Design Team Roles

Author(s):  
Douglass J. Wilde

Abstract Methods used at Stanford to construct prize-winning student design teams are now available publically on a web site coded by graduate assistant Mike McNelly. Information supplied by the user is interpreted as interests in various roles a team member might assume. Then the site helps the user find potential team mates having different interests — the Stanford team construction strategy. The article shows how the team roles were developed from Jung’s Personality Theory.

Author(s):  
Shun Takai ◽  
Marcos Esterman

Abstract While design processes have been studied for many years, relationships among design team characteristics, teamwork, and team performance have not yet been fully understood. As such, there is no consensus on how to form design teams or enhance teamwork. In this paper, we propose a conceptual design-team effectiveness model based on team effectiveness theory in which we divide team process into two components: team member collaboration and design process. Built on this model, we then present a six-step research roadmap towards enhancing teamwork in engineering education by 1) improving methodology to form design teams and 2) finding a team-building design exercise to promote team member collaboration. We propose to improve team formation methodology by 1) comprehensively studying associations among team factors and team performance and 2) investigating how associations among team factors and team performance change with team-building design exercises. Together, we expect both team performance and team member collaboration to improve, which should lead to a better teamwork experience in engineering education.


Author(s):  
Arianne X. Collopy ◽  
Chengxi Li ◽  
Tianyi Liu ◽  
Eytan Adar ◽  
Panos Y. Papalambros

AbstractCoordination in system design requires an interplay between different roles. In this work, we identify five design team roles that pertain to the partitioning and coordination of distributed design team tasks. The proposed characterization is based on self-reported responsibilities and communication behaviors from 109 student designers in 22 teams at the conclusion of a semester-long design project. The self-reports capture both how team members viewed their own work as well as communication patterns between team members. We leverage two representations of this data. Through text analysis, we identify keywords describing team member roles and responsibilities. Social network analysis can further distinguish roles based on team communication behaviors. Cluster analysis on both types of data identifies groups of individuals with similar characteristics. The resulting five clusters capture common roles in system design teams that simultaneously capture the diverse responsibilities and communication patterns.


Author(s):  
Erik M. W. Kolb ◽  
Jonathan Hey ◽  
Hans-Ju¨rgen Sebastian ◽  
Alice M. Agogino

Metaphors have successfully been used by new product development and design teams to help frame the design situation and communicate new products to stakeholders. Yet, the process of finding a compelling metaphor often turns upon stumbling upon it or a flash of insight from a team member. We present Meta4acle: a Metaphor Exploration Tool for design that suggests possible metaphors to make the process more one of ‘seeking out’ than ‘stumbling upon’ an effective metaphor. The tool takes data about the project in the form of a title, domain and key associations required of the metaphor and returns suggestions from a database of possible metaphor sources. We built a Meta4acle prototype and evaluated it with positive results for three existing design case studies. We present plans for its full implementation and evaluation.


2021 ◽  
Author(s):  
Vivek Rao ◽  
Ananya Krishnan ◽  
Jieun Kwon ◽  
Euiyoung Kim ◽  
Alice Agogino ◽  
...  

Abstract Design team decision-making underpins all activities in the design process. Simultaneously, goal alignment within design teams has been shown to be essential to the success of team activities, including engineering design. However, the relationship between goal alignment and design team decision-making remains unclear. In this exploratory work, we analyze six student design teams’ decision-making strategies underlying 90 selections of design methods over the course of a human-centered design project. We simultaneously examine how well each design team’s goals are aligned in terms of their perception of shared goals and their awareness of team members’ personal goals at the midpoint and end of the design process, along with three other factors underpinning team alignment at the midpoint. We report three preliminary findings about how team goal alignment and goal awareness influence team decision-making strategy that, while lacking consistent significance, invite further research. First, we observe that a decrease in awareness of team members’ personal goals may lead student teams to use a different distribution of decision-making strategies in design than teams whose awareness stays constant or increases. Second, we find that student teams exhibiting lower overall goal alignment scores appear to more frequently use agent-driven decision-making strategies, while student teams with higher overall goal alignment scores appear to more frequently use process-driven decision-making strategies. Third, we find that while student team alignment appears to influence agent- and process-driven strategy selection, its effect on outcome-driven selection is less conclusive. While grounded in student data, these findings provide a starting place for further inquiry into of designerly behavior at the nexus of teaming and design decision-making.


Author(s):  
Marija Majda Perisic ◽  
Tomislav Martinec ◽  
Mario Storga ◽  
John S Gero

AbstractThis paper presents the results of computational experiments aimed at studying the effect of experience on design teams’ exploration of problem-solution space. An agent-based model of a design team was developed and its capability to match theoretically-based predictions is tested. Hypotheses that (1) experienced teams need less time to find a solution and that (2) in comparison to the inexperienced teams, experienced teams spend more time exploring the solution-space than the problem-space, were tested. The results provided support for both of the hypotheses, demonstrating the impact of learning and experience on the exploration patterns in problem and solution space, and verifying the system's capability to produce the reliable results.


