Pub Date : 2024-03-11DOI: 10.1007/s10798-024-09884-8
Mohammadali Ashrafganjouei, Hamid Nadimi
Design teams often rely on precedents, but the impact of using the direct experience of a precedent on design behavior requires further investigation. To explore this impact, fifteen teams of master students of architecture participated in two design sessions: one without and the other with a previous experience of visiting an example. The think-aloud protocol was applied, and a multi-layer coding based on FBS and precedent types was proposed to measure episodic (a specific design experience) and semantic (general design principles) precedents. Furthermore, a measurement was proposed to examine how and when the teams analyzed the precedents or applied them to solve the problem. Dynamic analyses were used to study the differences between the two conditions based on the distribution of precedents and the Problem-Solution index. Statistical analysis unfolded significant differences between the two conditions. In the second design session, the number of precedents, solution generations, and analyzing precedents were significantly increased. The first design session's episodic precedent had categorical similarity with both semantic and episodic precedents of the second design session. The results also indicated that design teams preferred to analyze the visiting experience of the precedent at the outset of the design session and apply other precedents for solving the design problem until the end of the session. While in the second design session, solution generation significantly increased, more episodic precedents related to the direct experience were used for problem framing. From another perspective, these precedents were also applied more to generate design concepts rather than refining design ideations.
{"title":"Exploring the impact of the direct experience of architecture precedents: a study of master student teams","authors":"Mohammadali Ashrafganjouei, Hamid Nadimi","doi":"10.1007/s10798-024-09884-8","DOIUrl":"https://doi.org/10.1007/s10798-024-09884-8","url":null,"abstract":"<p>Design teams often rely on precedents, but the impact of using the direct experience of a precedent on design behavior requires further investigation. To explore this impact, fifteen teams of master students of architecture participated in two design sessions: one without and the other with a previous experience of visiting an example. The think-aloud protocol was applied, and a multi-layer coding based on FBS and precedent types was proposed to measure episodic (a specific design experience) and semantic (general design principles) precedents. Furthermore, a measurement was proposed to examine how and when the teams analyzed the precedents or applied them to solve the problem. Dynamic analyses were used to study the differences between the two conditions based on the distribution of precedents and the Problem-Solution index. Statistical analysis unfolded significant differences between the two conditions. In the second design session, the number of precedents, solution generations, and analyzing precedents were significantly increased. The first design session's episodic precedent had categorical similarity with both semantic and episodic precedents of the second design session. The results also indicated that design teams preferred to analyze the visiting experience of the precedent at the outset of the design session and apply other precedents for solving the design problem until the end of the session. While in the second design session, solution generation significantly increased, more episodic precedents related to the direct experience were used for problem framing. From another perspective, these precedents were also applied more to generate design concepts rather than refining design ideations.</p>","PeriodicalId":50286,"journal":{"name":"International Journal of Technology and Design Education","volume":"89 1","pages":""},"PeriodicalIF":2.1,"publicationDate":"2024-03-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140098983","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-02-28DOI: 10.1007/s10798-024-09882-w
Lei Mao, Francisco Queiroz
There has been much previous research into online group learning, but they have not been aware of or focused on the challenges that design disciplines encounter in terms of interaction when moving to online delivery. This qualitative study comprised 3 participatory design workshops and 22 one-to-one interviews that included a total of 34 teachers and students from the School of Design at the University of Leeds. Participants reported the challenges and feelings they encountered in online group learning during the COVID-19 pandemic. The study found that the interactive experience of group learning is mainly influenced by the size of the group, the layout of the platform interface, the teacher’s management style and the conflict within the group, with more far-reaching discussions providing specific questions and subtle suggestions. The article’s findings can inform future strategies for online group learning for students and teachers of design disciplines in design higher education institutions.
