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Engineering as Art and the Art of Engineering
Published in Diane P. Michelfelder, Neelke Doorn, The Routledge Handbook of the Philosophy of Engineering, 2020
Moreover, the question of engineering as an art is not only tied to issues of aesthetics but is also founded on a number of salient features such as creativity and subjective judgment (Bronowski 1961: 1–24; Langer 1953). In the recent debates, two dominant considerations stand out: the relation between knowledge and practice, and the relation between aesthetics and functionality (Parsons and Carlson 2008; Abrams 2015; Devaney 2016). This last feature may be approached from the perspective of the products of engineering, or from the perspective of the design process (Black 1976). When discussing the objects, issues revolve around evaluation criteria typically considered subjective, versus the criteria typically considered objective, such as functionality and efficiency. When approached from the view of the design process, debates typically center on the relation between rationality (as a problem-solving approach) and creativity (as a problem-finding approach). (Picon 2004; Sennett 2008). An enhanced understanding of these varieties of problem-solving and evaluation criteria is seen as a potential added value of STEAM curricula over the earlier STEM debates (Connor et al. 2015).
Reflections on Team Simulations—Part I
Published in Michael D. McNeese, Eduardo Salas, Mica R. Endsley, Foundations and Theoretical Perspectives of Distributed Team Cognition, 2020
Michael D. McNeese, Nathaniel J. McNeese, Lisa A. Delise, Joan R. Rentsch, Clifford E. Brown
Jasper/Repsaj is similar to CITIES only from the standpoint they both utilize the emergency crisis management context, albeit different ones. One very unique element of Jasper is that it provides a broad exposure to problem finding and problem solving. Because the problem set contains many ill-defined elements (actually requiring a participant to parse the Jasper video into highly specific but interrelated sub-problems) it requires (using McGrath’s circumplex framework) planning, creativity, and intellective decision making to generate the best solution. The way our research group utilized it for team performance was by allowing dyads (two-person teams) to work in a way that required mutual cooperative learning. This is a type of open-ended teamwork that is used for differing contexts that do not predefine how teams have to work together, so it is very valuable for real world, on-the-fly decision making that may have wicked problems embedded. Our instructions for the joint problem solving stated that the dyad was to work together and solve the challenge problem.
Force Management Decision Requirements for Air Force Tactical Command and Control
Published in Don Harris, Wen-Chin Li, Decision Making in Aviation, 2017
Thus a description of the decision process is needed, in military terms, which emphasizes the functions of generating and testing hypotheses and options. In a military command context, these may be called the “what is” and the “what if” questions. In an industrial management context, Pounds [27] has defined them as “problem finding” and “problem solving.” It is in this area of decision structuring, of generation and assessment of hypotheses and options, that computerized decision aids may have their greatest application to tactical command and control.
Design spaces and EEG frequency band power in constrained and open design
Published in International Journal of Design Creativity and Innovation, 2022
Sónia Vieira, Mathias Benedek, John Gero, Shumin Li, Gaetano Cascini
The problem-solving space view was shown to be incomplete with Schön’s work (Schön, 1983) and later when in creativity research problem finding was identified as an important component of creative performances, and distinct from problem-solving (Abdulla et al., 2020; Runco, 1994). Problem finding was considered related to skills such as problem identification, problem definition, and also problem expression, problem construction, problem generation, and eventually problem discovery (Runco & Nemiro, 1994). Similar characteristics were identified in protocol studies of design and non-design problem spaces, such as problem finding and problem forming (Simon, 1995) and problem structuring (Goel, 1994). In the last three decades, other constructs with a focus on the solution, concept, and ideation were proposed, but the modeling of design spaces has received less attention.