Matching Items (3)
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Description
Conceptual design stage plays a critical role in product development. However, few systematic methods and tools exist to support conceptual design. The long term aim of this project is to develop a tool for facilitating holistic ideation for conceptual design. This research is a continuation of past efforts in ASU

Conceptual design stage plays a critical role in product development. However, few systematic methods and tools exist to support conceptual design. The long term aim of this project is to develop a tool for facilitating holistic ideation for conceptual design. This research is a continuation of past efforts in ASU Design Automation Lab. In past research, an interactive software test bed (Holistic Ideation Tool - version 1) was developed to explore logical ideation methods. Ideation states were identified and ideation strategies were developed to overcome common ideation blocks. The next version (version 2) of the holistic ideation tool added Cascading Evolutionary Morphological Charts (CEMC) framework and intuitive ideation strategies (reframing, restructuring, random connection, and forced connection).

Despite these remarkable contributions, there exist shortcomings in the previous versions (version 1 and version 2) of the holistic ideation tool. First, there is a need to add new ideation methods to the holistic ideation tool. Second, the organizational framework provided by previous versions needs to be improved, and a holistic approach needs to be devised, instead of separate logical or intuitive approaches. Therefore, the main objective of this thesis is to make the improvements and to resolve technical issues that are involved in their implementation.

Towards this objective, a new web based holistic ideation tool (version 3) has been created. The new tool adds and integrates Knowledge Bases of Mechanisms and Components Off-The-Shelf (COTS) into logical ideation methods. Additionally, an improved CEMC framework has been devised for organizing ideas efficiently. Furthermore, the usability of the tool has been improved by designing and implementing a new graphical user interface (GUI) which is more user friendly. It is hoped that these new features will lead to a platform for the designers to not only generate creative ideas but also effectively organize and store them in the conceptual design stage. By placing it on the web for public use, the Testbed has the potential to be used for research on the ideation process by effectively collecting large amounts of data from designers.
ContributorsNarsale, Sumit Sunil (Author) / Shah, Jami J. (Thesis advisor) / Davidson, Joseph K. (Committee member) / Wu, Teresa (Committee member) / Arizona State University (Publisher)
Created2014
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Description
The mathematics test is the most difficult test in the GED (General Education Development) Test battery, largely due to the presence of story problems. Raising performance levels of story problem-solving would have a significant effect on GED Test passage rates. The subject of this formative research study is Ms. Stephens’

The mathematics test is the most difficult test in the GED (General Education Development) Test battery, largely due to the presence of story problems. Raising performance levels of story problem-solving would have a significant effect on GED Test passage rates. The subject of this formative research study is Ms. Stephens’ Categorization Practice Utility (MS-CPU), an example-tracing intelligent tutoring system that serves as practice for the first step (problem categorization) in a larger comprehensive story problem-solving pedagogy that purports to raise the level of story problem-solving performance. During the analysis phase of this project, knowledge components and particular competencies that enable learning (schema building) were identified. During the development phase, a tutoring system was designed and implemented that algorithmically teaches these competencies to the student with graphical, interactive, and animated utilities. Because the tutoring system provides a much more concrete rather than conceptual, learning environment, it should foster a much greater apprehension of a story problem-solving process. With this experience, the student should begin to recognize the generalizability of concrete operations that accomplish particular story problem-solving goals and begin to build conceptual knowledge and a more conceptual approach to the task. During the formative evaluation phase, qualitative methods were used to identify obstacles in the MS-CPU user interface and disconnections in the pedagogy that impede learning story problem categorization and solution preparation. The study was conducted over two iterations where identification of obstacles and change plans (mitigations) produced a qualitative data table used to modify the first version systems (MS-CPU 1.1). Mitigation corrections produced the second version of the MS-CPU 1.2, and the next iteration of the study was conducted producing a second set of obstacle/mitigation tables. Pre-posttests were conducted in each iteration to provide corroboration for the effectiveness of the mitigations that were performed. The study resulted in the identification of a number of learning obstacles in the first version of the MS-CPU 1.1. Their mitigation produced a second version of the MS-CPU 1.2 whose identified obstacles were much less than the first version. It was determined that an additional iteration is needed before more quantitative research is conducted.
ContributorsRitchey, ChristiAnne (Author) / VanLehn, Kurt (Thesis advisor) / Savenye, Wilhelmina (Committee member) / Hong, Yi-Chun (Committee member) / Arizona State University (Publisher)
Created2018
Description
This creative project is a visual and sonic exploration of emotion in a video game format. The game is a 2D side-scroller created using PyGame and Python that focuses on a character who uses "emotions" to navigate their increasingly unrecognizable world. This project was taken on to explore the ways

This creative project is a visual and sonic exploration of emotion in a video game format. The game is a 2D side-scroller created using PyGame and Python that focuses on a character who uses "emotions" to navigate their increasingly unrecognizable world. This project was taken on to explore the ways in which technologically-created media can relate to the human experience of emotion, and the ways in which emotions are like software to the human body's hardware. Additionally, this project conceptually comments on and rejects the idea that human situations always require a specific "appropriate" human emotion in response. Credit for the music in this game goes to Markus Rennemann.
ContributorsBennett, Ashley Laura (Author) / Ingalls, Todd (Thesis director) / Kautz, Luke (Committee member) / Barrett, The Honors College (Contributor) / School of Arts, Media and Engineering (Contributor) / School of International Letters and Cultures (Contributor)
Created2014-12