The document provides information about an open (P2P) design workshop held in Helsinki, Finland from September 17th to 24th 2011. It discusses tools for open and collaborative design including version control systems like Subversion and Git. It also discusses bug tracking tools like Trac. The workshop aimed to design collaboratively using open processes and covered topics such as version control vocabulary, versioning models, comparing file changes, and using tools like TortoiseSVN and Trac.
The perl on most linux distros is a mess. Docker makes it easier to build and packge a local perl and applications. Problem is that Docker's manuals produce a mess of their own.
Distributing perl on top of Gentoo's stage3 distro, busybox, or nothing at all made good alternatives. This talk includes basics of setting up docker, building a local perl for it, and packaging perl or applications into images for use in containers.
T3CON12 Flow and TYPO3 deployment with surfTobias Liebig
Video: http://t3con12.chaoscdn.de/T3CON12DE.Int.Automate.FLOW3.and.TYPO3.Deployment.with.Surf.mp4
TYPO3.Surf on Forge: http://forge.typo3.org/projects/show/package-typo3-surf
EXT:coreapi on Forge: http://forge.typo3.org/projects/show/extension-coreapi
Kernel Recipes 2016 - Kernel documentation: what we have and where it’s goingAnne Nicolas
The Linux kernel features an extensive array of, to put it kindly, somewhat disorganized documentation. A significant effort is underway to make things better, though. This talk will review the state of kernel documentation, cover the changes that are being made (including the adoption of a new system for formatted documentation), and discuss how interested developers can help.
Jonathan Corbet, LWN.net
Streamline your development environment with dockerGiacomo Bagnoli
These days applications are getting more and more complex. It's becoming quite
difficult to keep track of all the different components an application needs in order to
function (a database, a message queueing system, a web server, a document
store, a search engine, you name it.). How many times we heard 'it worked on my
machine'?. In this talk we are going to explore Docker, what it is, how it works
and how much it can benefit in keeping the development environment consistent.
We are going to talk about Dockerfiles, best practices, tools like fig and vagrant,
and finally show an example of how it applies to a ruby on rails
application.
The perl on most linux distros is a mess. Docker makes it easier to build and packge a local perl and applications. Problem is that Docker's manuals produce a mess of their own.
Distributing perl on top of Gentoo's stage3 distro, busybox, or nothing at all made good alternatives. This talk includes basics of setting up docker, building a local perl for it, and packaging perl or applications into images for use in containers.
T3CON12 Flow and TYPO3 deployment with surfTobias Liebig
Video: http://t3con12.chaoscdn.de/T3CON12DE.Int.Automate.FLOW3.and.TYPO3.Deployment.with.Surf.mp4
TYPO3.Surf on Forge: http://forge.typo3.org/projects/show/package-typo3-surf
EXT:coreapi on Forge: http://forge.typo3.org/projects/show/extension-coreapi
Kernel Recipes 2016 - Kernel documentation: what we have and where it’s goingAnne Nicolas
The Linux kernel features an extensive array of, to put it kindly, somewhat disorganized documentation. A significant effort is underway to make things better, though. This talk will review the state of kernel documentation, cover the changes that are being made (including the adoption of a new system for formatted documentation), and discuss how interested developers can help.
Jonathan Corbet, LWN.net
Streamline your development environment with dockerGiacomo Bagnoli
These days applications are getting more and more complex. It's becoming quite
difficult to keep track of all the different components an application needs in order to
function (a database, a message queueing system, a web server, a document
store, a search engine, you name it.). How many times we heard 'it worked on my
machine'?. In this talk we are going to explore Docker, what it is, how it works
and how much it can benefit in keeping the development environment consistent.
We are going to talk about Dockerfiles, best practices, tools like fig and vagrant,
and finally show an example of how it applies to a ruby on rails
application.
