97 resultados para Brainstorming


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This reversible garment, the grow-shrink-and-turncoat, is constructed in modules which allow it to be extended or tightened depending on the wearer. Later, it can be disassembled and then reassembled to form a new garment. The laser-cut holes allow for layers of cloth to be added or removed. The design was developed in part from a brainstorming activity with first and second year QUT students – their ideas included a garment which can be taken apart, a garment to fit many people, and most intriguingly, a garment that can open and ‘grow’ like a flower, swelling up in cold weather to warm the body. Taking these ideas, I developed a garment which can be disassembled, with layers added or subtracted by the wearer according to aesthetics and / or comfort. The shell is constructed from six squares of laser cut cloth, draped together with six smaller laser-cut rectangles, held in place with removable stitching. Additional squares and rectangles of cloth can be added / subtracted with ties knotted through the laser-cut holes. The laser cutting becomes a patterning device as well as integral to the construction of the garment. Conceptually, the garment is grounded in the notion of fabric as a precious resource – the pieces are designed to be disassembled at end-of-life, and then reconfigured into a fresh design.

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BACKGROUND Research on engineering design is a core area of concern within engineering education and a fundamental understanding of how engineering students approach and undertake design is necessary in order to develop effective design models and pedagogies. Understanding the factors related to design experiences in education and how they affect student practice can help educators as well as designers to leverage these factors as part of the design process. PURPOSE This study investigated the design practices of first-year engineering students’ and their experiences with a first-year engineering course design project. The research questions that guided the investigation were: 1. From a student perspective, what design parameters or criteria are most important? 2. How does this perspective impact subsequent student design practice throughout the design process? DESIGN/METHOD The authors employed qualitative multi-case study methods (Miles & Huberman, 1994) in order to the answer the research questions. Participant teams were observed and video recorded during team design meetings in which they researched the background for the design problem, brainstormed and sketched possible solutions, as well as built prototypes and final models of their design solutions as part of a course design project. Analysis focused on explanation building (Yin, 2009) and utilized within-case and cross-case analysis (Miles & Huberman, 1994). RESULTS We found that students focused disproportionally on the functional parameter, i.e. the physical implementation of their solution, and the possible/applicable parameter, i.e. a possible and applicable solution that benefited the user, in comparison to other given parameters such as safety and innovativeness. In addition, we found that individual teams focused on the functional and possible/ applicable parameters in early design phases such as brainstorming/ ideation and sketching. When prompted to discuss these non-salient parameters (from the student perspective) in the final design report, student design teams often used a post-hoc justification to support how the final designs fit the parameters that they did not initially consider. CONCLUSIONS This study suggests is that student design teams become fixated on (and consequently prioritize) certain parameters they interpret as important because they feel these parameters were described more explicitly in terms how they were met and assessed. Students fail to consider other parameters, perceived to be less directly assessable, unless prompted to do so. Failure to consider other parameters in the early design phases subsequently affects their approach in design phases as well. Case studies examining students’ study strategies within three Australian Universities illustrate similarities with some student approaches to design.

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Creative and ad-hoc work often involves non-digital artifacts, such as whiteboards and post-it notes. The preferred method of brainstorming and idea development, while facilitating work among collocated participants, makes it particularly tricky to involve remote participants, not even mentioning cases where live social involvement is required and the number and location of remote participants can be vast. Our work has originally focused on large distributed teams in business entities. Vast majority of teams in large organizations are distributed teams. Our team of corporate researchers decided to identify state of the art technologies that could facilitate the scenarios mentioned above. This paper is an account of a research project in the area of enterprise collaboration, with a strong focus on the aspects of human computer interaction in mixed mode environments, especially in areas of collaboration where computers still play a secondary role. It is describing a currently running corporate research project. In this paper we signal the potential use of the technology in situation, where community involvement is either required or desirable. The goal of the paper is to initiate a discussion on the use of technologies, initially designed as supporting enterprise collaboration, in situation requiring community engagement. In other words, it is a contribution of technically focused research exploring the uses of the technology in areas such as social engagement and community involvement. © 2012 IEEE.

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The Disney method is a collaborative creativity technique that uses three roles - dreamer, realist and critic - to facilitate the consideration of different perspectives on a topic. Especially for novices it is important to obtain guidance in applying this method. One way is providing groups with a trained moderator. However, feedback about the group’s behavior might interrupt the flow of the idea finding process. We built and evaluated a system that provides ambient feedback to a group about the distribution of their statements among the three roles. Our preliminary field study indicates that groups supported by the system contribute more and roles are used in a more balanced way while the visualization does not disrupt the group work.

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This work analyses the influence of several design methods on the degree of creativity of the design outcome. A design experiment has been carried out in which the participants were divided into four teams of three members, and each team was asked to work applying different design methods. The selected methods were Brainstorming, Functional Analysis, and SCAMPER method. The `degree of creativity' of each design outcome is assessed by means of a questionnaire offered to a number of experts and by means of three different metrics: the metric of Moss, the metric of Sarkar and Chakrabarti, and the evaluation of innovative potential. The three metrics share the property of measuring the creativity as a combination of the degree of novelty and the degree of usefulness. The results show that Brainstorming provides more creative outcomes than when no method is applied, while this is not proved for SCAMPER and Functional Analysis.

