961 resultados para Design skills


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The aim of this quasi-experimental research study was to investigate whether guided small-group discussions that involved explaining, analysing or justifying design and followed a modeling session from the teacher could improve students' creativity in web design. The convenience sample comprised of 37 third year students of the ""Publication Design and Hypermedi Technology"" program at John Abbott College in Sainte-Anne-de-Bellvue, Quebec who had enrolled in the Web Design course offered in the Fall semester of 2011. The primary instrument of this study was a set of two assigments for the course. A traditional teaching method was used during the first assignment and a small-group teaching strategy was implemented during the second one. Another instrument used in this research was a questionnaire on willingness to participate in teamwork. The last instrument of this study was a questionnaire on the type of intelligences that students possessed. It is hoped that the knowledge gathered from the study will add to the information about group-work activities and critiquing in particular.

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Process modeling is an important design practice in organizational improvement projects. In this paper, we examine the design of business process diagrams in contexts where novice analysts only have basic design tools such as paper and pencils available, and little to no understanding of formalized modeling approaches. Based on a quasi-experimental study with 89 BPM students, we identify five distinct process design archetypes ranging from textual to hybrid and graphical representation forms. We examine the quality of the designs and identify which representation formats enable an analyst to articulate business rules, states, events, activities, temporal and geospatial information in a process model. We found that the quality of the process designs decreases with the increased use of graphics and that hybrid designs featuring appropriate text labels and abstract graphical forms appear well-suited to describe business processes. We further examine how process design preferences predict formalized process modeling ability. Our research has implications for practical process design work in industry as well as for academic curricula on process design.

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The socio-cultural purpose of the university has been de-emphasised in recent decades, however, various community engagement projects that have been undertaken by design schools in higher education institutions are bringing this back into focus. Through the design skills of academic staff and students, a number of projects have been identified and undertaken in partnership with communities as well as the public and private sectors. The 2008 ‘Linking Karumba’ project, among others, shows that academy-based design and education professionals can contribute to social development through making good design accessible to disadvantaged communities.

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The move of parts of OUP's publishing operation from London to Oxford in the 1970s allowed the creation of a centralised art and design department. Drawing on material in the OUP archives this chapter traces the kinds of work that this department undertook and the subsequent devolution of design activities to publishing divisions. Book design at Oxford is considered both stylistically and in response to technological changes. The relationship with the Printing House and its design standards, the search for standardisation and the need for economy, and the specialist design skills demanded by OUP's publications are recurring themes. Innovations in using overseas suppliers and in the introduction of desktop publishing technology are located in relation the the organization of the design function at OUP and its relationship to editorial policies.The chapter concludes with a consideration of the corporate identity system introduced in 1998, and its relationship to previous manifestations of 'Oxford style'.

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BACKGROUND : The Centre for Advanced Design in Engineering Training (CADET) is a partnership of Deakin University and the Gordon Institute of TAFE that will improve access and pathways into careers to address Australia’s critical engineering skills shortage (Walton, C). Local high schools, Belmont High and Matthew Flinders Girls Secondary College are included as strategic partners. CADET is proposed to be a teaching and learning facility providing a project focused modern engineering approach to students at regional schools and TAFE as well as Deakin’s degree programs. CADET will emphasize engineering design and development through virtual and physical modelling, simulation and prototyping – skills at the heart of the 21st century engineering challenges, and will serve as an attractor to engineering and related professions.

PURPOSE : The purpose of this paper is to present an argument toward the development of a Centre for advanced design in engineering training. CADET is proposed to increase the awareness and attractiveness of engineering as an education and career option, particularly for women, in regional schools, provide under one roof state-of-the-art engineering design, modelling and prototyping facilities, facilitate access and articulation pathways between school, VET and Higher Education, increase the physical capacity to serve student demand in western Victoria, and reinvigorate engineering as an essential component of a skilled regional economy.

DESIGN/METHOD : The evidenced based argument towards the proposed centre for advanced design in engineering training is based on a detailed literature review as well as a research study with industry representatives in engineering design. The learning principles of the model are also investigated and aligned to the proposed centre.

