19 results on '"Gonçalves, Milene"'
Search Results
2. A peripheral blood mononuclear cell-based in vitro model: A tool to explore indoleamine 2, 3-dioxygenase-1 (IDO1)
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Gonçalves, Milene, Furgiuele, Alessia, Rasini, Emanuela, Legnaro, Massimiliano, Ferrari, Marco, Luini, Alessandra, Rodrigues-Santos, Paulo, Caramelo, Francisco, Marino, Franca, Pereira, Frederico C., and Cosentino, Marco
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- 2024
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3. Method in their madness: Explaining how designers think and act through the cognitive co-evolution model
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Cash, Philip, Gonçalves, Milene, and Dorst, Kees
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- 2023
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4. The life cycle of creative ideas: Towards a dual-process theory of ideation
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Gonçalves, Milene and Cash, Philip
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- 2021
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5. Stimulating design ideation with artificial intelligence: present and (short-term) future.
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Berni, Aurora, Borgianni, Yuri, Rotini, Federico, Gonçalves, Milene, and Thoring, Katja
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ARTIFICIAL intelligence ,BEHAVIORAL assessment ,HUMAN behavior ,HUMAN biology ,INSPIRATION - Abstract
The role of Artificial Intelligence (AI) in design is clearly growing. One of the tenets of the paper is that stimulation could be among the design processes mostly benefitting from the introduction of AI. Available contributions have been reviewed to understand the current support AI can give in design inspiration and ideation. We also reflected on what AI should and ahould not do in the future: a framework is proposed. Based on the reviewed contributions, in no case, AI is seen as a substitute of designers. Most contributions originate from the IT domain and have a demonstrative purpose. [ABSTRACT FROM AUTHOR]
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- 2024
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6. The influence of culture on creativity in ideation: a review.
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Gong, Zhengya, Gonçalves, Milene, Nanjappan, Vijayakumar, and Georgiev, Georgi V.
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CREATIVE ability ,LITERATURE reviews ,DESIGNERS ,IDEA (Philosophy) ,COGNITION - Abstract
The relationship between culture and creativity has sparked the interest of researchers for decades. Although researchers have attempted to establish a connection between culture and creativity, the precise relationship between the two remains ambiguous. The current paper examined extant literature on the subject matter and synthesized the relations between culture and creativity in ideation over the past twenty years. The present study expounds upon the utilized samples, measures implemented to assess creativity and culture, and the study results. [ABSTRACT FROM AUTHOR]
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- 2024
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7. VISUALISING AND REVERGING: UNDERSTANDING THE INTERSECTION BETWEEN CREATIVITY AND VISUAL THINKING.
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Jansen, Alix, Heijne, Katrina, van Oosterom, Iren, and Gonçalves, Milene
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CREATIVE ability ,VISUALIZATION ,DESIGN services ,FACILITATION (Business) ,COMPLEXITY (Philosophy) - Abstract
We investigate reverging - the phase between the diverging and converging steps in a creative process - in the context of a visual thinking agency. Creative facilitation literature advocates for such a phase, aimed at revisiting and rearranging ideas generated during diverging, to prepare for converging. However, in practice this step is often neglected or not performed well, resulting into a sense of increased complexity or lack of client ownership. Two studies were used to investigate reverging in context: a preliminary study consisted of interviews and observations to better understand reverging in current visual thinking practices. The follow-up study focused on co-creating a tool to solve the problem identified in the preliminary study. While the preliminary study revealed the need to involve clients in both diverging and reverging phases, the follow-up study resulted in the creation of the Whiteboard Canvas. The tool was tested in practice and several benefits of reverging in visual thinking practices emerged. The tool empowers visual thinking practitioners to involve their clients more actively in reverging, resulting into a more deliberate creative process and an increased sense of client ownership. [ABSTRACT FROM AUTHOR]
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- 2023
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8. What inspires designers? Preferences on inspirational approaches during idea generation
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Gonçalves, Milene, Cardoso, Carlos, and Badke-Schaub, Petra
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- 2014
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9. Medications used in paediatric intensive care by continuous infusion: Do the technical aspects of the package inserts corroborate scientific evidence?
