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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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DESIGN EDUCATION DOES NOT EXIST IN A VACUUM 设计教育不是存在于真空中
Sinead Ouillon, Paul Magee, A. Woodcock
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引用次数: 0
EXPANSION OF SERVICE DESIGN ACADEMICS IN BELGIUM: THE GROUNDWORK FOR A CURRICULUM BASED ON CONTEMPORARY INDUSTRY NEEDS 比利时服务设计学术的扩展:基于当代工业需求的课程基础
Domien Loosen, Ivo Dewit, Thomas Marquenie, Lotte Verboven
The Belgian design scene is not unfamiliar with the concept of service design and has hosted some leading-edge companies throughout the years, pushing the field forward. The next step in the development of the field is the expansion of the academic aspect of service design within Belgium. The topic of service design is already addressed in existing design programmes, though it is yet to be a focus of study on its own. This paper helps to expand the range of study programmes at the University of Antwerp and contributes to shaping the service design landscape in Belgium. The Department of Design Sciences at the University of Antwerp provides students with extended interdisciplinary skills and knowledge, leading them into the world of design. The department now seeks to create an additional master’s programmes with a curriculum catered to service design providing graduates of this programme with all the necessary skills to be at the top of their game when they start their careers in service design. To ensure continuity between what the university delivers and what the job market expects and desires, the programmes will be developed from the ground up. The university, for this study, has worked in collaboration with current leaders in the field, providing their expertise and requirements for the future of service design. Insights were obtained by means of workshops and collaborative projects with students and experts in the service design scene, as well as building on existing literature and current educational programmes across the world.
比利时设计界对服务设计的概念并不陌生,多年来已经有一些领先的公司,推动了该领域的发展。该领域发展的下一步是在比利时扩大服务设计的学术方面。服务设计的主题已经在现有的设计课程中讨论过了,尽管它本身还不是一个研究的焦点。本文有助于扩大安特卫普大学的研究项目范围,并有助于塑造比利时的服务设计景观。安特卫普大学设计科学系为学生提供扩展的跨学科技能和知识,带领他们进入设计的世界。目前,该系正寻求增设一个以服务设计为主题的硕士课程,为该课程的毕业生提供所有必要的技能,使他们在开始服务设计职业生涯时达到顶峰。为了确保大学提供的课程与就业市场的期望和愿望保持一致,这些课程将从头开始开发。在这项研究中,该大学与该领域的当前领导者合作,为未来的服务设计提供专业知识和要求。通过与服务设计领域的学生和专家的研讨会和合作项目,以及建立在世界各地现有文献和当前教育计划的基础上,获得了见解。
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引用次数: 0
NEO-CRAFT AS A TREND TO DESIGN A NEW TYPOLOGY OF 3D PRINTED PRODUCTS 新工艺作为一种趋势,设计一种新的类型的3d打印产品
Luis Miguel Gutierrez Contreras, Luis Alberto Cordoba, Alejandro Acuña
The concept of crafts is linked to the manual art of creating utilitarian or ornamental objects with traditional materials and processes guided by a generational knowledge. Adding new technologies and materials is acceptable considering boundaries guided by the presence of human customs and family heritage. The history has been leaded since the human being exists, as a domain of the material and the development of technologies to transform it being capable to create tools that are useful for their survival. Neo-Craft is a neologism that gives name a new trend in product design where tradition and technology crossover to bring a new typology of products, linked by folk tradition and the richness of cultural manifestations that people maintain through generations with new ways to manufacture using non-conventional materials and processes. Over a one-week workshop, undergraduate students of Industrial Design programme, designed neo-craft products blending Mexican folk tradition with digital manufacturing technologies. This paper describes the process in the implementation of the challenge and presents the discoveries that were found during the workshop.
