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Full-Text Articles in Art and Design

Game-Based Learning: Building Competence In Visual Literacy Through Simulation, Carol Record Oct 2021

Game-Based Learning: Building Competence In Visual Literacy Through Simulation, Carol Record

Theses

Game-based learning is an ideal experiential learning framework for introducing the critique process to reduce student anxiety and create competence in visual literacy and self-assessment. Critique, the assessment, and analysis of one’s work is an essential step in any creative process. It is an integral part of art school. However, it can also be a source of high anxiety for new students. This paper discusses the importance of critique, the challenges associated with teaching critique, and the benefits of utilizing game-based learning. Examples of game-based learning solutions are explored, including the development of, and response to, Lumen, a card game …


Socially-Engaged Distance Design Collaboration, Kardelen Aysel, Can Güvenir Sep 2021

Socially-Engaged Distance Design Collaboration, Kardelen Aysel, Can Güvenir

Learn X Design Conference Series

Applied design education was required to replicate the socially constructivist structure through digital tools due to Covid-19 Pandemic. However the effects of the distant design education over the students’ learning experience is not stated yet. For this reason, this study aims to discuss how the affective learning outcomes, creative and design self-efficacy and visual literacy level, of design students. Within this framework, the effects of distance education in the scope of introduction to industrial design course was indicated and discussed through reflections and self-evaluation surveys. The study was held with 26 1st year industrial design students in the fall semester …


New Immersive Workflows For Design And Production (Session 1 Of 2), Mauricio Novoa, Wenwen Zhang, Jose Manuel Rodriguez Diaz, Bryan Howell, Jan Willem Hoftijzer Sep 2021

New Immersive Workflows For Design And Production (Session 1 Of 2), Mauricio Novoa, Wenwen Zhang, Jose Manuel Rodriguez Diaz, Bryan Howell, Jan Willem Hoftijzer

Learn X Design Conference Series

Today, there is a lot of hype about new technologies such as immersive virtual reality (VR). After more than five decades, the unfulfilled prophecy that VR would be available to everybody seems to be nearby. These development raises the need to find out how is that design and its education will be influenced by technological change and how they can also benefit from it. The aim of this workshop is to collaborate, share and discuss how traditional and new means for ideation, sketching, simulation, and production can form a better design workflow. The participants will be invited to contribute analogue …


A Game Implementation Approach For Design Education, Duhan Ölmez, Fehmi Doğan Sep 2021

A Game Implementation Approach For Design Education, Duhan Ölmez, Fehmi Doğan

Learn X Design Conference Series

This paper proposes a new implementation of video games to be used as an architectural design education tool within design studios. There are studies which include video games in design educa-tion, however, they include video games either as mere representational media, or simplified de-sign environments, or as just visualization tools. Video games’ structures provide a ground for de-signing with constraints to find solutions to ill-defined design problems with a trial-and-error pro-cess. As an addition to traditional master and apprentice model of learning in the studio, video games can reduce the workload of the tutors and allow them to focus on …


A New Design Thinking Model Based On Bloom’S Taxonomy, Fan Wu, Yang Cheng Lin, Peng Lu Sep 2021

A New Design Thinking Model Based On Bloom’S Taxonomy, Fan Wu, Yang Cheng Lin, Peng Lu

Learn X Design Conference Series

A superior design thinking model can improve the quality of design education. In recent years, universities and design institutions already proposed many design thinking models around the world. Existing well-known design thinking models focus on cultivating students' creative thinking but ignore the product's inherent characteristics and users' demands. This paper proposes a step-by-step design thinking model based on Bloom's taxonomy, which is divided into lower-level and higher-level considerations. The lower-level consideration includes remembering, understanding, and applying, and the higher-level consideration includes analyzing, evaluating, and creating. The former integrates the function analysis method, form restriction method, and EGM to help students …


Cross-Cultural Ux Pedagogy: A China–Us Partnership, Ziqing Li, Colin M. Gray, Austin L. Toombs, Kevin Mcdonald, Lukas Marinovic, Wei Liu Sep 2021

Cross-Cultural Ux Pedagogy: A China–Us Partnership, Ziqing Li, Colin M. Gray, Austin L. Toombs, Kevin Mcdonald, Lukas Marinovic, Wei Liu

