Обсуждение:Как обратиться к внешним данным из вики: различия между версиями

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Версия 18:58, 30 октября 2022


http://www.uic.unn.ru/pustyn/data-sets/digida/Millions_Cities.csv Представляем авторов и их произведения в виде таблицы

Название Авторы Резюме Ключевые слова
AHFE (3) - Design of Smart Building Operations and Maintenance Management Service System Yiting Zhao; Changyu Xie; Mingyuan Lu The curtain of China’s development around “new infrastructure” has been opened at present. New technologies such as 5G, cloud computing, and artificial intelligence bring more opportunities for future urban development and smart building construction. This paper based on the inceptive stage research results on the intelligent and digital transformation of Midea Group in the field of smart building to explore the comprehensive application of the approaches and strategies of product-service system design (PSSD) in such complex systems. Through stakeholder and user-centered research and insights, and take service design and system design thinking as the guide, the conceptual solution is put forward based on the experience process of end users and maintenance personnel aims to improve system efficiency and customer satisfaction. Smart technologies like digital twins, A-IoT, AR remote guidance have been used in the operation and maintenance service system, to achieve comprehensive query and monitoring of important manage indicators such as people, objects, and events in buildings, forming intelligent comprehensive solutions and services for people, equipment, environment and energy.
FabLearn/MakeEd - The Connected Qualities of Design Thinking and Maker Education practices in Early Education: A narrative review Annemiek Veldhuis; Bernice d'Anjou; Tilde Bekker; Ioanna Garefi; Panagiota Digkoglou; Georgia Safouri; Silvia Remotti; Emer Beamer Cronin; Madalina Bouros Design Thinking (DT) and Maker Education (ME) are fairly new approaches that aim to equip students with skills for the 21st century. As DT and ME both involve a design process, these might be combined. To guide design processes that aim to combine DT and ME in early education, we review 28 formal and non-formal educational practices aimed at children 8 to 14 years old that have incorporated DT or ME over the past 10 years. We analyse their qualities in terms of their Objectives, Learning Activities, the Teacher’s Role, and Assessment Activities. From our findings, we develop an overview that showcases the connections between these qualities within the selected practices. We found that not all components were aligned well. Therefore, we outline the DT and ME Curriculum Blueprint, a tool aimed to support reflection on the alignment between these components in the development of DT and ME practices in early education.
AHFE (8) - Brand Image Building of Intangible Cultural Heritage Wulo Based on Service Design Thinking. Huai Cao; Jihao Xu; Zining Liu; Juanjuan Feng In this article, based on service design thinking, I will sort out the common methods in service design theory with the design process of the double diamond model proposed by the British Design Institute, such as stakeholder relationship diagrams, user journey diagrams, service blueprints, etc. At the same time, combine the summarized method with the brand image building process which is suitable for Chinese national conditions to explore the brand image building method suitable for Chinese intangible cultural heritage brands. This will also provide a new direction for the research on intangible cultural heritage branding.
iConference (1) - Promoting Diversity, Equity, and Inclusion in Library and Information Science through Community-Based Learning. Alex H. Poole This paper contends that Community-Based Learning (CBL) promotes diversity, equity, and inclusion (DEI) in Library and Information Science and iSchool education. First, we set forth our methodological approach, which is a qualitative case study. Next, we review the literature on diversity, experiential learning, and Community-Based Learning (CBL). Third, we describe how one iSchool is implementing community-based learning in a novel way by embracing data science and design thinking in its pedagogical approach to a new three-course, twelve-credit post-Baccalaureate certificate. We discuss the institutional context for the certificate, the project partners, the twelve CBL Fellows, and the curriculum, which includes two new courses (Design Thinking for Digital Community Service and Data Analytics for Community-Based Data and Service) and a capstone. We conclude by offering directions for future research.
