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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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DIGITAL HEALTH INTERVENTIONS FOR PROMOTING SLEEP WELLBEING: A DESIGN APPROACH USING SELF-DETERMINATION THEORY 促进睡眠健康的数字健康干预:使用自决理论的设计方法
Bahar Şener, Sila Umulu, Ayhan Ozan Yilmaz
The “Sleep-Well” project explored the problem and solution spaces relevant to design of sleep-wellbeing products, services and systems. It was set as an 8-week concept design project within the scope of a 15-week graduate course. In the first half the course, students were given formal input on design for health and wellbeing and in the second half of the course the project ran in collaboration with an industrial partner specialized in the healthcare domain. Students worked in pairs to generate final concept design proposals, ranging from innovative solutions to problems/opportunities that they identified; new approaches to existing products/systems; or unforeseen problems to solve. The ‘Sleep-Well’ project also had the pedagogical goals of successfully directing students: i) to learn how digital technologies can be best integrated to track and respond to people’s health data and environmental conditions; and ii) to intrinsically motivate users by relating three principal factors from self-determination theory (i.e., autonomy, competence, relatedness) to their design proposals. Student learning was demonstrated through the diversity in outcomes and successful integration of the abovementioned goals, as well as formal student feedback received at the end of the course.
“Sleep-Well”项目探讨了与睡眠健康产品、服务和系统设计相关的问题和解决方案空间。它被设定为一个为期8周的概念设计项目,在为期15周的研究生课程范围内。在课程的前半部分,学生们被要求对健康和福祉的设计进行正式的投入,在课程的后半段,该项目与专门从事医疗保健领域的工业合作伙伴合作。学生们结对完成最终的概念设计方案,从创新的解决方案到他们发现的问题/机会;现有产品/系统的新方法;或者解决无法预见的问题。"睡眠良好"项目还具有成功指导学生的教学目标:i)学习如何最好地整合数字技术,以跟踪和应对人们的健康数据和环境条件;ii)通过将自决理论中的三个主要因素(即自主性、能力、相关性)与用户的设计建议联系起来,从本质上激励用户。通过结果的多样性和上述目标的成功整合,以及课程结束时收到的正式学生反馈,可以证明学生的学习。
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引用次数: 1
PERFECTION VS IMPERFECTION - EVOLVING PERCEPTUAL QUALITIES OF CONCRETE 完美与不完美——混凝土感知品质的演变
Tara Harb, Tatjana Leblanc
This paper talks about material aging and quality perception of concrete artifacts and discusses how both can affect the user experience. It explains how innovative concrete recipes and manufacturing techniques gave rise to alternate uses while referring to critical milestones that triggered change throughout the material’s history. The authors observe changing attitudes towards perfection and imperfection and discuss sustainable and emotionally-durable trends that embrace material ageing. The research reveals significant progress in concrete technologies. It will remain the most prescribed building material for the expansion of the urban world. Learning to better compose with material ageing is therefore necessary and of high relevance to design education and all disciplines concerned.
本文讨论了材料老化和混凝土人工制品的质量感知,并讨论了两者如何影响用户体验。它解释了创新的混凝土配方和制造技术如何产生替代用途,同时参考了引发整个材料历史变化的关键里程碑。作者观察到对完美和不完美的态度的变化,并讨论了可持续和情感持久的趋势,包括材料老化。这项研究揭示了混凝土技术的重大进展。它仍将是城市世界扩张最常用的建筑材料。因此,学习更好地与材料老化组成是必要的,并且与设计教育和所有相关学科高度相关。
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引用次数: 0
MULTI-GENERATIONAL LEARNING IN THE CONTEXT OF TOY DESIGN 玩具设计背景下的多代学习
Tse-yen Yeh, Yi Shih
Education is a vital process for everyone, it helps people to think, feel, and behave, which contributes to their success. Education is important not just for children but also for the elderly. The increasing proportion of elderlies globally raises the importance of lifelong learning, specifically elder education. Furthermore, the significance of the grandparent-grandchildren relationship increased due to two factors: The number of grand families - the nuclear family living with the grandparents - increased globally by 7.3% (Beltran, 2019), and the average lifespan of people increased. Therefore, multi-generational learning, the learning derived from old and young generation interaction, takes an important role in families and society as a whole. Past studies show that multi-generational education benefits both age groups in various ways. For children, grandparents offer life wisdom, acceptance, love, and positive effects on a child's well-being, whereas for the elderly, having strong connections with the younger generation allows them to be exposed to new ideas and information, especially technology-related knowledge. Based on the research conducted, results show that over 70% of parents and grandparents find a lack in grandparent-grandchildren interaction, reducing the chances of multi-generational learning, whereas the majority of them find indoor toys a good tool to boost grandparents-grandchildren interaction. According to the criteria stated, a toy was specially designed for elders and children to enhance the training skills, boost the entertainment aspect of existing toys, and at the same time increase multi-generational learning and interaction. Based on the feedback from users, possible improvements were identified and modified for future development.