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This paper presents an experimental study that was conducted to compare the results obtained from using different design methods (brainstorming (BR), functional analysis (FA), and SCAMPER) in design processes. The objectives of this work are twofold. The first was to determine whether there are any differences in the length of time devoted to the different types of activities that are carried out in the design process, depending on the method that is employed; in other words, whether the design methods that are used make a difference in the profile of time spent across the design activities. The second objective was to analyze whether there is any kind of relationship between the time spent on design process activities and the degree of creativity in the solutions that are obtained. Creativity evaluation has been done by means of the degree of novelty and the level of resolution of the designed solutions using creative product semantic scale (CPSS) questionnaire. The results show that there are significant differences between the amounts of time devoted to activities related to understanding the problem and the typology of the design method, intuitive or logical, that are used. While the amount of time spent on analyzing the problem is very small in intuitive methods, such as brainstorming and SCAMPER (around 8-9% of the time), with logical methods like functional analysis practically half the time is devoted to analyzing the problem. Also, it has been found that the amount of time spent in each design phase has an influence on the results in terms of creativity, but results are not enough strong to define in which measure are they affected. This paper offers new data and results on the distinct benefits to be obtained from applying design methods. DOI: 10.1115/1.4007362]

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Editorial An increasingly secure future for wastewater-fed aquaculture in Kolkata, India? by Peter Edwards. First culture-based fisheries growth cycle in Lao PDR is overwhelmingly encouraging, by Sena De Silva. Revival of abandoned shrimp farms in Krishna District of Andhra Pradesh, by National Centre for Sustainable Aquaculture (NaCSA). Growth of forward and backward industries linked with aquaculture in Kolleru Lake area, Andhra Pradesh, India, by A. K. Roy, G. S. Saha, P. Kumaraiah and N. Sarangi Effective marketing strategies for economic viability of prawn farming in Kuttanad, India, by Ranjeet K. and B. Madhusoodana Kurup. Applications of nutritional biotechnology in aquaculture, by S.D. Singh, S.K. Nayak, M. Sekar and B.K. Behera. Some technical and management aspects of catfish hatcheries in Hong Ngu district, Dong Thap province, Vietnam, by H. P. Hung, N. T. T. An, N. V. Trieu, D. T. Yen, U. Na-Nakorn, Thuy T. T. Nguyen. Nodavirus: An emerging threat to freshwater prawn farming, by Biju Sam Kamalam, J., Saravanan, S. and Ajith Stalin, J.L. Asia-Pacific Marine Finfish Aquaculture Network Magazine: Asian seabass farming: Brainstorming workshop and training in India. Comparative study for broodstock management of grey mullet (Mugil cephalus L.) in cages and earthen ponds with hormone treatment, by Nani Gopal Das, Md. Shahadat Hossain, Sushanta Bhattacharjee and Prabal Barua. Cultivation of gilthead sea bream (Sparus auratus L.) in low saline inland water of the southern part of Israel desert, by Samuel Appelbaum and A. Jesu Arockia Raj. Mariculture development opportunities in SE Sulawesi, Indonesia, by La Ode M. Aslan, Hotman Hutauruk, Armen Zulham,Irwan Effendy, Mhummaed Atid, Michael Phillips, Lars Olsen, Brendan Larkin, Sena S De Silva, Geoff Gooley. Improved hatchery and grow-out technology for marine finfish. NACA Newsletter

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A união estável é uma forma de relação conjugal presente, como concubinato, em diversas sociedades desde a antiguidade, constituindo uma opção de vida conjugal que tem se tornado cada vez mais freqüente na atualidade. O novo Código Civil (2002), em coerência com as mudanças introduzidas pela Constituição de 1988, confere a esse tipo de vínculo o título de entidade familiar, passando ele a compor o Livro de Família deste diploma legal. O tratamento jurídico fez dessa forma de relação antiga um novo arranjo conjugal, fato com inúmeras implicações no âmbito da vida privada. Como fato novo, a união estável gera estranhamentos, provocando um processo de familiarização social através da sua ancoragem em forma de relações conjugais já existentes: o casamento ou o concubinato. A partir desse entendimento, o presente trabalho teve por objetivo descrever, analisar e comparar as representações sociais a respeito da união estável produzidas por homens e mulheres, em quatro condições distintas: casados, solteiros, em união estável, separados. A amostra da pesquisa empírica foi composta de 304 sujeitos, com 76 em cada situação conjugal considerada, sendo metade homens e metade mulheres. O instrumento utilizado foi um questionário composto de 41 questões, sendo 21 fechadas e 19 abertas. Dentre elas, 40 são questões substantivas relativas à união estável, com vistas à obtenção de dados que configurem circunstancialmente as representações sociais. O questionário é iniciado por uma questão específica de evocação livre à descrição de uma relação conjugal do tipo união estável, para identificação dos conteúdos temáticos básicos e da estrutura das representações, de modo a permitir sua comparação. Finalmente, uma questão, desmembrada em 6 itens, visa à caracterização sócio-demográfica do conjunto dos sujeitos. As evocações foram analisadas através do software EVOC, permitindo identificar a estrutura das representações sociais. As respostas às perguntas fechadas e abertas, estas após sua categorização, foram objeto de um tratamento estatístico descritivo simples. Os resultados demonstraram que o núcleo central das representações sociais dos quatro grupos investigados compõe-se basicamente pelos sentimentos de amor e respeito. Observou-se também um alto grau de informação a respeito da união estável e posicionamentos predominantemente favoráveis tanto a respeito da legalização quanto em relação a alguns de seus aspectos jurídicos considerados polêmicos, como a conversão da união estável em casamento. Este estudo evidenciou ainda que a representação social da união estável procede basicamente de uma ancoragem no casamento, embora se tenha observado também a perpetuação da crença existente no senso comum de que é mais fácil se separar na união estável do que casamento