scholarly journals Putting the ‘e’ in portfolio design: an intervention research project investigating how design students and faculty might jointly reimagine the design portfolio activity

Author(s):  
Geraldine McDermott-Dalton

AbstractThe use of portfolios is deeply embedded in practice within Design education. However, as trends change and technology improves, tensions often arise in the interpretation and presentation of the portfolio activity. Additionally, as more and more digital artefacts are produced by design students, the question arises as to whether the traditional portfolio could be accompanied or replaced by an eportfolio, which could present students’ digital artefacts in a structured fashion. This research investigates how students and faculty in the Design Department of one higher education institution might come together to examine and re-model practices in the context of the design portfolio activity. The study uses Cultural Historical Activity Theory with a Change Laboratory methodology and expansive learning to build transformative agency amongst those involved in the design portfolio activity, with a view to reaching consensus of what a future model of the design eportfolio might look like. Findings indicate that the methodology was successful in collaboratively examining work practices and exposing tensions relating to the current portfolio activity. A tentative future model of a design eportfolio was presented to the group, using institute graduate attributes to provide structure. While the lack of a designer’s ‘personality’ when using a generic eportfolio tool was pointed out, it was agreed that having student work available and accessible in a structured digital format was a requirement for today’s design graduate. Finally, this research approach is considered useful for educational research projects that require collaborative input from various stakeholders into changes in work practices.

Author(s):  
Miikka Palvalin ◽  
Maiju Vuolle ◽  
Aki Jääskeläinen ◽  
Harri Laihonen ◽  
Antti Lönnqvist

Purpose – New Ways of Working (NewWoW) refers to a novel approach for improving the performance of knowledge work. The purpose of this paper is to seek innovative solutions concerning facilities, information technology tools and work practices in order to be able to “work smarter, not harder.” In order to develop work practices toward the NewWoW mode there is a need for an analytical management tool that would help assess the status of the organization’s current work practices and demonstrate the impacts of development initiatives. This paper introduces such a tool. Design/methodology/approach – Constructive research approach was chosen to guide the development of the Smart ways of working (SmartWoW) tool. The tool was designed on the basis of previous knowledge work performance literature as well as on interviews in two knowledge-intensive organizations. The usefulness of the tool was verified by applying it in four organizations. Findings – SmartWoW is a compact questionnaire tool for analyzing and measuring knowledge work at the individual level. The questionnaire consists of four areas: work environment, personal work practices, well-being at work and productivity. As SmartWoW is a standardized tool its results are comparable between organizations. Research limitations/implications – SmartWoW was designed a pragmatic managerial tool. It is considered possible that it can be valuable as a research instrument as well but the current limited amount of collected data does not yet facilitate determining its usefulness from that perspective. Originality/value – This paper makes a contribution to the existing literature on knowledge work measurement and management by introducing an analytical tool which takes into account the NewWoW perspective.


Author(s):  
Juan Carlos Márquez Cañizares ◽  
Juan-Carlos Rojas

"The use of VR technology within education is an area that has generated great interest in recent years, so this work follows that trend and contains nuances related to user-centred design education. The objective of this work is to identify students’ perceptions of the use of VR technology for ethnographic research. A group of 20 industrial design students from Tecnologico de Monterrey conducted a field investigation, which included interviews and surveys, using HMD with videos and stereoscopic images of a public park in Monterrey, Mexico. Based on the research and information analysis, areas of opportunity were identified and urban furniture proposals for the public park that place were generated. Once the design process was completed, an evaluation instrument was applied to measure, through statistical analysis, the students' perceptions of their experience using technology in the design process; gender, qualification obtained and the relevance of the technology used was also considered."


2020 ◽  
Vol 33 (1) ◽  
pp. 26
Author(s):  
Jokhanan Kristiyono ◽  
Rachmah Ida ◽  
Musta'in Mashud

This research analyses and describes in detail how the digital biennale activities that are a part of the Indonesian Digital art community has become a form of criticism and silent resistance to the social hegemony. It refers to the ideology, norms, rules, and myths that exist in modern society in Indonesia, especially the reproduction of hoax content. Hoax refers to the logic people who live in a world of cyber media with all of its social implications. This phenomenon is a problem, and it is at the heart of the exploration of the art community in East Java Biennale. The critical social theory perspective of Gramsci’s theory forms the basis of this research analysis. The qualitative research approach used a digital ethnomethodology research method focused on the online and offline social movements in the Biennale Art Community. The data collection techniques used were observation and non-active participation in the process of reproduction-related to the exhibition of Indonesian Biennale digital artworks. It was then analyzed using Gramsci’s hegemony theory. The purpose of this study was to describe the process of social movements in a digital format conducted by the Indonesian Biennale when reproducing works of art to counteract the dominance and hegemony of the Hoax phenomenon in Indonesia. The benefit of this research was that it obtained a preposition of Gramsci’s hegemony theory in the world of digital art as created by contemporary Indonesian Biennale artists. Digital technology has had a tremendous effect on the media industry, government, trade, informal industry sector, human resources, urban planning, services, disaster relief, health, education, religion, artistic and cultural expression, in addition to various other fields. The conclusion obtained from this research is that there is a formation of a new hegemony, a digital hegemony. This new hegemony is of particular concern for the digital artists in East Java Biennale. Through the digital format works, the artists also try to communicate their art as a form of silent resistance, protest, and criticism of the hegemony that occurs in society, referring to the ideology, norms, and myths. It can be called a digital counter-hegemony.s