Parsing binaries and protocols with erlangBhasker Kode
Delivered by Bhasker V Kode at foss.in/2009
Official talk page at http://foss.in/2009/schedules/talkdetailspub.php?talkid=17
Erlang 's support for handling binaries and pattern matching make it a great choice for parsing everything from IPv4 packets, to payloads from the Memcached protocol, SWF files, or databases like Tokyo Cabinet. From a functional programming perspective, there are various ways of building these parsers, taking advantage of the concurrent and recursive nature that is inherent to the language and other challenges which have been gathered while validating the storage & retrieval options for our distributed crawler, and submitting patches to projects like Medici & Tora ( erlang based Tokyo Cabinet clients). The talk will also touch upon Tokyo cabinet's support for mapreduce with Lua, and notes from building your own custom formats & our internal mapreduce'esque and caching frameworks used in building a multi-million impression platform utilizing under a gig of RAM per node.
Notes on:
- trends in disk/memory/bandwidth
- why erlang, RAM, binaries
- garbage collection in the erlang VM
- message passing
- use-cases
Remix of two other open source presentations along with my own content, 40 slides set to play at 20 seconds auto-timed (similar to Pecha-Kucha style timing). This was delivered via Caribbean Tech Dev forum's monthly Google Hangout in November 2015, and video can be viewed at https://www.youtube.com/watch?v=xANrsSin_-0
On Open Business @ EDUfashion conference - Ljubljana 02/06/2011Massimo Menichinelli
http://www.edufashion.org/news_archive-201104-eng.html
While Open Source software has already developed viable business models and markets, other Open projects are still trying to define their best practices. Open Hardware, Open Design, Fab Labs, Hackerspaces and DIY Craft projects already show some emergent models and markets that can be explored and developed further.
It is strategic for Open or DIY designers to consider the specific business models and markets available for their projects, in order to run them in a sustainable way, both right now and in the possible future scenarios we can help evolve through collective collaboration.
Open P2P Design brings open source and peer-to-peer dynamics inside a community-centered design process, in order to have real co-design projects with people and their communities. We can use Open P2P Design for co-designing Open Design processes or commercial or public services with open and peer-to-peer dynamics, starting from communities and involving them inside the design process. We can also use it for analyzing an existing business and opening to collaboration some of its activities, or design new ones in order to start a collaboration with a community of users.
http://dmy-berlin.com/en/festival/2011-2/makerlab/
Which are the possible business models for Open projects like Open Design and Open Hardware? And what about running a Fab Lab or a similar place? Which strategies can we adopt in order to have successful DIY
Craft projects? People that want to organize collaborative spaces or companies need to think about how to run their business in a sustainable way, but even single or groups of Open Designers could get more insights for their project if they discover the possible business models. Let's have a look at the existing markets, the common business models and the possible future scenarios.
Digital Fabrication Studio.06 _3D_PrintingScanning @ Aalto Media FactoryMassimo Menichinelli
DIGITAL FABRICATION STUDIO (25438)
The course provides a general understanding on how to design and manufacture products and prototypes in a Fab Lab, using digital fabrication technologies and understanding their features and limits.
Students will learn how information shapes design, manufacturing and collaboration processes and artifacts in a Fab Lab. They will learn how to digitally fabricate a project or how to digitally modify an existing project; students will also learn how to manage, embed and retrieve information about a project. Projects and prototypes developed and manufactured in this course will not be interactive.
The course consists of lectures and a group project to be digitally fabricated, be it a project already designed but not yet realized or be it the modification of an existing project. Every lecture (3 hours) includes time for testing the technologies covered (1 hour) and for developing part of the group project and for receiving feedback about it (1 hour).
http://mlab.taik.fi/studies/courses/course?id=1963
Parsing binaries and protocols with erlangBhasker Kode
Delivered by Bhasker V Kode at foss.in/2009
Official talk page at http://foss.in/2009/schedules/talkdetailspub.php?talkid=17
Erlang 's support for handling binaries and pattern matching make it a great choice for parsing everything from IPv4 packets, to payloads from the Memcached protocol, SWF files, or databases like Tokyo Cabinet. From a functional programming perspective, there are various ways of building these parsers, taking advantage of the concurrent and recursive nature that is inherent to the language and other challenges which have been gathered while validating the storage & retrieval options for our distributed crawler, and submitting patches to projects like Medici & Tora ( erlang based Tokyo Cabinet clients). The talk will also touch upon Tokyo cabinet's support for mapreduce with Lua, and notes from building your own custom formats & our internal mapreduce'esque and caching frameworks used in building a multi-million impression platform utilizing under a gig of RAM per node.
