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Volume 3: 17th International Conference on Design Education (DEC)最新文献

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Exploration of the Timing of Introduction of Design Heuristic Cards to Early Design Brainstorming Sessions by Interdisciplinary Student Teams 跨学科学生团队在早期设计头脑风暴会议中引入设计启发式卡片的时机探索
Pub Date : 2020-08-17 DOI: 10.1115/detc2020-22477
Abimelec Mercado Rivera, José E. Lugo
This research focuses on improving the outcome of idea generation sessions of interdisciplinary student teams working in the early design stages of a product or solution by measuring the effect of incorporating Design Heuristics Cards at different points of ideation sessions that adhere to the brainstorming guidelines. Using the design thinking methodology, an open-ended challenge was given to the participating teams for a Brainstorming exercise divided into a fifteen-minute individual segment followed by a thirty-minute team ideation segment. Three experimental treatments were designed where Design Heuristics Cards were introduced at different points of the ideation exercise: the start of the individual ideation segment, the start of the team ideation segment, or the second half of the team ideation segment. A fourth control treatment did not introduce the cards at any point but used the Brainstorming guidelines throughout. The metrics observed were Fluency, Novelty, Feasibility, and Market Fit of the ideas generated by the students. Eighty-four students participated in the experiment, with 58.3% being from majors in the College of Engineering, 28.6% from majors in the College of Business Administration, 7.1% from majors in the College of Arts and Sciences, and 6.0% from majors in the College of Agriculture. No significant difference was found among the experimental treatments; however the results are not considered final due to the explorative nature of the study. Recommendations are made on future work and possible improvements to the experiment.
本研究的重点是提高跨学科学生团队在产品或解决方案的早期设计阶段工作的想法产生会议的结果,通过测量在坚持头脑风暴指导方针的想法会议的不同点上结合设计启发卡的效果。使用设计思维方法,一个开放式的挑战被给予参与的团队进行头脑风暴练习,分为15分钟的个人部分,然后是30分钟的团队创意部分。设计了三种实验处理,在构思练习的不同阶段引入设计启发式卡片:个人构思部分的开始,团队构思部分的开始,或团队构思部分的后半段。第四种控制方法没有在任何时候引入卡片,而是自始至终使用头脑风暴指导方针。观察到的指标是学生产生的想法的流畅性、新颖性、可行性和市场契合度。84名学生参与实验,其中工程学院58.3%,工商管理学院28.6%,文理学院7.1%,农学院6.0%。各处理间无显著差异;然而,由于研究的探索性,结果并不被认为是最终的。对今后的工作和可能的改进提出了建议。
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引用次数: 0
Who, What, and When? Exploring Student Focus in the Capstone Design Experience 谁,什么,什么时候?探索学生在顶点设计体验中的关注点
Pub Date : 2020-08-17 DOI: 10.1115/detc2020-22027
Zachary Ball, Jonathan T Bessette, K. Lewis
Product development is a key component of engineering education taught at a number of universities through their capstone design course. This course provides students with an opportunity to apply their newly obtained knowledge in engineering to design, build, and test working prototypes. This educational approach also encourages students to place additional attention on time and group management. As students walk through the design process, their focus fluctuates between group organization, product development, and course deliverables. This paper observes this variation in focus to extract key insights related to who is focusing on what and when. Data was collected in the form of individual project journals for each student and these provide a detailed look into the design activities throughout the semester allowing for a focus mapping from week to week. The focus of each student is quantified by a topic distribution of each student’s weekly journal entries, automatically extracted using Latent Dirichlet Allocation. Our results place emphasis on the topic identification accuracy and interpretation, before identifying trends found that separate high performing students and groups from those with poor performances. It was found that efficient time management focusing on the required course deliverables, and group cohesion led to the most impactful performance variations. Using this knowledge, we identify future directions supporting the pedagogy for capstone projects.
