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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
11

The use of external design expertise by newly industrialised countries with particular reference to the operations of British automotive design consultancies

Er, Ozlem January 1995 (has links)
No description available.
12

Graphic Design Students' Development of Adaptive Expertise in Ideation Strategies

Kuo, Shih-Ping 23 September 2018 (has links)
<p> This exploratory study uses the convergent design of mixed methods to integrate adaptive expertise theory to study how individual student participant from graphic design or non-graphic-design majors to solve a novel ideation problem in graphic design. Adaptive expertise includes six dimensions: metacognition, flexibility, dynamic knowledge, ability to welcome challenges, efficiency and deep understanding of the domain knowledge, and multiple perspectives. Those are desired qualities for a learner to stand out in the global market that are constantly changing with complex challenges. Thirty undergraduate students participated in this study. This study aims to answer four questions: types of graphic design tool and strategies selection and reasoning, similarities and differences among four participant groups, influences of participants&rsquo; performance from the prior-experiences, and other potential preconceptions and situations to their reasoning. Four results are identified. Frist, 11 rationales contributed to participants to make their tool usage decision and strategies. Second, participant with more varieties of prior experiences in graphic design would potentially have significantly higher confidence level in their adaptive expertise. Third, participants who performed better in this study, obtained more thorough reflection in design thinking. This result shows that this task requires domain-dependent expertise. Forth, participants&rsquo; performance found affected by several non-cognitive preconceptions such as uncertain challenges, adapting in the new work space, and stress management. Future studies need to increase the number of participants to potentially increase statistical significance of the results, and to identify the relationship among factors that affect participants&rsquo; performance and exhibition of adaptive expertise. Implications of this study suggests the need to expose learners to diverse types of graphic design experiences and novel tasks/contexts. </p><p>
13

Effective online lectures| Improving practice through design and pedagogy

Bese, Terry Lane 12 March 2016 (has links)
<p> The purpose of this research project was to improve the practice of using online lectures at a small private university. Using action research methodology, the researcher worked with a group of five university instructors to refine the use of online lectures through design and pedagogical practice. Beginning with a template or guide based on the literature, the instructors developed online lectures connected with a student activity. Following the principles of the TPACK framework, instructors were urged to develop student activities that worked best for their specific content as well as their desired student outcomes. Two cycles of implementation, analysis, and modification were used to refine the template and the student activities.</p><p> Data were gathered from the students who viewed the online lectures and from the faculty through focus group meetings after each cycle. Analysis of both the students&rsquo; experience and the instructors&rsquo; experience led to minor changes in the template but more significant changes to the associated student activities.</p><p> Findings suggest that the effective use of online lectures depends largely on the student activity included with the lecture; in other words, pedagogy is at least as important as design. Other factors, such as practice and experience with developing online lectures are needed to develop the instructors&rsquo; expertise with both technical issues as well as pedagogical issues. Although the online lecture template and suggested activities list were honed to a degree of effectiveness, it will take an ongoing process of analysis and modification to keep this tool relevant in the coming years.</p>
14

An exploratory factor analysis and reliability analysis of the student online learning readiness (SOLR) instrument

Yu, Taeho 27 May 2015 (has links)
<p> The purpose of this study was to develop an effective instrument to measure student readiness in online learning with reliable predictors of online learning success factors such as learning outcomes and learner satisfaction. The validity and reliability of the Student Online Learning Readiness (SOLR) instrument were tested using Exploratory Factor Analysis (EFA) and reliability analysis. Twenty items from three competencies, i.e. social competencies, communication competencies, and technical competencies, were designated for the initial instrument based on the Student Online Learning Readiness (SOLR) Model as a new conceptual model. An exploratory factor analysis (EFA) revealed that four factor-structures of the instrument of student readiness in online learning explained 66.69% of the variance in the pattern of relationships among the items. All four factors had high reliabilities (all at or above Cronbach's alpha> .823). Twenty items remained in the final questionnaire after deleting one item which cross-loaded on multiple factors (social competencies with classmates: five items, social competencies with instructor: five items, communication competencies: four items, and technical competencies: six items). The four-factor structure of the Student Online Learning Readiness (SOLR) has been confirmed through this study. Educators can use the Student Online Learning Readiness (SOLR) instrument in order to discover a better understanding of the level of freshmen college students' online learning readiness by measuring their social, communication, and technical competencies. In addition, this study was looking at two factors of social integration in Tinto's SIM and has introduced the Student Online Learning Readiness (SOLR) conceptual model with the purpose to extend Tinto's social integration to online learning environment. </p>
15

