See discussions, stats, and author profiles for this publication at: https://www.researchgate.net/publication/223198582 Comparing freshman and senior engineering design processes: An in-depth follow-up study Article in Design Studies · July 2005 DOI: 10.1016/j.destud.2004.09.005 CITATIONS READS 274 1,324 4 authors, including: Monica Cardella Jennifer Turns Florida International University University of Washington 223 PUBLICATIONS 3,609 CITATIONS 200 PUBLICATIONS 4,390 CITATIONS SEE PROFILE All content following this page was uploaded by Robin Adams on 12 February 2018. The user has requested enhancement of the downloaded file. SEE PROFILE Comparing freshman and senior engineering design processes: an in-depth follow-up study Cynthia J. Atman, Monica E. Cardella, Jennifer Turns and Robin Adams, Center for Engineering Learning and Teaching, University of Washington, Seattle, WA 98195, USA In this paper we report the results of an in-depth study of engineering student approaches to open-ended design problems. We collected verbal protocols from 61 senior (fourth year) engineering students and reanalyzed protocols from 32 freshman (first year) engineering students as they worked on two design problems. The design processes of these student groups were compared. Results show that seniors produced higher quality solutions, spent more time solving the problem, considered more alternative solutions and made more transitions between design steps than the freshmen. This dataset also includes protocols for 18 within-subject participants. These students participated in the study first as freshmen and later as seniors, affording us the opportunity to compare design process changes over time on the individual student level. Finally, this paper includes results for design process differences across the two design problems. Ó 2004 Elsevier Ltd. All rights reserved. Keywords: design behaviour, design education, protocol analysis, engineering education D Corresponding author: C. J. Atman atman@engr.washington.edu. esign is exploratory; design is rhetorical; it is emergent, opportunistic, reflective, risky, and an important human endeavour (Cross, 1999). Design is a central activity to all types of engineering. Mechanical, civil and electrical engineers attempt to solve very different types of problems, but they all design some solution to the problem at hand. Though the final products of the design process are different, each engineer must be equipped with skills in design in order to complete job functions. As such, there has been a growing awareness of the importance of equipping engineering students with design skills through the education experience. www.elsevier.com/locate/destud 0142-694X $ - see front matter Design Studies 26 (2005) 325e357 doi:10.1016/j.destud.2004.09.005 Ó 2004 Elsevier Ltd. All rights reserved Printed in Great Britain 325 The role of design in engineering education has been recognized in the United States in the context of national standards for engineering programmes (ABET, 2000). For institutions to meet these standards, the institutions must have an understanding of design and how students learn design (Newstetter and McCracken, 2001). A starting point for this is to characterize how students naturally go about solving design problems and to determine what processes and activities distinguish novice designers from expert designers. With this in mind, we can characterize the way that freshman engineering students approach design problems and the way that senior engineering students approach design problems. By understanding the way that freshman and senior engineering students practise design we can learn about the engineering students’ initial design states and learn how an engineering education affects the way students practice design. Appropriate research methods and experimental tasks are vital to accomplishing this task. A prevalent method in current research for attempting to characterize design is verbal protocol analysis (VPA). It is a well-documented approach in which subjects are instructed to ‘think aloud’ while performing a task. We begin with a brief description of example protocol studies that have revealed attributes of design. We then describe our previous findings regarding differences between freshman and senior engineers’ design behaviour and the experimental tasks that we have used. Our current research extends these findings to a new study populationd93 protocolsdand a different task set. This research offers a rich description of freshman design behaviour, senior design behaviour and differences between freshman and senior design behaviour and extends previous findings to a new study population and a new study task. Additionally, the study shows differences in design behaviour for individual students that solved the problems both as freshmen and as seniors. 1 Literature review Researchers have approached the investigation of design in a multitude of ways. Some have studied expert designers, others have characterized students’ design behaviour. Many have used verbal protocol analysis. Ericsson and Simon (1993) have demonstrated the validity of the verbal protocol method and argue that concurrent reports are a valid method to obtain data about thinking processes. They also argue that, if done properly, think-aloud procedures do not influence the sequence of subjects’ thoughts and that the resulting data can be treated as objectively as any other data. Information is collected from short-term memory while subjects are prompted to ‘keep talking’ with minimal 326 Design Studies Vol 26 No. 4 July 2005 interference from the experimenter. Verbal protocol analysis does require a great amount of time (Ericsson and Smith, 1991); consequently, most of these studies are either case studies or small sample studies. In this section, we present some examples of verbal protocol studies of engineering design. A more thorough review of the applications of verbal protocol analysis to the study of design can be found in a book chapter authored by Cross (2001). Cross and Clayburn Cross (1998) explored the design strategies of two expert designers by interviewing one and video recording the other as he thought aloud while designing a backpack carrying device for a mountain bicycle. While the two designers attended to different types of design tasks and the researchers studied their expertise using two different methods, the researchers noticed three parallels in the designers’ strategies. The designers used a systemic approach to the problem, invested a good amount of effort into carefully framing the problem and relied on first principles of design despite their extensive design experience. Though Cross and Clayburn Cross also had a small sample size, their use of two different methods to explore two different domains of design expertise shows that their findings are not specific to a particular task, designer or method. The second strategy that Cross and Clayburn Cross noticed, the designers’ careful framing of the problem, has begun to receive attention in other studies as well. Some researchers discuss this as task clarification (Lewis and Bonollo, 2002), specification (Radcliffe and Lee, 1989) and problem analysis (Römer et al., 2000). In their overview of twelve years of empirical studies of engineering design, Pahl et al. (1999) noted several strategies that yielded good solutions. One of these is ‘thorough goal analysis’, something that starts early in the process like the problem framing described in the Cross and Clayburn Cross study. Pahl et al. also offer a discussion of other elements of the design processdsearching for a solution, solution analysis and decision making. Their observations are drawn from an accumulation of 40 laboratory experiments. While it is unknown how many participants were involved in these 40 experiments, this series of experiments suggests that these findings are consistent for a number of designers attending to a number of tasks. While Pahl et al. have studied engineering design in Germany, other researchers worldwide have also attempted to characterize the individual steps of the design process Comparing freshman and senior engineering design processes 327 (Ullman et al., 1988; Radcliffe and Lee, 1989; Gero and McNeill, 1998; Lewis and Bonollo, 2002). Research has shown that engineers do not simply progress step by step through this design process but instead iterate through cycles of proposal, testing and modification. Smith and Tjandra (1998) offer a review of several different models of iteration and compare them to their own experimental results. Their results are based on observations of nine teams of four engineering students. Smith and Tjandra found that while no existing model accounted for all of their observations, features from each of the models matched most of their observations. They noticed that the student teams began with a short period of noniterative design during which the students shared goals and perceptions on what were the most important design considerations. During the following iterative portion, the groups engaged in a combination of analysis and synthesis activities. Smith and Tjandra suggested that their observations should be further substantiated through the observation of design iteration on professional industrial projects. Other researchers add to our understanding of the role of iteration in design through studies of both students and practitioners attending to individual and group tasks (Ennis and Gyeszly, 1991; Ball and Ormerod, 1995; Brereton et al., 1996; Brockman, 1996; Adams, 2001). These examples have illustrated both the power of verbal protocol analysis in the wide variety of insights it has yielded and the shortcomings of this methodology, such as small sample sizes and limited replication of results. The deep findings of verbal protocol analysis have extraordinarily advanced our understanding of design yet need to be followed up with studies showing the same empirical, statistical findings. We now present an overview of the previous studies that we have conducted. A strength of these studies is the large data sets that allow for statistical analyses. A more detailed review of these studies is presented elsewhere (Atman and Turns, 2001; Adams et al., 2003). 