产品开发是许多大学通过顶点设计课程教授的工程教育的关键组成部分。本课程为学生提供了一个将他们新获得的工程知识应用于设计、建造和测试工作原型的机会。这种教育方法也鼓励学生把更多的注意力放在时间和小组管理上。当学生走过设计过程时,他们的关注点在小组组织、产品开发和课程交付之间波动。本文观察了这种焦点的变化,以提取与谁在什么时候关注什么有关的关键见解。数据以每个学生的个人项目日志的形式收集,这些日志为整个学期的设计活动提供了详细的了解,允许每周的焦点映射。每个学生的关注点通过每个学生每周日记条目的主题分布来量化,使用潜在狄利克雷分配自动提取。在确定趋势之前,我们的结果强调主题识别的准确性和解释,发现将表现优异的学生和群体与表现不佳的学生和群体分开。研究发现,专注于必修课交付成果的有效时间管理和团队凝聚力导致了最具影响力的绩效变化。利用这些知识,我们确定了支持顶点项目教学法的未来方向。
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引用次数: 4
Does It Translate? A Case Study of Conceptual Design Outcomes With U.S. and Moroccan Students 它能翻译吗?美国和摩洛哥学生概念设计成果的个案研究
Pub Date : 2020-08-17 DOI: 10.1115/detc2020-22623
Aoran Peng, Jessica Menold, Scarlett R. Miller
High globalization in the world today results in the involvement of multi-discipline, multi-cultural teams, as well as the entrance of more economic powers in the market. Effective innovation strategies are critical if emerging markets plan to become economic players in this increasingly connected global market. The current work compares the design processes of designers from emerging and established markets to understand how design methods are applied across culture. Specifically, the design decisions of designers from Morocco, one of the four leading economic power in Africa, and the U.S. are investigated. Concept generation and selection are the focus of the current study as they are critical steps in the design process that can determine project outcomes. Previous studies have identified three factors, ownership bias, gender, and idea goodness as influential during concept selection. The effect of these three factors on designers in the United States is well established. The current study expands upon previous findings to examine the influence of these factors across two cultures — U.S. and Morocco. The results of this study, although preliminary, found that U.S. students had a higher idea fluency than Morocco students. It also found a significant difference in idea fluency between genders in the U.S. but not in Morocco. In addition, it was found that overall, participants exhibited ownership bias toward ideas with high goodness.
当今世界的高度全球化导致了多学科、多文化团队的参与,以及更多经济大国进入市场。如果新兴市场计划在这个联系日益紧密的全球市场中成为经济参与者,有效的创新战略至关重要。目前的工作比较了来自新兴市场和成熟市场的设计师的设计过程,以了解设计方法如何跨文化应用。具体来说,来自非洲四大经济大国之一的摩洛哥和美国的设计师的设计决策进行了调查。概念生成和选择是当前研究的重点,因为它们是决定项目结果的设计过程中的关键步骤。以往的研究已经确定了三个因素,所有权偏见,性别,和想法善良在概念选择的影响。这三个因素对美国设计师的影响是公认的。目前的研究扩展了先前的研究结果,以检查这些因素在两种文化-美国和摩洛哥的影响。这项研究的结果,虽然是初步的,但发现美国学生比摩洛哥学生有更高的思想流畅性。研究还发现,在美国,不同性别的人在思想流畅性方面存在显著差异,而在摩洛哥则没有。此外,研究发现,总体而言,参与者对高善良度的想法表现出所有权偏见。
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引用次数: 3
Digitizing Dissection: A Case Study on Augmented Reality and Animation in Engineering Education 数字化解剖:以工程教育中的增强现实与动画为例
Pub Date : 2020-08-17 DOI: 10.1115/detc2020-22773
Kevin G. Kearney, Elizabeth Starkey, Scarlett R. Miller
Advancing virtual education through technology is an important step for engineering education. This has been made evident by the educational difficulties associated with the 2020 Covid-19 pandemic. Maintaining educational standards while using virtual learning is something possibly solved through researching new educational technologies. A potential technology that can enhance virtual education is Augmented Reality, since it can show information that would otherwise not be easily experienced or obtained. Traditional learning tools fail to offer the ability to control objects and explore numerous perspectives the way augmented reality can. Augmented reality can be even further enhanced through the addition of animation. Animation could add the ability to see motion, increasing overall understanding as well as increasing the motivation to learn. When motion is not visualized, it must be perceived, which can increase cognitive load and cause the limitations of working memory to be met. Reaching the limits of working memory has been shown to negatively affect learning. Therefore, the purpose of this study was to identify the impact of digitizing product dissection on engineering student learning and cognitive load. Specifically, we sought to identify the impact of Augmented Reality and Animations through a full factorial experiment with 61 engineering students. The results of the study show that the virtual condition with animation exhibited increased effectiveness as a learning tool. It also showed that augmented reality is not significantly different than a virtual environment in the context of product dissection. The results of this study are used to explore future uses of augmented reality and animation in education, as well as lay the groundwork for future work to further explore these technologies.
