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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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REALISING THE POTENTIALS OF VIRTUAL REALITY AND BUILDING INFORMATION MODELS? CIVIL ENGINEERING STUDENTS’ UTILISATION OF TECHNOLOGY IN A GROUP PROJECT 实现虚拟现实和构建信息模型的潜力?土木工程学生在小组项目中对技术的运用
Ingri Strand, E.E. Hempel, E. Hjelseth
Collaboration between different actors is key to successful projects within the architecture, engineering, and construction (AEC) industry. Virtual Reality (VR) combined with Building Information Models (BIM) is an effective visualisation tool that may aid a team’s communication and collaboration. Civil engineering students at Oslo Metropolitan University are encouraged to use such tools, available to them in a dedicated digital collaboration room dubbed the ‘Little Big Room’ (LBR) along with computers and large touchscreens. This paper explores how the tools in the LBR are utilised by three student groups working on a project and how the students view them, discussed through the theoretical lens of the technology acceptance model. The aim is to suggest how students’ utilisation of the technology can be facilitated to improve their learning experiences in collaborative projects. The students were satisfied with using the LBR. However, the full potential of VR was not utilised, such as the option to evaluate the size of the rooms and lighting conditions, something they only realised in hindsight, as not all students perceived VR as sufficiently useful for the tasks given. Changing the criteria of the task or increased focus on the students’ first introduction to VR might facilitate increased utilisation of VR as a professional tool.
不同参与者之间的协作是建筑、工程和施工(AEC)行业中成功项目的关键。虚拟现实(VR)与建筑信息模型(BIM)相结合是一种有效的可视化工具,可以帮助团队沟通和协作。奥斯陆城市大学鼓励土木工程专业的学生使用这些工具,他们可以在一个专门的数字协作室里使用这些工具,这个房间被称为“小大房间”(LBR),里面有电脑和大型触摸屏。本文通过技术接受模型的理论视角,探讨了LBR中的工具如何被三个从事项目的学生小组使用,以及学生如何看待这些工具。目的是建议如何促进学生利用技术来改善他们在合作项目中的学习体验。学生对LBR的使用感到满意。然而,VR的全部潜力并没有得到充分利用,比如评估房间大小和照明条件的选择,这是他们事后才意识到的,因为并非所有学生都认为VR对给定的任务足够有用。改变任务的标准或增加对学生第一次介绍VR的关注可能会促进VR作为一种专业工具的更多利用。
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引用次数: 0
DEMOCRATIC MANUFACTURING: A STUDENT MANUFACTURED & OPERATED 3D PRINTER FARM 民主制造:一个学生制造和操作3d打印机农场
F. Siena, Christopher Forbes, Kerry Truman
The DIY movement goes back to the late 60’s and started the trend of shared tools as a reaction to the lack of skills and education on how things are made; this resulted in an increased awareness of democratic manufacturing resources and facilities, especially makerspaces and hackspaces, innovation labs, 3D printer farms etc. At Nottingham Trent University (NTU), we have observed an increase in students choosing to study Product Design thus increasing pressure on workshop/manufacturing spaces, especially automated manufacturing resources such as 3D Printers. Subsequently, the maker experiences students have been experiencing within the workshop environment temporarily lessened to ensure the needs of our rapidly increasing student cohorts are catered for. This paper explores how democratic technologies and manufacturing tools have overcome this issue by enabling designers, makers, and hobbyists to increase their access to facilities within the Product Design Department at NTU. This paper explores/reflects on the initial development of a 3D printer farm located in a product design studio where a group of sixty-nine students manufactured/assembled eighteen Creality CR-10S 3D printers. The success of the initial student led democratic manufacturing project resulted in ADBE developing a second 3D printer farm in a second product design studio consisting of a further eight Creality CR-10S V3 3D printers. The 3D printer farms are now complimented by a blended induction allowing for student independent use of the resource. Student feedback is also presented regarding the blended induction to ascertain knowledge acquisition and confidence on using the resources independently.
