• Title/Summary/Keyword: design Thinking

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A Study on the Effect of Students' Problem Solving Ability and Satisfactions in Woodworking Product Making Program Using Design Thinking (목공 제품 제작 활동에서 디자인 씽킹의 활용이 학생들의 만족도와 문제해결력에 미치는 영향)

  • Kim, SeongIl
    • 대한공업교육학회지
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    • v.44 no.2
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    • pp.142-163
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    • 2019
  • The purpose of this study is to analyze the effect of problem solving ability and satisfaction of university students who are pre-technology teachers in woodworking products(birdhouse) making program using design thinking. Survey responses are analyzed by statistical programs(SPSS ver.20) such as satisfaction, confidence in problem solving, difficulties and causes of difficulties according to gender and grade of 33 students who conducted experience programs in extra-curricular programs to improve creativity and problem solving ability. The main conclusions of this study are as follows: First, the average of total satisfaction about experience programs is 4.39, which is somewhat high. The highest average response is 'feelings of accomplishment' and 'advice in the surroundings'(M = 4.46). There is no significant difference between male and female, and grade. The students interest in group-based different birdhouse woodworking together with the help of the surrounding people by the process of design thinking rather than practice to follow. Therefore, I'd like to recommend to other students due to this program shows a high self-confidence, sense of accomplishment, and satisfaction. Second, the total average response of students 'self-confidence for problem solving at the group based making experience program using design thinking is 3.80. In result of group activities, the students have self-confidence of 'problem-solving ability and deal with difficult situations'. Later, in making programs, complementing difficulties of making can enhance the satisfaction of the students. Third, in the survey questionnaire related with problem solving ability confidence, between 'I have the ability to solve many problems' and 'I always have the ability to cope with new and difficult business situations' show the highest correlation. Therefore, in order to improve self-confidence of problem solving ability, it is necessary to prepare teaching learning programs that can strengthen problem solving ability. Fourth, in the new design and making process not a given product design, the most difficult step is 'the process of rework and modifying idea product'. The main reason that students have difficulty in the production process is 'lack of knowledge and ability to produce'. To make various woodworking products using design thinking process, it can be helpful to make works if you have enough training on woodworking and design thinking before product making. The students' satisfaction about team-based learning using design thinking that helps improving creativity and problem solving ability is high. Therefore, the result of the research in other making activity program that design thinking is applied and analyzed can improve students' problem solving ability.

Differences between Japanese Characteristics and those of Europeans from the viewpoint of TQM: -Ways of thinking at the stage of design and/or development of new products-

  • Shingyouchi Kouji;Maruyama Yukio;Miyazu Takashi
    • Proceedings of the Korean Society for Quality Management Conference
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    • 1998.11a
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    • pp.37-42
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    • 1998
  • In the 11th AQCS(1997), the paper entitled 'Statistical Analysis of Baseball Records - Jinx and National Characteristics -' was presented by the same authors. At that time, the differences between Japanese characteristics and those of Europeans, using baseball data were discussed, mainly from the viewpoint of 'ways of thinking about chance cause and assignable cause.' In this paper, the authors described also on the same subject from the different viewpoint, 'ways of thinking at the design and development stage of new products', From this viewpoint, the difference also be found. It seems that the most significant difference between Japan and Germany exists in the field of aeroplanes design. The German ideas in the field were very unique, therefore the authors classified and named their ideas as: A) 'Quantitative analysis' type idea, and B) 'Chemical synthetic' type idea. The former concept is composed of two ways of thinking: a) All parts essential for just flying must be used, but b) All other parts shall be rejected, as far as possible. The latter concept is that, the all additional parts necessary for the development of the above 'purified' original product should be added respectively, depending on the requests of customers. These ideas are outlined using the actual examples of German aeroplane.

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A Study on the Creative Game Design Framework (창의적인 게임아이디어 발상에 관한 방법 연구)

  • Choi, Dong-Seong
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.49-59
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    • 2011
  • The creativity is the important ability required to game designers. But there is few research for the definition of creativity and creative thinking method. This study suggests that what creativity is and how to use creative thinking methods in the game design. In the first, this study analyzes three types of creativity meaning: revolutionary creativity, evolutionary creativity and impromptu creativity. In the second, this study suggests that how to use thinking methods that are mind map, brainstorming, check list and etc. The game designer's creativity can be improved by the suggestion of this study.

