emphasizes creativity and creative problem-solving techniques asked thestudents to develop a list of things that encourage and discourage creativity. These lists arereproduced below.Classroom Things That Encourage Creativity * Projects - grading details unclear, more subjective * Final exam was partially graded on creativity-subjective * Seating variety - more flexible things, less done by habit * Projects - ping pong ball mover, mouse trap powered vehicle, etc * New ideas discussed in class * Interact with different classmates * Meet in different places * Have people lecture who appreciate creativity * Thermo II - creativity graded as part of the design project * "Gallagher" type devices
theses. He has several patents and published more than 100 research papers. Page 25.1072.1 c American Society for Engineering Education, 2012 Product Realization Experiences in Capstone Design CoursesAbstractProduct realization is the main objective of most engineering processes. While the realization concept ismostly limited to the physical build of a product, the root of any realization process starts at theconceptual level of the individual or engineering team. Considering that engineering capstone designcourses are usually centered on open- ended design projects, to provide
Behdinan, University of Toronto Professor Kamran Behdinan earned his PhD in Mechanical Engineering from the University of Victoria in British Columbia in 1996, and has considerable experience in both academic and industrial settings. He is a Full Professor at the Department of Mechanical and Industrial Engineering, University of Toronto, NSERC Chair in Multidisciplinary Engineering Design, and the founding director of the Institute for Multidisciplinary Design and Innovation (UT-IMDI) an industry-centered, project-based learning institute in partnership with major aerospace and automotive companies. Page
Paper ID #25270Developing Instructional Design Agents to Support Novice and K-12 DesignEducationDr. Corey T. Schimpf, Concord Consoritum Corey Schimpf is a Learning Analytics Scientist with interest in design research, learning analytics, re- search methods and under-representation in engineering, A major strand of his work focuses on develop- ing and analyzing learning analytics that model students’ cognitive states or strategies through fine-grained computer-logged data from open-ended technology-centered science and engineering projects. His disser- tation research explored the use of Minecraft to teach early
process, and then create a representationof their personal design process (an activity called Design Brief 2, or DB2). Finally, at the end ofa quarter that included the above tasks plus tasks to consider additional design issues such ascontext and perspective, students were asked to create a “memory aid” to capture importantaspects of the design process that they wish to take with them to their future design experiences.In this paper, we present the work that the students turned in for the design projects. We alsopresent a mapping of the students’ work to the elements of the design process presented to themin the design timelines to provide insights on the impact of the use of the timelines to teachdesign.Introduction*Extensive research in the
Dr. Masatak Okutsu is a postdoctoral researcher in Purdue University School of Aeronautics and Astronautics. He provides expertise in Space Mission Design and is a co-instructor in the Introduction to Aerospace Design during past semester. Dr. Okutsu is leading the project development of AeroQuest Serious Game.Daniel Delaurentis, Purdue University Dr. Daniel DeLaurentis is an assistant professor in Purdue University School of Aeronautics and Astronautics. His research interests and specializations are in the area of Aeronautical and Systems of Systems expertise. He is lead instructor of the Introduction to Aerospace Design course
mechanical engineering, civil engineering, architecture, cognitive science, and computer science at MIT, UC-Berkeley, UCLA, Columbia and CMU in the USA, at Strathclyde and Loughborough in the UK, at INSA-Lyon and Provence in France and at EPFL in Switzerland.Prof. Kurt Henry Becker, Utah State University - Engineering Education Kurt Becker is the current director for the Center for Engineering Education Research (CEER) which examines innovative and effective engineering education practices as well as classroom technologies that advance learning and teaching in engineering. He is also working on National Science Foundation (NSF) funded projects exploring engineering design thinking. His areas of research include engineering
Learning. She is actively involved in the development and the assessment related to MIT’s national and international educational projects and collaborations, and conducts research at the K12 and higher education levels, in the efficacy of innovative learning mechanisms and pedagogical approaches used in all initiatives mentioned above. Furthermore she collaborates with the team of engineers working on MIT’s edX platform and on the development of software modules that support teaching and learning. Dr. Bagiati’s research interests are in the areas of early engineering, STEM curriculum development and teacher training, and Design Based LearningProf. John G. Brisson II, Massachusetts Institute of Technology
