Students’ interest and expectancy for success while engaged in analysis- and creative design activities

2011 ◽  
Vol 23 (2) ◽  
pp. 213-227 ◽  
Author(s):  
Oenardi Lawanto ◽  
Gary Stewardson
2019 ◽  
Vol 2019 ◽  
Author(s):  
Tinonee Pym ◽  
Kath Albury ◽  
Paul Byron ◽  
Anthony McCosker ◽  
Kane Race

Dating and hook-up apps constitute spaces of intense negotiation around issues of sex, identity and intimacy, in which norms are tested and reinforced. This paper examines discussions of ‘ideal app use’ which emerged in qualitative workshops conducted in 2018 with 23 LGBTQ+ app-users aged 18-35 in urban and regional New South Wales. We explore how a reading of in-app practices - such as messaging, picture-sharing and blocking - through a lens of queer ethics can inform LGBTQ+ young people’s ‘rules’ for app use. Participants were invited to create 'how-tos' for ideal app use, and describe the ways they distinguished ‘good’ (or trustworthy) profiles from ‘bad’ (untrustworthy) profiles via creative design activities. In their discussions, participants articulated their ‘rules’ for filtering matches in relation to particular design features of apps which enabled (sexed and gendered) cultures of accountability to others. As in Duguay’s (2017) research on queer women’s deployment of in-app affordances as ‘identity modulation’, participants interacted with other users and interpreted their profiles in relation not only to sexual desires, but also queer politics and identity. In many instances, this was expressed through a heightened sense of responsibility for self-knowledge and self-disclosure, and a need to connect with ‘good people’ with a shared political sensibility. At other times, participants acknowledged the challenges of negotiating politicised responsibility to others while simultaneously pursuing the kinds of pleasurable connections they sought on apps, and limiting their own self-disclosure as a means of guarding their physical and emotional safety.


Author(s):  
Zhi-Gang Xu

In this paper, three points are emphasized to cope with computational creative design, decomposition, mapping and reconstitution (D-M-R for short), which is proposed to cope with divergent exploration, automatic transformation and convergent exploitation. It could be concluded that, management of creative process is the key issue to develop creative computational design tools; and the modeling of design tools could facilitate the creative thought processes. Although creative work need the tension between building and breaking out of intellectual traditions, the creative activity in CAD systems need large knowledge base to support design activities and is capable of learning. The decomposition, mapping and reconstitution model could be a common exploration, transformation and exploitation procedure for management of computational design tools, therefore helpful for creative work; specifically packages of design tools have been developed to testify creativity in design practices, and the relationship between creativity and automation.


2011 ◽  
Author(s):  
Kristin Layous ◽  
S. Katherine Nelson ◽  
Sonja Lyubomirsky

Author(s):  
T. E. Vossen ◽  
I. Henze ◽  
R. C. A. Rippe ◽  
J. H. Van Driel ◽  
M. J. De Vries

Author(s):  
Nina TERREY ◽  
Sabine JUNGINGER

The relationship that exists between design, policies and governance is quite complex and presents academic researchers continuously with new opportunities to engage and explore aspects relevant to design management. Over the past years, we have witnessed how the earlier focus on developing policies for design has shifted to an interest in understanding the ways in which design contributes to policy-making and policy implementation. Research into policies for design has produced insights into how policy-making decisions can advance professional impact and opportunities for designers and the creative industries. This research looked into how design researchers and design practitioners themselves can benefit from specific policies that support design activities and create the space for emerging design processes.


2020 ◽  
pp. 23-33
Author(s):  
Elena A. Zaeva-Burdonskaya ◽  
Yuri V. Nazarov

This article addresses one of the most actively developing types of design activities – light design. The article comprises quotes of the leading Russian and foreign light design specialists published over the previous five years, as well as the authors’ own conclusions. The thoughts quoted in the article are sometimes opposite to each other and reflect the wide spectrum of professional practice. They reflect the initial opinions of analysts and experts which are often diverging. All of the specialists point at the interdisciplinary nature of the new profession, which imposes additional load on a designer overloaded enough already by the scope and speed of the problems being solved nowadays. The discussion of the new profession of light designer initiated on the pages of professional publications is especially important in view of the development of professional standards and standards of design and architectural education, as well as creation of new educational programmes based on various approaches to the subject in technical and humanitarian institutions. The goal of this article is to introduce light design into the field of fully legitimate sections of design culture, to define the authentic scientific basis of the new creative profession, to initiate a foundation for self-determination of the new synthetic area, which materially affects the state of the profession as a whole and the life standards of a wide variety of consumers. In order to reach the set goal, a comparative and analytical method of study was selected, which allows studying the problem to a large extent and from all angles and finding the ways of overcoming the challenges emerging in the area of the new activity.


EDUKASI ◽  
2016 ◽  
Vol 13 (2) ◽  
Author(s):  
Hasanudin S. Usman

The purpose of this research is to know how to incerease the students’ learning achievement that has been applied learning contextual task-based learning model and to know the influence of contextual learning in  the task-based teaching model to improve achievemen and motivation to learn the material pe civis lesson.   This research is an action research by theree rounds. Each round consists of four phases. Design activities are observation, and revesion. The subject of the research is XI grade students of Bina Informatika Ternate accademic year 2015/2016. Data obtained in the form of a formative test results, observation sheet teaching and learning activities. The results of the research showed that students’ achivement increased from round I to III that the round 1, (70.00 % ), (92,50 %)  3 cycles, conclusions of this research is the method of cooperatif learning can be a positive influence on students motivation and achievement in material udaya politics in Indonesia. It means that this model can be used as one of the alternative learning for Pkn.            Kata  kunci: PKn, cooperative learning method


2016 ◽  
Vol 8 ◽  
pp. 46-52 ◽  
Author(s):  
Justyna Starostka

There are many roles that design can play in organisations. It can be source of good marketing strategy, and designer by himself can be a promotional tool for a company. Thanks to those actions companies can gain publicity, media attention and good PR.On the second level, design can be perceived as ‘process of making things better’. In this case companies can achieve more effective product development process, new tools and technologies.On the third level we have the situation when designer work alongside with company managers with the whole business concept. At this level, designers’ work looks more like a brand consultant, a strategist. In this approach design should be reflecting certain brand name and brand values.As our study presented, Swedish companies operate on those two, higher levels, while Polish still limit the scope of design. We strongly believe, that Polish companies, as they gain more experience with design activities, will be more likely to perceive design in this more mature approach. In the meantime, presenting best practices from companies from other, more mature countries could be a good way of promoting design as a strategic asset rather than promotional tool. We believe that in order to fasten this process, Polish companies should as follows:1. Work more often with external and foreign designers;2. Expand the area of designer responsibilities in companies;3. Place the responsibility for design in hands of professional design managers.


2016 ◽  
Vol 7 (2) ◽  
pp. 131-138
Author(s):  
Ivransa Zuhdi Pane

Data post-processing plays important roles in a wind tunnel test, especially in supporting the validation of the test results and further data analysis related to the design activities of the test objects. One effective solution to carry out the data post-processing in an automated productive manner, and thus eliminate the cumbersome conventional manual way, is building a software which is able to execute calculations and have abilities in presenting and analyzing the data in accordance with the post-processing requirement. Through several prototype development cycles, this work attempts to engineer and realize such software to enhance the overall wind tunnel test activities. Index Terms—software engineering, wind tunnel test, data post-processing, prototype, pseudocode


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