Service designService design is the activity of planning and arranging people, infrastructure, communication and material components of a service in order to improve its quality, and the interaction between the service provider and its users. Service design may function as a way to inform changes to an existing service or create a new service entirely. The purpose of service design methodologies is to establish the most effective practices for designing services, according to both the needs of users and the competencies and capabilities of service providers.
DesignA design is a concept of either an object, a process, or a system that is specific and, in most cases, detailed. Design refers to something that is or has been intentionally created by a thinking agent, though it is sometimes used to refer to the nature of something. The verb to design expresses the process of developing a design. In some cases, the direct construction of an object without an explicit prior plan may also be considered to be a design (such as in some artwork and craftwork).
Service-oriented modelingService-oriented modeling is the discipline of modeling business and software systems, for the purpose of designing and specifying service-oriented business systems within a variety of architectural styles and paradigms, such as application architecture, service-oriented architecture, microservices, and cloud computing. Any service-oriented modeling method typically includes a modeling language that can be employed by both the "problem domain organization" (the business), and "solution domain organization" (the information technology department), whose unique perspectives typically influence the service development life-cycle strategy and the projects implemented using that strategy.
Model categoryIn mathematics, particularly in homotopy theory, a model category is a with distinguished classes of morphisms ('arrows') called 'weak equivalences', 'fibrations' and 'cofibrations' satisfying certain axioms relating them. These abstract from the category of topological spaces or of chain complexes ( theory). The concept was introduced by . In recent decades, the language of model categories has been used in some parts of algebraic K-theory and algebraic geometry, where homotopy-theoretic approaches led to deep results.
DesignerA designer is a person who plans the form or structure of something before it is made, by preparing drawings or plans. In practice, anyone who creates tangible or intangible objects, products, processes, laws, games, graphics, services, or experiences can be referred to as a designer. Historically, the main area of design was regarded as only architecture, which was understood as the major art. The design of clothing, furniture, and other common artifacts were left mostly to tradition or artisans specializing in hand making them.
Higher category theoryIn mathematics, higher category theory is the part of at a higher order, which means that some equalities are replaced by explicit arrows in order to be able to explicitly study the structure behind those equalities. Higher category theory is often applied in algebraic topology (especially in homotopy theory), where one studies algebraic invariants of spaces, such as their fundamental . An ordinary has and morphisms, which are called 1-morphisms in the context of higher category theory.
Quasi-categoryIn mathematics, more specifically , a quasi-category (also called quasicategory, weak Kan complex, inner Kan complex, infinity category, ∞-category, Boardman complex, quategory) is a generalization of the notion of a . The study of such generalizations is known as . Quasi-categories were introduced by . André Joyal has much advanced the study of quasi-categories showing that most of the usual basic and some of the advanced notions and theorems have their analogues for quasi-categories.
Limit (category theory)In , a branch of mathematics, the abstract notion of a limit captures the essential properties of universal constructions such as , and inverse limits. The of a colimit generalizes constructions such as disjoint unions, direct sums, coproducts, s and direct limits. Limits and colimits, like the strongly related notions of universal properties and adjoint functors, exist at a high level of abstraction. In order to understand them, it is helpful to first study the specific examples these concepts are meant to generalize.
Software designSoftware design is the process by which an agent creates a specification of a software artifact intended to accomplish goals, using a set of primitive components and subject to constraints. The term is sometimes used broadly to refer to "all the activity involved in conceptualizing, framing, implementing, commissioning, and ultimately modifying" the software, or more specifically "the activity following requirements specification and before programming, as ... [in] a stylized software engineering process.
Strict 2-categoryIn , a strict 2-category is a with "morphisms between morphisms", that is, where each hom-set itself carries the structure of a category. It can be formally defined as a category over Cat (the , with the structure given by ). The concept of 2-category was first introduced by Charles Ehresmann in his work on enriched categories in 1965. The more general concept of (or weak 2-category), where composition of morphisms is associative only up to a 2-isomorphism, was introduced in 1968 by Jean Bénabou.
