COMMENTARY ON THE PROPOSED RUBRIC FOR DESIGN THINKING FOR A COMPUTER SYSTEMS ENGINEERING PROGRAM At the heart of engineering is design; an intellectual process consisting of a sequence of steps that when applied produces an artefact. In simple terms, design may be described as a sequence of: * Identify – that a problem exists for which a feasible technical solution is of value; * Imagine – possible technical solutions for that problem; * Decide - the best solution to pursue given the context, the features desired and the constraints that apply; * Solve - the problem leading to an appropriate artefact. The thought processes of the first three steps are such that an engineer skilled in them is well-equipped to handle the challenges of the last. That stage is a quite complex process in its own right and varies significantly between the engineering disciplines. What stands out in this brief overview, though, is the very integrated nature of the thinking involved in these first three stages. To separate out problem solving and creative thinking in the manner described in the sample templates is illogical and it would be far better to combine them into a single rubric; design thinking. The attributes of that thinking are easily defined. Further, the categories can easily be differentiated by the understanding and ability to apply the design process. Nevertheless, there is a problem. How to define the development of design thinking during a course until it reaches the level required upon graduation? That proved quite troublesome for just the one intermediate point chosen; a student about 18 months from graduation. There were several challenges in creating this rubric. Are these initial rubrics targeted at course coordinators or a more general audience? How do you frame a given rubric when really it should be a case of developing all holistically? A major challenge was defining exemplars. On the one hand it is easy in the sense if design is at the core, then define abilities to use the design process in a professional manner. On the other, there is the problem that change is extremely rapid in computer engineering with almost a total turnover occurring about every five years. If the exemplars are tied to the design of specific technology, almost certainly it will be dated in a very short space of time, but if not then they may lack relevance. To resolve that, the exemplars chosen have been linked to professional practice as no matter how the technology, processes and tools of design, and demands vary, there will always be reasonably agreed position on what a graduate, young professional and experienced engineer should be expected to do. COMMENTARY ON THE PROPOSED RUBRIC FOR LIFE-LONG LEARNING FOR A COMPUTER SYSTEMS ENGINEERING PROGRAM In engineering, life-long learning is not just desirable but effectively a legal requirement. If an engineer is taken to court over a patent or other intellectual property infringement, or as a result of an accident involving technology they designed that caused harm or death, and if it is shown that the engineer is not competent in current design techniques and aware of current practices and standards, then that engineer is in very serious trouble. Criminal charges are not out of the question. That means a professional must as part of their working life engage in continual learning where this may involve private activity, courses provided by professional bodies or the like, being involved with professional societies and reading their learned journals, attending conferences, trade shows and so forth, and engaging with suppliers on new technology. Therefore, in an educational sense it is not a case of stating to students they should engage in practices to equip them for life-long learning, but that this is essential in order for them to shape their future career in a meaningful way. Engineers Australia has recently released new competency standards for engineering graduates that also list attainment measures. A feature of these is that while the graduate must take control of their learning and obviously spend time at it, an important element in gaining direction and understanding is interacting with others. The obvious is dealing with the stakeholders in design. For example, developing systems for clinical use such as sensing devices must involve interaction with health professionals to learn from them the significant aspects of the responses of the human body. Equally important, though, as engineering can be described as a profession that identifies a future and then constructs it, engineers need to regularly discuss amongst themselves the challenges and the opportunities that the future presents, and the means of tackling these. The oracle approach to forecasting the future is a very strong feature of engineering, the oracle in this case being the thoughts of highly successful practitioners. Given this, an additional attribute of interaction seemed important to include in this rubric. Other than that, the categories are reasonably straightforward. Rather than ‘desire’ as the template rubric tends to stress, there is a need to shift the emphasis to ‘need to ‘. How to develop a competency presents some problems but focusing on what is expected in professional practice and breaking that down into stages with appropriate exemplars is relatively simple. The ‘middle stage’ student here was taken to be a student about 18 months from graduation. A PROPOSED RUBRIC FOR DESIGN THINKING Definition: Design thinking is the application of analytical and creative thinking in order to solve a problem where that solution is an artefact of some form. Novice to Expert categories Expert Proficient Competent Novice Beginner Graduates as new professionals can Graduates of this course can Students in the middle stages can Students in the early stages can Work within a design team to develop technology equivalent to a standard commercial artefact. Identify an appropriate design process to develop a standard artefact within a context of the discipline area. Within a team environment, apply a discipline-specific design process to develop a simple artefact of that discipline. Within a team environment, apply an abstract design process to develop a simple artefact. Guide a team in identifying and applying systematic methods for developing requirements for a problem leading to a standard commercial artefact or its equivalent. Conceptualising Guide a team in an appropriate solutions. investigation of the design space for a problem of the discipline leading to a standard commercial artefact or its equivalent. Work within a team to develop the requirements using systematic methods for a problem leading to a standard commercial artefact or its equivalent. Within a team environment, demonstrates an ability to identify the key requirements for a problem leading to a simple artefact of the discipline. Within a team environment, demonstrate an ability to identify the key requirements for a technical solution for a problem leading to a simple artefact . Demonstrate an ability to undertake an appropriate investigation of the design space for a standard commercial artefact of the discipline or its equivalent. Demonstrate an ability to form and apply a systematic process for identifying the key requirements for a standard artefact of the discipline area within some given context. Demonstrate an ability to undertake an appropriate investigation of the