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Zoekresultaten (33)

HBO/WO

MBO

29 februari 2024

Computational design for (industrial) designers using Rhino Grasshopper

This interactive textbook provides an educational resource into computational design for (industrial) designers. The book focusses on the use of computational design of products/artifacts at a human scale, which might be contrasted by the architectural/build environment scale – a domain which also extensively utilizes computational design principles and tools. Throughout the book, we make use of (commercial) computer-aided-design software, namely Rhinoceros®, and specifically the (build-in) module Grasshopper®. The lessons and knowledge base offered in this book focus on topics that are specifically relevant for and/or attuned to product design (scale), which are categorized in relation to its goal (e.g. design for personalized fit/comfort/aesthetics), by its means (e.g. design for digital fabrication), or for its role in the design process (e.g. for design exploration or design simulation). The book is intended for students both at bachelor and master level. As we believe in a learning-by-doing approach, we aimed for a hands-on, easy-to-get-started set of introductory lessons, which is complemented with a knowledge base. The introductory lessons do not assume any specific prior skills or knowledge (in general or with Rhino Grasshopper) to get started. Yet, (some) experience with computer-aided design (CAD), programming, data processing, and/or mathematics will likely be helpful to really delve into the more complex topics, such as those covered in the knowledge base. The book is currently used as course material in two courses taught at Industrial Design Engineering: “Prototyping with/for Digital Fabrication” (BSc level, part of the Minor Advanced Prototyping), and “Computational design for Digital Fabrication” (MSc level, Elective). The content in this book is in part based on course materials from the above-mentioned courses, which have been been taught to and applied by students with diverse (technical) backgrounds (e.g. industrial design, mechanical engineering, computer science, and electrical engineering). Other parts of the book are inspired by student (graduation) projects and/or follow from research activities by the various contributing authors.

Open (Access) Tekst Boek

Willemijn Elkhuizen, Anne van den Dool, Jose Martinez Castro, Wolf Song, Mehmet Ozdemir, Zjenja Doubrovski, Toon Huysmans

2019

How to 'Design for Values'

If we were to design a technology from scratch, how could we design it in a way that it preserves the values we as the society hold dear? How can we systematically codify these values and translate them into design requirements? These questions, and more, will be answered in this module, where we will be discussing 'Designing for Values' (DfV) also known as Value Sensitive Design (VSD). This resource provides a link to materials (web lectures, readings, examples) that address the following learning objectives: o Recognize why values should play a key role in design and innovation process. o Make better decisions in the design process to enhance socially acceptable products and technologies. o Apply the 'design for values' method to systematically integrate ethical and societal values (such as sustainability, safety, equity and privacy) into the design of your own technology or projects. o Develop/adapt strategies for dealing with value conflicts. These materials are also part of the MOOC Responsible Innovation

Website

Ibo van de Poel, Behnam Taebi, Jathan Sadowski

6 juni 2024

Design Roadmapping: Guidebook for Future Foresight Techniques

DESIGN ROADMAPPING is for anyone interested in design, strategy and innovation, and its wonderful combinations. For those who dare to create a future vision, frame the time pacing and map the pathways towards it. This guidebook teaches you how to create a roadmap. It outlines the origins, design theories and science results. Strategic designers, innovation managers and professors share their roadmapping experiences, views and achievements, including venture CPOs, Head of Design, product and program managers of international companies such as Canon, Peerby, Ferrari, Philips, Victoria State Library and many more. By design roadmapping you devise creative responses to future strategic challenges. Guided by future foresight techniques, you uncover new trends, scout for new technologies and map the values and ideas on the roadmap. Through strong visualization, a design roadmap supports an organizational mindset on value innovations.

Open (Access) Tekst Boek

Lianne Simonse

2024

Blended learning design game (English)

The blended learning design game is a fun, inspiring and effective method to rapid-prototype designs for blended learning programs. Using the learning outcome as a starting point, you work backwards from the assessment methods to choose teaching and learning activities, and match them with tools and resulting products that could be used as pinput for a formative assessment. The materials don't explain what all the methods are, but there are great sources of information online. The purpose of the game is to offer you a method of design and dozens of tools, activities and products that can be combined in countless ways, across different modalities both online and on-site. The method is inspired by the blended waves game by Joanne Heidinga, and based on the learning wave (Barend Last et al) and Laurillard's conversational framework. The files contain all elements of the game and the designs include 3mm print margins and trim marks for the printer. We normally give the instructions below for printing: 200gsm brilliant white paper, full color print. All cards in the file "ABL education design game [version number].pdf" should be printed and cut, sorted in the order in which they appear in the file. The file "BLGame instructions [version number].pdf" printed on 200gsm brilliant white, full color, double sided and cut along marks. Fold along the grey dotted lines.