{"title":"Online education in design disciplines: factors influencing the interactive experience of group learning","authors":"Lei Mao, Francisco Queiroz","doi":"10.1007/s10798-024-09882-w","DOIUrl":"https://doi.org/10.1007/s10798-024-09882-w","url":null,"abstract":"<p>There has been much previous research into online group learning, but they have not been aware of or focused on the challenges that design disciplines encounter in terms of interaction when moving to online delivery. This qualitative study comprised 3 participatory design workshops and 22 one-to-one interviews that included a total of 34 teachers and students from the School of Design at the University of Leeds. Participants reported the challenges and feelings they encountered in online group learning during the COVID-19 pandemic. The study found that the interactive experience of group learning is mainly influenced by the size of the group, the layout of the platform interface, the teacher’s management style and the conflict within the group, with more far-reaching discussions providing specific questions and subtle suggestions. The article’s findings can inform future strategies for online group learning for students and teachers of design disciplines in design higher education institutions.</p>","PeriodicalId":50286,"journal":{"name":"International Journal of Technology and Design Education","volume":"2 1","pages":""},"PeriodicalIF":2.1,"publicationDate":"2024-02-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140006306","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-02-28DOI: 10.1007/s10798-024-09887-5
Abstract
This research paper investigates the intersection of the maker movement and educational innovation, using the China-U.S. Young Maker Competition as a foundational example. It examines how maker education, fueled by hands-on learning and a curiosity-driven approach, can evolve and influence. The study explores the roles and impacts of Human-Computer Interaction (HCI), Design-Driven Innovation (DDI), and Cross-Cultural Perspectives (CCP) within maker education. It highlights HCI’s connection of technology with learning, DDI’s focus on user-centered solutions, and the significance of CCP in enhancing cultural collaboration, vital for fostering an innovative and creative future. This paper offers a detailed perspective on the current state and future potential of maker education. It proposes a roadmap for the coming decade, emphasizing collaborative learning and creative endeavors, all set within the engaging environment of the competition.
{"title":"Co-making the future: crafting tomorrow with insights and perspectives from the China-U.S. young maker competition","authors":"","doi":"10.1007/s10798-024-09887-5","DOIUrl":"https://doi.org/10.1007/s10798-024-09887-5","url":null,"abstract":"<h3>Abstract</h3> <p>This research paper investigates the intersection of the maker movement and educational innovation, using the China-U.S. Young Maker Competition as a foundational example. It examines how maker education, fueled by hands-on learning and a curiosity-driven approach, can evolve and influence. The study explores the roles and impacts of Human-Computer Interaction (HCI), Design-Driven Innovation (DDI), and Cross-Cultural Perspectives (CCP) within maker education. It highlights HCI’s connection of technology with learning, DDI’s focus on user-centered solutions, and the significance of CCP in enhancing cultural collaboration, vital for fostering an innovative and creative future. This paper offers a detailed perspective on the current state and future potential of maker education. It proposes a roadmap for the coming decade, emphasizing collaborative learning and creative endeavors, all set within the engaging environment of the competition.</p>","PeriodicalId":50286,"journal":{"name":"International Journal of Technology and Design Education","volume":"36 1","pages":""},"PeriodicalIF":2.1,"publicationDate":"2024-02-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140006169","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-02-26DOI: 10.1007/s10798-024-09886-6
Xiaohong Liu, Dan Yang, Jon-Chao Hong, Jianjun Gu, Haining You
STEAM contests play a pivotal role in maintaining students’ interest and motivation in STEAM education. Finding factors that are related to students’ continuance intention (CI) to participate in STEAM contests is important for promoting STEAM education. Previous studies mostly focused on exploring the relationships between students’ behavioural attitude, positive affect and their CI for a STEAM contest. However, few studies have explored students’ CI from the perspective of help-seeking attitude with the belief-attitude-behaviour model. Thus, this study investigated the relationships among students’ hands-on making self-efficacy (HMSE), incremental belief of intelligence (IBI), help-seeking attitudes including instrumental help-seeking (IHS) and executive help-seeking (EHS), and their CI for STEAM contests based on the belief-attitude-behaviour model. A total of 405 elementary and junior high school students who took part in the 2022 STEAM PowerTech contest participated in this study. Structural equation modelling was used for confirmatory analysis to validate the hypotheses. Results indicated that EHS exhibited a negative association with CI, whereas IHS exhibited a positive association with CI. HMSE and IBI were negatively associated with EHS, and positively associated with IHS. This study implies that students with a high level of HMSE and IBI are inclined to exhibit IHS and thus have a strong CI for STEAM contests. The findings provide suggestions on enhancing students’ CI for STEAM contests.
