Transdisciplinary Design Education & Design Thinking

Author(s):  
Hyun-Kyung Lee ◽  
2020 ◽  
Vol 179 ◽  
pp. 02035 ◽  
Author(s):  
Boxin Xiao

China’s design education has not developed as fast and well as the economy. Instead, problems such as blindly imitating foreign design education, failing to deeply develop students’ potential, and failing to develop students’ design thinking have emerged. Since the industrial revolution, design has been repeatedly defined and revised at different times. Similarly, design education needs to be constantly discussed in combination with the country, era, culture and population. Colleges and universities should not train “hand-drawn/modeling machines”, but let every student find himself and know human beings; Have empathy for others, insight into the environment, and confidence to use your strengths. Because design and education have to deal with people, it means that they don’t have to follow a process, summarize a method to get the truth. Teachers, students and designers have been involved in adjusting cognition to find more responsive answers to this era.


Author(s):  
Deniz Hasırcı ◽  
Silvia Rolla ◽  
Zeynep Edes ◽  
Selin Anal

This paper is about the interdisciplinary approach to the interior architecture studio education. The second year Interior Architecture and Environmental Design at the Faculty of Fine Arts and Design at the Izmir University of Economics, Izmir, Turkey, was given the task of designing a modular living unit for archaeology students. The brief expected the design of a living unit for students out of two- and three-dimensional modules. There were three aims of the project: first, the advantages of the process being interdisciplinary and collaborative working closely with the archaeology centre; second, the role of modularity introduced at the interior scale; and third, the structure of the semester enabling an understanding of the interior architecture process, delivered at the second year level. In the paper, the means by which the aims are fulfilled will be discussed with examples from students’ projects, and furthermore, directions for research are discussed with an emphasis on design thinking. Keywords: Interior architecture education, design education, design process, design thinking, archaeology.


2021 ◽  
Vol 1 ◽  
pp. 3319-3328
Author(s):  
Xiaoxiao Liu ◽  
Yukari Nagai ◽  
Kumi Yabuuchi ◽  
Xiuxia Cui

AbstractCreativity is very important for designers, and methods to stimulate designers' creativity are the long-term focus of art design education. The senses are an important channel for designers to receive information and define core issues. Stimulating the designer's senses can help enhance their perception and creativity, and is of great benefit for the quality and efficiency of the design outcome. Today's interactive media technology provides more possibilities and advantages for designers' perception and sensation. The purpose of this research is to explore a way to stimulate the designer's senses through the use of interactive media, thereby improving the designer's design thinking and creativity, and providing designers with innovative design support. By means of interactive ground projection and experiments, and discussion of the advantages of interactive media to stimulate designers' senses, this research proposes innovations in art design educational media, which is valuable for the training and learning of designers and the development of virtual education environment in the future.


Author(s):  
Matt McLain

AbstractDrawing on the work of Lee Shulman, this article reviews literature exploring the concept of signature pedagogies, which are described as having have surface, deep and implicit structures. These structures are complex and changing; concerned with habits of head, hand and heart. Emerging from professional education and now being explored in STEM and Humanities education, they are characteristic forms of teaching and learning that are common across a sector. Common themes emerge from within a range of disciplines including art, built environment, design, music, religious, social work and teacher education. These include the roles of the curriculum, the teacher, the learning environment, as well as capability, uncertainty and the challenges associated with signature pedagogies. Focusing on literature from design education, the paper explores the nature of signature pedagogy in design and technology, as a tool for professional discourse. The conclusions propose a discursive framework for design and technology education in which the structures are tied together by the three fundamental activities of ideating, realising and critiquing; more commonly thought of as designing, making and evaluating. The deep structure being project-based learning, undergirded by the implicit values and attitudes associated with design thinking; including collaboration, creativity, empathy, iteration and problem solving. Design and technology education has something unique to offer the broad and balanced curriculum through its signature pedagogies and the way that knowledge is experienced by learners.


