A Perspective for Evaluating Wikis as a Medium for Communication Within Engineering Design Teams

Author(s):  
Carolynn J. Walthall ◽  
Srikanth Devanathan ◽  
Lorraine Kisselburgh ◽  
Karthik Ramani ◽  
E. Daniel Hirleman ◽  
...  

Wikis, freely editable collections of web pages, are showing potential for a flexible documentation and communication tool for collaborative design tasks. They also provide a medium that can be further transformed by properly understanding both the need for flexibility as well as support for design thinking early in the design process. The purpose of this work is to analyze the different dimensions of the wiki from a communication perspective as applicable to design. With a focus on communication in design, we will explore the advantages and disadvantages of using wikis in student engineering design teams. Our ultimate goal is to better support the design process while exploiting the potential for increasing the shared understanding among teams using a wiki. By introducing a wiki in a globally distributed product development course, students gain hands-on experience in using wikis as a design tool. Feedback from students will be collected through questionnaires and used to improve and transform the wiki as a support tool for communication during early design collaboration.

2011 ◽  
Vol 133 (7) ◽  
Author(s):  
Carolynn J. Walthall ◽  
Srikanth Devanathan ◽  
Lorraine G. Kisselburgh ◽  
Karthik Ramani ◽  
E. Daniel Hirleman ◽  
...  

Wikis, freely editable collections of web pages, exhibit potential for a flexible documentation and communication tool for collaborative design tasks as well as support for team design thinking early in the design process. The purpose of this work is to analyze dimensions of wiki technologies from a communication perspective as applicable to design. A wiki was introduced in a globally distributed product development course, and the experiences and performance of colocated and distributed teams in the course were assessed through observations, surveys, and site usage analytics. With a focus on communication in design, we explore the advantages and disadvantages of using wikis in student engineering design teams. Our goal is to use wiki technologies to enhance support for design processes while exploiting the potential for increasing shared understanding among teams. Distributed teams used the wiki more as a design tool and were more supportive of its use in the course whereas colocated teams used it for documentation. The usage patterns, the number and type of files uploaded, and the wiki structure provided indicators of better performing teams. The findings also suggest ways to improve and inform students about best practices using the wiki for design and to transform the wiki as a support tool for communication during early design collaboration.


Author(s):  
Julia KRAMER ◽  
Julia KONG ◽  
Brooke STATON ◽  
Pierce GORDON

In this case study, we present a project of Reflex Design Collective, an experimental social equity design consultancy based in Oakland, California. Since founding Reflex Design Collective four years ago, we have reimagined the role of “designers” to transform relationships structured by oppression. To illustrate this reimagination, we present a case study of our work as ecosystem-shifters. In 2017, we facilitated a co-design innovation summit where unhoused Oakland residents led collaborative efforts to alleviate the burdens of homelessness, with city staff and housed residents serving as allies instead of experts. Our approach to design facilitation differs from a typical design thinking process by pairing our clients with those on the front-lines of social inequity in a collaborative design process. Specifically, we elevate the importance of democratized design teams, contextualized design challenges, and ongoing reflection in a design process. We highlight successes of our design facilitation approach in the Oakland homelessness summit, including outcomes and areas for improvement. We then draw higher-level key learnings from our work that are translatable to designers and managers at large. We believe our approach to equity design will provide managers and designers an alternative mindset aimed to amplify the voices of marginalized groups and stakeholders.