教育对每个人来说都是一个至关重要的过程,它帮助人们思考,感受和行为,这有助于他们的成功。教育不仅对儿童很重要,对老年人也很重要。全球老年人比例的不断增加提高了终身学习,特别是老年教育的重要性。此外,祖父母-孙子关系的重要性由于两个因素而增加:全球大家庭(与祖父母住在一起的核心家庭)的数量增加了7.3% (Beltran, 2019),人们的平均寿命增加了。因此,多代学习,即从老一代和年轻一代的互动中获得的学习,在家庭和整个社会中都扮演着重要的角色。过去的研究表明,多代同堂的教育在不同方面对两个年龄段的人都有好处。对于孩子来说,祖父母提供了生活智慧、接纳、爱和对孩子幸福的积极影响,而对于老年人来说,与年轻一代的紧密联系使他们能够接触到新的想法和信息,特别是与技术相关的知识。根据所进行的研究,结果显示,超过70%的父母和祖父母认为祖父母和孙子孙女之间缺乏互动,减少了多代学习的机会,而大多数父母和祖父母认为室内玩具是促进祖父母和孙子孙女互动的好工具。根据所述标准,该玩具是专门为老年人和儿童设计的,以提高训练技能,提高现有玩具的娱乐方面,同时增加多代人的学习和互动。根据用户的反馈,确定了可能的改进并对其进行了修改,以供将来的开发使用。
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引用次数: 0
INVESTIGATING THE USE OF AUGMENTED REALITY IN THE DESIGN FOR ADDITIVE MANUFACTURING 研究在增材制造设计中使用增强现实技术
Gustavo Melo, Rohit Ravi, Lucas Jauer, J. Schleifenbaum
Additive Manufacturing (AM) has a great potential of disrupting product design and supply chains in many industries by means of its unique capabilities when compared to traditional manufacturing. A wide range of designers would like to take advantage of AM to improve their designs, but they need assistance in learning and breaking out of their conventional manufacturing mindset in the early phases of the design process. Therefore, this study explores the role of Augmented Reality (AR) as a tool for visualization of 3D models to be printed using AM. Specifically, it aims to enhance the learning experience of the existing Design Heuristics for Additive Manufacturing using Design for Additive Manufacturing (DfAM) cards which are focused on transferring early design phase-relevant AM-process independent knowledge and capabilities to both novice and experienced designers. In this study, we propose a modification of DfAM cards to include AR markers into the existing card design and hence provide a comprehensive visualization along with the information about heuristics and examples on the DfAM cards. This helps the user to understand the real-world structure of the final printed product before it is being printed. The cross-platform game engine Unity is used for developing the AR models for this research. We also investigate the advantages that Augmented Reality can provide as a visual interface. An expert review is conducted to obtain feedbacks on the developed application and the new design of the cards.