1.1 Previous protocol studies In a series of three lab-based studies we have investigated the design processes of freshman and senior engineering students. One of our guiding goals has been to determine if the students with more academic experience used more sophisticated design processes while solving engineering design problems. The first study, The First Semester Freshman Study (Mullins et al., 1999), compared 16 freshmen that had already completed a semester of study to 16 freshmen that had not yet begun their college studies as they solved two relatively short design 328 Design Studies Vol 26 No. 4 July 2005 problems. In the first problem the students designed a ping-pong ball launcher (PP), and in the second the students designed a means for crossing a busy street (SC). A second study, the Design Text Study (Atman and Bursic, 1996), compared five freshmen that had just finished reading a short design text to five freshmen that had not yet read the text solving the same two problems used in the First Semester Freshman Study. Finally, we compared 24 senior engineering students to 26 freshmen as they designed a playground (PG) for a fictitious neighbourhood in the FreshmaneSenior Comparison, or Playground, Study (Atman et al., 1999). Table 1 shows the measures used for each study and the study results. In particular, the table shows the measures used in each of the earlier protocol analysis studies and whether significant differences between the two comparison groups were found for the given measure in the given study. The results associated with the first two studiesdthe First Semester Freshman Study and the Design Text Studydinvolved comparisons among freshmen rather than between freshmen and seniors. Each of the measures used in a previous study also represents a potential measure (or dependent variable) for the analysis of our Table 1 Synthesis of study measures Categories/Measures Product measures Solution quality First Semester Freshman Study Design Text Study Playground Senior Study Follow-Up Study PPa SCb PP SC PGc PP & SC - (O) - - O yes O O O O O O (O) (O) yes yes yes yes yes O (O) O O O O -d Process measures Time spent O Time spent in decision step Number of transitions O Transition rate Number of alternative solutions Number of design criteria considered O Number of explicit information requests Number of assumptions made Number of information categories covered Progression to later stages of process O O O O yes O = p ! 0.05, (O) = 0.05 ! p ! 0.10, - = p O 0.10 a PP: participants designed a ping pong ball launcher b SC: participants designed a means for crossing a busy street at the participants’ university c PG: participants designed a playground for a fictitious neighbourhood d Although the number of alternative solutions considered was not significant for differentiating among freshmen and seniors, this measure was correlated with solution quality Comparing freshman and senior engineering design processes 329 current dataset. The measures are described in greater detail in Section 2.4. The final column of the table indicates which of these measures we used in the current study, the Senior Follow-Up Study, by the presence of a ‘yes’. 1.2 Research questions With our current study we intend to explore some of the same questions from these prior studies and determine if our measures yield consistent results. Specifically, we seek to answer these questions: What is the design process of freshmen likedwhat does the process look like and what measures correlate with quality of solution? What is the design process of seniors likedwhat does the process look like and what measures correlate with quality of solution? Do the freshmen use a different design process than the seniors? In what ways is the senior design process different from that of the freshmen? Do individual students exhibit different design processes when they are freshmen compared to when they are seniors? Do engineering students exhibit different design behaviour for different types of design problems? In this paper we review the methodology we have used in our studies as well as the participant group and task set for the current study. The participant group for this study is particularly notable for its large size. We present some results that are consistent with our prior findings as well as some that are not. We also introduce within-subject findings for a group of students that participated in the study both as freshmen and as seniors. 2 Methodology To accomplish the above objectives and answer the guiding questions, we use verbal protocol analysis to document and describe student design processes. In this study, students were asked to give a verbal protocol (think aloud) as they individually solved four short open-ended design problems. Three of these problems were used previously in the First Semester Freshman and Design Text Studies (Mullins et al., 1999). These problems were selected based on their ability to provide insight into different aspects of engineering design skills. 2.1 Design problems Problem 1 (ping pong) gives the participants the opportunity to use mechanical and analytical skills (ECSEL, 1993). Problem 1 is also 330 Design Studies Vol 26 No. 4 July 2005 similar to the types of homework or in class problems students would have encountered in their coursework. Problem 2 (street crossing) allows the participants to consider a real world problem in a familiar context. The text of these two problems is presented in Figure 1. The experimental procedure consisted of several steps. The participants solved two practice problems out loud to familiarize themselves with the process of thinking aloud and then solved the ping pong and street crossing problems. The participants solved two more design problems after completing the street crossing problem, but the results of the analyses of these problems are presented elsewhere (Bogusch et al., 2000; Rhone et al., 2001; Louie, 2001). Both audio and video tapes were used to collect subject protocols. 2.2 Participants In addition to using the problem set from the First Semester Freshman Study, we also used the pool of freshman data for our freshman sample for the current study. To complement the 32 freshman protocols, we collected protocols from 61 senior engineering students during the freshman participants’ senior year. The original freshman participants were contacted and asked to participate again; 18 agreed to participate Figure 1 Problem statements Comparing freshman and senior engineering design processes 331 during their last semester of school, resulting in 18 within-subject data points. Additionally, 43 seniors new to the study participated after completion of their capstone course, for a total of 61 seniors. The students were each paid US$20. The average age of the freshmen was 18.0 years. Nine female freshmen and 23 male freshmen participated. Thirty of the freshmen were Caucasian, one was African American and one was Asian American. The average age of the seniors was 23.2 years. The senior participants included 46 males and 15 females. The senior population included 49 Caucasians, 1 African American, 5 Asian Americans and 6 seniors who did not report ethnicity. The senior group consisted of 16 chemical engineering, 9 civil engineering, 8 electrical engineering, 3 engineering physics, 12 industrial engineering, 10 mechanical engineering and 3 materials science and engineering students. The curriculum in each of these departments, with the exception of engineering physics, included a capstone design course. The average freshman age of the within-subject participants was 17.9 and the average senior age was 21.9 years. The within-subject group consisted of 14 male and 4 female engineering students. One of these participants was Asian-American and the rest were Caucasian. 