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Teaching requirements: Can a short lecture make a real difference? 教学要求:简短的讲座能带来真正的改变吗?
IF 2.1 3区 工程技术 Q1 Social Sciences Pub Date : 2024-03-15 DOI: 10.1007/s10798-024-09885-7
Maria Vittoria Elena, Joshua D. Summers

This study explores the influence that an educational intervention has on students generating requirements for a design task. An experiment was performed in a fourth-year mechanical engineering design course by giving the participants a design problem from which they had to generate a list of requirements. A lecture on requirements was given and then the students were given a second problem. The two problems were tested for similarity. The data was evaluated using ideation metrics of variety, novelty, and quantity adapted to this study. Variety was assessed using eighteen categories to classify each requirement. Novelty was evaluated on the level of uniqueness of the requirement against the complete set generated, based on both syntax and semantic filtering. Findings suggest that the lecture had a positive impact on the students in increasing the variety of the requirement. All novel requirements belonged to the activity performed after lecture. Finally, the quantity of the requirements generated after the lecture were found to be statistically significantly higher. It is shown through a second study that the students before the lecture performed similarly to practicing engineers with three or more years of experience. This suggests that using undergraduate students in the final year of their program may be adequate as surrogates for engineering practitioners for requirement identification studies. This is an important methodological contribution for the engineering design research community to justify the use of students as participants in experimental studies.

本研究探讨了教育干预对学生生成设计任务需求的影响。我们在四年级的机械工程设计课程中进行了一项实验,给参与者一个设计问题,要求他们从中生成一个需求列表。在进行了关于需求的讲座后,学生们又遇到了第二个问题。对这两个问题进行相似性测试。数据评估采用了根据本研究调整的多样性、新颖性和数量等构思指标。在评估多样性时,使用了 18 个类别对每个需求进行分类。新颖性则是根据语法和语义过滤,按照所生成的完整需求集来评估需求的独特性。研究结果表明,讲座对学生增加需求的多样性有积极影响。所有的新需求都属于讲座后的活动。最后,讲座后生成的需求数量在统计学上有显著提高。第二项研究表明,讲课前的学生与有三年或三年以上工作经验的工程师表现相似。这表明,在需求识别研究中,使用课程最后一年的本科生作为工程从业人员的替代可能是合适的。这对工程设计研究界来说是一个重要的方法论贡献,可以证明使用学生作为实验研究的参与者是合理的。
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引用次数: 0
Exploring the impact of the direct experience of architecture precedents: a study of master student teams 探索直接体验建筑先例的影响:对硕士生团队的研究
IF 2.1 3区 工程技术 Q1 Social Sciences Pub Date : 2024-03-11 DOI: 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.

设计团队经常依赖先例,但使用先例的直接经验对设计行为的影响还需要进一步研究。为了探究这种影响,15 个建筑学硕士生团队参加了两次设计会议:一次是在没有参观先例的情况下,另一次是在有参观先例经验的情况下。我们采用了 "思考-朗读 "协议,并提出了一种基于 FBS 和先例类型的多层编码方法,用于测量情节性先例(具体的设计经验)和语义性先例(一般的设计原则)。此外,还提出了一种测量方法,以考察团队是如何以及何时分析先例或应用先例来解决问题的。根据先例的分布和问题-解决方案指数,使用动态分析来研究两种情况之间的差异。统计分析显示,两种情况之间存在显著差异。在第二个设计环节中,先例的数量、解决方案的世代数和分析先例的次数都明显增加。第一个设计环节的外显先例与第二个设计环节的语义先例和外显先例具有分类相似性。结果还表明,设计团队更倾向于在设计环节开始时分析先例的参观体验,并在设计环节结束前应用其他先例来解决设计问题。虽然在第二次设计环节中,解决方案的生成明显增加,但更多与直接经验相关的偶发先例被用于问题框架的构建。从另一个角度看,这些先例也更多地被用于生成设计概念,而不是完善设计构思。
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引用次数: 0
Online education in design disciplines: factors influencing the interactive experience of group learning 设计学科的在线教育:影响小组学习互动体验的因素
IF 2.1 3区 工程技术 Q1 Social Sciences Pub Date : 2024-02-28 DOI: 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.

