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DS 117: Proceedings of the 24th International Conference on Engineering and Product Design Education (E&PDE 2022), London South Bank University in London, UK. 8th - 9th September 2022最新文献

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THE BEST OF TIMES, THE WORST OF TIMES; STUDENT DESIGN TEAM FORMATION 最好的时代,最坏的时代;学生设计团队组成
Juan Felipe Ruiz, R. Wever
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引用次数: 0
DESIGNING OUT UNWANTED HEALTHCARE FUTURES: A NEW FRAMEWORK FOR HEALTHCARE DESIGN INNOVATION WITH INTENT 设计出不想要的医疗保健未来:医疗保健设计创新的新框架
Anna Wojdecka, A. Hall, Tibor Balint
At the time of a global pandemic, it is becoming acutely evident that design has to intensify efforts to move beyond reactive tackling of healthcare challenges as they occur, towards a proactive approach of designing-out unwanted healthcare futures before they become a reality. As healthcare design navigates towards more distant horizons, the scale and magnitude of design challenges increase. New approaches to envisioning and negotiating preferable healthcare futures across disciplines are required in order to make that shift successful. In this paper, we discuss the application of a new trans-disciplinary approach applied within burst-mode healthcare design education of professionals from multidisciplinary backgrounds. This strategic design-led innovation approach distinguishes between desirable and undesirable futures. It employs futures scoping methods, alongside the identification of technology drivers and enablers, to understand the target landscape and to design strategic pathways toward paving design interventions. Tools, such as the four futures of Jim Dator and NASA TRLs, are used alongside collaborative mood boarding to visualise possible futures and facilitate concept generation utilising moon-shot thinking and back casting.
在全球大流行的时期,越来越明显的是,设计必须加大努力,超越在医疗保健挑战发生时被动应对,而是采取主动的方法,在不受欢迎的医疗保健未来成为现实之前设计出来。随着医疗保健设计走向更遥远的视野,设计挑战的规模和幅度也在增加。为了使这一转变取得成功,需要采用新的方法来设想和谈判跨学科的更可取的医疗保健未来。在本文中,我们讨论了一种新的跨学科方法在多学科背景的专业人员的突发模式医疗保健设计教育中的应用。这种以设计为主导的战略创新方法区分了理想和不理想的未来。它采用未来范围界定方法,以及识别技术驱动因素和推动者,以了解目标景观,并为铺平设计干预设计设计战略路径。工具,如Jim Dator和NASA trl的四个未来,与协作情绪板一起使用,以可视化可能的未来,并利用登月思维和回溯铸造促进概念生成。
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引用次数: 0
A PAN-EUROPEAN TRANSFORMATION TO BRIDGE THE GAP BETWEEN TANGIBLE EXPERIENCE AND VIRTUAL IDEATING SPACES 一个泛欧洲的转变,弥合有形体验和虚拟想象空间之间的差距
marina-elena Wachs, Theresa-Marie Scholl, Giulia D'Aleo
Pan-European design innovation needs new spaces for ideation and ongoing transformation. The key to this transformation is a symbiosis between ‘interactive learning and ideating landscapes’, and respecting mixed-stakeholder interests. It is important not to separate the academic and industrial spaces from one another, we have to bridge the gap between these – ‘osmotic ideating spaces’ can be the future. When building innovative cross-border experiences, the design research approach is more useful than ever, with its greatest influence being on interdisciplinary fields. Attention can be drawn to digital interaction design, as a practice that balances behavioural and computer sciences that are used to direct the development of technology towards human desires, emotions and needs. One way of (co-)designing draws a new focus to the field of design education. Because the interactions with humans are not as predictable as those with a technological component; we need social sciences, such as ‘ethnography’ in the field of hardware design education. Finding a balance between the needs and interests of different stakeholders, and between the perspectives of UX and product design, it becomes irrelevant whether they are a student or an entrepreneur, they are ideating together in a sustainable social interaction. From an economic and didactical point of view, this benefits all parties. A great parameter for transformation is to regenerate designing experiences in relation to our ‘values’ as humans; this is when the ‘design engineer artist’ becomes the innovator and is responsible for the success of the transformation and reaching the SDGs.