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de Paiva, Amanda Maria, Tinoco, Marlon Silva, Veloso, Júlio César, Gonçalves, Milene Oliveira, Fontes, Jussara Soares, and Baldoni, André Oliveira
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MEDICATION error prevention ,INTENSIVE care units ,MOTION pictures ,DRUG dosage ,INTRAVENOUS therapy ,NEONATAL intensive care ,WATER-electrolyte balance (Physiology) ,PEDIATRICS ,NEONATAL intensive care units ,DRUG infusion pumps ,MEDICAL protocols ,DRUG labeling ,INFUSION therapy ,HEMODYNAMICS - Abstract
What is Known and Objective: Hospitalized paediatric patients are three times more likely to experience medication errors with the potential to cause harm, when they are compared to adults. The lack of research in paediatrics, difficulties that are derived as indications and the parameters of safety and effectiveness of pharmacological therapy in children. To analyse whether the technical and legal aspects of the package insert for medicines used in paediatric intensive care units (ICU) using a continuous infusion (CI) pump corroborate the recommendations of clinical protocols and legal provisions. Methods: A documentary study, in which technical and legal information contained in the package inserts of medications commonly used via CI in neopediatric ICUs was analysed. The consultation of the medication package insert was carried out through the electronic portal of the National Health Surveillance Agency (Agência Nacional de Vigilância Sanitária ‐ ANVISA). Information on the use of medications in the neonatal and paediatric populations via CI was sought in the medication package insert. To analyse the legal aspects, ANVISA's RDC no. 47/2009 was used. In order to compare the technical information, the Micromedex NeoFax®, Micromedex Paediatrics®, and Lexicomp® databases were consulted. Results and Discussion: Of the 13 medications analysed, 46% (n = 6) had some non‐compliance with RDC 47/2009. Only 46% (n = 6) of the medications are indicated for paediatric use and only the medication package insert for midazolam (7.7%) contained the information considered essential for use via CI in paediatrics. What is New and Conclusion: This is an innovative study that identifies the weaknesses of the medication package inserts for medications used by CI in paediatric ICUs. Failure to comply with legal recommendations can make medication administration difficult and increase the probability that errors will occur; and the absence of specific technical information can make care difficult and compromise patient safety. It is important that there is supervision by regulatory agencies and the contribution of health professionals so that non‐conformities are reported and corrected, to guarantee safe care for paediatric patients in intensive care. [ABSTRACT FROM AUTHOR]
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- 2022
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10. DESIGN RATIONALE IN CONCEPTUAL DESIGN:A LONGITUDINAL STUDY OF PROFESSIONAL DESIGN TEAMS’ PRACTICE
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Knudsen, Line Sand, Haase, Louise Møller, and Gonçalves, Milene
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Design Rationale ,Design Process ,Design teams ,Conceptual design ,Framing - Abstract
A design rationale is a representation of the reasoning behind a design concept, explaining why the solution is designed the way it is. This makes design rationale a critical part of concept development. However, there is little exploration on how to build a design rationale. This study sheds light on professional designers’ reasoning in conceptual design, as we examine how design rationales for different concepts are built based on a longitudinal study in the context of two design studios. Particularly the study provides insight into how a design rationale is initiated, matured and finalized.
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- 2020
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11. Priming uncertainty avoidance values: Influence of virtual reality stimuli on design creativity in ideation.
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Gong, Zhengya, Gonçalves, Milene, Nanjappan, Vijayakumar, and Georgiev, Georgi V.