以前有很多关于在线小组学习的研究,但都没有意识到或关注到设计学科在转向在线教学时在互动方面遇到的挑战。这项定性研究包括 3 次参与式设计研讨会和 22 次一对一访谈,共涉及利兹大学设计学院的 34 名教师和学生。参与者报告了他们在 COVID-19 大流行期间进行在线小组学习时遇到的挑战和感受。研究发现,小组学习的互动体验主要受小组规模、平台界面布局、教师管理风格和小组内部冲突的影响,而意义更为深远的讨论则提供了具体的问题和微妙的建议。文章的研究结果可以为高等设计院校设计学科的学生和教师未来的在线小组学习策略提供参考。
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引用次数: 0
Co-making the future: crafting tomorrow with insights and perspectives from the China-U.S. young maker competition 共创未来:以中美青年创客大赛的见解和视角打造明天
IF 2.1 3区 工程技术 Q1 Social Sciences Pub Date : 2024-02-28 DOI: 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.

摘要 本研究论文以中美青年创客大赛为例,探讨了创客运动与教育创新之间的交集。它探讨了以动手学习和好奇心驱动的方法为动力的创客教育是如何发展和影响的。研究探讨了人机交互(HCI)、设计驱动创新(DDI)和跨文化视角(CCP)在创客教育中的作用和影响。它强调了人机交互技术与学习的联系,设计驱动创新(DDI)对以用户为中心的解决方案的关注,以及跨文化视角(CCP)在加强文化合作方面的重要意义,这对培养创新和创造性的未来至关重要。本文详细阐述了创客教育的现状和未来潜力。它提出了未来十年的路线图,强调协作学习和创造性努力,所有这一切都在竞赛的参与环境中进行。
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引用次数: 0
Relationships among students’ hands-on making self-efficacy, incremental belief of intelligence, help-seeking attitudes, and continuance intention to participate in a STEAM contest 学生参加 STEAM 竞赛的动手制作自我效能感、智力递增信念、求助态度和持续意向之间的关系
IF 2.1 3区 工程技术 Q1 Social Sciences Pub Date : 2024-02-26 DOI: 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。
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引用次数: 0
Organizing metaphors for design methods 设计方法的组织隐喻
IF 2.1 3区 工程技术 Q1 Social Sciences Pub Date : 2024-02-14 DOI: 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.

设计专业的学生必须具备多方面的能力,才能在未来的实践中取得成功。设计方法方面的知识越来越多地被用来构建设计师的能力范围和他们作为设计师的整体能力。然而,关于学生如何建立与设计方法相关的认知模式,以及这些模式与作为发展中设计师的具体参与模式之间的关系,却鲜有研究。在本文中,我们报告了一项多案例研究,捕捉了在一所大型研究密集型院校学习用户体验(UX)设计课程的四名高年级本科生的经历。通过对访谈研究成果的反思性主题分析,我们描述了这些学生用来组织和构建他们对设计方法的理解的各种隐喻,包括他们用来将方法视为知识的原则,以及他们认为这些组织原则影响其设计实践的方式。最后,我们就在设计教育和实践中采用注重方法的能力提出了进一步研究的建议。
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引用次数: 0
Realities vs expectations: children’s perception and imagination of AI 现实与期望:儿童对人工智能的认知与想象
IF 2.1 3区 工程技术 Q1 Social Sciences Pub Date : 2024-02-11 DOI: 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.

摘要 本研究以民俗理论、媒体方程和人工智能素养研究为基础,构建了访谈提纲,选取了上海市闵行区和普陀区三所小学(闵行区两所,普陀区一所)的72名四、五年级学生作为研究对象,进行了焦点小组访谈。研究发现,语音交互是儿童判断机器智能水平的重要依据;此外,聊天也是幼儿与人工智能建立亲密关系的起点。虽然人工智能不能取代他们的朋友,但可以成为他们的朋友。虽然幼儿期待未来的人工智能能够超越现有的智能和情感水平,让机器在多场景、多领域得到充分应用,但他们也担心未来设备可能造成的隐私泄露等问题,认为科技的发展不应脱离人类的控制。
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引用次数: 0
The roles of empathy and motivation in creativity in design thinking 移情和动机在设计思维创造力中的作用
IF 2.1 3区 工程技术 Q1 Social Sciences Pub Date : 2024-02-01 DOI: 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.