与传统制造相比,增材制造(AM)凭借其独特的能力,在许多行业中具有颠覆产品设计和供应链的巨大潜力。许多设计师都希望利用增材制造来改进他们的设计,但在设计过程的早期阶段,他们需要在学习和打破传统制造思维方面的帮助。因此,本研究探讨了增强现实(AR)作为使用AM打印的3D模型可视化工具的作用。具体来说,它旨在使用增材制造设计(DfAM)卡来增强现有的增材制造设计启发式的学习经验,DfAM卡的重点是将早期设计阶段相关的增材制造过程独立知识和能力传递给新手和经验丰富的设计师。在本研究中,我们提出对DfAM卡片进行修改,将AR标记包含到现有卡片设计中,从而提供全面的可视化以及关于DfAM卡片上的启发式和示例的信息。这有助于用户在打印之前了解最终打印产品的真实结构。本研究使用跨平台游戏引擎Unity开发AR模型。我们还研究了增强现实作为视觉界面可以提供的优势。进行专家评审,以获得对开发的应用程序和卡的新设计的反馈。
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引用次数: 0
TOY DESIGN: IMPROVING LEARNING EFFECTIVENESS FOR ADHD STUDENTS 玩具设计:提高adhd学生的学习效率
Meifeng Lui, Lok Yiu Wong, Ho‐Yin Mak, Yi Shih
With the rapid development of medical knowledge, more young generations are confirmed to suffer from attention deficit hyperactivity disorder, abbreviated as ADHD. Inattentive, hyperactive and impulsivity symptoms are three categories that are signs of ADHD. Fidgeting, interrupting, losing homework, daydreaming are all common signs of ADHD. It affects student learning performance and classroom order. The most effective ADHD treatment is a combination of medication and behavioural therapy. However, there are many side effects of ADHD medication use. Thus, fidget toys, therapeutic devices, and other solutions that make use unconscious repetitive actions to increase their concentration. In this solution, feedback is considered as a helpful tool to let ADHD students concentrate on class and improve their learning effectiveness. Nevertheless, in some cases, other students are attracted to the attention by fidget toys and lose focus on class. Therefore, students are forbidden to bring fidget toys back to school. How to take a good balance between regulations of school and student needs was the problem that we were concerned about. This study aims to help ADHD students to reduce their concentration disorders and anxiety problems and use them with school at the same time. Finally, there was testing to let ADHD patients try the model in reality to evaluate the performance. The experimental results show the effectiveness of our proposed method.
随着医学知识的快速发展,越来越多的年轻一代被证实患有注意力缺陷多动障碍,简称ADHD。注意力不集中、多动和冲动是多动症的三种症状。坐立不安、打断别人、丢作业、做白日梦都是多动症的常见症状。它影响学生的学习表现和课堂秩序。最有效的多动症治疗是药物和行为疗法的结合。然而,ADHD药物治疗有很多副作用。因此,烦躁玩具、治疗设备和其他解决方案利用无意识的重复动作来提高他们的注意力。在这个解决方案中,反馈被认为是一种有用的工具,可以让ADHD学生集中精力上课,提高他们的学习效率。然而,在某些情况下,其他学生被坐立不安的玩具吸引了注意力,在课堂上失去了注意力。因此,禁止学生将烦躁玩具带回学校。如何在学校的规章制度和学生的需求之间取得良好的平衡是我们所关心的问题。本研究旨在帮助ADHD学生减少注意力不集中和焦虑问题,并将其与学习结合起来。最后,进行测试,让ADHD患者在现实中尝试该模型,以评估其性能。实验结果表明了该方法的有效性。
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引用次数: 0
THE APPLICATION OF A PROTOTYPING SUPPORT TOOL IN A STUDENT DESIGN PROJECT 原型设计支持工具在学生设计项目中的应用
Konstantinos Petrakis, A. Wodehouse, H. Grierson, Euan Coutts, Jussi Liikkanen, Hannu Parkkamäki
Prototyping is an inseparable part of product development in industrial and academic settings and a major theme of design education. However, it is still regarded as a design activity which is poorly implemented by students due to their limited prototyping scope; a challenge that is raising the need for the development of structured guidelines. Since distributed design projects are becoming popular in design education, research highlights the necessity for digital tools which ensure efficient collaboration and communication between globally dispersed students. The intention of this study is to explore students’ usage of the prototyping support tool (PST) which aims to assist with planning, documentation and evaluation of their prototyping activities. Insights show that the tool’s digital version (e-PST) enables students to communicate efficiently and present higher competency when documenting their design process, providing justification to their decisions and illustration as to how their outcomes have been informed through design iterations. Suggestions for further improvement of the e-PST are provided through surveys and interviews of participant students.
