Collaborative idea exchange and material tinkering influence families’ creative engineering practices and products during engineering programs in informal learning environments

2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Soo Hyeon Kim ◽  
Heather Toomey Zimmerman

Purpose This paper aims to investigate how families’ sociomaterial experiences in engineering programs held in libraries and a museum influence their creative engineering practices and the creativity expressed in their products derived from their inquiry-driven engineering activities. Design/methodology/approach This research project takes a naturalistic inquiry using qualitative and quantitative analyses based on video records from activities of 31 parent–child pairs and on creativity assessment of products that used littleBits as prototyping tools. Findings Families engaged in two sociomaterial experiences related to engineering – collaborative idea exchange and ongoing generative tinkering with materials – which supported the emergence of novel ideas and feasible solutions during the informal engineering programs. Families in the high novelty score group experienced multiple instances of collaborative idea exchange and ongoing generative tinkering with materials, co-constructed through parent-child collaboration, that were expansive toward further idea and solution generation. Families in the low novelty score group experienced brief collaborative idea exchange and material tinkering with specific idea suggestions and high involvement from the parent. An in-depth case study of one family further illustrated that equal engagement by the parent and child as they tinkered with the technology supported families’ creative engineering practices. Originality/value This analysis adds to the information sciences and learning sciences literatures with an account that integrates methodologies from sociocultural and engineering design research to understand the relationship between families’ engagement in creative engineering practices and their products. Implications for practitioners include suggestions for designing spaces to support families’ collaborative idea exchange and ongoing generative tinkering to facilitate the development of creative engineering practices during short-term engineering programs.

2014 ◽  
Vol 24 (4) ◽  
pp. 339-362 ◽  
Author(s):  
Dae Jung Bae ◽  
Choon Seong Leem

Purpose – Despite the importance of the service design process, existing prototyping methods still have technical limitations, thus hampering the development of realistic service-experience simulations that can effectively reproduce service delivery situations and environments. In this study, a service-prototyping method based on 3D virtual reality (VR) technologies, the physical environment of a test bed, and related standard management procedures are described. In addition, a service-prototyping process for a servicescape is proposed based on a case study of an actual duty-free shop. The paper aims to discuss these issues. Design/methodology/approach – The study adopts a qualitative approach, using case studies to undertake a design and improvement plans for brand guidance structures for the brand observation convenience of customers in a duty-free shop. Findings – The findings of the study suggested environmental components and concept of 3D VR based test bed as an effective tool at the stage of service prototyping the core of new service development (NSD), and introduced practical methods for service prototyping in actual duty-free shop. The case study is significant due to the fact that it proved validity and practicality of the methods applied to service prototyping topic derivation and test process through target service analysis rather than optimal alternative selection. Practical implications – This study emphasizes the importance of prototyping during NSD and the value of the service prototyping test bed for practical use. It also proposes guidelines for the establishment and management of the test bed. Originality/value – In terms of service design research, this study also presented detailed operating procedures and methods through the new concept and in-depth case study of service prototyping using 3D VR technology.


2019 ◽  
Vol 120 (9/10) ◽  
pp. 663-678 ◽  
Author(s):  
Benjamin M. DeVane ◽  
Jeremy Dietmeier ◽  
Kristen Missall ◽  
Salloni Nanda ◽  
Michala Cox ◽  
...  

Purpose This paper aims to present an iterative approach to creating a collaborative design-and-play skatepark videogame for a children’s museum physics exhibit. Intended for children of 5-8 years old and accompanying adults, this interactive tabletop game encourages players to build a skatepark and then skate through it with a skater character. This case study describes the authors’ design perspective shift to make the game’s possibilities for tinkering more “perceptible.” Design/methodology/approach This paper presents a case-based design narrative that draws on the project’s iterative playability testing with parent–child dyads and reflections from the design team’s endeavors. This analysis draws on methodological elements adapted from agile game development processes and educational design-based research. Findings The initial game prototype inhibited the collaborative tinkering of parent–child dyads because it used interface abstractions such as menus, did not orient to the task of tinkering with skatepark design and did not help players understand why their skatepark designs failed. Subsequent game versions adopted blocks as a metaphor for interaction, gave players explicit design goals and models and provided players with more explicit feedback about their skater’s motion. Originality/value Museum games that provide tinkering experiences for children are an emerging medium. Central concerns for those designing such games are presenting multiple modes of play for different players and contexts and clearly and quickly communicating the possible activities and interactions. The design approach in this study offers players the opportunity to – at both short and long timescales – take up game-directed challenges or explore the skatepark physics through self-generated goals.