2.3 Coding Transcription, segmenting, and coding of the text from the audio tapes allows us to describe student design behaviour. In addition, we are able to determine the amount of time that subjects spent in various steps of the design process from analysis of the videotapes. A detailed description of the application of the verbal protocol method is provided elsewhere (Atman and Bursic, 1998). Here we briefly describe the steps involved: Transcription. Each subject’s verbal protocol was transcribed from the audio tape. Segmenting. The purpose of segmenting is to break the verbal text into units (segments) that can be coded with a pre-defined coding scheme. For this study, a sentence formed the basic unit to be segmented. If a sentence contained more than one idea, it was segmented into two or more parts. Coding. A variable called ‘design step’ was chosen to describe each student’s design process on the first two problems. It is important to note that while we use the term ‘step’, the design process does not necessarily proceed in a linear fashion. Two coders coded each segment in terms of design step, which identifies the step in the design process in 332 Design Studies Vol 26 No. 4 July 2005 which the subject is working. Although the freshman data had been coded for the previous study, it was recoded for the current study. The design process steps that were used as codes in this study (see Table 2) are based on a content analysis of seven freshmen engineering design texts (Moore et al., 1995). The coders checked their coding for intercoder reliability and if they agreed on at least 70% of the codes that they had assigned, they discussed all differences on the transcript until they reached full agreement. The average inter-coder reliability for all 186 transcripts (two problems for each of the 93 protocols) was 82%. 2.4 Design process measures Table 1 shows the measures used for the current study, in relation to the measures used for the previous studies. In summary, the following independent variables were explored: - Solution Quality: quality-of-solution score - Time Spent (Design Time): total amount of time spent in design activity (this excludes time spent talking to the experiment administrator) - Time Spent in Design Steps (e.g., modelling, evaluation, decision): amount of time spent on individual design activities - Time Spent in Design Stages: amount of time spent in problem scoping (combination of time spent in problem definition and time spent in gathering information), developing alternative solutions (combination of generating ideas, modelling, feasibility analysis and evaluation) or project realization (combination of decision and communication) Table 2 Coding scheme for verbal protocol data Design Step (abbreviations used for Figures 2 and 3) Identify need Problem definition (PD) Identify basic needs (purpose, reason for design) Define what the problem really is, identify the constraints, identify criteria, reread problem statement or information sheets, question the problem statement Gather information (GATH) Search for and collect information Generate ideas (GEN) Develop possible ideas for a solution, brainstorm, list different alternatives Modelling (MOD) Describe how to build an idea, measurements, dimensions, calculations Feasibility Analysis (FEAS) Determine workability, does it meet constraints, criteria, etc. Evaluation (EVAL) Compare alternatives, judge options, is one better, cheaper, more accurate Decision (DEC) Select one idea or solution among alternatives Communication (COM) Communicate the design to others, write down a solution or instructions Implementation Produce or construct a physical device, product or system Comparing freshman and senior engineering design processes 333 - Number of Transitions: number of transitions made between design steps - Transition Rate: number of transitions between design steps per minute - Number of Alternative Solutions: number of potential solutions considered - Progression to Later Stages: amount of time in decision, communication and project realization as well as percent of time spent in project realization; ratio of time spent in the project realization stage to time spent in the developing alternative solutions stage 2.5 Quality score After all 93 protocols had been collected and transcribed for analysis, evaluators assigned a ‘quality of product’ score for problems one and two based on the final solution for problems one and two. Five professors initially developed a scoring rubric for all of the solutions generated during the First Semester Freshman Study. The professors evaluated each suggested alternative to rank them based on their abilities to meet design criteria (flight time and accuracy for the ping pong problem; cost efficiency and accident reduction for the street crossing problem). For the ping pong problem, these alternatives included a cannon, catapult, slingshot, tennis ball launcher, spring, or see-saw. For the street crossing problem the alternatives were a bridge, crossing guard, tunnel, gate, or sensor. The professors were then asked to determine which of the design features from a master list were necessary for the various alternatives to function. Finally, the professors made pairwise comparisons between all possible pairs of design solutions, and the constant sum algorithm was then applied to these judgements in order to arrive at the set of relative weights. Scores were then based on the sum of the weights of the ‘necessary’ features they included in the participants’ final solutions (Atman and Bursic, 1996; Mullins et al., 1999). Because this rubric was originally developed for the freshman solutions, some of the seniors’ solutions did not appear on the rubric. Two researchers created new rubrics to accommodate the new potential solutions. Using both rubrics, two evaluators independently evaluated each solution for problem one and for problem two for all participants. The two evaluators met to check the reliability of their scores and if they were at least 70% in agreement, they arbitrated these scores until they reached a consensus. If the reliability rating was less than 70%, the evaluators returned to the transcripts later to re-score them, 334 Design Studies Vol 26 No. 4 July 2005 independently, and then met again for arbitration. The average interevaluator reliability was 93.5%. 2.6 Coding to determine number of solutions In addition to the final solution scoring and the design step coding, a coding scheme to determine number and type of solutions was applied to each protocol. Two evaluators assessed each protocol using the solution types described in the quality scoring rubrics. The coding for number of alternative solutions differed from the quality scoring in that the evaluators identified and coded every alternative that the participant considered rather than just the final solution. As was the case with the design step coding and quality scoring, the two evaluators independently coded the transcripts and then compared coding. If the evaluators met the 70% agreement criteria, they discussed the coding until a consensus was reached. If the 70% reliability level was not met, the evaluators independently recoded the transcripts. The average interevaluator reliability level was 97%. 3 Results The data yielded rich results. Some are consistent with the findings from the FreshmaneSenior Comparison (Playground) Study and others are inconsistent. Some add new insights. In this section we characterize the design processes for the freshman and the senior groups using the measures presented in Section 2.4 and discuss the measures that correlated with quality of solution. We then describe some example participants. We will also discuss comparisons made between these two groups and present freshmanesenior differences for our within-subject participants. Finally, we introduce findings for differences in design process according to design task. 3.1 Freshmen Figure 2 shows how the freshmen and seniors distributed their time amongst the steps of the design process. Tables 3 and 4 present the average values for the design process measures and final design quality for both the freshman and senior participants on the ping pong (Table 3) and street crossing (Table 4) problems. The freshmen spent an average of 6.3 min solving the ping pong problem and an average of 4.8 min solving the street crossing problem. Problem definition and modelling solutions dominated the design processes of the freshmen. The freshmen allocated similar amounts of time to the problem scoping and developing alternative solutions stages, spending slightly more time problem scoping on the first problem and Comparing freshman and senior engineering design processes 335 Design activity Project Realization Developing Alternative Solutions Problem Scoping Ping Pong Problem PD GATH GEN MOD FEAS EVAL Seniors Freshmen DEC COM 0 15 30 45 60 Percent of total time Design activity Figure 2 Average percent of time spent in each design step for freshmen and seniors on both problems (see Table 2 for design step abbreviations) Project Realizatior Developing Alternative Solutions Problem Scoping Street Crossing Problem PD GATH GEN MOD FEAS EVAL Seniors DEC Freshmen COM 0 15 30 Percent of total time 45 60 slightly more time developing alternative solutions on the second problem. For both problems, the freshmen spent very little time in the project realization stage. Spending little time in project realization is consistent with the findings from the Playground Study. However, in the Playground Study, the freshmen spent dramatically more time in the developing alternative solutions stage than in the problem scoping stage. Also, the results from that study suggest that freshmen spend the most time in the modelling step, followed by the gather information step and then the generate ideas step. 336 Design Studies Vol 26 No. 4 July 2005 The results of the Senior Follow-Up Study are mainly consistent with this, aside from the difference in the problem definition behaviour. Unlike the freshmen in the