1988 ◽  
Vol 32 (6) ◽  
pp. 425-429
Author(s):  
Peter R. Nolan

Five research studies were conducted to specify the physical description of a novel mouse for an office computer. The mouse had side buttons that when pressed at the same time, moved or scrolled the contents of the active window. The studies examined accidental activation of both the side buttons and the top buttons, whether the mouse should be single button or have multiple buttons on its top surface, the back width dimension, volume and silhouette, top button position, and side button size and position. Each study provided data that was used in the next study, after it was reviewed by a design team. This case study shows that in design/development environments, quick, iterative studies serve the needs of design teams by providing successive approximations to the final design in a timely fashion. The utility of this method is compared to a multifactorial design.


Author(s):  
Janet M. Rice ◽  
Robert H. Allen ◽  
Artin A. Shoukas

Abstract We report on the characteristics of our year-long Longitudinal Design Team (LDT) courses, which have been taught since Fall 1998. Our main goal in these courses is to have teams of undergraduates at all educational levels work together solving problems that involve design in biomedical engineering. Consisting of about ten students, each team is composed mostly of freshmen, who, with the help of upperclassmen mentors and an upperclassman Team Leader, are able to use the knowledge they have gained in their introductory courses and from their life experiences and apply it to biomedical engineering problems. In the Fall semester, teams work on one or two projects, where they design, perform, measure and apply principles of physics to develop an understanding of a bio-mechanical event. In the spring, teams work on individual design projects proposed by “customers.” Faculty mentors interact with the team leaders and they decide how to proceed with their respective projects. Because the course is open to all educational levels, freshman students often reregister for the course as more upper level students. In addition to a learning environment, the design team is also a place for underclassmen to develop relationships with upperclassmen and vice versa. These relationships have proved particularly useful to the freshmen in choosing their courses, as well as in deciding summer and research plans. The upperclassmen are also learning how the knowledge they have gained in their coursework applies to solving practical problems. Although only in operation for three years, others perceive tangible results as well. In particular, the majority of customers are satisfied with the prototypes they receive. These preliminary results indicate that this unique program helps our students become acclimated to our curriculum and in preparing them for their profession.


Author(s):  
Wim Zeiler ◽  
Perica Savanovic ◽  
Emile Quanjel

Integral Building Design is done by multi disciplinary design teams and aims at integrating all aspects from the different disciplines involved in a design for a building such as; archtitecture, construction, building physics and building services. It involves information exchange between participants within the design process in amounts not yet known before. To support this highly complex process an Integral Building Design methods is developed based on the combination of a prescriptive approach, Methodical Design, and a descriptive approach, Reflective practice. Starting from the Methodical Design approach by van den Kroonenberg, a more reflective approach is developed. The use of Integral Design within the design process results in a transparency on the taken design steps and the design decisions. Within the design process, the extended prescriptive methodology is used as a framework for reflection on design process itself. To ensure a good information exchange between different disciplines during the conceptual phase of design a functional structuring technique can be used; Morphological Overviews (MO). Morphology provides a structure to give an overview of the consider functions and their solution alternatives. By using this method it is presumed that it helps to structure the communication between the design team members and a such forms a basis for reflection on the design results by the design team members. This method is used in the education program at the Technische Universiteit Eindhoven and was tested in workshops for students and for professionals from the Royal Institute of Dutch Architects (BNA) and the Dutch Association of Consulting Engineers (ONRI). Over 250 professionals participated in these workshops.


Author(s):  
Douglass J. Wilde ◽  
Sohyeong Kim

The psychiatrist Carl G. Jung has asserted that the “creative impulse” — the drive to solve problems — is almost an instinct on a par with hunger, sex drive, aggression and flight from danger. Unlike the instincts, however, creativity can be extinguished or can atrophy from disuse. Jung’s personality theory identifies eight “cognitive modes” which channel the creative impulse in different directions for various people. A given person’s “creative mode” — the most conscious — can be identified by the four-letter code of the Myers-Briggs Type Indicator (MBTI®). Of the remaining seven modes, as many as three “supporting” modes can be found by simple calculation using the four “clarity index” numbers associated with the MBTI® letters. Although these supporting modes are not the “creative” one, they back it up during problem-solving and at Stanford have been found useful for forming, organizing and analyzing student design teams.


Author(s):  
Ethan Brownell ◽  
Jonathan Cagan ◽  
Kenneth Kotovsky

Abstract Prior research has demonstrated how the average characteristics of a team impact team performance. Individual characteristics of team members and individual team member behavior have been largely ignored, especially in the context of engineering design. In this work, a behavioral study was conducted to uncover whether the most or least proficient member of a configuration design team had a larger impact on overall performance. It was found that a configuration design team is most dependent on the proficiency of its most proficient member and results suggest that replacing the most proficient member with an even more proficient member can be expected to have a more positive impact than replacing any other member with a higher proficiency member of the same change in proficiency. The most proficient member had a significant positive effect on how quickly the team reached performance thresholds and that the other members of the team were not found to have the same positive impact throughout the design study. Behavioral heuristics were found using hidden Markov modeling to capture the differences in behavior and design strategy between different proficiency members. Results show that high proficiency and low proficiency team members exhibit different behavior, with the most proficient member’s behavior leading to topologically simpler designs and other members adopting their designs, leading to the most proficient member driving the team design and team performance.


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