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Iterative Prototyping and Testing In The Development Of A Reliable And User-Friendly Dispensing Device For Medical Consumables 一种可靠且用户友好的医用耗材配药装置开发中的迭代原型和测试
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002009
Young Mi Choi Ph.D., Wendell Wilson
This project adressed by this paper was undertaken by two teams of undergraduate students in a Junior level design studio course within the School of Industrial Design at the Georgia Institute of Technology. The problem addressed by these students was identified and presented to the class by a local medical equipment manufacturer. In a brief that was provided to the class, the sponsor described the need for a reliable dispensing system for N-95 Masks to be used in the clinical environment. It had been observed that masks are typically stocked in open cartons or in improvised arrangements of repurposed baskets/containers that may be stacked on shelves or attached directly to walls. Since the industry sponsor offers a wall mounted rail system to provide equipment management in healthcare environments, it was expected that any design concept proposed be compatible with this proprietary system. The sponsor also made it clear that the use of electrical power in the design of dispensing mechanisms should be avoided so “smart” solutions were not explored in the course of this project.After being briefed on the problem and goals of the industry sponsor, students began with background research intended to help identify and understand the needs of various users, existing solutions, the use environment, as well as specific developmental requirements. Based on this preliminary research, students developed design goals and design criteria to guide subsequent development of conceptual design solutions. Aside from making the design ergonomic and user-friendly to operate, easy to manufacture, and aesthetically acceptable, the over-arching design objective of this project was the development of a design which (1) could be easily loaded directly from mask packaging; and (2) could reliably dispense masks with minimal failures (including failure to dispense, dispensing of multiple masks at a time, incomplete dispensing of masks and miscellaneous jams of the dispensing mechanisms). To achieve this goal, it was necessary for students to undertake a process of iterative prototyping and testing of their design concepts in order to fine tune design detailing and optimize functionality. This paper details the process of how iterative prototyping and testing was utilized by students to fine-tune their design concepts into reliable and user-friendly N-95 mask dispenser solutions. This effort was unique and educationally significant in that the typical design studio project results in conceptual solutions that seldom need to undergo such testing and refinement.
本文讨论的这个项目是由乔治亚理工学院工业设计学院初级设计工作室课程的两个本科生团队承担的。当地一家医疗设备制造商发现了这些学生提出的问题,并向全班介绍了这些问题。在提供给班级的简报中,赞助商描述了在临床环境中使用N-95口罩需要可靠的分配系统。据观察,口罩通常储存在开放的纸箱中,或临时安排重新使用的篮子/容器,这些篮子/容器可能堆放在架子上或直接附着在墙上。由于行业赞助商提供了壁挂式轨道系统来提供医疗保健环境中的设备管理,因此期望提出的任何设计概念都与该专有系统兼容。主办方还明确表示,应避免在点胶机构的设计中使用电力,因此在这个项目的过程中没有探索“智能”解决方案。在了解了行业赞助商的问题和目标后,学生们开始进行背景研究,旨在帮助识别和了解各种用户的需求、现有解决方案、使用环境以及具体的发展要求。基于这一初步研究,学生们制定了设计目标和设计标准,以指导概念设计解决方案的后续发展。除了使设计符合人体工程学,易于操作,易于制造和美观外,这个项目的总体设计目标是发展一种设计(1)可以很容易地直接从面具包装上加载;(2)能够可靠地分配口罩,故障最少(包括分配失败,一次分配多个口罩,口罩分配不完整,分配机构堵塞)。为了实现这一目标,学生们有必要进行迭代原型设计和测试他们的设计概念,以微调设计细节和优化功能。本文详细介绍了学生如何利用迭代原型和测试将他们的设计概念微调为可靠且用户友好的N-95口罩分配器解决方案的过程。这种努力是独特的,具有教育意义的,因为典型的设计工作室项目产生的概念解决方案很少需要进行这样的测试和改进。
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引用次数: 0
Digital to Physical Medical Modeling: Industrial Design Activities in Support of a Limb Cooling Medical Device 数字化到物理医学建模:支持肢体冷却医疗设备的工业设计活动
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002975
J. Germany, A. Shasheendra, Ketan Sunil Mhetre, S. Aarabi, Ashley Emery
Industrial design has a long history of leveraging anthropometrics human factors data as a basis for good design and decision making throughout the design process. This data ranges from individual measurements supporting the bespoke design for the individual to large data sets normalized across populations that supporting a much broader user group. When it comes to the design of medical devices, traditional anthropometric data has increasingly been complemented by a range of scanning methods (3D surface, CT, MRI) as a form of input with a resulting output of CAD models as well as digitally fabricated medical models. Both the digital and physical medical models can support a number of industrial design activities as well as serving as a collaborative platform between allied disciplines during the design and development of a medical device. This paper relays the specific role medical modeling played in the industrial design process for the device design of a limb cooling product. This product was targeting the impacts of tourniquet induced limb ischemia by leveraging cooling to mitigate tissue damage. Over the course of this project, limb medical models were utilized as a platform for a number of activities including supporting several industrial design methods from early ideation to testing and concept refinement.