Playground Study, the freshmen in the Senior Follow-Up Study spent a large percent of time in the problem definition step. The freshman participants averaged 9.7 transitions between design steps during the ping pong problem and 11.1 transitions during the total street crossing problem design process. This resulted in a mean transition rate of 2.4 transitions per minute for the ping pong problem and 3.4 transitions per minute for the street crossing problem. These transition rates are both greater than the 1.2 transitions per minute rate for the freshmen in the Playground Study. Table 3 Summary statistics for freshmen and seniors: ping pong problem Design Process Measure Freshmen (n = 32) Seniors (n = 61) Time spent in design process Avg. (min) (Std. dev.) Avg. (%) (Std. dev.) Avg. (min) (Std. dev.) Avg. (%) (Std. dev.) 6.2 (6.3) 4.8 (5.7) 2.4 (1.8) 2.1 (1.4) 0.3 (0.7) 2.4 (4.1) 74.9 (17.0) 57.6 (20.0) 51.9 (20.5) 5.7 (6.5) 44.2 (20.0) 11.8 (6.7) 9.1 (5.3) 3.2 (1.3) 2.6 (1.1) 0.5 (0.6) 5.9 (4.7) 77.8 (12.9) 41.0 (17.9) 35.4 (18.2) 5.6 (6.0) 58.3 (18.2) 0.1 (0.2) 2.0 (3.6) 0.3 (0.4) 0.0 (0.1) 0.0 (0.0) 0.0 (0.0) 0.0 (0.0) 1.4 (1.3) 2.4 (4.0) 34.4 (20.2) 5.0 (5.3) 0.5 (1.3) 0.1 (0.2) 0.1 (0.2) 0.0 (0.1) 25.1 (17.0) 0.2 (0.3) 5.2 (4.5) 0.4 (0.6) 0.1 (0.2) 0.1 (0.2) 0.0 (0.1) 0.0 (0.1) 2.7 (2.1) 3.2 (4.1) 50.2 (19.8) 4.3 (5.2) 0.7 (1.5) 0.7 (2.2) 0.5 (1.7) 0.2 (1.0) 22.2 (12.9) Avg. no. of (Std. dev.) 9.7 (9.1) 5.3 (6.2) Avg. no./min (Std. dev.) 2.3 (1.3) 1.2 (0.8) Avg. no. of (Std. dev.) 18.6 (13.0) 11.7 (8.6) Avg. no./min (Std. dev.) 2.2 (1.0) 1.4 (0.8) Total time Design time Problem scoping stage Problem definition step Gathering information step Developing alternative solutions stage Generating ideas step Modelling step Feasibility analysis step Evaluation step Project realization stage Decision step Communication step Non-design activity Transition behaviour Step transitions Stage transitions Alternative solutions Objects coded Design quality measures Quality score (max = 3.618) Average number of (Std. dev.) 1.4 (0.7) Average number of (Std. dev.) 1.3 (0.7) Average score (Std. dev.) 1.0 (0.8) Average score (Std. dev.) 1.5 (0.7) All time dependent variables (transitions per minute, percent of time spent in a step or stage) are calculated using design time, with the exception of non-design activity. This is calculated as the percent of total time spent in nondesign activity Comparing freshman and senior engineering design processes 337 Table 4 Summary statistics for freshmen and seniors: street crossing problem Design Process Measure Freshmen (n = 32) Seniors (n = 61) Time spent in design process Avg., min (std. dev.) Avg., % (std. dev.) Avg., min (std. dev.) Avg., % (std. dev.) 4.7 (2.9) 4.0 (2.6) 1.6 (0.7) 1.5 (0.6) 0.1 (0.2) 2.4 (2.1) 0.2 (0.2) 1.6 (1.7) 0.5 (0.6) 0.1 (0.1) 0.0 (0.0) 0.0 (0.04) 0.0 (0.0) 0.7 (0.6) 84.6 (9.1) 48.7 (18.4) 45.5 (18.3) 3.2 (4.8) 50.9 (18.4) 4.4 (3.7) 32.6 (20.5) 10.6 (7.7) 3.3 (6.0) 0.4 (1.1) 0.4 (1.1) 0.0 (0.0) 15.4 (9.1) 12.1 (7.6) 9.6 (6.1) 3.0 (2.0) 2.7 (1.7) 0.3 (0.5) 6.5 (4.5) 0.4 (0.4) 4.5 (3.6) 1.3 (1.4) 0.2 (0.3) 0.1 (0.1) 0.1 (0.1) 0.0 (0.1) 2.5 (2.2) 79.8 (10.7) 34.3 (13.6) 31.5 (13.8) 2.8 (3.8) 64.9 (13.5) 5.4 (5.9) 43.9 (17.2) 12.5 (8.8) 3.1 (4.7) 0.8 (1.3) 0.8 (1.2) 0.1 (0.3) 20.2 (10.7) Avg. no. of (std. dev.) 11.1 (7.4) 6.3 (4.3) Avg. no./min (std. dev.) 3.1 (2.6) 1.7 (1.0) Avg. no. of (std. dev.) 26.1 (19.2) 14.4 (10.5) Avg. no./min (std. dev.) 2.9 (1.3) 1.6 (0.9) Total time Design time Problem scoping stage Problem definition step Gathering information step Developing alternative solutions stage Generating ideas step Modelling step Feasibility analysis step Evaluation step Project realization stage Decision step Communication step Non-design activity Transition behaviour Step transitions Stage transitions Alternative solutions Objects coded Average number of (std. dev.) 1.4 (0.6) Average number of (std. dev.) 2.5 (1.3) Design quality measures Quality score (max = 1.28) Average score (std. dev.) 0.3 (0.2) Average score (std. dev.) 0.5 (0.2) All time dependent variables (transitions per minute, percent of time spent in a step or stage) are calculated using design time, with the exception of non-design activity. This is calculated as the percent of total time spent in nondesign activity The freshmen considered an average of 1.4 alternative solutions to the ping pong problem before selecting their final solution and an also an average of 1.4 alternative solutions to the street crossing problem. The final solutions that the freshmen selected and designed resulted in average scores of 1.0 (out of 3.618) on the ping pong problem and 0.32 (out of 1.28) on the street crossing problem. Both of these scores are less than 30% of the total possible score. Spearman Rank correlations were used to investigate possible relationships among the study variables. In this section, we report only correlations with a coefficient of 0.5 or greater (absolute value). Time, number of transitions and quality of solution correlated with each other in the Playground Study. For the current study, quality did not 338 Design Studies Vol 26 No. 4 July 2005 correlate with transitions or with time for the freshmen for the ping pong problem, but time and transitions were strongly correlated with each other (0.70). The correlations for the street crossing problem, however, are consistent with the Playground Study; there were strong correlations between time and quality (0.69), transitions and quality (0.53) and between transitions and time (0.67) for the freshmen. Additionally, the freshman quality score correlated with many of the step and stage measures. There were positive correlations with quality for amount and percent of time in modelling (0.65, 0.56) and amount and percent of time in developing alternative solutions (0.68, 0.64) and negative correlations with quality for percent of time in problem definition (ÿ0.65), percent of time in problem scoping (ÿ0.65) and the ratio of time spent in problem scoping to developing alternative solutions (ÿ0.64). 3.2 Seniors The seniors spent an average of 11.8 min on the ping pong problem and 12.7 min on the street crossing problem. As was the case with the freshmen, modelling and problem definition dominated the design process of the seniors. Figure 2 shows how the seniors distributed their time on each problem across the different design activities. It is important to note that while the seniors represented seven engineering disciplines, an analysis of variance showed that generally the seniors’ design behaviour did not vary according to major. There was a significant difference in performance linked to major for only two measures: ping pong stage transition rate, F(4,38) = 3.517, p = 0.011, and street crossing amount of time spent in feasibility analysis, F(4, 38) = 2.642, p = 0.039. In the case of ping pong stage transition rate, the electrical engineering students had a much higher average stage transition rate (2.04) than the mechanical (0.95) or chemical (0.98) engineering students. As for street crossing amount of time spent in feasibility analysis, the industrial engineering students on average spent a relatively large amount of time in feasibility analysis (2.17 s) in comparison to the engineering physics students (0.38 s). The withinsubject participants were excluded from the analysis of variance. For the ping pong problem, the seniors allocated the most time to modelling, a large amount of time to problem definition, and then the third highest amount of time to gathering information. On the street crossing problem, the seniors also allocated the most time to modelling and problem definition and then allocated the third highest amount of time to feasibility analysis. The senior allocation of time differs from the Comparing freshman and senior engineering design processes 339 freshman allocation only in that the freshmen spent more time in problem definition than in modelling. This allocation of time is very different from the way that the seniors who participated in the Playground Study spent their time. The seniors from the Playground Study spent more than half their time in modelling and then spent the next greatest amount of time gathering information followed by generating ideas with only a small percent of time allocated to problem definition. The seniors made an average of 18.6 transitions between design steps on the ping pong problem and an average of 26.1 transitions on the street crossing problem. For the seniors, this resulted in average transition rates of 2.2 transitions per minute for the ping pong problem and 3.4 transitions per minute for the street crossing problem. These transition rates are also higher than the average transition rate of 1.8 transitions per minute exhibited by the seniors in the Playground Study. Similar to the freshmen, the seniors considered few alternative solutions for the ping pong problemdan average of only 1.3. On the street crossing problem, however, the seniors considered an average of 2.5 alternative solutions. Their final design solutions earned higher quality scores than the freshmen’s (1.5 for the ping pong problem and 0.5 for the street crossing problem) but these average scores are still low; they are approximately 40% of the maximum possible scores. As was the case in the Playground Study, there are fewer interesting correlations for the seniors than there were for the freshmen. Neither time, transitions nor transition rate is correlated with quality of solution for the seniors on the ping pong problem. In fact, there are no measures correlated with quality with a correlation coefficient greater than 0.5. However, transitions and time (0.66) and transitions and transition rate (0.54) are correlated for the seniors on the ping pong problem, and transitions and time are correlated (0.73) on the street crossing problem. This is consistent with both the results for the freshmen for the current study and the results from the Playground Study. Finally, the fact that the correlations for the seniors are weaker than those for the freshmen is also consistent with the findings from the Playground Study. 