DIY运动可以追溯到60年代末,并开始了共享工具的趋势,作为对缺乏技能和教育的反应。这导致了对民主制造资源和设施的认识提高,特别是创客空间和黑客空间、创新实验室、3D打印机农场等。在诺丁汉特伦特大学(NTU),我们观察到选择学习产品设计的学生增加,从而增加了车间/制造空间的压力,特别是像3D打印机这样的自动化制造资源。随后,学生们在工作室环境中体验的创客体验暂时减少,以确保满足我们快速增长的学生群体的需求。本文探讨了民主技术和制造工具如何通过使设计师,制造商和爱好者增加他们对南洋理工大学产品设计部门设施的访问来克服这一问题。本文探讨/反映了位于产品设计工作室的3D打印机农场的初步发展,在那里,一组69名学生制造/组装了18台Creality CR-10S 3D打印机。最初的学生领导的民主制造项目的成功导致ADBE在第二个产品设计工作室开发第二个3D打印机农场,由另外八个Creality CR-10S V3 3D打印机组成。3D打印机农场现在由混合诱导允许学生独立使用资源。学生对混合归纳的反馈,以确定知识的获取和信心的资源独立使用。
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引用次数: 0
A USER STUDY FOR FACILITATING EFFECTIVE REMOTE EDUCATION IN DESIGN STUDIOS: TOWARDS INTEGRATION OF CYBER-PHYSICAL TECHNOLOGIES INTO DESIGN EDUCATION 促进设计工作室有效远程教育的用户研究:迈向将网络物理技术融入设计教育
Yuval Kahlon, Momoko Nakatani, Haruyuki Fujii, Takuya Oki, Jiangye Zhu, Santosh Maurya
As remote learning in design studios becomes ubiquitous, it is important to reflect on this shift and structure our path towards effective online learning. Taking an architectural studio as a case study, we held several interviews with students and instructors, and extracted essential user needs which we would do well to address in an online setting. Existing learning environments were then compared in their abilities to fulfil such needs, and thus facilitate effective teaching and learning. The contribution of this study is a new perspective on studio-education which exposes gaps between user-needs and the current online setting, which may be bridged by emerging cyber-physical technologies (CPTs), such as augmented reality (AR) etc. Our findings can inform the future development of CPTs for studio education, and thus aid to maintain the positive aspects of traditional practices, when shifting to a remote setting.
随着设计工作室的远程学习变得无处不在,反思这种转变并构建有效的在线学习之路是很重要的。以一个建筑工作室为例,我们与学生和教师进行了几次访谈,并提取了基本的用户需求,我们可以在在线环境中很好地解决这些需求。然后比较现有的学习环境满足这些需求的能力,从而促进有效的教与学。本研究的贡献是对工作室教育的新视角,它揭示了用户需求与当前在线环境之间的差距,这些差距可能通过新兴的网络物理技术(cpt)弥合,如增强现实(AR)等。我们的研究结果可以为工作室教育的CPTs的未来发展提供信息,从而有助于在转移到远程环境时保持传统实践的积极方面。
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引用次数: 1
PROJECT BASED LEARNING IN THE CONTEXT OF CUTTING-EDGE ROBOTICS COMPETITION 在尖端机器人竞赛的背景下基于项目的学习
S. W. Leung, Zexiang Li
RoboMaster is an annual robotics competition pitting student’s cutting edge robot designs in a Multiplayer Online Battle Arena (MOBA) gamified shoot-out battle. The highly technical-advanced competition rules are designed to encourage innovation in robotics automation and intelligent systems while placing robot battles at centre-stage. It manages to display the beauty of engineering technology and popularize robotics to the wider audience by balancing technical challenge and entertainment value. Hong Kong University of Science and Technology (HKUST) sees RoboMaster as a unique platform for promoting STEM to the wider university student body. Through 4 years of team development and student participations, we have homegrown a group of outstanding scientific and technological engineers who have excelled in both academic research and entrepreneurial ventures. In this paper we review the development, growth and success of the 4 years of the HKUST RoboMaster ENTERPRIZE team and evaluate assessable learning outcomes of the competition as a project course. The degree of engineering design complexity and resulting the comprehensive learning outcomes, inspired the launch of a new bachelor programme in which many foundation engineering courses are replaced by year-long cornerstone project courses mirroring the RoboMaster project course. The outcome is a more individualized high-impact programme allowing students to build their engineering studies around technologies of our time.