Notes on:
- trends in disk/memory/bandwidth
- why erlang, RAM, binaries
- garbage collection in the erlang VM
- message passing
- use-cases
Remix of two other open source presentations along with my own content, 40 slides set to play at 20 seconds auto-timed (similar to Pecha-Kucha style timing). This was delivered via Caribbean Tech Dev forum's monthly Google Hangout in November 2015, and video can be viewed at https://www.youtube.com/watch?v=xANrsSin_-0
On Open Business @ EDUfashion conference - Ljubljana 02/06/2011Massimo Menichinelli
http://www.edufashion.org/news_archive-201104-eng.html
While Open Source software has already developed viable business models and markets, other Open projects are still trying to define their best practices. Open Hardware, Open Design, Fab Labs, Hackerspaces and DIY Craft projects already show some emergent models and markets that can be explored and developed further.
It is strategic for Open or DIY designers to consider the specific business models and markets available for their projects, in order to run them in a sustainable way, both right now and in the possible future scenarios we can help evolve through collective collaboration.
Open P2P Design brings open source and peer-to-peer dynamics inside a community-centered design process, in order to have real co-design projects with people and their communities. We can use Open P2P Design for co-designing Open Design processes or commercial or public services with open and peer-to-peer dynamics, starting from communities and involving them inside the design process. We can also use it for analyzing an existing business and opening to collaboration some of its activities, or design new ones in order to start a collaboration with a community of users.
http://dmy-berlin.com/en/festival/2011-2/makerlab/
Which are the possible business models for Open projects like Open Design and Open Hardware? And what about running a Fab Lab or a similar place? Which strategies can we adopt in order to have successful DIY
Craft projects? People that want to organize collaborative spaces or companies need to think about how to run their business in a sustainable way, but even single or groups of Open Designers could get more insights for their project if they discover the possible business models. Let's have a look at the existing markets, the common business models and the possible future scenarios.
Digital Fabrication Studio.06 _3D_PrintingScanning @ Aalto Media FactoryMassimo Menichinelli
DIGITAL FABRICATION STUDIO (25438)
The course provides a general understanding on how to design and manufacture products and prototypes in a Fab Lab, using digital fabrication technologies and understanding their features and limits.
Students will learn how information shapes design, manufacturing and collaboration processes and artifacts in a Fab Lab. They will learn how to digitally fabricate a project or how to digitally modify an existing project; students will also learn how to manage, embed and retrieve information about a project. Projects and prototypes developed and manufactured in this course will not be interactive.
The course consists of lectures and a group project to be digitally fabricated, be it a project already designed but not yet realized or be it the modification of an existing project. Every lecture (3 hours) includes time for testing the technologies covered (1 hour) and for developing part of the group project and for receiving feedback about it (1 hour).
http://mlab.taik.fi/studies/courses/course?id=1963
Culture Transformation Network Ukraine, David BarrieDavid Barrie
Presentation on culture-led urban renewal, Centre for Cultural Management (CCM) and European Cultural Foundation (ECF), Strilky, Ukraine, December 16, 2010
Digital Fabrication Studio.01 _Fabbing @ Aalto Media FactoryMassimo Menichinelli
DIGITAL FABRICATION STUDIO (25438)
The course provides a general understanding on how to design and manufacture products and prototypes in a Fab Lab, using digital fabrication technologies and understanding their features and limits.
Students will learn how information shapes design, manufacturing and collaboration processes and artifacts in a Fab Lab. They will learn how to digitally fabricate a project or how to digitally modify an existing project; students will also learn how to manage, embed and retrieve information about a project. Projects and prototypes developed and manufactured in this course will not be interactive.
