scholarly journals Tika Tonu AD2020: creating a virtual exhibition of Design artwork in response to the COVID-19

2020 ◽  
pp. 26-27
Author(s):  
Casey Strickland ◽  
Holly Rigby ◽  
Junjira Sanguanrachasab ◽  
Kiarna Michie ◽  
Nolwazi Mpofu ◽  
...  

The year 2020 was marked by the economic and social challenges originating from the COVID-19 pandemic; measures were introduced to enforce social distancing in a battle against community transmission. Places like universities have been profoundly affected, forcing the adoption of new forms of delivery, where human contact was replaced with online classes on Blackboard. The industry was particularly affected, and many small offices and companies were forced to shut down, reducing the already-scarce professional work experience for students in the creative field. This industry component is part of the brief for Design students, and an essential part of the degree, offering opportunities for students to apply their learning in an authentic context. This project emerged, firstly, from a scenario without abundant opportunities for students to complete their 60 hours of professional experience, a year-3 component of the Bachelor of Communication Design. Secondly, the project functions as a contextual response to the current context of uncertainty attached to the year of 2020. In this sense, the main task for the research team was naturally decided to be the creation of a virtual exhibition, maintaining the tradition to have an annual graduation exhibition for the Communication Design cohort from AUT University. The goal of the project was to create an experience to satisfy the students’ need to exhibit their work in a world that has been transformed by restrictions due to the pandemic, added by the uncertainty produced by constant change in alert levels. The initial hypothesis is that the combination of a Human-Centred Design approach, Mixed Methods and Agile Prototyping could create the ideal environment for collaborative models that can be applied to complex problem-solving models in a rapidly changing world. The paradigm selected by the researchers determines the methodology, and this project connects to post-positivist paradigm, where the inquiry is concerned with the subjectivity of reality and moves away from the purely objective stance adopted by the logical positivists. The great challenge was to organise a collaborative model for tasks which overlap multiple roles and actors to create a technology product. This process is followed by a thorough review of the contextual knowledge, providing insights about strategies that informed the development of the virtual exhibition, including case- studies of previous examples in the field. Agile sessions were conducted to explore Mind Mapping, Canvas and Prototyping (analogue and digital) techniques. Project planning was presented and implemented while usability tests and surveys were conducted to verify if the goals were achieved. The (exhibition name – blind review) exhibition facilitated the option for users to engage in a virtual tour of the design work, which may be experienced beyond the launch date. The researches process was documented in the form of an exegesis and an oral presentation in the international conference.

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>


2020 ◽  
Vol 71 (2) ◽  
pp. 295-314
Author(s):  
Jasmine T. Austin ◽  
Brittney S. Wallace ◽  
Britney N. Gilmore ◽  
Ryan S. Bisel

Cubic Journal ◽  
2018 ◽  
pp. 136-151
Author(s):  
Marko Stanojevic

Visual Soliloquy contributes to the discussion of how graphic and information design contributes to social through design. In linking the work to notions as self-branding, micro celebrities and self-branding in defining social value for individuals. The use of the soliloquy concept is aligned with both the anti-social undertaking and social endeavor of design as praxis within the field of communication design. As evidence, the concept is supported through examples of design work and their material explorations.


Author(s):  
Endro Tri Susdarwono

The purpose of this study is to discuss the Semar puppet characters who are Indonesian local culture as a wealth of imagination and a source of creativity in the creation of visual communication design works. This research is a qualitative research, the type of research uses a comprehensive analytical study and analytical normative approach. Indonesian local culture needs to be embraced into a wealth of imagination and a source of creativity for the process of creating advertising design works. By following the prevailing customs, upholding morality, and prioritizing local cultural wisdom to be later appointed as inspiration, source of ideas and ideas, as well as software to communicate various commercial, social, or moral messages to the target audience, existence A visual communication design work will accentuate people's lives, in the end it is expected to be able to enlighten the thoughts and feelings of human beings who live and fill their lives according to their respective talents. The mysterious Semar wayang figure is also part of the religious mythological figure loved by the Javanese people in particular. Therefore, Semar is considered to have high value and value in wayang as part of Javanese life. So, of course the character Semar will be interesting to study more carefully and more deeply in terms of philosophy in an effort to unravel the mystery that surrounds him.


