ADAPTATIONS OF DESIGN PROJECT MANAGEMENT EDUCATION IN THE PANDEMIC

DS 110: Proceedings of the 23rd International Conference on Engineering and Product Design Education (E&PDE 2021), VIA Design, VIA University in Herning, Denmark. 9th -10th September 2021

Year: 2021
Editor: Grierson, Hilary; Bohemia, Erik; Buck, Lyndon
Author: Bernardes, Mauricio Moreira E Silva; Fetter, Sandro Roberto; Oliveira, Geisa Gaiger De
Series: E&PDE
Institution: FEDERAL UNIVERSITY OF RIO GRANDE DO SUL, Brazil
Section: Meeting 21st Century Challenges in Further and Higher Education
DOI number: 10.35199/EPDE.2021.10
ISBN: 978-1-912254-14-9

Abstract

The efficiency of a project management process is strongly related to the way in which the responsible manager and team build, organize, plan and control the project. A project management process becomes even more important when in one of a kind projects there are no reports or historical data available on the application of certain work procedures by the company. In this regard, frequent testing and learning of new routines appear as essential elements to be considered in the planning and control of a project. This paper explores, through multiple case studies, the experience of adapting projects of a discipline of an undergraduate design course, which was entirely developed through a remote approach during the pandemic. The data analyzed in the study refer to observations on the students’ modus operandi recorded in field notes by one of the authors of this paper, responsible for the discipline; the students’ answers to an anonymous online questionnaire on the use of tools and practices in project management during the pandemic; analysis of discipline management documents, i.e., a detailed and controlled project timeline; weekly task assignment plan; and value-added data analysis. The study showed the importance of inserting agile control and protection mechanisms with short learning cycles using remote communication technologies. It was also noticed the need to structure the routine of the project team members aiming to balance their work efforts.

Keywords: design project management, gamification, online classes, table top games

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