利用技术推进虚拟教育是工程教育的重要一步。与2020年Covid-19大流行相关的教育困难就证明了这一点。在使用虚拟学习的同时保持教育标准是可以通过研究新的教育技术来解决的。增强现实(Augmented Reality)是一种可以增强虚拟教育的潜在技术,因为它可以显示原本不容易体验或获得的信息。传统的学习工具无法像增强现实那样提供控制对象和探索多种视角的能力。通过添加动画,增强现实可以得到进一步增强。动画可以增加看到运动的能力,增加整体的理解,以及增加学习的动机。当运动不被视觉化时,它必须被感知,这可能会增加认知负荷,导致工作记忆的限制。达到工作记忆的极限已被证明会对学习产生负面影响。因此,本研究的目的是确定数字化产品解剖对工科学生学习和认知负荷的影响。具体来说,我们试图通过61名工程专业学生的全因子实验来确定增强现实和动画的影响。研究结果表明,虚拟条件与动画表现出提高有效性作为一种学习工具。它还表明,在产品解剖的背景下,增强现实与虚拟环境没有显着差异。本研究的结果用于探索增强现实和动画在教育中的未来应用,并为进一步探索这些技术的未来工作奠定基础。
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引用次数: 2
An Initial Analysis of Undergraduate Student Mental Models of Product Design 大学生产品设计心理模型初步分析
Pub Date : 2020-08-17 DOI: 10.1115/detc2020-22459
J. Driscoll, Steven Hoffenson, Nicole P. Pitterson
Design is a concept that means different things to different people. Even in the engineering design research community, there is little agreement on a consistent definition of design. This study looks into how engineering students understand product design, using a concept mapping exercise to elicit the key concepts and relationships present in their mental models. An analysis of concept maps from 130 third-year undergraduate engineering students shows how these students think about design, the common themes and relationships that are seen across the population, and variations across different groups of students. By understanding how students in the midst of ABET-accredited programs conceptualize design, conclusions can be drawn regarding the effectiveness of existing curricula in instilling a complete understanding of holistic product design. This can lead to recommendations regarding future engineering design learning objectives, teaching materials, and activities.
设计是一个概念,对不同的人有不同的含义。即使在工程设计研究界,对设计的一致定义也很少达成一致。这项研究着眼于工程专业学生如何理解产品设计,使用概念映射练习来引出他们心智模型中的关键概念和关系。一项对130名大三工程专业学生的概念图的分析显示了这些学生是如何思考设计的,在人群中看到的共同主题和关系,以及不同学生群体之间的差异。通过了解abet认证课程中的学生如何概念化设计,可以得出关于现有课程在灌输对整体产品设计的完整理解方面的有效性的结论。这可以导致对未来工程设计学习目标、教学材料和活动的建议。
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引用次数: 0
Exploratory Assessment of Design Entrepreneurial Program New Venture Design Experience to Prune Program Activities 设计创业计划的探索性评估,新的创业设计经验,以减少计划活动
Pub Date : 2020-08-17 DOI: 10.1115/detc2020-22403
José E. Lugo, Adriana M. Muñoz-Soto, Manuel O. Ríos-Torres
The purpose of this paper is to explore the activities of the New Venture Design Experience (NVDE), an entrepreneurial program with an engineering design and marketing focus, and recommend which activities the students report more useful. Currently the entrepreneurial program synchronizes four courses between engineering and business school over the period of two semesters. All courses are to various degrees co-taught. The campus entrepreneurial ecosystem has extracurricular activities that can supplement and or substitute some of the NVDE activities. To explore the impact of entrepreneurial activities (NVDE or ecosystem) a semi-structure interview was designed to uncover which activities were more valuable for the students after the program. For this, fourteen former students from NVDE were interviewed, seven already graduated and seven are still undergraduate students. Initial recommendations are provided towards which activities to scale down.