STEAM 竞赛在保持学生对 STEAM 教育的兴趣和动力方面发挥着举足轻重的作用。找到与学生参与 STEAM 竞赛的持续意向(CI)相关的因素,对于促进 STEAM 教育非常重要。以往的研究大多集中于探索学生的行为态度、积极情感和他们对 STEAM 竞赛的持续意向之间的关系。然而,很少有研究利用信念-态度-行为模型从求助态度的角度探讨学生的 CI。因此,本研究基于信念-态度-行为模型,探讨了学生的动手制作自我效能感(HMSE)、智力增量信念(IBI)、求助态度(包括工具性求助(IHS)和执行性求助(EHS))与他们参加 STEAM 竞赛的 CI 之间的关系。共有 405 名参加 2022 年 STEAM PowerTech 竞赛的小学和初中学生参与了本研究。研究采用结构方程模型进行确证分析,以验证假设。结果表明,EHS 与 CI 呈负相关,而 IHS 与 CI 呈正相关。HMSE和IBI与EHS呈负相关,而与IHS呈正相关。这项研究表明,HMSE 和 IBI 水平较高的学生倾向于表现出 IHS,因此在 STEAM 竞赛中具有较强的 CI。研究结果为提高学生在 STEAM 竞赛中的 CI 提供了建议。
{"title":"Relationships among students’ hands-on making self-efficacy, incremental belief of intelligence, help-seeking attitudes, and continuance intention to participate in a STEAM contest","authors":"Xiaohong Liu, Dan Yang, Jon-Chao Hong, Jianjun Gu, Haining You","doi":"10.1007/s10798-024-09886-6","DOIUrl":"https://doi.org/10.1007/s10798-024-09886-6","url":null,"abstract":"<p>STEAM contests play a pivotal role in maintaining students’ interest and motivation in STEAM education. Finding factors that are related to students’ continuance intention (CI) to participate in STEAM contests is important for promoting STEAM education. Previous studies mostly focused on exploring the relationships between students’ behavioural attitude, positive affect and their CI for a STEAM contest. However, few studies have explored students’ CI from the perspective of help-seeking attitude with the belief-attitude-behaviour model. Thus, this study investigated the relationships among students’ hands-on making self-efficacy (HMSE), incremental belief of intelligence (IBI), help-seeking attitudes including instrumental help-seeking (IHS) and executive help-seeking (EHS), and their CI for STEAM contests based on the belief-attitude-behaviour model. A total of 405 elementary and junior high school students who took part in the 2022 STEAM PowerTech contest participated in this study. Structural equation modelling was used for confirmatory analysis to validate the hypotheses. Results indicated that EHS exhibited a negative association with CI, whereas IHS exhibited a positive association with CI. HMSE and IBI were negatively associated with EHS, and positively associated with IHS. This study implies that students with a high level of HMSE and IBI are inclined to exhibit IHS and thus have a strong CI for STEAM contests. The findings provide suggestions on enhancing students’ CI for STEAM contests.</p>","PeriodicalId":50286,"journal":{"name":"International Journal of Technology and Design Education","volume":"282 1","pages":""},"PeriodicalIF":2.1,"publicationDate":"2024-02-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139981572","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-02-14DOI: 10.1007/s10798-024-09880-y
Anne C. Pivonka, Laura Makary, Colin M. Gray
Design students must develop competence in a wide range of areas in order to be successful in their future practice. Increasingly, knowledge of design methods is used to frame both a designer’s repertoire and their overall facility as a designer. However, there is little research on how students build cognitive schema in relation to design methods or how these schema relate to specific patterns of engagement as developing designers. In this paper, we report a multiple case study, capturing the experiences of four advanced undergraduate students enrolled in a User Experience (UX) design program at a large research-intensive institution. Through reflexive thematic analysis on our interview study outcomes, we describe the wide variety of metaphors that these students used to organize and frame their understanding of design methods, including both principles they used to consider methods as knowledge, and the ways in which they felt these organizing principles impacted their practice of design. We conclude with recommendations for further research on the uptake of methods-focused competence in design education and practice.