A developed information community assumes a broad and active use of information and communication technologies (ICT) in the education system, which is due to a number of factors that accompany the process of social development. One of the first to highlight is the introduction of information and communication technologies in education in order to accelerate the transfer of knowledge and experience accumulated by mankind from generation to generation, and from person to person. The second factor to be called is the possibility of improving the quality of education in the process of mastering information and communication technologies, which allows a person to more successfully adapt to what is happening around, i.e. to social changes. The third factor is the active and fairly effective implementation of information and communication technologies in the education system, which is a guarantee of updating the education system in accordance with the needs of modern society. This paper discusses the use of information and communication technologies in the preparation of future bachelors-designers as one of the organizational forms of innovative type teaching at a university, based on modern achievements of the psychological and pedagogical sciences, educational materials of a new generation and widespread use of electronic educational resources. The variety of diverse actions performed by a designer requires their systematization by means of information and communication technologies and bringing them into line with the competencies mastered in the learning process. Through the introduction of computer technologies in the design education system and mastering ArchiCad and Artlantis Render programs by a student going improvement of his/her professional skills as future experts in the field of design, and accordingly, increasing their competitiveness in the labour market. At the same time, the process of forming the creative activity of future designers requires, first of all, the development of their spatial and design thinking; therefore, when teaching a teacher, it is necessary to make the process of mastering information and communication technologies proportionate to the process of developing student's intellectual characteristics


Author(s):  
Andra Irbīte ◽  
Aina Strode

Design thinking has become a paradigm that is considered to be useful in solving many problems in different areas:  both in development of design projects and outside of traditional design practice.  It raises the question - is design thinking understood as a universal methodology in all cases? How it is interpreted in design education? The analysis of theoretical and design related literature indicates different basic and contextual challenges facing design today: increasing scale of social, economic and industrial borders; complexity of environment and systems; requirements in all levels. As specialists and researchers in the field of design have concluded, here are multiple disconnects betweenwhat the graduate design schools are teaching at the level of methods and what skills is already needed. The problems have been found also in interdisciplinary cooperation and research. In the context of design thinking models and problem solving methods, the analysis shows that design education implementers in public higher education institutions in Latvia are ready for local and global challenges.  


Design as an activity may be conceptualized analytically by saying that it consists, first and foremost, in the ability to create visual images of new structures and products; secondly, in the ability to produce such images in a way that will balance the economic demands of clients with the cultural demands of society; and finally, in the ability to use and control various ICTs for the production of visualizations. At the core of design activity is the phenomenon of creativity, the most mysterious and problematic feature of design, because it is thought to emanate from the imagination in a way that precludes and defies rational choice and control. J. P. Guilford’s concept of divergent thinking helps to explain creativity, as does Donald Schön’s concept of reflection-in-action, contrasted to Herbert Simon’s argument that design thinking is primarily problem solving, but ultimately, creativity and imagination appear to be elusive and uncanny concepts. Aristotle’s insistence on the formally teleological nature of making suggests that there may be a difference between art, or pure creativity, and design, or technical creativity, with its emphasis on utility. Creativity has always been required of designers, but in today’s world cultural awareness is also needed, in order to comply with communitarian ethics, with its emphasis on co-operation and consensus building, directed mainly toward environmental sustainability. Finally, expertise in the use of ICTS is now being universally advocated for all designers.


Author(s):  
Johann van der Merwe

Design has been described by Bruno Latour as the missing masses, and tellingly as “nowhere to be said and everywhere to be felt” (2005: 73). Traditionally, not only objects, but design’s presence in general has gone largely unnoticed by the public, but that is changing, due, in considerable part, to the ubiquitous presence of computing technology. Design, as representative of unnoticed and neutral objects, is no longer feasible, but design, as a participative presence in the lives of its users, is fast gaining ground in our complex society. Designers are no longer fully in control of the design process, meaning design practice, and as a result design education must change to adapt to the increasing pace at which different social groups are evolving new ways of communicating and living.


Author(s):  
Laura Stevens ◽  
Marc M.J. De Vries ◽  
Mark M.J.W. Bos ◽  
Helen Kopnina

AbstractThe emerging field of biomimicry and learning to design with and for nature has expanded in recent years through a diversity of educational programs. Inspiration following natural forms may give the appearance of being sustainable, but the question remains, how sustainable is it? Misunderstanding the function of these forms may leave designers with products not as sustainable as desired. Biomimicry education addresses these issues by integrating three essential elements into their design thinking phases and by using analogical transfer while doing so. This field learns from nature as model, nature as measure, and nature as mentor, throughout the design process. Through examination, analyses and verification of students designs and reflective processes at The Hague University of Applied Sciences, this research considers natures analogies in educational factors, determining which elements are influential when incorporating biomimicry into design education.


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