Study on Social Media Business Model Design through Visual Thinking (시각적 사고를 통한 소셜미디어 비즈니스모델 설계에 대한 연구)

  • Park, Sang Hyeok;Sung, Haeng Nam;Cho, Hyun Dal
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.4
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    • pp.289-297
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    • 2012
  • It is a recent trend to utilize a variety of visual tools(process map, mindmap, ERD) to create, when we create the design of information system or business models. Theses visual tool is standardized tools as process map or BPMN, on the other hand, there is also a non-standardized tools as mindmap. The utilization of the non-standardized tools as mindmap in startups is a increasing trend, because of the order the release of creative thinking to design new business model. Mindmaps can be divided into pen-based mindmap(of hand-written) and computer-based mindmap. This study was conducted under the premise of a different thinking pattern, when you take advantage of pen-based mindmap and computer-based mindmap. In other words, the pen-based mindmap is a tool for deductive reasoning and the computer-based mindmap is a tool would be more appropriate for inductive thinking. The purpose of this study is to investigate these relationships through experiments. In this study propose guidelines how visual tools, when designing a social media business models.

Study on Consumer Preferences for Discount Presentations in Different Purchase Contexts

  • ZONG, Lu;DUAN, Shen
    • Journal of Distribution Science
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    • v.19 no.12
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    • pp.15-22
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    • 2021
  • Purpose: There is still lack of guidance for merchants toward price discount presentations (absolute/relative), especially for consumers in different purchase contexts. Based on the general evaluability theory, this study investigates consumers' preferences for the presentation of discounts in various contexts through experiments. Research design, data and methodology: The relationship between discount presentation and consumers' preference is investigated in Study 1 using a two-factor between-subject design of 2 (purchase type: material vs. experiential) ×2 (discount type: absolute vs. relative). The Moderating effect of thinking mode has been examined in Study 2 via a multi-factor intergroup design of 2 (purchase type: material vs. experiential) ×2 (discount type: absolute vs. relative) ×2 (cognitive load: high vs. low). One-way ANOVA and planned contrast have been performed for analysis. Results: Experiment 1 reveals that consumers prefer absolute discounts rather than relative discounts when in material purchases. However, when in experiential purchases, they are willing to choose relative discounts. Experiment 2 verifies the boundary conditions of matching effect and illustrates the generation of matching effect is determined by thinking mode. Conclusions: Our study enriches the theories of purchase type and thinking mode. Simultaneously, the results provide practical guidance for merchants to formulate the discount presentation and distribution pricing strategies.

A Study on Comparative Amount of Idea Thinking between Brainstorming and Webstorming (브레인스토밍과 WebStorming의 아이디어 발상량(發想量) 비교 연구)

  • Han, Kyung-Don;Park, Dea-Woo
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.8
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    • pp.189-196
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    • 2011
  • To develop a creative design concept, amount of idea thinking between team members is important. In the process of planning to proposal brainstorming helps clarification of problems and allows a creative solution. Here, idea generation is to express thinking into words, and greater amount of idea is more valued than to choose one fine idea at first. This paper studies actual processes of brainstorming, and we utilize network services upgraded in Web and multimedia techniques to develop idea with arrangement. We compare the amount of idea generation by groups and topics with Brainwriting and Braindrawing of Webstorming, without limitation of space and time. Then, we propose a creative idea thinking by analyzing the characteristics of design team members in various aspects. This result will contribute in improving national potential value and design competitiveness by the help of design and IT, on product research and marketing.

Application of Creative Design-inducing, Teaching-Learning Method for Improvement of Creativity (창의성 향상을 위한 창의적디자인도출 교수학습법 적용사례)

  • Seo, Mi-Ra;Kim, Ae-Kyung;Lee, Young-Woo
    • The Journal of the Korea Contents Association
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    • v.15 no.3
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    • pp.448-457
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    • 2015
  • This study aims to suggest a creative design-inducing, teaching-learning method which can enhance the efficiency of design education by helping learners improve their creative thinking and solve problems and apply it to diverse curriculums with a goal of having a positive effect on the development of learners' creativity. For this, it was actually applied to game character design from Department of Game Engineering, formative arts from Department of Beauty Care and Digital Graphics from Department of Visual Design using the action research method, and a teacher defined course topic, contents of the course and creative thinking tools and promoted the class. As a result, it was confirmed that it is effective in deriving creative design and increasing learners' interest and participation in class. When a creative thinking tool was used, however, the outcomes of creative learning slightly varied depending on learners' competence.

