Product design education has been one of the most exciting and vibrant study paths in the last two decades. It presented the students the opportunity to develop their skills and talents to create innovative or effecti...
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Product design education has been one of the most exciting and vibrant study paths in the last two decades. It presented the students the opportunity to develop their skills and talents to create innovative or effective product solutions. Along the way, Universities have developed their own philosophies for these kinds of courses. However, it should have been obvious that if a product designer is to succeed in the world dominated by products which require both aesthetics and engineering excellence, then he will need to be able to converse competently with these extremes. From experience, it has been observed that the majority of even BSc orientated students do not comprehend, often dislike and in many cases confuse the applied science & technology design requirements with mathematics. This paper attempts to address the question of why students struggle with applied technology in design degrees. Further, it assesses the student perspectives via quantitative and qualitative feedback and investigates the role of numerically orientated design activities in product design education and industrial work placements. It is shown that an increasing number of students have varying A Level profiles. Therefore, there will be an increased importance of their GCSE education to provide the fundamental numerical and technological skills for holistic design courses as well as greater pressure on university academics to bridge any shortfalls.
This paper fits into the topics of student centred learning and learning spaces and explores the question - How will the academic/industrial interface develop? At least a basic understanding of intellectual property (...
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This paper fits into the topics of student centred learning and learning spaces and explores the question - How will the academic/industrial interface develop? At least a basic understanding of intellectual property (IP) rights is essential for practice as a professional engineer and/or designer to ensure commercial success. Yet it is recognised that there are barriers to incorporating learning and teaching of IP within the Higher Education design and engineering curriculum. These barriers include an already'over- packed'curriculum and no established pedagogy. This paper reports on an example of collaborative student centred learning activity between BA/BSc Product design (PD) and LLB Law (Intellectual Property Practice option) (LLB) final year students at Bournemouth University (BU). The final year product design students are required to design and produce a working prototype of a marketable product. The LLB students advise on the intellectual property aspects of the design. This learning activity has been ongoing for a number of years, however, last academic year changes were made to incorporate an assessed element for both sets of students and make the learning space almost entirely virtual using the BU virtual learning environment (VLE) called myBU. It is the outcome of these changes that are reported in this paper, using data gathered from the on-line discussion forums and the feedback from students. The activity has proved to be an extremely valuable learning experience for both sets of students, providing simulation of real life for both designers and IP lawyers and bridging the academic/industrial interface.
A technique derived from the popular texture splatting approach for the automatic colouring and texturing of a given terrain mesh is presented in this publication. Utilizing colour rules, a simple syntax is created al...
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This paper discusses the role of reminiscence systems, used to support reminiscing work. It is intended to provide an overview of the area of reminiscing research and to define the technologies that are used in such r...
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This paper discusses the role of reminiscence systems, used to support reminiscing work. It is intended to provide an overview of the area of reminiscing research and to define the technologies that are used in such research. Recommendations on future directions in reminiscence systems research are provided. Copyright 2009 ACM.
This paper fits into the topics of socially relevant design, design and emotion and sustainable design and explores the question how can we create a more sustainable way of life? The paper also addresses the central t...
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This paper fits into the topics of socially relevant design, design and emotion and sustainable design and explores the question how can we create a more sustainable way of life? The paper also addresses the central theme of the conference - design Education - creating a better world. This paper reports on the next phase in the development of a web-based learning and teaching resource specifically aimed at the socio-centric dimension of sustainable design which can be found at ***. A more extensive literature review was conducted, of which a summary is presented, however, the focus is on the outcomes learned from the collection of further primary data. It is confirmed that there is strong dominance by the techno and eco-centric dimensions and that there is a lack of awareness of the socio-centric dimension. It is concluded that being sustainable in design actually is about leaving the final design to later;it means that first and foremost sustainable design is to consider the designs purpose and its effects on the user, the community and society as a whole. An evaluation of two existing web-based resources, that focus on eco-design, was also conducted and informed the outcomes presented in this paper. The paper sets outs in some detail the content, arrangement and suggested web-interfaces for the new learning resource focused on the socio-centric dimension. The content is arranged into the following sections based upon the recommendations generated by Conrad: Past and Future;Time;People;Consumption, design and Theories. The results of the research suggest that a high level of interactivity in the web-interface will be required.
Research into engineering education can take different forms, ranging from large scale multiinstitutional studies, to cross-institutional impact analysis, to individual teachers undertaking action research. It can oft...
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A new approach to generating physical and numerical models of the human head is presented and we aim to investigate whether it is possible to predict the response of the head for a particular impact scenario using the...
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There is a growing recognition that enhancing the aesthetic appeal of an interface may be just as important as improving its *** study shows that aesthetic appeal is subtly related to the users'existing cognitive ...
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There is a growing recognition that enhancing the aesthetic appeal of an interface may be just as important as improving its *** study shows that aesthetic appeal is subtly related to the users'existing cognitive skills and to the task demands of the preference judgements they are asked to ***(right-to-left) readers differed systematically from English(left-to-right) readers in their preference choices for ***,when English and Arabic readers were asked to rate their liking for individual icons,rather than make preference choices,the patterns of ratings were very similar for both *** implications of these findings for interface design and theoretical explanations of usability and appeal are discussed.
Availability of Zigbee-based sensor network technology with low-power consuming sensors has made their implementation in healthcare possible, particularly for remote patient monitoring. Two alternative approaches for ...
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Availability of Zigbee-based sensor network technology with low-power consuming sensors has made their implementation in healthcare possible, particularly for remote patient monitoring. Two alternative approaches for the deployment of Zigbee-based wireless personal area networks (WPANs) for remote patient monitoring on general wards are discussed and their performances evaluated in a simulation environment. In the first approach, a single WPAN is considered for gathering and transmitting physiological data from the patients on a ward. In the second approach, which is proposed in this paper, multiple WPANs are considered instead. In this approach, a WPAN will be allocated to each patient on the ward. The simulation results show that the multiple WPANs approach out-performed the single one in respect of efficiency and reliability for data transmission for the entire ward.
Today serious games, i.e. software applications developed with game technology and design principles for a primary purpose other than pure entertainment, include games used for educational, persuasive, pedagogical, po...
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Today serious games, i.e. software applications developed with game technology and design principles for a primary purpose other than pure entertainment, include games used for educational, persuasive, pedagogical, political, or health and training purposes. This paper describes the work-in-progress development of an interactive 3D training application generated using components of the Unreal game engine that facilitate the learning of various fundamental coaching methods via the interactive completion of a variety of interrelated tasks. Apart from highlighting the contribution and innovation of this approach, a synopsis of the coach training content of the serious game and its purpose is also presented here, as well as an architecture overview of the implementation of the prototype application. Finally, future directions for the completion and evaluation of this serious game are also discussed.
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