原型设计是工业和学术环境中产品开发不可分割的一部分,也是设计教育的一个重要主题。然而,它仍然被认为是一种设计活动,由于他们的原型范围有限,学生们执行得很差;这一挑战提高了制定结构化指导方针的必要性。由于分布式设计项目在设计教育中越来越受欢迎,研究强调了数字工具的必要性,以确保全球分散的学生之间的有效协作和沟通。本研究的目的是探讨学生使用原型支持工具(PST)的目的是协助规划,文档和评估他们的原型活动。洞察表明,该工具的数字版本(e-PST)使学生能够有效地沟通,并在记录他们的设计过程时表现出更高的能力,为他们的决策提供理由,并说明他们的结果如何通过设计迭代得到通知。通过调查和访问参与的学生,提出进一步改善电子缴费服务的建议。
{"title":"THE APPLICATION OF A PROTOTYPING SUPPORT TOOL IN A STUDENT DESIGN PROJECT","authors":"Konstantinos Petrakis, A. Wodehouse, H. Grierson, Euan Coutts, Jussi Liikkanen, Hannu Parkkamäki","doi":"10.35199/epde.2022.65","DOIUrl":"https://doi.org/10.35199/epde.2022.65","url":null,"abstract":"Prototyping is an inseparable part of product development in industrial and academic settings and a major theme of design education. However, it is still regarded as a design activity which is poorly implemented by students due to their limited prototyping scope; a challenge that is raising the need for the development of structured guidelines. Since distributed design projects are becoming popular in design education, research highlights the necessity for digital tools which ensure efficient collaboration and communication between globally dispersed students. The intention of this study is to explore students’ usage of the prototyping support tool (PST) which aims to assist with planning, documentation and evaluation of their prototyping activities. Insights show that the tool’s digital version (e-PST) enables students to communicate efficiently and present higher competency when documenting their design process, providing justification to their decisions and illustration as to how their outcomes have been informed through design iterations. Suggestions for further improvement of the e-PST are provided through surveys and interviews of participant students.","PeriodicalId":147286,"journal":{"name":"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","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133832682","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
IDENTIFYING ISSUES IN TEACHING THE PROBLEM-FINDING STAGE FACED BY INSTRUCTORS - A CASE STUDY ON SDGS CHALLENGE PROJECT IN HIGH SCHOOL 教师面临的问题发现阶段教学中的问题识别——以高中可持续发展目标挑战项目为例
Yanfang Zhang, L. Loh, Noriko Takano, Moe Shimomura, C. Cruz
The purpose of this study is to clarify the difficulties instructors from different subject disciplines faced during the problem-finding stage, especially during the ‘Period for Inquiry-Based Cross-Disciplinary Study’ (“spirit of inquiry” as verbatim meaning), when conducting the SDGs Challenge Project, a pilot programme using design thinking methods with Fukusho High School. Pre- and post-questionnaire surveys were conducted to clarify the challenges faced by instructors in identifying social issues and the issues related to support. Before the programme started, the instructors had major issues with the understanding of the SDGs, design thinking, and the overall progress. Once the project got started, it was realized that the presence of even more specific issues such as student communication, use of digital tools, and use of design thinking strategies such as the KJ method. The challenges in implementing the programme can be categorized into (1) understanding the educational process of using design thinking, (2) facilitating group work, (3) using educational tools, and (4) others. Issues (1) and (2) were particularly prevalent.