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DIGITAL technology , *DELUSIONS , *UNCERTAINTY , *CULTURAL values , *ANXIETY , *VIRTUAL reality , *CREATIVE ability , *AVOIDANCE (Psychology) , *USER interfaces - Abstract
Previous studies have clearly established the impact of culture on design creativity. For example, the presence of cultural values with low uncertainty avoidance (UA, the degree of anxiety and risk aversion that people feel during ambiguous situations) is linked to low workability of creative ideas. Currently, there is limited research on potential remedies to alleviate the impact of culture, specifically with respect to UA. Therefore, this study investigates the use of technology to prime UA cultural values and mitigate their potential negative impacts on design creativity. This was achieved using stimuli that had been generated by virtual reality (VR) technology and presented in an immersive environment. Participants in an experimental study were exposed to VR stimuli designed to either decrease or increase their UA. The results showed that the VR stimuli had successfully increased and decreased low and high UA values, respectively, which mitigated the influence of UA on design creativity. Furthermore, the VR stimuli influenced the emphasis of the participants on ideation, with lowered and enhanced UA values leading to them prioritizing novelty and usefulness, respectively. Overall, the findings provided evidence that VR could be leveraged from a psychological standpoint to reduce cultural influences on creativity through targeted priming. These findings indicated the essential implications of the study in terms of understanding the effect of immersive technologies in shaping human behaviors and mindsets. • Virtual reality stimuli can successfully prime the UA values of participants. • Primed high UA leads to a prioritization of the usefulness of ideas. • Primed low UA leads to a prioritization of the novelty of ideas. • VR stimuli is a promising tool for mitigating cultural influences on creativity. [ABSTRACT FROM AUTHOR]
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- 2024
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12. The Architecture of Creativity: Toward a Causal Theory of Creative Workspace Design.
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Thoring, Katja, Gonçalves, Milene, Mueller, Roland M., Desmet, Pieter, and Badke-Schaub, Petra
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FURNITURE design ,OFFICE layout ,INDUSTRIAL design ,DESIGN thinking ,URBAN planning - Abstract
The question of how the physical work environment can affect creativity is gaining interest among companies and educational institutions. This paper introduces ten propositions outlining possible relationships between spatial characteristics and creative work. The propositions were developed following a grounded-theory approach based on nine expert interviews that provide insight on the topic from the perspective of different creative fields--namely, urban planning, architecture, interior design, office planning, furniture design, industrial design, design thinking, innovation, and fine arts. We focused on both educational and practice environments within the creative sector. For each proposition, we provide links to supporting literature. We present a summary of the main insights and visualize the developed propositions as a set of causal graphs. The propositions have implications for both research and practice: on the one hand, they can be regarded as the first step toward a theory of creativity-supporting work environments; on the other hand, they can serve as a reference when designing or adjusting creative workspaces. [ABSTRACT FROM AUTHOR]
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- 2021
13. Creativity and meaning: including meaning as a component of creative solutions.
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Fu, Katherine, Fuge, Mark, Brown, David, Sääksjärvi, Maria, and Gonçalves, Milene
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CREATIVE ability ,CREATIVE thinking ,TECHNOLOGICAL innovations ,DIVERGENT thinking ,COGNITIVE science - Abstract
The goal of this paper is to examine meaning as a component of creativity. We take a demand-based approach for conceptualizing meaning, and propose that it emerges from user needs instead of emerging from already existing creative solutions. Meaning is proposed as a third component of creativity, alongside novelty and usefulness. We test this proposition in a pre-study, and two empirical studies. In the pre-study, designers define creativity and provide examples of solutions that they deem creative. The results of the pre-study yield a 24-item scale for assessing creativity. Then, we conduct two empirical studies, in which we utilize the created scale for measuring creativity, and for examining the components arising thereof. In the first study, we ask creators (design engineering students) to generate ideas for one of two design briefs. Afterwards, creators were asked to rate their own creations, on the 24-item creativity scale. Here, we find a four-factor solution for creative outcomes, consisting of the dimensions novelty, usefulness, cleverness, and meaning. In the second study, we ask independent evaluators (individuals with related and relevant degrees) to assess the creators' work on the creativity scale. Here, we find a three-factor solution for creative outcomes, consisting of the dimensions novelty, usefulness, and meaning. In both studies, meaning emerged as a separate component of creativity. Additionally, in both studies, it accounted for variance that was unaccounted for by novelty and usefulness, thereby increasing the overall explanatory power of creative solutions. These findings strongly speak of meaning as a third component of creativity. [ABSTRACT FROM AUTHOR]
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- 2018
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14. Inspiration choices that matter: the selection of external stimuli during ideation.