Learn X Design Conference Series

The recent emergence of new undergraduate and graduate design programs with a focus specific to User Experience (UX) offers new opportunities to engage with the complexity of these educational practices. In this paper, we report on a series of ten interviews with students and faculty to describe cross-cultural connections between two UX-focused programs, one in China and one in the United States. Our study includes the perspectives of students who engaged in intercultural UX experiences, as well as the perspectives of the faculty who designed those student experiences through an intercultural partnership. We report on how each program was created, …


Research On The Construction Of Curriculum System Of Design Education Under The Concept Of Steam, Han Shi, Feng Xue, Jing Pei, Yijing Li, Zhihang Song, Chunli Chunli Sep 2021

Research On The Construction Of Curriculum System Of Design Education Under The Concept Of Steam, Han Shi, Feng Xue, Jing Pei, Yijing Li, Zhihang Song, Chunli Chunli

Learn X Design Conference Series

Both design education and STEAM education pay attention to the cultivation of students' innovative consciousness and practical ability, and they are highly consistent in teaching objectives and educational ideas. Based on the analysis of the relevant educational practice, the current research situation and the basic concepts of design education, this paper puts forward the curriculum design principles of curriculum content and curriculum evaluation for the design education integrated with STEAM. This paper constructs the teaching link of design education under the concept of STEAM from three aspects: teachers' activities, teaching links and students' activities. finally, it discusses the new teaching …


Learning Patterns In Architectural Design Studios, Julie Milovanovic Sep 2021

Learning Patterns In Architectural Design Studios, Julie Milovanovic

Learn X Design Conference Series

Learning how to design as an architect is the main objective of architectural design studios. Stu-dents develop design knowledge as they learn by designing, guided by their tutors. This study highlights characteristics of design critiques organization over time by analyzing design activities (designing vs. explain design) and collaboration between students and tutors. In this exploratory study, four design critiques from a master design studio in architecture are analyzed based on the protocol analysis methodology. Moments when students can acquire design knowledge are identified based on the type of design activity: designing - Description, Reflection, Design Move – or explaining design …


Research On The Constituency Of The Advisory Committee Of Chinese Design Schools From A Sustainable Perspective, Fan Chen, Lin Li, Jing-Yi Yang Sep 2021

Research On The Constituency Of The Advisory Committee Of Chinese Design Schools From A Sustainable Perspective, Fan Chen, Lin Li, Jing-Yi Yang

Learn X Design Conference Series

The design and education fields have been starting to pay attention to the Sustainable Development Goals (SDGs) ever since 2019, and the following two events would affirm this tendency. Firstly, the committee of the iF Design Award triggered to adopt SDGs as their evaluation standard. Secondly, the Times Higher Education Impact Rankings began to as-sess the performance of 768 universities from 85 countries against SDGs. This reflect a broader consideration towards sustainability has been establishing. Based on the context, this study inquired about the sustainable quality of nine educational institutions of design in China under an advisory committee perspective, which …


Reform Of Product Design Teaching Based On Bionic Concepts, Meng-Dar Shieh, Hsu-Chan Hsiao, Yu-Ting Hsiao Sep 2021

Reform Of Product Design Teaching Based On Bionic Concepts, Meng-Dar Shieh, Hsu-Chan Hsiao, Yu-Ting Hsiao

Learn X Design Conference Series

Various innate beauty and wonderful operating modes exist in nature. Identifying creativity from physical features of organisms or biological strategies in nature and applying such new conceptual elements and methods to product development is an increasingly popular approach in contemporary product design. This study used teaching practice verification methods to summarize a set of bionic design methods and product development procedures. Through LAMDA method of lean thinking, this study understood users’ authentic needs of target products and the product value. Then, a Mandala Chart was used explore the biological strategies and forms of bionic targets. Subsequently, the summarized bionic Mandala …


Different Ideas, Lots Of Ideas: A Design Course That Enhances The Creative Abilities Of College Students, Jody Nyboer, Brad Hokanson Sep 2021

Different Ideas, Lots Of Ideas: A Design Course That Enhances The Creative Abilities Of College Students, Jody Nyboer, Brad Hokanson

Learn X Design Conference Series

Creative thinking is the ability to generate a wide and detailed range of responses to a given stimulus. It is not a fixed skill; it can be improved through practice. Creative Problem Solving (CPS) is a design course that fosters these abilities. The challenge-based course utilizes a generative learning approach. Students are given a series of assignments that prompt them to ‘do some-thing differently’ (i.e., eat something different). In their quest towards designing unique solutions, the students are forced to define the contextual meaning of each challenge, and to question how cultural, social, and personal norms limit their ideas. The …