The course consists of lectures and a group project to be digitally fabricated, be it a project already designed but not yet realized or be it the modification of an existing project. Every lecture (3 hours) includes time for testing the technologies covered (1 hour) and for developing part of the group project and for receiving feedback about it (1 hour).
http://mlab.taik.fi/studies/courses/course?id=1963
Digital Fabrication Studio.02 _Information @ Aalto Media FactoryMassimo Menichinelli
DIGITAL FABRICATION STUDIO (25438)
The course provides a general understanding on how to design and manufacture products and prototypes in a Fab Lab, using digital fabrication technologies and understanding their features and limits.
Students will learn how information shapes design, manufacturing and collaboration processes and artifacts in a Fab Lab. They will learn how to digitally fabricate a project or how to digitally modify an existing project; students will also learn how to manage, embed and retrieve information about a project. Projects and prototypes developed and manufactured in this course will not be interactive.
The course consists of lectures and a group project to be digitally fabricated, be it a project already designed but not yet realized or be it the modification of an existing project. Every lecture (3 hours) includes time for testing the technologies covered (1 hour) and for developing part of the group project and for receiving feedback about it (1 hour).
http://mlab.taik.fi/studies/courses/course?id=1963
Presentation for Triangle Drupal User's Group on March 17, 2010. Includes discussion of why version control is a good idea, how to deal with special Drupal issues (updating modules, core) and how to set up your file structure.
Docker containers & the Future of Drupal testing Ricardo Amaro
Story of an investigation to improve cloud
The sad VirtualMachine story
Containers and non-containers
DEMO - Drupal Docker
Drupal Testbots story in a Glance
Docker as a testing automation factor
DEMO - Docker Tesbot
Integration path
In this slide, I briefly introduce the container and how docker implement it, including the image and container itself. also show how docker setup the networking connectivity by default bridge network.
Making Clouds: Turning OpenNebula into a ProductNETWAYS
What does it takes to bring innovations like private clouds to small and medium enterprises? In the course of this talk we will present our experience in creating a self-service toolkit for creating a complete virtualization and cloud platform based on OpenNebula, as well as our experience gathered in tens of installations of all sizes. From scalable storage (with benchmarks!) to autonomic optimization, we will present what in our view is needed to bring private clouds to everyone, what components and additions we created to better solve our customers’ problems (from replacing industrial control systems to medium scale virtual desktop infrastructures), and why OpenNebula has been chosen over other competing cloud toolkits.
OpenNebulaConf 2013 - Making Clouds: Turning OpenNebula into a Product by Car...OpenNebula Project
What does it takes to bring innovations like private clouds to small and medium enterprises? In the course of this talk we will present our experience in creating a self-service toolkit for creating a complete virtualization and cloud platform based on OpenNebula, as well as our experience gathered in tens of installations of all sizes. From scalable storage (with benchmarks!) to autonomic optimization, we will present what in our view is needed to bring private clouds to everyone, what components and additions we created to better solve our customers’ problems (from replacing industrial control systems to medium scale virtual desktop infrastructures), and why OpenNebula has been chosen over other competing cloud toolkits.
Bio:
Carlo Daffara the Technical director of Cloudweavers, and formerly head of research and development at Conecta, a consulting firm specializing in open source systems and distributed computing; Italian member of the European Working Group on Libre Software and co-coordinator of the working group on SMEs of the EU ICT task force on competitiveness. Since 1999, works as evaluator for IST programme submissions in the field of component-based software engineering, GRIDs and international cooperation. Coordinator of the open source platforms technical area of the IEEE technical committee on scalable computing, co-chair of the SIENA EU cloud initiative roadmap editorial board and part of the editorial review board of the International Journal of Open Source Software & Processes (IJOSSP).
