scholarly journals Gamification of design process in interior architecture education: Who? with whom? where? how?

2019 ◽  
Vol 66 ◽  
pp. 01040 ◽  
Author(s):  
Gülsüm Damla Aşkın

The design process in Interior Architecture education is the basis of all the studio courses and design-oriented courses. In this process, it is important for students to develop their creative thoughts and find different ideas. Students find it difficult to produce creative design ideas. As well as producing ideas, students also have difficulty in determining problem status and performing user analysis. In this respect, implementation of different methods and activities are important in the process. One of these methods is the integration of gamification into the design education. This education method was conducted as a workshop with a group of Interior Design students during the Spring term of 2018–2019 in İstanbul Şehir University. The students who took the project course for the first time were included in the research. In the workshop, firstly, the game ”Who? With Whom? Where? How?" was played manually, and the user ID was defined. Secondly, the results of the game were converted to the function scheme. After the study, a survey was conducted with the students. It was observed that the method of gamification increased the motivation of the students and offered more than one alternative in design process compared to the traditional thinking methods.

2020 ◽  
Vol 12 (24) ◽  
pp. 10555
Author(s):  
Ying Jiang ◽  
Timothy Joseph Jachna ◽  
Hua Dong

This paper addresses sustainability and gaming from an interior design education perspective, emphasizing the importance of understanding the meaning of ‘complete care’ and raising the awareness of care among design students. The four-step inquiry was adopted as a methodological framework. The theoretical model of ‘complete care’ was proposed and the interactive game ‘Ideal Home’ was developed to raise the awareness of care in design. The game imitated a conversation activity between the interior designer and the client at the early stage of the design process and assisted ‘designers’ to ask meaningful questions from ‘clients’ so as to develop a better understanding of their care needs. Six postgraduate students with interior design backgrounds played the game, and they were observed and interviewed. The results suggested that the participants’ understanding of care improved after they played the game and they were able to identify more issues and detailed needs through the conversations. The significance of the research is that it proposes a theoretical framework to explain the meaning of ‘complete care’ in the design process, and also develops a practical tool (i.e., the game) to educate designers about care.


IDEA JOURNAL ◽  
1969 ◽  
pp. 9-30
Author(s):  
Jill Franz ◽  
Steffen Lehmann

In this paper, a pedagogical model for fostering transdisciplinarity in the built environment is described. Unlike learning situations in design education which use multidisciplinary teams, this model is characterised by students working side-by-side on the same project each producing their own proposal. As is explained, the development of this model was inspired by a growing awareness of the need to look beyond discipline boundaries in order to more effectively address issues involving the design of the built environment; issues associated with a rapidly changing and increasingly technologically complex world. In this respect, transdisciplinarity formed the philosophical and theoretical basis for the development and implementation of a cross-discipline studio elective for architecture and interior design students from years three to six in their course. While there are limitations with the model, the evaluation reveals insights into how we might continue with constructing more appropriate learning opportunities for engendering transdisciplinary attitudes in students and graduates.


2013 ◽  
Vol 15 (1) ◽  
pp. 84-97 ◽  
Author(s):  
Yasemin Afacan

Purpose – The purpose of this study was to introduce a sustainability course to interior design students and explore how working with industry could address challenges with integrating sustainability education into and ensuring student motivation in non-studio courses. Design/methodology/approach – This is a case study presenting qualitative evaluation from the 15-week “IAED 342 Sustainable Design for Interiors” course with a sample of 98 third-year interior architecture students at Bilkent University, Turkey. Findings – The findings were analyzed from the perspectives of two processes learning and working with industry. The results revealed that an active learning environment and industry collaboration positively influenced students' awareness of sustainable design, increased their ability to integrate sustainability knowledge to design studio projects and improved academic outcomes. Originality/value – This study is a unique effort by the Department of Interior Architecture and Environmental Design at Bilkent University by being the first to introduce a sustainability course and create a responsive and social learning environment through industry collaboration. The results of the study highlighted that better outcomes are achieved by working directly with industry than by performing theoretical exercises.


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."


2018 ◽  
Vol 6 (4) ◽  
pp. 20
Author(s):  
Lilia Gomez-Lanier

Empathy definitions do not adequately reflect the realities of empathy in the context of interior design for the elderly or disabled. This mixed research methods study explored the role that empathy as a design learning tool may have on the design process and learning experiences of interior design students, whom ultimately will design spaces for the elderly and disabled. To explore the use of empathy as a learning tool prior to commencing a renovation design project for three disabled farmers and their families in the southeast area of the United States, interior design students participated in class exercises that simulated various physical disabilities. After completing the exercises students reported high levels of emphatic concern for physically disabled older adults that made them more in tuned with the program needs of their clients, the farmers. Additionally, the students acknowledged that they had gained a greater understanding of inclusive design, whereby all end users of spaces regardless of physical and mental capabilities are to be considered when designing interior environments. Lastly, students enhanced their problem-solving skills by gaining insights into the importance of considering all details in design, ranging from the addition of coat hooks to door hardware selection and floor finish materials to furniture placements. This study is significant because two of the fastest growing sectors for interior design is healthcare and aging in place.


2021 ◽  
Vol 2 (2) ◽  
pp. 112-118
Author(s):  
Nathya Arum ◽  
Gerardo Harisson Setianto ◽  
Sally Malinda ◽  
Widasapta Sutapa ◽  
Nida Daniyatul Muhdirah

Abstract Cirebon is one of big city in Java island that develops and preserves Batik handicraft. Batik maker in Cirebon mostly producing only in primary textiles or basic clothing, while many derivative products from residual shred pieces sere less developed. Actually big portions of good residual pieces can still be used for handicrafts, especially handicraft and handmade souvenir for local and international tourists. Cirebon also the oldest batik center which influences various batik patterns at the north coast of Java Island. The research team is Interior Design students tried to solving this problem through research methods . It aim to utilize existing batik waste and develop a recycle handicraft model so that it is beneficial to the surrounding community. The research method is carried out by conducting observations, interviews and experiments online so as to produce hand sanitizer bag products. Keywords: handicraft, Cirebon batik, recycling, hand sanitizer bag


Author(s):  
Rishav Jain

With the increasing globalisation and modernisation, the recent interior architecture practices across the globe seem unified and present a huge departure from a sense of identity and belongingness of where it is at. The built landscapes that earlier reflected a rich craft culture are slowly transforming into standardized and homogenized boxes with very little cultural meaning attached to them. This is no different for a country rich with craft traditions like India, where the contemporary interior architectural landscape seems highly disconnected to its craft culture and surrounding context. The chapter focuses on two major discourses; the first one sets up a base with discussion on the notions of craft, space making craft, and contemporary interior design practices in India; and the second one focuses on the need of integrating crafts in interior design education through case studies of a variety of academic courses offered at Faculty of Design, CEPT University, India.


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