16,464 research outputs found

    The Design Postgraduate Journeyman: Mapping the relationship between design thinking and doing with skills acquisition for skilful practice

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    The relationship between knowing, doing and skillful practice resonate in industry and design education. The connection between creativity, design and successful innovation practices in industry has been debated much recently, heightened by realization in academe and governments that 'we need a different way of thinking and doing if we are to live well and prosper in the future' This paper addresses the question; how to understand more about the relationship of design thinking and doing with learning. It describes research to correlate design knowledge and skill with the pedagogy of skilful practice, thereby supporting pedagogical theory for the design practitioner learner. The research correlates Sennett's review of craftsmanship as skillful thinking and doing, with Dreyfus and dreyfus's model of mental activitiesin the transition of novice to masterful states of skilful practice. It concludes by illustrating the critical transition points to inform educational practice

    A Mixed Method Approach for Evaluating and Improving the Design of Learning in Puzzle Games

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    Despite the acknowledgment that learning is a necessary part of all gameplay, the area of Games User Research lacks an established evidence based method through which designers and researchers can understand, assess, and improve how commercial games teach players game-specific skills and information. In this paper, we propose a mixed method procedure that draws together both quantitative and experiential approaches to examine the extent to which players are supported in learning about the game world and mechanics. We demonstrate the method through presenting a case study of the game Portal involving 14 participants, who differed in terms of their gaming expertise. By comparing optimum solutions to puzzles against observed player performance, we illustrate how the method can indicate particular problems with how learning is structured within a game. We argue that the method can highlight where major breakdowns occur and yield design insights that can improve the player experience with puzzle games

    Cause for alarm?: A multi-national, multi-institutional study of student-generated software designs

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    This paper reports a multi-national, multi-institutional study to investigate Computer Science students' understanding of software design and software design criteria. Students were recruited at two levels: those termed 'first competency' programmers, and those completing their Bachelor degrees. The study, including participants from 21 institutions over the academic year 2003/4, aimed to examine students' ability to generate software designs, to elicit students' understanding and valuation of key design activities, and to examine whether students at different stages in their undergraduate education display different understanding of software design. Differences were found in participants' recognition of ambiguity in requirements; in their use of formal (and semi-formal) design representation and in their prioritisation of design criteria

    Investigation of the use of navigation tools in web-based learning: A data mining approach

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    Web-based learning is widespread in educational settings. The popularity of Web-based learning is in great measure because of its flexibility. Multiple navigation tools provided some of this flexibility. Different navigation tools offer different functions. Therefore, it is important to understand how the navigation tools are used by learners with different backgrounds, knowledge, and skills. This article presents two empirical studies in which data-mining approaches were used to analyze learners' navigation behavior. The results indicate that prior knowledge and subject content are two potential factors influencing the use of navigation tools. In addition, the lack of appropriate use of navigation tools may adversely influence learning performance. The results have been integrated into a model that can help designers develop Web-based learning programs and other Web-based applications that can be tailored to learners' needs

    Instructional Designer Awareness and Application of Strategies to Manage Cognitive Load

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    This study examined how practicing instructional designers manage cognitive load in a standardized scenario as they select and implement instructional strategies, message design, content sequencing, and delivery media within various domains with learners at different levels of expertise. The study employed a quasi-experimental, mixed methods design to gain insight into how practicing instructional designers perceive their awareness of strategies to manage cognitive load and implement those strategies within a standardized design scenario. The research design involved the collection of quantitative data from the participants during an initial web-based questionnaire and a second collection of both quantitative and qualitative data as the participants completed a design activity using a think-aloud protocol. The triangulation of data through observation of activity and debriefing interviews was used to clarify data gathered through the protocol. The results of the study indicated that both novice and expert practitioners frequently used several strategies to manage extraneous load (worked examples, completion tasks, and dual modality) as prescribed by theory, as well as the simple-to-complex presentation strategy to manage intrinsic load. They also exhibited a moderate use of the variability strategy to manage germane load as recommended by theory, but overall use of strategies to address germane load was infrequent across all participants. While participants frequently acknowledged differences in the levels of learner expertise within the instructional scenario, few employed strategies prescribed to address the expertise reversal effect as outlined by theory. Participants described a number of barriers preventing them from using additional strategies to manage cognitive load, ranging from those common to all instructional strategies (such as time constraints and lack of formative evaluation) to those specific to cognitive load strategies (such as lack of instructor buy-in regarding cognitive load and the extra design effort to create worked examples)

    ID Model Construction and Validation: A Multiple Intelligences Case

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    This is a report of a developmental research study that aimed to construct and validate an instructional design model that incorporates the theory and practice of multiple intelligences. The study consisted of three phases. In phase one, the theoretical foundations of multiple intelligences and instructional design were examined to guide the development of such model. In phase two the model components were determined and an initial model was constructed. In phase three, the model was reviewed and validated by experts in the field of instructional design through a three-round Delphi study. The result was a revised and validated Multiple Intelligences Design Model. This paper presents the decision-making processes and procedures used in model development, and provides a framework for the internal validation of instructional design models using expert review procedures

    Usability Engineering and PPGIS - Towards a Learning-improving Cycle

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    July 21 - 2

    P2P Mapper: From User Experiences to Pattern-Based Design

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    User experience is an umbrella term referring to a collection of information that covers the user’s behavior and interaction with a system. It is observed when the user is actively using a service or interacting with information, includes expectations and perceptions, and is influenced by user characteristics and application or service characteristics. User characteristics include knowledge, experience, personality and demographics. We propose a process and supporting software tool called Persona to Pattern (P2P) Mapper, which guides designers in modeling user experiences and identifying appropriate design patterns. The three-step process is: Persona Creation (a representative persona set is developed), Pattern Selection (behavioral patterns are identified resulting in an ordered list of design patterns for each persona), and Pattern Composition (patterns are used to create a conceptual design). The tool supports the first two steps of the process by providing various automation algorithms for user grouping and pattern selection combined with the benefit of rapid pattern and user information access. Persona and pattern formats are augmented with a set of discrete domain variables to facilitate automation and provide an alternative view on the information. Finally, the P2P Mapper is used in the redesign of two different Bioinformatics applications: a popular website and a visualization tool. The results of the studies demonstrate a significant improvement in the system usability of both applications

    Evaluation of Designer Feedback Systems in Design for Manufacturability

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    The research study introduces a new designer feedback tool called Three Dimensional Integrated Feedback (3DIF) tool to convey manufacturability analysis results early in the conceptual design phase. The study evaluates and compares different modalities of manufacturability feedback given to de-sign engineers. The conceptual design stage is critical in deter-mining the feasibility of the whole production process. Providing designers with early suggestions and feedback about the manu-facturability of product designs will help to improve their design and save time and cost to manufacture. Feedback given to the design engineers could be in any form text, 2D markups, 3D data or verbal. Feedback can contain insufficient data or can be diffi-cult to interpret leading to frequent design iterations and in-crease in lead time. It is important that feedback should be able to convey necessary design information and should be in lan-guage understandable by design engineers. The modality of feed-back affects interpretability of the data presented. The study compares between no feedback, text-based feedback, 2D feed-back and 3D feedback modalities in the casting process of manu-facturing. The results expected from the study will help us to determine the appropriate modality of feedback that improves design performance of both expert and novice designers
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