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Article
Publication date: 20 September 2019

Hira Qureshi

The purpose of this paper is to test a studio pedagogy that originates from an experiment of a collaborative design studio held between two departments of Architecture, as a…

Abstract

Purpose

The purpose of this paper is to test a studio pedagogy that originates from an experiment of a collaborative design studio held between two departments of Architecture, as a useful way for students to learn mutually. Meanwhile, it aims to capture the effectiveness, efficiency and impacts of this collaboration.

Design/methodology/approach

This paper presents a qualitative research study to observe the role of collaborative design studio in the pedagogical structure of architectural education. It combines the conventional studio with live projects as a unique pedagogy within the studio of Architectural Design-I (AD-I). Primary data collected using open-ended questionnaires from students and focal studio tutors at both architecture departments generated results.

Findings

Built on the analyses of the questionnaires, this paper answers the research questions based on the collaborative studio pedagogy for the course of AD-I and reports on lessons learnt from this collaborative experience. It proves that students can successfully work collaboratively and build confidence in their own abilities to solve a challenge and achieve a common goal through practical experience as well.

Research limitations/implications

This research used a qualitative approach to evaluate the perspectives of 81 students and 6 tutors within a specific pedagogical approach. Given the small sample size and delimitation of the one-course approach, findings from this study are not generalizable to a broader population. Furthermore, a longer duration is needed to address collaborative learning challenges. Nevertheless, it provides valuable data for future studies and also offers pedagogical options for other schools to consider implementing and studying.

Originality/value

The collaborative pedagogical approach experimented in this study was the first initiative of its kind in Karachi, between a younger institution, AED-SSUET and a more established one which was DAP-NED. A four-week collaborative design studio exercise of AD-I engaging third-semester students of AED-SSUET[1] and DAP-NED[2] was a hybrid approach that combined conventional design studio with live project to promote a novel and effective collaborative learning method. In the process, students were encouraged to interact competitively with peers, facilitated by rigorous engagement of focal design tutors from both Architecture departments. It also influenced the active participation of experts from the industry and Architecture community and was exclusively designed to eliminate the pairing up of a single tutor with one student each. The students at AED-SSUET were also able to build a 1:1 scale project with an allocated budget and time-frame constraints.

Details

Archnet-IJAR: International Journal of Architectural Research, vol. 14 no. 2
Type: Research Article
ISSN: 2631-6862

Keywords

Article
Publication date: 11 November 2019

Asmalina Saleh, Cindy E. Hmelo-Silver, Krista D. Glazewski, Bradford Mott, Yuxin Chen, Jonathan P. Rowe and James C. Lester

This paper aims to present a model of collaborative inquiry play: rule-based imaginary situations that provide challenging problems and support agentic multiplayer interactions…

Abstract

Purpose

This paper aims to present a model of collaborative inquiry play: rule-based imaginary situations that provide challenging problems and support agentic multiplayer interactions (c.f., Vygotsky, 1967; Salen and Zimmerman, 2003). Drawing on problem-based learning (PBL, Hmelo-Silver, 2004), this paper provides a design case to articulate the relationship between the design goals and the game-based learning environment.

Design/methodology/approach

Drawing on conjecture mapping (Sandoval, 2014), this paper presents an iterative development of the conjecture map for crystal island: ecojourneys and highlights the development of the story and tools in crystal island: ecojourneys, an immersive game based on PBL pedagogy. By articulating this development, the authors highlight the affordances and constraints of designing for collaborative inquiry play and address challenges in supporting learner agency.

Findings

The PBL inquiry process served as the foundation of collaborative inquiry play. Attending to the rules of inquiry fostered student agency, and in turn, playful engagement in the game-based learning environment. Agency however meant holding students accountable to actions undertaken, especially as it pertained to generating group-based explanations and reflecting on productive collaboration. Moreover, socially shared regulation of learning and systems thinking concepts (i.e. phenomenon, mechanisms, and components) must also be externalized in representations and interactions in the game such that students have the agency to decide on their learning paths.

