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Full-Text Articles in Art and Design

Coarse-Work: An Investigation Into The Impact Of Materiality In The Interior Educational Setting, Isabel G. Robb May 2024

Coarse-Work: An Investigation Into The Impact Of Materiality In The Interior Educational Setting, Isabel G. Robb

Honors Theses

Education design in modern suburban America curates learning environments that are cold and impersonal, being used more as a place to keep youth during the day than as a place where they can truly learn about and understand the world around them. This learning environment does not suit all students, especially those with learning disabilities, and it leaves little room for flexibility in classroom usage.

Focusing on creating a learning environment where all students feel welcome and are able to effectively learn, this projective design research project aims to provide a comprehensive intervention through the built environment and interior design, …


Hacking The Library Exhibition Pdfs, Sally Brown, Christine Hoffmann, Lois Ann Raimondo, Karen Diaz, Sarah Pahlfrey Jul 2023

Hacking The Library Exhibition Pdfs, Sally Brown, Christine Hoffmann, Lois Ann Raimondo, Karen Diaz, Sarah Pahlfrey

Faculty & Staff Scholarship

The hacker ethos in the positive sense is about the ability to deconstruct and reconstruct information systems. Hacking starts with reconceptualizing libraries. L Hacking the Library presents artwork that highlights the intersecting values that shape our libraries through an artistic lens, reflecting on challenges and definitions of libraries past and as we move into the future. To provide personal context, "Community Connections" complement the art from librarians across the nation who responded to the artwork.

Artists included: Jackie Andrews (Maryland, mixed media), Trudy Borenstein- Sugiura (New Jersey, book arts), Sally Jane Brown (West Virginia, drawing), Shan Cawley (West Virginia, painting), …


Hailey's Hearing Aids, Hailey Marie Garcia May 2023

Hailey's Hearing Aids, Hailey Marie Garcia

Whittier Scholars Program

Individuals from the deaf and hard-of-hearing community are likely to experience more anxiety and depression due to defective cognitive, social, communicational, and emotional skills (Azizi et al., 2019). The word “disability” is embedded with historical negative connotations with phrases such as “deaf and dumb” because if they were deaf or mute then they were automatically labeled as inferior (Horovitz, 2007). Since the 18th century, the DHH community has been seen as incapable, even inhuman, hence the development of emotional deficiencies that bleed into one’s perception of society and their self esteem (Gallaudet, 1886).

How do you navigate a hearing world …


Deciduous: Using Gamified Skill Trees And Mapping To Define Learning Opportunities For Students, Daniel Allen Burau May 2022

Deciduous: Using Gamified Skill Trees And Mapping To Define Learning Opportunities For Students, Daniel Allen Burau

Masters Theses

Students can have difficulty visualizing the end goals of units of study and how one learned concept impacts another. They will benefit from seeing their progress toward completion and are motivated by how far they have come in their class. Progress in a course can be measured with the implementation of gamification tools. Gamification involves the integration of game frameworks into non-gaming areas. This research seeks to find how these and other gamification systems help increase student motivation or classroom performance. Elements of gaming are already found in some areas of education. Some schools have access to various tools to …


Designing Analog Learning Games: Genre Affordances, Limitations And Multi-Game Approaches, Owen Gottlieb, Ian Schreiber Sep 2020

Designing Analog Learning Games: Genre Affordances, Limitations And Multi-Game Approaches, Owen Gottlieb, Ian Schreiber

Articles

This chapter explores what the authors discovered about analog games and game design during the many iterative processes that have led to the Lost & Found series, and how they found certain constraints and affordances (that which an artifact assists, promotes or allows) provided by the boardgame genre. Some findings were counter-intuitive. What choices would allow for the modeling of complex systems, such as legal and economic systems? What choices would allow for gameplay within the time of a class-period? What mechanics could promote discussions of tradeoff decisions? If players are expending too much cognition on arithmetic strategizing, could that …


Engagement And Computational Thinking Through Creative Coding, Dana Hoppe Apr 2020

Engagement And Computational Thinking Through Creative Coding, Dana Hoppe

Honors Theses

Rising enrollments in Computer Science pose an opportunity to engage students from diverse backgrounds and interests; and a challenge to deliver on positive learning outcomes. While student engagement is the driving factor for increased learning performance and retention, it has been declining to new lows for Computer Science students in recent years. In order to further explore the potential of contextualized computing as a tool for increasing engagement in computing and developing Computational Thinking aptitude in students, we have developed an introductory computing course contextualized with Art and Design with modules centered around guiding pedagogical principles and aimed at middle …


"The Wonderful World Of Dr. Seuss Club", Meagan Heimbrecht, Charlie Croteau, Kylee Sodomka Apr 2020

"The Wonderful World Of Dr. Seuss Club", Meagan Heimbrecht, Charlie Croteau, Kylee Sodomka

Honors Expanded Learning Clubs

Exploring the world through Dr. Seuss! A club geared for young elementary schoolers in hopes of promoting reading and curiosity! From Oobleck to puppets to writing their own book, this club is simple yet takes a student on a new adventure every week!


Lost & Found: New Harvest, Owen Gottlieb, Ian Schreiber Jan 2020

Lost & Found: New Harvest, Owen Gottlieb, Ian Schreiber

Presentations and other scholarship

Lost & Found is a strategy card-to-mobile game series that teaches medieval religious legal systems with attention to period accuracy and cultural and historical context.

