Title:
|
INCREASING TECHNOLOGY AND ENGINEERING STUDENT INNOVATION ABILITY AND APTITUDE THROUGH COLLABORATIVE CROSS-DISCIPLINE INNOVATION BOOTCAMPS |
Author(s):
|
Geoffrey A. Wright |
ISBN:
|
978-972-8924-78-2 |
Editors:
|
Piet Kommers and Pedro Isaías |
Year:
|
2009 |
Edition:
|
2 |
Keywords:
|
Technology, Engineering, Innovation, Collaboration |
Type:
|
Short Paper |
First Page:
|
80 |
Last Page:
|
84 |
Language:
|
English |
Cover:
|
|
Full Contents:
|
click to dowload
|
Paper Abstract:
|
To keep pace and stay ahead of the rapid development and implementation of new science and technology in the 21st
century, we believe engineers need to possess an understanding of innovation and related skills (i.e., creativity, problem
finding and forming, ability to generate and develop new ideas into practical and helpful products, processes, and so
forth). This research focuses on the methods and efforts developed and being implemented to advance the culture of
innovation within our college of technology and engineering. The primary method we have developed to train, and help
our students better understand the process of innovation, and engage related principles has been an Innovation Boot
Camp. The Innovation Boot Camp is intensive hands-on, collaborative experiential learning workshop focused on
educating students on the principles of innovation by providing them several real-world problems they are to solve. The
structure of the initial Innovation Boot Camp was a two-day experience, blending students and faculty from six different
programs/departments (i.e., Technology Engineering Education, Manufacturing Engineering, Industrial Design, and so
forth) in the college of engineering. The primary instructional techniques and curriculum was based on design thinking.
Using a hybrid model culled from several sources including IDSA National Conference presentations, site visits to the
Stanford d.school and IDEO, publications from the The Rotman School of Business, and other sources on creative
problem solving, we defined Design Thinking as being a method that is User Centered, has a tradition of Prototyping
(including visualization), and a Trust in the Process of: 1) Seeking inspiration for problem finding through the activities
of Look, Do, and Ask; 2) Broad divergent ideation; 3) Implementation in the form of prototyping; and 4) Public
Presentation using the activities of Show, Tell, and Act. |
|
|
|
|