design space for a standard artefact of the discipline. Within a team environment, demonstrate an ability to create multiple conceptual solutions to a problem based on identified requirements for a simple artefact of the discipline that show variety, innovation, some creativity and that are appropriate to the context. Within a team environment, demonstrate an ability to create multiple conceptual solutions appropriate to the context. to a problem based on identified requirements for a simple artefact that show variety, innovation and creativity . Deciding on a solution From a range of feasible solutions for a standard artefact of the discipline, guide a team in selecting the most appropriate for development given the context using standard and computerbased decision processes methods. From a range of feasible solutions for a standard commercial artefact of the discipline, demonstrate an ability to select the most appropriate for development given the context using standard and computer-based decision processes methods. From a range of feasible solutions for a standard artefact of the discipline within some context, demonstrate an ability to select the most appropriate for development using common decision methods. Within a team environment, to demonstrate an ability to select the most appropriate solution for development from a range of feasible solutions for a simple artefact of the discipline using simple decision methods. Within a team environment, find the most appropriate solution for development into a simple artefact from a range of feasible solutions using simple decision methods. Solving the problem Guide a team in the development of a commercial artefact or its equivalent within the discipline area from a feasible solution and subject to constraints, and justify the actions taken. Demonstrate an ability to identify how to create a standard commerical artefact or its equivalent within the discipline area from a feasible solution and subject to constraints ,and justify the actions taken. Demonstrate an ability to identify how to create a standard artefact within the discipline area from a feasible solution and subject to constraints, and justify the actions taken. Within a team environment, demonstrate an ability to identify how to create a simple artefact within the discipline area from a feasible solution and subject to constraints, and justify the actions taken. Within a team environment, demonstrate an ability to identify how to create a simple artefact from a feasible solution and subject to constraints, and justify the actions taken. Acquiring competency Graduates as experienced professionals can Guide a team developing technology equivalent to a standard commercial artefact. Identifying the problem Exemplars Able to design an embedded Able to design an embedded system system commonly found in many of a type commonly found in basic information appliances. industrial applications. Able to design a basic industrial Able to design a state machine controller. controller. Able to design technology to assist the disadvantaged in a third world country. A PROPOSED RUBRIC FOR LIFELONG LEARNING Definition: Lifelong learning is a purposeful learning activity, undertaken on an ongoing basis necessary to maintain professional standing. Novice to Expert categories Expert Graduates as experienced professionals can Proficient Graduates as new professionals can Competent Graduates of this course can Novice Students in the middle stages can Beginner Students in the early stages can Curiosity Demonstrate most of their skills Identify the significance of an and knowledge was gained outside emerging field and independently their formal education. gain the knowledge and skills needed to work within it. Explore a topic independently Explore a topic under guidance to gain Explore a topic at a basic level to gain the knowledge and skills a broad appreciation of some aspect of gaining information providing an required to undertake the the technological spectrum appreciation of professional status. design of an emerging artefact. Initiative Proposes design projects to an organisation based on an understanding of emerging technologies and/or design techniques and tools Complete required work, generate and pursue opportunities to expand knowledge, skills, and abilities. Complete required work, Complete required work and identify identify and pursue opportunities to expand knowledge, opportunities to expand skills, and abilities. knowledge, skills, and abilities. Independence Demonstrate the completion of a number of professional development programs as well as independent learning activities Demonstrate a range of professional Demonstrate that independent interests and the pursuit of educational experiences have independent educational experiences been successfully pursued. to keep current with them Demonstrate an ability to pursue independent educational experiences. Demonstrate a willingness to pursue knowledge and skills independently. Transfer Make linkages between disparate areas and employ that to pursue design of commercial products or their equivalent. Make linkages to past educational experiences and independent educational activities to design an artefact equivalent to a standard commercial product of the discipline. Make linkages to previous and current learning and use those in an effective way to design a simple artefact that may be of value in the near future. Make linkages to previous and current learning and is able to use those in an effective way to design simple technology. Makes some linkages to previous and current learning but does not fully appreciate how these may be used to design artefacts. Reflection Implements a plan for career development subject to regular review. Creates a plan for career developnent in consultation with others. Can assess a career path appreciating the significance both personally and professionally. Review prior learning (past experiences inside and outside of the classroom) with some depth, revealing slightly clarified meanings or indicating a somewhat broader perspectives about educational or life events. Reviews prior learning (past experiences inside and outside of the classroom) at a surface level, without revealing clarified meaning or indicating a broader perspective about educational or life events. Interaction Demonstrates an ability to actively Demonstrates an ability to link to participate in professional activities other and like professionals to gain such as conferences. value from their experience. Demonstrates an ability to present an educational experience to fellow students that is balanced and of value. Demonstate an ability to work with Demonstrate a willingness to classmates to gain new knowledge and exchange information with skills classmates on learning experiences. Exemplars Able to present a paper to a professional society or conference on an experience gained that would be relevant to others. Able to present a seminar to fellow students on trends, the significance and techniques of a technological area. Able to present a review on the Able to present a review on the current state of a technological area current status of a technological and identify how it will develop in the area. near term. Able to present a seminar to a design team on an option for a design project and participate in a design review. Complete required work.
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