{"title":"Organizing metaphors for design methods","authors":"Anne C. Pivonka, Laura Makary, Colin M. Gray","doi":"10.1007/s10798-024-09880-y","DOIUrl":"https://doi.org/10.1007/s10798-024-09880-y","url":null,"abstract":"<p>Design students must develop competence in a wide range of areas in order to be successful in their future practice. Increasingly, knowledge of design methods is used to frame both a designer’s repertoire and their overall facility as a designer. However, there is little research on how students build cognitive schema in relation to design methods or how these schema relate to specific patterns of engagement as developing designers. In this paper, we report a multiple case study, capturing the experiences of four advanced undergraduate students enrolled in a User Experience (UX) design program at a large research-intensive institution. Through reflexive thematic analysis on our interview study outcomes, we describe the wide variety of metaphors that these students used to organize and frame their understanding of design methods, including both principles they used to consider methods as knowledge, and the ways in which they felt these organizing principles impacted their practice of design. We conclude with recommendations for further research on the uptake of methods-focused competence in design education and practice.</p>","PeriodicalId":50286,"journal":{"name":"International Journal of Technology and Design Education","volume":"308 1","pages":""},"PeriodicalIF":2.1,"publicationDate":"2024-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139769416","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-02-11DOI: 10.1007/s10798-024-09879-5
Abstract
Based on Folk theory, Media Equation, and AI literacy research, the study constructed an interview outline and selected 72 students in 4th and 5th grade in three primary schools located in the Minhang and Putuo districts of Shanghai (two in the Minhang district and one in the Putuo district) as the study participants for focus group interviews. The study found that the availability of voice interaction is an essential basis for children to judge the level of intelligence of a machine; additionally, chatting is also the starting point for young children to build a close relationship with AI. Although AI cannot replace their friends, it can become a friend to them. While children expect the future of AI to be beyond the current level of intelligence and emotion and to enable the full use of machines in multiple scenarios and various fields, they are also concerned about issues such as privacy breaches that devices may cause in the future and believe that technology should not develop outside of human control.
{"title":"Realities vs expectations: children’s perception and imagination of AI","authors":"","doi":"10.1007/s10798-024-09879-5","DOIUrl":"https://doi.org/10.1007/s10798-024-09879-5","url":null,"abstract":"<h3>Abstract</h3> <p>Based on Folk theory, Media Equation, and AI literacy research, the study constructed an interview outline and selected 72 students in 4th and 5th grade in three primary schools located in the Minhang and Putuo districts of Shanghai (two in the Minhang district and one in the Putuo district) as the study participants for focus group interviews. The study found that the availability of voice interaction is an essential basis for children to judge the level of intelligence of a machine; additionally, chatting is also the starting point for young children to build a close relationship with AI. Although AI cannot replace their friends, it can become a friend to them. While children expect the future of AI to be beyond the current level of intelligence and emotion and to enable the full use of machines in multiple scenarios and various fields, they are also concerned about issues such as privacy breaches that devices may cause in the future and believe that technology should not develop outside of human control.</p>","PeriodicalId":50286,"journal":{"name":"International Journal of Technology and Design Education","volume":"257 1","pages":""},"PeriodicalIF":2.1,"publicationDate":"2024-02-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139769453","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-02-01DOI: 10.1007/s10798-023-09869-z
Xinyu Li, Juanjuan Chen, Hongjie Fu
Creativity is an important skill in the 21st century, and design thinking has been proposed as a methodology for fostering creativity. Design creativity involves two non-rational aspects: motivation and empathy. However, little is known about how empathy and motivation work in synergy with creativity. This study explored the underlying mechanisms of empathy and motivation in creativity in design thinking. We built an explanatory model to examine the effect of empathy on motivation and creativity and the mediating effects of four aspects of motivation (i.e., attention, relevance, confidence, and satisfaction). In the study, 220 6th-grade students participated in an integrated STEM curriculum that centered on design thinking activities that lasted one semester, and then completed a questionnaire measuring their perceptions of empathy, motivation, and creativity at the end of the design activities. Partial least squares structural equation modelling was used to analyze the collected data. The results showed that empathy positively predicted creativity. In addition, empathy had a significant impact on creativity through the effect of intrinsic motivation, but not through that of extrinsic motivation. Among the four aspects of motivation, attention, relevance, and confidence each strengthened the association between empathy and creativity. However, satisfaction had a negative effect on creativity and a non-significant mediating effect. These findings increase our understanding of the internal mechanisms of design thinking and creativity. Some practical implications of empathy and motivation in creativity are also discussed.
