36,341 research outputs found

    A systematic review of protocol studies on conceptual design cognition: design as search and exploration

    Get PDF
    This paper reports findings from the first systematic review of protocol studies focusing specifically on conceptual design cognition, aiming to answer the following research question: What is our current understanding of the cognitive processes involved in conceptual design tasks carried out by individual designers? We reviewed 47 studies on architectural design, engineering design and product design engineering. This paper reports 24 cognitive processes investigated in a subset of 33 studies aligning with two viewpoints on the nature of designing: (V1) design as search (10 processes, 41.7%); and (V2) design as exploration (14 processes, 58.3%). Studies on search focused on solution search and problem structuring, involving: long-term memory retrieval; working memory; operators and reasoning processes. Studies on exploration investigated: co-evolutionary design; visual reasoning; cognitive actions; and unexpected discovery and situated requirements invention. Overall, considerable conceptual and terminological differences were observed among the studies. Nonetheless, a common focus on memory, semantic, associative, visual perceptual and mental imagery processes was observed to an extent. We suggest three challenges for future research to advance the field: (i) developing general models/theories; (ii) testing protocol study findings using objective methods conducive to larger samples and (iii) developing a shared ontology of cognitive processes in design

    Towards a shared ontology: a generic classification of cognitive processes in conceptual design

    Get PDF
    Towards addressing ontological issues in design cognition research, this paper presents the first generic classification of cognitive processes investigated in protocol studies on conceptual design cognition. The classification is based on a systematic review of 47 studies published over the past 30 years. Three viewpoints on the nature of design cognition are outlined (search, exploration and design activities), highlighting considerable differences in the concepts and terminology applied to describe cognition. To provide a more unified view of the cognitive processes fundamentally under study, we map specific descriptions of cognitive processes provided in protocol studies to more generic, established definitions in the cognitive psychology literature. This reveals a set of 6 categories of cognitive process that appear to be commonly studied and are therefore likely to be prevalent in conceptual design: (1) long-term memory; (2) semantic processing; (3) visual perception; (4) mental imagery processing; (5) creative output production and (6) executive functions. The categories and their constituent processes are formalised in the generic classification. The classification provides the basis for a generic, shared ontology of cognitive processes in design that is conceptually and terminologically consistent with the ontology of cognitive psychology and neuroscience. In addition, the work highlights 6 key avenues for future empirical research: (1) the role of episodic and semantic memory; (2) consistent definitions of semantic processes; (3) the role of sketching from alternative theoretical perspectives on perception and mental imagery; (4) the role of working memory; (5) the meaning and nature of synthesis and (6) unidentified cognitive processes implicated in conceptual design elsewhere in the literature

    Visual literacy for libraries: A practical, standards-based guide

    Get PDF
    When we step back and think about how to situate visual literacy into a library context, the word critical keeps coming up: critical thinking, critical viewing, critical using, critical making, and the list goes on. To understand our approach, start with your own practice, add images, and see where it takes you. Do you encourage students to think critically as they research? How can you extend this experience to images? Do you embrace critical information literacy? Can you bring visual content to enrich that experience? Do you teach students to critically evaluate sources? How can you expand that practice to images? You’ll see a lot of questions in this book, because our approach is inquiry- driven. This is not to say that we don’t cover the basics of image content. Curious about color? Covered. Not sure where to find great images? We’ll show you. Wondering what makes a good presentation? We talk about that too. But what we really want you to get out of this book is a new understanding of how images fit into our critical (there it is again) practice as librarians and how we can advance student learning with our own visual literacy. This book grounds visual literacy in your everyday practice—connecting it to what you know and do as a librarian who engages in reflective practice. Heidi Jacobs put it well when she argued that, for information literacy pedagogy, “one of the best ways for us to encourage students to be engaged learners is for us to become engaged learners, delve deeply into our own problem posing, and embody the kind of engagement we want to see in our students” (Jacobs 2008). We extend this viewpoint to visual literacy pedagogy and provide many opportunities for you to embody the kind of visual literacy that you want to develop in your learners

    Sound for Fantasy and Freedom

    Get PDF
    Sound is an integral part of our everyday lives. Sound tells us about physical events in the environ- ment, and we use our voices to share ideas and emotions through sound. When navigating the world on a day-to-day basis, most of us use a balanced mix of stimuli from our eyes, ears and other senses to get along. We do this totally naturally and without effort. In the design of computer game experiences, traditionally, most attention has been given to vision rather than the balanced mix of stimuli from our eyes, ears and other senses most of us use to navigate the world on a day to day basis. The risk is that this emphasis neglects types of interaction with the game needed to create an immersive experience. This chapter summarizes the relationship between sound properties, GameFlow and immersive experience and discusses two projects in which Interactive Institute, Sonic Studio has balanced perceptual stimuli and game mechanics to inspire and create new game concepts that liberate users and their imagination
    • …
    corecore