工业设计在整个设计过程中利用人体测量学和人为因素数据作为良好设计和决策的基础有着悠久的历史。这些数据的范围从支持个人定制设计的单个测量数据到支持更广泛的用户组的跨人群规范化的大型数据集。当涉及到医疗设备的设计时,传统的人体测量数据已经越来越多地被一系列扫描方法(3D表面,CT, MRI)作为输入形式的补充,其结果是CAD模型的输出以及数字制造的医学模型。数字和物理医学模型都可以支持许多工业设计活动,并在医疗设备的设计和开发期间作为相关学科之间的协作平台。本文以肢体冷却产品的装置设计为例,阐述了医学建模在工业设计过程中所起的具体作用。该产品是针对止血带引起肢体缺血的影响,利用冷却来减轻组织损伤。在这个项目的过程中,肢体医学模型被用作许多活动的平台,包括支持从早期构思到测试和概念改进的几种工业设计方法。
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引用次数: 0
Developing Practice Guidelines for Interprofessional Educational Collaboration between Design and Healthcare Fields 为设计和医疗保健领域之间的跨专业教育合作制定实践指南
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002968
Kimberly Mollo, Eric Schneider, Tod Corlett, Alia Boynton, Sarah Chu, Lauren Kennedy, Danielle Oconnell
Designing effective assistive technology (AT) requires knowledge of materials, design methodology, and user needs.Creating AT supporting daily tasks benefits from collaboration with Occupation Therapy, yet this is not a professionalnorm. To address AT design challenges and promote future professional collaboration, Thomas Jefferson Universitydeveloped an interprofessional education (IPE) co-design program for Occupational Therapy Doctoral (OTD) andMasters of Industrial Design (MSID) students. Using experiential learning modules, students co-create assistive devicesfor individuals living with Fibrodysplasia Ossificans Progressiva (FOP), a rare genetic disorder causing progressiveimmobility. Students experience real-world contexts and collect ongoing data; FOP user-experts participate in thedesign process via standardized interviews and structured feedback recorded during device user-testing sessions.Here, we present our in-progress approach to creating evidence-based practice guidelines for future collaborationsbetween healthcare professionals and designers based on an IPE collaboration. This IPE program offers insight intohow to structure effective interdisciplinary programs and implement co-design methodology.
设计有效的辅助技术(AT)需要材料、设计方法和用户需求方面的知识。创建支持日常任务的AT得益于与职业疗法的合作,但这并不是一个专业规范。为了应对AT设计挑战并促进未来的专业合作,托马斯杰斐逊大学为职业治疗博士(OTD)和工业设计硕士(MSID)学生开发了一个跨专业教育(IPE)合作设计项目。使用体验式学习模块,学生们为患有进行性骨化纤维发育不良(FOP)的个体共同创造辅助设备,FOP是一种罕见的遗传性疾病,导致进行性一动不动。学生体验现实世界的背景和收集持续的数据;FOP用户专家通过在设备用户测试期间记录的标准化访谈和结构化反馈参与设计过程。在这里,我们提出了我们正在进行的方法,为医疗保健专业人员和设计师之间基于IPE合作的未来合作创建基于证据的实践指南。这个IPE项目提供了如何构建有效的跨学科项目和实施协同设计方法的见解。
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引用次数: 0
User-Oriented Definition of Smart Products: a "Body" Perspective 以用户为导向的智能产品定义:“身体”视角
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002969
Yi Zheng
As more and more smart products appear in people's daily lives, designers begin to pay attention to smart product design. Industry and academia try to explain "what Smart Products are" in different fields. Although Smart Products are not a new term, there is no consensus on the definition of Smart Products. However, this is problematic for designers. Because the understanding of Smart Products directly affects how designers design smart products to bring users a better life. Smart products are quite different from previous products in terms of functions, interactions, and technologies. This not only affects designers but also poses challenges for users. This paper reviews the concept of Smart Products and Intelligence, constructs a user-oriented definition of smart products based upon the embodied cognition theory of cognitive science, proposes the characteristics of smart products, which provides designers with a new perspective for designing smart products.