Originality/value

This paper presents the model of collaborative inquiry play and highlights how to support player agency and design content-rich play environments which are not always completely open.

Details

Information and Learning Sciences, vol. 120 no. 9/10
Type: Research Article
ISSN: 2398-5348

Keywords

Article
Publication date: 18 January 2011

Yuanyuan Yin, Shengfeng Qin and Ray Holland

The purpose of this paper is to investigate how to measure collaborative design performance and, in turn, improve the final design output during a design process, with a clear…

5098

Abstract

Purpose

The purpose of this paper is to investigate how to measure collaborative design performance and, in turn, improve the final design output during a design process, with a clear objective to develop a design performance measurement (DPM) matrix to measure design project team members' design collaboration performances.

Design/methodology/approach

The methodology adopted in this research uses critical literature reviews, in‐depth focus group interviews and a questionnaire survey.

Findings

The main finding of this study is a DPM matrix that addresses five DPM indicators: efficiency, effectiveness, collaboration, management skill, and innovation, and 25 detailed DPM criteria. It was found that decision‐making efficiency is the most important DPM criterion for collaborative design efficiency; plus delivering to the brief for effectiveness; clear team goal/objectives for collaboration; decision‐making ability for management skill; and competitive advantage for innovation.

Research limitations/implications

As the present study was focused on exploring DPM during a design process, some key DPM criteria which are not measurable during a design development process were not included in this study. The proposed multi‐feedback approach for DPM matrix implementation needs to be validated in future research.

Practical implications

The DPM matrix can be applied to support a design manager in measuring and improving collaborative design performance during a design process, by reviewing and modifying collaborative design development, identifying the design team strengths and weaknesses, improving team communication, and suggesting suitable responsive actions.

Originality/value

The major contribution of this study is the investigation and development of a DPM matrix to measure collaborative design performance during a design process.

Details

International Journal of Productivity and Performance Management, vol. 60 no. 2
Type: Research Article
ISSN: 1741-0401

Keywords

Article
Publication date: 30 September 2014

Wei Zhou, David Heesom, Panagiotis Georgakis and Joseph H.M. Tah

The purpose of this paper is to clarify the CSCW in collaborative 4D modelling and its user interface (UI)/interaction designs for prototyping. Four-dimensional (4D) modelling…

Abstract

Purpose

The purpose of this paper is to clarify the CSCW in collaborative 4D modelling and its user interface (UI)/interaction designs for prototyping. Four-dimensional (4D) modelling technology has potentials to integrate geographically dispersed planners to achieve collaborative construction planning. However, applying this technology in teamwork remains a challenge in computer-supported collaborative work (CSCW).

Design/methodology/approach

The research adopted user-centred design (UCD) methodology to investigate a usable 4D collaboration prototype through analysis, design and usability testing. By applying CSCW theories, it first clarified the meaning of 4D CSCW to formulate design propositions as design target. By leveraging UCD theories, subsequently, the first-stage research sought an optimal standalone 4D modelling prototype following a parallel design approach. At the second stage, it further investigated into a collaborative 4D modelling prototype using an iterative design. It adopted collaborative task analysis into the UI/interaction design extension for a collaborative prototype based on results obtained from the first stage. The final usability testing was performed on the collaborative prototype to evaluate the designed CSCW and UI in a controlled geographically dispersed teamwork situation.

Findings

The test results and user feedback verified their usability. It also disclosed design weaknesses in collaborators’ awareness and smooth tasks’ transitions for further enhancement.

Originality/value

The combination of CSCW and UCD theories is practical for designing collaborative 4D modelling. It can also benefit designs for collaborative modelling in other dimensions like cost analysis, sustainable design, facility management, etc. in building information modelling.

Details

Construction Innovation, vol. 14 no. 4
Type: Research Article
ISSN: 1471-4175

Keywords

Article
Publication date: 7 November 2016

Sanna Pekkola and Juhani Ukko

The purpose of this paper is to examine how a performance measurement system (PMS) can be designed for a collaborative network and to identify which factors affect such a design.