RoboMaster是一年一度的机器人竞赛,在多人在线竞技游戏(MOBA)枪战战中,学生们设计出最先进的机器人。这项高度技术先进的竞赛规则旨在鼓励机器人自动化和智能系统的创新,同时将机器人战斗置于中心舞台。它设法通过平衡技术挑战和娱乐价值来展示工程技术之美,并将机器人普及给更广泛的受众。香港科技大学(科大)将RoboMaster视为一个独特的平台,向更广泛的大学生群体推广STEM。经过四年的团队建设和学生参与,我们培养了一批在学术研究和创业方面都表现出色的优秀科技工程师。在本文中,我们回顾了科大RoboMaster企业奖团队四年来的发展、成长和成功,并评估了比赛作为一个项目课程的可评估学习成果。工程设计的复杂性和由此产生的综合学习成果,激发了新的学士课程的推出,其中许多基础工程课程被一年的基础项目课程取代,反映了RoboMaster项目课程。其结果是一个更加个性化的高影响力课程,允许学生围绕我们这个时代的技术建立他们的工程研究。
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引用次数: 0
TOWARDS VALUE-DRIVEN EXPERIENCE DESIGN BY MINDING THE GAP BETWEEN VISUAL-OLFACTORY PERCEPTION 通过关注视觉与嗅觉感知之间的差距,走向价值驱动的体验设计
Sukyoung Kim
Intuition and insight are two processes that link the tacit and the explicit knowledge, which are relevant to idea sharing in the design process for evolving critical values into an innovative design. Experiences to link the tacit and the explicit knowledge easily enhance and foster more valuable and creative thinking. The present research aimed to verify unanswered questions focused on multisensory stimulation and integration as follows. Q1: Visual or olfactory stimuli influence the same way regardless of whether it is unimodal or multimodal ? Q2: Is liking the only intuitive value compared to other semantical values such as freshness, weightiness and experience ? The current research presented significant findings which answer the above-mentioned questions. A1: Visual knowledge is more solid and influenceable than olfactory knowledge in unimodal conditions, whereas olfactory knowledge is more solid and influenceable than visual knowledge in multimodal conditions. A2: Liking is a more clear and effectible value to verify the impression of the perceived stimuli. And the worthiest finding from the results is that liking is relevant to experience. The evaluation results of liking show similar trends as experience, and vice versa. Further research should clarify in further research whether liking correlates with sensitivity or not in the structured sensory and leads the subjective evaluations to modify specific evaluation values. The findings of this research are worthy as they provide a hint to enhance value-driven design factors to foster more valuable and creative experiences which will be beyond our expectations.
直觉和洞察力是连接隐性知识和显性知识的两个过程,它们与设计过程中的思想共享有关,从而将关键价值演变为创新设计。将隐性知识和显性知识联系起来的经验,容易增强和培养更有价值和创造性的思维。本研究旨在验证以下多感觉刺激和整合的未解之谜。无论是单峰还是多峰,视觉或嗅觉刺激的影响方式都是一样的?Q2:与新鲜度、分量和体验等其他语义价值相比,喜欢是唯一的直观价值吗?目前的研究提出了重要的发现,回答了上述问题。A1:在单模态条件下,视觉知识比嗅觉知识更坚实、更有影响力,而在多模态条件下,嗅觉知识比视觉知识更坚实、更有影响力。A2:喜欢是验证感知刺激印象的更清晰有效的价值。结果中最有价值的发现是,喜欢与经历有关。“喜欢”的评价结果与“经验”的评价结果具有相似的趋势,反之亦然。进一步的研究应进一步阐明喜欢是否与结构化感官的敏感性相关,并导致主观评价对具体评价值的修改。这项研究的发现是有价值的,因为它提供了一个提示,以增强价值驱动的设计因素,以培养更多的有价值的和创造性的体验,将超出我们的期望。
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引用次数: 0
MYRUBRIC, A CO-CREATIVE JOURNEY TO ACTIVATE RESILIENT LEARNING COMMUNITIES Myrubric,一个共同创造的旅程,以激活弹性学习社区
Paula Hueso Espinosa, Stefan Persaud, E. Giaccardi
Nowadays, designers deal with increasingly complex and meaningful challenges. Because of that, design schools are required to deliver professional designers capable of handling what future decades might bring. Therefore, resilience, generally described as the process of adapting well in the presence of adversity, makes it a valuable quality future generations of designers could develop. As resilience is still an concept within the education domain, this MSc graduation project aimed to explore how it could be built and enhanced in such context. The approach chosen to tackle that question was initially to analyse the literature regarding resilience. Then, to perform an in-depth autoethnographic study in a moment resilience was systematically present in the faculty of Industrial Design Engineering: the COVID19 lockdowns. Finally, the learnings from that period and previous literature research were synthesized into a theoretical framework that aims to assist educators in conceptualizing interventions to foster resilience in learning systems. This framework was implemented to design and evaluate My Rubric, a co-creative guide for adaptive assessment, which aims to offer a constructive and resilient alternative to the current rubric. © Proceedings of the 24th International Conference on Engineering and Product Design Education: Disrupt, Innovate, Regenerate and Transform, E and PDE 2022. All rights reserved.