随着越来越多的智能产品出现在人们的日常生活中,设计师开始关注智能产品设计。工业界和学术界试图在不同领域解释“什么是智能产品”。虽然智能产品不是一个新术语,但对智能产品的定义并没有达成共识。然而,这对设计师来说是个问题。因为对智能产品的理解直接影响设计师如何设计智能产品,给用户带来更美好的生活。智能产品在功能、交互、技术等方面都与以往的产品有很大的不同。这不仅影响了设计师,也给用户带来了挑战。本文回顾了智能产品和智能的概念,基于认知科学的具身认知理论构建了面向用户的智能产品定义,提出了智能产品的特征,为设计师设计智能产品提供了新的视角。
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引用次数: 0
Anticipate, Embrace, and Leverage Ambiguity 预见、接受和利用歧义
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002981
Paul Skaggs
In his seminal book, Conceptual Blockbusting, James L. Adams states that an emotional block to creativity is the “inability to tolerate ambiguity . . . an overriding desire for order; and having no appetite for chaos.” Tolerance for ambiguity can be defined as the degree to which an individual is comfortable with uncertainty, unpredictability, conflicting directions, and multiple demands. Industrial designers work in ambiguous environments. Unfortunately, modern organizations are ordered around the principle of doing things that are efficient, repeatable, and reliable...the fundamental problem with trying to be creative is that it’s none of those things. Higher education is a modern organization that does not encourage students to develop a tolerance for ambiguity but strives to eliminate ambiguity from their educational experience. How one deals with uncertainty and the stress of an ambiguous situation is an important consideration in the life, education, and professional practice of industrial designers. An industrial design student with a low tolerance for ambiguity, who is seeking opportunities in the professional world, is bound to feel stress, anxiety, and frustration. This paper defines tolerance for ambiguity to create awareness of its influence on the success of students who are studying industrial design. Recognizing and developing opportunities for students to experience and practice ambiguous situations is important to student’s success as they move from the educational experience into professional life.
詹姆斯·l·亚当斯(James L. Adams)在他的开创性著作《概念大片》(Conceptual blockbusters)中指出,创造力的情感障碍是“无法容忍模棱两可……对秩序的压倒一切的渴望;也不喜欢混乱。”对模糊性的容忍度可以定义为一个人对不确定性、不可预测性、相互冲突的方向和多种需求的适应程度。工业设计师在模棱两可的环境中工作。不幸的是,现代组织是围绕着高效、可重复和可靠的原则来安排的……尝试创新的根本问题是这些都不是。高等教育是一个现代组织,它不鼓励学生培养对模糊性的容忍度,而是努力从他们的教育经历中消除模糊性。在工业设计师的生活、教育和专业实践中,一个人如何处理不确定性和模棱两可情况的压力是一个重要的考虑因素。一个对模糊性容忍度低的工业设计专业学生,在专业领域寻找机会,必然会感到压力、焦虑和沮丧。本文定义了对歧义的容忍度,以使学生意识到它对学习工业设计的学生成功的影响。认识和发展机会,让学生体验和实践模棱两可的情况,对于学生从教育经历走向职业生涯的成功是很重要的。
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引用次数: 0
The Achievement of Using Research Results from Mixed Methods in Design Workshop within Educational Scenario 混合方法研究成果在教育情境下设计工作坊应用的成就
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002013
Ching I Chen, M. Zheng, I. Wen Yen
We often combine several methods and tools when running a design workshop, e.g., brainstorming and affinity diagram. Suppose participants have many divergent ideas without fully understanding the design subject matter's users, behaviors, and scenes, although many ideas can be collected. In that case, the result is often difficult to focus on the problem they originally intended to solve. Therefore, this research wants to know whether the innovative ideas of participants are restricted by providing the same background material. And how to use different design thinking tools in combination to improve the effectiveness of the workshop. The design subject of this workshop is a recycling vehicle currently operated and managed by the government. The design goal is to design additional modules that can be used flexibly in the existing recycling vehicles to improve waste separation and recycling efficiency.Before implementing the design workshop, we collected many objective facts and subjective opinions through qualitative and quantitative investigation methods such as field observation, questionnaire survey, interview, and symposium. We visualized the survey results (photos, behavioral mapping, statistic chart, etc.) to form the materials for the design workshop. The workshop ran for eight hours in one day, and a total of 10 industrial design master class students were divided into two groups. Four stages guided the two workshop hosts in sequence: the KJ method, empathy map, user journey, and design sketch. There are four stages to guide the process. During the period, the two groups each reported an affinity diagram, two user journeys (one for cleaning staff and one for a citizen), and four empathy maps. Finally, a professor from the Industrial Design Institute will comment on the sketch.As a result, participants created ten sets of sketches focusing on problem-solving but with different innovative ideas. Participants also learned various design thinking tools in a short period. Using the mixed method research results as materials and combining different method tools to guide the process of the workshop will ultimately help the design workshop produce specific achievements.