Document

Patrick van Aalst, Margreeth Temmen

14 juli 2025

Playing Perspectives - a game design toolkit

Students collectively design a game on a polarizing topic and are stimulated to explore and gain a deeper understanding of various perspectives and presuppositions (including their own), recognize rhetorical narratives and frames, and devise strategies to overcome these. Students adopt active listening skills when conversing with one another. Playing Perspectives is based on game-based and transformative learning principles. Playing Perspectives consists of three phases. These can be conducted consecutively or separate from one another as stand alone activities, depending on the time available, your learning objectives and the desire to have a playable game as end product. The materials that are developed by students in each of these phases can be uploaded onto Edusources and used by other teachers if they only want to conduct one of the later phases as stand alone activity. Playing Perspectives was developed as part of the Utrecht University Comenius project Fostering an Open Mind and Open Attitude in Higher Education that strives to stimulate perspective taking and dialogue in academic education with creative learning activities. The other learning activities that have been developed as part of the Open Minds project are the Open Mind digital game and The Square (Het Vlak; a creative dialogue methodology). Please note: the photos required for phase 1 can be downloaded from the Teaching & Learning Collection of the UU (see links).

Document

Robin Bos, Jasper van Vught, Open Minds UU

2024

Blended learning design game

De blended learning design game is een leuke, inspirerende en effectieve manier om snel prototypes te maken van ontwerpen voor blended learning programma's. Aan de hand van een leeruitkomst werk je vanaf de beoordeling achteruit om onderwijs- en leeractiviteiten in verschillende modaliteiten (zoals online, on-site, werkplek, zelfstudie) met elkaar te verbinden. Het blended ontwerpprototype omvat een breed scala aan leeractiviteiten, hun resulterende producten en tools om het leren van studenten, hun producten en hun proces te stimuleren. De methode is geinspireerd op het blended golfjesspel van Joanne Heidinga (Blendit.nu) en gebaseerd op design thinking, het werk van Barend Last, en Diana Lourillards' Conversational Framework (2002). Naast de kaartenset vind je ook een korte handleiding voor gebruik. De bestanden bevatten alle onderdelen van het spel, en zijn opgemaakt met 3mm marge rondom en snijtekens. We geven zelf onderstaande instructies mee bij de printopdracht, en dan komt het meestal goed. Print instructies: 200 gram hagelwit papier, full color. Alle kaartjes in het bestand "ABL education design game[versienummer].pdf" printen en lossnijden, per set opleveren in de volgorde waarin ze in de pdf staan. Het bestand “ABLGame bijsluiter [versienummer.pdf” op 200 gram hagelwit papier, dubbelzijdig, lossnijden en vouwen langs de grijze stippellijnen.

Document

Patrick van Aalst, Margreeth Temmen

1 mei 2021

Competition for Green Urban Spaces in Amsterdam

Urban space can be employed for multiple functions which, in many cases, leads to a competition for urban space. In a compact city like Amsterdam, for example, space for green spaces and food production is often under threat from plans for residential areas and infrastructures. Prof. Arnold van der Valk will discuss how urban planners deal with competition for space, how this competition plays out in practice, and what roles citizens have in co-creating green urban spaces. LEARNING OBJECTIVES: Describe adaptation; robustness and/or intervention strategies for STE systems. DURATION: 1 short video (~7 min long)

Website

Arnold van der Valk

1 september 2017

Floods

This lecture about flooding deals with: History of major floods Rainfall hydrology River hydraulics Hydraulic structures: weir and orifice It also includes an assignment: flood storage reservoir design. Note that the powerpoint version may differ slightly from the PDF version, though it is still included for ease of editing. Please consult the PDF for original content.

Presentatie

Jeremy Bricker

4 juli 2023

SHOWCASE: PASSIEPROJECT

Een vast onderdeel van het eerste jaar bij de opleiding CMD (Communication and Multimedia Design) in Amsterdam is het Passieproject. In dit drie weken durende project ontwerpen studenten in teams fulltime een product of dienst waarvoor ze het idee helemaal zelf ontwikkelen. Het eindproduct kan van alles zijn en er gelden slechts twee randvoorwaarden: 1) het ontwerp moet een bijdrage leveren aan een betere wereld en 2) het eindresultaat moet tot stand komen door een iteratief ontwerpproces.

Document

Maaike van Cruchten, Mark Jacobs

16 oktober 2017

Sponge City in China

In the previous video, you saw that Chinese cities are facing both water quality and water quantity challenges. Safety in case of flooding -”dry feet” – and a healthy environment are thus also key water management challenges here. However, considering the local Chinese circumstances, such as the urbanization rate, the challenges are of a rather different magnitude than those in Amsterdam. So, how about the solutions to tackle these challenges? In the next video dr. Haifeng Jia will introduce you to the Sponge City Concept that is being implemented as an answer to the urban water management challenges in China. LEARNING OBJECTIVE: Explain shocks and stresses on critical services and infrastructures (CSIs) of STE systems resulting from a range of disastrous events. DURATION: 1 short video (~ 8 min long)

Website

Haifeng Jia