"Open and collaborative design processes. Meta-Design, ontologies and platforms within the Maker Movement"
Doctoral defense @Aalto University 11.11.2020
Custos: Professor Lily Diaz-Kommonen, Aalto University, Department of Media, Aalto Media Lab
Opponent: Professor Elisa Giaccardi, Delft University of Technology, The Netherlands
The emergence of the Maker Movement has taken place in the context of a design practice and research that is now open, peer-to-peer, diffuse, distributed, decentralized; activity-based; meta-designed; ontologically-defined; locally-bounded but globally-networked and community-centered. For many years the author participated and worked in the Maker Movement, with a special focus on its usage of digital platforms and digital fabrication tools for collaboratively designing and manufacturing digital and physical artifacts as Open Design projects. The author’s main focus in practice and research as a meta-designer was in understanding how can participants in distributed systems collaboratively work together through tools and platforms for the designing and managing of collaborative processes. The main research question of this dissertation is: How can we support and integrate the research and practice of meta-designers in analyzing, designing and sharing open and collaborative design and making processes within open, peer-to-peer and distributed systems?
Press release: https://www.aalto.fi/en/events/defense-in-the-field-of-new-media-msc-massimo-menichinelli
Video: https://youtu.be/ZYSCcIG0Q6k
Dissertation: http://urn.fi/URN:ISBN:978-952-64-0091-4
Research On And Through Design With Open, Distributed And Collaborative Desig...Massimo Menichinelli
Massimo Menichinelli
"Research On And Through Design With Open, Distributed And Collaborative Design Processes Within The Maker Movement"
08/11/2019
https://www.designsociety.org/939/Symposium+on+Design+Theory+and+Innovation
Platforms, Networks And Impact Of Open, Distributed And Collaborative Design ...Massimo Menichinelli
Massimo Menichinelli
"Platforms, Networks And Impact Of Open, Distributed And Collaborative Design And Making Processes"
Tongji University - Shanghai
19/11/2019
The Decentralization Turns In Design: An Exploration Through The Maker Moveme...Massimo Menichinelli
Massimo Menichinelli
Priscilla Ferronato
"The Decentralization Turns In Design: An Exploration Through The Maker Movement"
DeSForm19 - MIT Design Lab
10/10/2019
The challenges posed by the complexity of our times requires the Design discipline to understand the many complex relationships behind the social, business, technology and territory dimensions of each project. Such nature of complex systems lays not only inside design projects, but also inside the design processes that generate them, and the ability of organizing them through meta-design approaches is becoming strategic. Since the turn of the century, the design discipline has increasingly moved its scope from single users to local and online communities, from isolated projects to system of solutions. This shift has brought researchers and practitioners to investigate tools and strategies to enable mass- scale interactions by adopting several models and tools coming from software development and web-based technologies: Open Source, P2P, DDD (Diffuse, Distributed, and Decentralized) systems. This influence has matured over the years, and if we observed in the past how such systemic models can be applied in the design practice (part 1), we are facing now a new phase where Design will have an increasing role in enabling such systems through the analysis, visualization and design of their collaborative tools, platforms, processes and organizations (part 2). This scope falls into the Meta-Design domain, where designers build environments for the collaborative design of open processes and their resulting organizations (part 3). In this paper, we address this phenomena by elaborating the Open Meta-Design framework (part 4), that provides a way for designing open, collaborative and distributed processes (including those in the professional design domain). The paper positions the framework among current meta-design and design approaches and develops its features of modeling, analysis, management and visualization of processes. This framework is based on four dimensions: conceptual (describing the philosophy, context and limitations of the approach), data (describing the ontology of design processes), design (visualizing designing processes) and software (managing the connections between the ontology and the visualization, the data and design dimensions). We believe that such a framework could potentially facilitate the participation and the creation of open, collaborative and distributed processes, enabling therefore more relevant interactions for communities. As a conclusion, the paper provides a roadmap for developing and testing the Open Meta-Design framework, and therefore evaluating its relevance in supporting complex projects (part 5).
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANEFebless Hernane
CapCut is an easy-to-use video editing app perfect for beginners. To start, download and open CapCut on your phone. Tap "New Project" and select the videos or photos you want to edit. You can trim clips by dragging the edges, add text by tapping "Text," and include music by selecting "Audio." Enhance your video with filters and effects from the "Effects" menu. When you're happy with your video, tap the export button to save and share it. CapCut makes video editing simple and fun for everyone!