泛欧设计创新需要新的创意空间和持续的转型。这种转变的关键是“互动学习和景观构想”之间的共生关系,以及尊重混合利益相关者的利益。重要的是不要将学术和工业空间彼此分开,我们必须弥合这些空间之间的差距-“渗透的思想空间”可以成为未来。在构建创新的跨界体验时,设计研究方法比以往任何时候都更有用,其最大的影响是在跨学科领域。可以将注意力吸引到数字交互设计上,作为一种平衡行为科学和计算机科学的实践,它们被用来指导技术朝着人类欲望、情感和需求的发展。一种(共同)设计方式引起了设计教育领域的新关注。因为与人类的互动不像那些有技术成分的互动那样可预测;我们需要社会科学,比如硬件设计教育领域的“人种学”。在不同利益相关者的需求和利益之间找到平衡,在用户体验和产品设计的观点之间找到平衡,无论他们是学生还是企业家,他们都是在可持续的社会互动中一起构思的。从经济和教学的角度来看,这对各方都有利。转变的一个重要参数是根据我们作为人类的“价值”来重新生成设计体验;此时,“设计工程师艺术家”就会成为创新者,并对转型的成功和可持续发展目标的实现负责。
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引用次数: 1
CREATIVE DESIGN ACTIVITIES TO SUPPORT THE COMPLEX LEARNING ENVIROMENT OF THE CLASSROOM FOR CHILDREN WITH AUTISM SPECTRUM DISORDER (ASD) 为自闭症谱系障碍儿童提供创意设计活动,以配合复杂的课堂学习环境
Nesrin Elmarakbi, H. Robson, Lucy Currie
Creating inclusive and effective learning environments for all children can be extremely challenging. How do teachers recognize the needs of their different children, the dynamics between them and adapt in response? This paper presents work from a doctoral study and aims to investigate the integration of multidisciplinary fields (design, art therapy, and education) to create a design thinking-based framework and toolkit, which can be applied in the classroom setting to enhance teaching and learning experiences for autistic children (children with autism spectrum disorder (ASD)).This paper reports on initial fieldwork (case study) that investigates the design thinking of teachers applying arts practices to support the learning of autistic children, aged 5-6 years old. The case study has been carried out at Marine Park Primary School in the Northeast of England. This paper presents an initial cycle of the case study, which is researcher-driven. Further in the doctoral study ownership transitions from the researcher to the teacher and autistic children. This initial cycle resulted in the development of an arts therapy informed toolkit applied to create immersive learning experiences to address inattention and engagement with instructions and story-based tasks. The toolkit breaks down the lesson plans into more readily comprehensible components and translates tasks and worksheets into an immersive 3D learning experience. Reflections from teacher-research dialogues are presented that indicate an initial framework for day-to-day design thinking for more inclusive learning.
为所有儿童创造包容和有效的学习环境是极具挑战性的。教师如何认识到不同孩子的需求,他们之间的动态,并作出相应的调整?本文介绍了一项博士研究的工作,旨在研究多学科领域(设计,艺术治疗和教育)的整合,以创建一个基于设计思维的框架和工具包,该框架和工具包可以应用于课堂环境中,以提高自闭症儿童(自闭症谱系障碍儿童(ASD))的教学体验。本文报告了初步的实地调查(案例研究),调查了教师运用艺术实践来支持5-6岁自闭症儿童学习的设计思维。该案例研究在英格兰东北部的海洋公园小学进行。本文提出了一个由研究人员驱动的案例研究的初始周期。在博士研究中,所有权从研究者转变为教师和自闭症儿童。这个最初的循环导致了艺术治疗信息工具包的发展,该工具包用于创造沉浸式学习体验,以解决注意力不集中和参与指令和基于故事的任务。该工具包将课程计划分解为更易于理解的组件,并将任务和工作表转换为身临其境的3D学习体验。从教师-研究对话中得出的反思表明,为更包容的学习提供了日常设计思维的初步框架。
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引用次数: 0
IDENTIFYING PROTOTYPING COMPETENCIES AND ROLES IN EDUCATION 在教育中识别原型能力和角色
Vanessa Y. Y. Chia, Franklin Anariba, C. Lauff, L. Blessing
There have been recent efforts at the Singapore University of Technology and Design (SUTD) in identifying levels of design competency to support teaching and assessment, which has resulted in the development of the Design Competency Assessment (DesCA) framework. One competency area in this framework is prototyping. To understand the nature of prototyping activities, an extensive literature review was conducted along with an empirical study at SUTD to address the following research questions: How do individual instructors define prototyping? What roles do prototypes play in the design process in courses at the university? What prototyping frameworks, methods, and tools are introduced in these courses? Herein we report preliminary results based on 17 interviews with SUTD instructors from different disciplines, who teach, supervise, or are interested in prototyping. Insights from this work include: (1) variations in definitions of what a prototype is across different fields, (2) lack of intentionality in prototyping, and (3) missing associated competencies, including how to select appropriate prototyping methods and tools. Taken together, these insights will allow us to re-examine the way prototyping is taught and how prototyping is represented in the DesCA framework.