An evaluation of the potential order and priority of research methods, design methods and design heuristics within an Assistive Technology new product development process

Torrens, George January 2015 (has links)
This commentary reflects on a series of published research articles, 1996-2013, that form a PhD thesis by publication. The articles offer evidence of research into best practice relating to Assistive Technology (AT) product design as a specialist section of Industrial Design (ID). The aim of the research has been to provide AT product developers with a methodology that ordered and prioritised the application of proven research methods, design methods and design heuristics; as well as, to highlight the fundamental concepts that underpin the methodology. This commentary provides a review of the methods applied and discussion of their efficacy within each case study. The series of articles, evaluated at a meta-analysis level in the second part of the commentary, address the following research questions: 1) What is the optimum order and priority of conventional design methods, heuristics and research methods when applied within a new product development process for assistive technology products?, 2) Through a meta-analysis of case studies, are there key aspects that underpin an optimum AT-ID process? From the review, 61 research methods, design methods and heuristics were defined. An order of methods and heuristics identified some methods that were used throughout all phases of a NPD process that included literature review, benchmarking, mixed methods and participatory research. The methods and heuristics used in all phases highlighted a user-centred approach and the close collaboration with end users and stakeholders. There was also a focus of methods and heuristics around phase 2 of the 5 design process phases defined by Martin and Hannington. The critical review also highlighted key underpinning aspects that helped optimise an Industrial Design approach to ID-AT NPD. These were 1) creating a format for dialogue within the constraints of perception and 2) previous experience and the application of ethically sound protocols for the whole process. Lastly the change of terminology and attitudes of those working the Assistive Technology industry highlighted the need for more research into social acceptance of all aspects of Assistive Technology and the perception of disability from those living with impairment and by UK society as a whole.
16

Embedding novel and surprising elements in touch-screen games for children with autism : creating experiences 'worth communicating about'

Alcorn, Alyssa Marie January 2016 (has links)
Relative infrequency of communication initiation, particularly initiations that involve attention-sharing or other social purposes, appears to negatively impact the later-life outcomes of children with autism. Strategies to improve or encourage initiation skills in autism are hampered by the need for the behaviour to be spontaneous (i.e. unprompted by a partner). One potential approach that addresses the spontaneity issue is to extrinsically motivate initiations by changing aspects of the child’s environment such that they merit, or even demand, initiating a communication. Detecting subjectively inconsistent (i.e. discrepant) aspects in game-like virtual contexts appears to be something that inherently interests young children with autism, and can motivate them to initiate spontaneous, positive communications. Initial evidence for discrepancy as a communicative motivator came from a study which re-analysed video data from an existing autism and technology project (ECHOES), illustrating that a heterogeneous group of children all reacted frequently and socially to naturally occurring (i.e. unintentional, non-designed) discrepant aspects within ECHOES. A set of high-level design principles was developed in order to capture “lessons learned” from ECHOES that might facilitate re-creation of a similar pattern of spontaneous, positive initiation around discrepancy. A second, proof-of-concept study implemented these design principles in a set of three new touch-screen games (Andy’s Garden) that sought to establish, and then deliberately violate, child expectations (i.e. provide discrepancy-detection opportunities: DDOs). Children reacted socially and positively to the new games and DDOs. The results of this study allow us to answer its overall questions affirmatively: it is possible to motivate children’s communication–specifically, their initiation–by including deliberately-designed DDOs in a set of games. These findings are the first step towards determining whether discrepancy-detection opportunities may form a component of a future technology-based communication skills intervention, capable of changing children’s initiation behaviour outside of a game context.
17

ICT and pedagogy in the context of transformation and design & technology teaching

