SIG-Library

Query returned 1313 results.

NEVER TAKE TEAMWORK FOR GRANTED! A TUTORSHIP EXPERIENCE ON SOFT-SKILLS

Mattioli, Francesca; Ferraris, Silvia // 2021
Collaborative design-based learning is widely employed within academic design education, being recognised as a valuable pedagogical approach historically rooted and yet well established within the ...

NEW MANUAL AND DIGITAL EXPLORATION IN SURFACE TEXTILE DESIGN: A SUPERUSER APPROCH IN DESIGN EDUCATION

Lyche, Wenche; Øverjordet, Pernille // 2021
Manual exploration versus digital exploration is now adays part of students learning processes and there is a growing need in society to understand the relationships between manually created surfaces ...

PROTOTYPING REMOTELY TOGETHER WITH 2D, 3D AND IMMERSIVE VIRTUAL REALITY DESIGN TOOLS

Evans, Pete (1); Söderlund, Carina (2) // 2021
Today, the Fourth Industrial Revolution has seen a technological evolution accelerate at an exponential rate (Schwab, 2016). Due to the development of digital technology, this accelerating trend has ...

RESEARCH OPPORTUNITY IDENTIFICATION: A PEDAGOGICAL FRAMEWORK FOR DESIGN RESEARCH

Vaidya, Gaurav; Kalita, Pratul Ch. // 2021
‘Where do I start from?’ More often than not, design researchers face this question early on in their research projects. The initial ambiguity frequently results in jumping quickly into the project ...

SAFENESS BY DESIGN: A NEW DESIGN PARADIGM

De Vere, Ian; Mcleod, Ross; Wagenfeld, Malte // 2021
Design has the potential to significantly improve safety and well being, reduce risk and save lives either during the design phase or through targeted design interventions towards urban ...

SOFT SKILLS IN DESIGN EDUCATION, IDENTIFICATION, CLASSIFICATION AND RELATIONS: PROPOSAL OF A CONCEPT MAP

De Freitas, Ana Paula Nazaré (1,2); Almendra, Rita Assoreira (2) // 2021
Soft skills are interpersonal, social and emotional skills. They are transversal to various fields of knowledge and life. There are different labels to refer to these skills: 21-century skills (OECD, ...

TAKE BACK CONTROL OF YOUR TIME: DESIGN ACTIVITY FOR REFLECTING ON TIME AND TIMEKEEPING PRACTICES

Yildiz, Mert (2); Umulu, Sila (1); Coskun, Aykut (2); Sener, Bahar (1) // 2021
Time is a precious resource, perhaps the most valuable among others. How we plan and spend our time has a direct impact on our wellbeing. Research indicates that top-down time management practices ...

THE GATEWAY TO STUDENT LIFE EXPERIENCE A PRODUCT-SERVICE DESIGN APPROACH

Vanderlooven, Ellen (1); Dewit, Ivo (1); Vaes, Kristof (1); Keignaert, Koenraad (2) // 2021
When thinking of attending a university or college, a whole new experience comes to mind. Finding lodging, eating at the student restaurant, getting support during times where it gets difficult, ...

THE ONLINE PBL (PROJECT-BASED LEARNING) EDUCATION SYSTEM USING AI (ARTIFICIAL INTELLIGENCE)

Ito, Takao (1); Tanaka, Mikiko Sode (2); Shin, Masako (1); Miyazaki, Keisuke (1) // 2021
The importance of problem-based learning and project-based learning (both abbreviated to PBL) is perceived in engineering education and in addressing the Sustainable Development Goals (SDGs). PBL ...

To support IOT collaborative expressiveness on the shop floor

Aranda Muñoz, Á, Eriksson, Y., Yamamoto, Y., Florin, U., & Sandström, K. // 2021

TRANSDISCIPLINARY BEHAVIOUR CHANGE: A BURST MODE APPROACH TO HEALTHCARE DESIGN EDUCATION

Wojdecka, Anna (1); Hall, Ashley (1); Judah, Gaby (2) // 2021
With the future of health(care) shifting from treatment to prevention, design for behaviour change is an essential part of this movement. Although we have made significant breakthroughs in ...