如今,设计师面临着越来越复杂和有意义的挑战。正因为如此,设计学校需要培养能够应对未来几十年可能带来的问题的专业设计师。因此,韧性,通常被描述为在逆境中很好地适应的过程,使其成为未来几代设计师可以培养的宝贵品质。由于弹性仍然是教育领域的一个概念,本硕士毕业项目旨在探索如何在这种背景下建立和增强弹性。解决这个问题的方法最初是分析有关恢复力的文献。然后,为了在一瞬间进行深入的自我民族志研究,工业设计工程学院系统地展示了韧性:covid - 19封锁。最后,从那个时期和以前的文献研究中吸取的教训被综合成一个理论框架,旨在帮助教育工作者概念化干预措施,以促进学习系统的弹性。该框架的实施是为了设计和评估“我的准则”,这是一个共同创造的适应性评估指南,旨在为当前准则提供建设性和弹性的替代方案。©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
PRODUCTS WITH PROVENANCE: DEVELOPING A SENSE OF PLACE IN PRODUCT DESIGN EDUCATION 有产地的产品:在产品设计教育中培养一种地方感
L. Buck
What role does locale play in shaping design identity? How do designers see their own sense of place made manifest in their work? How can we encourage a sense of localism in young designers? Product design is particularly susceptible to globalisation; its relationship with technology links it to greater homogenisation. The nature of trends and notions of “ good design ” engenders a sense of place and localised design identities, but by definition design is a solution, and solutions cannot be divorced from the problems they address, from their context. This is where sense of place comes in and why it is important; it roots design in its most fundamental reason for existing. Without a sense of place, design can look great, work well, be interesting and engaging, but it can’t truly be effective. This paper considers student projects over a 15-year period that trace the development of a methodology where place of design, manufacture and use become key drivers for design outputs. By focusing on immediate surroundings, a series of design projects question the nature of local materials, people and society, through local industry, football teams (from Potters, Glovers and Hatters to Chairboys ) and social history. The outcomes help to inform students of their surroundings and encourages them to explore and engage with the localities. A defined sense of localism helps to place them, to settle them into new homes and workspaces, and to understand the nature, history and context of their new areas.
场所在塑造设计身份中扮演什么角色?设计师如何看待他们在作品中体现出来的地方感?我们如何鼓励年轻设计师的本土意识?产品设计尤其容易受到全球化的影响;它与技术的关系将其与更大程度的同质化联系在一起。“好设计”的趋势和概念的本质产生了一种地方感和本地化的设计身份,但从定义上讲,设计是一种解决方案,解决方案不能脱离它们所解决的问题,脱离它们的背景。这就是地方感发挥作用的地方,也是地方感如此重要的原因;它将设计根植于其存在的最根本原因。如果没有地方感,设计可能看起来很棒,效果很好,很有趣,很吸引人,但它不可能真正有效。本文考虑了15年的学生项目,这些项目追踪了一种方法的发展,在这种方法中,设计、制造和使用的地点成为设计产出的关键驱动因素。通过关注周围环境,一系列的设计项目通过当地的工业、足球队(从波特、手套和帽子到椅子男孩)和社会历史来质疑当地材料、人和社会的本质。结果有助于告知学生他们周围的环境,并鼓励他们探索和参与当地。一种明确的地方主义感有助于放置它们,将它们安置在新的家庭和工作空间中,并了解新区域的自然、历史和背景。
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引用次数: 0
TOOL-BASED ETHICS EDUCATION FOR ENGINEERS; WONDERBERRIES AND WISDOM TILES 基于工具的工程师伦理教育神奇浆果和智慧瓦片
W. Eggink, K. van der Heijden, S. Dorrestijn, Ilse Ouwens
The Dutch research project “Wijs met techniek” (Tech-Wise) explores ethics education from a tool-based, practical perspective. Especially if and how practical tools for ethical deliberation on the impact of technology can be helpful in ethics education for engineering students. The approach is first intended as a variation on theories in ethics and technology. Secondly, the approach uses a focus on the impact of technology as a way toward ethical deliberation. Both characteristics are intended to better appeal to engineering students. In the project we cover three levels of higher education: a University, a University of Applied Sciences and a School for Vocational Training. Together we are developing and testing a suite of activating working methods that can be tailored to various engineering programmes. A first result of this is the simple workshop format “ethics for engineers”, consisting of five steps with four effective ingredients. In this paper we present the general format of this workshop and dive in particular into a specific instance of the workshop called “Wonderberries”. The experiences from the workshop show that with a carefully chosen combination of engaging orientation, a specific ‘technology’ and a concrete design exercise the ethical questions and subsequent deliberation and reflection can be very rich.
