16 research outputs found

    Supporting engineering design communication using a custom-built social media tool - PartBook

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    AbstractEngineering Design Communication is the main tributary for the sharing of information, knowledge & insights, and is fundamental to engineering work. Engineers spend a significant portion of their day communicating as they ‘fill in the gaps’ left by formal documentation and processes. Therefore, it comes as no surprise that there is much extant literature on this subject. The majority has been descriptive with little prescriptive research involving the introduction of either a tool or process. To begin to address this, previous work reports a Social Media framework to support Engineering Design Communication and this paper builds upon this previous work through the instantiation of the framework within a custom-built Social Media tool hereto referred to as PartBook. This has been prescribed within an eleven week race car design project. The study addresses the validation of the requirements that underpin the Social Media framework as well as investigating the impact the tool has/may have on engineering work, engineering artefacts and engineering project management. In order to do so, data has been captured through user activity, system usability, questionnaire, semi-structured interview and informal feedback

    A Social Media Approach to Support Engineering Design Communication

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    The use of social network sites in a global engineering design project

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    The global design project challenges students from three European universities to work in engineering design teams on the development of a product. To execute the design process, students have chosen to utilise social network sites as a platform for communication and collaboration. The aim of the study was to investigate how students were utilising social network sites as part of their collaborative work during the global design project and their views on the level of support given. A survey and semi-formal interviews were used to collect data on views and the use of social network sites. The study reveals: (1) the popularity of different social network sites for social and academic tasks, (2) the expectation of support students' and academics' think is required, and (3) a need for greater guidance in the use of social network sites. The use of social network sites by students' is discussed with a focus on how they can be better supported in future projects. This paper proposes that students' and academic staff require guidance on the best practices for using social network sites in global design projects to support students' education

    Online Course Design Using Iterative Workshops on Computer-Supported Collaborative Design for Engineering Design Students

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    Based on observations of global design classes at different institutions, students selected technologies without justification for the suitability of the technology to support their collaborative design activities. To best support students in their collaborative endeavours, a short online course in computer-supported collaborative design was developed. The process of the creation of the short online course was unique using students’ identification of their gaps in knowledge during workshops, iteratively over three years to develop a complete educational experience.  Workshops were conducted with students to identify gaps in students’ knowledge that were addressed at future workshops, by filling these gaps and conducting the same gap finding activity the researchers can identify if these gaps can be filled through an educational intervention. Surveys were used to evaluate the success of the development of an online course in Computer-Supported Collaborative Design (CSCD).  The method for the development of the short online course was logical and successful based on feedback from students during surveys. The outcomes of this method can have implications for those developing novel courses in familiar teaching environments or new digital media. This research has identified the interventions required to prepare students for global design projects in a novel way. Lessons from this research will support other educators to consider their course development practice. &nbsp

    A systematic technology evaluation and selection method for computer-supported collaborative design

