65,888 research outputs found
Software tools for supporting reflection in design thinking projects
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
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.
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
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Making meaning: developing an understanding of form in distance design education
Design education throughout the world provides students with a variety of experiences that help them develop an understanding of form and shape. The conventional model of such education requires students to participate in studio and workshop-based projects to develop skills through the creation of models and prototypes. However, with the increase in distance education worldwide we need to explore new ways for students to create and manipulate form remotely. This paper presents new work at the Open University, UK which set out to engage design students in form-making from a distance. Participants were given access to technical and design support that took rough sketches of chair designs and converted these into tangible scale models which were mailed back to the students. Several cycles of this activity generated data on how such supported modelling activity stimulated students' creative ability, design knowledge and motivation. This paper proposes new priorities for distance design education
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Scientific Literacy in the digital age: tools, environments and resources for co-inquiry
This paper describes some European and International projects to promote Scientific Literacy in the digital age as well as technologies, environments and resources for co-inquiry. The aim of this research is also to describe computer applications, software tools and environments that were designed to support processes of collaborative inquiry learning to promote Scientific Literacy. These tools are analyzed by describing their interfaces and functionalities. The outcomes of this descriptive research points out some effects on student learning and competences developed known from the literature. This paper argues the importance of promoting scientific citizenship not only through schools and Universities (formal learning), but also non-credit online courses and community-based learning programmes (non-formal context), as well as daily life activities, educational open digital materials through social networks (informal scenario)
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Scoping a vision for formative e-assessment: a project report for JISC
Assessment is an integral part of teaching and learning. If the relationship between teaching and learning were causal, i. e. if students always mastered the intended learning outcomes of a particular sequence of instruction, assessment would be superfluous. Experience and research suggest this is not the case: what is learnt can often be quite different from what is taught. Formative assessment is motivated by a concern with the elicitation of relevant information about student understanding and / or achievement, its interpretation and an exploration of how it can lead to actions that result in better learning. In the context of a policy drive towards technology-enhanced approaches to teaching and learning, the question of the role of digital technologies is key and it is the latter on which this project particularly focuses. The project and its deliverables have been informed by recent and relevant literature, in particular recent work by Black andIn this work, they put forward a framework which suggests that assessment for learning their term for formative assessment can be conceptualised as consisting of a number of aspects and five keystrategies. The key aspects revolve around the where the learner is going, where the learner is right now and how she can get there and examines the role played by the teacher, peers and the learner. Language: English Keywords: assessments, case studies, design patterns, e-assessmen
Evidence-Based Dialogue Maps as a research tool to evaluate the quality of school pupils’ scientific argumentation
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
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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