本研究的目的是阐明不同学科的教师在问题发现阶段所面临的困难,特别是在“基于探究的跨学科研究时期”(字面意思是“探究精神”),在开展可持续发展目标挑战项目时,与福岛高中一起使用设计思维方法的试点项目。在问卷前和问卷后进行调查,以厘清教师在识别社会问题和与支持有关的问题时所面临的挑战。在项目开始之前,教师们在理解可持续发展目标、设计思维和整体进展方面存在重大问题。一旦项目开始,我们就意识到存在更具体的问题,如学生交流、数字工具的使用和设计思维策略的使用,如KJ方法。实施该计划的挑战可以分为(1)理解使用设计思维的教育过程,(2)促进小组工作,(3)使用教育工具,以及(4)其他。问题(1)和(2)尤其普遍。
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引用次数: 1
STRATEGY TO LINK AND DEVELOP SENIOR DESIGN STUDENT’S PROJECTS WITH LOCAL INDUSTRY 将高年级设计学生的项目与当地产业联系起来的策略
Mariano Garcia Martinez, Rodrigo Chavez Heres, Alejandro Acuña
Professional Insertion Project is a subject considered as "Design Study'' of the ninth and last semester of the degree in Industrial Design of the 2011 and 2017 programme (valid until 2023) at the Tecnologico de Monterrey Campus Querétaro. It is executed as a Capstone Project and its objective is to integrate into the process of designing products, services and experiences, management skills, negotiation and professional connection with companies in the local industry for the student [1]. Even though in 2020 the state of Querétaro was ranked # 8 at national level for the development of its manufacturing industry, the work of a product designer is not very widespread and understood, unlike other countries, where the relationship between designers and companies is highly integrated and, in most cases, very profitable. That is why, and with the aim of increasing the employability of our graduates, we have designed a strategy for linking with local companies and spreading the relevance and value of design in their economic development, generating medium and long-term projects in which the company, the university and our students interact.
专业插入项目是2011年和2017年工业设计学位课程(有效期至2023年)的第九学期和最后一个学期的“设计研究”主题,在蒙特雷理工学院queremazaro校区进行。它作为一个Capstone Project来执行,其目标是为学生融入设计产品、服务和体验、管理技能、谈判和与当地行业公司的专业联系的过程[1]。尽管在2020年,巴西的制造业发展在全国排名第8,但与其他国家不同,产品设计师的工作并不是很普遍,也不是很容易理解,在其他国家,设计师和公司之间的关系是高度整合的,在大多数情况下,非常有利可图。这就是为什么,为了提高我们毕业生的就业能力,我们设计了一个与当地公司联系的战略,并在他们的经济发展中传播设计的相关性和价值,产生中长期项目,使公司,大学和我们的学生互动。
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引用次数: 0
TOWARDS RE-IMAGINING INDUSTRIAL DESIGN EDUCATION FOR THE CONTEMPORARY PERIOD 对当代工业设计教育的重新构想
Wil Dim, Ian de Vere, Jacob Sheahan
It is proposed that a progressive Industrial Design education should focus on supporting students in learning to self-manage ambiguity and bolster their agile independence throughout the tentative undergraduate years of growth [1]. As the field of Industrial Design moves beyond its industrial manufacturing roots, exploration of curricula that anticipates contemporary issues such as decolonisation, diverse participation and complexity in creative innovation is still not prevalent in this contemporary period [2]. Such a context necessitates an accelerated disruption to traditional design pedagogical practices [3], as seen in the RMIT University Industrial Design programme My First Six Months (MF6M) - a first-year learner-centred initiative situated around capacity development, student agency, self-efficacy, and disruption of expectations about the power dynamics in learning and teaching. This paper outlines the adoption of the RMIT University, My First 6 Months (MF6M) first-year learner-centred pedagogical alignment into the 2 nd and 3 rd year vertically integrated studio environment, through the case study ‘Safeness by Design (SbD)– Enabling an Ageing Workforce’ – a collaborative partnership with the Innovation Centre of WorkSafe Victoria, a state government safety regulatory body. In curating the studio’s outcomes, it became evident that the embedded predispositions developed throughout their MF6M experience, activated the diversity of students’ thinking and acting in situations resembling real-world design practice, which achieved our SbD studio’s pedagogical ambitions. We found this model to be highly transferable, requiring less teaching staff intervention and giving more flexibility to students, by reinforcing notions of independence, trust and self-efficacy in learning. Students are scaffolded as they dynamically explore and frame their own inquiry questions and continue developing their professional identity throughout their studies. In doing so, the classroom is firmly situated as a safe and democratic creative space, whereby teaching staff adopt a coaching role to establish a collaborative partnership, to further support student capacity and confidence.
