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Modeling collective learning in design

Published online by Cambridge University Press:  07 June 2005

ZHICHAO WU
Affiliation:
CAD Centre, Department of Design Manufacture and Engineering Management, University of Strathclyde, Glasgow G1 1XJ, United Kingdom
ALEX H.B. DUFFY
Affiliation:
CAD Centre, Department of Design Manufacture and Engineering Management, University of Strathclyde, Glasgow G1 1XJ, United Kingdom
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Abstract

In this paper, a model of collective learning in design is developed in the context of team design. It explains that a team design activity uses input knowledge, environmental information, and design goals to produce output knowledge. A collective learning activity uses input knowledge from different agents and produces learned knowledge with the process of knowledge acquisition and transformation between different agents, which may be triggered by learning goals and rationale triggers. Different forms of collective learning were observed with respect to agent interactions, goal(s) of learning, and involvement of an agent. Three types of links between team design and collective learning were identified, namely teleological, rationale, and epistemic. Hypotheses of collective learning are made based upon existing theories and models in design and learning, which were tested using a protocol analysis approach. The model of collective learning in design is derived from the test results. The proposed model can be used as a basis to develop agent-based learning systems in design. In the future, collective learning between design teams, the links between collective learning and creativity, and computational support for collective learning can be investigated.

Information

Type
Research Article
Copyright
© 2004 Cambridge University Press
Figure 0

Types of learning.

Figure 1

Pairs of knowledge transformers

Figure 2

The elements of a team design activity.

Figure 3

The elements of a collective learning activity.

Figure 4

The mapping between the “dimensions” of learning and the elements of a collective learning activity

Figure 5

Three types of learning processes (Persidis & Duffy, 1991).

Figure 6

The coding scheme

Figure 7

The occurrence of collective learning in team one and meeting sessions one and two of team two.

Figure 8

The distributions of types of learned knowledge.

Figure 9

Mutual learning.

Figure 10

Common learning.

Figure 11

The distributions of the forms of collective learning in the three teams.

Figure 12

An example of input knowledge from more than one designer

Figure 13

An example of conflicting input knowledge

Figure 14

An example of input knowledge from two designers

Figure 15

An example of input knowledge for a design activity being the same as that for a learning activity

Figure 16

A model of collective learning in design.

Figure 17

An example of input knowledge from one designer only

Figure 18

Collective learning inferred from the context of the verbal data

Figure 19

Collective learning with input knowledge of other agents and the agent themselves

Figure 20

An example of input knowledge from other knowledge sources (e.g., drawings of past designs)

Figure 21

Input knowledge of a learning activity being part of that of a design activity

Figure 22

An example of common knowledge

Figure 23

An example of metaknowledge

Figure 24

An example of the identification of a learning goal

Figure 25

Collective learning without learning goal identified

Figure 26

Other agents' explanations identified as a rationale trigger

Figure 27

Confirmation from other agents identified as a rationale trigger

Figure 28

Disagreement between agents identified as a rationale trigger

Figure 29

Successful design experience identified as a rationale trigger

Figure 30

An example of discovery identified as a knowledge transformer

Figure 31

An example of derivation identified as a knowledge transformer

Figure 32

An example of specialization identified as a knowledge transformer

Figure 33

An example of one–many learning

Figure 34

An example of many–one learning

Figure 35

An example of the involvement of an agent being a necessary condition for learning