Set in Fustat (Old Cairo) in the 12th century, a great crossroads of Islam, Judaism, and Christianity. The Lost & Found games project seeks to expand the discourse around religious legal systems, to enrich public conversations in a variety of communities, and to promote greater understanding of the religious traditions that build the fabric of the United States. Comparative religious literacy can build bridges between and within communities and prepare learners to be responsible citizens …


Elevating The Environment Through Artistic Expression, Becky Gumbrewicz May 2019

Elevating The Environment Through Artistic Expression, Becky Gumbrewicz

Senior Honors Projects

REBECCA GUMBREWICZ (Environmental Science and Management)

Elevating the Environment Through Artistic Expression

Sponsor: Judith Swift (Communication Studies, Coastal Institute)

Currently there are multiple areas of environmental concern that require not only scientific research but increased public awareness in order to motivate further action toward preservation of our environment or remediation of human impacts. To promote a broader perspective of the most effective ways to communicate science, this project offers the culmination of an environmentally-focused art showcase of student interpretations of science that one could posit elevated public perception of the environment. An integral part of conducting research is understanding how …


The Utilization Of Visual Design Systems To Promote Higher Levels Of Learning In Educational Environments, Keenan Sultanik May 2019

The Utilization Of Visual Design Systems To Promote Higher Levels Of Learning In Educational Environments, Keenan Sultanik

Masters Theses

Traditional higher education environments have changed very little in the last hundred and fifty years, while technology has advanced in nearly every other area of society making each more productive and more capable. This study identifies key aspects of a comprehensive and universal visual learning system that incorporates a more holistic approach to design and interactivity in educational environments. The desired effect of this is elevating classroom learning to higher levels as defined by Bloom’s Taxonomy. In this thesis, I have collected and explored empirical and observational data to examine the relationship between effective learning environments and the use of …


Teacherless: The Futures Of Design Education, Andrew Hladkyj Apr 2019

Teacherless: The Futures Of Design Education, Andrew Hladkyj

Publications and Scholarship

With the ever-growing disruption of education by technology and the trend toward self-directed and autonomous learning, how might we reimagine legacy postsecondary design education in a “teacherless” society? Through a human-centred examination of today’s educational environment, this Major Research Project (MRP) derives 20 aspirational motivations at the heart of an independent

learning model. It reframes the disconnect between design academia and industry using an ’80s computer game and a Greek myth as fresh paradigms to uncover the value of strategic partnership, addictive learning, and platform-agnostic foundational training in preparing post-secondary design education for the future. This research offers four alternative …


Re-Playing Maimonides’ Codes: Designing Games To Teach Religious Legal Systems, Owen Gottlieb Oct 2018

Re-Playing Maimonides’ Codes: Designing Games To Teach Religious Legal Systems, Owen Gottlieb

Articles

Lost & Found is a game series, created at the Initiative for

Religion, Culture, and Policy at the Rochester Institute of

Technology MAGIC Center.1 The series teaches medieval

religious legal systems. This article uses the first two games

of the series as a case study to explore a particular set of

processes to conceive, design, and develop games for learning.

It includes the background leading to the author's work

in games and teaching religion, and the specific context for

the Lost & Found series. It discusses the rationale behind

working to teach religious legal systems more broadly, then

discuss the …


Promoting Interdisciplinarity: Its Purpose And Practice In Arts Programming, Shannon Farrow Mcneely, Denise Gillman, Danielle Hartman Jan 2018

Promoting Interdisciplinarity: Its Purpose And Practice In Arts Programming, Shannon Farrow Mcneely, Denise Gillman, Danielle Hartman

English, Linguistics, and Communication (Legacy)

Each discipline provides education and society with a unique perspective of the world, yet independently, disciplines can only go so far when attempting to address our greatest challenges. To go beyond the limits of the discipline, one must employ interdisciplinary approaches, which include being driven by complex questions, seeking collaboration from multiple disciplines, and integrating their understandings by finding common ground. The arts create an amazing opportunity for interdisciplinary exploration and development with other disciplines which benefits arts leaders and educators, students and departments in higher education, and the local community. This article seeks to explore interdisciplinarity and its benefits …


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 …


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 …


Playful Ai Education, Todd W. Neller Feb 2017

Playful Ai Education, Todd W. Neller

Computer Science Faculty Publications

In this talk, Neller shared how games can serve as a fun means of teaching not only game-tree search in Artificial Intelligence (AI), but also such diverse topics as constraint satisfaction, logical reasoning, planning, uncertain reasoning, machine learning, and robotics. He observed that teachers teach best when they enjoy what they share and encouraged AI educators present to teach to their unique strengths and enthusiasms.


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 …


Together, Science And Art Can Provide Answers In Search For Truth, Carla Poindexter Mar 2013

Together, Science And Art Can Provide Answers In Search For Truth, Carla Poindexter

UCF Forum

As we celebrate the 50th anniversary of UCF this year, we are reminded that the core benefit of an upper-level education is the opportunity to pursue and obtain insight and knowledge over blindness and ignorance.


Enterprise Ireland: Student Creativity Day Design Competition, Peter Dee Jan 2002

Enterprise Ireland: Student Creativity Day Design Competition, Peter Dee

Other resources

Peter Dee - Strategic Design & Marketing Consultant, was responsible for the design and development of the brand identity for the Enterprise Ireland Student Creativity Day which was used on business cards, letterhead, appliction forms, information literature, large format posters, t-shirts and website. Competing in multi-disciplinary teams, students provided an innovative & creative solution to an exacting design brief. The design brief reflected the following themes: interface, learning, science, media, communications and fashion. The design jury included representatives of Irish business and IDI members.