scholarly journals Closing the Gap: Flexible and Dynamic Design Education to Better Prepare Digital Media Design Students for Professional Practice

Author(s):  
Katja Fleischmann
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):  
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."


2013 ◽  
Vol 442 ◽  
pp. 645-649
Author(s):  
Jing Wen Huang ◽  
Kun Qian Wang ◽  
Pei Hao Chen ◽  
Jian Bao ◽  
Pei Zhi Zhao

With the development of digital media art,the modern sign emerges as the times require. This article mainly discusses the design philosophy of dynamic symbol in modern signs ,covering two aspects on visual language design ( dynamic design,time design and The special effects design ) and auditory language design ,and how to properly apply the dynamic symbol into propaganda of local Corporate Logo and boot animation.


2019 ◽  
pp. 17-32
Author(s):  
Florence Martin ◽  
Anthony Karl Betrus

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


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