2019 ◽  
Vol 61 (1) ◽  
pp. 286-308
Author(s):  
Maria Claudia Solarte Vasquez ◽  
Mait Rungi ◽  
Katrin Merike Nyman-Metcalf

PurposeThis paper aims to report on signs of public awareness and empowerment among the general public that are presumed to determine the viability of the smart contracting (SC) approach and identifies prevailing concerns regarding individual transactional experiences.Design/methodology/approachA mixed approach was followed to explore perceptions of self-regulation and transaction friendliness by using an interpretative multiple case study method and by presenting a descriptive summative analysis of the data.FindingsOn self-regulation, the study reveals spread awareness, empowerment, contractual competences and responsibility. Regarding transaction friendliness, subject matter influences transaction experiences the most, and trust and engagement are the most problematic factors. The findings support the viability of SC, endorsing the application of proactive perspectives in legal and managerial practice.Research limitations/implicationsThe study confirms the foundational assumptions of SC, identifies key transactional issues that should be further addressed to improve the functionality of digital trade environments and contributes to the consolidation of the legal design research field on transaction usability.Practical implicationsThe findings point to the viability of SC. Organizations and practitioners are given indications on transaction upgrade priorities and invited to adopt and help disseminate the proposal.Social implicationsThe expansion of a collaborative transactional culture can reduce legal disputes, improving the legal environment of business and strengthening private governance regulatory models.Originality/valueThis is the first empirical study on the viability conditions of the SC-approach, identifying transactional usability testing and intervention priorities.


2019 ◽  
Vol 31 (5) ◽  
pp. 935-953
Author(s):  
Mario Hermann ◽  
Isabel Bücker ◽  
Boris Otto

Purpose The purpose of this paper is to explore the transformation of logistics processes to meet requirements of Industrie 4.0. Design/methodology/approach The authors follow the principles of action design research to conduct a single-case study investigating four logistics processes at a leading German car manufacturer. For the development of artifacts, the authors used Method Engineering. Findings The case study reveals a set of Industrie 4.0 process design principles, providing guidelines for the design and management of Industrie 4.0 compliant processes. In the second step, the authors use these process design principles for the development of a first version of a method for Industrie 4.0 process transformation. Research limitations/implications In the light of limited scientific knowledge about Industrie 4.0 process transformation, the paper uses a single-case study design. This is adequate considering the research goal at hand and the richness of empirical insight the authors had access to. However, a single-case design is limited regarding generalizability and demand for future qualitative and quantitative research. Practical implications The Industrie 4.0 process design principles support practitioners in the design and management of Industrie 4.0 compliant processes. In addition, the method developed by the authors supports enterprises in the transformation of their current processes toward Industrie 4.0. Originality/value The paper describes the first attempt – as far as the authors are aware – to derive guidelines for the design and management of Industrie 4.0 processes from the analysis of a real-world industrial setting. Likewise, the method for Industrie 4.0 process transformation presented in this paper is presumed to be the first such method developed in full accordance with the principles of Method Engineering.


2020 ◽  
Vol 17 (4) ◽  
pp. 377-391
Author(s):  
Yusep Rosmansyah ◽  
Isdiyanto Isdiyanto ◽  
Ariq Bani Hardi ◽  
Atina Putri

Purpose The purpose of this study is to evaluate the gamification impact on surveyors learning engagement in a case study carried out at Statistics Indonesia. Design/methodology/approach This study adopted the design research methodology (DRM) research framework. The problem to be solved was analyzed and structured into a DRM’s impact model. A proposed solution was hypothesized and implemented as a Web-based online learning system. Evaluative data of users were collected and analyzed in the forms of logs, questionnaires, pre-test and post-test. Further, a quantitative statistical evaluation was performed to measure the engagement and knowledge gain of surveyors after using the gamified online learning system prototype. Findings This research showed a positive effect on the engagement of surveyors when using the proposed gamified system. In this case study, the gamified system performed better in enhancing surveyors’ knowledge and engagement, compared to the conventional method. Research limitations/implications This research was based on Statistics Indonesia's case study. For future research, other case studies can be performed to generalize the gamification impacts in other organizations and other learning subjects. Practical implications Based on the results study, an organization such as Statistics Indonesia is recommended to involve gamification in their online learning activities because it enhances significantly surveyors' engagement and knowledge gain. Social implications One important implication of the research is that the proposed solution is relatively easy and inexpensive to be introduced and appended into the existing online learning system at Statistics Indonesia. If all surveyors are well equipped with proper knowledge and skill, all surveys conducted by any national statistical organization will have an accurate description and condition about any subject being surveyed in the nation. This information is important for the ruling government in deciding what the best policy and strategy are to improve the nation's condition regarding the subject. Originality/value The proposed gamification system showed a better online training process and learning outcome. Statistical valuation indicated that there was an increased surveyors’ academic performance in terms of engagement and knowledge gain.


