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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Learning from Design projects: How to keep track and learn from knowledge produced in daily activity</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Nada Matta</string-name>
          <email>nada.matta@utt.fr</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Guillaume Ducellier</string-name>
          <email>guillaume.ducellier@utt.fr</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Hassan Atifi</string-name>
          <email>hassan.atifi@utt.fr</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>ICD, University of Technology of Troyes</institution>
          ,
          <addr-line>Troyes</addr-line>
          ,
          <country country="FR">France</country>
        </aff>
      </contrib-group>
      <fpage>27</fpage>
      <lpage>38</lpage>
      <abstract>
        <p>A lot of questions are still discussed: what is knowledge? How knowledge is built? How is it represented in mind? How can it be kept? How can it be learned? Platon, for instance, define the thought as the intellectual model of objects. Heraclite went towards the definition of the logos as a triangle in which distinguished thought, from expression, from reality. Currently these representations are more and more used to enhance learning from expertise and past experience. Based on this theory, knowledge engineering approaches provide techniques that help to represent expertise as references at semantic level and enhance learning from these references. We study how to capture and represent knowledge produced in design daily activities. So we develop techniques, firstly to capture information produced in design projects and secondly to classify traces in order to develop semantic concepts and enhance learning in an organization. The application of this approach in two examples is presented in this paper.</p>
      </abstract>
      <kwd-group>
        <kwd>Design projects</kwd>
        <kwd>traceability</kwd>
        <kwd>classifications</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Design is a collaborative activity, in which several actors with different skills and
backgrounds work together to reach a given goal. Design project team is a short-lived
organization; at the end of a project actors are engaged in other projects with other
organizations. Moreover, several companies can do projects; actors can belong to different
countries (i.e. in big companies). Given these types of organizations, the goal for
knowledge management is how to learn from past design projects to help to solve new
design problems. Representing this type of knowledge leads to represent also its context
and especially, the organization and the environment in which it is produced. “The
learning content is context specific, and it implies discovery of what is to be done when
and how according to the specific organizations routines”[
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. We present in this paper,
an example on keeping track of design daily information and classifying it in order to
enhance learning from past projects.
      </p>
    </sec>
    <sec id="sec-2">
      <title>Capturing and representing daily knowledge</title>
      <p>
        The challenge to manage daily knowledge is to deal with:
 How to capture information and interaction from daily activities without perturbing
actors?
 How to structure information captured in order to make explicit the deep knowledge
and behavior laws?
 How to implement learning techniques from knowledge in daily work?
Keeping track of knowledge cannot be reduced to traceability of information or
behavior. Information captured needs structuring and classification in order to
emphasize “What”, “How” and “Why” of a reasoning. Several steps can be definied for
this aim :
1. Traceability of information: Several techniques can be used to keep track of
information from the daily work: user profiling, information sharing,
decisionmaking traceability, communication capturing, actions tracking, etc.
2. Tagging captured information: Knowledge stakeholders are the adequate
person that able firstly to structure information they produce. So, they can be
invited to tag information by showing the usability of them. It is a first step of
knowledge representation.
3. Linking information to work environment and activity: This information must
be linked to the context and the environment of work. We need to understand
the context of the production of knowledge in order to represent it.
4. Classifications: classifications algorithms can be then used in order to identify
the occurrence of the elements and produce concepts. The definition of
semantic memory [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] will be simulated by this approach, in which routines are
represented based on concepts links.
      </p>
      <p>We propose in our work to firstly keep track of information produced in collaborative
decision-making and coordination to secondly discover collaborative knowledge by
classifying recurrent decisions and actions.
2.1</p>
      <sec id="sec-2-1">
        <title>Traceability techniques</title>
        <p>
          In Wikipedia and Larousse, a trace is defined as the influence of an event to its
environment. It is series of mark left by a human, an animal or a thing in the environment.
A trace can be followed to discover or ascertain the course or the development of
something. For instance, a psychiatrist successfully traced some of human problems to
severe childhood traumas; a historian follows the trace of events to emphasize the history
of a country, etc. So traceability or keeping trace of is the action of following traces in
order to identify the impact and the development of events to environment.
In Human Computer Interfaces, profiling techniques [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ] are developed in order to keep
track of user behavior and adapt the system to this behavior. Some approaches tend to
links profiling approaches to knowledge management. We note for instance:
MUSETTE approach [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ] that aims at using log files in order to keep track of computer’
user behavior. In this system, traces are linked to the goal and tasks of users. Then they
are structured as experiences bases. This base can then be used in Experience Based
reasoning system (as well as a case based reasoning [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]) in order to recognize a user
behavior and guide him/her in the activity.