{"title":"The roles of empathy and motivation in creativity in design thinking","authors":"Xinyu Li, Juanjuan Chen, Hongjie Fu","doi":"10.1007/s10798-023-09869-z","DOIUrl":"https://doi.org/10.1007/s10798-023-09869-z","url":null,"abstract":"<p>Creativity is an important skill in the 21st century, and design thinking has been proposed as a methodology for fostering creativity. Design creativity involves two non-rational aspects: motivation and empathy. However, little is known about how empathy and motivation work in synergy with creativity. This study explored the underlying mechanisms of empathy and motivation in creativity in design thinking. We built an explanatory model to examine the effect of empathy on motivation and creativity and the mediating effects of four aspects of motivation (i.e., attention, relevance, confidence, and satisfaction). In the study, 220 6th-grade students participated in an integrated STEM curriculum that centered on design thinking activities that lasted one semester, and then completed a questionnaire measuring their perceptions of empathy, motivation, and creativity at the end of the design activities. Partial least squares structural equation modelling was used to analyze the collected data. The results showed that empathy positively predicted creativity. In addition, empathy had a significant impact on creativity through the effect of intrinsic motivation, but not through that of extrinsic motivation. Among the four aspects of motivation, attention, relevance, and confidence each strengthened the association between empathy and creativity. However, satisfaction had a negative effect on creativity and a non-significant mediating effect. These findings increase our understanding of the internal mechanisms of design thinking and creativity. Some practical implications of empathy and motivation in creativity are also discussed.</p>","PeriodicalId":50286,"journal":{"name":"International Journal of Technology and Design Education","volume":"254 1","pages":""},"PeriodicalIF":2.1,"publicationDate":"2024-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139678136","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-01-30DOI: 10.1007/s10798-024-09881-x
Abstract
Design thinking dispositions are essential for students to understand why design thinking knowledge should be applied to perform specific tasks. However, few studies are focused on teaching design thinking dispositions. This study proposes a conceptual model that supports teaching design thinking dispositions to address this gap. The model was instantiated in an undergraduate course. Students’ reflections about the course were collected to evaluate the model. The use of the model is also demonstrated by considering different teaching scenarios. This study contributes to better teaching and learning design thinking dispositions based on a unique model that helps educators organize their design thinking courses. The study also derives some implications for educators. While teaching design thinking knowledge and skills is essential, developing students’ design thinking dispositions is equally essential.