在进行设计研讨会时,我们经常结合几种方法和工具,例如,头脑风暴和亲和图。假设参与者在没有完全理解设计主题的用户、行为和场景的情况下有许多不同的想法,尽管可以收集许多想法。在这种情况下,结果往往是难以专注于他们最初打算解决的问题。因此,本研究想知道提供相同的背景材料是否会限制参与者的创新想法。以及如何结合使用不同的设计思维工具来提高工作坊的有效性。本次工作坊的设计主题是一辆目前由政府运营管理的回收车。设计目标是设计可在现有回收车辆中灵活使用的附加模块,以提高废物分类和回收效率。在实施设计工作坊之前,我们通过实地观察、问卷调查、访谈、座谈会等定性和定量的调查方法,收集了许多客观事实和主观意见。我们将调查结果(照片、行为图、统计图表等)可视化,形成设计工作坊的素材。工作坊一天进行了8个小时,共有10名工业设计大师班学生分为两组。四个阶段依次指导了两位研讨会主持人:KJ方法、移情图、用户旅程和设计草图。这个过程分为四个阶段。在此期间,两个小组分别报告了一个亲和关系图、两个用户旅程(一个是清洁人员的,一个是市民的)和四个移情图。最后,一位来自工业设计院的教授将对草图进行评论。结果,参与者创作了十组草图,重点是解决问题,但有不同的创新想法。参加者亦在短时间内学习各种设计思维工具。以混合方法的研究成果为材料,结合不同的方法工具来指导工作坊的过程,最终会帮助设计工作坊产生具体的成果。
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引用次数: 0
Visual, Volumetric and Anthropometric Measurement Comparisons Between Boot Interior and 3D Foot Scans to Improve Female Firefighter Safety 视觉,体积和人体测量比较靴子内部和3D足部扫描,以提高女性消防员的安全
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002020
Susan L. Sokolowski, Huiju Park, Linsey Griffin, Meredith McQuerry, James Tuttle
In 2016, the National Fire Protection Association (NFPA) estimated that 62,085 injuries occurred in the line of duty. Haynes and Stein (2017) further reported that a U.S. firefighter injury is reported every eight minutes. Many of these injuries can be attributed to poorly fitting and functioning turnout gear, especially boots. When boots fail to fit appropriately, the firefighter can be in danger of losing proprioception, getting burned, slipping and tripping. This pilot study developed a method using techniques from the industrial design field to capture the interior of a common fire boot, to then compare it to 3D female firefighter foot scans. Visual, volumetric, and anthropometric measures were analyzed to make recommendations on how manufacturers could improve boot fit for firefighters.
