Digital Access to the Education of Interaction Design: A Novel Way for Teaching Interaction Design to Industrial Design Students

Author(s):  
Shu-Wen Tzeng
Author(s):  
Kenton B. Fillingim ◽  
Hannah Shapiro ◽  
Catherine J. Reichling ◽  
Katherine Fu

AbstractA deeper understanding of creativity and design is essential for the development of tools to improve designers’ creative processes and drive future innovation. The objective of this research is to evaluate the effect of physical activity versus movement in a virtual environment on the creative output of industrial design students. This study contributes a novel assessment of whether the use of virtual reality can produce the same creative output within designers as physical activity has been shown to produce in prior studies. Eighteen industrial design students at the Georgia Institute of Technology completed nine design tasks across three conditions in a within-subjects experimental design. In each condition, participants independently experienced one of three interventions. Solutions were scored for novelty and feasibility, and self-reported mood data was correlated with performance. No significant differences were found in novelty or feasibility of solutions across the conditions. However, there are statistically significant correlations between mood, interventions, and peak performance to be discussed. The results show that participants who experienced movement in virtual reality prior to problem solving performed at an equal or higher level than physical walking for all design tasks and all designer moods. This serves as motivation for continuing to study how VR can provide an impact on a designer's creative output. Hypothesized creative performance with each mode is discussed using trends from four categories of mood, based on the combined mood characteristics of pleasantness (positive/negative) and activation (active/passive).


2021 ◽  
Author(s):  
Juan-Carlos Rojas ◽  
Juan Luis Higuera-Trujillo ◽  
Gerardo Muniz

Author(s):  
Jonathan Long

Karl Blossfeldt was a sculptor and a teacher of plant modeling at the Unterrichtsanstalt des Königlichen Kunstgewerbemuseums (Institute of the Royal Arts and Crafts Museum) in Berlin, where he worked from 1898 until 1930. His reputation as a photographer rests on two books: Urformen der Kunst (Art Forms in Nature, 1928) and Wundergarten der Natur (Magic Garden of Nature, 1932). Both consist of extreme close-ups of plants, and seek to identify in natural forms the blueprints of industrial design. The images are characterized by extraordinary detail, revealing to the eye the geometrical structures and formal complexities of common flora. Blossfeldt had been using photographs since the early 1900s as tools of instruction for his design students, but the resonance of his books goes beyond instrumental applied photography. His artistic lineage has been traced to Jugendstil, while his use of the plants’ Latin names and their serial presentation link his work to the tradition of the herbarium and to the scientific photography of the 19th century. Urformen der Kunst was enthusiastically received by critics (Walter Benjamin and Lászlo Moholy-Nagy among them), and Blossfeldt’s work has also often been seen as part of the inter-war German Neues Sehen (New Vision) movement.


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  


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