手工艺的概念与手工艺术联系在一起,用传统的材料和工艺在一代人的知识指导下创造实用或装饰性的物品。考虑到人类习俗和家庭遗产的存在,添加新的技术和材料是可以接受的。自从人类存在以来,历史就一直被引领着,作为一个材料和技术发展的领域,它能够创造出对人类生存有用的工具。Neo-Craft是一个新词,它赋予了产品设计的一种新趋势,传统与技术的交叉带来了一种新的产品类型,与民间传统和人们世代保持的丰富的文化表现形式联系在一起,使用非传统的材料和工艺进行新的制造。在为期一周的研讨会上,工业设计专业的本科生设计了融合墨西哥民间传统和数字制造技术的新工艺产品。本文描述了挑战的实施过程,并介绍了在研讨会期间发现的发现。
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引用次数: 0
DESIGN SPRINT METHODOLOGIES TRANSFORMED IN A DIGITAL ENVIRONMENT 设计冲刺方法在数字环境下的转变
K. Winfield, Nicolette Dullesco Sizer, F. Siena
How can you deliver innovative teaching to over 150 students to propel their learning, connect them with leading industry experts, solve real world problems, and offer students the chance to learn from their peers across year groups? This paper presents the Design Sprint project; an intense five-day event delivered in 2020/21. This project engaged product design students from Nottingham Trent University (NTU), a team of over ten academics, clients from an industrial design team (Futura Nova), a large healthcare institution (UCL Partners), in addition to partnering with Anglia Ruskin University, to engage with focus groups within healthcare. This paper outlines the preparation and facilitation of the design sprint, identifying why we chose this methodology despite the challenges of remote/online working. The preparation/pre-sprint sessions and the key components of the sprint are discussed, highlighting how we adapted the traditional design sprint model into a hybrid methodology. The activity plan shares the key activities undertaken with examples of the Miro workbooks. Our approach was to build a programme that we could utilise going forward in online or in-person settings, to further develop the product design curriculum at NTU. Our main aim in delivering this methodology was for different year groups to work together in a live collaborative project whilst sharing/learning knowledge from a professional industrial network when utilising a methodology which could be applied in their future professional practice.
您如何为150多名学生提供创新的教学,以促进他们的学习,将他们与领先的行业专家联系起来,解决现实世界中的问题,并为学生提供向不同年级的同龄人学习的机会?本文介绍了设计冲刺项目;2020/21年度为期五天的紧张活动。该项目聘请了诺丁汉特伦特大学(NTU)的产品设计专业学生,一个由十多名学者组成的团队,来自工业设计团队(Futura Nova)的客户,一家大型医疗机构(UCL Partners),除了与安格利亚鲁斯金大学合作外,还与医疗保健领域的焦点小组进行了合作。本文概述了设计冲刺的准备和促进,确定了尽管面临远程/在线工作的挑战,我们为什么选择这种方法。讨论了冲刺前的准备和冲刺的关键组成部分,强调了我们如何将传统的设计冲刺模型调整为混合方法。活动计划与Miro工作手册的示例共享所开展的关键活动。我们的方法是建立一个程序,我们可以利用在线或面对面的设置,进一步发展南洋理工大学的产品设计课程。我们提供这种方法的主要目的是让不同年级的学生在一个现场协作项目中一起工作,同时在使用一种可以应用于他们未来专业实践的方法时,从专业的工业网络中分享/学习知识。
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引用次数: 1
STUDENT EXPERIENCE OF ONLINE INTERNATIONAL DESIGN STUDIO PARTICIPATION 学生在线国际设计工作室参与经验
Loginova Polina, Klakova Vlada, E. Bohemia, T. Semichevskaya, Anna Solovyova
We argue that students participating in competitive project activities may facilitate development of their skills such as creative thinking, the formation of “vision” and stress resilience. In this paper, we will reflect on students’ experiences who participated in the 10 weeklong creative Global Studio project, which was delivered online across five countries. The article describes features of the creative studio project, the tasks and goals that the participating students set for themselves, as well as their motivations. An important place in the structure of our exploration is the identification of the aspects in this creative studio project which students perceived to benefit their learning as well as the difficulties they experienced with the implementation of their projects. The article reports the results of a student survey and discusses the attitudes of students with different levels of preparation for creative studio projects. The article highlights the importance of professional projects and project work as an integral part of the educational process of students of creative specialties and notes that competitive projects carried out jointly with students from different countries of the world give a positive experience of combining the educational process. We conclude that in the modern world, virtually devoid of borders due to the development of technology, competitive project activity is a new educational trajectory that brings out the student’s creativity and teaches them to adapt quickly to the changing stressful working conditions.
