首页> 外文会议>International Conference on Design Education;ASME International Design Engineering Technical Conferences;Computers and Information in Engineering Conference >EXPLORATION OF THE TIMING OF INTRODUCTION OF DESIGN HEURISTIC CARDS TO EARLY DESIGN BRAINSTORMING SESSIONS BY INTERDISCIPLINARY STUDENT TEAMS
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EXPLORATION OF THE TIMING OF INTRODUCTION OF DESIGN HEURISTIC CARDS TO EARLY DESIGN BRAINSTORMING SESSIONS BY INTERDISCIPLINARY STUDENT TEAMS

机译:跨学科学生组探索设计启发式卡引入时机的时机探讨

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This research focuses on improving the outcome of idea generation sessions of interdisciplinary student teams working in the early design stages of a product or solution by measuring the effect of incorporating Design Heuristics Cards at different points of ideation sessions that adhere to the brainstorming guidelines. Using the design thinking methodology, an open-ended challenge was given to the participating teams for a Brainstorming exercise divided into a fifteen-minute individual segment followed by a thirty-minute team ideation segment. Three experimental treatments were designed where Design Heuristics Cards were introduced at different points of the ideation exercise: the start of the individual ideation segment, the start of the team ideation segment, or the second half of the team ideation segment. A fourth control treatment did not introduce the cards at any point but used the Brainstorming guidelines throughout. The metrics observed were Fluency, Novelty, Feasibility, and Market Fit of the ideas generated by the students. Eighty-four students participated in the experiment, with 58.3% being from majors in the College of Engineering, 28.6% from majors in the College of Business Administration, 7.1% from majors in the College of Arts and Sciences, and 6.0% from majors in the College of Agriculture. No significant difference was found among the experimental treatments; however the results are not considered final due to the explorative nature of the study. Recommendations are made on future work and possible improvements to the experiment.
机译:这项研究的重点是通过测量纳入设计启发式扫描卡在意念会议的不同点的效果提高了跨学科的学生团队在产品或解决方案的早期设计阶段工作的想法的产生会议的成果是坚持以集思广益的准则。使用设计思维方法,一个开放式的挑战是给参赛队为集思广益分为15分钟各段随后是30分钟的团队观念段。三个实验处理设计,其中设计启发式卡在意念锻炼的不同点进行了介绍:个人意念段的开始,球队意念段的开始,还是球队意念段下半年。第四控制处理没有在任何点引入卡,但在整个使用的集思广益的准则。观察指标是由学生产生的想法流畅,新颖性,可行性和市场组合。八十四的学生在艺术和科学学院专业参加实验中,58.3%来自工程学院的专业是,28.6%来自专业工商管理学院,7.1%和6.0%,从专业农业学院。无显著差异的实验性治疗中发现;然而,结果不被视为最终由于研究的探索性质。建议在今后的工作和实验可能改进而成。

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