新加坡科技与设计大学(SUTD)最近在确定设计能力水平以支持教学和评估方面做出了努力,这导致了设计能力评估(DesCA)框架的发展。这个框架中的一个能力领域是原型。为了理解原型活动的本质,在SUTD进行了广泛的文献回顾和实证研究,以解决以下研究问题:个别导师如何定义原型?原型在大学课程的设计过程中扮演什么角色?在这些课程中介绍了哪些原型框架、方法和工具?在此,我们报告了基于对来自不同学科的SUTD讲师的17个访谈的初步结果,他们教授、监督或对原型制作感兴趣。从这项工作中获得的见解包括:(1)不同领域中原型定义的变化,(2)原型中缺乏意向性,以及(3)缺少相关的能力,包括如何选择合适的原型方法和工具。综上所述,这些见解将允许我们重新检查原型的教学方式以及原型在DesCA框架中的表示方式。
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引用次数: 0
A DIDACTIC LOOK ON THE INTRODUCTION OF E PORTFOLIOS IN A PRODUCT DESIGN COURSE 在产品设计课程中介绍e投资组合的教学外观
Maria Tyroller, Michael S. J. Walter, Charlotte Kaetzel, Christian Riess
While e-portfolios are well established in several countries (57 % of U.S. colleges use e-portfolios), they are rarely found at German universities in courses on product design. Consequently, the use and applications of e-portfolios are new and unknown for students and lecturers alike. Fear about contacts with new technology, scepticism, inhibition thresholds, and technical as well as organisational barriers are therefore inevitable. In this paper, we dedicate ourselves to the fundamental analysis of the existing initial e-portfolio situation. This is done using a course on project-based product design for engineers at our university. In addition to the opinions of students and lecturers, the analysis also considers the perspective of administrative departments. Based on this, didactic strategies for the introduction of e-portfolios in the product design course will be developed. These strategies refer to the following three phases: preparation, implementation, and evaluation. The following factors have emerged as crucial for the successful implementation of e-portfolios: a comprehensive personal introduction, extensive information material that can be accessed at any time, continuous guidance, a clear structure and work instructions, room for flexibility and creativity to foster learners' individual strengths, and exchange and feedback between learners and teachers.
虽然电子档案在一些国家已经很成熟(57%的美国大学使用电子档案),但在德国大学的产品设计课程中却很少使用电子档案。因此,电子档案的使用和应用对学生和讲师来说都是新的和未知的。因此,对接触新技术的恐惧、怀疑、抑制阈值以及技术和组织障碍是不可避免的。在本文中,我们致力于对现有的初始电子投资状况进行基本分析。这是通过我们大学为工程师开设的基于项目的产品设计课程来完成的。除了学生和讲师的意见外,分析还考虑了行政部门的观点。在此基础上,将开发在产品设计课程中引入电子作品集的教学策略。这些策略涉及以下三个阶段:准备、实施和评估。以下因素已成为成功实施电子档案的关键因素:全面的个人介绍、可随时访问的广泛信息材料、持续的指导、清晰的结构和工作说明、培养学习者个人优势的灵活性和创造力的空间,以及学习者和教师之间的交流和反馈。
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引用次数: 1
INNOVATIVE BOARD GAME DESIGN IN AN ACADEMIC ENVIRONMENT DURING THE COVID-19 PANDEMIC COVID-19大流行期间学术环境中的创新桌游设计
João Martins, Luís Mota
Leisure or entertainment, like other everyday needs, are fundamental activities for human well-being. The creation of activities that lead to moments of satisfaction and relaxation are also a focus of attention and one of the areas of intervention where design can contribute solutions. This project challenged a group of students on a degree course in product design to develop modern, alternative board games, centred on users and on situations and environments of use, in order to exercise the practice of product design and seek to present innovative solutions. The challenge came through a local Cultural Association, with a tradition in promoting this type of game. The project followed a design project methodology that led students through a first phase of immersion in the theme, mechanics and strategies of games and their variety, going through the generation of ideas, models, evaluation tests, to the production of prototypes. The project was subject to the constraints of the Covid-19 pandemic, which forced students and teachers to work at home. To improve teaching and learning experiences, the project involved specialists and professionals who shared their knowledge and experience in developing this type of product. This gave rise to a great diversity of solutions, resulting from the use of an adequate methodology, making it possible to design new board games in which the mechanics, when articulated with a theme of interest to the target audience, can result in a proposal for an appealing and unique game. © Proceedings of the 24th International Conference on Engineering and Product Design Education: Disrupt, Innovate, Regenerate and Transform, E and PDE 2022. All rights reserved.
