scholarly journals Decisive factors in the culture-oriented product development process in industrial design education

Author(s):  
Pinar Cartier ◽  
Aysem G. Basar

  Designers see culture as a starting point for designing meaningful products that appeal to users. Culture has a dynamic structure that is constantly affected by social changes. This research examines how socio-cultural factors are perceived, analysed and transferred by design students.  The design process is aimed to identify the complex or challenging and on the contrary clearly understandable aspects. In the first stage of the research, the ideas of the established cultural images, culturally influential designs and designers who use culture as a starting point were determined through 24 industrial design students. The ideas of the students were asked about design and identity in a particular geographic area, they were also asked to explain their ideas about traditional forms and draw forms of them by sketches. The results are presented together with visual examples. The common points of how the culture-oriented design approach is used by designers in the product design process and the frequent mistakes, approaches and examples of projects in this process are revealed.   Keywords: Keywords: Industrial design, education, material culture, design  

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."


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.


2014 ◽  
Vol 722 ◽  
pp. 423-425
Author(s):  
Xi Yin Lou

The customer is the starting point for green design of electromechanical product demand, also the bridge of connecting to the market and the mechanical and electrical product development process. Enterprises effectively obtain and understand customer needs, and accurately define the demand information of mechanical and electrical products in the design process, which is the necessary precondition for the successful design of mechanical and electrical products in the global market environment. The designer obtains accurately and effectively information of demand of mechanical and electrical products, which is an important link of product design process. It will also directly affect the subsequent steps in the process of product development. Therefore, all aspects of mechanical and electrical products manufacturing enterprises work should depend on customer demand. To meet the design idea of customer demand should be fully integrated into every link in the development of mechanical and electrical products. Enterprise can not only shorten the time of mechanical and electrical products, but also have a significant impact on the design of mechanical and electrical products quality.


2017 ◽  
Vol 14 (1) ◽  
pp. 249-261
Author(s):  
Obasuyi Osa-Francis Efer

Abstract This paper examined the Curriculum imperatives of Industrial design education and the Contextualism of the principles and practice of disciplines such as Applied Arts and Industrial Design viz-a-viz their constituent and contextual roles and place in design practice/ Industry. The issue of contextualism as it relates to Design and the Applied Arts according to DeRose, K. (2009) would seem to mean a collection of views, theories, principles or philosophy of Design / applied Arts which seems to emphasize the context in which the action principles or purpose of design is understood relative to such a context. ie. In Design, the principles and practice of Applied Arts / Design disciplines (such as in Architecture) for example, contextualism refers to that theory of design in which modern / contemporary designs (buildings, products or structures) are harmonized together with the contemporary design ideals, forms and characteristics peculiar to modern ways/styles of living. (Jencks, 2002). This informed the need and thrust of this paper which was predicated on the consideration of contextualing such a role/place of the Applied Arts as a constituent of Design and spotlighting it to be innately and intrinsically connected to the resultative man-made material culture and society. The paper also seeks to establish that the principles and practice of Design education emphasises the Teacher-learner relationship which is aimed at imparting credible problem solving skills and initiatives such as drawing, drafting (draught-manship), modeling or sculpting (in clay or industrial plasticine) styling and prototype creation (realized by moulding/shaping of the clay material to assume any contour, shape, form or topology of the given object) in ordeer to achieve that innate context and desire for the perfect product so designed. This paper recommends that for any design to succeed it must emplace (strictly) a well articulated Industrial Design Curriculum which elucidates those Applied Arts principles and practice as a constituent/major component part in the Design process of manufacture of any given design initiative.


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.


Author(s):  
Nenad Pavel

In this article, an instrumental case study of a practical course in assistive technologies in cooperation between Norway and Brazil shows how patients, design students, and therapists participate in designing and learning. The study reveals how conception and reception of design play out through mediation processes between stakeholders and artifacts. The study was framed in light of Alain Findeli’s writings to challenge and inform current developments in design studio educational practices. To explain the solving of complex, ill-structured problems through design, Findeli proposed systems theory as a holistic philosophical perspective of the design process and design education. By asking what design is and how to teach it, I reiterate Findeli’s ideas on design and design education. This article emphasizes the ubiquitous effects of technology through relationalist ontology and postphenomenological perspectives. 


Author(s):  
Liv Merete Nielsen

14-17 May 2013, Oslo, NorwayWe have received more than 200 full papers for the 2nd International Conference for Design Education Researchers in Oslo.This international conference is a springboard for sharing ideas and concepts about contemporary design education research. Contributors are invited to submit research that deals with different facets of contemporary approaches to design education research. All papers will be double-blind peer-reviewed. This conference is open to research in any aspect and discipline of design educationConference themeDesign Learning for Tomorrow - Design Education from Kindergarten to PhDDesigned artefacts and solutions influence our lives and values, both from a personal and societal perspective. Designers, decision makers, investors and consumers hold different positions in the design process, but they all make choices that will influence our future visual and material culture. To promote sustainability and meet global challenges for the future, professional designers are dependent on critical consumers and a design literate general public.  For this purpose design education is important for all. We propose that design education in general education represents both a foundation for professional design education and a vital requirement for developing the general public’s competence for informed decision making.REGISTRATION AT http://www.hioa.no/DRScumulus


Author(s):  
J. Park ◽  
H. Kang

The research's main goal and motive is to help find way to improve graphic design education. Most design student use "process book", which includes written notes, research, drawings, as method of capturing and facilitating design thinking. This study poses the following research questions: What role does the process book practice to design student and tutors? How the process book be used as an effective tool for student's cognition of graphic work and helpful tutorial tool for visual communication? Survey was proceeded on BA Graphic design students at design universities in Korea, how design process materials have been using and efficiency of design process book for an individual work, tutorial, or creative thinking and producing design outcome eventually.


2019 ◽  
Vol 30 (5) ◽  
pp. 1015-1041 ◽  
Author(s):  
Shadi Kheirandish ◽  
Mathias Funk ◽  
Stephan Wensveen ◽  
Maarten Verkerk ◽  
Matthias Rauterberg

Abstract Human values play an integral role in any design that aims to improve the quality of human life. However, only a few design approaches concentrate on human values in their design, and there is even very little agreement between them in identifying human values. Considering this, we created a design tool based on a comprehensive value framework to support designers’ addressing human values in their designs. This tool intends to raise designers’ awareness about human values and provide tangible materials to facilitate the use of selected values within the design process. This article investigated whether this tool is applicable and effective to be used in design education. A quasi-experimental study with design students showed that the project groups who were supported with this tool addressed significantly stronger human values in their design concepts compared to the control groups. Results of the evaluation indicated that the tool is not only applicable in a design process but is also effective at enriching design concepts with human values.


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