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ویرایش: 2024 نویسندگان: Dorian Marjanović (editor), Mario Štorga (editor), Stanko Škec (editor) سری: ISBN (شابک) : 3031504879, 9783031504877 ناشر: Springer سال نشر: 2024 تعداد صفحات: 192 زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 5 مگابایت
در صورت تبدیل فایل کتاب Design Research: The Sociotechnical Aspects of Quality, Creativity, and Innovation به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب تحقیق طراحی: جنبه های اجتماعی فنی کیفیت، خلاقیت و نوآوری نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Preface Contents 1 Introduction 1.1 The Evolution of Design Research, a Path to Transdisciplinarity 1.2 Overview of the Contributions References 2 From Design Optimization to Design Science: An Evolution in Design Thinking 2.1 Introduction 2.2 Design Optimization 2.2.1 Structural Design 2.2.2 Powertrain Design 2.2.3 Evaluations, Preference, and Choice 2.3 Design for Market Systems 2.4 Public Policy 2.5 Conclusion References 3 DESIGN, Building a Global, Interdisciplinary Community 3.1 Introduction 3.2 The 1980s—Foundation 3.2.1 Design Research Emerging 3.3 1990s—Growth 3.3.1 A Developing Design Community 3.4 2000s—Consolidation 3.4.1 The Design Society and Cavtat 3.5 2010s—Reflection and Interdisciplinarity 3.5.1 The Response of the Design Community 3.6 Now and Going Forward 3.6.1 Research Methods for the Future 3.6.2 New Theoretical Foundations 3.7 Conclusions References 4 Designing a design conference in an emerging design science community: Danish experiences from the International Conference on Design (DESIGN) 4.1 The establishment of DESIGN 4.2 Continuity as a key characteristic 4.3 What makes DESIGN unique? 4.4 The changing nature of a community over time 4.5 How has one research school—DTU—navigated DESIGN, over time? 4.5.1 Analysis of DTU’s contributions to DESIGN 4.5.2 Discussion 4.5.3 What did we see from the contributions? 4.5.4 What did we NOT see from the contributions? 4.5.5 What might we see in the coming years? 4.6 Final reflections References 5 Dynamics of Using Information and Communication Technology Tools in a Distributed Project-Based Design Course 5.1 Introduction 5.2 Background 5.2.1 Project-Based Learning (PBL) Courses in Engineering Design 5.2.2 Use of ICT Tools in a PBL Courses in Engineering Design 5.3 Methods 5.3.1 Course and Participants Description 5.3.2 Data Collection 5.3.3 Data Processing Procedure 5.4 Results 5.4.1 Use of ICT Tools on the Course Level 5.4.2 Use of ICT Tools on the Team Level 5.5 Discussion 5.5.1 Implications 5.5.2 Limitations 5.6 Conclusions References 6 European Global Product Realisation: Creativity and Innovation in Educating Engineers and Product Designers of 21st Century 6.1 Introduction 6.2 History and Philosophy of E-GPR 6.3 CODEVE Methodology 6.3.1 Design Process Model 6.3.2 Teams 6.4 Project Preparation 6.4.1 Partners 6.4.2 IT Communication and Collaborative Environment 6.5 Project Support 6.5.1 Academic Lectures and Professional Presentations 6.5.2 Coaching and Project Management 6.6 Project Closing 6.6.1 Closing Workshop 6.6.2 Scholarly Work 6.7 Projects Through Examples 6.7.1 Design of a Submersible Device for Inspection of Welds - Industrial Products 6.7.2 Design of Consumer Lighting Products in 2016 – Consumer Products 6.7.3 Services Driven Products 6.7.4 Fuzzy Front End Project 6.8 Discussion 6.9 Conclusions References 7 Creativity—a Bottleneck in Engineering Design? 7.1 Introduction 7.2 A Starting Point of Product Development 7.2.1 Mission of Product Development and Expectations of Stakeholders 7.2.2 Requirements 7.2.3 Dynamic Changes of Requirements 7.2.4 Human Behavior is Influencing Processes 7.2.5 Barriers in and for Product Development 7.2.6 How to Overcome Barriers? 7.2.7 From Vision and First Requirements to Ideas—Creativity 7.2.8 From Idea to First Tangible Demonstrators: A Step to Overcome Barriers 7.3 Make Things Happen—an Example of Research Integrating Efforts in Teaching and Transfer into Industry 7.3.1 The Case 7.3.2 The Summary 7.4 Conclusion References 8 Basics of Integrated Design Engineering (IDE) 8.1 The Product Life Cycle 8.2 Groups of Humans Involved in the Product Life Cycle 8.2.1 The Customer 8.2.2 The Provider 8.3 Human Centricity in IDE 8.3.1 The User 8.3.2 The Provider 8.3.3 Persons Concerned 8.4 Attributes 8.5 The IDE Procedure Model 8.6 Conclusion References 9 Human‐Centered Design Methodology as Bridge Between Academic Research and Requirements in Industry 9.1 Introduction 9.2 Human Factors and Design Methodology: ‘one Side of Two Coins’ 9.3 Design Methodology Supports Safe Human-Centered Design 9.4 Human Centered Design Approach: User-and Designer: Understanding Human Behavior 9.5 Conclusions References 10 What Does It Mean: “Quality of Design Research”? 10.1 Introduction 10.2 The Object: Design Research 10.2.1 Research in General 10.2.2 Design(ing) 10.2.3 Design Research 10.3 Characteristics of Design Research 10.3.1 Characteristics of Research in General 10.3.2 Characteristics of Design Research 10.4 Requirements of Design Research 10.5 Conclusions and Challenges References 11 Conclusion