DOI Article ISSN 00178012 Framing design: a social process view of information system development Proceedings of the International Conference on Information Systems ISBN ICIS1998-X Reinvigorating Innovation DX Summit DOI Article ISSN 08943796 We describe an experiential approach to teaching new product design and business development in a year-long course that combines intensive project work with classroom education. Our course puts together up to six teams of graduate students from management and engineering who work on projects sponsored by individual companies. Student teams work with faculty from multiple disciplines and personnel from the sponsoring companies. The year-long format and involvement with company personnel provide opportunities for students to gain hands-on experience in a real product development project. Time constraints, coupled with students' determination to demonstrate what they can accomplish, stimulate teams to learn how to compress the design and development cycle. To help students generalize from their own projects to a wider universe of product design and business development phenomena, students participate continuously in constructive critiques of others' projects; and in presentations, case discussions and workshops that help them learn about the product and business development process itself. This article describes course objectives, syllabus, projects, sponsors, faculty, students and our course administration. In an effort to move towards a “paperless” course, we have put as much of the course material as possible on the World Wide Web; relevant websites are referred to in the article. At the end of the course each team presents a prototype and a protoplan to the sponsoring company in a final report, which in many cases includes suggestions for the sponsor on how to improve its design and development process. Students' positive evaluations, along with their comments, indicate that they are attaining their educational goals. Course projects have resulted in commercialized products, patents, continuing development projects in sponsoring companies, and placements for students. The course has generated public relations value for the units involved and for the university as a whole. Requirements and Benefits of Interactive Information Workspaces in Construction 8th International Conference on Computing in Civil and Building Engineering This paper envisions a new type of construction information technology - construction information workspace (CIW) - that enables project teams to visually interact with project information to support the decision-making process. We introduce a set of visualization and interaction functional requirements for CIW that will provide teams with the ability to visually interact with relationships between project information. These requirements stem from three research efforts: observation of today's paper-based workspaces, observation of a 4D workspace on a construction project, and prototyping of an interactive information workspace. These observations show the potential opportunities and benefits for the use of CIW such as improving the utility of project information and improving decision-making. Effects of Analogous Product Representation on Future Design-by-Analogy Proceeding of the 2007 International Conference on Engineering Design Design-by-analogy is well-recognized for its power in innovation processes. Understanding the cognitive processes involved in the formation of analogies is important for understanding the concept generation process. This paper takes a distinctive interdisciplinary route to combine research in cognitive psychology and design to develop a more complete understanding design-by-analogy and to provide the basis for formal method development. Designers use numerous external representations in the design processes including, but not limited to, linguistic descriptions of the problems, diagrams and sketches. Information and prior solutions the designer has seen are examples of internal representation. Representation has significant impact on the design-by-analogy process. This paper presents experimental results showing that the representation of a product in a person’s memory and the representation of the design problem influence the person’s ability to solve the design problem based on an analogous product. This experiment shows that appropriate representations facilitate design-by-analogy. A more general semantic description of a product allows for a greater higher likelihood of using a previously experienced product as a source analogy. These results are significant findings, especially regarding their implications on innovation processes, design-by-analogy methods, and design-by-analogy tools. Future work includes experiments to gain a broader knowledge of useful representations, the development of design methods and experimental evaluation of the design-by-analogy methods. DOI 10.1080/15710880601170784 ISSN 15710882 Utilization of Concept Selection Methods – A Survey of Finnish Industry Proceedings of the 17th International Conference on Design Theory and Methodology Grounded Leaps: Methodological Choices for Driving Innovation presentation at Design Futures talk series Collaborating to Success: An Experimental Study of Group Idea Generation Techniques Proceedings of the 17th International Conference on Design Theory and Methodology Information sharing for knowledge creation during early design phases Proceedings of the 10th ISPE International Conference on Concurrent Engineering Cognitive mechanisms underlying the creative process Proceedings of the 4th conference on Creativity & Cognition DOI 10.1145/581710.581730 ISBN 1-58113-465-7 DOI 10.1080/15710880601170891 ISSN 15710882 Empathy and experience in HCI Proceeding of the twenty-sixth annual SIGCHI conference on Human factors in computing systems DOI 10.1145/1357054.1357156 ISBN 978-1-60558-011-1 An Analysis Of Student Reflections From a Multidisciplinary New Product Development Class Proceedings of the 3rd Symposium on International Design and Design Education Design documentaries: inspiring design research through documentary film Proceedings of the 6th conference on Designing Interactive systems DOI 10.1145/1142405.1142441 ISBN 1-59593-367-0 DOI Article ISSN 00178012 Meta4acle: Generating Compelling Metaphors for Design Proceedings of the 20th International Conference on Design Theory and Methodology