4,406 research outputs found
Narrative Realities and Optimal Entropy
This talk will focus on cognitive processes between conscious and subconscious awareness in order to present a slightly different definition of narrative. Rather than simply accepting that narrative is a conscious selection of stories subject to bias, I will argue that biases are the primary structure of narrative and that their success is explained in painfully simple terms
Normal creativity : What 1,038 tâshirts can tell you about design education
The study of creativity in design has tended to emphasise its value, scarcity, and location in the individual designer rather than in choices made by a consuming public in the context of a wider culture. This paper, in presenting and developing a view of creativity in design as a normal concept, will present initial results from a study of 1038 student design assignments obtained from a distance-learning course in Design Thinking from The Open University in the UK. We show how ânormalâ distributions of design outputs can be contived from a structured design process and argue that the creativity that is displayed is a natural result of the âgrammarâ of that process, in a similar way to the syntax of a sentence allowing new combinations of words and meanings to be easily formed. Seen like this creativity is less of an individual âgiftâ, as some theories imply, but a common everyday response to open- ended problems
Which way is up? Space and place in virtual learning environments for design
The role of âplaceâ in design education is essential in providing a structured learning experience that can be trusted and which allows dynamic social connections to emerge in the development of reflective practice. With increasing demand for distance and online learning resources, this paper considers how such a sense of place can be arrived at using âvirtual architectureâ. Analogies with physical architectural space â for example âhomesâ, âforumsâ, âstudiosâ, âlibrariesâ can be useful, but in many ways the opportunities for design learning in virtual architecture go far beyond what is possible with physical architecture. We describe how the virtual architecture of an Open University course in Design Thinking has consciously tried to create place rather than space, in crafting an environment with intrinsic learning opportunities, and the benefits this has brought to students studying the course
The Effect of Employee Involvment on Firm Performance: Evidence from an Econometric Case Study
We provide some of the most reliable evidence to date on the direct impact of employee involvement through participatory arrangements such as teams on business performance. The data we use are extraordinary --daily data for rejection, production and downtime rates for all operators in a single plant during a 35 month period, almost 53,000 observations. Our key findings are that: (i) membership in offline teams initially enhances individual productivity by about 3% and reduces rejection rates by more than 25%; (ii) these improvements are dissipated, typically at a rate of 10 to 16% per 100 working days; (iii) the introduction of teams is initially accompanied by increased rates of downtime and these costs diminish over time. In addition: (iv) the performance-enhancing effects of team membership are greater and more long-lasting for team members who are solicited by management to join teams; similar relationships exist for more educated team members. These findings, which are best interpreted as lower bound estimates of the effects of teams, are consistent with the diverse hypotheses including propositions that: (i) employee involvement will produce improved enterprise performance through diverse channels including enhanced discretionary effort by employees; (ii) various kinds of complementarities accompany many changes in organizational design (such as between teams and formal education); (iii) the introduction of high performance workplace practices are best viewed as investments, though there are significant learning effects; (iv) differences in performance for team members solicited by mangers compared to those who volunteer are consistent with various hypotheses including management signaling and opportunistic behavior by employees, but inconsistent with hypotheses based on Hawthorne effectshttp://deepblue.lib.umich.edu/bitstream/2027.42/39998/2/wp612.pd
The Impact of Teams on Output, Quality and Downtime: An Empirical Analysis Using Individual Panel Data
To investigate the size and the timing of the direct impact of participatory arrangements on business performance, we assemble and analyze extraordinary daily data-- for rejection, production and downtime rates for all operators in a single plant during a 35 month period, more than 77,000 observations. Consistent with core hypotheses that employee involvement enhances productivity and quality through mechanisms including employees becoming better motivated, more informed and paying greater attention to product details, we find that membership in offline teams: (i) initially enhances individual productivity by about 3%; (ii) and lowers rejection rates by about 27%. We also find that: (iii) these improvements are dissipated, typically at 10 to 16% per 100 days in a team; (iv) while initially teams lead to more downtime, these costs diminish over time; (v) the performance-enhancing effects of team membership are generally greater and more long-lasting for team members who are solicited by management; (vi) similar relationships exist for more educated team members. These findings square with diverse hypotheses concerning predicted gains from complementarities in organizational design, the benefits that flow from management solicitation and enhanced education, but are inconsistent with hypotheses based on Hawthorne effects.
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Lurking and learning: Making learning visible in a Virtual Design Studio
This paper explores certain types of student behaviour in design courses presented through an online distance learning environment and using a virtual design studio. It demonstrates that types of behaviour often considered to be passive, and therefore negative or less valuable than obviously active behaviours, can be significant evidence of student learning. Specifically, viewing other studentsâ work is demonstrated to be a stronger (or equal) correlation of student success compared to any other behaviour measured in the virtual design studios studied. It is hypothesised that this activity is part of a larger set of social learning behaviours that contribute to a general social press or âecologyâ of studio learning. This finding has important implications for the design and implementation of virtual studios (technically and in learning design) and these are reported specifically for the interest and use of learning designers
Engaging Qualities: factors affecting learner attention in online design studios
This study looks at the qualities of learner-generated online content, as rated by experts, and how these relate to learnersâ engagement through comments and conversations around this content. The work uploaded to an Online Design Studio by students across a Design and Innovation Qualification was rated and analysed quantitatively using the Consensual Assessment Technique (CAT). Correlations of qualities to comments made on this content were considered and a qualitative analysis of the comments was carried out. It was observed that design students do not necessarily pay attention to the same qualities in learner-generated content that experts rate highly, except for a particular quality at the first level of study. The content that students do engage with also changes with increasing levels of study. These findings have implications for the learning design of online design courses and qualifications as well as for design institutions seeking to supplement proximate design studios with Online Social Network Services
The Effect of Employee Involvment on Firm Performance: Evidence from an Econometric Case Study
We provide some of the most reliable evidence to date on the direct impact of employee involvement through participatory arrangements such as teams on business performance. The data we use are extraordinary --daily data for rejection, production and downtime rates for all operators in a single plant during a 35 month period, almost 53,000 observations. Our key findings are that: (i) membership in offline teams initially enhances individual productivity by about 3% and reduces rejection rates by more than 25%; (ii) these improvements are dissipated, typically at a rate of 10 to 16% per 100 working days; (iii) the introduction of teams is initially accompanied by increased rates of downtime and these costs diminish over time. In addition: (iv) the performance-enhancing effects of team membership are greater and more long-lasting for team members who are solicited by management to join teams; similar relationships exist for more educated team members. These findings, which are best interpreted as lower bound estimates of the effects of teams, are consistent with the diverse hypotheses including propositions that: (i) employee involvement will produce improved enterprise performance through diverse channels including enhanced discretionary effort by employees; (ii) various kinds of complementarities accompany many changes in organizational design (such as between teams and formal education); (iii) the introduction of high performance workplace practices are best viewed as investments, though there are significant learning effects; (iv) differences in performance for team members solicited by mangers compared to those who volunteer are consistent with various hypotheses including management signaling and opportunistic behavior by employees, but inconsistent with hypotheses based on Hawthorne effectsProductivity, High Performance Work Practices, Employee Participation, Human Resource Management Practices
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