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De Ruyck, Olivia; Conradie, Peter; Van Hove, Stephanie; All, Anissa; Baccarne, Bastiaan; De Marez, Lieven; Saldien, Jelle – International Journal of Technology and Design Education, 2023
Interactions between humans and smart products (i.e. digital components integrated in physical Internet of Things devices) are becoming more complex and less visible. Yet designers lack tools to capture these interactions and incorporate them into their design. In this paper we present the Human-Computer-Context Interaction (HCCI) tool that helps…
Descriptors: Man Machine Systems, Industrial Arts, Design, Internet
Rodriguez, Shelly; Harron, Jason; Fletcher, Steven; Spock, Hannah – Science Teacher, 2018
While there is no official definition, making is generally thought of as turning ideas into products through design, invention, and building. Support is growing for integrating making into science, technology, engineering, and mathematics (STEM) education. Making can help high school students explore science concepts and phenomena, yet, lacking…
Descriptors: High School Students, Creative Development, Design, Curriculum Enrichment
Valentine, Keri D.; Jensen, Lucas J. – Online Submission, 2018
The case study research reported in this paper followed the iterative design trajectory of youth game designers (ages 11-17) in a week-long summer game design camp, focused on the fundamentals of video game design. Drawing on data from a daily conceptual pitch and feedback activity, the research team traced the iterative design trajectory for one…
Descriptors: Case Studies, Summer Programs, Educational Games, Design
Puttick, Gillian; Tucker-Raymond, Eli – Journal of Science Education and Technology, 2018
Science and computational practices such as modeling and abstraction are critical to understanding the complex systems that are integral to climate science. Given the demonstrated affordances of game design in supporting such practices, we implemented a free 4-day intensive workshop for middle school girls that focused on using the visual…
Descriptors: Climate, Systems Building, Workshops, Middle School Students
Viswanathan, Shekar – American Journal of Engineering Education, 2017
Final program projects (capstone course) in manufacturing design engineering technology at National University are intensive experiences in critical thinking and analysis, designed to broaden students' perspectives and provide an opportunity for integration of coursework in the area of manufacturing design engineering. This paper focuses on three…
Descriptors: Undergraduate Students, Manufacturing, Design, Engineering Education
Bennett, Sue; Agostinho, Shirley; Lockyer, Lori – Journal of Interactive Media in Education, 2016
All university educators perform design work as they prepare and plan learning experiences for their students. How such design work is undertaken, conceptualised, and optimally supported is the focus of ongoing research for the authors. The purpose of this article is to present the results of a research study that sought to gain a richer…
Descriptors: Investigations, Design, Database Management Systems, Research Projects
Flores, René Pedroza – Higher Education Studies, 2016
The purpose of this article is to study the personality dominant values in Graphic Design students from the Autonomous University of the State of Mexico. A scale developed by Allport, Vernon and Lindsey called: "Study of values. A scale for the measuring of personality dominant interests" was used. The sample was applied to 124 students,…
Descriptors: Foreign Countries, College Students, Personality Measures, Values
Pombo, Fátima; Bervoets, Wouter; De Smet, Henk – Design and Technology Education, 2015
As a consequence of fruitful discussions about joining theory and practice both in design research and educational design programmes, this article aims to explore phenomenological parameters in the framework of an exercise for Engineer-architecture students from the University of Leuven in Belgium. Relying upon the arguments of recognised…
Descriptors: Phenomenology, Architecture, Design Crafts, Design
Delise, Lisa A.; Mello, Abby L. – Management Teaching Review, 2017
The Widget design task is an in-class, experiential exercise that affords students the opportunity to develop interpersonal skills in group negotiation. Students engage in new product design in committees of two dyads where one dyad represents Consumer Research and the other represents Strategic Management. Task information creates different…
Descriptors: Experiential Learning, Interpersonal Competence, Skill Development, Conflict Resolution
Kimball, Miles A. – Journal of Technical Writing and Communication, 2013
Many books, designers, and design educators talk about visual design principles such as balance, contrast, and alignment, but with little consistency. This study uses empirical methods to explore the lore surrounding design principles. The study took the form of two stages: a quantitative literature review to determine what design principles are…
Descriptors: Design, Design Requirements, Layout (Publications), Literature Reviews
Lippman, Peter C. – T.H.E. Journal, 2013
Given the differences in social, emotional, and physiological development among elementary, middle, and high school students, it should come as no surprise that collaborative spaces should be designed differently for each age group. The needs of younger students do not necessarily mirror those of their older peers. Architect and educator Peter…
Descriptors: Cooperative Learning, Educational Facilities Design, Audience Awareness, Developmentally Appropriate Practices
Roman, Harry T. – Technology and Engineering Teacher, 2013
Clothing is influenced by many factors, trends, and social happenings. Much of what is worn today had utilitarian roots in the past. In the activitiy presented in this article, students will have the opportunity to redesign clothing for new trends, in this case, the explosion of handheld electronic devices.
Descriptors: Handheld Devices, Clothing, Influence of Technology, Design Crafts
Norris, Cathie; Soloway, Elliot; Tan, Chun Ming; Looi, Chee-Kit; Wong, Lung Hsiang – Educational Technology, 2013
Increasingly, "research" is not being conducted in a separate group in an organization; rather, it is being integrated into the fabric of the organization. Google recently described such an integrated, "hybrid" model of software research that is characterized by cycles of short duration and small-scope activity that is ongoing…
Descriptors: Models, Design Preferences, Design, Educational Technology
Debs, Luciana; Kelley, Todd – Technology and Engineering Teacher, 2015
Teaching design to middle and high school students can be challenging. One of the first procedures in teaching design is to help students gather information that will be useful in the design phase. An early stage of engineering design as described by Lewis (2005), calls for the designer to establish the state of the art of the problem. During this…
Descriptors: STEM Education, Horticulture, Engineering Education, Naturalistic Observation
Gray, Colin M. – Design and Technology Education, 2013
A wide range of design literature discusses the role of the studio and its related pedagogy in the development of design thinking. Scholars in a variety of design disciplines pose a number of factors that potentially affect this development process, but a full understanding of these factors as experienced from a critical pedagogy or student…
Descriptors: Design, Thinking Skills, Interviews, Performance Factors