design innovation
Recently Published Documents


TOTAL DOCUMENTS

429
(FIVE YEARS 138)

H-INDEX

17
(FIVE YEARS 3)

2022 ◽  
Vol 51 (2) ◽  
pp. 104452
Author(s):  
Carlo Corradini ◽  
Beatrice D'Ippolito

2022 ◽  
Vol 12 ◽  
Author(s):  
Jieming Hu ◽  
Xin Zhang

The high-quality workspace can be used as a physical carrier for design innovation and entrepreneurial organizational culture to continuously change the psychological cognition and behavior of employees in community of practice. The spatial narrative of the culture of design innovation and entrepreneurial organizations means to integrate entrepreneurship and organizational culture into the space through visual presentation. Whether the spatial narrative is successful or not needs to be judged by whether the change of people’s psychological cognition achieves the expected effect. The traditional qualitative research methods such as interviews and questionnaires cannot fully and accurately present the psychological cognitive mechanism of design Innovation and entrepreneurship organization members. We use virtual reality technology combined with electrophysiological technology to conduct experiments. We use these technologies to conduct quantitative experiments on psychological cognition in community of practice. This study will select a design innovation and entrepreneurial organization, randomly select 20 participants, and divide them into 2 groups for experimentation. The VR scene is based on their real office space as a prototype. Put the visual elements of corporate culture in one of the VR scenes. The other VR scene as a reference does not incorporate visual elements of organizational culture. Participants participated in the experiment in these two VR scenarios. There are many advanced devices that can accurately test individual psychological changes, but the ErgoLab man-machine environment test platform, can collect and compare these data [physiological data, electroencephalogram (EEG) data, and behavior data] in real-time and comprehensively, which is its advantage. According to the experimental results, judge the changes in the psychological cognitive data of the participants before and after the placement of the spatial narrative in design innovation and entrepreneurial organizations. The experiment combined interviews and questionnaires to ensure the authenticity of the quantitative data. The conclusion of the experiment will produce an accurate quantitative study on the psychological cognition of the spatial narrative of design innovation and entrepreneurial organizational culture. A sense of organizational belonging, collective sense, pride, mission, and work fun can be generated in the workspace.


Buildings ◽  
2021 ◽  
Vol 11 (12) ◽  
pp. 616
Author(s):  
Yibin Ao ◽  
Yunhong Liu ◽  
Liyao Tan ◽  
Ling Tan ◽  
Maoqiu Zhang ◽  
...  

With the popularization and rise in BIM technology usage, BIM education for undergraduate students in architecture, engineering, and construction (AEC) related disciplines has emerged as a priority. This study assesses the BIM learning outcomes of students participating in the National BIM Graduation Design Innovation Competition of Colleges and Universities. In total, 2777 valid questionnaire responses were obtained for this study. The Cronbach’s alpha coefficient method and principal component factor analysis method were used to verify the reliability of the data set (Cronbach’s alpha = 0.962, KMO = 0.965). The t-test (ANOVA) was used to verify that gender, school type, major, grade, study duration and use BIM related software, as well as other demographic attributes, displayed significant inter-group differences. Seven common factors affecting BIM learning performance were obtained by exploratory factor analysis: (1) ability of the instructor, (2) school (college) atmosphere, (3) teamwork, (4) individual ability, (5) understanding of BIM industry applications, (6) social environment incentives, and (7) achievement demand. Finally, the results of an ordered logistic regression revealed that the demographic attributes of participants, the comprehensive ability of the instructor, teamwork, individual ability, and achievement demand significantly affects BIM learning performance. Based on these findings, this paper puts forward suggestions for improving BIM learning performance and provides theoretical support for BIM education and learning in AEC related undergraduate majors.


Conjecturas ◽  
2021 ◽  
Vol 21 (5) ◽  
pp. 717-735
Author(s):  
Juliane Colpo ◽  
Nedisson Luis Gessi ◽  
Camila Gabriele Câmara ◽  
Flávia Michelle Pereira Albuquerque ◽  
Maria da Graça Dias da Costa Lyra ◽  
...  