Designing Criteria For Developing Educational Multimedia Games, Chaitanya Solanki, Deepak John Mathew Sep 2021

Designing Criteria For Developing Educational Multimedia Games, Chaitanya Solanki, Deepak John Mathew

Learn X Design Conference Series

Increasing research is being done into the relationship between learning and games in recent years. Player engagement and intrinsic/extrinsic motivation have shown to be pertinent in improving the quality of knowledge retention in game-based learning environments. Similarly, the use of multimedia in game-based learning environments has also shown to have significant potential for effective learning; however, it is unclear whether a generalized criterion can be designed for it. This work presents a review of theories and guidelines that pertain to learning environments, game design, and multimedia learning, in an effort to distill the key elements which can help develop design …


Educational Programs In Between Design And Supply Chain: Significant Examples Of Academia-Sme’S Joint Labs In Italy, Gabriele Goretti, Gianni Denaro Sep 2021

Educational Programs In Between Design And Supply Chain: Significant Examples Of Academia-Sme’S Joint Labs In Italy, Gabriele Goretti, Gianni Denaro

Learn X Design Conference Series

Locate: Furniture manufacturing in Italy is based on interconnected small and medium-sized enterprises based on craftsmanship know-how. Focus: These companies have under-taken profound transformations within the production chain in a logic of "advanced crafts-manship", integrating enabling technologies into high-quality craftsmanship processes. This transformation is aiming at shaping "intelligent enterprises" and it requires new design pro-fessionals able to work with systemic view, connecting design competencies to an overview on the supply chain issues. Report: In this context, Academia-Industry Joint programs could train design managers able to understand, acquire and integrate the tangible and intangible values of manufacturing culture and technological innovations. …


Study On The Implementation Of The Innovative Enterprise Product Design Model For Industrial Design Students, Shuo-Fang Liu, Jui-Feng Chang, Chang-Tzuoh Wu Sep 2021

Study On The Implementation Of The Innovative Enterprise Product Design Model For Industrial Design Students, Shuo-Fang Liu, Jui-Feng Chang, Chang-Tzuoh Wu

Learn X Design Conference Series

Industrial design education often prompts students to focus on creativity and user needs, and lacks knowledge and concepts in marketing and sales. Thus, this study proposed the “Innovative Enterprise Product Design Model” and planned a teaching course to teach the theoretical knowledge and application methods of this design model. Solving the problem where students’ designs are often out of touch with the industry. This study is divided into three stages. The first stage invites industrial design students to carry out product design using this design model. The second stage invites experts to evaluate the students’ design results. For the third …


A Format To Bridge The Transition From University To Work: Insights From The Product-Service System Design Tour Development:, Andrea Taverna, Daniela De Sainz Molestina Sep 2021

A Format To Bridge The Transition From University To Work: Insights From The Product-Service System Design Tour Development:, Andrea Taverna, Daniela De Sainz Molestina

Learn X Design Conference Series

The last decades have been of significant growth for the Service Design discipline. For supporting students in understanding the multifaceted profile of the Service Designer, academia needs to reflect on how this evolution affects the educational setting as Service Design methods are now applied in different contexts to face complex societal and business challenges. This paper explores how university-industry collaboration in extracurricular activities might support students in understanding the role of the Service Designer in practice. An extracurricular activity in the format of a digital event—the PSSD Tour—addresses this inquiry by involving companies and students in conversations to explore the …


Design Educators As Change Agents In Re-Designing Education, Robin Vande Zande Sep 2021

Design Educators As Change Agents In Re-Designing Education, Robin Vande Zande

Learn X Design Conference Series

The primary aim of this workshop is to generate ideas on re-designing education, worldwide. The participants, working in small teams, will use the design process steps to define strategies, approaches and rationale for ways that design educators could be change agents in the future of education. A context will be provided from a 2019 international symposium entitled Re-Designing Education to Shape a Better World. The symposium, which took place in Florence, Italy, brought together thought leaders that represented 14 countries from diverse ethnicities, cultures, and backgrounds. Reasons for why education is changing will be covered along with key concepts for …


Teaching Values In Design: A Case Study About How Teachers Enable Students To Go From Knowledge To Action, Elisabet Nilsson, Anne-Marie Skriver Hansen Sep 2021

Teaching Values In Design: A Case Study About How Teachers Enable Students To Go From Knowledge To Action, Elisabet Nilsson, Anne-Marie Skriver Hansen