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    Design is a global activity. It requires collaboration between individuals across borders and beyond barriers. Modern global design is achieved using computer technologies that support many activities of a design process. However, merely supporting design does not guarantee that it is a successful endeavour. The requirements of computer-supported collaborative design are abstract. They are influenced by human-to-human interaction and/or human to computer interaction. As our society moves towards faster communication technologies and a higher number of collaborative technologies available, the need to evaluate the available tools and select the best tool at the appropriate time of the design process is becoming more compelling. If the best tools are not identified, there are missed opportunities for productivity, impacting team communication, cooperation, coordination, and collaboration. Student designers at University have experienced an observable change in technology use within their personal and academic lives. The proliferation of Web 2.0 technologies and the spread of social media, social network sites and mobile technologies have impacted how students socialise and engage in group project work. However, it is unclear if these technologies support or hinder the design process. This behaviour change has led to a motivation to understand the use of technologies to support Computer-Supported Collaborative Design teamwork. This research intended to support Computer-Supported Collaborative Design teamwork by defining the requirements of Computer-Supported Collaborative Design, the technologies which can be used to support Computer-Supported Collaborative Design, the technology functionalities which these technologies feature, and to use this knowledge to systematically evaluate and select the appropriate technology to use for any given collaborative situation. The outcomes of this research documented within this thesis became the development of a systematic and automated method to allow engineering design teams to evaluate technologies based on the existing knowledge of the requirements of Computer Supported Collaborative Design and select which technologies would best support their group design activities. This technology evaluation and selection method was achieved by the creation of the Computer-Supported Collaborative Design matrix, a tool which enables the evaluation of technologies against Computer-Supported Collaborative Design requirements; the creation of an auto-population method for the tool supporting consistency and efficiency of using the method; and the development of an education programme to ensure the correct use of the Computer-Supported Collaborative Design matrix. The Computer-Supported Collaborative Design matrix can be used to support the assessment and selection of technology for use in Computer-Supported Collaborative Design projects by engineering design teams in an educational environment. The tool has been evaluated through demonstration of use for a class and implementation within a class environment. Beyond the Computer-Supported Collaborative Design matrix as a tool, a robust and systematic method of creating the tool has been documented, which is the first step towards broader use of the tool.Design is a global activity. It requires collaboration between individuals across borders and beyond barriers. Modern global design is achieved using computer technologies that support many activities of a design process. However, merely supporting design does not guarantee that it is a successful endeavour. The requirements of computer-supported collaborative design are abstract. They are influenced by human-to-human interaction and/or human to computer interaction. As our society moves towards faster communication technologies and a higher number of collaborative technologies available, the need to evaluate the available tools and select the best tool at the appropriate time of the design process is becoming more compelling. If the best tools are not identified, there are missed opportunities for productivity, impacting team communication, cooperation, coordination, and collaboration. Student designers at University have experienced an observable change in technology use within their personal and academic lives. The proliferation of Web 2.0 technologies and the spread of social media, social network sites and mobile technologies have impacted how students socialise and engage in group project work. However, it is unclear if these technologies support or hinder the design process. This behaviour change has led to a motivation to understand the use of technologies to support Computer-Supported Collaborative Design teamwork. This research intended to support Computer-Supported Collaborative Design teamwork by defining the requirements of Computer-Supported Collaborative Design, the technologies which can be used to support Computer-Supported Collaborative Design, the technology functionalities which these technologies feature, and to use this knowledge to systematically evaluate and select the appropriate technology to use for any given collaborative situation. The outcomes of this research documented within this thesis became the development of a systematic and automated method to allow engineering design teams to evaluate technologies based on the existing knowledge of the requirements of Computer Supported Collaborative Design and select which technologies would best support their group design activities. This technology evaluation and selection method was achieved by the creation of the Computer-Supported Collaborative Design matrix, a tool which enables the evaluation of technologies against Computer-Supported Collaborative Design requirements; the creation of an auto-population method for the tool supporting consistency and efficiency of using the method; and the development of an education programme to ensure the correct use of the Computer-Supported Collaborative Design matrix. The Computer-Supported Collaborative Design matrix can be used to support the assessment and selection of technology for use in Computer-Supported Collaborative Design projects by engineering design teams in an educational environment. The tool has been evaluated through demonstration of use for a class and implementation within a class environment. Beyond the Computer-Supported Collaborative Design matrix as a tool, a robust and systematic method of creating the tool has been documented, which is the first step towards broader use of the tool

    Online course design using iterative workshops on computer-supported collaborative design for engineering design students

    Get PDF
    Based on observations of global design classes at different institutions, students selected technologies without justification for the suitability of the technology to support their collaborative design activities. To best support students in their collaborative endeavours, a short online course in computer-supported collaborative design was developed. The process of the creation of the short online course was unique using students’ identification of their gaps in knowledge during workshops, iteratively over three years to develop a complete educational experience. Workshops were conducted with students to identify gaps in students’ knowledge that were addressed at future workshops, by filling these gaps and conducting the same gap finding activity the researchers can identify if these gaps can be filled through an educational intervention. Surveys were used to evaluate the success of the development of an online course in Computer-Supported Collaborative Design (CSCD). The method for the development of the short online course was logical and successful based on feedback from students during surveys. The outcomes of this method can have implications for those developing novel courses in familiar teaching environments or new digital media. This research has identified the interventions required to prepare students for global design projects in a novel way. Lessons from this research will support other educators to consider their course development practice

    Technical and professional communication in the European Project Semester (EPS)

