257 research outputs found

    Enhancing design learning using groupware

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    Project work is increasingly used to help engineering students integrate, apply and expand on knowledge gained from theoretical classes in their curriculum and expose students to 'real world' tasks [1]. To help facilitate this process, the department of Design, Manufacture and Engineering Management at the University of Strathclyde has developed a web±based groupware product called LauLima to help students store, share, structure and apply information when they are working in design teams. This paper describes a distributed design project class in which LauLima has been deployed in accordance with a Design Knowledge Framework that describes how design knowledge is generated and acquired in industry, suggesting modes of design teaching and learning. Alterations to the presentation, delivery and format of the class are discussed, and primarily relate to embedding a more rigorous form of project-based learning. The key educational changes introduced to the project were: the linking of information concepts to support the design process; a multidisciplinary team approach to coaching; and a distinction between formal and informal resource collections. The result was a marked improvement in student learning and ideation

    Enhancing design learning using a digital repository

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    The process of design is context dependent and open-ended, and therefore does not revolve around a specific body of information or knowledge. The educational paradigm shift in the area of engineering design from teaching to coaching and the increased use of social constructivist learning ideals requires students to have access to as wide a range of information as possible. Digital resources provide an excellent opportunity for extending the range of information available to design students and to this end, as part of a joint research program with Stanford University, the University of Strathclyde has developed a groupware product called LauLima to provide students with a collaborative environment which allows them to gather, organise, store and share information. This paper describes the improvement to design learning, based on a Design Knowledge Framework, in a 3rd year product design engineering project from session 03/04 to 04/05 which has been facilitated by the implementation of this technology

    Boat Song

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    https://digitalcommons.library.umaine.edu/mmb-vp/4163/thumbnail.jp

    I Wonder Whether : I\u27ve Loved You All My Life

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    https://digitalcommons.library.umaine.edu/mmb-vp/3902/thumbnail.jp

    City Of Dreams

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    https://digitalcommons.library.umaine.edu/mmb-vp/2853/thumbnail.jp

    3DP benchmark model for evaluation of dimensional accuracy against a pre-existing product

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    In terms of building intricate features or complex parts, consumer 3D Printers have their limitations due to overall lower resolution and accuracy. This paper deals with the development, manufacture and testing of a benchmarking model, that can help evaluate the dimensional accuracy of 3D printers. The aim of this being to test the 3D printed model against a real-world product equivalent, that is universally recognised and accessible – a LEGO¼ brick – using its interlocking function as a test with an entertaining element. The methodology is demonstrated with a case study based on a Material Extrusion 3D Printer with measurements determined by a Coordinate Measure Machine to ensure high accuracy readings of the benchmarking model and the real-world product equivalent it is to be tested against

    TikiWiki: a tool to support engineering design students in concept generation

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    For student design engineers, the concept generation stage of the design process is usually one of most creative, but poses problems in handling large amounts of information when developing new ideas. Storing such information digitally potentially makes its retrieval and utilisation quicker and easier - ideal for the inherently spontaneous nature of the concept generation task. There is, however, currently a low use of existing electronic resources amongst undergraduate students. This paper discusses how a group of product design engineering students were encouraged to use TikiWiki, a groupware product, as an integral part of a design project. It was observed that a digital repository has a positive effect on concept generation, despite the logistical problems with moving information into the digital domain. Students were able to better interact with the information, evidenced by hierarchical and well constructed topic information resources, a high number of ‘hits’ on their Wiki pages, clear references to information used in concept design templates and instances of ‘topic-led’ designs where the research carried out by a group clearly influenced design direction. Additionally, students showed a strong preference for browsing the structured Wiki pages they had created rather than searching with keywords, in keeping with the open-ended nature of concept generation

    Design ideation through improvised comedy processes

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    We argue that the processes of creating successful comedy are comparable to the processes of designing an innovative product. Our research explores how constructs of humour may be applied to the early phase of engineering design, when divergent thinking is assumed to be most valuable. During a series of exploratory workshops, the principles and processes of creating improvised comedy presented an opportunity to reinvigorate the design process, and overcome some of the common barriers to effective group brainstorming. This paper discusses the link between improvised comedy and design creativity, and the early development of a new improvisation-based approach to design ideation

    Augmenting the 6-3-5 method with design information

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    This paper describes a comparative study between the 6-3-5 Method and the ICR Grid. The ICR Grid is an evolved variant of 6-3-5 intended to better integrate information into the concept generation process. Unlike a conventional 6-3-5 process where participants continually sketch concepts, using the ICR Grid (the name derived from its Inform, Create, Reflect activities and structured, grid-like output) participants are additionally required to undertake information search tasks, use specific information items for concept development, and reflect on the merit of concepts as the session progresses. The results indicate that although the quantity of concepts was lower, the use of information had a positive effect in a number of areas, principally the quality and variety of output. Although grounded in the area of product development, this research is applicable to any organisation undertaking idea generation and problem solving. As well as providing insights on the transference of information to concepts, it holds additional interest for studies on the composition and use of digital libraries
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