Learn X Design Conference Series

Design education ought to create conditions for students to develop skills and competencies for working with values in design. Newly educated designers should take responsibility for their actions – become responsible designers that can contribute to a sustainable and sound development of society on all levels: social, economic and environmental. This case study paper provides an example of how teaching activities made available via an online open educational resource, that offers teaching resources for teaching values in design, can be appropriated to a specific educational setting. A selection of teaching activities and how they were implemented in class are described. …


Learn X Design 2021: Engaging With Challenges In Design Education (Volume 1), Erik Bohemia, Liv Merete Nielsen, Lusheng Pan, Naz A G Z Börekçi, Yang Zhang Sep 2021

Learn X Design 2021: Engaging With Challenges In Design Education (Volume 1), Erik Bohemia, Liv Merete Nielsen, Lusheng Pan, Naz A G Z Börekçi, Yang Zhang

DRS Conference Volumes

No abstract provided.


Learn X Design 2021: Engaging With Challenges In Design Education (Volume 4), Erik Bohemia, Liv Merete Nielsen, Lusheng Pan, Naz A G Z Börekçi, Yang Zhang Sep 2021

Learn X Design 2021: Engaging With Challenges In Design Education (Volume 4), Erik Bohemia, Liv Merete Nielsen, Lusheng Pan, Naz A G Z Börekçi, Yang Zhang

DRS Conference Volumes

No abstract provided.


Learn X Design 2021: Engaging With Challenges In Design Education (Volume 2), Erik Bohemia, Liv Merete Nielsen, Lusheng Pan, Naz A G Z Börekçi, Yang Zhang Sep 2021

Learn X Design 2021: Engaging With Challenges In Design Education (Volume 2), Erik Bohemia, Liv Merete Nielsen, Lusheng Pan, Naz A G Z Börekçi, Yang Zhang

DRS Conference Volumes

No abstract provided.


Learn X Design 2021: Engaging With Challenges In Design Education (Volume 3), Erik Bohemia, Liv Merete Nielsen, Lusheng Pan, Naz A G Z Börekçi, Yang Zhang Sep 2021

Learn X Design 2021: Engaging With Challenges In Design Education (Volume 3), Erik Bohemia, Liv Merete Nielsen, Lusheng Pan, Naz A G Z Börekçi, Yang Zhang

DRS Conference Volumes

No abstract provided.


Co-Citizen Design Labs In Resilience Making, Stephanie Carleklev, Wendy Fountain Aug 2021

Co-Citizen Design Labs In Resilience Making, Stephanie Carleklev, Wendy Fountain

Nordes Conference Series

In this paper we share our resilience making approach for a first year design program in which we work intentionally with scale – through the subject matters of resilience, and through our learning design. We respond to the provocation of matters of scale in design to progress our design research in two ways. The first contributes to discussion of design education's remit from within ecological and existential crises, relative to expanding (design) knowledge. We then give focus to the co-citizen design lab that students conduct to illustrate how the inter-scalar relations we explore manifest through students' design action. Here we …


The Design Fiction Matrix— A Synthesis Tool For Grounding Fiction Scenarios In Real Facts, Peter Vistisen Aug 2021

The Design Fiction Matrix— A Synthesis Tool For Grounding Fiction Scenarios In Real Facts, Peter Vistisen

Nordes Conference Series

This explorative paper presents a didactic synthesis tool to support designers and design students in adopting design fiction as a method for speculative design. We present the theoretical underpinnings behind the development of the framework and the logic of the tool itself while situating the tool among the current discourse on design fiction. Finally, we present a series of reflections upon the recent year’s application of the tool in a design educational setting, showing the different ways the tool can be applied and represented in practice.


Micro-Scale Curriculum Development In Design For Sustainability Education, Karen Marie Hasling, Louise Ravnløkke Aug 2021

Micro-Scale Curriculum Development In Design For Sustainability Education, Karen Marie Hasling, Louise Ravnløkke

Nordes Conference Series

This paper explores and discuss how formalised learning activities, inspired by design methods, can be used as a pedagogic means to support transformative learning in design for sustainability education. The paper departs from the experience that formal efforts with strengthening sustainability in design education are often focusing on macro-level curriculum development; on the progression of courses based on learning objectives and goals and less on what we call micro-level curriculum development, being the actual learning activities constituting a course. In the paper, we introduce a template for formalising learning activities, we present concrete learning activities developed in the context of …