我们认为,学生参与竞争性项目活动可以促进他们的技能发展,如创造性思维,“愿景”的形成和压力弹性。在本文中,我们将反思学生们参与了为期10周的创意全球工作室项目的经历,该项目在五个国家进行了在线交付。本文描述了创意工作室项目的特点,参与学生为自己设定的任务和目标,以及他们的动机。在我们的探索结构中,一个重要的地方是确定这个创意工作室项目中学生认为对他们的学习有益的方面,以及他们在实施项目时遇到的困难。本文报告了一项学生调查的结果,并讨论了不同水平的学生对创意工作室项目的准备态度。文章强调了专业项目和项目工作作为创意专业学生教育过程中不可或缺的一部分的重要性,并指出与世界各国学生共同开展的竞争性项目提供了结合教育过程的积极经验。我们的结论是,在现代世界,由于技术的发展,几乎没有边界,竞争性项目活动是一种新的教育轨迹,它激发了学生的创造力,教会他们快速适应不断变化的压力工作条件。
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引用次数: 0
DIGITAL KNOWLEDGE TRANSFER FOR ADDITIVE MANUFACTURING USING BLENDED LEARNING 使用混合学习的增材制造数字知识转移
Sebastian Kuschmitz, L. Hoppe, P. Gembarski, R. Lachmayer, T. Vietor
Additive manufacturing (AM) processes provide new levels of design freedom during product development as a result of the layer-by-layer build-up process, so that graded lattice structures, internal cooling channels, or other geometrically distinctive design features are taken into account at an early stage of product development. In addition, these complex geometric features can be realized without significant additional effort during the additive manufacturing process while complying with the restrictions of AM. The "Design for additive manufacturing" research field is trying to offer methods and tools to support the product developer in exploiting the AM potentials and to maintain compliance with the restrictions of the manufacturing process to be able to apply these design freedoms in a targeted and benefit-oriented manner during product development. However, due to a lack of AM knowledge and limited software solutions, the application of these methods and tools is not always possible, because necessary AM knowledge is partial or even completely missing. For this reason, teaching and learning offers are needed that systematically impart specific AM knowledge so that these barriers in product development can be overcome. In this paper, the systematic knowledge acquisition for specific AM knowledge is presented using the example of interactive teaching and learning offers. For this purpose, the basics of systematic knowledge transfer for AM will be discussed first to show the state of research. This is followed by the presentation of the interactive learning environment, which makes AM-relevant topics experienceable utilizing interactive 3D models. Finally, a validation of the presented learning environment for the transfer of specific AM knowledge is presented.
增材制造(AM)工艺在产品开发过程中提供了新的设计自由度,因此在产品开发的早期阶段就考虑到渐变晶格结构、内部冷却通道或其他几何上独特的设计特征。此外,这些复杂的几何特征可以在增材制造过程中不需要额外的努力就能实现,同时符合增材制造的限制。“增材制造设计”研究领域正试图提供方法和工具,以支持产品开发人员利用增材制造潜力,并保持符合制造过程的限制,以便能够在产品开发过程中以有针对性和以利益为导向的方式应用这些设计自由。然而,由于缺乏AM知识和有限的软件解决方案,这些方法和工具的应用并不总是可能的,因为必要的AM知识是部分甚至完全缺失的。出于这个原因,需要教学和学习提供系统地传授特定的增材制造知识,以便克服产品开发中的这些障碍。本文以交互式教与学为例,对具体的增材制造知识进行了系统的知识获取。为此,将首先讨论AM系统知识转移的基础知识,以显示研究状况。接下来是交互式学习环境的展示,这使得am相关的主题可以利用交互式3D模型进行体验。最后,对所提出的学习环境进行了验证,以实现特定AM知识的转移。
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引用次数: 0
RADICALLY INNOVATING THE AUTOMOTIVE DESIGN PROCESS WITH IMMERSIVE TECHNOLOGIES 用沉浸式技术彻底革新汽车设计过程
Juan Antonio Islas Munoz, Ehsan Baha, G. Muratovski
The automotive design process prevalent in industry that dictates transportation design education, is optimized to facilitate the frequent aesthetic renewal of personally owned vehicles for car-oriented cities. With its origins in the late 1920s, this hyper-specialized design process has barely changed from its original form. In this paper, we provide a brief account of the automotive design process from its origins (analogue) to the present day (digital technologies), followed by a new paradigm instigated by immersive technologies. A passenger drone project is used as an example to describe the possibilities of immersive technologies in this radically innovated process. Enhancements from 2D and 3D to immersive and interactive 4D, enable a lean, yet contextualized process to design radically innovative vehicles.