本文的目的是探索新创业设计体验(NVDE)的活动,NVDE是一个以工程设计和营销为重点的创业项目,并建议学生报告哪些活动更有用。目前,创业项目在工程学院和商学院之间同步开设了四门课程,为期两个学期。所有课程都是不同程度的联合授课。校园创业生态系统有一些课外活动,可以补充或替代一些NVDE活动。为了探索创业活动(NVDE或生态系统)的影响,设计了半结构访谈,以揭示哪些活动对项目后的学生更有价值。为此,采访了14名NVDE的前学生,其中7人已经毕业,7人仍是本科生。提出了初步建议,以减少哪些活动的规模。
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引用次数: 0
An Adapted Ethnographic Approach to Social Cognition and Cognitive Apprenticeship in Design Learning Experience 设计学习经验中社会认知与认知学徒的适应性民族志研究
Pub Date : 2020-08-17 DOI: 10.1115/detc2020-22405
Hristina Milojevic, Yan Jin, A. Patel, Perri Chastain-Howley, N. Brown
Design is difficult to teach in traditional ways of lecturing and testing. One defined learning methodology that applies well to design education is project-based learning. In an attempt to better understand the patterns of project-based learning in different design-related programs, we studied three small groups of teachers and students at an innovative academy based out of Shanghai Institute of Visual Art, entitled De Tao Master’s Academy, and compared their education style to that of subjects in regular programs at Shanghai Institute of Visual Art. Our goal was to seek patterns of cognitive apprenticeship in our subjects’ education, and find out (a) if it’s more effective than the traditional approach, and (b) can modelling (i.e. direct replication of learned material) be excluded from a design curriculum. The information gathered through surveys, interviews and observation were segmented into six categories: (1) self-regulation, (2) creative thinking and thinking styles, (3) incorporation of cognitive apprenticeship model into teaching style, (4) teaching hours vs. self-learning, (5) individual vs. team work preference, and (6) learning environment and teaching resources. We found that self-regulation was uniformly low throughout the sample, but that De Tao curriculum aimed to increase it over the course of their programs. Most students preferred small teams, with less than 5 students to do assignments and projects with, instead of individually working or working in large teams. Curriculum and interviews indicated De Tao programs had a higher focus on teaching creative thinking and independence, which reflected on design self-efficacy scores of their students when compared with SIVA students. Learning spaces at De Tao were observed to be better, and their instruction constructed close to cognitive apprenticeship. Coaching, scaffolding, articulation and exploration were evident in the design education methods adopted at De Tao. The ethnographic findings were related into an evolved social cognitive design framework, which allowed us to preliminarily contextualize design learning influencers.