AHFE (3) - Visual Analysis of the Development Trend of Design Discipline in American Basic Education Haiwei Yan; Tianyi Sun; Ying Chuai; Yuanbo Sun; Ruolin Gao Methods: by analyzing the data of 240 public schools, private schools, high-quality school districts, and K12 schools in the basic education stage of the United States, 300 courses were retrieved. The information including students' age, course name, keywords, university ranking, course setting, course content, course management, course evaluation, and course structure is sorted out. The data information is processed by knowledge graph to explore the development status and trend of technology discipline in the stage of basic education in the United States. Results: at present, the design discipline is mainly integrated into the five major curriculum groups of science, engineering, art, interdisciplinary, and steam, among which the engineering field and interdisciplinary field are the core of technology in primary and secondary schools. In addition, the interdisciplinary curriculum in more and more middle schools is on the rise, and the curriculum of design thinking is gradually rising in private schools. Conclusion: design discipline is mainly taught in the way of blending disciplines in primary school, and gradually separated in middle school, showing a more and more obvious trend of technical specialization. At the same time, the introduction of design in interdisciplinary is more and more extensive, which provides certain support and guidance for the future introduction of design discipline in primary and secondary schools.
AHFE (3) - A Teaching Experience of Service Design Course Supported by Design Thinking Qianqian Lin; Yuanbo Sun Design thinking is an integrated thinking method with mature concepts, methods and tools, which is widely used in the field of education. The students of Peking University College of Engineering’s professional master’s degree come from different professional backgrounds and have worked experience. In one of their courses: service design, the teacher introduces design thinking methods and structures into the course to construct a new type of inquiry teaching activity. The course takes workshop as the teaching methods, and it is carried out in four forms: theoretical study, classic case analysis, project design and presentation, by multi-disciplinary collaboration to complete learning tasks. The teaching effects indicated that the service design teaching supported by design thinking can play a positive role in promoting the development of students’ design ability, collaboration ability and innovation ability.
Design Thinking Research
ASSE - Design and Research of Mobile Assisted Medical System Intervention in the Elderly Community: A Case Study Niu Zhiming; Zhang Lele; Zhang Yu; Tian Yumeng; Saehwa Choi As the aging of Chinese society intensifies, aging-related community issues become increasingly serious. Visiting several hutongs and communities in Beijing, the design team conducted in-depth interviews with the elderly, with the medical staff doing the same in community hospitals and pharmacies. The service and production system design was used to classify the user population and describe the current aging phenomenon. There are still many challenges faced by the elderly community, such as self-care, nutrition, and scheduling appointments. In this paper, by examining elderly individuals' daily lives and medical challenges, our design team created user journey maps and discovered specific problems in the service process. We extracted the design touchpoints in the user experience, analyzed the user behavior, and discovered some design opportunities. We also expect that service design thinking and design morphology research methods will create innovative and optimized solutions for current aging community medical problems. This provides for on-site services such as diagnosis and treatment, nursing, and prescription and meal delivery for homebound elderly people and proposes a new model of mobile auxiliary medical system intervention in the aging community. This makes the elderly-community-product-environment more sustainable.
AHFE (3) - The Application of Scenario-Based Design Thinking in Product Design Teaching Practice. Cailian Wang; Kang Hu; Li Zeng; Chunmeng Weng Scenario-based design thinking aims to improve students’ design ability, creativity as well as learning transfer ability by the improvement of teaching techniques, innovation of teaching methods and teaching practice. The “Little Sun” stroller design project is introduced into the teaching practice process. Different scenario prototypes are completed and tested after understanding and exploring the scenario, and researching the needs and prioritizing them to create new ideas. The above process can be cyclical, showing a non-linear characteristic. This product design teaching practice research is based on real projects, which is an active exploration and useful attempt for scenario-based thinking in industrial design professional courses.
AHFE (3) - Gamification in Communicating the Concept of Circular Economy - A Design Approach José António Pereira da Silva; Daniel Raposo; João Neves; Fernando Moreira da Silva; Rogério Ribeiro; Maria Eduarda Fernandes This paper aims to present a paradigm regarding the circular economy (CE) concept's communication, referring to the difficulty presented by the type of reflexivity involved in the circular economy process. We conduct an exploratory study methodology intended “to develop pertinent hypotheses and propositions for further inquiry, a study developed in the context of the project, Program INTERREG V-A Spain-Portugal (POCTEP) 2014–2020, REiNOVA_SI (Re-industrialization of the agri-food sector - Sustainability and Innovation) is a transnational cooperation project between Portugal and Spain which aims to promote the use of circular economy practices in agri-food micro-enterprises and SMEs. The paper draws the hypothesis, in Design thinking context, that gamification can induce a reflexivity thinking on CE, specifically on Agrofood entrepreneurs in the Portuguese context. Reflexivity could empower the connection between the company and its local context and stakeholders dissuading the drivers for abroad markets positioning.
