Smartphone Cue-Cards for STS Design Pattern Navigation

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Solution Overview

Problem

Human system designers face challenges in navigating and selecting suitable patterns for socio-technical system (STS) service design due to cognitive limitations, such as limited short-term memory and the large connectedness of pattern graphs, leading to a tendency to settle for local maxima and difficulty in achieving a balance between novelty and familiarity within given constraints like time and resource.

Innovation Solution

A system and method for synthesizing smartphone cue-cards that convert patterns into a node graph, calculate Fan-in and Fan-out values, and use novelty and time tuners to generate a personalized, dynamic layout adapted to the designer's physiology, minimizing repeatedness and optimizing navigation through multiple layers to display cue-cards that represent STS service design prototyping.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Loss of information

If designers use traditional cue cards or pattern catalogs, then they have access to pattern information, but cognitive overload and anxiety increase due to the volume of cards and limited short-term memory

Engineering Contradiction:
Improvepattern information retentionVSAvoidcognitive overload and anxiety
Core Design Contradiction:
Loss of informationVSObject-affected harmful factors

Solution Approach 1:

The patent introduces a computational intermediary (the system that calculates Fan-in and Fan-out values, determines novelty scores, and generates optimized cue card sequences) that mediates between the large pattern graph and the designer's limited cognitive capacity. This intermediary processes the overwhelming information and presents it in manageable, cognitively-appropriate chunks, reducing designer anxiety while preserving pattern information.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system dynamically changes the parameters of information presentation by calculating novelty scores based on Fan-in/Fan-out ratios and adjusting the sequence and selection of cue cards accordingly. This transforms the static, overwhelming pattern catalog into a dynamic, adaptively-presented sequence that matches cognitive capacity while maximizing information retention.

Inventive Principle:
Principle #35Parameter changes

2Adaptability or versatility

If designers explore more patterns to achieve novelty, then they may find better solutions, but the time required increases significantly

Engineering Contradiction:
Improvepattern noveltyVSAvoidpattern exploration time
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

The patent changes the parameter of pattern selection from random or sequential browsing to novelty-based selection using Fan-in/Fan-out calculations. By computing novelty scores that balance exploration (high Fan-out) and exploitation (high Fan-in), the system optimizes the time-novelty tradeoff, allowing designers to discover novel patterns efficiently without excessive time investment.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The patent replaces the mechanical, manual process of pattern exploration with a computational system that automatically calculates Fan-in/Fan-out values, determines novelty scores, and generates optimized exploration sequences. This substitution of computational mechanics for human cognitive mechanics dramatically reduces exploration time while maintaining or enhancing novelty discovery.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

3Loss of information

If designers rely on long-term memory for pattern recall, then they can access richer patterns, but access time increases and accuracy decreases with age and experience

Engineering Contradiction:
Improvepattern recall accuracyVSAvoidmemory access time
Core Design Contradiction:
Loss of informationVSLoss of time

Solution Approach 1:

The patent applies preliminary action by pre-calculating and organizing pattern information into a computational graph structure with Fan-in and Fan-out values before the designer needs it. This preliminary computational organization replaces the need for real-time memory retrieval, providing instant access to structured pattern information that is optimized for the specific design context.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent substitutes human memory mechanisms with a computational information retrieval system. Instead of relying on the designer's long-term memory which degrades with age and experience, the system stores and retrieves pattern information computationally, providing consistent, fast, and accurate access regardless of designer characteristics.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

4Ease of operation

If designers use tangible cue cards, then they can physically handle patterns, but they can only hold one card at a time which limits short-term memory utilization

Engineering Contradiction:
Improvephysical pattern handlingVSAvoidnumber of patterns in short-term memory
Core Design Contradiction:
Ease of operationVSQuantity of substance

Solution Approach 1:

The patent substitutes the physical mechanical system of handling tangible cue cards with a digital computational system. This replacement allows the simultaneous presentation and manipulation of multiple pattern representations on screen, overcoming the physical constraint of holding only one card at a time while maintaining ease of operation through intuitive digital interaction.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Solution Approach 2:

The patent transitions from the one-dimensional constraint of physical card handling to the multi-dimensional space of digital display and interaction. The system can present multiple patterns simultaneously in various arrangements, allow rapid flipping between views, and provide contextual information in multiple dimensions, vastly expanding short-term memory utilization beyond physical limitations.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Data Source

PatentUS20240013108A1Method and system for synthesizing constraint based smartphone cue-cards for socio-technical system service design prototyping
Publication Date: 2024.01.11 TATA CONSULTANCY SERVICES LTD
  • US20240013108A1 patent drawing
  • US20240013108A1 patent drawing
  • US20240013108A1 patent drawing

AI summary

A method and system for synthesizing smartphone cue-cards representing socio-technical system (STS) service design prototyping based on a plurality of constraints has been provided. The system creates just in time, a dynamic visual design for senior and junior designers for displaying of patterns as digital Cue Cards based on human configured time constraint and novelty constraints all the while avoiding repeatability for the designer. Smartphone is utilized as a mechanism to host multiple cue cards and an interaction model which allows multiple cue-card-connectedness to jump across constraints of local-maxima/minima towards a global-maxima/minima. The method allows young designers get access to better long term memory (LTM) and senior designer getting access to faster LTM. The present disclosure helps senior designer get faster access to new patterns to reduce time for novel new interventions.