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Module 1
William Oakes
Learning Objectives
At the end of this session, you will be
able to:
1. Explain why design is hard for students
2. Describe at least three characteristics of
novice and informed designers
3. List three ways to enhance negotiation
and iteration in design
One of the activities of engineering…
Design
Development
Research
Test
Analysis
Production
Sales
Technical Support
Other
Source: Oakes, Leone, and Gunn (2004). Engineering
Your Future. Okemos, MI: Great Lakes Press.
Many definitions of design…
Design is art
Design as problem solving
Design activity as applying scientific
knowledge
Design is a social process in which
individual object worlds interact, and
design parameters are negotiated.
Few Many
Specifications =====> Specifications
Design Process
Well-defined Ill-structured
More abstract context Real-world
Single, correct answer Multiple
solutions
Constrained
Information Provided Many unknowns
Source: Jonassen (2000). Toward a Design Theory of Problem Solving.
Multiple Valid Solutions
Examples:
•Car models
•Aircraft Engines
•Spinner cone design
optimizing on
aerodynamics, inlet
flow characteristics and
ice shedding
Developing Design Expertise
Expert
Novice
Crismond (2007) draws from many sources
in his definition of design as “’goal-
directed problem-solving activity’ (Archer, 1965)
that initiates change in human-made
things (Jones, 1992), and involves optimizing
parameters (Matchett, 1968) and the balancing of
trade-offs (AAAS, 2001) to meet targeted users
needs (Gregory, 1966).”
Skip / Do Research Skip doing research and Do research and Studying prior art,
& Info Searches information searched, information searched Product history
and instead start about the problem, and analysis,
generating design includeing materials, Researching
solutions immediately. prior art, users, users
product histories, etc.
Confounded/ Valid Do few early Do valid investigations Product
Investigations investigations or conduct to help them learn dissections,
confounded tests that quickly about design Product
build little understanding variables, users, comparisons
of the design problem. materials, & how
things work.
Is it usable?
Does it make sense?
Is it appealing?
Is it fun?
Is it educational?
Does it meet the need?
Have we considered all users?
Usability Testing
Prototype
Test the prototype
o Ask people who fit the user demographic(s)
to try out the prototype
o Watch: What errors? What works well?
Refine the prototype
Repeat
Research Results: People and Technical
are Related
Technical: Design, Complexity,
Ambiguity
Interacting with People
Design users, team
Expert
Students
members
Need
Experience
s that
Integrate
People and
Novice Technology
Traditional Education
Learning by doing
http://cataligninnovation.blogspot.com/2008/11/prototyping-foundational-competency-of.html
Prototyping – Both Important
Prototyping…. Prototyping…
o Communication o Proof of technology
device o Testing technology
o Interaction and
teasting with users
http://cataligninnovation.blogspot.com/2008/11/prototyping-foundational-competency-of.html
Promoting Negotiation and Iteration
Representations promote feedback that
promotes negotiation and appropriate
iteration
o Visual – drawings, sketches, CAD
o Functional – mock up or prototype
o Intermediate or component
• Partial prototypes