As with the first iteration in 2000, the 2006 ABET review team appreciated the supplemental assessment document and the “road map” it provided.Overall, the supplemental assessment documents have generated considerable facultyinvolvement in the overall assessment process and have become a helpful developmental tool fornew faculty. The PE Program will continue this assessment practice in preparation for the nextABET review in 2012.AcknowledgementsThe authors would like to acknowledge the significant contributions made to this project byColorado School of Mines’ Petroleum Engineering Department Associate Professor, Dr. RobertS. Thompson, who passed away before this project could be published. His passion andknowledge are sorely missed. We
A&M University Page 25.1372.1 c American Society for Engineering Education, 2012 Training Tomorrow’s Designers: a Study on the Design FixationThe presence of rich pictorial stimuli around designers is a factor that affects the generation ofnovel ideas. Designers tend to duplicate features from the examples they encounter in theirimmediate surroundings or in their day-to-day activities. This adhesion to the existing featuresfrom their surroundings is termed as “design fixation”. This study explores the fixation effect ofexamples provided to novices as a part of their class project and ways
consistencyin describing the five primary functions for that project. Since one of the teams shows a vastlylower value than the others, it may be of interest to comparatively examine their design problem.The MAV team has a problem which consists of many performance stages when compared to theothers. The device is required to deploy on site, travel to location, perform surveillance, reorientif needed, take-off and return to base having performed each operation stealthily. In comparisonthe other teams may only have two or three objectives. The project directives also each comefrom different sponsors. The MAV project comes from a sponsor interested in proofs of concept.Finally the MAV project is an older project, thus previous semesters insights may
Department of Engineering-Economic Systems at Stanford University (1984). She has authored over 200 scholarly publications; has won teaching, best paper and research awards; and is a member of the National Academy of Engineering (NAE). At NAE worked on the Technologically Speaking, Engineer and Beyond Bias and Barriers: Fulfilling the Potential of Women in Academic Science and Engineering projects. She has supervised 81 MS projects/theses, 33 doctoral dissertations and numerous undergraduate researchers. Page 22.31.1 c American Society for Engineering Education, 2011 A Cross-National
fromproduct design, business, and marketing in a way that more closely represents the process as itoccurs in practice.4-7 In addition, it may provide design educators with an assessment tool forstudent learning as it provides an opportunity to compare initial, mid, and final versions of the ICduring the course of a capstone design project. The IC may also help design teams focusattention on critical issues that can determine the success of a new design and to recognize theinterconnection and overlap between the various technical and non-technical issues related tosuccessful product development. Another potential strength of the IC for use in a capstone designcourse is the “at-a-glance” view of the critical components that must be considered
. Joshi has worked on multiple industry sponsored research projects (Michelin tweel –low rolling resistance for non-pneumatic tires, IFAI ballast friction testing project). She was actively involved in mentoring and advising Capstone design projects. She has advised over 10 different design projects –BMW, Rotary, TTi and mentored over 100 students. While at Clemson, Dr. Joshi was also awarded endowed teaching fellowship as a part of which she has taught a sophomore class on Foundations of Mechanical Systems for 2 semesters. Dr. Joshi worked as a Post-Doctoral Fellow with Professor Jonathan Cagan at Carnegie Mellon University. She investigated the avenues of internet of things and connected products. While at Carnegie
were empirically-derived from three data sources. These sourcesinclude: 1) analysis of over 400 award-winning products32; 2) over 200 sketches of a long-termhousehold design project by an experienced industrial designer31,37; and 3) protocol studies ofapproximately 50 industrial and engineering professional designers and students30, 31, 34, 36, 37.Empirical studies of novice, experienced, and professional designers have demonstrated theefficacy of 77 Design Heuristics as a tool to cultivate idea generation. This empirically-developed tool has been studied in several contexts and engineering courses, and few of thesesettings have been documented in prior research35-37.Research Context and QuestionsWhile 77 Design Heuristics has been established