RESULTS : CADET is a change to the way engineering has traditionally been taught. The outcomes of CADET will be to provide a broad range of contemporary/relevant teaching programs, improve the social benefits gained from teaching programs, improve retention rates, advance partnerships that link with rural and regional victoria, and collaborate with local communities to encourage governments to support regional capacity building. Through focus group interviews and open discussions with industry and academia over the past 12 months on the integration of design skills in engineering education, results indicate that the following key skills are essential elements required for a successful project oriented design based learning curriculum are creative & innovative skills, successful industry engagement, and awareness of design skills in early years. Feedback also showed that 80% of the industry representatives are looking to recruit graduates who acquired design-equipped skill and 60% indicated that they want graduates who acquired knowledge through projects.

CONCLUSIONS : CADET projected benefits are significant at the strategic and operational levels. They include access for more women in engineering, facilitates articulation pathways between VET and HE, targeted recognised critical current engineering skills shortage in Australia, improvement of regional access, attractiveness and participation in tertiary education, achievement of a significant improvement in the teaching-research nexus.

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This paper focuses on the alignment of students' views on project-oriented design-based learning (PODBL) with today's industrial needs. A Collaborative relationship between academic institutions and industrial expectations is a significant process towards analytical thinking (linking the theory and practice). Improving students' knowledge as well as the students' transition into industry, requires efficient joint ventures by both learning institutions and industry partners. Project-based learning (PBL) is well developed and implemented in most engineering schools and departments around the world. What requires closer attention is the focus on design within this project-based learning framework. Today design projects have been used to motivate and teach science in elementary, middle, and high school classrooms. They are also used to assist students with possible science and engineering careers. For these reasons, design-based learning (DBL) is intended to be an effective approach to learning that is centered on a design problem-solving structure adopted for a problem-oriented project-based education. Based on an industry design forum, which the authors conducted in Melbourne, Australia in 2012, a research study was performed to investigate the industry and academic requirements for students focusing on achieving design skills. To transform the present situation in the academic teaching and learning environment and to fulfill industry needs, this research study also investigated the students' views on design skills.

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The present PhD thesis exploits the design skills I have been improving since my master thesis’ research. A brief description of the chapters’ content follows. Chapter 1: the simulation of a complete front–end is a very complex problem and, in particular, is the basis upon which the prediction of the overall performance of the system is possible. By means of a commercial EM simulation tool and a rigorous nonlinear/EM circuit co–simulation based on the Reciprocity Theorem, the above–mentioned prediction can be achieved and exploited for wireless links characterization. This will represent the theoretical basics of the entire present thesis and will be supported by two RF applications. Chapter 2: an extensive dissertation about Magneto–Dielectric (MD) materials will be presented, together with their peculiar characteristics as substrates for antenna miniaturization purposes. A designed and tested device for RF on–body applications will be described in detail. Finally, future research will be discussed. Chapter 3: this chapter will deal with the issue regarding the exploitation of renewable energy sources for low–energy consumption devices. Hence the problem related to the so–called energy harvesting will be tackled and a first attempt to deploy THz solar energy in an innovative way will be presented and discussed. Future research will be proposed as well. Chapter 4: graphene is a very promising material for devices to be exploited in the RF and THz frequency range for a wide range of engineering applications, including those ones marked as the main research goal of the present thesis. This chapter will present the results obtained during my research period at the National Institute for Research and Development in Microtechnologies (IMT) in Bucharest, Romania. It will concern the design and manufacturing of antennas and diodes made in graphene–based technology for detection/rectification purposes.

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In this paper, we examine the design of business process diagrams in contexts where novice analysts only have basic design tools such as paper and pencils available, and little to no understanding of formalized modeling approaches. Based on a quasi-experimental study with 89 BPM students, we identify five distinct process design archetypes ranging from textual to hybrid, and graphical representation forms. We also examine the quality of the designs and identify which representation formats enable an analyst to articulate business rules, states, events, activities, temporal and geospatial information in a process model. We found that the quality of the process designs decreases with the increased use of graphics and that hybrid designs featuring appropriate text labels and abstract graphical forms are well-suited to describe business processes. Our research has implications for practical process design work in industry as well as for academic curricula on process design.

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A discussion with Dr Rafael Gomez on Industrial Design for the Nelson Senior Graphics for Queensland Schools publication.