3.3 Example participants Figure 3 shows timelines representing three example participants’ performance on each problem. The timelines were created using MacSHAPA (Sanderson et al., 1994). Time is presented from left to right and each design step is listed along the horizontal axis. As 340 Design Studies Vol 26 No. 4 July 2005 Freshman W-T spent time in a design step, a block is placed on the line for that step. The width of the block represents the amount of uninterrupted time that Freshman W-T spent in the step. Wider blocks suggest that the participant is staying in one step rather than transitioning between steps. Freshman W-T represents a typical freshman performance. This freshman spent near average amounts of time on the ping pong problem (4.4 min) and street crossing problem (3.5 min). Freshman W-T made eight transitions between design activities on each problem, and received average quality scores (1.4 and 0.4). Freshman W-T did not exhibit progression into the later steps of the design process on either problem. Senior NW-T represents typical senior design behaviour for the two problems. Senior NW-T spent an average amount of time on the ping Freshman W-T*: Ping Pong Problem Senior NW-T: Ping Pong Problem 00:00:00:00 00:02:15:0 00:04:30:00 00:06:45:0 00:09:00:00 00:00:00:00 00:02:15:00 PD GATH GEN MOD FEAS EVAL DEC COM PD GATH GEN MOD FEAS EVAL DEC COM Freshman W-T*: Street Crossing Problem Senior NW-T: Street Crossing Problem 00:00:00:00 00:02:15:00 00:04:30:00 00:06:45:00 00:09:00:00 00:00:00:00 00:02:15:00 PD GATH GEN MOD FEAS EVAL DEC COM PD GATH GEN MOD FEAS EVAL DEC COM Senior W-E*: Ping Pong Problem 00:00:00:00 00:02:15:00 00:04:30:00 00:06:45:00 00:09:00:00 00:11:15:00 00:13:30:00 00:15:45:00 PD GATH GEN MOD FEAS EVAL DEC COM Senior W-E*: Street Crossing Problem 00:00:00:00 00:02:15:00 00:04:30:00 00:06:45:00 00:09:00:00 00:11:15:00 00:13:30:00 00:15:45:00 Figure 3 Timelines for example students: a typical freshman (W-T), a typical senior (NW-T) and an exceptional senior (W-E) PD GATH GEN MOD FEAS EVAL DEC COM * Freshman W-T and Senior W-E are an example of within-subject data—these are two data points for the same student. Comparing freshman and senior engineering design processes 341 pong problem and a slightly below average amount of time on the street crossing problem. Senior NW-T made an average number of transitions between design steps on each problem and received quality scores that were similar to the average score for the seniors for each problem. This senior did not exhibit progression to the later steps of the design process on the ping pong problem, but did spend time in decision on the street crossing problem (though briefly). Senior W-E represents an exceptional senior. Additionally, Senior W-E represents within-subject change; Freshman W-T and SeniorW-E are the same participant at two different points in time. Senior W-E spent above average amounts of time solving the problems, made more transitions between design steps than the average for the seniors, received higher quality scores and spent more time in the later steps of the design process (communication on the ping pong problem and decision on the street crossing problem). While this participant showed similar design behaviour as a freshman and as a senior for the ping pong problem, Senior W-E showed more sophisticated design behaviour, or growth, as a senior on the street crossing problem. Each pair of withinsubject timelines (one pair per participant per problem) was classified as exhibiting change, more of the same, no change or simplification. A discussion of the method for classifying the transcripts is presented in Turns et al. (2002). The transcripts for this participant (Senior W-E and Freshman W-T) were classified as ‘more of the same’ for the ping pong problem and ‘change’ for the street crossing problem. 3.4 Across-subject differences Table 5 shows the measures used for across-subject comparisons for the current study as well as the previous studies. It shows the measures which consistently yielded across-subject differences that were significant as well as the measures that yielded significant differences for some studies but not for others. The final measure, ‘progression to later stages of process’, encompasses a number of measures: amount of time in decision, amount of time in communication, amount of time in project realization, percent of time in project realization and ratio of time spent in project realization to time spent in developing alternative solutions. A check in the progression row signifies a significant difference in one or more of these component measures. Independent samples t-tests determined the statistical significance of the acrosssubject differences. The seniors exhibited more sophisticated design behaviour than the freshmen; generally, the current study’s findings confirm the previous 342 Design Studies Vol 26 No. 4 July 2005 Table 5 Synthesis of study measures Categories/Measures Product measures Solution quality Process measures Time spent Time spent in decision step Number of transitions Transition rate Number of alternative solutions Progression to later stages of process First Semester Freshman Study Design Text Study Playground Study Senior Follow-Up All PPa SCb Within PP SC PGc PP SC PP SC - (O) - - O O O O O O O O O O O O O O O - O O O O O O (O) (O) O O -d O - O O O - O O O O O (O) O O = p ! 0.05, (O) = 0.05 ! p ! 0.10, - = p O 0.10 a PP: participants designed a ping pong ball launcher b SC: participants designed a means for crossing a busy street at the participants’ university c PG: participants designed a playground for a fictitious neighbourhood d Although the number of alternative solutions considered was not significant for differentiating among freshmen and seniors, this measure was correlated with solution quality findings. Though they did not transition at a faster rate than the freshmen (as was the case in previous studies), the seniors did spend more time solving the problem (ping pong problem, ppp ! 0.001, street crossing problem, psc ! 0.001), transition more times between design steps (ppp ! 0.001, psc ! 0.001), transition more times between design stages (p ! 0.001, p ! 0.001) and spend more time making decisions (ppp = 0.042, psc = 0.001) than did the freshmen. In most cases, the seniors exhibited more ‘progression’ than the freshmen. The seniors spent more time (ppp = 0.023, psc ! 0.001) and a larger percent of time in the project realization stage (ppp = 0.021, psc = 0.033) and more time in the decision step (ppp = 0.042, psc ! 0.001) than did the freshmen. However, they did not spend significantly more time communicating their designs (ppp = 0.055, psc = 0.193) on either problem and did not have a significantly higher ratio of time spent in project realization to time spent in developing alternative solutions on the street crossing problem, psc = 0.225 (but did have a higher ratio on the ping pong problem, ppp = 0.034). The lack of a difference in communication is consistent with the Playground Study but the ratio of time in the project realization stage to time in the developing alternatives solutions stage measure yielded a statistical difference between the freshmen and seniors on that previous study. Comparing freshman and senior engineering design processes 343 Beyond the measures that showed significant freshmanesenior differences in previous studies, the seniors in this study also differed from the freshmen on other measures. In addition to spending more time in the decision step than the freshmen, the seniors also spent significantly more time in almost every other step. This is true for amount of time in problem definition (ppp = 0.015, psc ! 0.001), amount of time generating ideas (ppp = 0.031, psc ! 0.001), amount of time modelling solutions (ppp ! 0.001, psc ! 0.001) and amount of time in feasibility analysis (ppp = 0.049, psc ! 0.001) for both problems, and amount of time gathering information (psc = 0.010) and making evaluations (psc ! 0.005) on the street crossing problem. The seniors also spent a larger percent of time in decision (ppp = 0.044, psc = 0.050) and a larger percent of time in modelling than the freshmen (ppp ! 0.001, psc ! 0.005) on both problems. Finally, the seniors spent more time in the problem scoping stage (ppp = 0.015, psc ! 0.001), spent more time (ppp ! 0.001, psc ! 0.001) and a larger percent of time (ppp ! 0.001, psc ! 0.001) in the developing alternative solutions stage and had a higher ratio of time in project realization to time in problem scoping (ppp = 0.027, psc = 0.020) than the freshmen. The freshmen, however, spent a higher percent of their time in problem definition (ppp ! 