创造力是 21 世纪的一项重要技能,而设计思维被认为是培养创造力的一种方法。设计创造力涉及两个非理性的方面:动机和移情。然而,人们对移情和动机如何与创造力协同作用知之甚少。本研究探讨了在设计思维创造力中移情和动机的内在机制。我们建立了一个解释性模型来研究移情对动机和创造力的影响,以及动机的四个方面(即注意力、相关性、自信心和满意度)的中介效应。在这项研究中,220 名六年级学生参加了为期一个学期的以设计思维活动为中心的 STEM 综合课程,并在设计活动结束后填写了一份调查问卷,测量他们对移情、动机和创造力的看法。研究采用偏最小二乘结构方程模型对收集到的数据进行分析。结果显示,移情对创造力有积极的预测作用。此外,移情通过内在动机对创造力产生了显著影响,而不是通过外在动机。在动机的四个方面中,注意力、相关性和信心分别加强了移情与创造力之间的联系。然而,满意度对创造力有负面影响,而且中介效应不显著。这些发现加深了我们对设计思维和创造力内部机制的理解。此外,还讨论了移情和动机对创造力的一些实际影响。
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引用次数: 0
A conceptual model for educating design thinking dispositions 设计思维处置教育概念模型
IF 2.1 3区 工程技术 Q1 Social Sciences Pub Date : 2024-01-30 DOI: 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.

摘要 设计思维处置对于学生理解为什么要运用设计思维知识来完成特定任务至关重要。然而,很少有研究关注设计思维能力的教学。本研究针对这一空白,提出了一个支持设计思维能力教学的概念模型。该模型在一门本科课程中得到了应用。通过收集学生对课程的反思,对该模型进行了评估。通过考虑不同的教学场景,还展示了该模型的使用情况。本研究基于一个独特的模型,帮助教育者组织设计思维课程,从而为更好地教授和学习设计思维处置做出了贡献。本研究还为教育工作者提供了一些启示。教授设计思维知识和技能固然重要,但培养学生的设计思维能力也同样重要。
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引用次数: 0
Investigating the role of spatial thinking in children’s design ideation through an open-ended design-by-analogy challenge 通过 "按类比进行设计 "的开放式挑战,研究空间思维在儿童设计构思中的作用
IF 2.1 3区 工程技术 Q1 Social Sciences Pub Date : 2024-01-27 DOI: 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.

空间思维在设计中无处不在。各年龄段的设计教育都包含一系列具有空间挑战性的活动,如形成和修改想法的心理表征,以及将设计原型的使用场景可视化。虽然已有大量研究考察了空间思维的认知过程及其与科学、技术、工程和数学学习之间的关系,但在开放式问题所需的特定空间思维过程方面仍存在知识空白,这些过程可能不同于在封闭式、分析性空间任务中所评估的过程。为了填补这一空白,我们利用基于教育设计的研究,开发了一个受自然启发、按类比进行设计的项目,并调查了年轻新手设计师的空间思维过程。来自荷兰一所国际学校的 16 名儿童参加了这个为期五周的设计项目。我们对课堂录音和儿童设计作品中的多模态证据进行了三角测量,以深入了解他们在创作受自然启发、基于类比的设计原型时所涉及的关键空间思维过程。我们的研究结果揭示了一些空间思维过程,这些过程可能与传统空间测试所评估的过程不一致,可能是设计或开放式问题解决所独有的。这些过程包括抽象空间特征以推断形式-功能关系、从记忆中检索一系列相关的视觉信息、根据空间特征和关系发展多种可能的类比匹配、阐述和迭代设计概念和表征以针对设计挑战提出创造性的合适解决方案,以及在实际使用场景中将设计原型可视化。通过强调开放式发散思维任务中的空间思维与要求单一正确解决方案的传统空间任务之间的细微差别,我们的研究有助于加深对儿童如何在设计和开放式问题解决情境中运用空间思维的理解。此外,本案例研究还为在设计教育中帮助儿童进行类比推理和培养他们的空间思维提供了实际意义。
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引用次数: 0
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International Journal of Technology and Design Education
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