PRASI ◽  
2020 ◽  
Vol 15 (01) ◽  
pp. 10
Author(s):  
Ernawati Ernawati

ABSTRAK           Tujuan penelitian ini untuk  berdiskusi strategi pembelajaran yang oftimal sehingga tercapai tujuan  sesuai dengan visi dan  misi mata kuliah Nirmana 2 (Trimatra) yang tercantum pada kurikulum. Metode pada penelitian ini menerapkan metode tindakan kelas (PTK) dengan pendekatan model PTK dari Kurt Lewin. Nirmana 2 (Trimatra) mempersiapkan mahasiswa untuk memiliki kepekaan rasa, ketajaman analisis visual dan pemahaman mendalam terhadap ilmu dasar seni rupa dan desain. Nirmana berpengaruh terhadap mata kuliah lainnya yang berhubungan denagn teori maupun praktik desain komunikasi visual. Modifikasi strategi pembelajaran nirmana 2 (Trimatra) dengan kontekstual (visual-spasial) dan evaluasi penilaian mampu menjadi poin penting dalam mengatur suasana kelas yang kondusif, meningkatkan kualitas semangat belajar dan menigkatkan pemahaman serta kreativitas mahasiswa untuk berkarya.Katakunci : Nirmana 2,  Spasial, Strategi Pembelajaran, visualABSTRACT          The purpose of this study is to discuss optimal learning strategies so that the objective is achieved under the vision and mission of Nirmana II (Trimatra) courses listed in the curriculum. The method in this study applied classroom action research (PTK) with the research approach from Kurt Lewin, which aimed to explore the strategic roles of the spatial intelligence learning toward the process of students’ creativity development in Nirmala learning. Arts and design students have a close relationship with creativity and sensitivity in which they need preparation in understanding the governance of design elements. Spatial intelligence is an ability to visualize the ideas relating to space and place. Spatial intelligence is an intelligence possessed by most fine art and design students. Nirmana II (Trimatra) prepares students to have a sense of taste, sharpness of visual analysis, and a deep understanding of the basic fine arts and design. Nirmana influences other courses relating to the theory and practice of visual communication design. Modification of the Nirmana II learning strategy (Trimatra) with contextual (visual-spatial) and evaluation assessment can be important points in managing a conducive classroom atmosphere, improving the quality of enthusiasm for learning, and increasing students' understanding and creativity to work. The analysis process is done by collecting data that is measurable.Keywords: Nirmana II, spatial, learning strategies, visual  


Author(s):  
Juan-Carlos Rojas ◽  
Gerardo Muniz ◽  
Juan Luis Higuera-Trujillo

Abstract Empathy is the ability of people to identify emotional aspects of others. A fundamental aspect to teaching in design education must be empathy. This paper presents the design process of an emotional tools using emoticons or emojis for evaluated products as educational exercise. The dynamics behind of the tool is the empathy experimented during the develop of the emojis characters. The project was implemented in the second period of the second year, with an execution time of 5 weeks. A series of surveys were conducted to assess perception of aspects such as utility, novelty, sensitivity and relevance of the project, in addition to knowing the progress of empathy evoked by the students dynamic. The results revealed the following findings: The opinion of 25 students describe their wide acceptance of this project methodology. Students considered the relevance of assessment processes, their recommendation to use those processes, and invited other students to develop it. Also, student’s positive perception about utility, novelty, sensibility and relevance of project dynamics are not determined by acceptance of this type of project. The preliminary results suggest that this educational exercise has the potential to cultivate or train empathy and other skills in design and engineering students.