0.001, psc ! 0.001) and in the problem scoping stage (ppp ! 0.001, psc ! 0.001) than the seniors. Another deviation from the Playground Study is unique to the street crossing problemdhere the seniors considered more alternative solutions than the freshmen (psc ! 0.001). Finally, the seniors created higher quality products than did the freshmen (ppp ! 0.005, psc ! 0.001). This last finding is consistent with findings from previous studies. 3.5 Within-subject differences In addition to demonstrating that the findings from the Playground Study can be replicated for a different study population attending to a different study task, the Senior Follow-Up Study shows that the freshmanesenior differences also exist on the individual student level. The Senior Follow-Up Study shows possible learning for individual students using the same time, transition, and quality measures. Due to the nature of the data, for the within-subjects group we performed paired samples t-tests rather than independent samples t-tests. Also, in order to compare the within-subject senior performance to the freshman performance, we needed to ensure that the senior data were not affected by the freshman administration of the problem set. To investigate a possible pre-test effect we compared the within-subject 344 Design Studies Vol 26 No. 4 July 2005 senior data to the data for the non-within-subject seniors. We found that the two groups performed similarly for most measures. Major exceptions include: quality of ping pong solution (ppp = 0.008) and time spent on the street crossing problem (psc = 0.004). The within-subject seniors earned higher quality scores than the non-within-subject seniors (within-subject mean = 1.9, non-within-subject mean = 1.3) on the ping pong problem but did not use a noticeably different design process. The main difference in design process between the two groups of seniors for the street crossing problem is the amount of time spent on the problem; the within-subject seniors spent more time on the second problem (within-subject mean = 11.3 min) than the other seniors (non-withinsubject mean = 7.0 min). The remaining measures show no differences between the two groups of seniors. The results for the within-subject participants who provided protocols first as freshmen and later as seniors are presented in Tables 5 and 6. The final two columns of Table 5 indicate whether a measure showed a significant change between freshman and senior performance for the within-subject group. Table 6 presents the data for the average differences between freshman and senior performance for every measure. Similar to the entire population of seniors and freshmen, the participants who solved the ping pong problem first as a freshman and later as a senior scored higher as seniors, ppp = 0.001; on average the students increased their scores by 0.8 (on a 0e3.618 scale). Likewise, the students that participated in the study both as a freshman and later as a senior spent a significantly larger amount of time on the problem (mean = 6.8 min) as seniors than as freshmen, ppp ! 0.001. For the within-subject participants, there was also a significant difference in number of transitions between the senior and the freshman performance (mean = 12.78), ppp ! 0.001. Likewise, the students made an average of 9.2 more stage transitions as seniors than they did as freshmen (ppp = 0.001). Just as the entire group of freshmen tended to have a higher transition rate than the entire group of seniors, the withinsubject freshmen also had a slightly higher transition rate (mean = 0.03) than the seniors, which also was not statistically significant (ppp = 0.540). Also, similar to the larger group of freshmen and seniors, the within-subject participants increased their stage transition rate by an average of 0.2 transitions per minute; this increase from freshman to senior performance was also not statistically significant, ppp = 0.161. These students also tended to spend more time in the modelling step as seniors than they did as freshmen (mean = 4.5 min), ppp = 0.018 and they also spent a larger percent of their time in the modelling step as seniors (mean = 17.2%), ppp = 0.004. The only other change in these Comparing freshman and senior engineering design processes 345 Table 6 Summary statistics for within-subject performance: difference between freshman and senior performances Design Process Measure Ping Pong (n = 18) Street Crossing (n = 18) Time spent in design process Avg., min (Std. dev.) Avg., % (Std. dev.) Avg., min (Std. dev.) Avg., % (Std. dev.) Total time difference Design time difference Problem scoping stage difference Problem definition step difference Gathering information step difference Developing alternative solutions stage difference Generating ideas step difference Modelling step difference Feasibility analysis step difference Evaluation step difference Project realization stage difference Decision step difference Communication step difference Non-design activity difference 6.8 (6.4) 5.3 (5.7) 0.6 (2.0) 0.1 (1.3) 3.4 (18.3) ÿ17.3 (19.0) ÿ18.9 (18.7) 9.5 (7.6) 7.5 (6.4) 1.9 (2.1) 1.7 (1.8) 2.9 (15.7) ÿ14.3 (19.5) ÿ14.2 (18.1) 0.4 (1.0) 1.6 (6.8) 0.2 (0.6) ÿ0.1 (6.9) 4.5 (4.5) 16.6 (18.1) 5.4 (4.9) 13.6 (19.6) 0.0 (0.3) 4.5 (4.1) 0.2 (0.9) 0.0 (0.1) 0.1 (0.1) 0.0 (0.1) 0.2 (0.1) 1.5 (2.8) 0.2 (6.9) 18.5 (21.7) ÿ2.1 (7.9) ÿ0.1 (1.7) 0.8 (2.4) 0.7 (2.4) 0.1 (0.4) ÿ3.4 (18.3) 0.2 (0.3) 3.9 (3.1) 1.1 (1.7) 0.2 (0.3) 0.1 (0.2) 0.1 (0.1) 0.0 (0.1) 2.0 (2.5) ÿ2.0 (5.2) 15.3 (26.6) 0.6 (14.5) ÿ0.7 (6.2) 0.7 (1.7) 0.4 (1.5) 0.3 (0.8) ÿ2.9 (15.7) Avg. no. of (Std. dev.) 12.8 (13.5) 9.2 (9.2) Avg. no./min (Std. dev.) ÿ0.1 (1.8) 0.3 (1.2) Avg. no. of (Std. dev.) 19.4 (19.8) 11.5 (10.0) Avg. no./min (Std. dev.) ÿ0.3 (1.5) ÿ0.1 (0.9) Transition behaviour Step transitions difference Stage transitions difference Alternative solutions Difference in number of objects coded Design quality measures Quality score difference (max ping pong score = 3.618; street crossing = 1.28) Average number of (Std. dev.) ÿ0.2 (1.0) Average number of (Std. dev.) 1.1 (1.3) Average score (Std. dev.) 0.8 (0.9) Average score (Std. dev.) 0.2 (0.3) All time dependent variables (transitions per minute, percent of time spent in a step or stage) are calculated using design time, with the exception of non-design activity. This is calculated as the percent of total time spent in nondesign activity. Differences are calculated by subtracting freshman value from senior value. A negative value indicates that the freshman value was greater than the senior value students in terms of activity in individual steps was that the students spent a larger percent of time in problem definition as freshmen (mean = 30.4%) than as seniors (mean = 17.0%), ppp = 0.001, though they spent a similar amount of time. For the street crossing problem, the participants who solved the problem first as a freshman and later as a senior again scored higher as seniors, 346 Design Studies Vol 26 No. 4 July 2005 psc = 0.003, this time with a 0.2 increase in quality score (on a 0e1.28 scale). Likewise, among the students that participated in the study both as a freshman and later as a senior, the students spent an average of 9.5 more minutes on the problem as seniors than as freshmen, psc ! 0.001. Also, for the within-subject participants, there was a significant gain (mean = 19.4) in number of transitions between the seniors and the freshmen, psc ! 0.001. The seniors also showed a significant increase of 11.5 more stage transitions as seniors, psc ! 0.005. The within-subject participants, like the general population of participants, had a slightly higher (mean = 0.2) transition rate as freshmen than as seniors, which statistically was not significantly different, psc = 0.719. On average, the overall stage transition rate did not change, psc = 0.569. As was the case for the performance of the larger population of the freshmen and seniors on the street crossing problem, the within-subject seniors spent significantly more time in each design step than did the freshmen, still with the exception of the communication step. Here the seniors tended to spend more time than they did as freshmen, but the 2.5 s difference is not statistically significant (psc = 0.227). As was the case on the ping pong problem for the within-subject students, the students tended to spend more time (mean = 1.7 min) in problem definition as seniors than as freshmen, psc = 0.002, but a larger percent of time in problem definition as freshmen than as seniors (mean = 9.9%) psc = 0.029, on the street crossing problem. Finally, the seniors both spent an average of 4.0 more minutes in modelling and 13% more time in modelling than they did as freshmen psc ! 0.0005, psc = 0.013. 