Strategies to Address “Design Thinking” in Engineering Curriculum

Author(s):  
Devdas Shetty ◽  
Jiajun Xu

It is suggested by many scholars that if the goal of engineering education is to produce engineers who can critically design and create, then providing students with early opportunities to engage in creative engineering design is important. While basic design is focused on the development of new products for the individual, working towards a more sustainable world demands greater attention to designing for and with communities. Improving design education and examining design-learning outcomes requires a kind of targeted approach that could match the best practices to personalize student learning. Design is complex and design includes balancing the needs of multiple stakeholders. However, there is a gap in the preparation of design education that will be needed in a challenging environment. This paper reviews the history of design thinking in the engineering curriculum. Design thinking education starts with an understanding of its importance with socioeconomic relevance. Through observation and empathy, mapping the designer uses the listening and learning tools for mapping users unarticulated needs, working in a team environment. The designer takes time to think carefully why a certain project is considered and details which aspects of machine learning application can be applied from functional to complete success for the end users. The availability of powerful virtual reality methodologies, have made it possible to consider the realistic needs and visualize scenarios and to explore the design alternatives with new ideas before full scale resource allocation on new ideas. Mid-to-advanced level courses with experimental assignments require that students apply through experimentation the principles and concepts learned in foundation courses. The basic design tools such as axiomatic thinking, theory of inventive problem solving, design iteration and simulation using hardware-in-the loop are discussed with case studies. Consideration of product sustainability with the thoughts of design for disassembly and disposal has emerged as a major part of design thinking. Senior engineering courses center on cross and interdisciplinary design and capstone experiences so that students experience fully guided practice of device design and problem solving, simulating what they are likely to experience in the world. This paper examines the critical issues of design thinking in a curriculum from observation, empathy mapping, validation of the idea, and improvement of idea by virtual reality and machine learning, optimization of the idea by tools such as axiomatic design, hardware in the loop simulation, and finally examining product sustainability causes.

Author(s):  
Lauma Veita

In the 21st century design thinking or problem-solving methodology has obtained a wide response in product development and service provision. It is a way of thinking which takes us to changes. Currently, in Latvia the schools which implement vocational secondary education art and design education programmes and also vocational orientation education programmes in art and design area have obtained the broadest experience in design acquisition. Taking into account the significance of problem-solving in learners’ development, design has been included in the comprehensive education content. Teachers need a new skill – to organize the design process so that their pupils would acquire problem-solving skills in a practical action. How have the teachers organized the design process? What learning methods have been applied? How is the design thinking developed? Goal analyse theoretical knowledge in design thinking and teachers’ experience of learning technologies in design acquisition which has been acquired in art education of vocational orientation. The Latvian National Culture Centre has compiled the experience of art teachers in methodological material “No Tēla līdz dizainam. Putns” (“From Image to Design. Bird”), it can look at 24 individual or pedagogical workgroup design process methodology for primary school pupils. Using designer IDEO group 3 I model – Inspiration, Ideation, Implementation, in the methodological material, development of design thinking has been described with 10 different techniques. The author’s analysis conveys the possible competences, what knowledge and skills pupils acquire in the design process, what techniques and methods the teacher applies in the learning process in design acquisition. The methodological material used in the research is one of the first for elementary school pupils’ design thinking development in Latvia, it enables us to identify problems and needs for school teachers. 


2016 ◽  
Vol 69 (1) ◽  
pp. 6-21
Author(s):  
Hernan Casakin ◽  
Arjan van Timmeren ◽  
Petra Badke-Schaub

The studio is the educational setting where architectural students dedicate a large part of their study career working individually and in groups. Supporting students with adequate methods to deal with ill-defined problems in the design studio is a major challenge for design education. Whereas different approaches such as using design patterns and developing scenarios are reported to improve the design activity, they were never investigated in the design studio. An empirical investigation was conducted in order to explore whether and how scenarios and patterns can help students in developing a useful knowledge base and enhance their abilities to solve design problems in the design studio. Students were requested to solve a series of design problems using these educational methods, while working individually and as a team. They were asked to produce as many design ideas as possible, while in the team setting were instructed to think aloud. The data assessed is gathered from surveys, problem solving sessions, and interviews. Thus, qualitative and quantitative analyses had to be done to find out about the different impact of the two methods in design. The results showed that as an educational approach, patterns aided in defining problems and analyzing idea solutions, mainly from a technical and functional perspective. Scenarios, on the other hand, were helpful to generate new ideas, and to enhance design creativity. Independently of the pedagogical method used in the design studio, working in teams showed to be central to enrich and enhance many aspects of the design activity. The findings have important implications for intervention programs in the design studio. Key words: design thinking, design studio, design education, educational setting, problem solving session, students teamwork.