A presente pesquisa tem como objetivo analisar a evolução dos trabalhos a partir da extração de índices de aparição na literatura dos temas método LEGO Serious Play no contexto das organizações do século XXI no período de 2015 a 2019. Quanto a metodologia, foi realizado um estudo bibliométrico nas bases de dados Google Acadêmico, Scopus e Web of Science. Desta forma, foram identificados na amostra 19 artigos relacionando os temas. As palavras-chave mais encontradas foram Design, Innovation, Methods, Entrepreneurship, Gamification e Learning.  Entre os doze países que possuem publicações, o Reino Unido com quatro publicações, detém lugar de destaque, seguido por Colômbia, Espanha, Estados Unidos e Nova Zelândia com duas publicações de cada país. A análise cronológica aponta que o período a partir de 2015 representa uma maior exploração acerca do tema analisado, sendo o ano de 2017 com maior número de publicações. Conclui-se que os temas pesquisados indicam ter espaço para novas pesquisas, diante da crescente quantidade de publicações nos últimos anos. Não se destaca um autor predominante, bem como não foi possível perceber um centro de pesquisa consolidado na área. Ressalta-se que não foi encontrado estudo sobre esta temática no contexto organizacional no Brasil.


2021 ◽  
Author(s):  
◽  
Peter Bryan Rive

<p>Design innovation makes a substantial contribution to the global economy, however there is a challenge to modern design praxis as design teams face difficulties when it comes to collaborators who are geographically distributed and unable to easily meet face to face in a physical context. This research undertook to interpret the knowledge creation life cycle of design innovation, and adopted a second-order cybernetic approach to describe the design process in the virtual world Second Life (SL). The researcher applied a cyber-ethnographic methodology to collect a bricolage of evidence in SL including observations; interviews; blogs; surveys; and conversations ‘in-world’. The research considered three case studies of groups in SL: Sloodlers, Studio Wikiitecture, and Design 2029 – The End Game. Three models were proposed to help describe cybernetic regulation of the design innovation ecology in SL: the spectrum of fidelity; indosymbiosis; and Lessig’s four modalities of cybernetic knowledge regulation. The first two of these were developed specifically for this research. In addition, a design innovation organism or ‘inogism’ was proposed using a biological metaphor to describe the design innovation ecology in SL. The primary research question considered how Lessig’s four modes of architecture, the law, the market, and norms all interact to affect the design ecology within SL. The secondary research questions considered how tacit knowledge creation and design collaboration could be inhibited or enabled through simulated face-to-face meetings. This research describes how the virtual ecology of SL can enable tacit knowledge creation and design collaboration and therefore contribute towards improved design innovation. It also suggests future research opportunities that could assist innovative design outcomes in other virtual worlds.</p>


2021 ◽  
Author(s):  
◽  
Peter Bryan Rive

<p>Design innovation makes a substantial contribution to the global economy, however there is a challenge to modern design praxis as design teams face difficulties when it comes to collaborators who are geographically distributed and unable to easily meet face to face in a physical context. This research undertook to interpret the knowledge creation life cycle of design innovation, and adopted a second-order cybernetic approach to describe the design process in the virtual world Second Life (SL). The researcher applied a cyber-ethnographic methodology to collect a bricolage of evidence in SL including observations; interviews; blogs; surveys; and conversations ‘in-world’. The research considered three case studies of groups in SL: Sloodlers, Studio Wikiitecture, and Design 2029 – The End Game. Three models were proposed to help describe cybernetic regulation of the design innovation ecology in SL: the spectrum of fidelity; indosymbiosis; and Lessig’s four modalities of cybernetic knowledge regulation. The first two of these were developed specifically for this research. In addition, a design innovation organism or ‘inogism’ was proposed using a biological metaphor to describe the design innovation ecology in SL. The primary research question considered how Lessig’s four modes of architecture, the law, the market, and norms all interact to affect the design ecology within SL. The secondary research questions considered how tacit knowledge creation and design collaboration could be inhibited or enabled through simulated face-to-face meetings. This research describes how the virtual ecology of SL can enable tacit knowledge creation and design collaboration and therefore contribute towards improved design innovation. It also suggests future research opportunities that could assist innovative design outcomes in other virtual worlds.</p>


Sign in / Sign up

Export Citation Format

Share Document