        </p>
        <p>
          Having the same goal, MEMOARE [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] platform tends to links information traces to
knowledge. In this platform, annotations and notes are directly classified as
specifications of ontologies modules. In fact, several modules related to a specific domain are
defined. These ontologies modules are related not only to domain but also to
organizational dimensions. Annotations interface is then used in order to help actors to annotate
their actions and products and to link notes to ontologies modules concepts.
Keeping track of information from collaborative projects consists mainly to extract
knowledge from several knowledge sources:
 Tools:
─ Project management tools to kept project organizations (tasks, actors, skills, roles,
etc.) and project context (budget, delay, planning, etc.)
─ Workflow and documents to capture versioning of results and phases
─ E-mails, wikis to obtain discussions and interactions between actors related to
coordination and problem solving.
 Environment:
─ Meetings to capture decision making negotiation and cooperation organizations
─ Actor work-environment to be aware of activities.
        </p>
        <p>
          To represent cooperative activity, we need to link elements from the project context
and problem solving. Context is important to enhance learning in an organization.
Designer needs to match the context of his problem to past ones in order to understand
past related problem solving and use it to solve his problem. Design rationale
approaches [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ] links decision-making to some aspects of the projects context but
itmissed links to project organizations as roles and skills of actors, etc. DYPKM [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]
approach recommends keeping track of design rationale from the project context and
decision meetings. Structuring information cannot be done directly during the
meetings. Also, the meetings animator cannot represent different views of discussions
afterward as recommended in several design rationale techniques. Traceability of
decision-making can then be done on two steps [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ]: taking notes during the meetings
and structuring notes to define report. Secretary in a meeting has to take notes of
discussions in order to keep track of links between these discussions, questions and
participants. When writing report, he/she has to distinguish suggestions from arguments
and to annotate them by criteria. In order to obtain this type of results and to integrate
traceability during an activity, a tool « Memory Meeting » are defined [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] as support
to collaborative decision-making traceability (Fig 1).
Fig 1.
        </p>
        <sec id="sec-2-1-1">
          <title>Memory Meeting : Tagging discussions.</title>
          <p>2.2</p>
        </sec>
      </sec>
      <sec id="sec-2-2">
        <title>Knolwedge discovery by classification</title>
        <p>
          Classification can be defined as the process in which ideas and objects are recognized,
differentiated, and understood [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ], while knowledge classification is the process in
which knowledge is recognized and reasoned. Classification algorithms are used in
biology, documentation, etc. They help to recognize an object with characteristics,
related to a predefined hierarchy. We focus on knowledge classification in design
project memory in order to not only represent the knowledge structure, but also classify
knowledge to reuse it. Instead of a single, common classification system that suits
everyone, everywhere [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ], we have to come up with classification models suited
within specific context [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]. Therefore, to enhance learning in an organization, the
knowledge modeling has to emphasize the "know what" and "know how” [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ], and the
context in which the knowledge is produced has to be represented as knowledge “know
why”.
        </p>
        <p>
          We propose the CKD “Collaborative Knowledge Discovery” approach [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ] based on
classification of relation networks between negotiation, coordination and results.
Firstly, in order to classify knowledge from different context for different learning
intentions, the general semantic network of project memory (Fig 2) is decomposed into
4 sub-networks:
 Decision-making process: this part represents the core activity of design project,
which helps designers to learn from negotiation and decision-making experience.
 Project organization makes decision: this part represents interaction between
organization and decision, which provides an organizational view of
decisionmaking.
 Project organization realizes project: this part represents arrangement of task and
project team organization, which focuses learning on project management.
 Decision-making and project realization: this part represents the mutual influence
between decision and project realization, which reveals part of work environment
and background.
        </p>
        <p>Fig 2.</p>
        <sec id="sec-2-2-1">
          <title>General structure of project memory</title>
          <p>Secondly, in each sub-network, important concepts that are involved in potential
knowledge extraction are highlighted, and ontological class hierarchy or criteria tree is
constructed for classification. Thirdly, machine-learning technique is employed to
generate rules between concepts or even networks (Fig 3).</p>
          <p>Fig 3.</p>
        </sec>
        <sec id="sec-2-2-2">
          <title>Knowledge discovery by classification</title>
          <p>
            Machine learning algorithms can figure out how to perform important tasks by
generalizing from examples. One of the most mature and widely used algorithms is
classification [
            <xref ref-type="bibr" rid="ref7">7</xref>
            ], [
            <xref ref-type="bibr" rid="ref8">8</xref>
            ]. Our intention is to classify project memory into rule-based
knowledge, and project memory data is not extremely large, which leads us to choose
an algorithm of rule-based methods. As noted above, a concept in project memory
depends on the context. So, we aim at representing links between concepts in
classification in order to reveal the knowledge behind structured graphs. ITRULE, an
algorithm that can induce an optimal set of concepts or rules from a set of examples, is
proposed so far for project memory classification [
            <xref ref-type="bibr" rid="ref21">21</xref>
            ]. The advantage of this algorithm
is in the flexibility of representation, allowing it to learn many different concepts. The
general rule extracted from examples is taken to be in the form of production rules, i.e.
if condition A then condition B with probability p.