Booth, Tony January 2009 (has links)
This research addresses pedagogy in relation to Information & Communication Technology (ICT) in secondary education. Computers have been used in classrooms for approximately thirty years, but it remains unclear whether teachers’ pedagogies have changed much in consequence. Thus this research explores the transformation of pedagogy through Information and Communication Technology (ICT). In 1998 a 2-year, multi-site case study linking teams of students and teachers within four broad UK regions was begun. A further six-year period allowed analysis of research data, to support theory building in relation to transformation of teachers’ pedagogy and the conditions necessary to make pedagogical transformation possible. The research made use of Grounded Theory within a case study methodology. Varied data were collected through my records of planning meetings with teachers and engineers during the project; of pedagogical transformation while visiting schools involved in the project; of teachers’, engineers’ and pupils’ case study interview data where more insightful and directly focused questions on pedagogical issues from their different perspectives were involved, and of teachers’ subject knowledge arising from the combined school and industrial manufacturing situated context of the project. The case study interviews involved a representative sample of those taking part in the two-year school and industry project. Theory on pedagogical transformation has resulted from the analysis of these data. Developing this involved modelling alternative meanings of phenomena observed during the case study and developing new concepts as building blocks of the theory. I also used NVivo as a tool to help with handling the mass of raw data collected during the project and with aspects of the qualitative data management. The research concludes that teachers may personally reconstruct their pedagogies when faced in certain ways with certain new pedagogy precedents, and develops precedence as a pre-condition of pedagogical transformation.
18

Temporal design : design for a multi-temporal world

Pschetz, Larissa January 2014 (has links)
Our lives are composed of multiple rhythms, but many of us, living in Western industrialised societies, believe that the world is moving ever faster. Many of us also feel the range of negative impacts that this supposed condition of acceleration brings to everyday life, to social interac- tions and to the natural world. From attempting to reconfigure our bodies through caffeine and other stimulants to working longer hours to manage the rush, or wondering how it is damaging our environment, we all eventually experience a sense of powerlessness regarding this supposed rule of acceleration. Acceleration, however, does not correspond to how the world is, but how it is presented for some people, in some situations. The notion of acceleration as a universalised condition is just an expression of dominant narratives of time, which are embedded in accounts of what it means to be modern or postmodern, and which have been recently demystified in the social sciences and the humanities. The world is comprised of multiple temporal expressions, which con- tinue to play important roles in our lives, despite being disregarded within dominant narratives. This thesis analyses the role of these narratives as well as different approaches to time in design. It suggests that the hegemony of such accounts has been restricting design practice in three main ways: 1. by monopolising designers’ understandings of time and precluding the exploration of alternative expressions and more recent theoretical work on time; 2. by locating temporality within technological artefacts and systems and ignoring the breadth of expressions beyond and around these technologies; and 3. by simplifying proposals for a diversification of temporal notions that would otherwise contribute to promoting more varied perceptions of rhythms. This simplification is particularly noticeable in the outcomes of the Slow Technology and Slow Design movements, which have failed to acknowledge such narratives and have become integrated in them rather than challenging them. The research proposes Temporal Design as a new perspective on time in design, one focused not on a particular rhythm or temporal expression, but on the multiplicity of ways in which we all inhabit time, in its contrasts, combinations, changes and superpositions. Temporal Design is based on three principles: 1. identifying dominant narratives and attempting to challenge them so as to reveal more nuanced expressions of time; 2. drawing attention to specific alternative temporalities; and 
3. tactically exposing networks of times so as to illustrate multiplicity and variety. The research invites designers to disturb taken-for-granted notions as a method of approaching principle (1) outlined above. It discusses the limitations of current Speculative and Critical De- sign approaches to tackling more complex issues of time, proposing instead a critical affirmative attitude toward approaching principles (2) and (3) outlined above. Temporal Design is explored in this research via three design interventions, namely the Family Clock, the Printer Clock and the TimeBots, which have been performed in both family homes and schools. The interviews conducted in the context of these interventions showed how domi- nant narratives are deeply embedded in the language used to describe temporal expressions. The interviews, however, also demonstrated how multiple temporalities are manifest beneath these concepts, how practices come together to construct multiple expressions of time and how temporal interpretations are essentially detached from issues of value. Most importantly, the interventions demonstrate how designers can foster temporal empathy, and disclose more nuanced, situated and complex temporalities and rhythms. Many authors have argued that design has the power to change perceptions of the world. By shifting the focus from individual modes to diversity, Temporal Design attempts not only to change the way designers perceive and approach time, but also to change more broadly the way designed artefacts and systems come to affect temporal perceptions among the general public. Perhaps through design, we will all come to recognise that acceleration is not the rule, but just one among many expressions of the rich temporal texture that constitutes time in the world.
19