2021 ◽  
Author(s):  
◽  
Tian Tian Sky Lo

<p>Urban development and densification are increasing rapidly; this fact has been globally reported. According to a 2014 United Nations report, the world population will increase by 25% in the next three decades. This significant growth means urban density will also increase drastically, creating an increase in high-rise apartment living quarters to cater for the population growth. Subsequently, the development of housing has been advancing - especially around construction techniques which are becoming more efficient to meet the demand of fast-growing urban populations.  This thesis proposes that simply supplying housing is no longer sufficient to address the requirements of citizens. Denser living environments result in increased dissatisfaction, especially among those living in high-density housing. This research looks specifically into enabling homebuyers to voice their needs and design their living space. In this context, the social paradigm of high-density housing has not progressed much. There is still more a notion of supplying the needed quantity and homebuyers accepting the housing without question. Homebuyers, the main users of the housing, are often absent from both the planning and design process. Recent studies have shown that participation in their community is one of the key themes towards social sustainability. Many public participatory projects and platforms only allow participation in large scale urban developments and planning processes. There is a significant lack of initiatives that include homebuyers in the context of high-rise, high-density housing.  The aim of this research is to explore how a computational tool within a virtual environment can facilitate and support design collaboration and interactions – not only between architects and homebuyers, but among individual and collective homebuyers too. The methodology of the research includes using focus groups to examine how digital tools can support and contribute to the collaborative design process of high-rise, high-density housing. The study is then tested with the public to determine if such design tools facilitate and support design collaborations.  Three studies were undertaken: The first is a pre-tool development study. It uses a focus group to understand the factors necessary to engage homebuyers, and those factors that hinder such process. A digital tool for collaboration was then developed, based on analysis of the focus group results. A second study determines if the factors identified are sufficient for design collaboration within a digital environment. Based on this analysis, the tool was enhanced and integrated with third party visualisation software to enable the desired digital collaboration. A final study involves the public, examining whether such a design tool facilitates and supports their design collaborations.  Throughout the research development, gamification techniques were introduced and adopted to further explore driving factors and to enhance design interactions. The target audience of this research is homebuyers, who are laypersons in architectural design processes and techniques. Gamification is, therefore, an effective technique to simplify the design process and enable homebuyers to immerse themselves in a collaborative design process. Virtual Reality is used at the final stage to immerse homebuyers further into the design environment and give them clearer feedback about their design decisions.  The findings of the research confirm the benefits this novel collaborative design process has on the overall outcome of high-rise, high-dense buildings. It demonstrates how a virtual design tool can influence the process of consultation and procurement for homebuyers. A metadesign framework has been developed to provide a guide to the decision-making support necessary for such a collaborative design process. Finally, the research explains how such an enhanced communicative design operation can achieve the kind of synergies that break out of the current housing paradigm and take a major step forward in urban development.</p>


2021 ◽  
Author(s):  
◽  
Tian Tian Sky Lo

<p>Urban development and densification are increasing rapidly; this fact has been globally reported. According to a 2014 United Nations report, the world population will increase by 25% in the next three decades. This significant growth means urban density will also increase drastically, creating an increase in high-rise apartment living quarters to cater for the population growth. Subsequently, the development of housing has been advancing - especially around construction techniques which are becoming more efficient to meet the demand of fast-growing urban populations.  This thesis proposes that simply supplying housing is no longer sufficient to address the requirements of citizens. Denser living environments result in increased dissatisfaction, especially among those living in high-density housing. This research looks specifically into enabling homebuyers to voice their needs and design their living space. In this context, the social paradigm of high-density housing has not progressed much. There is still more a notion of supplying the needed quantity and homebuyers accepting the housing without question. Homebuyers, the main users of the housing, are often absent from both the planning and design process. Recent studies have shown that participation in their community is one of the key themes towards social sustainability. Many public participatory projects and platforms only allow participation in large scale urban developments and planning processes. There is a significant lack of initiatives that include homebuyers in the context of high-rise, high-density housing.  The aim of this research is to explore how a computational tool within a virtual environment can facilitate and support design collaboration and interactions – not only between architects and homebuyers, but among individual and collective homebuyers too. The methodology of the research includes using focus groups to examine how digital tools can support and contribute to the collaborative design process of high-rise, high-density housing. The study is then tested with the public to determine if such design tools facilitate and support design collaborations.  Three studies were undertaken: The first is a pre-tool development study. It uses a focus group to understand the factors necessary to engage homebuyers, and those factors that hinder such process. A digital tool for collaboration was then developed, based on analysis of the focus group results. A second study determines if the factors identified are sufficient for design collaboration within a digital environment. Based on this analysis, the tool was enhanced and integrated with third party visualisation software to enable the desired digital collaboration. A final study involves the public, examining whether such a design tool facilitates and supports their design collaborations.  Throughout the research development, gamification techniques were introduced and adopted to further explore driving factors and to enhance design interactions. The target audience of this research is homebuyers, who are laypersons in architectural design processes and techniques. Gamification is, therefore, an effective technique to simplify the design process and enable homebuyers to immerse themselves in a collaborative design process. Virtual Reality is used at the final stage to immerse homebuyers further into the design environment and give them clearer feedback about their design decisions.  The findings of the research confirm the benefits this novel collaborative design process has on the overall outcome of high-rise, high-dense buildings. It demonstrates how a virtual design tool can influence the process of consultation and procurement for homebuyers. A metadesign framework has been developed to provide a guide to the decision-making support necessary for such a collaborative design process. Finally, the research explains how such an enhanced communicative design operation can achieve the kind of synergies that break out of the current housing paradigm and take a major step forward in urban development.</p>


Author(s):  
Andrew Olewnik ◽  
Kemper Lewis

The House of Quality is a popular tool that supports information processing and decision making in the engineering design process. While its application is an aid in conceptual aspects of the design process, its use as a quantitative decision support tool in engineering design is potentially flawed. This flaw is a result of assumptions behind the methodology of the House of Quality and is viewed as an important deficiency that can lead to potentially invalid and poor decisions. In this paper this deficiency and its implications are explored both experimentally and empirically. The resulting conclusions are important to future use and improvement of the House of Quality as an engineering design tool.


