65,888 research outputs found

    Software tools for supporting reflection in design thinking projects

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    In creative work such as design thinking projects, teams mostly seek to solve complex (wicked) problems as well as situations of uncertainty and value conflicts. To design solutions that cope with these aspects, teams usually start doing something, reflect on their results, and adjust their process. By actually doing something, tacit knowledge (i.e., knowing-in-action) of individuals is disclosed, which might be beneficial for an entire project team because it allows drawing on information and experiences that go beyond single individuals. Accordingly, the present study aims to investigate how tools can be designed that support collaborative reflection in creativity-driven projects. Drawing on reflection theory and several expert interviews, we derive design requirements as well as present a concrete software-based prototype as an expository instantiation

    A3 thinking approach to support knowledge-driven design

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    Problem solving is a crucial skill in product development. Any lack of effective decision making at an early design stage will affect productivity and increase costs and the lead time for the other stages of the product development life cycle. This could be improved by the use of a simple and informative approach which allows the designers and engineers to make decisions in product design by providing useful knowledge. This paper presents a novel A3 thinking approach to problem solving in product design, and provides a new A3 template which is structured from a combination of customised elements (e.g. the 8 Disciplines approach) and reflection practice. This approach was validated using a case study in the Electromagnetic Compatibility (EMC) design issue for an automotive electrical sub-assembly product. The main advantage of the developed approach is to create and capture the useful knowledge in a simple manner. Moreover, the approach provides a reflection section allowing the designers to turn their experience of design problem solving into proper learning and to represent their understanding of the design solution. These will be systematically structured (e.g. as a design checklist) to be circulated and shared as a reference for future design projects. Thus, the recurrence of similar design problems will be prevented and will aid the designers in adopting the expected EMC test results

    Facilitating social constructivist learning environments for product design Students using social software (Web2) and wireless mobile device.

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    It is well understood and has been well documented that there is much to gain by using social software in creating collaborative learning communities. However little is known about using a context independent interactive collaborative environment with an emphasis upon sharing, ease of use, customization and personal publishing (MobileWeb2). This paper describes an innovative and integrated MobileWeb2 technology in a product design live project setting, that assists product designers to solve a real problem to serve a real client. Students and teaching staff use a smartphone to capture design decisions and prototypes and collate and share these via an online eportfolio. From the data collected from staff/students surveys it was found that this method provided a stimulating collaborative environment that develops personal skill to bring out their latent creativity in such a way that these will become part of their project. Opportunities for mobile web2 product design projects are outlined. The logistics of providing access to appropriate hardware and software for all students are also discussed

    Evidence-Based Dialogue Maps as a research tool to evaluate the quality of school pupils’ scientific argumentation

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    This pilot study focuses on the potential of Evidence-based Dialogue Mapping as a participatory action research tool to investigate young teenagers’ scientific argumentation. Evidence-based Dialogue Mapping is a technique for representing graphically an argumentative dialogue through Questions, Ideas, Pros, Cons and Data. Our research objective is to better understand the usage of Compendium, a Dialogue Mapping software tool, as both (1) a learning strategy to scaffold school pupils’ argumentation and (2) as a method to investigate the quality of their argumentative essays. The participants were a science teacher-researcher, a knowledge mapping researcher and 20 pupils, 12-13 years old, in a summer science course for “gifted and talented” children in the UK. This study draws on multiple data sources: discussion forum, science teacher-researcher’s and pupils’ Dialogue Maps, pupil essays, and reflective comments about the uses of mapping for writing. Through qualitative analysis of two case studies, we examine the role of Evidence-based Dialogue Maps as a mediating tool in scientific reasoning: as conceptual bridges for linking and making knowledge intelligible; as support for the linearisation task of generating a coherent document outline; as a reflective aid to rethinking reasoning in response to teacher feedback; and as a visual language for making arguments tangible via cartographic conventions

    weSPOT: A personal and social approach to inquiry-based learning

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    weSPOT is a new European initiative proposing a novel approach for personal and social inquiry-based learning in secondary and higher education. weSPOT aims at enabling students to create their mash-ups out of cloud based tools and services in order to perform scientific investigations. Students will also be able to share their inquiry accomplishments in social networks and receive feedback from the learning environment and their peers. This paper presents the research framework of the weSPOT project, as well as the initial inquiry-based learning scenarios that will be piloted by the project in real-life educational settings
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