Faculty Transitions to Online Instruction| A Qualitative Case Study

Cochran, Charlotte E. P. 28 August 2015 (has links)
<p> The introduction of technological tools has created a paradigm shift in the field of education. As such, online learning has become a popular method for students to access educational courses. Due to the increased demand by learners for online classes, administrators at American institutions of higher learning are faced with the challenge of moving faculty members to an online environment. However, transitioning to an online environment requires a role change for faculty members. Specifically faculty members must shift their instructional methods from on-ground lecturer to online mentor, which can be challenging. Indeed many faculty members transition to online instruction without the necessary training, support, or skills needed to be successful. The purpose of this qualitative, multiple case study was to develop a better understanding of how higher education faculty members transition from a face-to-face (i.e., on-ground) teaching format to an online teaching format. Participants included nine faculty members, representing different colleges and universities, who teach at post-secondary institutions within the United States. Participants had taught face-to-face classes for one year or more, and had taught at least three classes using an online format. An in-depth, open-ended, semi-structured interview format was used to gather data. The data provided by the participating faculty members were collected, coded using a line-by-line format, and the codes were compared to one another with the goal of finding a pattern. The development of conceptual categories and data analysis continued until saturation was achieved. Based on the data analysis, <i>transforming</i> was the conceptual theme for how higher education faculty members transition from a face-to-face (i.e., on-ground) teaching format to an online teaching format. Three transitioning skills were also identified as integral components for faculty members transitioning from face-to-face to online instruction. Future areas of research include: 1) how foreign language instructors develop asynchronous communicative collaborative activities and 2) how administrators could add specific subject area needs into their training programs or workshops.</p>
20

Agents of change| A new role for learners in online workplace training

Warren, Kathryn Lloyd 28 August 2014 (has links)
<p> Workplace training design has evolved from a task-based systems framework managed by the designer, to a collaborative process of problem-solving that includes stakeholders across the enterprise. Collaborative design models address persistent problems, such as cost efficiency, requirements that change late in development, and aggressive timetables, but perceptions of training effectiveness continue to be pessimistic. Given the substantial role of employees in making training effective, by transferring what they learn to their day-to-day responsibilities, this study proposed an emergent design model in which designers collaborate with employees as partners in solving training design problems. Previous efforts to include employees in training design have faltered, because of time and resource requirements which limit participation or greatly expand timelines. This study investigated the potential of broad employee participation, through the widely-used medium of organizational surveys, in which employees are invited to suggest ways to improve their work environment. The study applied a three-phase, mixed methods approach, to investigate whether survey text responses contain viable input into training design, and to explore the nature of that input in terms of major themes about workplace training, and detailed input reflecting employees' experience of online training. Nearly 90,000 text responses were accepted into the study, from industries that include pharmaceuticals, retail, manufacturing, telecommunications and financial services. Analysis exposed the inherent conflict between the designer's focus on training delivery, and the employees' focus on transferring what they learn to their jobs; and a widespread organizational conflict between leadership compensation tied to short-term financial metrics, and long-term strategies that drive infrastructure programs such as workplace training. Responses across all industry sectors in the study reported limited management support for training, which is nonetheless essential to employees' job performance. Responses described online training that makes only minimal use of the basic functions of computer technology. The study validates earlier research questioning workplace training effectiveness, with evidence suggesting that training programs are constrained by organizational challenges that cannot be solved by designers alone. The study suggests that organizations can involve their employees in addressing the conflicts that limit training effectiveness, through design partnership using survey responses.</p>

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