approach is complemented by projectsthat require students to physically construct their designs as part of the design iteration process.Our assertion is that critical thinking in combination with hands-on project experience inspiresbetter design.Although our students are required to take specific courses in their first semester to beginsatisfying degree requirements, the introductory engineering course is not taught until the springsemester. We speculated that many of our students would be interested in participatingvoluntarily in an engineering school activity if given the opportunity. We decided to provide anextracurricular competition for our freshmen students as an innovative way to introduce thesustainability design content they will
theway they see and that the way they see is an important factor in the effectiveness and quality oftheir drawings. Similarly, what you see critically affects the way you think. This relationshipbetween sight and thought provides each of us with unique ways of drawing and thinkingcreatively. For these reasons, seeing and thinking should be viewed as an integral part ofsketching.”6Before a student can create forms from nothing (without a visual stimuli) most students mustlearn how to see what exists before them. Further, they must be able to see beyond what theythink they see. When used to visually explain an idea (to themselves or others) the sketcher mustbe able to create 3-dimensional forms on 2-dimensional surfaces. Orthographic projections
”.In “Capstone” projects, some instructors may notice that students show a preference formachined parts in their designs. This may result from the ready availability of educationalmachine shops and familiarity with those manufacturing processes. Machined parts are oftenrelatively expensive in production and geometrically simple. In addition to their value in DFXeducation, problems like these may help students develop visualization skill with complex 3-Dparts and assemblies, or lead them to consider using additive manufacturing processes moreoften in design.GradingGood conceptual design practice calls for the generation of many alternative ideas, and someauthors believe criticism can discourage this activity. Certainly, students may be
these preconceptions. Consequently, student learningin design is hampered.The intent of this study was to identify preconceptions students bring to design and to framethem in terms of the cognitive literature. The preconceptions were explored using two sequentialfocus group discussions based on the questions, “What did you learn about design?” and “Whatdid you need to un-learn to do design?”The participants in this study had completed an intermediate level design class. The class usedmultiple design-build-test projects supported by lectures to teach design. The semester followingthis class, one design team was selected for the focus group discussions because they initiallydemonstrated low design ability but performed at a high level by the end
: Classification of Techniques by Process Stage and Primary Cognitive Operation Process Stage Primary Cognitive Operation Technique Define Divergent Thinking Jobs To Be Done Ethnography Nine Windows Convergent Thinking Heuristic Redefinition Value Analysis Project
up on re-entry1). This very real and recent project is used tohighlight most of the basic principles and themes presented in the body of the course and to serveas an example of the philosophy of innovative design that the students are taught. The studentsare then totally immersed in the actual course problem/challenge: in this case the development ofa solution for the contingency land landing of the Orion space capsule, which results in the safelanding of all crewmembers without injury. Key experts familiar with the technical problem—inthis case landing dynamics, impact attenuation, and biomechanics—present all the relevantinformation that describes the problem statement, requirements, and constraints. Students aretaught the necessary tools
Stanford d.school (dschool.stanford.edu), MIT Media Lab (www.media.mit.edu), anddesign firms such as IDEO (www.ideo.com), Innocentive (www.innocentive.com) and Synapse(www.synapse.com).Project ManagerThe project manager is concerned with how to organize resources to their maximum effect sothat tasks can be achieved. These tasks may span from simple to complex and from individual toteam-based. Every project will have limited resources and a good project manager will be ableto fluidly allocate people, time, money, equipment, space and other resources of a group. A goodproject manager will also be able to break down and clearly communicate the tasks to be done bothglobally and for individuals 36 .MakerThe maker creates prototypes to think, prove
thinking is essential to the futuresuccess of these engineering graduates. Design thinking focuses on people and their need forpositive product experiences and less on technology. The introduction of design thinking willenable students to explore new, meaningful, and innovative ideas in a human-centered way.Design thinking will enable students to develop a more strategic approach to solving problems ininterdisciplinary partnerships and in the process develop leadership qualities.The aim of the core course for the program is to broaden the minds of its participants so thatwhen they graduate they will be able to increase the value of any design project presented tothem beyond the original scope and of the project as presented to them by a client