Reflections on design thinking presentation at Harvey Mudd Design Workshop VI Patterns of change in design metaphor: a case study Proceedings of the SIGCHI conference on Human factors in computing systems DOI 10.1145/274644.274656 ISBN 0-201-30987-4 Designing the world as your palette CHI '05 extended abstracts on Human factors in computing systems DOI 10.1145/1056808.1056816 ISBN 1-59593-002-7 A Longitudinal study of Learning Outcomes in New Product Development Proceedings of ASME IDETC Design Education Conference Wicked problems in project definition Proceedings of the International Group for Lean Construction 10th Annual Conference An Evaluation of the Pugh Controlled Convergence Method Proceedings of the 19th International Conference on Design Theory and Methodology Analogies and Metaphors in Creative Design Proceedings of the Harvey Mudd Design Workshop VI: Design and Engineering in a Flat World Time Variation of Design “Story Telling” in Engineering Design Teams Proceedings of the 14th International Conference on Engineering Design Metaphors in Conceptual Design Proceedings of the 19th International Conference on Design Theory and Methodology An Analysis of Designers' Sketching Activities in New Product Design Teams Proceedings of the 16th International Conference on Design Theory and Methodology Design Methods, Tools, and Outcome Measures: A Survey of Practitioners Proceedings of the 19th International Conference on Design Theory and Methodology Why are new products frequently canceled in midstream or introduced later than planned? Why do product developers often have no time to devote to "top priority" projects? Companies may not be integrating strategic, conceptual, and planning functions at the front end with the detailed design and development that follows. Khurana and Rosenthal isolated seven activities critical to product and project success. The foundation elements, those that require cross-functional effort and senior management support, include developing a clear product strategy, formulating a product portfolio, establishing a structure that facilitates product development, and sharing responsibilities throughout the organization. Project-specific elements, which focus on the individual project, include clarifying the product concept, defining the product and market requirements, and planning and estimating the project's resource requirements. The authors point out that the interrelationships between the elements are as important as the elements themselves. Khurana and Rosenthal examine in detail how the eleven companies in their study implemented the seven activities. While the authors rated two companies as outstanding and two as satisfactory, they considered seven to have serious deficiencies in their development of product strategies. Some had product development teams and managers but no one in charge of formulating product strategy. Others made decisions on new product development based on project criteria rather than strategic fit. And others had an isolated R&D department that funded projects based on technology rather than on their potential to satisfy product requirements. How can a company improve its front-end process? Khurana and Rosenthal offer a checklist and map for diagnosing a company's integration of front-end activities. And they discuss how a company can make the transition to a better managed product development process. Anil Khurana is assistant professor of operations management and Stephen R. Rosenthal is professor of operations management and director of the Manufacturing Roundtable at the School of Management, Boston University. TRIZ as a Global and Local Knowledge Framework Proceedings of the 10th ISPE International Conference on Concurrent Engineering The potential of new developments in mobile technology, with capabilities for anytime, anywhere wireless access, to affect pre-engineering education and technical literacy at the K-12 level remains poorly understood. Mobile access to digital libraries provides unique opportunities for leveraging valuable experiences outside of the classroom. This paper presents a user needs analysis of teachers, students and parents with regard to understanding the potential of such mobile digital library services to enhance science and technology learning in informal environments for students in U.S. grades 4±5 and middle school. To study this area we discuss a methodology at the intersection of design and research that borrows from qualitative research methods and traditional user-centered design, together with frameworks for translating qualitative data into concrete user needs. We present a summary of twelve need ``themes'' that emerged from the analysis together with recommendations for how these themes inform the development of a mobile digital library infrastructure and its digital learning resources. The recommendations are illustrated on an informal learning scenario intended for a pre-engineering exercise using resources from the NEEDS engineering education digital library at www.needs.org. Managing the development of large software systems: concepts and techniques Proceedings of the 9th international conference on Software Engineering ISBN 0-89791-216-0 Informal Health and Legal Rights Education in Rural, Agricultural Communities Using Mobile Devices Proceedings of the Fifth IEEE International Conference on Advanced Learning Technologies ISBN 0-7695-2338-2 Getting down to business: Results using speedstorming to initiate creative collaborations Proceedings of the Tenth European Conference on Creativity and Innovation DOI 10.1080/15710880601170776 ISSN 15710882 Triangulation of Indicators of Successful Student Design Teams Proceedings of the Harvey Mudd Design Workshop V: Learning in Engineering Design Design Team Framing: Paths and Principles Proceedings of the 20th International Conference on Design Theory and Methodology Interactive effects of team and task shared mental models as related to air traffic controllers' team efficacy and effectiveness Proceedings of the Annual meeting of the Academy of Management Conference DOI 10.1080/15710880601170768 ISSN 15710882 Using Triz and Human-Centered Design for Consumer Product Development Proceedings European TRIZ Association (ETRIA) World Conference Increasing Innovation: A Trilogy of Experiments towards a Design-By-Analogy Methodology Proceedings of the 19th International Conference on Design Theory and Methodology