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Organizational Capability: Skills Related to Organizational Knowledge 组织能力:与组织知识相关的技能
Pub Date : 2017-11-11 DOI: 10.3233/jid-2017-0010
Xiaoying Wang, Yong Zeng, A. A. Arntzen, Kyoung-Yun Kim, Y. Liu
Xiaoying Wanga, Yong Zeng a*, Aurilla Aurelie Arntzenb, Kyoung-Yun Kimc, and Ying Liud a Concordia Institute for Information Systems Engineering, Concordia University, Montreal, Canada b University College South East Norway, Norway c Department of Industrial and Systems Engineering, Wayne State University, Detroit, MI, USA d Institute of Mechanical and Manufacturing Engineering, School of Engineering, Cardiff University, UK
王晓英a,曾勇a*, Aurilla Aurelie Arntzenb, Kyoung-Yun Kimc, Ying Liud a加拿大蒙特利尔康考迪亚大学信息系统工程研究所b挪威东南大学学院c美国密歇根州底特律韦恩州立大学工业与系统工程系d英国卡迪夫大学工程学院机械与制造工程研究所
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引用次数: 3
Translating Constructionist Learning to Engineering Design Education 将建构主义学习转化为工程设计教育
Pub Date : 2017-11-11 DOI: 10.3233/jid-2017-0004
Carolyn E. Psenka, Kyoung-Yun Kim, G. Kremer, Karl R. Haapala, Kathy L. Jackson
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引用次数: 11
From Environment Based Design to Linguistics Education 从环境设计到语言学教育
Pub Date : 2017-11-11 DOI: 10.3233/jid-2016-0025
Hong Yi, J. Qin, Kyoung-Yun Kim
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引用次数: 0
Design Education and Engineering Design 设计教育与工程设计“,
Pub Date : 2017-11-11 DOI: 10.3233/jid-2017-0015
Kyoung-Yun Kim, G. Kremer, L. Schmidt
Engineering design has been a focus of study not only due to its practical importance for the engineering and technology development domains, but also due to its rich setting that naturally supports cognitive and behavioral investigations of designing, learning, and teaming. It mostly involves ill-structured problem solving, which makes the act of designing and design education complex. This problem context often includes fundamental design, customization, personalization, and domain specific engineering issues. The multi-stage problem solving skills, for example, can be enhanced by integrating real-world problems to the design problem context – an aspect that also brings ill-structuredness. Given the importance of engineering design, scholars from both engineering design and science of problem solving domains, and indeed many others such as education, psychology, mechanical engineering, business, artificial intelligence, contributed to the state-of-the-art on this focus. To name a many approaches based on various education theories, project-based learning inquiry-based learning discovery constructivism and constructionism studied to increase our deep understanding of learners in design education domains. These approaches often consider individual and group design activities. Yet, there are aspects of designing that are still difficult to replicate in laboratory conditions and practice in classroom settings. This special includes five articles that broaden our understanding of how design education can be redesigned with instructional design principles and exemplify the role of education design to advance design education. The articles present recent research advances on learning technology and pedagogical experiments informed by theories of learning
工程设计一直是研究的焦点,不仅因为它在工程和技术发展领域的实际重要性,而且还因为它丰富的环境,自然地支持设计,学习和团队的认知和行为研究。它主要涉及结构不良的问题解决,这使得设计行为和设计教育变得复杂。这个问题上下文通常包括基本设计、定制、个性化和领域特定的工程问题。例如,多阶段解决问题的技能可以通过将现实世界的问题整合到设计问题环境中来增强——这方面也会带来结构不良。鉴于工程设计的重要性,来自工程设计和问题解决科学领域的学者,以及许多其他领域,如教育、心理学、机械工程、商业、人工智能,都在这一领域做出了最先进的贡献。以各种教育理论为基础的学习方法为例,以项目为基础的学习,以探究为基础的学习,以发现为基础的学习,建构主义和建构主义的研究增加了我们对设计教育领域学习者的深刻理解。这些方法通常考虑个人和团体设计活动。然而,设计的某些方面仍然难以在实验室条件和课堂环境中复制。本特刊包括五篇文章,拓宽了我们对如何用教学设计原则重新设计设计教育的理解,并举例说明了教育设计在推动设计教育方面的作用。文章介绍了学习理论在学习技术和教学实验方面的最新研究进展
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引用次数: 1
Uncertainty in Communication with a Sketch 与草图沟通的不确定性
Pub Date : 2017-07-11 DOI: 10.3233/jid-2016-0022
S. Ekwaro-Osire, Ricardo Cruz-Lozano, Haileyesus B. Endeshaw, J. Dias
Sketches are one of the main tools for the communication of design ideas during the conceptual phase of the design process. In design communication, one of the major problems is the uncertainty associated with imprecisely defined sketches. There is a need to understand the uncertainty in the communication with sketches. This motivated the formulation of the research question: can uncertainty in communication with a sketch be quantified? To answer the research question, three specific aims were developed, namely, (1) determine the ranking of the features in a sketch, (2) determine the probability of importance of the features in a sketch, and (3) quantify the uncertainty of a sketch using Shannon’s normalized entropy. This paper demonstrates the effective use of the established framework for the quantification of uncertainty and contributes to the improvement of design communication with a sketch.
