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Full-Text Articles in Art and Design

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 ...


Flap Stool Storage Furniture For Urban Nomads, Liu Yang Oct 2013

Flap Stool Storage Furniture For Urban Nomads, Liu Yang

Theses

The purpose of this project was to make moving from one location to another an easier process by developing a creative furniture piece that can be used for storage.

Research on the actual moving process and existing moving solutions was done to gather information to begin this project. At the beginning of ideation, light-weight materials and folding structures were studied, and several new furniture solutions were explored. Concepts such as a storage stool, a transformable shelf, and bamboo roll furniture were created and tested.

A storage stool was selected for further development, because it provided the best fit for the ...


Pox And The City, Elizabeth S. Goins Sep 2013

Pox And The City, Elizabeth S. Goins

Journal of Interactive Humanities

Pox in the City is a prototype of a social history game that focuses on the medical profession circa 1800 in Edinburgh. The prototype was research, designed and developed on a small budget (about $17,000) and in a short time frame (20 weeks). The experimental design goal was to create a narrative driven educational game that was engaging and delivered some basic educational goals to be used in the high school and college level classrooms. To experiment with writing historic game narrative and to stay within budget, the design was built around a point and click adventure framework. Narrative ...


Press Start: Video Games In An Art Museum, Georgina Goodlander, Michael Mansfield Sep 2013

Press Start: Video Games In An Art Museum, Georgina Goodlander, Michael Mansfield

Journal of Interactive Humanities

Art museums can be complex, confounding, boring, exciting, absurd, and breathtaking. They can be sad, enlightening, hurtful, alive, dead, mainstream and avant-garde. They can, at once, be all of these things. Or they can be any one of these things separately. Museums can be more. Art museums might provide a place for contemplation, a place for social commentary, a place for political discourse, a place for lunch. They can identify us, deconstruct us, or illuminate our experiences for everyone. They can be an index for the health and vibrancy of our culture and our time. The Smithsonian American Art Museum ...


Embodied Tuning: Interfacing Danish Radio Heritage, Christian Hviid Mortensen, Vitus Vestergaard Sep 2013

Embodied Tuning: Interfacing Danish Radio Heritage, Christian Hviid Mortensen, Vitus Vestergaard

Journal of Interactive Humanities

Most museum exhibitions favor vision, not hearing. When there is audio in exhibitions, it tends to take on a secondary role as a soundtrack or commentary. In some cases, however, audio should be the primary object of interest. Radio heritage is such a case. The traditional way of showcasing audio is through webaccessible archives or through listening kiosks in the exhibition. Neither one takes advantage of the unique affordances of the spatiality and physicality of an exhibition. We therefore propose an alternative way of exhibiting radio heritage in a listening exhibition where users move around and explore the physical gallery ...


Modding The Humanities: Experiments In Historic Narratives, Elizabeth S. Goins, Christopher Egert, Andrew Phelps, Chandra Reedy, Joel Kincaid Sep 2013

Modding The Humanities: Experiments In Historic Narratives, Elizabeth S. Goins, Christopher Egert, Andrew Phelps, Chandra Reedy, Joel Kincaid

Journal of Interactive Humanities

While the ludology versus narratology debate raged within game studies circles [1], game designers continued building games and developing methods to improve player experience. Today however, while designers may have their personal preferences, there is no longer any doubt that both mechanics and story can have an important role to play in a game [2,3, 4, 5, 6, 7].


You Have Died Of Dysentery: A First Attempt At Navigating A Course In Educational Games, Adrienne Decker, David Simkins Sep 2013

You Have Died Of Dysentery: A First Attempt At Navigating A Course In Educational Games, Adrienne Decker, David Simkins

Journal of Interactive Humanities

This paper describes our experiences developing and piloting a course in educational games. We discuss the structure of the course, the topics we included in the course, as well as the final projects the students created for the course. Of particular interest to non-technical educators interested in exploring games in their courses is the fact that our course incorporated many critical thinking skills as part of the coursework. We felt that an important part of the student’s immersion in this material was not just the production of the game, but also a deeper understanding of the issues surrounding education ...


Integrating Emotional Attachment And Sustainability In Electronic Product Design, Alex Lobos, Callie W. Babbitt Mar 2013

Integrating Emotional Attachment And Sustainability In Electronic Product Design, Alex Lobos, Callie W. Babbitt

Articles

Current models for Information and Communication Technology (ICT) products encourage frequent product replacement with newer versions that offer only minor incremental improvements. This pattern, named planned obsolescence, diminishes user experience and shortens product lifespan. This paper presents the conceptual basis for a two-part integrated approach to combating planned obsolescence in ICT devices. First, design for emotional attachment, which creates products that users enjoy, value, and use for longer. Second, technological adaptability, which anticipates product upgrades and repairs as new technologies emerge. A model interdisciplinary design course in industrial design and sustainability, also described herein, trains students to apply this approach ...


Model For Interdisciplinary Collaboration In Packaging Design, Lorrie Frear, Alex Lobos, Sandra Turner Jan 2013

Model For Interdisciplinary Collaboration In Packaging Design, Lorrie Frear, Alex Lobos, Sandra Turner

Articles

This paper explores a studio course in packaging design within Rochester Institute of Technology, which touches on three key elements: First, the course is designed as an interdisciplinary studio comprised of fourth year and graduate students in graphic design, industrial design and packaging science, allowing them to refine skills in their own disciplines while expanding their breadth in other methods of thinking. This model, commonly called “T-shape” profile, is crucial in today’s professional practice (Design Council 2006). Second, the course involves a Fortune 500 company sponsor, who challenges students to develop packaging solutions in an internal design competition. While ...


Under A Pale Grey Sky: An Interactive Timeline Of Iroquoian Warfare And Its Impact On The Acceleration Of American Colonization, Thomas Weaver Jan 2013

Under A Pale Grey Sky: An Interactive Timeline Of Iroquoian Warfare And Its Impact On The Acceleration Of American Colonization, Thomas Weaver

Theses

Early American settlers thought the Iroquois to be a violent, forceful and barbaric amalgamation of Native American Nations. Their organization of warfare, community, and politics allowed them to remain one of the most powerful nations for many years. Conflict with other tribes was a normal part of life for the Iroquois and the surrounding nations. However, as the American settlers began moving towards the frontier, Iroquois conflicts with the Algonquian begin to rise in frequency. This led to weakening of the Iroquois population and allowed the American settlers to usurp land from the Six Nations without considerable opposition.