This HTML5 document contains 63 embedded RDF statements represented using HTML+Microdata notation.

The embedded RDF content will be recognized by any processor of HTML5 Microdata.

Namespace Prefixes

PrefixIRI
dctermshttp://purl.org/dc/terms/
dbohttp://dbpedia.org/ontology/
foafhttp://xmlns.com/foaf/0.1/
n14https://global.dbpedia.org/id/
dbthttp://dbpedia.org/resource/Template:
rdfshttp://www.w3.org/2000/01/rdf-schema#
freebasehttp://rdf.freebase.com/ns/
rdfhttp://www.w3.org/1999/02/22-rdf-syntax-ns#
owlhttp://www.w3.org/2002/07/owl#
wikipedia-enhttp://en.wikipedia.org/wiki/
dbphttp://dbpedia.org/property/
dbchttp://dbpedia.org/resource/Category:
provhttp://www.w3.org/ns/prov#
xsdhhttp://www.w3.org/2001/XMLSchema#
wikidatahttp://www.wikidata.org/entity/
dbrhttp://dbpedia.org/resource/

Statements

Subject Item
dbr:Enterprise_inventory_pattern
dbo:wikiPageWikiLink
dbr:Design_paradigm
Subject Item
dbr:Entity_abstraction_pattern
dbo:wikiPageWikiLink
dbr:Design_paradigm
Subject Item
dbr:Design_paradigm
rdfs:label
Design paradigm
rdfs:comment
The concept of design paradigms derives from the rather ambiguous idea of paradigm originating in the sociology of science, which carries at least two main meanings: * As models, archetypes, or quintessential examples of solutions to problems. A 'paradigmatic design' in this sense, refers to a design solution that is considered by a community as being successful and influential. Usually success is associated to market share or some other measure of popularity, but this need not be the case. For instance, the eMate and other Apple Newton devices can be considered as paradigmatic because of their influence in subsequent designs, despite their commercial failure. * As sociological paradigms, a design paradigm is the constellation of beliefs, rules, knowledge, etc. that is valid for a partic
dcterms:subject
dbc:Design
dbo:wikiPageID
1130700
dbo:wikiPageRevisionID
1039263274
dbo:wikiPageWikiLink
dbr:One_Laptop_per_Child dbr:Archetype dbr:Model_(abstract) dbr:Sociological_paradigm dbr:EMate dbr:Apple_Newton dbr:Swiss_Army_Knife dbr:Canonical_protocol_pattern dbr:Paradigm_(disambiguation) dbr:Design dbr:Software_design_pattern dbr:A_Pattern_Language dbr:Design_pattern dbc:Design dbr:Engineering dbr:QWERTY dbr:Paradigm dbr:Computer_science dbr:Henry_Petroski dbr:Industrial_design dbr:Architecture dbr:Christopher_Alexander dbr:Sociology_of_science
owl:sameAs
freebase:m.048xqk wikidata:Q5264362 n14:4j7Uc
dbp:wikiPageUsesTemplate
dbt:Cn dbt:Reflist dbt:Design
dbo:abstract
The concept of design paradigms derives from the rather ambiguous idea of paradigm originating in the sociology of science, which carries at least two main meanings: * As models, archetypes, or quintessential examples of solutions to problems. A 'paradigmatic design' in this sense, refers to a design solution that is considered by a community as being successful and influential. Usually success is associated to market share or some other measure of popularity, but this need not be the case. For instance, the eMate and other Apple Newton devices can be considered as paradigmatic because of their influence in subsequent designs, despite their commercial failure. * As sociological paradigms, a design paradigm is the constellation of beliefs, rules, knowledge, etc. that is valid for a particular design community. Here a paradigm is not a particular solution, but rather the underlying system of ideas that causes a range of solutions to be 'normal' or 'obvious'. A current example is the laptop: as of 2010 the design paradigm of laptops includes a portable computer unit consisting of a QWERTY keyboard, a hinged screen, etc. Moreover, such device is assumed to be helpful in task such as education as in the One Laptop per Child project. While the first meaning of "design paradigm" refers to exemplary design solutions that create "design trends", the second meaning refers to what a group of people expects from a type of design solutions. The term "design