at the western margin of the species range, approximately 125 years of age at present, was thinned in 1953 from 33.5 m2 ha-1 to target residual basal areas of 18.4, 23.0, 27.5, and 32.1 m2 ha-1 . Repeated measurement over the following 43-years indicated that the greatest total volume production and the greatest number of large diameter trees occurred in the unit of highest residual density. Over time, the distribution of stems was predominantly random although mortality between 1979 and 1996 resulted in a tendency for clumping in the 23.0 and 27.5 m2 ha-1 treatments. DNA analysis indicated that thinning intensity had little effect on the genetic diversity of residual white pine. This study suggests that mature white pine stands in northern Minnesota may be managed at relatively high densities without loss of productivity. However, regardless of overstory density, there was little or no white pine regeneration occurring in this stand. Key words: thinning, growth, genetic diversity, molecular markers, spatial pattern, regeneration


2021 ◽  
pp. 019251212110192
Author(s):  
Trix van Mierlo

Oftentimes, democracy is not spread out evenly over the territory of a country. Instead, pockets of authoritarianism can persist within a democratic system. A growing body of literature questions how such subnational authoritarian enclaves can be democratized. Despite fascinating insights, all existing pathways rely on the actions of elites and are therefore top-down. This article seeks to kick-start the discussion on a bottom-up pathway to subnational democratization, by proposing the attrition mechanism. This mechanism consists of four parts and is the product of abductive inference through theory-building causal process tracing. The building blocks consist of subnational democratization literature, social movement theory, and original empirical data gathered during extensive field research. This case study focuses on the ‘Dynasty Slayer’ in the province of Isabela, the Philippines, where civil society actors used the attrition mechanism to facilitate subnational democratization. This study implies that civil society actors in subnational authoritarian enclaves have agency.


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