scholarly journals Augmenting visual design: Designing the changing classroom

2018 ◽  
Vol 17 (5) ◽  
pp. 365-387
Author(s):  
David Sinfield ◽  
Thomas Cochrane

Art and design undergraduate educational programmes such as Graphic Design studies are based upon best practice within the Graphic Design industry. Thus, the classroom environment is designed to mirror a typical design studio environment. However, traditional design studio interaction and collaboration are undergoing rapid transformation in practice triggered by an increasingly global digitally networked professional environment. In response, this paper outlines our journey of redesigning an undergraduate graphic design curriculum to enable students to engage beyond the context of the classroom to a potentially global audience. Over two redesign iterations Visual Communication Design students explored new technologies including mobile augmented reality and virtual reality to enhance the reach and impact of their portfolios of work. Using the concept of Visual Poetry and a combination of typography and moving image, the students created a range of art pieces inspired by a specific location, and shared these via an ecology of resources chosen to digitally augment their work and facilitate the production of student eportfolios. The goal of the curriculum redesign is to broaden students’ educational experiences beyond the confines of the traditional studio based classroom to include wider community outreach and participation within an increasingly global environment.

Humaniora ◽  
2010 ◽  
Vol 1 (2) ◽  
pp. 705
Author(s):  
Tunjung Riyadi

 A work of visual communication design which aired on the television screen has a different perspective in its interpretation in the eyes of the audience when compared to other media. By understanding the characteristics and nature of media, proper exploration of graphic design can easily be created. Through literature study, observations of the author as a practitioner of graphic design for television and comparisons with the print media will facilitate the understanding of this study. 


2019 ◽  
Vol 36 (2) ◽  
pp. 21-22
Author(s):  
Ray Harper

Purpose The purpose of this paper is to summarise a number of presentations at Day 1 of the Internet Librarian International conference, London, UK (16 October 2018). This was the 20th conference in the series, and the three key themes included were the next-gen library and librarian; understanding users, usage and user experience; and inclusion and inspiration: libraries making a difference. Design/methodology/approach This paper reports from the viewpoint of a first-time attendee of the conference. This summarises the main issues raised by each presentation and draws out the key learning points for practical situations. Findings The conference covered a variety of practical ways in which libraries can use technology to support users and make decisions about services. These include developing interactive physical spaces which include augmented reality; introducing “chat-bots” to support users; using new techniques to analyse data; and piloting new ways to engage users (such as coding clubs). A key theme was how we use and harness data in a way that is ethical, effective and relevant to library services. Originality/value This conference focussed on practical examples of how library and information services across sectors and countries are innovating in a period of huge change. The conference gave delegates numerous useful ideas and examples of best practice and demonstrated the strength of the profession in adapting to new technologies and developments.


2021 ◽  
Vol 7 (5) ◽  
pp. 1028-1035
Author(s):  
Jiaxia Cheng

Paper-cut, as a traditional folk art, has become a treasure of Chinese folk art in its long history of development. Paper-cut gives people artistic enjoyment visually with its unique creative techniques, full composition and vivid and interesting patterns. Methods: Traditional folk paper-cut art records the folk customs of the Chinese nation and embodies the temperament and national style of the Chinese nation. Its unique way of thinking and expression provide unique creative ideas and rich visual art resources for modern graphic design. Chinese folk paper-cut is an organic combination of decoration and practicality. Results: It can not only show the rich and colorful folk life, but also meet the aesthetic needs of a variety of situations. How to combine rich traditional culture and art with graphic design concepts and the spirit of the times to design works with national style, so as to better integrate folk paper-cut art with graphic design, is the pursuit of graphic designers. Conclusion: Based on visual communication design, this paper discusses the comparison and integration between traditional Chinese folk paper-cut art design and modern graphic design.


2021 ◽  
Vol 3 (3) ◽  
Author(s):  
Yosef Yulius

<p class="SammaryHeader" align="center"><strong><em>Abstract</em></strong></p><p><em>In the scientific field of visual communication design, the logo is one of the most frequently made designs and has a good market share. Along with the times, designing a logo work has undergone various forms and forms of transitions. The design process has also undergone innovation from various aspects ranging from concepts to the final results. The amount of market demand for a good logo makes the logo designers try to maximize the logo making process to match the expected results. One form of the logo-making process is by applying the golden ratio as a benchmark in determining the proportion and order of a harmonious and regular form to produce an aesthetic visual form. Understanding of the golden ratio is needed as a guide for graphic designers to be able to create a design work that has a basis for structured patterns and arrangements.</em></p><p><strong><em>Keywords </em></strong><em>: Logo, Graphic Design, Visual Communication Design, Golden Ratio, DKV</em></p><p><em> </em></p><p class="SammaryHeader" align="center"><strong><em>Abstrak</em></strong></p><p><em>Dalam bidang  desain komunikasi visual, logo merupakan salah satu karya desain yang paling sering dibuat dan memiliki pangsa pasar yang baik. Seiring dengan perkembangan jaman, perancangan sebuah karya logo telah mengalami berbagai macam transisi bentuk dan rupa. Proses perancangannya pun telah mengalami inovasi dari berbagai aspek mulai dari konsep hingga hasil akhirnya. Banyaknya permintaan pasar akan logo yang baik membuat para perancang logo berusaha memaksimalkan proses pembuatan logo agar sesuai dengan hasil yang diharapkan. Salah satu bentuk proses pembuatan logo adalah dengan cara mengaplikasikan golden ratio sebagai patokan dalam menentukan proporsi dan tatanan bentuk yang harmonis dan teratur untuk menghasilkan bentuk visual yang estetis. Pemahaman akan golden ratio dibutuhkan sebagai panduan para desainer grafis untuk dapat menciptakan suatu karya desain yang memiliki landasan akan pola dan tatanan yang terstruktur.</em></p><p><strong><em>Kata Kunci </em></strong><em>: Logo, Desain Grafis, Desain Komunikasi Visual, Golden Ratio, DKV</em></p>