2016年,美国国家消防协会(NFPA)估计,有62,085人在工作中受伤。Haynes和Stein(2017)进一步报告称,美国每8分钟就有一名消防员受伤。许多这些伤害可归因于不合适和功能的投票率装备,特别是靴子。当消防靴不合适时,消防员可能会有失去本体感觉、烧伤、滑倒和绊倒的危险。这项试点研究开发了一种方法,使用工业设计领域的技术来捕获普通消防靴的内部,然后将其与3D女性消防员脚扫描进行比较。对视觉、体积和人体测量进行了分析,以建议制造商如何改进消防员的靴子适合度。
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引用次数: 1
Understanding Footwear Traction Performance to Reduce the Risk of Indoor Falls and Improve Mobility for the Aging Population 了解鞋类牵引性能,以减少室内跌倒的风险,提高老年人的流动性
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002022
Susan L. Sokolowski, Chrissy Bettencourt
Falls are the leading cause of death and disability for the aging population. The goal of this research was to understand the traction performance of key footwear styles to make recommendations on how to improve outsole design, to reduce the risk of indoor falling and enable mobility for aging users. Dry and wet traction tests were conducted on three common flooring materials, with six footwear styles. The data collection method was adapted from ASTM F2333-04, as a more attainable, student-led version of a linear traction test without the need for expensive lab equipment. Results determined that although the footwear tested were marketed for traction and safety, they greatly decreased performance in wet conditions and performed inconsistently across all flooring surfaces and outsole contact directions. From the findings opportunities exist to redesign shoe outsoles and flooring to improve safety.
跌倒是导致老年人死亡和残疾的主要原因。本研究的目的是了解主要鞋类款式的牵引力性能,并就如何改进大底设计提出建议,以减少室内跌倒的风险,并为老年用户提供行动能力。对三种常用地板材料、六种鞋款进行了干湿牵引试验。数据收集方法改编自ASTM F2333-04,作为一种更容易实现的、由学生主导的线性牵引测试版本,无需昂贵的实验室设备。结果表明,尽管测试的鞋类以牵引力和安全性为卖点,但它们在潮湿条件下的性能大大降低,并且在所有地板表面和大底接触方向上的性能不一致。从研究结果来看,重新设计鞋子的外底和地板以提高安全性是有机会的。
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引用次数: 0
Industrial Design Guidelines for Robot Acceptance: The Role of Morphological Elements of Mobile Service Robots in a Restaurant Environment 机器人验收工业设计指南:移动服务机器人形态元素在餐厅环境中的作用
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002983
Do D. Bui, Y. Ghim
With the advancement of technology, robots are increasingly being utilized in the service industry. While researchers have argued that human-like robots are more acceptable in a service context, they can also cause more discomfort than robots with a functional appearance. Although it has been studied that a robot’s appearance affects how people perceive its capabilities, there is a lack of detailed explanations on which design elements influence human perception and acceptance of robots, and how. This study hypothesizes that robots with a functional appearance can be more accepted by introducing certain lifelike features from anthropomorphic robots. This study aims to identify the design elements and their relationships to perceived attributes of mobile service robots in service environments. After examining the relationship between robot morphology and human perception, three robot attributes are defined: perceived characteristics, capabilities, and warmth. Three design elements of form, color, and interface are then extracted from prior studies that form the perceived attributes. A case study of two robots was conducted, one with a lifelike appearance and the other with a functional one. Finally, design guidelines are proposed based on these design elements to assist industrial designers in creating more acceptable designs for mobile service robots.
随着科技的进步,机器人越来越多地应用于服务行业。虽然研究人员认为,类人机器人在服务环境中更容易被接受,但它们也会比具有功能外观的机器人带来更多的不适。虽然已经有研究表明机器人的外观会影响人们对其能力的感知,但对于哪些设计元素会影响人类对机器人的感知和接受,以及如何影响,缺乏详细的解释。本研究假设,通过引入拟人机器人的某些逼真特征,具有功能外观的机器人可以更容易被接受。本研究旨在识别服务环境下移动服务机器人的设计要素及其与感知属性的关系。在研究了机器人形态与人类感知之间的关系之后,定义了机器人的三个属性:感知特征、能力和温暖。然后从先前的研究中提取三个设计元素,即形式、颜色和界面,形成感知属性。对两个机器人进行了案例研究,一个具有逼真的外观,另一个具有功能。最后,基于这些设计元素提出了设计指南,以帮助工业设计师为移动服务机器人创造更可接受的设计。
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引用次数: 0
Adaptation In 3D Modeling Pedagogy: How Covid-19 upended then improved course outcomes 3D建模教学中的适应性:Covid-19如何颠覆然后改善课程成果
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002015
B. Barnhart