休闲或娱乐,像其他日常需要一样,是人类幸福的基本活动。创造能够带来满足和放松的活动也是关注的焦点,也是设计可以提供解决方案的干预领域之一。这个项目挑战了一群在产品设计学位课程上的学生,以开发以用户和使用情况和环境为中心的现代替代棋盘游戏,以锻炼产品设计的实践并寻求提出创新的解决方案。这个挑战来自当地的文化协会,他们有推广这类游戏的传统。该项目采用了一种设计项目方法,让学生首先沉浸在游戏的主题、机制和策略及其多样性中,然后产生想法、模型、评估测试,最后制作原型。该项目受到新冠肺炎大流行的限制,学生和教师被迫在家工作。为了改善教学和学习体验,该项目涉及专家和专业人士,他们分享了开发此类产品的知识和经验。这就产生了多种多样的解决方案(游戏邦注:因为使用了适当的方法),从而能够设计出新的桌面游戏,当机制与目标用户感兴趣的主题结合在一起时,便能够创造出一款吸引人且独特的游戏。©第24届工程与产品设计教育国际会议论文集:破坏,创新,再生和转型,E和PDE 2022。版权所有。
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引用次数: 1
ECOLOGICAL ETHICS: TOWARDS AN EDUCATION OF TECHNO-DIVERSITY 生态伦理:走向技术多样性教育
Victor Petit, David Santiago Perez, Pauline Picot, Lou Grimal, N. Troussier, N. Fitzpatrick, Claudine Gillot
The sustainable development is a big challenge for the end of the century due to earth evolution linked with anthropic activities: climate change, resources depletion, health stakes and related problems will change the way we live. Engineering design activities will have to evolve to address in a different way human’s needs and also new kinds of needs. The ability to change design practices will depend on the way to think the relationship between human and nature. Ethics has a specific place for that. The proposed paper deals with ecological ethics and discuss the way it can be addressed concerning technology and the way it can be taught in terms of pedagogical methods. A first part discusses the concept of ecological ethics and proposes to avoid environmental ethics but develop an ethics of the environment. This position enables to defend to transfer the biodiversity characteristic to techno-diversity one in order to ensure adaptation and resilience, future will require for being able to keep health, comfort levels within environmental constraints. The requirement of a pragmatic approach of ethics and ecology is highlighted to be able to face and be conscious of diversity of situations. Then, a discussion on pedagogy of ecological ethics is done and shows how the link must be built with society, into pedagogical activities.
由于与人类活动有关的地球演变:气候变化、资源枯竭、健康风险和相关问题将改变我们的生活方式,因此,可持续发展是本世纪末面临的一大挑战。工程设计活动将不得不以一种不同的方式来解决人类的需求和新的需求。改变设计实践的能力将取决于思考人与自然关系的方式。伦理在这方面有特殊的地位。这篇论文讨论了生态伦理,并讨论了如何在技术上解决这个问题,以及如何在教学方法上教授这个问题。第一部分论述了生态伦理的概念,提出避免环境伦理,发展环境伦理。这一立场使我们能够捍卫将生物多样性特征转移到技术多样性特征,以确保适应和复原力,未来将需要能够在环境限制范围内保持健康和舒适水平。强调了伦理和生态的务实方法的要求,以便能够面对和意识到情况的多样性。然后,对生态伦理教育学进行了探讨,并指出如何将生态伦理与社会联系起来,融入到教学活动中。
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引用次数: 1
EVALUATION OF WORKBOOKS AS AN ACTIVE LEARNING TOOL FOR INDUSTRIAL DESIGN ENGINEERING 工业设计工程中工作手册作为主动学习工具的评价
P. Törlind, Åsa Wikberg-Nilsson
Industrial design engineering combines technical rationality and reflective practice, to support students’ reflection on their design process a workbook approach has been developed. The workbook approach guides students to reflect on open-ended design projects through cycles of reflections. A typical workbook consists of both written text, i.e., literature reviews and methods employed, and sketches and photos illustrating the process and its results. The workbook approach is currently implemented in five compulsory and several elective courses at Industrial Design Engineering (IDE). During 2020-22 a project was performed to evaluate the implementation of workbooks and get feedback from both active students, alumni and the faculty. Results show that workbooks support students’ self-regulated learning, and the workbook’s guided reflection is a valuable tool for reaching higher levels of learning in design. However, it seems that there is a need for a workbook framework to support both teachers and students in how to use the workbooks throughout the programme.