3.6 Across-problem differences The inclusion of multiple design problems in this study afforded us a new opportunity to compare students’ behaviour across problems. For some measures, the study participants exhibited different behaviour on the ping pong problem than on the street crossing problem. Acrossproblem differences were analyzed by comparing across measures in Tables 5 and 6 for senior, freshmen, and within-subject groups. For ease of comparison, significant differences for the seniors and freshmen are summarized in Table 7, and differences for the within-subjects group are summarized in Table 8. Paired samples t-tests were used to determine statistical significance. As illustrated in Table 7, seniors differed in how they approached the street crossing and ping pong problems. The seniors’ design processes differed across problem in terms of (1) transition behaviour, (2) problems scoping behaviour, (3) developing alternative solution behaviour and (4) number of alternative solutions considered. Using the street crossing Comparing freshman and senior engineering design processes 347 Table 7 Summary statistics for freshmen and seniors: average across-problem differences Design Process Measure Freshmen (n = 32) Time spent in design process Ping pong Street crossing p value 2.3 1.4 0.006 55.6 46.7 0.023 2.1 1.5 0.003 Problem scoping stage (min) Problem scoping stage (%) Problem definition (min) Gathering information (min) Gathering information, (%) Developing alternative solutions stage (%) Generating ideas (min) Generating ideas (%) Feasibility (min) Feasibility (%) Evaluation (min) Evaluation (%) Modelling (%) Non-design (min) Non-design (%) Stage relationships Ratio of problem scoping to developing alternative solutions Transition behaviour Step transition Stage transition Step transition rate: avg. no./min Alternative solutions Objects coded 44.2 52.8 Seniors (n = 61) 0.027 0.3 5.0 0.0 0.5 0.5 10.6 0.1 3.3 0.008 0.001 0.018 0.016 1.4 25.1 0.7 15.4 0.002 0.001 Ping pong Street crossing p value 41.0 34.3 0.011 0.5 5.6 58.3 0.3 2.8 64.9 0.017 0.003 0.014 0.2 3.2 0.4 4.3 0.1 0.7 50.2 0.4 5.4 1.3 12.5 0.2 3.1 43.9 0.005 0.015 !0.001 !0.001 !0.001 !0.001 0.019 1.0 0.6 0.024 18.6 11.7 2.2 26.1 14.4 2.9 0.002 0.034 !0.001 2.5 1.3 !0.001 All time dependent variables (transitions per minute, percent of time spent in a step or stage) are calculated using design time, with the exception of non-design activity. This is calculated as the percent of total time spent in nondesign activity problem as the point of comparison, seniors were more likely to transition more between steps and between stages (psteps = 0.002, pstages = 0.034) and transition at a faster rate (p ! 0.001). Seniors spent a smaller percent of their time in the problem scoping stage (p = 0.011) and a larger percent of their time in the developing alternatives stage (p = 0.014). The problem scoping difference is largely attributable to the gathering stepdfor the street crossing problem the seniors spent less time gathering information (p = 0.017) and a smaller percent of time in this 348 Design Studies Vol 26 No. 4 July 2005 Table 8 Summary statistics for within-subject performance: average across-problem differences Design Process Measure Ping Pong (n = 18) Street Crossing (n = 18) p Value 0.011 0.009 Time spent in design process Design time difference (min) Problem definition time difference (min) 5.3 0.1 9.5 1.6 Alternative solutions Difference in number of objects coded ÿ0.2 1.1 Differences are calculated by subtracting freshman value from senior value. A negative value indicates that the freshman value was greater than the senior value step (p = 0.003). For the developing alternative solutions stage, there are differences for nearly all the steps that the stage encompasses in terms of a larger amount time spent and a larger percent of time spent in the generating ideas step (pamount = 0.005, ppercent = 0.015), feasibility analysis step (pamount ! 0.001, ppercent ! 0.001), and evaluation step (p = 0.001, ppercent ! 0.001). However, seniors spent a larger percent of time in the modelling step on the ping pong than on the street crossing problem (p = 0.019). Related to the developing alternative solutions stage differences, the seniors considered a larger number of alternative solutions on the street crossing problem than on the ping pong problem (p ! 0.001). Finally, the seniors had a higher ratio of time spent in the problem scoping stage to time spent in the developing alternative solutions stage on the ping pong problem than on the street crossing problem (p = 0.024). Like the seniors, the freshmen’s problem scoping and developing alternative solution behaviour differed across the two problems. A difference unique to the freshmen was the time and percent of time spent in non-design activities (e.g., activities that could not be coded as a design step). On the street crossing problem, freshmen spent a smaller percent of their time in the problem scoping stage (p = 0.023) and a larger percent of their time in the developing alternative solutions stage (p = 0.027) than on the ping pong problem. The freshmen also spent more time in the problem scoping stage for the ping pong problem (p = 0.006), and much of this can be attributed to differences in problem definition behaviour rather than gathering information behaviour. The freshmen spent nearly 40% more time in the problem definition step on the ping pong problem (p = 0.003). For the developing alternative solutions stage, the acrossproblem differences are similar to those of the seniors for feasibility analysis and evaluation. For the street crossing problem, freshmen spent more time and a larger percent of time in feasibility (pamount = 0.008, ppercent = 0.001) and evaluation (pamount = 0.018, ppercent = 0.016). Comparing freshman and senior engineering design processes 349 Finally, the freshmen spent more time, and a larger percent of time, on non-design activities on the ping pong problem than on the street crossing problem (pamount = 0.002, ppercent = 0.001). Across-problem differences in changes between freshmen and senior participation for the within-subject participants include: (1) change in total amount of time spent in design activity, (2) change in amount of time spent in problem definition, and (3) change in number of alternative solutions considered. The within-subject participants showed a higher increase in total amount of time spent in design on the street crossing problem (9.5 min) than on the ping pong problem (5.3 min), p = 0.011. The within-subject participants also showed a much more dramatic increase in time spent in the problem definition step on the street crossing problem (1.6 min) than on the ping pong problem (0.1 min), p = 0.009. Finally, the within-subject participants showed a large positive increase in number of alternative solutions considered for the street crossing problem (1.1 alternatives), p = 0.005, while on average they showed a slight decrease in number of alternatives considered on the ping pong problem (ÿ0.2 alternatives), p = 0.235. Overall, there were across-problem differences for the number of transitions, transition rate, number of alternative solutions, and time spent in particular steps and stages of the design process. For example, for both the larger set of seniors and the seniors in the within-subjects groups there were across-problem differences in the number of alternative solutions generated. Similarly, the seniors transitioned more and more frequently for the street crossing problem than the ping pong problem. Finally, both the seniors and freshmen spent more time in the developing alternative solutions stage and less time in the problem scoping stage for the street crossing problem than the ping pong problem. However, we did not see any differences for the project realization stage or our other measures of progression. The freshmen were more likely to spend time in non-design activities for the ping pong problem than the street crossing problem, and an across-problem difference unique to the within-subjects group is total time spent in design activity. 4 Discussion 4.1 Replication of findings For this experiment our main goal was to determine if our measures (presented in Tables 1 and 5 and in Section 2.4) would yield consistent results with a new study population and different study tasks. We have 350 Design Studies Vol 26 No. 4 July 2005 seen consistent results for the following measures: quality of solution, number of transitions, progression, and time spent in the decision step. However, we have also observed that the time and transition rate measures do not yield consistent results. Rather the findings suggest that the amount of time spent solving the problem is an important factor for shorter problems and that transition rate is important for a lengthier problem. Finally, number of alternative solutions seems to be an important though slightly inconsistent measure. For the Playground Study, we expected that the seniors would consider more alternative solutions than the freshmen, but instead observed only that the seniors who considered more alternatives earned higher quality scores. For the Senior Follow-Up Study the opposite is truedthere is no correlation with quality but there is a freshmanesenior difference. The results from the Senior Follow-Up Study also show that some freshmen ‘get stuck’ defining the problem rather than moving on to the developing alternative solutions and project realization stages. However, the results also show that generally the freshmen and seniors allocate their time amongst the design steps in a similar manner. Both the freshmen and seniors spent a larger percent of time in problem definition during the Senior Follow-Up Study than the Playground study. This is not too surprising since reading the problem statement is included in the problem definition step. Students spent approximately 1 min reading the problem statement for each of the ping pong and street crossing problems and approximately 2 min reading the problem statement for the playground problem. Spending 1 min reading the problem statement may amount to 10% of the total design time for the 10 min ping pong problem while spending 2 min on the playground problem statement would account for only 1.7% of the total design time for the 120 min playground problem. 