scholarly journals PROMOTING GRADUATE AND PROFESSIONAL ATTRIBUTES BY COORDINATING KOLBIAN REFLECTIONS FOR INDUSTRIAL DESIGN AND ENGINEERING STUDENTS

2020 ◽  
Vol 1 ◽  
pp. 1775-1784
Author(s):  
M. Mina ◽  
J. Cowan ◽  
N. D. Fila ◽  
W. S. Theh

AbstractThis work features challenges of using integrated reflections in undergraduate Industrial Design and Engineering. Reflection activities can be challenging for the students and hard to implement in design and engineering classes. This report has two goals. The first is to introduce a process for more successful engagement for the students in problem solving and design. The second is to show that the process has validity and usefulness for Industrial Design students who are in a College of Design.

2021 ◽  
Vol 7 (2) ◽  
pp. 233-249 ◽  
Author(s):  
Rebecca Anne Price ◽  
Mieke van der Bijl-Brouwer

This article presents empirical findings and recommendations from a survey of 100 industrial design engineering students from the Faculty of Industrial Design Engineering at Delft University of Technology, the Netherlands. The article adopts a self-deterministic motivation lens to present findings from a qualitative survey (N=100 respondents) and two member check workshops with design students and educators regarding motivations to study during COVID-19 restrictions. We identify that COVID-19 lockdown measures compromise three psychological prerequisites for motivation: ‘relatedness’, ‘autonomy’ and ‘competency’. We find that resilient students who have a sense of ‘purpose’ remain highly motivated. The article reveals creative approaches students are applying to build and sustain motivation during the COVID-19 pandemic. The article contributes recommendations for educators and administrators to promote student motivation in pandemic and post-pandemic higher education. This article contributes novel insights regarding how students in particular are remaining motivated to study during COVID-19.


Author(s):  
Nusa FAIN ◽  
Michel ROD ◽  
Erik BOHEMIA

This paper explores the influence of teaching approaches on entrepreneurial mindset of commerce, design and engineering students across 3 universities. The research presented in this paper is an initial study within a larger project looking into building ‘entrepreneurial mindsets’ of students, and how this might be influenced by their disciplinary studies. The longitudinal survey will measure the entrepreneurial mindset of students at the start of a course and at the end. Three different approaches to teaching the courses were employed – lecture and case based, blended online and class based and fully project-based course. The entrepreneurial mindset growth was surprisingly strongest within the engineering cohort, but was closely followed by the commerce students, whereas the design students were slightly more conservative in their assessments. Future study will focus on establishing what other influencing factors beyond the teaching approaches may relate to the observed change.


Author(s):  
Sean Maw ◽  
Janice Miller Young ◽  
Alexis Morris

Most Canadian engineering students take a computing course in their first year that introduces them to digital computation. The Canadian Engineering Accreditation Board does not specify the language(s) that can or should be used for instruction. As a result, a variety of languages are used across Canada. This study examines which languages are used in degree-granting institutions, currently and in the recent past. It also examines why institutions have chosen the languages that they currently use. In addition to the language used in instruction, the types and hours of instruction are also analyzed. Methods of instruction and evaluation are compared, as well as the pedagogical philosophies of the different programs with respect to introductory computing. Finally, a comparison of the expected value of this course to graduates is also presented. We found a more diverse landscape for introductory computing courses than anticipated, in most respects. The guiding ethos at most institutions is skill and knowledge development, especially around problem solving in an engineering context. The methods to achieve this are quite varied, and so are the languages employed in such courses. Most programs currently use C/C++, Matlab, VB and/or Python.


Author(s):  
Kenton B. Fillingim ◽  
Hannah Shapiro ◽  
Catherine J. Reichling ◽  
Katherine Fu

AbstractA deeper understanding of creativity and design is essential for the development of tools to improve designers’ creative processes and drive future innovation. The objective of this research is to evaluate the effect of physical activity versus movement in a virtual environment on the creative output of industrial design students. This study contributes a novel assessment of whether the use of virtual reality can produce the same creative output within designers as physical activity has been shown to produce in prior studies. Eighteen industrial design students at the Georgia Institute of Technology completed nine design tasks across three conditions in a within-subjects experimental design. In each condition, participants independently experienced one of three interventions. Solutions were scored for novelty and feasibility, and self-reported mood data was correlated with performance. No significant differences were found in novelty or feasibility of solutions across the conditions. However, there are statistically significant correlations between mood, interventions, and peak performance to be discussed. The results show that participants who experienced movement in virtual reality prior to problem solving performed at an equal or higher level than physical walking for all design tasks and all designer moods. This serves as motivation for continuing to study how VR can provide an impact on a designer's creative output. Hypothesized creative performance with each mode is discussed using trends from four categories of mood, based on the combined mood characteristics of pleasantness (positive/negative) and activation (active/passive).


2021 ◽  
Vol 1 ◽  
pp. 1373-1382
Author(s):  
Avril Thomson ◽  
Hilary Grierson

AbstractThe paper reports on a study that aims to gain an understanding of how senior engineering design students engage and attain throughout the various stages of the design process during a major design project. Following a literature review it sets out to answer 3 main research questionsQ1. Do students engage more with certain stages of the design process during major project work?;Q2. Do students attain better during certain phases of the design process during major project ?Q3. Is there a difference in this attainment between year groups of the same degree programme ?The methodology adopted employs an analysis of marks and an online questionnaire to collect data. Patterns and trends in how senior BEng and MEng Product Design Engineering students engage and attain within the design process are presented, identified and discussed and in turn used to inform reflection on the research questions set.


Author(s):  
Vivek D. Bhise ◽  
Rashad Hammoudeh ◽  
James Dowd ◽  
Marc Hayes

This paper presents results of two studies conducted to determine customer needs in designing future center console designs for automotive products. The first study involved an observational survey of 150 vehicles in three parking lots to determine what items people store in their vehicles and the item locations. The data obtained from the survey provided a list of all the stored items, their distribution and their locations inside the vehicle. Papers, bottles, cups, books, bags and sunglasses were most frequently observed items in the vehicles. The second study was conducted to determine storage preferences of items in the center console. A foam-core center console with velcro surfaces was built inside a minivan. Thirty-six drivers were asked to select items that they would carry most often in their vehicles and place them on the center console surfaces. The resulting layouts of stored items were summarized. The summary data were provided to four teams of industrial design and engineering students to create design concepts for future automotive center consoles.


2020 ◽  
Author(s):  
Rui Pan ◽  
Johannes Strobel ◽  
Monica Cardella

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