工业设计工程结合了技术合理性和反思性实践,为了支持学生对他们的设计过程进行反思,开发了一种工作手册方法。工作簿的方法引导学生通过反思循环来反思开放式的设计项目。典型的工作簿包括书面文本,即文献综述和采用的方法,以及说明过程及其结果的草图和照片。工作手册方法目前在工业设计工程(IDE)的五门必修课程和几门选修课程中实施。在2020- 2022年期间,执行了一个项目来评估练习册的实施情况,并从活跃的学生、校友和教师那里获得反馈。结果表明,练习册支持学生的自主学习,练习册的引导反思是达到更高水平的设计学习的宝贵工具。然而,似乎需要一个练习簿框架来支持教师和学生如何在整个课程中使用练习簿。
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引用次数: 0
ANTICIPATIVE CO-CREATION METHOD 预见性共同创造法
Nina Bjørnstad, Cheryl Akner Koler
We experience an urgent climate crisis that shakes our whole existence and calls for change. The field of industrial design education has expanded over the past decades towards a new language of speculative design projects, aiming to influence industry and address unsustainable manufacturing. How designers typically use their capacities for change, is shown in the discursive qualities of proposed solutions. Within the current educational context, not given a commercial brief, new methods arise. This international design master's course aims to find better future product concepts that nudge sustainable ways of living. How they initiate and prototype these product ideas, is through design fiction and co-creation, conceptualizing and proposing solutions to essential problems and needs. By the use of prototypes, designers can bring essential future solutions into the present. This paper outlines how the new ‘Anticipative Co-creation Method’ emerged. As the foresighted concepts intend to address the negative trends in overconsumption and unsustainable lifestyle, the designs for the far future function as inspirational future versions of the relevant suggestions for today. Through interpersonal anticipatory engagement, concepts grow out of the design fiction. In a dialog with each other students verbalize scenarios and through co-creation concepts become ‘real’ as different videos were created. We have observed that the students build empathy for each other through co-creative activities within the method of anticipation. If we want a thriving future, we need to act now. The design profession has never been more essential in building and critically assessing design futures literacies.
我们正在经历一场紧急的气候危机,它动摇了我们的整个生存,要求我们做出改变。在过去的几十年里,工业设计教育领域已经扩展到一种新的投机设计项目语言,旨在影响工业和解决不可持续的制造业。设计师如何典型地使用他们的能力来改变,在提出的解决方案的话语质量中显示出来。在当前的教育背景下,没有商业简介,新的方法出现了。这个国际设计硕士课程旨在寻找更好的未来产品概念,推动可持续的生活方式。他们如何发起和原型这些产品的想法,是通过设计虚构和共同创造,概念化和提出解决方案的基本问题和需求。通过使用原型,设计师可以将未来的基本解决方案带入现在。本文概述了新的“预期共同创造方法”是如何出现的。由于这些有远见的概念旨在解决过度消费和不可持续的生活方式的负面趋势,这些设计对遥远的未来起着鼓舞人心的作用,是当今相关建议的未来版本。通过人际预期参与,概念从设计虚构中产生。在与其他学生的对话中,学生们用语言描述场景,并通过共同创造的概念成为“真实的”,因为创建了不同的视频。我们观察到,学生们在期待的方法下通过共同创造的活动建立了对彼此的同理心。如果我们想要一个繁荣的未来,我们需要现在就行动起来。在构建和批判性地评估设计未来素养方面,设计专业从未像现在这样重要。
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引用次数: 0
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DS 117: Proceedings of the 24th International Conference on Engineering and Product Design Education (E&PDE 2022), London South Bank University in London, UK. 8th - 9th September 2022
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