有人建议,一个进步的工业设计教育应侧重于支持学生学习自我管理模糊性,并在整个初步的本科成长阶段加强他们的敏捷独立性[1]。随着工业设计领域超越其工业制造根源,对课程的探索,如非殖民化、多元化参与和创造性创新的复杂性等当代问题,在当代仍然不普遍[2]。这样的背景需要加速对传统设计教学实践的破坏[3],正如在RMIT大学工业设计项目“我的头六个月”(MF6M)中所看到的那样,这是一项以第一年学习者为中心的计划,围绕能力发展、学生代理、自我效能和对学习和教学中权力动态的期望的破坏。本文概述了RMIT大学通过与维多利亚州安全工作创新中心(一个州政府安全监管机构)合作的案例研究“设计安全(SbD) -实现老龄化劳动力”,将第一年以学习者为中心的教学方法调整为第二年和第三年垂直整合的工作室环境。在策划工作室的成果时,很明显,在他们的MF6M经历中发展的嵌入式倾向,激活了学生在类似于现实世界设计实践的情况下的思维和行动的多样性,这实现了我们SbD工作室的教学目标。我们发现这种模式是高度可转移的,需要更少的教学人员的干预,给学生更多的灵活性,通过强化学习中的独立、信任和自我效能的概念。学生是脚手架,因为他们动态地探索和框架自己的探究问题,并在整个学习中继续发展自己的职业身份。在这样做的过程中,教室被牢牢地定位为一个安全和民主的创意空间,在这里,教职员工采用教练的角色来建立合作伙伴关系,进一步支持学生的能力和信心。
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引用次数: 0
DESIGN FOR PUBLIC ENGAGEMENT AND AWARENESS: EQUIPPING DESIGN STUDENTS WITH EMPATHY AND SOCIAL RESPONSIBILITY SKILLS 设计公众参与和意识:装备设计学生的同理心和社会责任技能
Susana Soares, Alison Alvarez
Public engagement has become a crucial process of democratic societies. It broadens knowledge, brings a diversity of views and voices, and widens participation in decision-making activities. Design as a discipline has been shifting from making finite goods to collaborating with different disciplines, generating dialogue, highlighting ethical questions, and engaging different users and/or communities to understand complex issues. The primary aim of this project was to develop learning and teaching content with real world impact that prepares design students to address societal challenges, including an array of global citizenship competencies that equips students with empathy and social responsibility. ‘Vaccination: increasing trust and awareness’ project targeted second year product design students, and initially originated from the UK’s loss of 'measles-free' status since August 2019 with the World Health Organization. Over the past decade, an increasing number of studies have documented a rising number of people who seem to be losing confidence in vaccines. Within this context, students were asked to develop a service design intervention to inform, raise awareness and ultimately increase public trust in vaccines. Students were also encouraged to take a holistic and inclusive approach to the design of the intervention. The project was supported by a lecturer from applied sciences which helped to understand the challenge from a scientific perspective. The paper includes examples of these design proposals, student feedback and results that illustrates the importance of design for public engagement that addresses societal challenges with real world impact, promotes the understanding of complex issues and fosters collaborations with other disciplines.
公众参与已成为民主社会的一个关键过程。它拓宽了知识,带来了不同的观点和声音,并扩大了对决策活动的参与。设计作为一门学科已经从制造有限的产品转变为与不同学科合作,产生对话,突出道德问题,吸引不同的用户和/或社区来理解复杂的问题。该项目的主要目的是开发具有现实世界影响力的学习和教学内容,帮助设计专业的学生应对社会挑战,包括一系列全球公民能力,使学生具备同理心和社会责任。“疫苗接种:提高信任和意识”项目针对的是产品设计专业的二年级学生,最初源于英国自2019年8月以来失去了世界卫生组织的“无麻疹”地位。在过去的十年里,越来越多的研究表明,越来越多的人似乎对疫苗失去了信心。在此背景下,学生们被要求制定一项服务设计干预措施,以宣传、提高认识并最终增加公众对疫苗的信任。学生们也被鼓励采取全面和包容的方法来设计干预措施。该项目得到了一位应用科学讲师的支持,这有助于从科学的角度理解这一挑战。本文包括这些设计方案的例子、学生的反馈和结果,说明了设计对公众参与的重要性,它可以解决具有现实世界影响的社会挑战,促进对复杂问题的理解,并促进与其他学科的合作。
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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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