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Gonçalves, Milene, Cardoso, Carlos, and Badke-Schaub, Petra
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INSPIRATION ,ARTISTIC creation ,DESIGNERS ,IDEALS (Psychology) ,COGNITIVE ability ,ATTITUDE (Psychology) - Abstract
Inspiration is a widely recognized phenomenon in everyday life. However, researchers still know very little about what the process of inspiration entails. This paper investigates designers' approaches when selecting inspirational stimuli during the initial phases of a design process. We conducted a think-aloud protocol study and interviews with 31 design Masters students while generating ideas for a design problem. The results indicate that searching for and selecting stimuli require different levels of cognitive effort, depending on whether there is unlimited or limited access to stimuli. Furthermore, three important stages of the inspiration process were identified: keyword definition, stimuli search and stimuli selection. For each of these stages, we elaborate on how designers define keywords, which search approaches they use and what drives their selection of stimuli. This paper contributes to an understanding of how designers can be supported in their inspiration process in a more detailed manner. [ABSTRACT FROM AUTHOR]
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- 2016
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15. The chemokines IL8 and MIP-1b distinguish mild cognitive impairment from early stage Alzheimer's disease
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Gonçalves, Milene, Santana, Isabel, Francisco, Natália, Cunha, Catarina, Batista, Sonia, Kodandaraman, Geema, and Souto-Carneiro, Margarida
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- 2012
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16. Conception of Design Principles for Additive Manufacturing
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Filip Valjak, Nenad Bojčetić, Wartzack, Sandro, Schleich, Benjamin, Guerreiro Gonçalves, Milene, and Eisenbart, Boris
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0209 industrial biotechnology ,Process (engineering) ,Computer science ,Design for Additive Manufacturing (DfAM), Design principles, Functional modelling, Additive Manufacturing ,Design for additive manufacturing ,media_common.quotation_subject ,0211 other engineering and technologies ,Design elements and principles ,02 engineering and technology ,General Medicine ,Manufacturing engineering ,020901 industrial engineering & automation ,Conceptual design ,Design process ,Representation (mathematics) ,Function (engineering) ,Product architecture ,021106 design practice & management ,media_common - Abstract
Additive Manufacturing (AM) brought new design freedom and possibilities that enable design and manufacturing of products with new forms and functionalities. To utilise these possibilities a new design approach emerged, Design for Additive Manufacturing (DfAM), that contains methods and tools for supporting AM oriented design process. Designers working with AM are aware of the need to apply DfAM and AM possibilities in conceptual design phase where they have the most significant influence on product architecture and form but are facing a lack of suitable DfAM approaches for early design phases. Therefore, the presented research is investigating possibilities of storing and representing AM knowledge in the form of design principles to be used in the conceptual design phase. The paper proposes conceiving of Design Principles for Additive Manufacturing repository where formalised AM knowledge is stored in the form of design principles and structured based on function criteria. In the paper, various elements of design principle representation are discussed, as well as their role in the conceptual design process.