Author(s):  
Meltem Ozten Anay

Between user and environment, the main responsibility of a designer is to conceive user as part of design understanding. Design education is one of the important stages to provide required bottom-up change in prevalent design perspectives by equipping student with necessary skills and tools towards a socially responsible designer. Addressing this issue, the chapter aims to provide a framework to contribute education of socially responsible designer. Focusing on Donald Schön's notion of “on-the-spot inquiry,” a framework for the organization of user learning in design studio is discussed to provide design students a way to understand real user with its complex dimensions and lead them to define their design problem with this user-informed perspective. The critical tools of this approach are underlined as real user-student interaction, on-the-spot user inquiry, and user case in design studio. This framework is exemplified with a user case involving a design studio experience.


2012 ◽  
Author(s):  
Rohana Hamzah ◽  
Kamarudzaman Md Isa

Fakulti Seni Reka dan Seni Lukis (FSSR), UiTM Shah Alam telah ditubuhkan berdasarkan misi pendidikan holistik. Namun, permasalahan utama dalam usaha mencapai misi pendidikan holistik ini ialah penerapan nilai spiritual dalam kalangan pelajar. Maka, tujuan kajian ini ialah untuk menawarkan pendekatan alternatif kepada amalan pengajaran dan pembelajaran sedia ada dengan membangunkan, mengintegrasikan dan menilai keberkesanan interaktif multimedia courseware ke atas tahap pencerahan diri pelajar. Satu instrumen telah dibina untuk mengukur tahap pencerahan diri pelajar dan nilai alfanya ialah 0.93. Kajian ini merupakan kajian kuantitatif dengan mengunakan reka bentuk kajian eksperimental pretest dan (post–test). Seramai 101 pelajar ijazah pertama pada semester tiga telah dipilih sebagai populasi kajian kerana proses pengajaran dan pembelajaran reka bentuk hanya bermula pada semester ini dalam tempoh pengajian mereka di FSSR. Dapatan kajian menunjukkan bahawa tidak terdapat perbezaan yang signifikan bagi tahap pembangunan pencerahan diri bagi kumpulan kawalan tetapi terdapat perbezaan yang signifikan bagi kumpulan interaktif multimedia. Perbandingan di antara kumpulan eksperimen pula menunjukkan terdapat perbezaan yang signifikan tahap pencerahan diri pelajar di antara kumpulan interaktif multimedia dan kumpulan kawalan, di mana min bagi kumpulan interaktif lebih tinggi daripada kumpulan kawalan. Dapatan ini membuktikan bahawa amalan sedia ada dalam pengajaran dan pembelajaran seni lukis dan seni reka tidak mampu meningkatkan tahap pencerahan diri pelajar. Penggunaan teknologi interaktif multimedia telah dapat membangunkan kefahaman dan kepercayaan pelajar terhadap faktor–faktor pencerahan diri dengan lebih berkesan. Kata kunci: Pendidikan holistik; integrasi; pencerahan diri; spiritual; interaktif dalam multimedia The Faculty of Art and Design (FSSR), UiTM Shah Alam was formed based on a holistic education mission. However, the main problem occurred especially in inculcating spiritual values among arts and design students. Therefore, the purpose of this study is to offer an alternative approach to conventional practice in teaching and learning of art and design by developing, integrating and evaluating spiritual–development interactive multimedia courseware and study its’ impact on students self–enlightening level. In order to measure the effectiveness of this interactive multimedia courseware an instrument has been developed and the alpha value is 0.93. The quantitative research method of true experimental pretest–posttest design has been applied. The under–graduate arts and design students in semester three have been chosen as the population of study because the actual design process only begins during this semester of their study program at FSSR. 101 students have been involved in the study. A comparison between the experimental group and the control group shows that there was a significant difference in the self–enlightening level. The mean values for experimental group (interactive multimedia approach group) (4.18) are higher compared to the control group (3.94). This finding also indicates that current practice in arts and design education at the faculty was unable to improve self–enlightening level among art and design students. However, using the interactive multimedia technology can help develop self–enlightening level among them. Key words: Holistic education; integrated; self–enlightening; spiritual; interactive multimedia


Author(s):  
Rosa Storm ◽  
Jeffrey van Maanen ◽  
Milene Gonçalves

AbstractIn their early years of education, design students may experience difficulties in reframing design problems. Since reframing is linked to creativity, this may be problematic. While there are some models available to describe the reframing process, it is yet unclear how they are supporting design students. This study concerned the development and test of a framing model based on co-evolution transitions, through a two-part study: interviews with expert designers and workshops followed by group interviews with novices. The resulting model offers a way of thinking and a way of working, based on the fluidity of the design process. This study yielded two major insights. Firstly, students tend to perceive the problem space to be fixed once they defined it, even if they discovered disparate information along the way. Secondly, the developed model provides students with guidance and confidence in dealing with complex problems. Our results have a considerable impact on design education, as it is important to reinforce to design students that both the problem and solution understanding are fluid, and this model provides initial steps to help designers structuring their process.


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