2018 ◽  
Author(s):  
Camilla Kao ◽  
Che-I Kao ◽  
Russell Furr

In science, safety can seem unfashionable. Satisfying safety requirements can slow the pace of research, make it cumbersome, or cost significant amounts of money. The logic of rules can seem unclear. Compliance can feel like a negative incentive. So besides the obvious benefit that safety keeps one safe, why do some scientists preach "safe science is good science"? Understanding the principles that underlie this maxim might help to create a strong positive incentive to incorporate safety into the pursuit of groundbreaking science.<div><br></div><div>This essay explains how safety can enhance the quality of an experiment and promote innovation in one's research. Being safe induces a researcher to have <b>greater control</b> over an experiment, which reduces the <b>uncertainty</b> that characterizes the experiment. Less uncertainty increases both <b>safety</b> and the <b>quality</b> of the experiment, the latter including <b>statistical quality</b> (reproducibility, sensitivity, etc.) and <b>countless other properties</b> (yield, purity, cost, etc.). Like prototyping in design thinking and working under the constraint of creative limitation in the arts, <b>considering safety issues</b> is a hands-on activity that involves <b>decision-making</b>. Making decisions leads to new ideas, which spawns <b>innovation</b>.</div>


Author(s):  
Julian Brinkley ◽  
Earl W. Huff

The community of researchers supporting instruction on design thinking has a significant body of materials to help students understand and master the process of creative problem solving in design. Missing, we argue are materials and processes which directly support the design of inclusive technologies for persons with disabilities. We present ‘Inclusion by Design’, an interactive and participative crash course designed to introduce students to techniques that may be useful in an inclusive design process. In a single 75-minute session, students explore the inclusive design of a transportation technology for a visually impaired persona. We report on our findings from a single pilot of the crash course involving six diverse students within a graduate course on Inclusive Design. Our findings suggest that the course may be effective in introducing techniques like storyboarding, scenario creation, and low fidelity prototyping to students using an approach that may be effective for various learning styles.


2021 ◽  
Vol 51 (4) ◽  
pp. 75-81
Author(s):  
Ahad Mirza Baig ◽  
Alkida Balliu ◽  
Peter Davies ◽  
Michal Dory

Rachid Guerraoui was the rst keynote speaker, and he got things o to a great start by discussing the broad relevance of the research done in our community relative to both industry and academia. He rst argued that, in some sense, the fact that distributed computing is so pervasive nowadays could end up sti ing progress in our community by inducing people to work on marginal problems, and becoming isolated. His rst suggestion was to try to understand and incorporate new ideas coming from applied elds into our research, and argued that this has been historically very successful. He illustrated this point via the distributed payment problem, which appears in the context of blockchains, in particular Bitcoin, but then turned out to be very theoretically interesting; furthermore, the theoretical understanding of the problem inspired new practical protocols. He then went further to discuss new directions in distributed computing, such as the COVID tracing problem, and new challenges in Byzantine-resilient distributed machine learning. Another source of innovation Rachid suggested was hardware innovations, which he illustrated with work studying the impact of RDMA-based primitives on fundamental problems in distributed computing. The talk concluded with a very lively discussion.


Healthcare ◽  
2021 ◽  
Vol 9 (7) ◽  
pp. 854
Author(s):  
Dalia Almaghaslah ◽  
Abdulrhman Alsayari ◽  
Saleh Ali Alyahya ◽  
Rana Alshehri ◽  
Khawlah Alqadi ◽  
...  

Introduction: Design thinking, an innovative problem-solving approach, has gained wide popularity in healthcare disciplines. The aim of this work is to improve outpatients’ experiences in hospital pharmacies in two hospitals in Asir region, Saudi Arabia. Methods: The design thinking approach, adopted from Stanford University’s D-School, was used in this study. Results: Several problems were identified: lack of comfortable environment in the pharmacies’ waiting area, lack of a queue management system, and workflow inefficiencies related to ordering and supplies of medicines. A prototype was proposed to overcome these challenges. Discussion and Conclusion: The design thinking approach helped in identifying end-user (patients visiting outpatient pharmacies) values and desires and provided an understanding of their struggles. It also proposed tailored solutions that could improve patients’ experiences while using the services of the outpatient pharmacies.


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