AHFE (2) - From Traditional Styling to Lifestyle: Design Thinking Perspective of Cultural Collection Bo Ouyang; Yun He There are paradigms of traditional culture investigation that have been studied for many years. However, the purpose of thinking about traditional culture standing in the context of modern life is to excavate the past life situations and the relationship between people and things that support traditional culture, and then place them in the context of present and future technological life to re-design and rethink them. In this paper, we try to use mind mapping and Mapping to reorganize the relationship between people and things behind traditional culture in our course practice, and use the tools of Product Design Vision ViP to reinterpret and recreate traditional culture.
AHFE (17) - Improving Usability of a Gaze-Based Surveillance Support Tool Through User-Centered Design Alexandre Marois; Laura Salvan; Daniel Lafond; Alexandre Williot; Noémie Lemaire; Sébastien Tremblay Security surveillance represents a cognitively challenging task. To support surveillance operators, Thales Research and Technology Canada developed the Scantracker, which relies on real-time oculometric data to trigger notifications that mitigate camera negligence, attentional tunneling and vigilance decrement. Recently, this tool was adapted to augmented reality (AR), thus opening opportunities for design adjustments. This paper documents and demonstrates the utility of adopting a design thinking approach to improve the Scantracker and to adapt AR implementation to users’ needs. Surveillance operators took part in two design thinking workshops to evaluate and suggest improvements to the Scantraker from a user perspective. Then, the tool was adjusted and tested in a security surveillance simulation. Results of the design thinking workshop and the surveillance simulation are presented and discussed to support this user-centered approach for the development of cognitive-support tools for surveillance.
Design Thinking for Food Well-Being
Design Thinking Research
Springer Series in Design and Innovation - Service Design Capabilities Nicola Morelli; Amalia De Götzen; Luca Simeone
AHFE (18) - Innovation and Entrepreneurship Practice: Interdisciplinary Teaching and Learning in an Applied Psychology Context Jinge Huang; Lin Gan; Yuchen Jing; Longxin Ma; Qi Zhang; Liuyi Zhao; Mingyu Zheng; Antong Zhang; Wei Liu This paper discusses an innovative course that has been offered at Beijing Normal University User eXperience Research Center (BNUX) since 2016. Both teachers and students discover and explore a project-based learning pattern—they collaborate in teams, build to think and turn ideas into reality. They embrace design thinking in innovation and entrepreneurship education and experience entrepreneurial culture in this semester-long course. Student teams work on innovation challenges proposed by corporate partners for three months and deliver functional proof-of-concept prototypes and in-depth documentation that captures the essence of design thinking in innovation and entrepreneurship education and the learning that led to their ideas. Students promote their progress through reviews between teachers and students and between the BNUX and enterprises throughout the entire learning process. Several institutions worldwide have adopted this innovative method of project-based learning with global collaboration.
AHFE (3) - Design Thinking Application in K-12 Education Utilizing Service Design Methodology Qiongying Ge; Yuanbo Sun; Zhiyi Wen; Shaohuan Zhang This study aims to establish a system of employing design thinking in the K-12 education based on service design methodology. (1) Find a way to introduce design thinking in K-12; (2) Construct an education system inspired from service design for future practices. (3) Proposes as curriculum framework that puts design thinking as the key strategy with a series of real-life assessments. Service design’s methods and tools is used to identify the stakeholder’s characteristic and demands, figure out the target audience along with service objectives, sort out the relationships between them and establish a service process. Through teaching practice, this research studies and proposes a new alternative to employ design thinking in K12 education. Moreover, proposes a curriculum model centered on design thinking by combining the K12 preliminary courses with design workshops, research activities, etc. The new model is exemplified through practices in the real world’s teaching. The construction of the new educational framework based on service design methods will effectively promote the development of design thinking in the future K12 education.