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Many school literacy practices ignore adolescents' new digitally mediated subjectivity as it has been shaped by the new media age. Youth possess often unappreciated repertories of practice which allow them to use their imagination and creativity to combine print, visual and digital modes in combinations that can be applied to new educational, civic, media and workplace contexts. This paper reports on research in two middle years classrooms in New York City's Chinatown, where students' design skills were recognised and validated when they were encouraged to critically re-represent curricular knowledge through multimodal design. The curriculum, rather than privileging print-only representations, recognised the linguistic, social, economic and cultural capital that different students brought to school. The findings suggest schools should harness youths' creativity – that often manifests itself through their capital resources – as they integrate and adapt to the new digital affordances acquired through their out-of-school literacy practices.

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Health literacy is a multidimensional concept covering a range of cognitive and social skills necessary for participation in health care. Knowledge of health literacy levels in general populations and how health literacy levels impacts on social health inequity is lacking. The primary aim of this study was to perform a population-based assessment of dimensions of health literacy related to understanding health information and to engaging with healthcare providers. Secondly, the aim was to examine associations between socio-economic characteristics with these dimensions of health literacy.

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Industry expects a creative and innovative academic practice that provides students with valuable practical knowledge focused on graduate ready skills for future careers. The learning environment in engineering is inadequate for students to become a skillful graduate. The practical role of engineering is gained through working on real world problems in an industry collaborative environment through projects. Industry academia collaboration seems to be actively increasing in the development of engineering education in various parts of the globe. The close relationship between industry and academia is a vital component of the engineering pedagogy to improve student engagement in industry through projects. By engaging students with industry, students will acquire global perspective about the core attributes expected in future engineering jobs. In today’s large-scale industrial market, companies tend to prefer graduates with design skills attained through the project approach. Thus, universities should open their doors and accept the challenges of interacting with students with industrial experiences and expectations. This paper is focused on improving student industry engagement through project/design oriented curriculum. Through quantitative and qualitative research, the paper shows the industry perspectives and students views on university and industry collaboration. The research results show that students and industry can possibly maintain their engagement by providing regular feedback, reviewing goals and objectives, improving communication, keeping focused, and sharing a similar vision.

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Recent developments in networked three dimensional (3D) virtual worlds, and the proliferation of high bandwidth communications technology, have the potential to dramatically improve collaboration in the construction industry. This research project focuses on the early stages of a construction project in which the models for the project are developed and revised. The project investigates three aspects of collaboration in virtual environments: 1. The processes that enable effective collaboration using high bandwidth information communication technology (ICT); 2. The models that allow for multiple disciplines to share their views in a synchronous virtual environment; 3. The generic skills used by individuals and teams when engaging with high bandwidth information communication technology. The third aspect of the project, listed above, led by the University of Newcastle, explores the domain of People and the extent to which they contribute to the effectiveness of virtual teams. This report relates, primarily, to this aspect.

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Recent developments in networked three dimensional (3D) virtual worlds and the proliferation of high bandwidth communications technology have the potential to dramatically improve collaboration in the construction industry. This research project focuses on the early stages of a design/construction project in which models for a project are developed and revised. We have investigated three aspects of collaboration in virtual environments: 1. The processes that enable effective collaboration using high bandwidth information communication technology (ICT); 2. The models that allow for multiple disciplines to share their views in a synchronous virtual environment; 3. The generic skills used by individuals and teams when engaging with high bandwidth information communication technology.

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Technology is continually changing, and evolving, throughout the entire construction industry; and particularly in the design process. One of the principal manifestations of this is a move away from team working in a shared work space to team working in a virtual space, using increasingly sophisticated electronic media. Due to the significant operating differences when working in shared and virtual spaces adjustments to generic skills utilised by members is a necessity when moving between the two conditions. This paper reports an aspect of a CRC-CI research project based on research of ‘generic skills’ used by individuals and teams when engaging with high bandwidth information and communication technologies (ICT). It aligns with the project’s other two aspects of collaboration in virtual environments: ‘processes’ and ‘models’. The entire project focuses on the early stages of a project (i.e. design) in which models for the project are being developed and revised. The paper summarises the first stage of the research project which reviews literature to identify factors of virtual teaming which may affect team member skills. It concludes that design team participants require ‘appropriate skills’ to function efficiently and effectively, and that the introduction of high band-width technologies reinforces the need for skills mapping and measurement.