Abstract
In this chapter we report on and discuss our empirical classification of innovative engineering projects. Basic innovative engineering projects are characterized by their overall goal and accompanying method. On the basis of this goal and method, we classify engineering projects as all falling in one of the following categories: (1) Descriptive knowledge as prevalent in the descriptive sciences; (2) Design of artefacts and processes; (3) Engineering Means-end knowledge; (4) Modeling (simulation serious gaming included); (5) Engineering optimization; and (6) Engineering mathematics. These categories are illustrated with examples drawn from our educational experiences. Formally our classification system is a partition: the categories are mutually exclusive and collectively exhaustive. Regarding its empirical power, we claim intra-departmental completeness for the projects that we have studied at the Departments of Mechanics and Applied Physics of Delft University of Technology; we hypothesize intra-academic completeness within Universities of Technology; and we hope for and encourage investigating extra-academic completeness regarding engineering in industry. Besides having significant consequences for the methodology of the engineering sciences, our categorization provides a new way to study empirically the relation between science and technology.
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Notes
- 1.
Our choice for starting with academic projects has the following advantage regarding extrapolation: if the extra-academic engineering practices fit our classification well, we have a convincing validation; if they do not fit our classification we have shown that our engineering education system is minimally incomplete.
- 2.
Of course we are well aware that these types of methods are again reconstructions and not actual patterns in daily practices.
- 3.
See ISO (2006) section 5, or the ABET (1988) definition of design, which states: ‘Among the fundamental elements of the design process are the establishment of objectives and criteria, synthesis, analysis, construction, testing and evaluation.’
- 4.
The X in (*)’s consequence may be interpreted to be a sufficient, a necessary, or a rational means to achieve A. The consequence may also have different forms, such as doing X is effective, which would give (*) a more descriptive ring. We will leave these more philosophical subjects for another occasion.
- 5.
Implemented software on a computer may be considered to be an artifact, and as such being part of a (software) design cycle.
- 6.
In fact we did encounter these projects within the Delft Applied Physics department, which illustrates the differences of emphasis between the departments in a university of technology.
- 7.
This example stems from the Nereda® wastewater treatment project, which is a clear illustration of a multiple-purposed project. For a description of this project see Zwart and Kroes (2015).
- 8.
To push the artifact-argument further we could maintain that all the goals of our classification are artifacts in some sense. Accepting this counterargument would therefore block any categorization of the main engineering problem solving activities. Consequently, the counterargument may be easily parried within the context of the willingness to set up such classification.
- 9.
Some isolated initiatives, however, can be found, for instance, in de Vries et al. (2013).
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Zwart, S.D., de Vries, M.J. (2016). Methodological Classification of Innovative Engineering Projects. In: Franssen, M., Vermaas, P., Kroes, P., Meijers, A. (eds) Philosophy of Technology after the Empirical Turn. Philosophy of Engineering and Technology, vol 23. Springer, Cham. https://doi.org/10.1007/978-3-319-33717-3_13
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