Covid-19 thrust Industrial Design education into virtual learning in the spring of 2019, with fully remote or hybrid learning continuing at many institutions throughout the 2020-2021 academic calendar. This paper discusses how meeting the needs of students with various levels of ability in a computer-aided design (CAD) course while fully online unexpectedly created a number of novel approaches for teaching and providing feedback for both in person and remote education. Traditionally in person CAD courses have relied on instructors providing brief tutorials followed by students following textbook assignments or completing CAD projects. Many CAD courses have also been using a flipped classroom model, integrating short video demos the instructor would record for students to watch prior to the in person class. This method is preferred by students over traditional lecture format (Boronyak, 2021). When our CAD course was unexpectedly turned into a fully virtual course, neither of these methods effectively met the needs of students. The class time became disjointed, with just one students question taking over the virtual space, leaving other students frustrated. This paper follows the hypothesis that if students learning complex 3D modeling programs are provided with video tutorials beyond short demos, but have access to videos walking through each chapter when learning new content, followed by similar assignments without instruction, students of all abilities will be able to understand and learn the content, developing stronger CAD skillsets as industrial designers. Therefore, the goal is to explore tools for academia to efficiently teach CAD virtually or in person to a broader set of students, raising the abilities and understanding of all students at their own pace.This paper discusses how over three years two scenarios were explored, teaching CAD fully remotely and then integrating the methods used back into in person learning. When fully remote the instructor created videos working through each chapter assigned prior to each class, with added verbal explanations of the content. Additional assignments were created through CAD drawings reinforcing content from each chapter, but without instruction. In addition, the instructor created video recordings of themselves working through students questions in Solidworks, sending only the recording back to the student so they could follow along at their own pace. These teaching methods were integrated into the curriculum when the course resumed in person learning. The videos made it possible for everyone in the class to progress at their own speed, students could reference the videos when the instructor was helping other students. Students continued to email CAD files to the instructor for projects and were provided a video tutorial of the instructor walking through the CAD and explaining how to solve the issues. At the end of the course students perceptions were evaluated by an anonymous survey. CAD projects
2019年春季,2019冠状病毒病将工业设计教育推向了虚拟学习,在2020-2021学年期间,许多机构将继续进行完全远程或混合学习。本文讨论了在计算机辅助设计(CAD)课程中如何在完全在线的情况下满足不同能力水平学生的需求,为面对面和远程教育创造了许多新的教学方法和提供反馈。传统上,面对面的CAD课程依赖于教师提供简短的教程,然后学生按照教科书作业或完成CAD项目。许多CAD课程也一直在使用翻转课堂模式,将讲师录制的短视频演示整合在一起,让学生在亲自上课之前观看。与传统的讲座形式相比,学生更喜欢这种方法(Boronyak, 2021)。当我们的CAD课程意外地变成全虚拟课程时,这两种方法都不能有效地满足学生的需求。课堂时间变得脱节,只有一个学生的问题占据了虚拟空间,让其他学生感到沮丧。本文的假设是,如果学生学习复杂的3D建模程序时,除了简短的演示之外,还提供视频教程,但在学习新内容时,可以访问每一章的视频,然后在没有指导的情况下进行类似的作业,那么所有能力的学生都能够理解和学习内容,培养更强的CAD技能,成为工业设计师。因此,目标是为学术界探索工具,以有效地向更广泛的学生进行虚拟或面对面的CAD教学,以自己的节奏提高所有学生的能力和理解。本文讨论了如何在三年多的时间里探索两种场景,远程教学CAD,然后将使用的方法整合到亲自学习中。当教师完全远程授课时,他们会制作视频,讲解课前布置的每一章,并对内容进行口头解释。额外的作业是通过CAD图纸创建的,以加强每一章的内容,但没有指导。此外,教师还创建了自己在Solidworks中通过学生问题工作的视频记录,仅将记录发送回学生,以便他们可以按照自己的节奏进行。当课程恢复面对面学习时,这些教学方法被整合到课程中。这些视频可以让班上的每个人都以自己的速度进步,当老师帮助其他学生时,学生可以参考这些视频。学生们继续通过电子邮件将CAD文件发送给指导老师进行项目,并获得指导老师讲解CAD并解释如何解决问题的视频教程。在课程结束时,学生的认知通过匿名调查进行评估。将虚拟学习之前完成的CAD项目与课程重组后完成的项目进行比较,显示出构建复杂性和理解力的增加。我们把这个机构内部的初步调查作为其他机构和专业实践进一步调查的典范。
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引用次数: 0
期刊
Interdisciplinary Practice in Industrial Design
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