在工业中盛行的汽车设计过程决定了交通设计教育,为了促进以汽车为导向的城市中个人拥有的车辆的频繁美学更新而进行了优化。起源于20世纪20年代末,这种高度专业化的设计过程几乎没有改变其原始形式。在本文中,我们简要介绍了汽车设计过程,从它的起源(模拟)到现在(数字技术),然后是沉浸式技术引发的新范式。以一个客运无人机项目为例,描述了沉浸式技术在这个彻底创新的过程中的可能性。从2D和3D到沉浸式和交互式4D的增强功能,使精益但情境化的过程能够设计出彻底创新的车辆。
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引用次数: 1
DEVELOPMENT OF ASSISTIVE TECHNOLOGIES TO ADDRESS THE NEEDS OF INDIVIDUALS WITH MILD COGNITIVE IMPAIRMENT IN THE PURSUIT OF INDEPENDENT LIVING 开发辅助技术,以满足轻度认知障碍患者追求独立生活的需要
Christina Choi, Wendell Wilson, Brian D. Jones, J. DuBose, K. Vickers
Mild Cognitive Impairment affects significant numbers of people aged over 65. It is growing in prevalence and poses many challenges to independent living. This project examines the case of a multidisciplinary group of subject matter experts engaging graduate design students to investigate and solve specific challenges in this area. Goals included exploration of new solutions and enhanced training of the student participants. Results highlight the importance of end user involvement in development and training.
轻度认知障碍影响了大量65岁以上的老年人。它越来越普遍,给独立生活带来了许多挑战。该项目考察了一个多学科小组的主题专家参与研究生设计学生调查和解决这一领域的具体挑战的案例。目标包括探索新的解决方案和加强对学生参与者的培训。结果突出了最终用户参与开发和培训的重要性。
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引用次数: 1
DOES ONLINE DIDACTICS AFFECT THE PERCEIVED QUALITY OF MACHINE DRAWING COURSES? 在线教学是否会影响机器制图课程的感知质量?
S. Rizzuti, L. De Napoli
Considering reviewers' opinions on the paper, presented at EPDE2021, in which the data were not sufficient to compare different cohorts, now we are able to answer if there have been differences in students' assessments, based on some questions of the academic survey on didactics, comparing answers for courses held pre-and-during Covid19 pandemic. In 2020 every educational institution moved their didactics toward an online platform. Every course had to introduce and experiment with new forms of didactics that prevent in-person events, either in lectures or laboratory. Courses of design traditionally require a strict relation between student-instructor and student-student. The need to operate by moving the contact to an online connection creates, at the beginning of the period, a lot of distrust among teachers of such courses. The “Machine Drawing” course is one of these. Briefly recalling how the courses have been revised, with the employment of a communication platform like Teams®, the answers, given by students, are collected and the differences along the time are highlighted. Three academic years have been considered: 2017-2018, 2019-2020, and 2020-2021. A further correlation has been made considering different didactics and the global efficiency of the course in terms of abandonment, number of successes (number of people that pass the exam), and the effects on the grades (marks) obtained. Reflecting on such data, a new consideration has been done on the methodologies that can still continue to be used in the future when the explicit problem of pandemic emergency does will not influence anymore the traditional way of teaching. © Proceedings of the 24th International Conference on Engineering and Product Design Education: Disrupt, Innovate, Regenerate and Transform, E and PDE 2022. All rights reserved.