4.2 New findings Similar to the results for the across-subject differences, the withinsubject participants did exhibit more sophisticated design behaviour as seniors than as freshmen. For the most part, these design process growth findings suggest that at least most of the findings from the Playground Study can be replicated not only with a new participant pool and with different study tasks but also with a within-subject participant pool. Additionally, the within-subject participants replicated the solution quality findingdthe participants earned higher quality-of-solution scores as seniors than as freshmen. The results also indicate that individual students exhibit changes in design behaviour in a variety of manners. For example, some students may show a change in the way Comparing freshman and senior engineering design processes 351 that they allocate their time amongst design steps while others simply show a change in the amount of time and effort that they invest in solving design problems. The within-subject findings are discussed in greater detail in Turns et al. (2002). The results of this study also suggest further differences between freshman and senior design behaviour beyond those of the original study. One of the most notable differences between the studies is the time measure. While there was no significant difference between freshman time and senior time for the Playground Study, there was a significant difference for the Senior Follow-Up study. In light of this, it makes sense that there are more differences between freshmen and seniors in terms of amounts of time spent in individual design activities as well, especially since total time and amount of time in individual activities are generally strongly correlated. Another difference between the studies is the percent of time in problem definition. In particular, problem definition seemed to dominate the design processes of the freshmen in the Senior Follow-Up Study while it occupied a very small percent of the freshmen design time in the Playground Study. A possible explanation may be that there is a critical amount of time to be spent in problem definition. That is, perhaps students need to spend at least 1e2 min reading the problem statement and 1e2 min developing an understanding of the task. For the Playground Study, 2e4 min would take up a very small percent of a participant’s 2 h spent on the problem. In contrast, that same 2e4 min would account for a considerable percent of a participant’s 10 min spent on one of the problems on the Senior Follow-Up Study. Within the Senior Follow-Up Study, students’ design behaviour differed by problem. While the task from the Playground Study differed from the tasks in the Senior Follow-Up Study in length, the problems within the Senior Follow-Up Study differed in terms of the familiarity of the context (the street crossing problem had a more familiar context for the students) and in terms of instructions (the street crossing problem included instructions to estimate costs and benefits). It is important to note the across-problem differences in the Senior Follow-Up Study for amount of time, number of transitions, transition rate, evaluation (which is part of progression) and number of alternative solutions. These are also measures where seniors exhibited significantly different behaviour from the freshmen. Implications for these across-problem differences are further discussed in the next section. 352 Design Studies Vol 26 No. 4 July 2005 We can note at this time, however, that a possible explanation for the instances in which the Senior Follow-Up Study did not replicate the findings of the Playground Study is the differences in study tasks. Specifically, the differences in study results (in the measures of time, transition rate and number of alternative solutions) may be due to the following differences in problem type: short versus long, single-problem versus multiple problems, differing levels of task ambiguity, context specificity and complexity. 5 Conclusions 5.1 Overall findings The empirical findings from this study show that most of the results from the previous Playground Study can be replicated. Senior design behaviour tended to be more sophisticated than freshman design behaviour and seniors tended to produce higher quality design solutions. Additionally, this study includes data for changes in design behaviour for individual participants. While the within-subject participants as a group showed differences between freshman and senior participation that were similar to the findings for the general population of freshmen and seniors, some participants did not exhibit growth on all measures. Individual student design behaviour also varied by problem (Cardella et al., 2002; Turns et al., 2002). Finally, this study confirms the speculation that the choice of task is very important. Within this study, design behaviour varied by problem. Both the freshmen and seniors spent a smaller percent of time in problem scoping and a larger percent of time in developing alternative solutions (as well as a larger amount and percent of time in feasibility analysis and evaluation) on the street crossing problem than on the ping pong problem. Additionally, across-subject design behaviour varied more on the street crossing problem, as evidenced by significant differences between freshmen and seniors on more measures for the street crossing problem than for the ping pong problem. 5.2 Implications There are many differences between freshman and senior design behaviour that are consistent across design problems and for a large group of participants. It seems that freshmen are not allocating much time to the problem scoping and developing alternative solutions stages; this presents an opportunity for further research into the appropriate teaching strategies to address these challenges. Both freshmen and seniors spend very little time in the project realization stage as well as the Comparing freshman and senior engineering design processes 353 evaluation step. While it is clear that students’ skills have improved over the course of their engineering education, students may need additional support for progressing into the later steps of the design process. The across-problem findings suggest that a variety of complex problems with varying task environments (Goel and Pirolli, 1992) can allow students to practice and improve different skills. A potential implication for this finding is that students should be exposed to a wide variety of problems throughout their undergraduate education to develop these skills (Woods, 1995; Cardella et al., 2002). Given that the students spent very little time in evaluation, but the students did tend to engage in evaluation behaviour more on the street crossing problem than on the ping pong problem, it seems that students may need more exposure to problems similar to the street crossing problem that elicit evaluation behaviour. These problems could include the elements of the street crossing problem that may have acted as the catalyst for evaluation: context that is familiar to the students, instructions to estimate the costs and benefits associated with the design and a ‘real-world’ setting. Additionally, for the experimenter, the implication is that task matters when setting up the experiment. The combination of the findings for across-problem differences between the ping pong problem and the street crossing problem with the findings for the differences between the Senior Follow-Up Study and the Playground Study suggests that the experimenter must carefully consider the length of the task, the number of problems the participant needs to solve, the context specificity of the task and the complexity of the task. Acknowledgements This research was made possible in part by National Science Foundation grants DUE-9254271, RED-9358516, DGE-9714459, EEC-9872498 and REC-0125547 as well as support from the GE Fund. We would like to gratefully acknowledge the students who participated in the study, and also thank the students and staff from two universities who helped us to collect, transcribe, code and analyze the data. University of Pittsburgh: Heather Nachtmann and Justin Chimka who ran the data collection and initial analysis of the Senior Follow-Up Study, as well as Karen Bursic, Mary Besterfield-Sacre, Rona Colassimo, Stefanie Lozito, Carie Mullins, Jamari Atkinson, Georgette Diab, Anthony Horton, Jennifer Kreke, Terra Mitchell, Pamela Moore, Jill Nagel, Jason Saleem, Gwen Staples, Nick Tettey, Chris Yarsky, Lisa Younger and Maryland Vick. From the University of Washington: Jacob Burghardt, Louise Cheung, Jennifer Chin, Julie Christianson, 354 Design Studies Vol 26 No. 4 July 2005 Yimin Chen, Ashley Lam, Jana Littleton, Ian Louie, Alison Schwerzler, Cathie Scott, Roy Sunarso, Rober Tai, Jennifer Temple, and Bettina Vuong. Finally, we would like to thank Theresa Barker and Susan Mosborg for their careful reading of the paper. 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