A Longitudinal Study of Critical Thinking Dispositions & Critical Thinking Skills in Baccalaureate Nursing Students (간호대학생의 비판적 사고 성향과 비판적 사고 기술에 관한 종적 연구)

  • Shin Kyung Rim;Ha Ju Young;Kim Kon Hee
    • Journal of Korean Academy of Nursing
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    • v.35 no.2
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    • pp.382-389
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    • 2005
  • Purpose: This longitudinal study was done to investigate critical thinking dispositions and critical thinking skills of nursing students enrolled in a 4-year baccalaureate program at a university in Korea. Method: The study used a longitudinal design. A convenience sample of 32 nursing students who were completing their 1st, 2nd, 3rd, and 4th year in a baccalaureate program at a selected university was included. The subjects completed the California Critical Thinking Dispositions Inventory (CCTDI), the California Critical Thinking Skill Test (CCTST), and a demographic questionnaire. Data was analyzed by descriptive statistics, repeated ANOVA, adjusted p-values, and Pearson's correlation coefficient with SAS 8.12. Results: There was statistically significant improvement according to academic year in the CCTDI total mean score (F=7.54, p= .0001) and subscales of Open-mindedness, Self-confidence, and Maturity. Contrarily, no statistically significant difference was found in the CCTST total mean score and subscales' score except Analysis. Conclusion: There is no significant correlation between critical thinking dispositions and skills, so it will be necessary to repeat a study like this, and the translated instruments should be modified by considering Korean culture.

The Factors Influencing Information Technology Non-Acceptance: Approach by Grounded Theory (정보기술 비수용에 영향을 미치는 요인: 근거이론에 의한 접근)

  • Lee, Woong-Kyu;Park, Jin-Hoon
    • The Journal of Information Systems
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    • v.24 no.4
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    • pp.83-97
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    • 2015
  • Purpose: Traditionally, information technology acceptance have been considered one of the most important research issues. However non-acceptance, which was main objective of acceptance theories, have not been included in main research area by communities of information systems. This study is to identify the factors influencing non-acceptance of information technology and suggest a total research model for explaining the phenomena of non-acceptance. Design/methodology/approach: Grounded theory was adopted as a principal research method. which is an inductive technique of interpreting qualitative data about a social phenomenon to build theories about that phenomenon. Data were collected by depth interview and open question on potential non-adopters during 3 months. The collected data were coded by two main coding paradigm in ground theory, open coding and axis coding. Findings: Factors influencing non-acceptance, status quo, imitation, value evaluation, and concerning risk were extracted from open coding. These factors were integrated into system 1 thinking and system 2 thinking, which were from axis coding. More specifically, status quo and imitation are system 1 thinking which are more responsive and emotional thinking and value evaluation and concerning risk are system 2 thinking which are more rational and reasoning thinking.

Examining the relationship between educational effectiveness and computational thinking in smart learning environment

  • Han, Oakyoung;Kim, Jaehyoun
    • Journal of Internet Computing and Services
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    • v.19 no.2
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    • pp.57-67
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    • 2018
  • The $4^{th}$ industrial revolution has brought innovation in the educational environment. The purpose of this study is to verify the educational effectiveness of smart learning environment especially with the computational thinking. A big data analysis was performed to confirm that computational thinking is the one to prepare the 4th industrial revolution. To teach computational thinking at university, educational design should be careful. This study verified the relationship between improvement of computational thinking ability and major of students with coding education. There was difference in effectiveness of the coding education depending on the major of students, it means students must be guaranteed to be educated by the differentiated coding education for different major. This study extracted factors of computational thinking through literature review. Thirteen research hypotheses were applied for the statistical analysis in R language. It was proved that expectation of class and improvement of abstraction ability and algorithmic thinking ability had mediation effect to the relationship between knowledge acquisition and problem-solving abilities. Based on this study, effectiveness of education can be improved, and it will lead to produce a lot of distinguished students who are ready for the 4th industrial revolution.