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Abstract

Purpose

The purpose of this paper is to examine how a performance measurement system (PMS) can be designed for a collaborative network and to identify which factors affect such a design.

Design/methodology/approach

This is a single-case study of a collaborative network. The data have been collected from semi-structured interviews conducted during 2008-2009 and after the design process in 2010 and 2012, respectively.

Findings

The research results present a five-step process model for designing a PMS for a collaborative network. The findings show that a participatory development style that enhances socialisation, the positive development of a network culture and an outside facilitator all have beneficial effects on the design process.

Practical implications

The practical contribution of this study is related to knowledge about the PMS design process for a collaborative network to support its measurement-related development projects. This knowledge involves the phases of such a process as well as the various factors supporting or hindering it.

Originality/value

The study presents a PMS design process for the case network, which can be utilised in other collaborative networks in a similar context. It also highlights the most essential practical experiences related to this process.

Details

International Journal of Operations & Production Management, vol. 36 no. 11
Type: Research Article
ISSN: 0144-3577

Keywords

Book part
Publication date: 26 November 2021

Brenda A. Barker Scott and Michael R. Manning

Ask leaders what their organizations need more of to thrive, and many will identify collaboration. Yet many collaborative efforts fail. A focus on the inner workings of teams, to…

Abstract

Ask leaders what their organizations need more of to thrive, and many will identify collaboration. Yet many collaborative efforts fail. A focus on the inner workings of teams, to the exclusion of the ecosystem in which teams work, has masked the importance of a collaborative context. We undertook a single case study of an exemplar firm with the intent of offering a nuanced illustration of the collaborative workplace. We illustrate how three contextual factors related to work, relationships, and behaviors shift the setting from a place where collaboration is hard to do, to one that embodies collaboration as a widespread competence.

Book part
Publication date: 3 August 2017

Matt Bower

This chapter provides a comprehensive review of research and developments relating to the use of Web 2.0 technologies in education. As opposed to early educational uses of the…

Abstract

This chapter provides a comprehensive review of research and developments relating to the use of Web 2.0 technologies in education. As opposed to early educational uses of the Internet involving publication of static information on web pages, Web 2.0 tools offer a host of opportunities for educators to provide more interactive, collaborative, and creative online learning experiences for students. The chapter starts by defining Web 2.0 tools in terms of their ability to facilitate online creation, editing, and sharing of web content. A typology of Web 2.0 technologies is presented to illustrate the wide variety of tools at teachers’ disposal. Educational uses of Web 2.0 technologies such as wikis, blogs, and microblogging are explored, in order to showcase the variety of designs that can be utilized. Based on a review of the research literature the educational benefits of using Web 2.0 technologies are outlined, including their ability to facilitate communication, collaborative knowledge building, student-centered activity, and vicarious learning. Similarly, issues surrounding the use of Web 2.0 tools are distilled from the literature and discussed, such as the possibility of technical problems, collaboration difficulties, and plagiarism. Two case studies involving the use Web 2.0 tools to support personalized learning and small group collaboration are detailed to exemplify design possibilities in greater detail. Finally, design recommendations for learning and teaching using Web 2.0 are presented, again based on findings from the research literature.

Details

Design of Technology-Enhanced Learning
Type: Book
ISBN: 978-1-78714-183-4

Article
Publication date: 29 March 2021

Husam AlWaer, Susan Rintoul and Ian Cooper

This paper is concerned with what should happen after design-led events have been held to promote co-decision-making, between professionals and local stakeholders, in collaborative

Abstract

Purpose

This paper is concerned with what should happen after design-led events have been held to promote co-decision-making, between professionals and local stakeholders, in collaborative planning of the built environment. Rather than being standalone, such events form one single step in a multi-stage collaborative planning process. What comes before and after them has to be acknowledged as important to their effective contribution to collaborative planning. This paper aims to make a case for giving more attention to the post-event stages of collaborative planning, to ensure that the involvement of the public produces real and tangible benefits.