Homotopy categoryIn mathematics, the homotopy category is a built from the category of topological spaces which in a sense identifies two spaces that have the same shape. The phrase is in fact used for two different (but related) categories, as discussed below. More generally, instead of starting with the category of topological spaces, one may start with any and define its associated homotopy category, with a construction introduced by Quillen in 1967. In this way, homotopy theory can be applied to many other categories in geometry and algebra.
Participatory designParticipatory design (originally co-operative design, now often co-design) is an approach to design attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure the result meets their needs and is usable. Participatory design is an approach which is focused on processes and procedures of design and is not a design style. The term is used in a variety of fields e.g.
Design methodsDesign methods are procedures, techniques, aids, or tools for designing. They offer a number of different kinds of activities that a designer might use within an overall design process. Conventional procedures of design, such as drawing, can be regarded as design methods, but since the 1950s new procedures have been developed that are more usually grouped together under the name of "design methods". What design methods have in common is that they "are attempts to make public the hitherto private thinking of designers; to externalise the design process".
FunctorIn mathematics, specifically , a functor is a mapping between . Functors were first considered in algebraic topology, where algebraic objects (such as the fundamental group) are associated to topological spaces, and maps between these algebraic objects are associated to continuous maps between spaces. Nowadays, functors are used throughout modern mathematics to relate various categories. Thus, functors are important in all areas within mathematics to which is applied.
Adjoint functorsIn mathematics, specifically , adjunction is a relationship that two functors may exhibit, intuitively corresponding to a weak form of equivalence between two related categories. Two functors that stand in this relationship are known as adjoint functors, one being the left adjoint and the other the right adjoint. Pairs of adjoint functors are ubiquitous in mathematics and often arise from constructions of "optimal solutions" to certain problems (i.e.
Functional requirementIn software engineering and systems engineering, a functional requirement defines a function of a system or its component, where a function is described as a summary (or specification or statement) of behavior between inputs and outputs. Functional requirements may involve calculations, technical details, data manipulation and processing, and other specific functionality that define what a system is supposed to accomplish. Behavioral requirements describe all the cases where the system uses the functional requirements, these are captured in use cases.
GroupoidIn mathematics, especially in and homotopy theory, a groupoid (less often Brandt groupoid or virtual group) generalises the notion of group in several equivalent ways. A groupoid can be seen as a: Group with a partial function replacing the binary operation; in which every morphism is invertible. A category of this sort can be viewed as augmented with a unary operation on the morphisms, called inverse by analogy with group theory. A groupoid where there is only one object is a usual group.
Pragmaticism"Pragmaticism" is a term used by Charles Sanders Peirce for his pragmatic philosophy starting in 1905, in order to distance himself and it from pragmatism, the original name, which had been used in a manner he did not approve of in the "literary journals". Peirce in 1905 announced his coinage "pragmaticism", saying that it was "ugly enough to be safe from kidnappers" (Collected Papers (CP) 5.414). Today, outside of philosophy, "pragmatism" is often taken to refer to a compromise of aims or principles, even a ruthless search for mercenary advantage.
Service economyService economy can refer to one or both of two recent economic developments: The increased importance of the service sector in industrialized economies. The current list of Fortune 500 companies contains more service companies and fewer manufacturers than in previous decades. The relative importance of service in a product offering. The service economy in developing countries is mostly concentrated in financial services, hospitality, retail, health, human services, information technology and education.
Waterfall modelThe waterfall model is a breakdown of project activities into linear sequential phases, meaning they are passed down onto each other, where each phase depends on the deliverables of the previous one and corresponds to a specialization of tasks. The approach is typical for certain areas of engineering design. In software development, it tends to be among the less iterative and flexible approaches, as progress flows in largely one direction ("downwards" like a waterfall) through the phases of conception, initiation, analysis, design, construction, testing, deployment and maintenance.