荷兰的研究项目“Wijs met techniek”(Tech-Wise)从基于工具的实用角度探索道德教育。特别是关于技术影响的伦理审议的实用工具是否以及如何有助于工程专业学生的伦理教育。这种方法最初是作为伦理和技术理论的一种变体。其次,该方法将重点放在技术的影响上,作为进行伦理审议的一种方式。这两个特点都是为了更好地吸引工科学生。在这个项目中,我们涵盖了三个层次的高等教育:大学、应用科学大学和职业培训学校。我们正在共同开发和测试一套激活工作方法,可以针对各种工程项目进行定制。这样做的第一个成果是简单的研讨会形式“工程师的道德”,包括五个步骤和四个有效成分。在本文中,我们将介绍该研讨会的一般形式,并特别深入到名为“Wonderberries”的研讨会的具体实例中。工作坊的经验表明,通过精心选择结合引人入胜的方向、特定的“技术”和具体的设计练习,伦理问题以及随后的审议和反思可以非常丰富。
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引用次数: 0
PRODUCTIVE FAILURE IN ACTION 生产上的失败
Stefan Persaud, B. Flipsen, Erik Thomassen
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引用次数: 1
PEDAGOGY OF PROCESS: INTERDISCIPLINARY CASE STUDIES FROM AN IRISH UNIVERSITY 过程教育学:来自爱尔兰大学的跨学科案例研究
O. Ní Bhriain, Louise Kiernan, Bernard Hartigan, Eoin White, Hannah Fahey, Kathleen Turner
The aim of this research was to pilot a multi-disciplinary approach to creative pedagogy through collaboration between students and faculty from performing arts and product design. Creative pedagogy of process is a pedagogical approach that draws on the interaction and engagement of faculty and students across a range of disciplines and involves ethnographic research methods combined with reflective practice and a user centred design approach. This approach develops transversal competencies, common across creative domains and provides a rich learning environment for students and faculty alike. This paper examines the challenges and opportunities presented by a collaboration of this nature. Both performing Arts and Product Design are studio-based disciplines and have clear commonalities and points of convergence. The impetus for this collaborative endeavour emerged from several discussions between faculty members relating to the importance of facilitating creativity in the third level studio. Lecturers in performance practice and product design noted similarities between pedagogical approaches in both realms to foster a learning environment where trial and error and process- based learning with reflexivity were key components. We shared common traits despite the perceived chasm between artistic and scientific research methods and output metrics. We progressed our enquiry through establishing undergraduate peer learning projects. We sought to identify the opportunities and challenges presented by this interdisciplinary collaboration.
这项研究的目的是通过表演艺术和产品设计的学生和教师之间的合作,试点一种多学科的创造性教学方法。过程的创造性教学法是一种教学方法,它利用了教师和学生在一系列学科中的互动和参与,并将民族志研究方法与反思实践和以用户为中心的设计方法相结合。这种方法可以培养跨创意领域的横向能力,并为学生和教师提供丰富的学习环境。本文探讨了这种性质的合作所带来的挑战和机遇。表演艺术和产品设计都是基于工作室的学科,具有明显的共性和交汇点。这种合作努力的动力来自于教师之间关于促进第三级工作室创造力重要性的几次讨论。表演实践和产品设计的讲师注意到这两个领域的教学方法之间的相似之处,以培养一种学习环境,其中试错和基于过程的学习与反身性是关键组成部分。尽管艺术和科学研究方法和产出指标之间存在明显的鸿沟,但我们拥有共同的特征。我们通过建立大学生同伴学习项目来推进我们的调查。我们试图确定这种跨学科合作所带来的机遇和挑战。
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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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