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- 2019
17. Comparing Virtual Reality and Desktop Interface for Reviewing 3D CAD Models
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Marija Majda Perišić, Tomislav Martinec, Nikola Horvat, Fanika Lukačević, Stanko Škec, Wartzack, Sandro, Schleich, Benjamin, Guerreiro Gonçalves, Milene, and Eisenbart, Boris
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0209 industrial biotechnology ,Product design ,Interface (Java) ,Computer science ,business.industry ,Virtual Engineering (VE) ,Visualisation ,Computer Aided Design (CAD) ,Spatial Perception ,Product modelling / models ,020207 software engineering ,Usability ,02 engineering and technology ,General Medicine ,Virtual reality ,Field (computer science) ,Visualization ,020901 industrial engineering & automation ,Human–computer interaction ,0202 electrical engineering, electronic engineering, information engineering ,User interface ,business ,Sensory cue - Abstract
Use of virtual reality (VR) is considered beneficial for reviewing 3D models throughout product design. However, research on its usability in the design field is still explorative, and previous studies are often contradictory regarding the usability of VR for 3D model review. This paper argues that the usability of VR should be assessed by analysing human factors such as spatial perception and taking into consideration the complexity of the reviewed product. Hence, a comparative evaluation study has been conducted to assess spatial perception in desktop interface-based and VR-based review of 3D models of products with different levels of complexity. The results show that participants in VR more could perceive the fit of user interface elements, and estimation of the model dimensions had a lower relative error than in desktop interface. It has been found that various sensory cues are used to perceive the model size and that the employed sensory cues depend on the level of complexity. Finally, it is proposed that differences between a desktop interface and VR for reviewing models are more evident when reviewing models of higher complexity levels.
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- 2019
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18. The Role of Sketching Activities and Outcomes in Conceptual Design Phase
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Tomislav Martinec, Stanko Škec, Nikola Horvat, Marija Nikolić, Wartzack, Sandro, Schleich, Benjamin, Guerreiro Gonçalves, Milene, and Eisenbart, Boris
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0209 industrial biotechnology ,Teamwork ,Computer science ,media_common.quotation_subject ,0211 other engineering and technologies ,Protocol analysis ,02 engineering and technology ,General Medicine ,Sketch ,law.invention ,020901 industrial engineering & automation ,Conceptual design ,Sketching ,Communication ,Human–computer interaction ,law ,CLARITY ,Design process ,Protocol (object-oriented programming) ,Elaboration ,021106 design practice & management ,media_common - Abstract
Sketching-related activities are considered as an essential form of communication in the early phases of a design process. In the presented study, it is argued that both the sketching and the sketch-related verbalisations are reflected in the level of elaboration of the sketching outputs. Hence, a protocol study was conducted to analyse the frequencies of different sketching-related activities during team conceptual design sessions and the associated levels of elaboration for each of the sketching outputs in the form of concept drawings. The results show that although teams generate sketches of various number, complexity and clarity, there exist commonalities across the studied experiment sessions. For example, teams share a pattern of developing solutions without transformations or using lateral transformations within the first part of the sessions and using vertical transformations to produce final concepts towards the end of the sessions. Moreover, teams used associated sketch elements to start drawing new sketches and then alternated to other activities, most of all verbal explanation, for the sake of elaboration and better understanding.
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- 2019
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19. Applying Engineering Design Ontology for Content Analysis of Team Conceptual Design Activity
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Jelena Sklebar, Stanko Škec, Mario Štorga, Tomislav Martinec, Wartzack, Sandro, Schleich, Benjamin, Guerreiro Gonçalves, Milene, and Eisenbart, Boris
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0209 industrial biotechnology ,Teamwork ,Content analysis ,Ontologies ,Protocol analysis ,Conceptual design ,Computer science ,business.industry ,Process (engineering) ,media_common.quotation_subject ,0211 other engineering and technologies ,Functional requirement ,02 engineering and technology ,General Medicine ,Ontology (information science) ,Session (web analytics) ,020901 industrial engineering & automation ,Software engineering ,business ,Engineering design process ,021106 design practice & management ,media_common - Abstract
Studies of design activity have been dominantly reporting on different aspects of the design process, rather than the content of designing. The aim of the presented research has been the development and application of an approach for a fine-grain analysis of the design content communicated between designers during the team conceptual design activities. The proposed approach builds on an engineering design ontology as a foundation for the content categorisation. Two teams have been studied using the protocol analysis method. The coded protocols offered fine-grain descriptions of the content communicated at different points in the design session and enabled comparison of teams’ approaches and deriving some generalisable findings. For example, it has been shown that both teams focused primarily on the use of the developed product and the operands within the technical process, in order to generate new technical solutions and initial component design. Moreover, teams exhibit progress from abstract to concrete solutions as the sessions proceeded and focused on the functional requirements towards the end of the sessions.
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- 2019
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