在设计过程的概念阶段,草图是沟通设计思想的主要工具之一。在设计沟通中,一个主要问题是与不精确定义的草图相关的不确定性。有必要了解与草图沟通中的不确定性。这激发了研究问题的形成:与草图沟通的不确定性是否可以量化?为了回答这个研究问题,我们制定了三个具体目标,即(1)确定草图中特征的排名,(2)确定草图中特征的重要性概率,以及(3)使用香农归一化熵量化草图的不确定性。本文展示了有效地使用已建立的框架来量化不确定性,并有助于改进与草图的设计沟通。
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引用次数: 5
Classification of Change-Related Ilities Based on a Literature Review of Engineering Changes 基于工程变更文献综述的变更相关能力分类
Pub Date : 2017-07-11 DOI: 10.3233/jid-2016-0019
E. Colombo, G. Cascini, O. Weck
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引用次数: 11
One Thing is Certain in Design: Design is Uncertain 设计中有一点是确定的:设计是不确定的
Pub Date : 2017-07-11 DOI: 10.3233/jid-2016-0029
Yong Zeng
The uncertainty in design is rooted in the nature of the design problem: the recursive evolution of design problem along with design solutions and related design knowledge (Zeng, 2004; Zeng & Cheng, 1991; Zeng & Gu, 1999). Design uncertainty takes many forms; one most acknowledged form is its unpredictability in that the future decisions are uncertain in its behaviour, in its value, and in its reliability; another uncertainty comes from misunderstanding in design communications in that people may have different perceptions for the same received information (Nguyen & Zeng, 2017; Tan et al., 2016); the third one is resulted from the imperfect understanding of a design situation.
设计中的不确定性根植于设计问题的本质:设计问题的递归演变以及设计解决方案和相关设计知识(Zeng, 2004;Zeng & Cheng, 1991;Zeng & Gu, 1999)。设计不确定性有多种形式;一种最公认的形式是不可预测性,即未来的决策在行为、价值和可靠性方面都是不确定的;另一个不确定性来自设计沟通中的误解,因为人们可能对相同的接收信息有不同的看法(Nguyen & Zeng, 2017;Tan et al., 2016);第三个原因是对设计情境的不完全理解。
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引用次数: 1
A Novel Modular Redesign Method for Mechanical and Electrical Products Aimed at Continuous Improvement 一种面向持续改进的机电产品模块化再设计方法
Pub Date : 2017-07-11 DOI: 10.3233/jid-2016-0023
Shilun Zuo, Jiaxu Wang, Xiang Li
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引用次数: 0
Validation of Recursive Logic in Graphic Design 平面设计中递归逻辑的验证
Pub Date : 2017-06-02 DOI: 10.3233/jid-2016-0005
Jinsong Yu, Shengli Chen
Recursive Object Model (ROM)—as a conceptual tool based on the core idea of recursive logic—is applied to a process of graphic design to express an idea from a selected verse in the Bible. It demonstrates that ROM can lead a graphic design process to be more orderly, precise, and valid. Simultaneously, it suggests that a logic process of graphic design is a recursive logic process. Not only does recursive logic exist in the process of graphic design, but also is graphic design logic.