AHFE (3) - Green Intelligent Production Design Strategy Based on Service Design Wandong Cheng; Jun Zhang; Wanzhi Gao With the development and application of IOT, AI and other technology, the traditional manufacturing industry has been transformed into intelligent manufacturing and make management easier, bring higher efficiency and safety, higher yield rate. Similarly, due to the upgrading of technology, the intelligent manufacturing industry can obtain more relevant data to realize green production. However, from the system level, it does not provide a comprehensive and holistic service design method. System service design aims at system and experience, as a whole process to design research method based on human, material, space, environment, society and other research objects, can provide guidance and direction for the designer and upgrading of complex links. This paper is using system service design thinking to give the management and technical suggestions for pollution and waste from dependent factors, like the equipment, personnel, efficiency and pollution source of each manufacturing process to the energy and pollutant flow and the influence on stakeholders and the final impact on manufacturing. Finally, this paper proposes a design guidance framework based on service design, which takes into account the goal and value of green intelligent manufacturing.
ICBL - Using Design Thinking in Educational Game Design: A Case Study of Pre-service Teacher Experience. Yuling Zhang; Juanjuan Chen Despite the growing interest in game-based learning (GBL), teachers often have difficulties in its classroom implementation. Teachers’ perceptions about games and their abilities to integrate techniques are barriers to the use of digital games in their teaching. This study aimed to promote teachers’ technical competence and improve their perceptions of GBL by engaging them in a game design course. Twelve pre-service science teachers participated in this course, which incorporated design thinking and teaching-related techniques. Qualitative data including the final products of the game design task, open-ended surveys, and semi-structured interviews were collected. The results indicated that the experience of designing educational games improved pre-service teachers’ perceptions of GBL. Secondly, although the design thinking model contributed to the learning process and the final products, more learning scaffolds and visualization techniques were needed.
AHFE (18) - Beyond IDEO’s Design Thinking: Combining KJ Method and Kansei Engineering for the Creation of Creativity Yuuki Shigemoto This paper introduces a new conceptual model that better describes and further develops IDEO’s Design Thinking. A combination of KJ Method and Kansei Engineering that have been respectively established by late Prof Kawakita and Prof Nagamachi has been identified to construct the model of design thinking that yields advanced creativity for designing a delightful user experience. Ongoing data collection for the empirical examination is planned for publication, which will be extensively based on this paper. Further interdisciplinary and cross-cultural research should be encouraged for co-creating the next stage of design thinking. The author welcomes invitations for joint research, design practice, constructively critical arguments and so forth from academia and industries. Design research is an insightful academic discipline that learns from the past, focuses on the present, and envisions the future.
AHFE (2) - Learning Design Thinking Through a Collaborative Focus on Social Justice Joyce Thomas; XinAn Chen; Ian Lee; Jialiang Wang; YuehTzu Yang; Megan Strickfaden A cross-University group of undergraduate and graduate students who are (mostly) new to product development participated in a semester long course meant to help them understand innovation focusing on projects in the area of social justice. This course comprised students from different disciplines: engineering, architecture and psychology, plus environmental, graphic, and industrial design. From these different perspectives students inspired each other through cooperation using design thinking and empathic methods. Students practiced how to observe and research the area of focus; develop a deep and more holistic understanding of possible target audiences; identify questions, problems and opportunities; and come up with innovative solutions.
AHFE (3) - A Review: Implementation of Design Thinking Education in K-12 Shaohuan Zhang; Yuanbo Sun; Zhiyi Wen; Qiongying Ge Design thinking is a thinking tool, process, and method to guide creative activities. This paper makes a comparative research on STEAM education in America, phenomenon-based learning in Finnish, Design and Technology Course in England, and K-12 design thinking education in China by literature research and case study, and summarizes the current situation of design thinking education in K-12 around the world. This work aims to analyze the present difficulties and then propose the ways to promote K-12 design thinking education in China. We conclude that, as for K-12 design thinking education in China, some progress has been made in organizational form, project theme and activity process, but there are still many difficulties. To further promote K-12 design thinking education in China with a high quality, it is necessary to use service design methodology to coordinate all stakeholders and integrate the social resources.