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...
Open P2P Design: Workshop @ Pixelversity, Helsinki (16/09/2011)
1. Open (P2P) Design. Workshop
How to design collaboratively an open process?
Massimo Menichinelli
---------------------------------------------------------------------------
September 17th / 24th 2011
Pixelversity – Pixelache, Helsinki
http://www.pixelache.ac/helsinki/pixelversity/programme-2011/open-p2p-
design/
Presentation available at:
http://www.slideshare.net/openp2pdesign
3. Internet and the Web enabled mass-collaboration
A version (or revision) control system is a system that tracks
incremental versions (or revisions) of fles and directories over time. It
allows you to explore the changes which resulted in each of those
versions and facilitates the arbitrary recall of the same. As the fles in
the repository are changed, the repository remembers each version of
those fles.
* Backup and Restore
* Synchronization
* Short-term undo + Long-term undo
* Track Changes
* Track Ownership
* Sandboxing
* Branching and merging
Source: http://svnbook.red-bean.com/en/1.6/svn.basic.version-control-basics.html
6. Distributed Version Control System: Git
Source: http://git-scm.com/ http://en.wikipedia.org/wiki/Git_%28software%29
7. Subversion: an open source Version Control System
Subversion manages fles and directories, and the changes
made to them, over time. This allows you to recover older
versions of your data or examine the history of how your
data changed. In this regard, many people think of a version
control system as a sort of “time machine”.
Source:
http://en.wikipedia.org/wiki/Apache_Subversion
http://subversion.apache.org/
http://subversion.tigris.org/
http://svnbook.red-bean.com/en/1.6/svn.intro.whatis.html
8. Version Control System: the vocabulary (01)
* Change
A change (or dif) represents a specifc modifcation to a document under
version control.
* Checkout
A check-out (or co) is the act of creating a local working copy from the
repository. A user may specify a specifc revision or obtain the latest. Also
refers to the same fles.
* Commit
A commit (checkin, ci) is the action of writing or merging the changes made
in the working copy back to the repository. Also refers to the same fles.
* Head
The most recent commit.
Source: http://en.wikipedia.org/wiki/Revision_control
9. Version Control System: the vocabulary (02)
* Conflict
A confict occurs when diferent parties make changes to the same document.
A user must resolve the confict by combining the changes, or by selecting
one change.
* Merge
A merge or integration is an operation in which two sets of changes are
applied to a fle or set of fles.
* Update
An update (or sync) merges changes made in the repository (by other people,
for example) into the local working copy.
* Working copy
The working copy is the local copy of fles from a repository, at a specifc time
or revision. Conceptually, it is a sandbox.
Source: http://en.wikipedia.org/wiki/Revision_control
10. Versioning model: the problem
How will the system allow users to share information, but
prevent them from accidentally overwriting?
Source:
http://svnbook.red-bean.com/en/1.6/svn.basic.version-control-basics.html
11. Versioning model: the lock-modify-unlock solution
In this model, the repository allows only one person to
change a fle at a time, by locking it.
Source:
http://svnbook.red-bean.com/en/1.6/svn.basic.version-control-basics.html
12. Versioning model: the copy-modify-merge solution (01)
In this model, each user's client contacts the project
repository and creates a personal working copy. The private
copies are merged together into a new version.
Source:
http://svnbook.red-bean.com/en/1.6/svn.basic.version-control-basics.html
13. Versioning model: the copy-modify-merge solution (01)
In this model, each user's client contacts the project
repository and creates a personal working copy. The private
copies are merged together into a new version.
Source:
http://svnbook.red-bean.com/en/1.6/svn.basic.version-control-basics.html
14. Dif: how to understand the changes
Source:
http://en.wikipedia.org/wiki/Dif
http://en.wikipedia.org/wiki/Kompare
15. The structure of a typical Subversion project
Source: http://en.wikipedia.org/wiki/Apache_Subversion
16. Let's use a real example: a spool for the RepRap Mendel
Source: http://reprap.org/wiki/Mendel
17. A spool for the RepRap Mendel: an improvement
Source: http://www.thingiverse.com/thing:3866
18. A real example, from Thingiverse
Source: http://www.thingiverse.com/about
19. A spool for the RepRap Mendel: an improvement (01)
“Well i wanted to have a
very simple, but bearing
based spool system.”