{"title":"A conceptual model for educating design thinking dispositions","authors":"","doi":"10.1007/s10798-024-09881-x","DOIUrl":"https://doi.org/10.1007/s10798-024-09881-x","url":null,"abstract":"<h3>Abstract</h3> <p>Design thinking dispositions are essential for students to understand why design thinking knowledge should be applied to perform specific tasks. However, few studies are focused on teaching design thinking dispositions. This study proposes a conceptual model that supports teaching design thinking dispositions to address this gap. The model was instantiated in an undergraduate course. Students’ reflections about the course were collected to evaluate the model. The use of the model is also demonstrated by considering different teaching scenarios. This study contributes to better teaching and learning design thinking dispositions based on a unique model that helps educators organize their design thinking courses. The study also derives some implications for educators. While teaching design thinking knowledge and skills is essential, developing students’ design thinking dispositions is equally essential.</p>","PeriodicalId":50286,"journal":{"name":"International Journal of Technology and Design Education","volume":"178 1","pages":""},"PeriodicalIF":2.1,"publicationDate":"2024-01-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139586159","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-01-27DOI: 10.1007/s10798-024-09877-7
Caiwei Zhu, Remke Klapwijk, Miroslava Silva-Ordaz, Jeroen Spandaw, Marc J. de Vries
Spatial thinking is ubiquitous in design. Design education across all age groups encompasses a range of spatially challenging activities, such as forming and modifying mental representations of ideas, and visualizing the scenarios of design prototypes being used. While extensive research has examined the cognitive processes of spatial thinking and their relationships to science, technology, engineering, and mathematics learning, there remains a knowledge gap regarding the specific spatial thinking processes needed for open-ended problems, which may differ from those assessed in close-ended, analytical spatial tasks. To address this gap, we used educational design-based research to develop a nature-inspired, design-by-analogy project and investigate the spatial thinking processes of young, novice designers. 16 children from an international school in the Netherlands participated in this five-week design project. Multimodal evidence from classroom recordings and children’s design works were triangulated to offer insight into the key spatial thinking processes involved in their creation of nature-inspired, analogy-based design prototypes. Our results revealed spatial thinking processes that might not align with those assessed in conventional spatial tests and may be unique to design or open-ended problem-solving. These processes include abstracting spatial features to infer form-function relationships, retrieving a range of relevant visual information from memory, developing multiple possible analogical matches based on spatial features and relationships, elaborating and iterating on the design concepts and representations to make creative and suitable solutions for the design challenge, as well as visualizing design prototypes in practical usage scenarios. By highlighting the nuanced differences between spatial thinking in open-ended, divergent thinking tasks and conventional spatial tasks that demand single correct solutions, our research contributes to a deeper understanding of how children utilize spatial thinking in design and open-ended problem-solving contexts. Furthermore, this case study offers practical implications for scaffolding children's analogical reasoning and nurturing their spatial thinking in design education.
{"title":"Investigating the role of spatial thinking in children’s design ideation through an open-ended design-by-analogy challenge","authors":"Caiwei Zhu, Remke Klapwijk, Miroslava Silva-Ordaz, Jeroen Spandaw, Marc J. de Vries","doi":"10.1007/s10798-024-09877-7","DOIUrl":"https://doi.org/10.1007/s10798-024-09877-7","url":null,"abstract":"<p>Spatial thinking is ubiquitous in design. Design education across all age groups encompasses a range of spatially challenging activities, such as forming and modifying mental representations of ideas, and visualizing the scenarios of design prototypes being used. While extensive research has examined the cognitive processes of spatial thinking and their relationships to science, technology, engineering, and mathematics learning, there remains a knowledge gap regarding the specific spatial thinking processes needed for open-ended problems, which may differ from those assessed in close-ended, analytical spatial tasks. To address this gap, we used educational design-based research to develop a nature-inspired, design-by-analogy project and investigate the spatial thinking processes of young, novice designers. 16 children from an international school in the Netherlands participated in this five-week design project. Multimodal evidence from classroom recordings and children’s design works were triangulated to offer insight into the key spatial thinking processes involved in their creation of nature-inspired, analogy-based design prototypes. Our results revealed spatial thinking processes that might not align with those assessed in conventional spatial tests and may be unique to design or open-ended problem-solving. These processes include abstracting spatial features to infer form-function relationships, retrieving a range of relevant visual information from memory, developing multiple possible analogical matches based on spatial features and relationships, elaborating and iterating on the design concepts and representations to make creative and suitable solutions for the design challenge, as well as visualizing design prototypes in practical usage scenarios. By highlighting the nuanced differences between spatial thinking in open-ended, divergent thinking tasks and conventional spatial tasks that demand single correct solutions, our research contributes to a deeper understanding of how children utilize spatial thinking in design and open-ended problem-solving contexts. Furthermore, this case study offers practical implications for scaffolding children's analogical reasoning and nurturing their spatial thinking in design education.</p>","PeriodicalId":50286,"journal":{"name":"International Journal of Technology and Design Education","volume":"110 1","pages":""},"PeriodicalIF":2.1,"publicationDate":"2024-01-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139586160","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-01-18DOI: 10.1007/s10798-023-09872-4
Jody Nyboer
This article presents findings from an instructional-based inquiry, aimed to evaluate the critiquing characteristics of an accredited interior design program, and to optimize the experience of studio-based feedback practices for contemporary students. This investigation pre-dates the unprecedented shift to remote instruction due to the global pandemic, providing a unique snapshot of Generation Z emergent designers at a time when in-person feedback reigned. Data was collected through an anonymous, voluntary survey which invited students to share their experiences and perceptions of various modalities of project feedback. The findings are four-fold. First, students view critique not merely as a validation or gatekeeping function but as an interactive form of guidance, underscoring the necessity of harmonizing directive discourse with empowering feedback. Second, methods like peer reviews, desk crits, and illustrative feedback are seen as particularly beneficial, being both personalized and intimate, and are valued equally in both in-studio and out-of-studio settings. Third, 1–2 weekly contact hours with instructors is preferred for project feedback, pointing to a possible disparity between student expectations and prevailing practices. Finally, students recognized the potential benefits of using online critiquing tools for project feedback, even prior to the extensive uptake of online platforms during the pandemic in which students had little experience using them. This study contributes valuable context to the future of interior design education, and illustrates areas in which research concerning modern students and instructional practices can be further developed.