AHFE (17) - STEAM Education Mode Based on New Technology and User Experience Design Hongze Cai; Bo Ouyang; De Liu; Bin Li; Chumeng Li; Zilan He With the application and development of China’s STEAM education field, a STEAM education model that is more suitable for Chinese students should be proposed. In order to optimize students’ learning experience and quality which is based on the characteristics of students’ learning and thinking. By comprehensively considering the combination of new technology and service design thinking system, we have constructed a set of STEAM education curriculum system based on AR technology and spatial experience. This research aims to explore the new model and form of STEAM education in the future. The results of this study can be reference for as the new model of STEAM education.
FabLearn/MakeEd - The Fab Lab Classroom: Scaffolding STEM Concepts by Adopting and Adapting Design Thinking Lamiaa Nail; Heba EL-Deghaidy Fabrication labs are playing a critical role in supporting science, technology, engineering, and mathematics (STEM) education by providing opportunities for young learners to gather and share experiences, refine their understanding, and build creative artifacts. The formal education system in Egypt is heavily focused on rote learning, where concepts are introduced in isolation and detached from their real-world contexts. A design-based approach is proposed as an alternative, where fabrication labs serve as stimulating environments that could potentially support concept learning in STEM. However, more needs to be known about how learning STEM concepts can be scaffolded in a design-based learning experience in a fabrication lab. This paper demonstrates the initial outcomes of a research in progress that aims to generate principles for designing learning experiences that scaffold STEM concepts for young learners in fabrication labs. The initial proposed approach for learning experience design adopts and adapts the design thinking model.
AHFE (18) - Blending Design Thinking and Design Futures: Facing the Complexity of Uncertain Futures Maria Rita Canina; Laura Anselmi; Carmen Bruno; Chiara Parise; Davide Minighin Due to the increasing complexity that comes from exponential technological development, this paper highlights Design Thinking shortcomings when confronted with multiple, non-linear, tangled futures. The methods of Futures Thinking and Design Future, by their nature, deal with those futures and their declinations. By analysing these three methodologies, similarities and differences were emphasized. This paper aims to bring these disciplines together in order to reach a futures-ready Design Thinking that maintains its ties with the present day within the tangible realm, to avoid severing its connection with user needs.
TransFEWmation: Towards Design-led Food-Energy-Water Systems for Future Urbanization
AHFE (12) - Design Sprints Integrating Agile and Design Thinking: A Case Study in the Automotive Industry. Emilie Henreaux; Michel Noutcha; Tina Phan-Ngoc; Kieffer Suzanne This paper is a case study reporting on a series of design sprints carried out by three master students of Universite catholique de Louvain in the context of a 3-month internship which took place in a company whose core-business is the automotive industry. Design sprint refers to an iteration of the design thinking (DT) process. The goal of the internship was to test-and-refine prototypes for road sign assistance and adaptive cruise-control technology. The design sprints involved methods such as survey research, field observation, customer journey mapping, six hats, video prototyping, and user tests. The contribution of this paper is twofold: (1) render an account on how an industrial organization implements DT: from the processes that are executed to the selection of supporting methods to the use of the DT outcomes within the organization; (2) investigate whether and how the outcomes of such design sprints are being evaluated, questioned or criticized.
Culture and Computing. Design Thinking and Cultural Computing
The Palgrave Handbook of Workplace Innovation Adela McMurray; Nuttawuth Muenjohn; Chamindika Weerakoon Workplace innovation and its relevance to health, well-being and prosperity continues to be a positive response to the challenging features of our time. Following a brief review of existing research on the application of design thinking, we focus on its contributions to workplace innovation, This chapter proposes that design thinking or human centred design and its focus on creating more desirable futures, captures the imagination, energy and human ingenuity to stimulate, nurture and shape new ways of thinking and working, delivering collaborative new improved solutions across multiple organisational contexts, and enabling workplace innovation