A study on intersection of sense with problem solving for the creative design education

2015 ◽  
Vol null (33) ◽  
pp. 79-88
Author(s):  
김효일
Leonardo ◽  
2011 ◽  
Vol 44 (2) ◽  
pp. 133-138
Author(s):  
Johann van der Merwe ◽  
Julia Brewis

It is now an accepted maxim in design theory and practice that real-world problems needing the attention of design practitioners are not neat and well-structured, but ill-structured and “wicked”—part of a larger, complex social situation. For design education, then, to take its lead from contemporary social, political and economic structures, it will have to seriously re-think its problem-solving paradigms. The authors investigate the use of self-generating learning narratives in the classroom and contrast the approach they introduce with the still-too-prevalent notion that knowledge can be transferred from teacher to student. Their methodology draws from ideas formulated by Maturana and Varela on autopoiesis, specifically the notion of co-ontogenic drift.


Author(s):  
Mohamed E. M. El-Sayed ◽  
Jacqueline A. J. El-Sayed

Product realization, which is the goal of any product development process from concept to production, usually means bringing a product to physical reality. Problem solving and design are two of the engineering activities for achieving the product development process goal. For this reason engineering education efforts are usually focused on problem solving as a building block for any educational course or program activities. In addition, some courses and curriculum threads are usually dedicated to design education and practices. The common restriction of realization to mean physical reality, however, limits the full understanding and potential of better problem solving and design education in engineering. In this paper, the realization process is expanded to include the virtual and perceptual realities as valid domains of the product realization process. These domains of realization and their interactions with the physical reality are studied. Also, the relationships between research, problem solving, and design are examined in the context of engineering product realization. Focus, in this study, is directed to the understanding of research, engineering problem solving, and design activities as a result of the expanded realization concept. This understanding aims at improving engineering education by focusing on the key issue of creativity in program and course design, delivery, and assessment. To illustrate the concepts, presented in the paper, several examples are included.


2019 ◽  
Vol 141 (3) ◽  
Author(s):  
Mohammad Alsager Alzayed ◽  
Christopher McComb ◽  
Samuel T. Hunter ◽  
Scarlett R. Miller

Product dissection has been highlighted as an effective means of interacting with example products in order to produce creative outcomes. While product dissection is often conducted as a team in engineering design education, the research on the effectiveness of product dissection activities has been primarily limited to individuals. Thus, the purpose of this study was to investigate the impact of the type(s) of product dissected in a team environment on encouraging creative design outcomes (variety, novelty, and quantity) and the underlying influence of educational level and dissection modality on these effects. This was accomplished through a computational simulation of 14,000 teams of noninteracting brainstorming individuals generated by a statistical bootstrapping technique using a design repository of 931 ideas generated by first-year and senior engineering students. The results of the study highlight the importance of educational level, dissection modality, and the number of products dissected on team design outcomes. Specifically, virtual dissection encouraged the exploration of more novel solutions across both educational levels. However, physical dissection encouraged the exploration of a larger variety and quantity of ideas for senior teams while virtual dissection encouraged the same in first-year teams. Finally, dissecting different types of products allowed teams to explore a larger solution space. The findings presented in this study can lead to a better understanding of how to deploy product dissection modules in engineering design education in order to drive creative design outcomes.


Author(s):  
Lauma Veita

In the 21st century design thinking or problem-solving methodology has obtained a wide response in product development and service provision. It is a way of thinking which takes us to changes. Currently, in Latvia the schools which implement vocational secondary education art and design education programmes and also vocational orientation education programmes in art and design area have obtained the broadest experience in design acquisition. Taking into account the significance of problem-solving in learners’ development, design has been included in the comprehensive education content. Teachers need a new skill – to organize the design process so that their pupils would acquire problem-solving skills in a practical action. How have the teachers organized the design process? What learning methods have been applied? How is the design thinking developed? Goal analyse theoretical knowledge in design thinking and teachers’ experience of learning technologies in design acquisition which has been acquired in art education of vocational orientation. The Latvian National Culture Centre has compiled the experience of art teachers in methodological material “No Tēla līdz dizainam. Putns” (“From Image to Design. Bird”), it can look at 24 individual or pedagogical workgroup design process methodology for primary school pupils. Using designer IDEO group 3 I model – Inspiration, Ideation, Implementation, in the methodological material, development of design thinking has been described with 10 different techniques. The author’s analysis conveys the possible competences, what knowledge and skills pupils acquire in the design process, what techniques and methods the teacher applies in the learning process in design acquisition. The methodological material used in the research is one of the first for elementary school pupils’ design thinking development in Latvia, it enables us to identify problems and needs for school teachers. 


Author(s):  
Tetsuo Tomiyama ◽  
Paul Breedveld ◽  
Herbert Birkhofer

The design methodology developed by Pahl and Beitz (P&B) is one of the most widely taught design methodologies. However, this methodology is not easy to correctly exercise for non-experienced designers such as students. At TU Darmstadt in Germany, a method was developed to make students to realize the background philosophy of P&B, to reduce misunderstanding and misuse of the method, and to help them to arrive at creative design. At TU Delft in the Netherlands, an experienced designer who works on designing mechanical medical devices developed a method to generate creative designs. Although independently developed, these two methods share some commonality and have a potential to improve design education towards creative design. This paper is an attempt to give a theoretical explanation why these two methods facilitate creative design based on General Design Theory.


2021 ◽  
Author(s):  
William W. Kilborn

"The purpose of the present study is to discover whether an Interior Design student exposed to practical design experience during his formal education might possibly have an advantage over, (1) the student with educational training only; or (2) the designer with a minimum amount of practical experience and incomplete design education - in terms of problem solving and academic performance."--Introduction.


Author(s):  
A.-M. Olteţeanu ◽  
L. H. Shu

Functional fixedness refers to a cognitive bias that prevents people from using objects in new ways, and more abstractly, perceiving problems in new ways. Supporting people in overcoming functional fixedness could improve creative problem solving and capacities for creative design. A study was conducted to detect whether a relationship exists between participants’ tendency to reorient objects presented as stimuli in an Alternative Uses Test and their creativity, also measured using the Wallach Kogan pattern meanings test. The Alternative Uses Test measures creativity as a function of identifying alternative uses for traditional objects. The Wallach Kogan pattern-meanings test detects the ability to see an abstract pattern as different possible objects or scenes. Also studied is whether Kruglanski’s Need for Closure scale, a psychological measure, can predict the ability to incorporate reorientation cues when identifying uses. This study revealed highly significant, high correlations between reorientation and several creativity measures, and a correlation between reorientation and the predictability subscale of the Need for Closure scale. A qualitative exploration of participants’ responses reveals further metrics that may be relevant to assessing creativity in the Alternative Uses Test.


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