scholarly journals COLLABORATIVE DIGITAL DESIGN NOTEBOOKS

Author(s):  
Ralph O. Buchal

 Abstract – Many design courses require students to maintain a paper-based personal design notebook or journal. The potential advantages of a digital notebook have been described in the literature, but few reports can be found on the use of digital notebooks in practice. This paper describes the design and implementation of a cloud-based collaborative workspace to provide a shared team design notebook. The shared workspace uses Microsoft SharePoint sites and Microsoft OneNote notebooks as the main components. SharePoint sites were created for 34 design teams in a 2nd-year engineering design course. Each site had a team notebook, document library, discussion forum, and task scheduler. Instructions and training were provided at the beginning of the course. Students were able to use the tools with little difficulty, and were able to use them as an effective replacement for a paper notebook. However, many teams did not make full use of the available capabilities, and there was little evidence of higher-level collaborative activities. The described implementation is technically and financially feasible, is scalable to large classes, and satisfies most of the requirements of a collaborative design notebook. However, scaffolding and training are needed to ensure that students collaborate effectively.

Author(s):  
Jonathan Sauder ◽  
Yan Jin

Students are frequently trained in a variety of methodologies to promote their creativity in the collaborative environment. Some of the training and methods work well, while others present challenges. A collaborative stimulation approach is taken to extend creative cognition to collaborative creativity, providing new insights into design methodologies and training. An experiment using retrospective protocol analysis, originally conducted to identify the various types of collaborative stimulation, revealed how diversity of past creative experiences correlates with collaborative stimulation. This finding aligns with previous research. Unfortunately, many current engineering design education programs do not adequately provide opportunities for diverse creative experiences. As this study and other research has found, there is a need to create courses in engineering design programs which encourage participation in diverse creative activities.


Author(s):  
Meisha Rosenberg ◽  
Judy M. Vance

Successful collaborative design requires in-depth communication between experts from different disciplines. Many design decisions are made based on a shared mental model and understanding of key features and functions before the first prototype is built. Large-Scale Immersive Computing Environments (LSICEs) provide the opportunity for teams of experts to view and interact with 3D CAD models using natural human motions to explore potential design configurations. This paper presents the results of a class exercise where student design teams used an LSICE to examine their design ideas and make decisions during the design process. The goal of this research is to gain an understanding of (1) whether the decisions made by the students are improved by full-scale visualizations of their designs in LSICEs, (2) how the use of LSICEs affect the communication of students with collaborators and clients, and (3) how the interaction methods provided in LSICEs affect the design process. The results of this research indicate that the use of LSICEs improves communication among design team members.


Author(s):  
Holly A. H. Handley

The Soldier-Equipment-Task (SET) Framework identifies the three main components of a soldier system and the relationships between them. The human focused data collected by the Human Viewpoint during the system architecting phase can be used as initial reference data for the SET Framework. The Solder (or Human) Capability relationship is defined in the SET Framework between the Soldier and Task Components; this is where the majority of the Human Viewpoint data resides. This paper provides a mapping of the Human Viewpoint data to the SET Framework and develops a methodology to evaluate the Soldier-Task Human Capability relationship for use in Soldier System or other human system focused analyses.


2018 ◽  
Vol 4 (1) ◽  
pp. 85
Author(s):  
Yeni Suprihatin ◽  
Etika Lisyana Dewi

Life skill education is an education that provides basic supplies and training to learners about the values of life needed and useful for the development of everyday life. Research on integrated life skill education in enterpreneurship subject in SMP Cahaya Bangsa School aims to know what life skill orientation in Entrepreneurship subject and examine the extent of life skill education implementation in Enterpreneurship subject. The design of this study used qualitative research with case study type. A descriptive inductive approach is used to describe a case by understanding symptoms and meaning. Researchers use in-depth interview techniques, digging information with direct observation, and study documentation. In analyzing the data, the researcher through three main components, namely, data reduction, display data, and data conclusion drawing. The results showed that the concept of life skill education is internalized in the entrepreneurship subject syllabus, then the teacher describes it in various learning activities such as washing activities, ironing activities, live in program, and market day. Evaluation done by teacher in assessing ability of life skill of student is by observing directly activity in enterpreneurship subject and student also given duty to write report result of activity live in.