USING LINKOGRAPHY TO VISUALISE THE INFLUENCE OF EDUCATIONAL BACKGROUNDS ON COLLABORATION AND CREATIVITY IN IDEA GENERATION

Taoka, Yuki; Mihono, Haruhiko; Saito, Shigeki // 2021
Concept generation in design projects generally has divergence phase and convergence phase. In the divergence phase, possibilities of design spaces are expanded (i.e. idea generation) while design ...

VIRTUAL AND AUGMENTED REALITY TO EXPLOIT STEM-SKILLS-BASED LEARNING FOR ENGINEERING STUDENTS USING THE TEC21 EDUCATIONAL MODEL

Gonzalez Almaguer, Carlos Alberto; Acuña López, Alejandro; Pérez Murueta, Pedro; Aguirre Acosta, Ángeles Carolina; Román Jiménez, Olaf Ramiro; Zubieta Ramírez, Claudia // 2021
The worldwide confinement due to Covid19 has boosted creativity in academia to develop learning activities with role-playing games and multidisciplinary workshops brought to our students' homes. ...

A Behavior-Centric Concept for Engineering Education in New Product Development

Behrenbeck, Jan; Martins Pacheco, Nuno Miguel; Tariq, Bilal; Zimmermann, Markus // 2020
Engineering students need to be prepared for future work environments in which transdisciplinary collaboration and innovative behaviour are key to sustainable success. Classical technical skills will ...

A FORMALISATION APPROACH FOR COLLABORATIVE USER EXPERIENCE DESIGN

Kerpen, D., Conrad, J. and Wallach, D. // 2020

A STATISTICAL ANALYSIS FOR THE CAR KEY FOB CROWDSOURCED DESIGN EVALUATION RESULTS BASED ON THE CDESIGN FRAMEWORK

Wu, Hao (1); Corney, Jonathan (2); Gan, Jing (1) // 2020
The “power of the crowd” has been repeatedly demonstrated and various Internet platforms have been used to applied collaborative intelligence to areas that range from open innovation to conceptual ...

Bringing Reality Back to Virtual Reality - A Collaborative Tool for Multidisciplinary Teams

Kohtala, Sampsa; Kaland, Thomas; Jacobsen, Live; Aalto, Pasi; Steinert, Martin // 2020
We propose a new system combining a physical interface and a virtual environment that can be accessed through VR. Our aim is making collaboration in multidisciplinary teams more productive through ...

CO-DESIGN VISIONS OF PUBLIC MAKERSPACES IN CHINA 

Lam, Busayawan (1); Choi, Youngok (1); Chen, Xi (1); de Sousa, Sophia (2); Liu, Long (3); Ni, Minqing (3) // 2020
This paper discusses the design and outputs of co-design workshops used to facilitate the co-creation of a shared vision for public makerspaces in China and the design of such space. The workshops ...

Design thinking: guidelines for organizations

Ishio, Pedro; Gaspar, Ricardo; Gon // 2020
The objective of this paper is to iterate proposed functional guidelines for the assertive practice of design thinking in organizational environments, and therefore to promote innovation. Three ...

Boolean Searches

The following examples demonstrate some search strings that use boolean operators:

  • design community
    Find rows that contain at least one of the two words.
  • +design +community
    Find rows that contain both words.
  • +design community
    Find rows that contain the word “design”, but rank rows higher if they also contain “community”.
  • +design -community
    Find rows that contain the word “design” but not “community”.
  • +design ~community
    Find rows that contain the word “design”, but if the row also contains the word “community”, rate it lower than if row does not.
  • +design +(>community <decisions)
    Find rows that contain the words “design” and “community”, or “design” and “decisions” (in any order), but rank “design community” higher than “design decisions”
  • design*
    Find rows that contain words such as “design”, “designs”, “designing”, or “designer”.
  • "some words"
    Find rows that contain the exact phrase “some words” (for example, rows that contain “some words of wisdom” but not “some noise words”). Note that the " characters that enclose the phrase are operator characters that delimit the phrase. They are not the quotation marks that enclose the search string itself.

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