本文介绍了一项以教学为基础的调查研究成果,旨在评估经认证的室内设计课程的点评特点,并优化当代学生在工作室反馈实践中的体验。这项调查早于全球大流行病导致的前所未有的远程教学转变,在面对面反馈占主导地位的时代,为 Z 世代新兴设计师提供了独特的快照。数据是通过匿名自愿调查收集的,调查邀请学生分享他们对各种项目反馈方式的体验和看法。调查结果有四个方面。首先,学生们认为批评不仅仅是一种验证或把关功能,更是一种互动形式的指导,强调了将指令性话语与授权性反馈相协调的必要性。其次,同行评议、桌面点评和说明性反馈等方法被认为特别有益,既个性化又亲切,在工作室内外的环境中都同样受到重视。第三,每周与指导教师接触 1-2 个小时是项目反馈的首选,这表明学生的期望与现行做法之间可能存在差距。最后,学生们认识到了使用在线评论工具进行项目反馈的潜在益处,甚至在大流行病期间广泛使用在线平台之前,学生们几乎没有使用这些平台的经验。这项研究为未来的室内设计教育提供了宝贵的背景资料,并说明了在哪些方面可以进一步发展有关现代学生和教学实践的研究。
{"title":"Critiquing contemporary interior design students","authors":"Jody Nyboer","doi":"10.1007/s10798-023-09872-4","DOIUrl":"https://doi.org/10.1007/s10798-023-09872-4","url":null,"abstract":"<p>This article presents findings from an instructional-based inquiry, aimed to evaluate the critiquing characteristics of an accredited interior design program, and to optimize the experience of studio-based feedback practices for contemporary students. This investigation pre-dates the unprecedented shift to remote instruction due to the global pandemic, providing a unique snapshot of Generation Z emergent designers at a time when in-person feedback reigned. Data was collected through an anonymous, voluntary survey which invited students to share their experiences and perceptions of various modalities of project feedback. The findings are four-fold. First, students view critique not merely as a validation or gatekeeping function but as an interactive form of guidance, underscoring the necessity of harmonizing directive discourse with empowering feedback. Second, methods like peer reviews, desk crits, and illustrative feedback are seen as particularly beneficial, being both personalized and intimate, and are valued equally in both in-studio and out-of-studio settings. Third, 1–2 weekly contact hours with instructors is preferred for project feedback, pointing to a possible disparity between student expectations and prevailing practices. Finally, students recognized the potential benefits of using online critiquing tools for project feedback, even prior to the extensive uptake of online platforms during the pandemic in which students had little experience using them. This study contributes valuable context to the future of interior design education, and illustrates areas in which research concerning modern students and instructional practices can be further developed.</p>","PeriodicalId":50286,"journal":{"name":"International Journal of Technology and Design Education","volume":"75 1","pages":""},"PeriodicalIF":2.1,"publicationDate":"2024-01-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139515071","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}