Page 13.1062.2text [4]. In that model, the design process includes problem definition based on clientstatement, conceptual design, preliminary design, detailed design, and designcommunication.In our research, we are attempting to scaffold meaningful conversations among designteams in order to improve the quality of their designs. While the construction of sharedknowledge occurs naturally in authentic work groups (project teams, scientificcommunities, etc.), the structure and methods employed in most university courses do notsupport these processes. Most instructional activities, such as laboratories and writingassignments, are individualistic. However, trends toward the integration of active andcollaborative learning methods in large
students electricity concepts in science classes.Design-based learning is intended to engage students in ways that enhance their abilities to solvereal-life problems and to reflect on their learning processes. This style of active learning is anextension of project-based learning, which is argued to enable students to relate problems toscience concepts.10, 15 Design-based learning differs from project based learning in that, inaddition to constructing and building, students engage in a design and planning process thatfollows engineering design.Typically, as was the case in the subject school district, electricity (and science in general) istaught using a guided/scripted inquiry approach to learning. Students are given materials andprocedural
to the limitedscope of class design projects and lack of real-world industry experience, student understandingof the necessity of clear design communication is often lacking. Strict grading of designdocumentation and frequent instructor feedback can improve the quality of documentation, butdoes not help students experientially understand its importance. The purpose of this study was to investigate the effectiveness of using “design swapping”to improve both the quality of design documentation and the quantity of discussion and feedbackamong teams during design reviews. Design swapping is the notion of having student teamsswap designs shortly after a design review such that they construct another team’s design. Itsimulates real-world
engineering (Courter, 2006). In lightof the need to ensure our students are ready for the challenges in our global economy, we astechnology and engineering educators, need to ensure we are continuing to evolve our practicesand curriculum – which at present time, demands the need to include innovation as a keycomponent of technology and engineering curriculum.Methodology and FindingsThere are 3 phases to this research project: (a) developing and implementing the Innovation BootCamp, (b) evaluating the Innovation Boot Camp experience, and (c) assessing and restructuringthe Innovation Boot Camp. We discuss each in turn.Innovation Boot Camp Development The Innovation Design Team used the data they collected from their observations andvisits of
projects, and can createcommunities for students. To ensure positive impacts to students, much more research is neededto improve these spaces making them effective for all students. Network analysis enablesproblem understanding and solution generation at a systems level. A systems-level analysis of anetwork of industries, for example, (as opposed to designing each industry individually) was ableto reduce the overall environmental impact of all industries in the network without increasing the © American Society for Engineering Education, 2020 2020 ASEE Conferencecost of the network (thereby maintaining profits) [1-3]. Similar system-analyses of waterdistribution networks and power grids
University’s Engineering Education program, which strives to prepare engineering educators for the 7-12 grade levels. Dr. France is also heavily involved in de- veloping and facilitating the Introduction to Engineering course sequence at ONU. He earned his PhD from the University of Colorado Boulder where his research focused on pre-engineering education and project-based learning.Dr. Louis A. DiBerardino III, Ohio Northern University Dr. DiBerardino is an Assistant Professor of Mechanical Engineering at Ohio Northern University. His teaching and research interests are in first-year engineering, dynamic systems, and musculoskeletal biome- chanics. c American Society for Engineering Education
; engineering design decisions are consequential for the design and how it performsupon implementation. To use a spoon, the person may need to like the color; and the material ofthe blade must be strong enough for an endurance task. Because design decisions areconsequential, undergraduate engineering programs have a responsibility to prepare students asdecision makers.Capstone design courses allow undergraduate engineering students to experience open-endeddesign projects before starting their professional careers. As such, capstone serves as anopportunity to develop students’ ability to make decisions in an ill-structured setting. Typically,explicit instruction related to decision making includes an introduction to rationalistic tools, suchas decision