设计很难用传统的讲课和测试的方式来教授。一个定义的学习方法,适用于设计教育是基于项目的学习。为了更好地了解不同设计相关专业项目式学习的模式,我们研究了上海视觉艺术学院下属的创新学院德涛硕士学院的三组师生,并将他们的教育方式与上海视觉艺术学院常规课程的学生进行了比较。我们的目标是在我们的研究对象的教育中寻找认知学徒的模式,并找出(a)它是否比传统方法更有效,(b)建模(即直接复制所学材料)是否可以从设计课程中排除。通过调查、访谈和观察收集到的信息分为六个类别:(1)自我调节,(2)创造性思维和思维方式,(3)认知学徒模式融入教学风格,(4)教学时数与自学,(5)个人与团队合作偏好,(6)学习环境和教学资源。我们发现,在整个样本中,自我监管的水平都很低,但德陶的课程旨在在整个课程过程中提高自我监管。大多数学生喜欢小团队,少于5个学生一起做作业和项目,而不是单独工作或在大团队中工作。课程和访谈显示,德陶项目更注重培养学生的创造性思维和独立性,这也反映了德陶项目学生的设计自我效能感得分。德淘的学习空间更好,他们的教学结构接近认知学徒制。在德陶的设计教育中,指导、搭建、衔接和探索是显而易见的。人种学的发现与一个进化的社会认知设计框架有关,这使我们能够初步地将设计学习的影响因素置于语境中。
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引用次数: 0
Broadening Participation: Over Ten Years of Outreach Within the IDETC-DED Community 扩大参与:十多年来在IDETC-DED社区内的推广
Pub Date : 2020-08-17 DOI: 10.1115/detc2020-22687
C. D. Vries, Kate Fu, Elizabeth Starkey, Christine Toh, Nicole B. Damen, Shraddha Joshi, Brian Sylcott, Kathryn J. L. Jacobson
A core ethos of the engineering discipline is to tackle large, complex problems of central importance to society utilizing a range of technical knowledge and skills. One major barrier to this goal is the lack of diversity in the discipline, leading to a shortage of the talent pool, reduced capacity for innovation, and it can negatively impact the educational experience of engineering students. To respond to this charge, the Broadening Participation Committee (BPart) of the American Society of Mechanical Engineering’s Design Engineering Division (ASME DED) has conducted a number of activities aimed at fostering a diverse professional community and addressing the needs of people typically under-represented within engineering. This includes professional development workshops, networking sessions, travel funds available for graduate students and postdoctoral scholars, and micro-grants available for parents with young children. This paper discusses the activities provided by the BPart Committee since 2013, as well as the outcomes and additional initiatives that occurred as a result of the BPart Activities. Examples of such activities include seven professional development workshops, three workshop panels, and seven networking receptions. In the workshop participant feedback, we see some effect when there is a female presenter over a male presenter, but this effect appears to be limited. A discussion on future activities of BPart is presented in order to continue to grow and foster this community.
工程学科的核心精神是利用一系列技术知识和技能来解决对社会至关重要的大型复杂问题。实现这一目标的一个主要障碍是学科缺乏多样性,导致人才库短缺,创新能力下降,并可能对工程专业学生的教育经历产生负面影响。为了应对这一挑战,美国机械工程学会设计工程部(ASME DED)的扩大参与委员会(BPart)开展了一系列活动,旨在培养多元化的专业社区,并解决工程领域代表性不足的人们的需求。这包括专业发展研讨会、网络会议、为研究生和博士后学者提供的旅行基金,以及为有幼儿的父母提供的小额赠款。本文讨论了BPart委员会自2013年以来开展的活动,以及BPart活动的成果和其他举措。这类活动的例子包括七个专业发展讲习班、三个讲习班小组和七个联谊招待会。在研讨会参与者的反馈中,我们看到女性演讲者比男性演讲者有一些影响,但这种影响似乎是有限的。讨论了BPart未来的活动,以便继续发展和促进这个社区。
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引用次数: 0
Comparison of Exams and Design Practica for Assessment in First Year Engineering Design Courses 一年级工程设计课程考核考试与设计实践的比较
Pub Date : 2020-08-17 DOI: 10.1115/detc2020-22054
H. Nolte, Catherine G. P. Berdanier, Jessica Menold, Christopher McComb
In response to calls for engineering programs to better prepare students for future careers, many institutions offer courses with a design component to first-year engineering students. This work proposes that traditional exam-based assessments of design concepts are inadequate, and alternative forms of assessment are needed to assess student learning in design courses. This paper investigates the self-efficacy differences between a traditional exam and a two-part practicum as a mid-semester assessment for introductory engineering students enrolled in a first-year design course. Increased self-efficacy has been linked to various positive student outcomes and increased retention of underrepresented students. The practicum consisted of an in-class team design task and an out-of-class individual reflection, while the exam was a traditional, individual written exam. All students completed a pre-assessment survey and a post-assessment survey, both of which included measures of design self-efficacy. Analysis showed that the practicum increased the design self-efficacy of students more effectively than the exam. Students who identified as women had greater gains in design self-efficacy during the practicum as compared to men. Identifying as a minority subgroup student was also trending towards being a significant predictor of change in self-efficacy for the practicum. Findings suggest that a mid-semester practicum is a successful assessment of design competencies that contributes to increased first-year engineering student self-efficacy.
