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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
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 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
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
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
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
INNOVATIONS IN THE DESIGN OF AN ARCHITECTURAL ENGINEERING CURRICULUM 建筑工程课程设计的创新
S. Chance, E. Tilley
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引用次数: 0
USING DIGITAL TECHNOLOGIES FOR COLLABORATIVE CONCEPTUAL DESIGN 利用数字技术进行协同概念设计
Joseph Mills, R. Brisco
Since the COVID-19 worldwide pandemic outbreak, and the requirement to 'stay at home' and 'work from home', we, as a collaborative species have been forced to find ways of computer-supported collaboration. Going beyond global design and distributed design. We now find ourselves as a human race, not with a desire to collaborate using computers, or with a requirement, but it is now a necessity. In many ways, a paradigm shift has occurred. This research investigates the use of novel technology to support student teams in the conceptual design phase of an engineering design project. A review of published literature identified a lack of understanding in the impact that a digital distributed environment can have on the outcomes of a collaborative ideation task. The literature suggested there would be little to no change between working in a collocated and digital distributed environment. An experiment was designed that asked 16 participants working in pairs to complete an ideation task in both a synchronous traditional collocated environment and a synchronous digital distributed environment. The results from the experiment suggest that conducting the ideation task within a digital environment has a negative effect on the outcomes of the ideation task. © Proceedings of the 24th International Conference on Engineering and Product Design Education: Disrupt, Innovate, Regenerate and Transform, E and PDE 2022. All rights reserved.
自2019冠状病毒病全球大流行爆发以来,以及“待在家里”和“在家工作”的要求,我们作为一个协作物种被迫寻找计算机支持的协作方式。超越全球设计和分布式设计。我们现在发现,作为一个人类,我们没有使用计算机进行协作的愿望,也没有这样的要求,但现在这是一种必要。在许多方面,已经发生了范式转变。本研究探讨了在工程设计项目的概念设计阶段使用新技术来支持学生团队。对已发表文献的回顾发现,对数字分布式环境可能对协作构思任务的结果产生的影响缺乏理解。文献表明,在并行和数字分布式环境中工作几乎没有变化。设计了一项实验,要求16名参与者在同步的传统并置环境和同步的数字分布式环境中完成一项构思任务。实验结果表明,在数字环境中进行思维任务对思维任务的结果有负面影响。©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: 0
DESIGN FOR SENTIMENT-ANCY: CONCEPTUAL FRAMEWORK TO IMPROVE USER’S WELL-BEING THROUGH FOSTERING EMOTIONAL ATTACHMENT IN THE USER EXPERIENCE WITH THEIR ASSISTIVE DEVICES 情感设计:通过在使用辅助设备的用户体验中培养情感依恋来改善用户幸福感的概念框架
Saiba Quqandi, Paul Lighterness, Leon Williams
This study investigates how the ageing population interact with objects, what kind of bond individuals form using their assistive devices, and what methods are applied during the product design process to help improve the user experience leading to a long-term product relationship? This research aims to conduct a longitudinal study involving/discussing the interplay between end-user, designer and product. By developing an evaluation tool with which to describe and analyse the bond people form with their assistive devices and integrate the human emotions as a factor during the development of the product design process. The focus will be on the assistive technology market, namely, the aid-for-daily-living market targeting the seniors in the UK, to increase the quality of wellbeing. Findings will enable a better understanding of the real issues of the product experience relating to individuals’ interaction throughout the product performance, establishing awareness of the emotional effects of fostering the product attachment, and help product developers and future designers create a connection between users and their assistive devices. The research concludes by discussing the implications of these findings for professionals and academics to identify new areas that can stimulate new /or developed design directions. The result of this paper will define plans for further investigation as part of a current PhD research project. Framework and evaluation tools are currently being developed and will soon follow this publication.
本研究探讨了老年人如何与物品互动,使用辅助设备的个人形成了什么样的联系,以及在产品设计过程中应用了哪些方法来帮助改善用户体验,从而建立长期的产品关系。本研究旨在进行纵向研究,涉及/讨论最终用户,设计师和产品之间的相互作用。通过开发一种评估工具来描述和分析人们与他们的辅助设备形成的纽带,并在产品设计过程中将人类情感作为一个因素整合起来。重点将放在辅助技术市场,即针对英国老年人的日常生活援助市场,以提高福利质量。研究结果将使我们更好地理解产品体验中与个人互动有关的真实问题,建立对培养产品依恋的情感影响的认识,并帮助产品开发者和未来的设计师在用户和他们的辅助设备之间建立联系。研究最后讨论了这些发现对专业人士和学者的影响,以确定可以刺激新/或开发设计方向的新领域。本文的结果将确定进一步调查的计划,作为当前博士研究项目的一部分。目前正在开发框架和评估工具,并将很快在本出版物之后发布。
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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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