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Query returned 9958 results.

DISCERNING BEHAVIOURAL DESIGN: A CONCEPTUAL MODEL

Khadilkar, P. R. and Cash, P. // 2020

DISCRETE-EVENT SIMULATION FOR SPECIFICATION DESIGN OF PRODUCTS IN PRODUCT-SERVICE SYSTEMS

Kloock-Schreiber, D., Siqueira, R., Gembarski, P. C. and Lachmayer, R. // 2020

Do differences in educational culture affect the process and outcome of undergraduate design practice?

Almrott, Ceri (1); O'Kane, Colm (1); Tully, Robert (1); Buck, Lyndon (2) // 2020
Designers acknowledge that global organisations can have different ethoses and cultures which affect the way that they undertake the process of design and the products that they develop[1]. It is ...

DROWNING PREVENTION BY DESIGN: THE SEMIOTICS OF PROTOTYPING IN LOW-RESOURCE ENVIRONMENTS – CASE STUDY ZANZIBAR

Conrad, Franziska (1); Devall, Lucy (2) // 2020
This paper presents an overview of an exploratory case study collaboration between Arts University Bournemouth (AUB) and the Royal National Lifeboat Institution (RNLI) in support of an RNLI delivery ...

DS 101: Proceedings of NordDesign 2020, Lyngby, Denmark, 12th - 14th August 2020
DS 102: Proceedings of the DESIGN 2020 16th International Design Conference

DS 104: Proceedings of the 22nd International Conference on Engineering and Product Design Education (E&PDE 2020), VIA Design, VIA University in Herning, Denmark. 10th -11th September 2020

// 2020
The 22nd International Conference on Engineering and Product Design Education will be hosted by VIA Design, VIA University in Herning, Denmark. The conference is organised in partnership with the ...

DSM-based Knowledge Transfer Modeling Between Projects for Multi-project Clustering Analysis

Bi, YingXin; Yang, Qing; Chang, MingXing // 2020
Overlapping is a typical feature of concurrent multi-project, while it is challenging that building interdependency relationships among all the projects in the program, especially from the view of ...

Dynamic updating of learning events during a course on the basis of logbooks

Vanhatalo, Mikko; Juuti, Tero; Rättyä, Kaisu // 2020
In this paper we present findings about utilizing logbooks which are customized for the specific course implementation and to use them in dynamic way to tailor learning events during the course. We ...

E-LEARNING INFRASTRUCTURE PROTOTYPE FOR GEOGRAPHICALLY DISTRIBUTED PROJECT-BASED LEARNING

Becattini, N., Škec, S., Pavković, N. and Cascini, G. // 2020

EDUCATING PRODUCT BASED START-UPS: FOCUSING ON THE BUSINESS OR THE PRODUCT?

Jørgensen, Mads Prahl; Vindeløv, Rasmus Hald; Laursen, Linda Nhu // 2020
Running a start-up often means trying to push an idea and run a business with very limited resources, when it comes to money, man-power and time. The idea behind a product and the drive behind the ...

Effects and Interactions of agile Principles in the Process of Mechatronic System Development: Building a basic Un- derstanding for adaptive Process Design

Albers, Albert; Heimicke, Jonas; Trost, Sebastian // 2020
Agile approaches mostly originate from the software branch and are based on its culture, thus creating various challenges in the culture of mechatronic system development. The approach of ASD - Agile ...

EFFICIENT DATA GATHERING IN SUPPORT OF DESIGN ISSUE RESOLUTION IN AN AUTOMOTIVE COMPANY

Sissoko, T. M., Jankovic, M., Paredis, C. J. J. and Landel, E. // 2020

EMOTIONS: THE INVISIBLE ASPECT OF CO-CREATION WORKSHOPS

Soto Hormazábal, Mariluz; Beaulé, Caoimhe Isha; Alhonsuo, Mira; Miettinen, Satu // 2020
This article focuses on the emotions service designers experience in their role as facilitators. We will explore emotions in the context of a co-creative environment, and discuss how encounters ...

EMPATHY AND IDEA GENERATION: EXPLORING THE DESIGN OF A VIRTUAL REALITY CONTROLLER FOR REHABILITATION PURPOSES

Barhoush, Yazan (1); Georgiev, Georgi V. (1); Loudon, Brian (2) // 2020
The paper explores the ideation and design of a Virtual Reality (VR) proof-of-concept controller for rehabilitation of users with limited physical mobility (upper-limb disability). An existing ...

Engaging Digital Engineering Students in Design Thinking

Traifeh, Hanadi; Nicolai, Claudia; Refaie, Reem; Meinel, Christoph // 2020
This research paper examines the impact of the Design Thinking process in cultivating creative confidence and encouraging empathy towards others. Our target group included students in general; ...

Engineering Methods Pack - Cards to Improve Engineering Research

Hendriks, Danielle J.H.C (1); van Turnhout, Koen (2); Buning, Lejo (1); ten Elzen, Ethel (1); Van Stralen, Andries (1); Tankink, Tanja (1); Wesselingh, Ellen (1) // 2020
One of the basic tasks of working with other (starting) professionals in projects, is using and developing your research skills together. In engineering education, it is not self-evident that tools ...

Enhancing 21st Century Interdisciplinary Design Skills within Higher Education through Knowledge Transfer Partnerships

Steed, Josephine Tamsin; Gair, Amy // 2020
This paper examines how Knowledge Exchange Partnerships (KTP), a UK part government-funded programme can be actively used to support curriculum development across design and its relevance against the ...

ENHANCING CREATIVITY BY DEMONSTRATING  INDIVIDUAL VULNERABILITY TO FIXATION

Neroni, Maria A.; Crilly, Nathan  // 2020
Creative design behaviour can be inhibited by fixation and so reducing the risk of fixation is a focus of much design creativity research. Research in other fields indicates that an effective way of ...

ENHANCING GRADUATE EMPLOYABILITY BEYOND CREATIVE DESIGN DEGREE PROGRAMMES

Mclening, Christian; Conrad, Franziska; Zorraquin, Alison // 2020
Against the backdrop of the 2017 Design Council: Design a Future Economy, developing skills for productivity and innovation [1] the paper builds on a number of existing studies that examine design ...

Enhancing Visibility in Agile Program Increment DSMs

Bajpai, Siddharth; Joglekar, Nitin; Eppinger, Steven // 2020
Program Increments (PIs) are sequences of consecutive sprints during SAFe implementation of agile developments. SAFe work is planned at two levels of granularity: (i) stories, which create tasks ...

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