为了响应人们对工程课程的呼吁,让学生更好地为未来的职业生涯做好准备,许多机构为一年级的工程专业学生开设了包含设计部分的课程。这项工作提出,传统的基于考试的设计概念评估是不够的,需要其他形式的评估来评估学生在设计课程中的学习情况。本研究以一年级设计课程导论工程学生为对象,研究传统考试与两部分实习在期中评估中的自我效能差异。自我效能感的提高与各种积极的学生成绩和未被充分代表的学生的保留率的提高有关。实习由课堂内的团队设计任务和课外的个人反思组成,而考试则是传统的个人笔试。所有学生都完成了一份评估前调查和一份评估后调查,两者都包括设计自我效能的测量。分析表明,实习比考试更有效地提高了学生的设计自我效能感。在实习期间,自认为是女性的学生在设计自我效能感方面比男性获得了更大的提升。在实习期间,作为少数族裔学生的身份也倾向于成为自我效能感变化的重要预测因素。研究结果表明,期中实习是对设计能力的成功评估,有助于提高一年级工程专业学生的自我效能感。
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引用次数: 1
Towards an Understanding of Semantic Memory During Idea Generation 对概念产生过程中语义记忆的理解
Pub Date : 2020-08-17 DOI: 10.1115/detc2020-22577
Attakias T. Mertens, Christopher McComb, Christine Toh
Research in new product design still lacks an understanding of how the types of information used by designers can lead to more successful designs and what cognitive components are involved in the process of generating new ideas. Some theories have arisen that focus on memory usage that could have an impact in idea generation early on in the design process. This framework forms the basis of the current study, focused on identifying the underlying cognitive processes that are active during the design process. To accomplish this, undergraduate students were recruited from the University of Nebraska-Omaha. During the study, participants were presented a design problem, given information pieces that corresponded to the Information Archetypes Framework, and asked to generate ideas for a solution. Students were then asked to recall the information pieces from memory. Participants’ data were analyzed using Latent Semantic Analysis in order to assess the similarities between generated ideas, recall, and information pieces. Results from this were assessed for relationships using Spearman correlations and simple regression. This study was able to demonstrate memory usage within the early design process.
新产品设计的研究仍然缺乏对设计师使用的信息类型如何导致更成功的设计以及在产生新想法的过程中涉及哪些认知成分的理解。一些关注内存使用的理论已经出现,这可能会对设计过程早期的想法产生影响。这个框架构成了当前研究的基础,重点是识别在设计过程中活跃的潜在认知过程。为了实现这一目标,我们从内布拉斯加大学奥马哈分校招募了本科生。在研究过程中,参与者被提出了一个设计问题,给出了与信息原型框架相对应的信息片段,并被要求提出解决方案的想法。然后学生们被要求从记忆中回忆信息片段。参与者的数据使用潜在语义分析进行分析,以评估产生的想法、回忆和信息片段之间的相似性。使用Spearman相关和简单回归来评估结果之间的关系。这项研究能够证明早期设计过程中的内存使用情况。
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引用次数: 1
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Volume 3: 17th International Conference on Design Education (DEC)
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