2018 ◽  
Vol 3 (2) ◽  
pp. 215-222
Author(s):  
Mohd Khairulnizam Ramlie ◽  
◽  
Hanafi Mohd Tahir ◽  
Ahmad Sofiyuddin Mohd Shuib ◽  
◽  
...  

3D animation and modelling has been known as one of the main subjects in the field of Arts and Design in Malaysia. This subject is applicable to all fields in the Faculty of Art and Design, including courses offered at the Universiti Teknologi MARA. As we all know, this 3D subject requires students to have great visual skills. In order to produce an attractive design, students need to have good memory, cognitive, and perceptual skills. However, problems arise when final year students of graphic design and digital media departments are found to be incompetent in that aspect. Thus, this study aims to investigate the problems and identify the most suitable time to apply so that the problems can be solved when students are in their final year of study. Keywords: 3D Image, Education, Multimedia, Cognitive skills


2021 ◽  
Vol 6 (11) ◽  
Author(s):  
Marcos Mortensen ◽  
Tatiana Tavares

This study describes the framework of a brief developed for level 7 of a Bachelor of Graphic Design majoring in Communication Design and the design outcomes developed during an academic semester in Aotearoa. The brief employed the Design Studio approach to integrating social, technical and cognitive dimensions of knowledge construction. We explored the potential of Social Design to engage students in real-world problem and design outcomes to improve local and global contexts and facing problems that are complex and with long-term effects. The study seats in the post-positivist paradigm, and privileges the pluralism between quantitative data, and the qualitative perspectives of historical, comparative, philosophical, and phenomenological analysis. It contributes to discussions about the design studio approach in Design Education and methodologies for the development of tertiary-level curricula.


Author(s):  
David Perkes ◽  

What is changing in the world so that the word “resilience” is so frequently used? 2015 marks the ten year anniversary of Hurricane Katrina and the five year anniversary of the Gulf of Mexico oil spill. The Gulf Coast Community Design Studio has been working on the Mississippi Gulf Coast since Hurricane Katrina and their work provides the vantage point of this paper. The Gulf Coast Community Design Studio is an off-campus research and service center of Mississippi State University College of Architecture, Art and Design located in Biloxi, Mississippi. It was created to respond to Hurricane Katrina and has evolved from disaster response to long-term efforts of resilience. The design studio’s evolution is not an isolated story. It is part of a national move toward resilience.


2017 ◽  
Vol 2 (3) ◽  
pp. 8
Author(s):  
Mingying Luo

With the development of society, for application of the disciplines of art and design, the ability of "art + technology" is to develop the inevitable demand for the development of the times. Then, how to learn within four years of university studies, so that students can master good artistic and technical skills? This article combines with teaching practices from the perspective of setting up of the curriculum system and teaching by engineers outside the school. The aim is to meet the social needs of the subject training so as to explore the visual communication of professional education reform, with its professional education research to provide reference.


1970 ◽  
pp. 70-73
Author(s):  
Helen Karam

Rasha Kahil* is a young Lebanese-born photographer/visual artist who graduated with a B.A. in Graphic Design from the American University of Beirut in 2004, and later pursued an M.A. in Communication Art and Design at the Royal College of Art in London, which she completed in 2009.


2010 ◽  
Vol 112 (8) ◽  
pp. 2118-2153 ◽  
Author(s):  
Kylie A. Peppler

Background/Context New technologies have been largely absent in arts education curriculum even though they offer opportunities to address arts integration, equity, and the technological prerequisites of an increasingly digital age. This paper draws upon the emerging professional field of “media arts” and the ways in which youth use new technologies for communication to design a 21st-century K-12 arts education curriculum. Description of prior research on the subject and/or its intellectual context and/or policy context Building on sociocultural theories of constructionism as well as Dewey's theories of the arts and aesthetics as a democratic pedagogy, this study draws upon over three years of extensive field study at a digital design studio where underprivileged youth accessed programming environments emphasizing graphics, music, and video. Purpose/Objective/Research Question/Focus of the Study This study documents what youth learn through media art making in informal settings, the strengths and limitations of capitalizing on youth culture in media art production, and the distinct contributions that media arts education can make to the classroom environment. Research Design A mixed-methods approach was utilized that analyzed data from participants and professional interviews, an archive of youths’ media art, and videotape documentation of youth at work on their projects. Conclusions/Recommendations Findings point to the ways in which youth engage with technology that encourages active learning and how new types of software can be used to illustrate and encourage this process.


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