Design/methodology/approach

Content analysis of both academic and grey literatures was undertaken to examine emerging advice on how to conduct decision-making, the implementation of outputs and the delivery of desired outcomes, after design-led events. A critical review of the post-event decision-making and delivery activities is offered, which aims to add to the current academic literature on the deployment of design-led events. An attempt is made to sketch out the characteristics of post-event stages, drawn from the literature and collated specific examples of collaborative planning investigated in Scotland.

Findings

Three key factors are identified as affecting the successful implementation of decisions reached at design-led events: (1) a shared follow-on plan, (2) an agreed action programme for delivering this and (3) a properly constituted and resourced delivery vehicle that can monitor and evaluate progress. A research agenda to address questions raised but left unanswered is suggested dealing with how the decision-making and delivery activities following design-led events in collaborative planning might be improved.

Originality/value

A research agenda to address questions raised but left unanswered is suggested dealing with how the decision-making and delivery activities following design-led events in collaborative planning might be improved.

Details

Archnet-IJAR: International Journal of Architectural Research, vol. 15 no. 3
Type: Research Article
ISSN: 2631-6862

Keywords

Article
Publication date: 1 June 2006

Ching‐Jen Huang, Amy J.C. Trappey and Yin‐Ho Yao

The purpose of this research is to develop a prototype of agent‐based intelligent workflow system for product design collaboration in a distributed network environment.

2332

Abstract

Purpose

The purpose of this research is to develop a prototype of agent‐based intelligent workflow system for product design collaboration in a distributed network environment.

Design/methodology/approach

This research separates the collaborative workflow enactment mechanisms from the collaborative workflow building tools for flexible workflow management. Applying the XML/RDF (resource description framework) ontology schema, workflow logic is described in a standard representation. Lastly, a case study in collaborative system‐on‐chip (SoC) design is depicted to demonstrate the agent‐based workflow system for the design collaboration on the web.

Findings

Agent technology can overcome the difficulty of interoperability in cross‐platform, distributed environment with standard RDF data schema. Control and update of workflow functions become flexible and versatile by simply modifying agent reasoning and behaviors.

Research limitations/implications

When business partners want to collaborate, how to integrate agents in different workflows becomes a critical issues.

Practical implications

Agent technology can facilitate design cooperation and teamwork communication in a collaborative, transparent product development environment.

Originality/value

This research establishes generalized flow logic RDF models and an agent‐based intelligent workflow management system, called AWfMS, based on the RDF schema of workflow definition. AWfMS minimizes barriers in the distributed design process and hence increases design cooperations among partners.

Details

Industrial Management & Data Systems, vol. 106 no. 5
Type: Research Article
ISSN: 0263-5577

Keywords

Article
Publication date: 1 March 2001

O.O. UGWU, C.J. ANUMBA and A. THORPE

Domain ontologies facilitate sharing and re‐use of data and knowledge between distributed collaborating systems. A major problem in the design and application of intelligent…

Abstract

Domain ontologies facilitate sharing and re‐use of data and knowledge between distributed collaborating systems. A major problem in the design and application of intelligent systems is to capture and understand: the data and information model that describes the domain; the various levels of knowledge associated with problem solving; and the patterns of interaction, information and data flow in the problem solving space. This paper reports the development of an ontology for agent‐based collaborative design of portal structures, using knowledge acquisition techniques and tools. It illustrates the application of the ontology in the development of a prototype multi‐agent systems. The study shows that a common ontology facilitates interaction and negotiation between agents and other distributed systems. The paper discusses the findings from the knowledge acquisition, their implications in the design and implementation of multi‐agent systems, and gives recommendations on developing agent‐based systems for collaborative design and decision‐support in the construction sector.

Details

Engineering, Construction and Architectural Management, vol. 8 no. 3
Type: Research Article
ISSN: 0969-9988

Keywords

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