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Art and Design Commons

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Articles 1 - 9 of 9

Full-Text Articles in Art and Design

Statefulness And Tangible Interaction In Design Education, Alex Lobos, Tim J. Wood Aug 2017

Statefulness And Tangible Interaction In Design Education, Alex Lobos, Tim J. Wood

Presentations and other scholarship

Interaction in Industrial Design is expanding from tangible realms to intangible digital experiences. In this new environment, Interaction Design provides logical sequences and behaviors that allow users to easily navigate through complex workflows. This paper discusses a framework in which interaction design provides an innovative approach to traditional industrial design. This includes the concept of ‘statefulness’, where the dynamic changes of complex systems are broken down into states that can be defined and manipulated in order to achieve a desired user experience. This framework goes beyond having physical components of a product control digital interfaces and develops experiences that jump ...


Dignidad, Poder, Resistencia // Dignity, Power, Resistance, Michael Munoz, Alanis Gonzalez, Tallie Spencer, Isabelle Marin, Lesly Juarez, Christopher Reynoso, Antonia Garcia, Abigail Goad, Athena Martinez, Ruth Gomez, Angel Vazquez, Jazmin Quezada, Jasmine Segovia, Jordyn Wedell, Yulisa Gonzalez, Laura Mena Hernandez, Keiri Fernandez Jun 2017

Dignidad, Poder, Resistencia // Dignity, Power, Resistance, Michael Munoz, Alanis Gonzalez, Tallie Spencer, Isabelle Marin, Lesly Juarez, Christopher Reynoso, Antonia Garcia, Abigail Goad, Athena Martinez, Ruth Gomez, Angel Vazquez, Jazmin Quezada, Jasmine Segovia, Jordyn Wedell, Yulisa Gonzalez, Laura Mena Hernandez, Keiri Fernandez

First-Gen Voices: Creative and Critical Narratives on the First-Generation College Experience

First To Go Abroad" is a partnership between the Loyola Marymount University First To Go Program, LMU Study Abroad, and the Council on International Educational Exchange (CIEE), which seeks to increase study abroad opportunities for first-generation college students. In May 2017, fifteen first-gen students and two first-gen faculty mentors traveled together to Santiago, Dominican Republic, where they spent ten days exploring the country and learning about the local cultures, customs, and histories of the people who call the DR home.

Travel is a privilege not all students have the same access to; for some students, this trip was the first ...


Time Travel, Labour History, And The Null Curriculum: New Design Knowledge For Mobile Augmented Reality History Games, Owen Gottlieb May 2017

Time Travel, Labour History, And The Null Curriculum: New Design Knowledge For Mobile Augmented Reality History Games, Owen Gottlieb

Articles

This paper presents a case study drawn from design-based research (DBR) on a mobile, place-based augmented reality history game. Using DBR methods, the game was developed by the author as a history learning intervention for fifth to seventh graders. The game is built upon historical narratives of disenfranchised populations that are seldom taught, those typically relegated to the 'null curriculum'. These narratives include the stories of women immigrant labour leaders in the early twentieth century, more than a decade before suffrage. The project understands the purpose of history education as the preparation of informed citizens. In paying particular attention to ...


Words In Honor Of Peter London, Rain Gianneschi-Mcnichols Nov 2016

Words In Honor Of Peter London, Rain Gianneschi-Mcnichols

Artizein: Arts and Teaching Journal

Article contains presentation Patricia Rain Gianneschi gave at the Symposium for the Peter London Papers at the University of Illinois, Carbondale.


Front Matter Of Artizein: Special Edition, Jodi A. Patterson Nov 2016

Front Matter Of Artizein: Special Edition, Jodi A. Patterson

Artizein: Arts and Teaching Journal

Contents includes: Editor/Editorial Board page, Table of Contents, Peter London quote, copyright information


Pim Pedagogy: Toward A Loosely Unified Model For Teaching And Studying Comics And Graphic Novels, James B. Carter Sep 2015

Pim Pedagogy: Toward A Loosely Unified Model For Teaching And Studying Comics And Graphic Novels, James B. Carter

SANE journal: Sequential Art Narrative in Education

The article debuts and explains "PIM" pedagogy, a construct for teaching comics at the secondary- and post-secondary levels and for deep reading/studying comics. The PIM model for considering comics is actually based in major precepts of education studies, namely constructivist foundations of learning, and loosely unifies constructs inherent therein with other available frames and frameworks for studying comics. As such, the article fills a dire need in the scholarly literature on comics pedagogy and paves a way for those who seek to teach comics courses in the future but who need direction and for those who seek to study ...


K-12 Students See Steam Everyday, Meghan Reilly Michaud Mar 2014

K-12 Students See Steam Everyday, Meghan Reilly Michaud

The STEAM Journal

Today’s students exist in a visual world. A new semiotic language has emerged in the digital age. It consists of an ever-evolving vocabulary of signs and symbols that one can rapidly decipher. Icons represent applications and functions on a plethora of modern devices. Sounds indicate changes and the start and end of activity. The exposure of new audio and visual media are part of everyday communication, now more than ever. The Arts teach our students to better perceive these cues and the information that they deliver.


Benefits Of Video Presentations In Product Design, Alex Lobos Dec 2013

Benefits Of Video Presentations In Product Design, Alex Lobos

Articles

Product Design uses a human-centered process to develop solutions that solve unmet user needs. Because of the sequential nature of this activity, final designs are often presented in printed process books or digital slideshows, which visually communicate the development of the solution from start to finish rather than focusing just on the final result. Storytelling is a key element to consider when creating these process books in order to communicate the design solution as well as where it came from. An alternative to these presentations is the use of short videos, which offer the advantage of communicating the design process ...


Merging Creative Design And Cad Learning Activities In A Product Design Programme, Pearl O'Rourke, Colm O'Kane, Leslie Smith, Michael Ring Sep 2013

Merging Creative Design And Cad Learning Activities In A Product Design Programme, Pearl O'Rourke, Colm O'Kane, Leslie Smith, Michael Ring

Conference Papers

Traditional learning and teaching methods for creativity differ from those used in a scientific context. Although the creative process can benefit from a certain level of prescription and structural constraint - with time allocated to research, problem definition, conceptualisation and idea development - flexibility and fluidity are necessary for creative innovation. In contrast, the more linear and rigid pedagogies associated with science and engineering education facilitate efficient learning of subjects such as those based on software packages, manufacturing and materials theory or mechanics. This paper describes the development of a project which aims to establish constructive links between the learning outcomes of ...