考虑到审稿人对EPDE2021上发表的论文的意见,其中的数据不足以比较不同的队列,现在我们可以根据教学学术调查的一些问题,比较新冠疫情前和期间举办的课程的答案,来回答学生的评估是否存在差异。2020年,所有教育机构都将教学转移到在线平台上。每门课程都必须引入和试验新的教学形式,以防止在课堂上或实验室里发生面对面的事件。传统的设计课程要求学生与导师、学生与学生之间有严格的关系。在课程开始的时候,需要通过在线联系来进行操作,这在这类课程的教师中造成了很多不信任。“机器绘图”课程就是其中之一。简单回顾一下课程的修改过程,利用Teams®这样的交流平台,收集学生的答案,并突出不同时间的差异。考虑三个学年:2017-2018年、2019-2020年和2020-2021年。考虑到不同的教学方法和课程在放弃、成功人数(通过考试的人数)以及对获得的成绩(分数)的影响方面的整体效率,进一步的相关性已经被提出。考虑到这些数据,我们重新考虑了今后当大流行病紧急情况的明确问题不再影响传统教学方式时仍然可以继续使用的方法。©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
THE SUSTAINABLE DEVELOPMENT GOALS APPLIED TO THE FUTURE OF DESIGN EDUCATION 将可持续发展目标应用于未来的设计教育
Beatriz Martínez-Villagrasa, José-Luis Menéndez-Varela
The current social situation makes designers face increasingly complex challenges, closely linked to environmental and social issues. Design education has to respond to this, since design competencies are required to manage them. In this context, the present research studies how designers face these challenges under a competency approach. This paper relates the designer’s competencies to the 17 Sustainable Development Goals (SDGs) and the action guide proposed by the UUEE with the 2030 Agenda for Sustainable Development. From this perspective, the competencies that designers acquire during their training must be aligned with the SDGs. However, recent research indicates that design students have competency gaps when working in social, environmental or sustainable design processes [1] [2]. In traditional education, core competencies for sustainability, such as Integrated Problem-solving, Strategic or Critical thinking, according to UNESCO 2019 Sustainable Key Competencies, are not considered particularly important. However, they are fundamental competencies defined in previous research on Design Creative Competencies. Moreover, authors point out that applying the competency approach to sustainability is relevant to solve real social challenges and opportunities [3]. That is why this article proposes a parallelism between designers’ competencies, in other words, those they use when developing creative processes, and the SDGs. It is also required to analyse the competencies that enable them to solve problems 'with respect to real-world sustainability problems, challenges, and opportunities' [4]. This context leads to innovative questions about design students' curricular profile in the 21 st century.
当前的社会形势使得设计师面临着越来越复杂的挑战,这些挑战与环境和社会问题密切相关。设计教育必须回应这一点,因为管理设计需要设计能力。在此背景下,本研究探讨了设计师如何在胜任力方法下面对这些挑战。本文将设计师的能力与17个可持续发展目标(sdg)以及uee与2030年可持续发展议程提出的行动指南联系起来。从这个角度来看,设计师在培训中获得的能力必须与可持续发展目标保持一致。然而,最近的研究表明,设计专业学生在从事社会、环境或可持续设计过程时存在能力差距[1][2]。在传统教育中,可持续发展的核心能力,如综合解决问题、战略或批判性思维(教科文组织2019年可持续关键能力),并不被认为特别重要。然而,它们是先前关于设计创新能力的研究中定义的基本能力。此外,作者指出,将胜任力方法应用于可持续性与解决现实的社会挑战和机遇相关[3]。这就是为什么这篇文章提出了设计师的能力之间的平行关系,换句话说,他们在开发创意过程时使用的能力,以及可持续发展目标。它还需要分析能力,使他们能够解决“关于现实世界的可持续性问题、挑战和机遇”的问题[4]。这种背景导致了关于21世纪设计专业学生课程配置的创新问题。
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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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