paradigm" is used within the design professions, including architecture, industrial design and engineering design, to indicate an archetypal solution. Thus a Swiss Army Knife is a design paradigm illustrating the concept of a single object that changes configuration to address a number of problems. Design paradigms have been introduced in a number of books including Design Paradigms: A Sourcebook for Creative Visualization by Warren Wake, and discussed in Design Paradigms: Case Histories of Error and Judgment in Engineering but never defined by Henry Petroski. This concept is close to design pattern coined by Christopher Alexander in A Pattern Language. Design paradigms can be used either to describe a design solution, or as an approach to design problem solving. Problem solving occurs through a process of abstraction and characterization of design solutions, with subsequent categorization into problem solving types. The approach is akin to the use of metaphor in language; metaphors are used to help explain concepts that are new or unfamiliar, and to bridge between a problem we understand and a problem we don't. Design paradigms then can be seen as higher order metaphors; as the often three-dimensional distillation of a working relationship between parts, between groups of things, between the known and the unknown. In this sense, a bridge is a paradigm of the connection between the known and the unknown, and the functional equivalent of a physical bridge is consequently used in many fields from computer hardware to musical composition. The design paradigms concept has proven so powerful in traditional fields of design, that it has inspired a branch of computer science, where computational analogies to design paradigms are commonly called software design patterns. Importantly however, in design professions the term "design pattern" usually describes a 2-dimensional structure, whereas the term "design paradigm" (or model) usually implies a higher order, having 3 or more dimensions.
prov:wasDerivedFrom
wikipedia-en:Design_paradigm?oldid=1039263274&ns=0
dbo:wikiPageLength
4507
foaf:isPrimaryTopicOf
wikipedia-en:Design_paradigm
Subject Item
dbr:Design_pattern
dbo:wikiPageWikiLink
dbr:Design_paradigm
Subject Item
dbr:Service_statelessness_principle
dbo:wikiPageWikiLink
dbr:Design_paradigm
Subject Item
dbr:Convention_over_configuration
dbo:wikiPageWikiLink
dbr:Design_paradigm
Subject Item
dbr:Domain_inventory_pattern
dbo:wikiPageWikiLink
dbr:Design_paradigm
Subject Item
dbr:Logic_centralization_pattern
dbo:wikiPageWikiLink
dbr:Design_paradigm
Subject Item
dbr:Service-orientation
dbo:wikiPageWikiLink
dbr:Design_paradigm
Subject Item
dbr:Canonical_protocol_pattern
dbo:wikiPageWikiLink
dbr:Design_paradigm
Subject Item
dbr:Canonical_schema_pattern
dbo:wikiPageWikiLink
dbr:Design_paradigm
Subject Item
dbr:Service-orientation_design_principles
dbo:wikiPageWikiLink
dbr:Design_paradigm
Subject Item
dbr:Matryoshka_doll
dbo:wikiPageWikiLink
dbr:Design_paradigm
Subject Item
dbr:Standardized_service_contract
dbo:wikiPageWikiLink
dbr:Design_paradigm
Subject Item
dbr:Event-driven_messaging
dbo:wikiPageWikiLink
dbr:Design_paradigm
Subject Item
dbr:Service_abstraction
dbo:wikiPageWikiLink
dbr:Design_paradigm
Subject Item
dbr:Service_autonomy_principle
dbo:wikiPageWikiLink
dbr:Design_paradigm
Subject Item
dbr:Service_layer_pattern
dbo:wikiPageWikiLink
dbr:Design_paradigm
Subject Item
dbr:Service_normalization_pattern
dbo:wikiPageWikiLink
dbr:Design_paradigm
Subject Item
dbr:Service_reusability_principle
dbo:wikiPageWikiLink
dbr:Design_paradigm
Subject Item
dbr:Service_composability_principle
dbo:wikiPageWikiLink
dbr:Design_paradigm
Subject Item
dbr:Service_refactoring
dbo:wikiPageWikiLink
dbr:Design_paradigm
Subject Item
dbr:Target–action
dbo:wikiPageWikiLink
dbr:Design_paradigm
Subject Item
dbr:Design_paradigms
dbo:wikiPageWikiLink
dbr:Design_paradigm
dbo:wikiPageRedirects
dbr:Design_paradigm
Subject Item
wikipedia-en:Design_paradigm
foaf:primaryTopic
dbr:Design_paradigm