2.3
          </p>
        </sec>
      </sec>
      <sec id="sec-2-3">
        <title>CKD: Classification algorithm for project knowledge discovery</title>
        <p>The principle of classification approach is to identify similar graphs of cooperative
activities as routines with a weight factor that indicates their importance. The weight
factor is defined as percentage of recurrence of a routine among past similar project events.
Therefore, the result of classification will be a set of relations between cooperative
activity concepts. This result routine can be considered as a knowledge rule for actors to
learn from to improve future project performance. We propose then three classification
algorithms:
1. Problem solving: at a specific project phase, we can classify decision-making
process for one similar issue. Solutions that are repetitive will be classified
as essential solutions, the solutions that are distinctive will be considered as
explorative attempt with its precondition as an explanation.</p>
        <p>Input: a set of decision-making networks for issue(i)
Ourput: essential solution for issue(i): issue(i).essential
If for the similar issue(i)
decision(d1)∧…∧decision(dn)⇒decision(d’),
then issue(i).essential⇒ decision(d’)
2.</p>
        <p>Cooperation diagnoses: an important subject that we try to study is
cooperation. This classification view allows us to verify whether there are parallel
tasks that imply cooperative design or regular meetings concerning whole
project team. Projects that are not undertaken concurrently can lead to
unsatisfactory results, e.g. solution duplication or excess of project constraint.
Input: a set of project realization networks
Output: whetheer the project is carried out cooperatively
If in project.phase(p)
Issue(i).team(t1,···,tn) = true, where n ≥ 2</p>
        <p>Then project.cooperation = true</p>
        <p>Management diagnoses: this classification view will focus on project
organization influence on different project memory modules. For example, we can
classify project realization with an organizational dimension to examine how
project organization arrangement can influence project realization. This
classification will be further demonstrated in the next section.</p>
        <p>Input: Φ(g1), Φ(g2) decision-making model instances
Output: Φ(g0) problem-solving knowledge
If Task(Φ(g1)) is similar to Task(Φ(g2)) Then Define Φ(g0) Management knowledge
on
Task(Φ(g0)) = Task (Φ(g1))∧Task (Φ(g2))
Essential_Competence(Φ(g0)) = Competence(Φ(g1))∧Competence(Φ(g2))</p>
        <p>The three aspects proposed above are the most interesting and practical classification
views that we find so far, however we do not exclude the possibility that more useful
classification views exist.
3</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Example of Design Daily Knowledge Capturing: Tabsec sofwtare design</title>
      <p>Tabspec consists of two software design projects, undertaken by two different groups
of Master students of University of Technology in Troyes in the year 2012 and 2013.
The group members consist of students majoring in computer science and students
majoring in mechanical design. The project 2012 involves eight students, among whom
four major in computer science and 4 in mechanical design, and for project 2013, 5
students participated, 3 of them major in computer science and 2 major in mechanical
design. There was no predefined organization for each group.</p>
      <p>The goal of this project is to design a tablet application, which aids a mechanical
technician in product maintenance. This application needs to provide pertinent
knowledge concerning a certain problem of product, and enable the technician to order
necessary parts to repair or replace the product; more importantly, the technician should
be able to update information concerning product maintenance (e.g. report a design
default, order a new product etc.) in company’s PLM and ERP system through this
application. Budget limit and time delay are specified for the project, and three major
tasks are requested:
 Analyze existing technologies
 Define the function specifications of the application
 Realize a prototype of the application
3.1</p>
      <sec id="sec-3-1">
        <title>Information traceability of the Tabspec projects</title>
        <p>Students are required to use the tool «Memory Meeting » to register work meetings.
We collected the registration of their work meetings and their report. They have to
follow a specific discussion forum that allows us to know about the organization and
the coordination of their work.