2021 ◽  
Vol 35 (9) ◽  
pp. 66-84
Author(s):  
Annelies van der Ham ◽  
Arno van Raak ◽  
Dirk Ruwaard ◽  
Frits van Merode

PurposeIntegration, that is, the coordination and alignment of tasks, is widely promoted as a means to improve hospital performance. A previous study examined integration and differentiation, that is, the extent to which tasks are segmented into subsystems, in a hospital's social network. The current study carries this research further, aiming to explain integration and differentiation by studying the rules and coordination mechanisms that agents in a hospital network use.Design/methodology/approachThe current case study deepens the analysis of the social network in a hospital. All planning tasks and tasks for surgery performance were studied, using a naturalistic inquiry approach and a mixed method.FindingsOf the 314 rules found, 85% predominantly exist in people's minds, 31% are in documents and 7% are in the information system. In the early planning stages for a surgery procedure, mutual adjustment based on hospital-wide rules is dominant. Closer to the day of surgery, local rules are used and open loops are closed through mutual adjustment, thus achieving integration. On the day of surgery, there is mainly standardization of work and output, based on hospital-wide rules. The authors propose topics for future research, focusing on increasing the hospital's robustness and stability.Originality/valueThis exploratory case study provides an overview of the rules and coordination mechanisms that are used for organizing hospital-wide logistics for surgery patients. The findings are important for future research on how integration and differentiation are effectively achieved in hospitals.


Author(s):  
Melanie SARANTOU ◽  
Satu MIETTINEN

This paper addresses the fields of social and service design in development contexts, practice-based and constructive design research. A framework for social design for services will be explored through the survey of existing literature, specifically by drawing on eight doctoral theses that were produced by the World Design research group. The work of World Design researcher-designers was guided by a strong ethos of social and service design for development in marginalised communities. The paper also draws on a case study in Namibia and South Africa titled ‘My Dream World’. This case study presents a good example of how the social design for services framework functions in practice during experimentation and research in the field. The social design for services framework transfers the World Design group’s research results into practical action, providing a tool for the facilitation of design and research processes for sustainable development in marginal contexts.


2020 ◽  
Vol 40 (2) ◽  
Author(s):  
Haruo Nakagawa

Akin to the previous, 2014 event, with no data on voter ethnicity, no exit polls, and few post-election analyses, the 2018 Fiji election results remain something of a mystery despite the fact that there had been a significant swing in voting in favour of Opposition political parties. There have been several studies about the election results, but most of them have been done without much quantitative analyses. This study examines voting patterns of Fiji’s 2018 election by provinces, and rural-urban localities, as well as by candidates, and also compares the 2018 and 2014 elections by spending a substantial time classifying officially released data by polling stations and individual candidates. Some of the data are then further aggregated according to the political parties to which those candidates belonged. The current electoral system in Fiji is a version of a proportional system, but its use is rare and this study will provide an interesting case study of the Open List Proportional System. At the end of the analyses, this study considers possible reasons for the swing in favour of the Opposition.


2016 ◽  
Vol 10 (1) ◽  
pp. 99-117 ◽  
Author(s):  
Alberto De Marco ◽  
Giulio Mangano ◽  
Fania Valeria Michelucci ◽  
Giovanni Zenezini

Purpose – The purpose of this paper is to suggest the usage of the project finance (PF) scheme as a suitable mechanism to fund energy efficiency projects at the urban scale and present its advantages and adoption barriers. Design/methodology/approach – A case study is developed to renew the traffic lighting system of an Italian town via replacement of the old lamps with new light-emitting diode (LED) technology. Several partners are involved in the case project to construct a viable PF arrangement. Findings – The case study presents the viability of the proposed PF scheme that provides for acceptable financial returns and bankability. However, it also shows that the need for short concession periods may call for a public contribution to the initial funding to make the project more attractive to private investors. Practical implications – This case study is a useful guideline for governments and promoters to using the PF arrangement to fund energy efficiency investments in urban settings. It helps designing an appropriate PF scheme and understanding the advantages of PF to reduce risk and, consequently, increase the debt leverage and profitability of energy efficiency projects. Originality/value – This paper contributes to bridging the gap about the lack of works addressing the implementation of the PF mechanism in the energy efficiency sector in urban areas. The importance of this paper is also associated with the shortage of traditional public finance faced by many cities that forces to seek for alternate forms of financing.


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