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    In the European Project Semester (EPS), communication is key. It is through continuous communication that project teams can plan and develop their projects, involving supervisors and companies in internationalized contexts. Furthermore, project outcomes are defined in the form of communication artifacts, typically a written report and an oral presentation, both of which are assessed in terms of their contents and communicative value. Set in the context of the EPS programme at UPC, this chapter situates TPC in engineering education and identifies communication practices as part of the professional practices of engineers. After presenting the main approaches to TPC in engineering, the chapter discusses how TPC is approached from a problem-solving perspective. The rationale and organization of the TPC course are presented, together with examples of tasks based on a practical methodology that promotes familiarization, practice, reflection and dialogue. From the principles discussed, a specific proposal is made for integrating TPC in EPS and similar capstone programmes. From an interdisciplinary perspective, this chapter reflects on the importance of TPC in engineering education, the requirements of globalized professional settings and the pervasiveness of digitalization, to discuss how engineering students can effectively engage in international engineering communication.Objectius de Desenvolupament Sostenible::4 - Educació de QualitatObjectius de Desenvolupament Sostenible::4 - Educació de Qualitat::4.3 - Per a 2030, assegurar l’accés en condicions d’igualtat per a tots els homes i dones a una formació tècnica, professional i superior de qualitat, inclòs l’ensenyament universitariObjectius de Desenvolupament Sostenible::9 - Indústria, Innovació i InfraestructuraObjectius de Desenvolupament Sostenible::9 - Indústria, Innovació i Infraestructura::9.1 - Desenvolupar infraestructures fiables, sostenibles, resilients i de qualitat, incloent infraestructures regionals i transfrontereres, per tal de donar suport al desenvolupament econòmic i al benestar humà, amb especial atenció a l’accés assequible i equitatiu per a totes les personesPostprint (author's final draft

    How to Teach Mechanical Engineering Design Using Industry Methods While Still Assessing to University Criteria

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    There is a growing demand from industry for qualified design engineers. Many design engineers are trained in industry at vast expense in time and money, while many more are trained at universities and colleges. This thesis will explore how to maintain the training by universities and colleges to be as up to date and relevant as possible. It will look at the modern techniques and methods such as design teams, use of computer software, communication, use of the internet, and methods to solve design problems. All these techniques and methods are used by world-leading industries during the 21st century; this century, known also as the Third Industrial Revolution, or the Information Technology Revolution. It will show how appropriate techniques and methods can be applied in academia. A challenge is highlighted, and a solution found, how to get students to design to modern industry standards but at the same time make it possible to assess their work to satisfy the needs of academia and achieve the awarding criteria. Modern techniques and methods will be applied to university students and an assessment made of the results. Use of group working will be explored, and an algorithm developed to grade the completed work. What do students need now, to equip them to become competent designers, and how do lecturers support these students in these new methods? A knowledge gap between full-time students and part-time students in their final year of a degree programme was identified. This gap was reduced by reviewing the curriculum from earlier years and specifically targeting improving the student’s knowledge. To reduce the gap further, the development of a new teaching theory based on reverse engineering and a reversed application of Bloom’s Taxonomy was developed. This new teaching theory was applied to engineering student in their final year of a BEng (Hons) Mechanical Engineering Degree. The above methods and theories were validated by experienced industry design engineers from world leading companies

    2D to 3D non photo realistic character transformation and morphing (computer animation)

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    This research concerns the transformation and morphing between a full body 2D and 3D animated character. This practice based research will examine both technical and aesthetic techniques for enhancing morphing of animated characters. Stylized character transformations from A to B and from B to A, where details like facial expression, body motion, texture are to be expressively transformed aesthetically in a narrated story. Currently it is hard to separate 2D and 3D animation in a mix media usage. If we analyse and breakdown these graphical components, we could actually find a distinction as to how these 2D and 3D element increase the information level and complexity of storytelling. However, if we analyse it from character animation perspective, instance transformation of a digital character from 2D to 3D is not possible without post production techniques, pre-define 3D information such as blend shape or complex geometry data and mathematic calculation. There are mainly two elements to this investigation. The primary element is the design system of such stylizes character in 2D and 3D. Currently many design systems (morphing software) are based on photo realistic artifacts such as Fanta Morph, Morph Buster, Morpheus, Fun Morph and etc. This investigation will focus on non photo realistic character morphing. In seeking to define the targeted non photo realistic, illustrated stylize 2D and 3D character, I am examining the advantages and disadvantages of a number of 2D illustrated characters in respect to 3D morphing. This investigation could also help to analyse the efficiency and limitation of such 2D and 3D non photo realistic character design and transformation where broader techniques will be explored. The secondary element is the theoretical investigation by relating how such artistic and technical morphing idea is being used in past and today films/games. In a narrated story contain character that acts upon a starting question or situation and reacts on the event. The gap between his aim and the result of his acting, the gap between his vision and his personality creates the dramatic tension. I intend to distinguish the possibility of identifying a transitional process of voice between narrator and morphing character, while also illustrating, through visual terminology, the varying fluctuations between two speaking agents. I intend to prove and insert sample demonstrating “morphing” is not just visually important but have direct impact on storytelling
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