Camiel
Source: http://www.thingiverse.com/thing:3866
20. A spool for the RepRap Mendel: an improvement (02)
“I have changed the design
to put the bearings in the
spool itself. This way you
can be more fexible in
what you use to support
Source: http://www.thingiverse.com/thing:3962 the axle. ” Brokentoaster
21. A spool for the RepRap Mendel: an improvement (03)
“I liked BrokenToaster's idea of a
bearing-driven flament spool holder,
but that version was too big to ft on
a Makerbot print bed. [...] It now fts
Source: http://www.thingiverse.com/thing:4337 on a Makerbot print bed!!!” Randyy
22. A spool for the RepRap Mendel: an improvement (04)
“This takes advantage of the larger
print area on RepRaps by printing the
arm as one piece, avoiding the need for
a dovetail joint in the middle of the
Source: http://www.thingiverse.com/thing:11250 arm, thus also saving material.” Fil
51. So... here's our server:
Version Control System (Subversion):
http://workshop.openp2pdesign.org/03helsinki11/
Bug Tracking (Trac):
http://workshop.openp2pdesign.org/03helsinki11-trac/
52. A toolkit for the Open P2P Design methodology
Download it here:
http://www.issuu.com/openp2pdesign
http://www.scribd.com/openp2pdesign
http://www.openp2pdesign.org/source
53. What about the source code for Open P2P Design?
Participation matrix + } Process Design
Activity analysis +
Social Network Analysis + } Community analysis
}
Storyboard +
System map +
Service blueprint + Activity Design
Motivation matrix +
Activity description +
…
Design project + } Open Design
55. 01. The context of the project
01.01 Choose a community, and choose one of its activities that may have
problems we want to solve with our Open Design project, that is a
collaborative design activity:
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or
01.01 Choose a community, and choose an existing activity, in order to see
how it can be improved through opening it to an open community around a
collaborative activity
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56. 02. Define the project
02.01 Which is the local context in which our project is being developed and
then realized?
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02.02 Which is the community we design with and for this project?
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57. 02. Define the project
02.03 Which is the problem / opportunity we may fnd within this community
we want to design with/for?
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02.04 Which is the reason, our motivations, our mission, that move us to
design this project with open and p2p dynamics?
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58. 02. Define the project
02.05 How do we see the future of this community? Which is the vision we
have that our collaborative process will achieve in the community and for us?
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02.06 What do we want to change and communicate with this collaborative
process? Which are our values and the values of the project?
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60. 04. Activity Analysis
01. Which is the activity we are analysing here?
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02. Who is the subject of this activity? Who does carry out this activity?
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03. Through the activity, the subject is working actively on an object. What is
this object?
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61. 04. Activity Analysis
04. Which are the rules that this subject has to follow within the activity?
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05. How is the activity organized among the people? How is the work
divided? Which are the roles?
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06. Which are the artifacts (materials, tools, communications, knowledge)
that are needed in order to run the activity?
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62. 04. Activity Analysis
07. Which is the bigger context (the bigger community where this
collaborative community takes place) where this activity runs?
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07.01 Which are the reputation levels that are present in this activity? How
do people structure reputation?
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07.02 Which kind of participation is available to the participants? Top-
down / emergent bottom-up / a marketplace service that let people establish
p2p connections?
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63. 04. Activity Analysis
08. What does the activity gets in the end? Which are the results, objectives,
outcomes the activity looks for?