Project 2012 on tablet application for product maintenance, issue: function definition
Proposition Argument Decision
Automatic object recognition (Defend) Improve efficiency
by image to detect product Easy access
(Criticize) Increase budget</p>
        <p>Complex
development
Single database for all modules (Criticize) Need data
synchronization
Create data
redundancy
Easy administration
Four databases, one for each
module
Information exchange between
ERP and PLM
Information exchange between
the application and ERP, PLM
Reduce
redundancy
Technological
obstacle
data</p>
        <p>Automatic
object
recognition
by image
Four
databases
Information
exchange
between the
application
and ERP,
PLM</p>
        <p>Decision-making on the issue "function definition" of project 2012
Project 2013 on tablet application for product maintenance, issue: function definition
Proposition Argument Decision
Manuel search for concerning (Defend) Easy implementation Manuel search for
knowledge for problem knowledge of concerning
product
Single database for all modules
(Defend)</p>
        <p>Requires users to have
certain mechanical
knowledge
Centralized administration
improve searching
Secure information
confidentiality
Evade frequent
communication among the
modules</p>
        <p>Single database
Information exchange
between the application
and ERP, PLM
(Defend)
Null
(Defend)
(Criticize)
Null</p>
        <p>(Criticize)
Information exchange between the
application and ERP, PLM</p>
        <p>Null
The conceptual design of the tablet application focuses on the specification of
functions. The information of meeting recording is fit into the decision-making model
on the “issue” function definition of the tablet application. An example of
decisionmaking process on the issue function definition in the project 2012 and 2013 can be
shown (Table 1. and Table 2. ).</p>
        <p>Students have several skills: computer sciences, industrial engineering and mechanical
engineering. They decide to work in subgroups (Fig 4)</p>
        <p>Fig 4.</p>
        <sec id="sec-3-1-1">
          <title>Coordination of Groups in 2012 and 2013.</title>
          <p>
            These traces are a representation of examples of software design problem solving. We
need to identify recurrent decision-making situation in order to identify routines and
collaborative problem solving strategies related to project types and problems. We
know that strategies can be developed when human, repeating an action several times,
can identify a routine which can be applied to similar situations [
            <xref ref-type="bibr" rid="ref9">9</xref>
            ]. We propose in this
work to classify collaborative decision-making traces in order to identify routines and
problem solving characteristics that help for learning.
3.2
          </p>
        </sec>
      </sec>
      <sec id="sec-3-2">
        <title>Classification of Tabspec projects</title>
        <p>A problem-solving rule on the issue “function definition” can be extracted by
comparing the decision-making process on this issue of both projects. We classify
repetitive solutions as essential solutions for the issue function definition, and
distinctive solutions as explorative cases with a precondition (Fig 5). One solution was
distinguished: Connection the Tablet to Data Bases. Different explored solutions are
identified: Automatic or manual object recognition, One or several Data Bases. For
each explored solution, we store arguments in order to justify these propositions. That
helps to understand reasons of and the inconvenient of propositions.</p>
        <p>Cooperation rules on this project can be extracted by classifying project planning,
which is represented by the sub-network decision-making process and
projectrealization. If there are tasks concern module integration and regular meetings on
project specification of whole project team, then this project is undertaken concurrently.
If no meetings are held with the whole group or no integration task is assigned to more
than one sub-group, then this project is considered failed at concurrent design. We can
see from the project information 2012, four meetings were held inside each sub-group
and only one final meeting involved the entire project group, but the issue of the final
meeting was “collecting each group’s work”, which means no integration issue was
dealt with. Apparently in the project 2012, design activities were not organized
concurrently, which leads to the result “database duplication” and “expensive project
cost”. Linear project planning leads to bad communication between different sub-group
designers, which result in poor integration design (Fig 6).</p>
        <p>Fig 5.</p>
        <p>Classification of problem solving in the software design project
Fig 6.</p>
        <sec id="sec-3-2-1">
          <title>Comparison of organization and project result</title>
          <p>4</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Conclusion</title>
      <p>In this paper, we presented a knowledge discovery method that help to extract
knowledge from collaborative activity and especially design projects. This method is
illustrated on an example in software design. We show in our techniques the influence
of coordination on decision-making and final project results. Thus confirm that learning
from corporate memory cannot be done without any connection to the context that this
memory is produced.</p>
      <p>
        Learning must also be guided by strategies and rules behind actions. We believe that
sharing information as it is done currently in organizations and with community of
practices is not enough to promote learning from experiences. The two diemnsiosn must
be considered to enhance learning from experience: situations traces in which examples
of project realization are captured and semantic representations which reflect the deep
strategies of the activities. These two dimensiosn are similar to episodic memory (in
which examples are saved) and epistemic memory (in which sense and concepts are
defined) [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ], [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. The similarity of these two representations to human mind make
possible knwoledge understanding and learning. Currently semantic web [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] works
show the same postulate. Ontologies at semantic level are defined and linked to
documents which represent examples of use of concepts in a given activity.
In our approach, we deal with cooperative activity. The semantic networks that we gave
are based on the traditional knowledge management methods, but we make a
connection between different elements in order to give design activities a context with
an organizational collaborative dimension.
      </p>
      <p>
        As we can see the example that we introduced in this paper is an instance
demonstration, future test on a larger database will be carried out to extract knowledge
from project memory. Other knowledge source then meetings can be also studied like
communication and project management support tools. We plan at studying techniques
to support knowledge traceability from these sources [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ].
5
      </p>
    </sec>
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