Author(s):  
Dennis Bahler ◽  
Catherine Dupont ◽  
James Bowen

AbstractConflicts are likely to arise among participants in a collaborative design process as the inevitable outgrowth of the differing perspectives and viewpoints involved. The opportunities for conflict are magnified if many perspectives are brought to bear on a common artifact early in the design process, as in concurrent engineering or integrated engineering. Design advice tools can assist in the process of resolving these conflicts by making critiques and suggestions conveniently available to design participants, and by offering a fair means of evaluating and comparing suggested alternatives for compromise solution. In previous work we introduced a protocol based on notions of economic utility by which design advice systems can recognize conflict and mediate negotiation fairly. This protocol allowed design teams to express the desire to maximize or minimize the values of design parameters over totally ordered bounded domains of values, such as real numeric intervals. In this paper we extend this approach by allowing expressed preferences of design teams to be qualitative as well as quantitative, by allowing teams to express interest in parameters before they actually come into existence, and by relaxing many other of the earlier restrictions on the ways teams may express their preferences.


Author(s):  
Niccolo' Becattini ◽  
Gaetano Cascini ◽  
Jamie Alexander O'Hare ◽  
Federico Morosi ◽  
Jean-Francois Boujut

AbstractThe observation of designers' behaviour in collaborative design activities and the analysis of protocols improved the understanding of how novel ideas emerge, what occurs among designers and, indirectly, what methods have a good impact on the outcomes. Yet, protocol analysis requires recording the design sessions, often in a simulated environment, thus introducing a bias in the observation. Moreover, the analysis takes up to 1000 times the duration of the observed design session. These limitations definitely hinder the scalability of this practice to large experiments in real operational environments.This paper investigates the possibility to use the data collected in log files, automatically recorded during collaborative design sessions assisted by an ICT design support tool, as a means to extract relevant information about the design process and ultimately to infer insights about co-designers' cognition during the session. In this perspective, the paper proposes a set of metrics tailored to an Augmented Reality-based collaborative design tool. The study has been carried about by processing the data collected in 5 real case studies conducted in three different design companies.


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):  
Yujing Yang ◽  
Natalie Brik ◽  
Peter de Jong ◽  
Milene Guerreiro Goncalves

AbstractFraming is a crucial skill for connecting problem and solution spaces in the creative design process, both for individuals and teams. Frames are implicit in individuals’ cognitive thinking, but the creation of shared frames plays a vital role in collaborative design. Many studies have attempted to describe the framing process, but little is still known about how to support designers in framing, specifically in teams. This paper addresses this gap, by exploring the connection between sketching and framing within interdisciplinary teams. Following a qualitative and explorative approach, we have investigated the process and outcome of five interdisciplinary teams. We identified that sketching assists in the creation and elaboration of frames. Furthermore, in tandem with discussion and reflection, sketching helps increase the chance of a frame to survive within the design process. Our findings have practical and educational implications for improving the creative design process in interdisciplinary teams.


Author(s):  
Zhiqiang Chen ◽  
Zahed Siddique

The emergence of computer and network technology has provided opportunities for researchers to construct and build systems to support dynamic, real-time, and collaborative engineering design in a concurrent manner. This paper provides an understanding of the product design in a distributed environment where designers are in different geographic locations and are required to be involved in the design process to ensure successful product design. A design process model that captures the major interactions among stakeholders is presented, based on the observation of cooperation and collaboration. The stakeholders’ interactions are divided into activity and system level to distinguish the interactions in group design activities and design perspective evolution. An initial computer implementation of the design model is presented. The design system consists of a set of tools associated with design and a management system to facilitate distributed designers to support various design activities, especially conceptual design. Our research emphasis of design collaboration in this paper is: (i) Model a Cooperative-collaborative design process; (ii) Support synchronized design activities; and (iii) Structure the complex relations of various design perspectives from engineering disciplines.


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