2021 ◽  
Vol 5 (3) ◽  
Author(s):  
Halil Dincer Kaya

We examine the relationship between `primary employment` and `business friendliness` of U.S. states. Do states with a low score in `business friendliness` worry small business owners too much and hence force them to run their business as their primary job? We look at several main components of `business friendliness` including `Ease of start`, `Ease of hire`, `Overall regulations`, and `Training and networking`. We also look at subcomponents including the different types of regulations and technology use. How does each of these factors affect a business owner’s decision to focus mainly on his/her business? We use the `United States Small Business Friendliness Survey` done by Kauffman Foundation and Thumptack.com in 2013 and converted the letter scores ranging from A+ to F in the survey to numerical scores ranging from 12 to 1 (i.e. 1 being the lowest score which corresponds to F). Therefore, after the conversion, each state has a numerical score on each business-friendliness category. The survey also asks business owners if they use the internet when starting a business, when paying their taxes, or when licensing. For each state, we compute the percentage of owners in each state using the internet when starting a business, when paying their taxes, or when licensing. We call these three percentage numbers for each state their `Internetstart`, `Internettax`, and `Internetlicensing` scores. Then, using the mean score for all states for each type of regulation or internet score, we divide the states into two groups: the `high-score states` and the `low-score states`. In our analysis, we use non-parametric tests to compare the `high-score states` to the `low-score states`. Our non-parametric tests show that although none of the main components (i.e. `Ease of start`, `Ease of hire`, `Overall regulations`, and `Training and networking`) seem to affect `primary employment`, the overall business friendliness score of a state significantly affects `primary employment`. When we examine the different types of regulations, we find that `Health and safety regulations`, `Licensing regulations`, and `Zoning regulations` affect `primary employment`. `Employment regulations`, `Tax code`, or `Environmental regulations` does not have a significant impact. These findings may indicate that business owners are more worried with regard to Health and safety regulations, Licensing regulations, and Zoning regulations, therefore more of them choose to take matters into their own hands. Another possible explanation may be the relative complexity of the tasks associated with these regulations. Finally, our results show that technology use in the entrepreneurial process does not affect `Primary employment`.


Author(s):  
Pedro Morillo ◽  
Juan Manuel Orduña ◽  
Marcos Fernandez

Networked virtual environments (NVEs) have become a major trend in distributed computing, mainly due to the enormous popularity of multi-player online games in the entertainment industry. Nowadays, NVE systems are considered as the supporting technology for many networked and virtual organizations (NVO) (Singhal & Zyda, 1999), especially to those classified within the field of computer supported cooperative work (CSCW), where networked computer can be seen as a standard to provide the technological means to support the team design (Ott & Nastansky, 1997). These highly interactive systems simulate a virtual world where multiple users share the same scenario. The system renders the images of the virtual world that each user would see if he was located at that point in the virtual environment. Each user is represented in the shared virtual environment by an entity called avatar, whose state is controlled by the user through the client computer. Hundreds and even thousands of client computers can be simultaneously connected to the NVE system through different networks, and even through the Internet. NVE systems are currently used in many different applications (Singhal & Zyda, 1999) such as civil and military distributed training (Miller & Thorpe, 1995), collaborative design (Salles, Galli, Almeida et al., 1997) and e-learning (Bouras, Fotakis, & Philopoulos, 1998). Nevertheless, the most extended example of NVE systems are commercial multi-player online game (MOG) environments. These systems use the same simulation techniques that NVE systems do, and they are predicted to make up over 25 percent of local area network (LAN) traffic by 2010 (McCreary & Claffy, 2000).


Author(s):  
Li Zhu ◽  
Barbara R. Barricelli ◽  
Claudia Iacob

As collaboration in creating software systems becomes more complex and frequent among multidisciplinary teams, finding new strategies to support this collaboration becomes crucial. The challenge is to bridge the communication gaps among stakeholders with diverse cultural and professional backgrounds. Moreover, future uses and issues cannot be completely anticipated at design time, and it is necessary to develop open-ended software environments that can be evolved and tailored in opportunistic ways to tackle co-evolution of users and systems. A conceptual meta-design model, the Hive-Mind Space (HMS) model, has been proposed to support multidisciplinary design teams’ collaboration and foster their situated innovation. The model provides localized habitable environments for diverse stakeholders and tools for them to tailor the system, allowing the co-evolution of systems and practices. The authors explore the possibility of utilizing boundary objects within the HMS model to facilitate the communication amongst stakeholders as well as their participation in the creative distributed design process. Two concrete case studies, a factory automation and the Valchiavenna Portal, demonstrate the implementation of the HMS model and provide a possible solution to overcome the complex, evolving and emerging nature of the collaborative design.


Sign in / Sign up

Export Citation Format

Share Document