递归对象模型(Recursive Object Model, ROM)是一种基于递归逻辑核心思想的概念工具,应用于平面设计的过程中,从圣经中选择一节经文来表达一个想法。它证明了ROM可以使图形设计过程更加有序、精确和有效。同时指出平面设计的逻辑过程是一个递归的逻辑过程。平面设计过程中不仅存在递归逻辑,而且是平面设计逻辑。
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引用次数: 4
Agile Forward-Reverse Requirements Elicitation as a Creative Design Process: A Case Study of Illimitable Space System v2 作为创造性设计过程的敏捷正反向需求引出:以无限空间系统为例
Pub Date : 2017-06-02 DOI: 10.3233/jid-2016-0026
Serguei A. Mokhov, Miao Song, Satish Chilkaka, Zinia Das, J. Zhang, Jonathan Llewellyn, S. Mudur
Illimitable Space System v2 (ISSv2) is a flexible and configurable multi-modal interactive system that serves different entertainment platforms and computing environments. It is a configurable artists’ toolbox for use in performing arts, music visualization, and interactive documentary creation. The output, be it in visual, sound or haptic form is primarily controlled by motion, and gesture, and voice, but also generalizable to other sensor input methods. From the design perspective, ISSv2 is an improvement over its predecessor, ISSv1, previously used likewise, for real-time motion-based interactive applications. ISSv2 is a multidisciplinary project with contributors from computer science, software engineering, computation arts, design, and others. The design requirements process which was followed for both versions was primarily demand-driven, agile, and sometimes ad-hoc in a goal oriented manner by targetting specific public events, stage design as a part of the environment, and technological and time constraints overlayed on the decision making process. As a result in this work, both versions get their requirements reconstructed in a more formal manner, albeit woven with the creative process and practices, to ensure the sustainability and maintainability of the system for future versions and deployments. This paper presents the results of this reconstruction of the functional and non-functional requirements of ISSv2 as a creative reverse design process and co-relates it with various methods, strategies, research and analysis based on design theory. The idea being that design and specification of other creative systems in the perfromative arts domain will be similar. Thus, the process can be generalized beyond the ISSv2 and serve as a guideline for future interactive real-time entertainment systems design. We summarize the process model and provide a summary of typical software engineering artifacts which evolved during the development of ISSv2. We also include a comprehensive background section on the ISS and the associated design theory for the article to be self-contained.
无限空间系统v2 (ISSv2)是一个灵活的、可配置的多模态交互系统,服务于不同的娱乐平台和计算环境。它是一个可配置的艺术家工具箱,用于表演艺术,音乐可视化和交互式纪录片创作。输出,无论是视觉,声音还是触觉形式,主要由运动,手势和语音控制,但也可推广到其他传感器输入方法。从设计的角度来看,ISSv2是对其前身ISSv1的改进,ISSv1以前同样用于基于实时运动的交互式应用程序。ISSv2是一个多学科项目,贡献者来自计算机科学、软件工程、计算艺术、设计和其他领域。这两个版本遵循的设计需求过程主要是需求驱动的,灵活的,有时还会以目标导向的方式特别针对特定的公共事件,作为环境一部分的阶段设计,以及覆盖在决策过程中的技术和时间限制。在这项工作中,两个版本都以更正式的方式重新构建了它们的需求,尽管与创造性的过程和实践交织在一起,以确保系统在未来版本和部署中的可持续性和可维护性。本文将ISSv2的功能和非功能需求重构的结果作为一个创造性的逆向设计过程,并将其与基于设计理论的各种方法、策略、研究和分析联系起来。其理念是,表演艺术领域的其他创意系统的设计和规格将是相似的。因此,该过程可以推广到ISSv2之外,并作为未来交互式实时娱乐系统设计的指导方针。我们总结了过程模型,并提供了ISSv2开发过程中演变的典型软件工程工件的摘要。我们还包括一个全面的背景部分,国际空间站和相关的设计理论的文章是独立的。
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引用次数: 13
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J. Integr. Des. Process. Sci.
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