Apply VR and Simulation-Based Learning for Logistics and Warehouse Design Education

Author(s):  
Ming-Der May
Author(s):  
Mohammad Alsager Alzayed ◽  
Christopher McComb ◽  
Samuel T. Hunter ◽  
Scarlett R. Miller

Product dissection has been highlighted as an effective means of interacting with example products in order to produce creative outcomes. While product dissection is often conducted as a team in engineering design education as a component of larger engineering design projects, the research on the effectiveness of product dissection activities has been primarily limited to individuals. Thus, the goal of this study was to investigate the impact of the type(s) of product dissected in a team environment on the breadth of the design space explored and the underlying influence of educational level on these effects. This was accomplished through a computational simulation of 7,000 nominal brainstorming teams generated by a statistical bootstrapping technique that accounted for all possible team configurations. Specifically, each team was composed of four team members based on a design repository of 463 ideas generated by first-year and senior engineering design students after a product dissection activity. The results of the study highlight that simulated senior engineering design teams explored a larger solution space than simulated first-year teams and that dissecting different types of products allowed for the exploration of a larger solution space for all of the teams. The results also showed that dissecting two analogically far and two simple products was most effective in expanding the solution space for simulated senior teams. The findings presented in this study can lead to a better understanding of how to most effectively deploy product dissection modules in engineering design education in order to maximize the solution space explored.


Author(s):  
S. Li ◽  
G. Gress

Macro-cognition is a field of study that investigates how domain experts (e.g., firefighters and weather forecasters) make decisions and judgements for their work.  This paper has adapted two models from macro-cognition to better understand design activities. The first one is the Data / Frame model, and it tells how a person’s frame can influence the selection of information in the design process.  The second one is the recognition-primed decision (RPD) model, which shows how a design idea emerges with a person’s recognition and mental simulation.  Based on these models, we further suggest three intervention strategies (i.e., challenge, relate and demonstrate) to support the processes of sensemaking, recognition and mental simulation.  We also suggest two evaluation aspects, i.e., relevance and fluency, to assess design activities.


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