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09. Are there any contradictions (that is, sources of possible changes) within
one of the previous elements? [Primary contradictions]
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10. Are there any contradictions (that is, sources of possible changes)
between two (or more) of the previous elements? [Secondary contradictions]
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64. 04. Activity Analysis
11. Are there any contradictions (sources of possible changes) between the
existing results, objectives, outcomes and probably new ones, coming from
outside? [Tertiary contradictions]
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12. Are there any contradictions (sources of possible changes) between this
activity and its neighbor activities? [Quaternary contradictions]
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13. Which are the possible changes that these contradictions can bring?
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65. 05. Activity Design: Open Design Activity
01. Which is the activity we are analysing here?
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02. Who is the subject of this activity? Who does carry out this activity?
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03. Through the activity, the subject is working actively on an object. What is
this object?
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66. 05. Activity Design: Open Design Activity
04. Which are the rules that this subject has to follow within the activity?
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05. How is the activity organized among the people? How is the work
divided? Which are the roles?
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06. Which are the artifacts (materials, tools, communications, knowledge)
that are needed in order to run the activity?
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67. 05. Activity Design: Open Design Activity
07. Which is the bigger context (the bigger community where this
collaborative community takes place) where this activity runs?
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07.01 Which are the reputation levels that are present in this activity? How
do people structure reputation?
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07.02 Which kind of participation is available to the participants? Top-
down / emergent bottom-up / a marketplace service that let people establish
p2p connections?
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68. 05. Activity Design: Open Design Activity
08. What does the activity gets in the end? Which are the results, objectives,
outcomes the activity looks for?
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--> We (obviously) don't design contradictions but we should
look for them continuously, in order to understand when and
where the collaborative Open Design activity could be
changed and improved.
69. 06. System Map
The System Map is very useful to visualize and design interactions as fows
between people. Its elements are:
* material fows
* information fows
* fnancial fows
+ roles
+ border of the system
Source: http://www.mepss.nl/index.php?p=tool&l4=W21
71. 07. Motivation Matrix
The Motivation Matrix is useful for analysing, designing, visualizing
interactions as motivations between the roles of the Open Design activity.
Source: http://www.servicedesigntools.org/tools/20 http://servicedesign.wikispaces.com/Motivation+Matrix
72. 08. Blueprint
Service Blueprints are used in torder to design and visualize processes and
specifcations of the Activity when it happens inside an organization
(Enterprise, Public Administration, Party ...) or there is a place where it meets
people from outside.
Source: http://www.face.ubiobio.cl/webfle/media/42/version%20-8-1/mariaperez.pdf
http://www.servicedesigntools.org/tools/35
74. 09. Storyboard
Storyboards are graphic organizers such as a series of illustrations or images
displayed in sequence for the purpose of pre-visualizing a motion picture,
animation. They enable analysing, designing, visualizing interactions
through time as a story.
Source: http://www.servicedesigntools.org/tools/13
http://en.wikipedia.org/wiki/Storyboard http://www.fickr.com/photos/ninga/473316247/
75. 10. Let's design the Reputation Levels
Explicit and tacit knowledge is what shapes the Collaborative Activity and
the Community: an open and p2p horizontal structure, as the result of the
interactions, reputation and their history:
information --> knowledge --> action --> reputation --> organization
Source: http://en.wikipedia.org/wiki/Legitimate_peripheral_participation
The structure / weight
of interactions
76. 11. License
In order to be able to design or to modify the project in a collaborative way,
we need a legal License that let us:
* share and distribute the project
* modify the project
* create a new project from another one
The License is
* a legal tool and a social contract that manage the results and the goals
Source:
http://en.wikipedia.org/wiki/Creative_commons
http://en.wikipedia.org/wiki/Public_domain
http://creativecommons.org/
77. 11. License: 01 – Review conditions
Attribution: Licensees may copy, distribute, display and perform
the work and make derivative works based on it only if they give
the author or licensor the credits in the manner specifed by these.
Non commercial: Licensees may copy, distribute, display, and
perform the work and make derivative works based on it only for
noncommercial purposes.
No Derivate Works: Licensees may copy, distribute, display and
perform only verbatim copies of the work, not derivative works
based on it.
Share alike: Licensees may distribute derivative works only under a
license identical to the license that governs the original work.
Source:
http://creativecommons.org/