Author(s):  
Elizabeth T. Turner

There is a significant divide between what students want and what students receive in the classroom. Students increasingly lack interest and motivation to participate and learn. Instructional practices within and across schools vary widely, creating inconsistencies. Teachers’ instructional plans may put content and curricular needs above individual student needs. For some, the lack of desire to learn causes them to leave school. However, project-based learning, a student-centered, inquiry-based activity set in a real-world context, which uses technological tools to produce real-world artifacts, may be the solution to this dilemma. Project-based learning motivates students to actively apply critical thinking skills for project planning, collaborative problem solving, and higher-order thinking. Project-based learning can motivate students because it requires students to take ownership of their projects and learning, employ real-world technological tools and skills, collaborate with peers, reflect continuously on the process and the project, and develop a solution to a complex problem.


Ergodesign ◽  
2021 ◽  
Vol 2021 (2) ◽  
pp. 110-117
Author(s):  
Oleg Suharev

The aim of the article is to identify limitations in the created and constantly changing approach to assessing the science eficiency, based on ratings and points given to a researcher, with a logical justification for a different approach, which is reduced to creating “a scientific product”. The problem of measuring the science effectiveness and evaluating scientific results is certainly broader, and it is connected with the existing system of statistical accounting, namely data that do not allow people, for example, to reliably estimate even the “knowledge economy” size as a sector or a highly productive workplace, as the level of manufacturability. If the methods for measuring these parameters are extremely imperfect, then in relation to science and scientific activity, the situation looks even more ambiguous, since the type of activity itself is extremely heterogeneous, and the so-called breakthrough results appear discretely, moreover, often even unexpectedly for the scholars themselves. The research methodology is presented by comparative analysis, approaches from the general theory of economic measurements. The main result comes down to the fact that, in the current mode, the researcher’s activity cannot be assessed by some points scored, but, in the author's opinion, it should be measured by the result of what scientific product is created by the researcher, taking into account weighting coefficients for scientific work experience and current contribution in accordance with the carried out researches. A scientific product is the content of scientific achievements; it suggests assessing the scientist's work at a high salary, reflecting the qualifications and work experience, as well as evaluating the current contribution. The system of remuneration for a scientist should be simple and understandable, fundamental science should become a part of the public sector of Russia, for which the tariff and qualification scale in terms of organizing remuneration is quite applicable. The main task of science is to develop its own apparatus of cognition and to solve urgent problems by scientific methods, as the necessity for settling them is high. To this end, it will be necessary to strengthen the position of the RAS, placing it within the framework of the public sector together with its institutes, restoring the coordinating function of the RAS governing bodies.


Academia Open ◽  
2021 ◽  
Vol 5 ◽  
Author(s):  
Mahendra Wijaya ◽  
Sumarno

The planning process in project work is very important to maintain the quality of results and management of work time. In this study, the authors make a web-based information system application and based on work experience while working at PT.Telkom Akses as administrative staff who handles projects or work related to the construction of the FTTH network by PT.Telkom Indonesia. This information system aims to simplify the work in project planning, especially in making BoQ more accurate and more efficient. The method used by the author is the Lyfe Cycle software development method that uses the waterfall model. Using the laravel 7 framework and php 7 this information system was built and mysql 5 as a server, it is hoped that this information system can be useful and facilitate the work of administrative staff at PT. Telkom Akses


2019 ◽  
Vol 9 (12) ◽  
pp. 136 ◽  
Author(s):  
Severin Hornung

Job crafting refers to physical and cognitive changes in task or relational work boundaries, enacted by individuals to recreate their work experience in a more motivating and rewarding way, and to realize self-actualization, growth, and meaning at work. This study tests a model of individual, interpersonal, and organizational antecedents and motivational outcomes of situation-directed task and self-directed cognitive job crafting. Employee survey data (N = 1196) from a Chinese telecommunications company permitted confirmatory factor analysis and structural equation modeling. Antecedents were each measured with three-item versions of established scales, a two-dimensional scale on task and cognitive job crafting was newly developed, and a four-dimensional model of psychological empowerment captured motivational effects. Structural modeling confirmed a partial mediating role of job crafting between antecedents and empowerment. Individual growth requires strength and intellectual stimulation from one’s leader that is positively related to both tasks and cognitive crafting, while exposure to organizational constraints triggered task crafting only. Confirming differential motivational effects, task crafting predicted control-oriented empowerment dimensions of self-determination and impact, whereas cognitive crafting affected person-oriented dimensions of meaning and competence. Interpreted as a micro-emancipatory form of self-management, job crafting offers some new insights into leadership, coping, work design, work orientations, and motivation. Practical and research implications of this are discussed.


2019 ◽  
Vol 1 (1) ◽  
pp. 64-71
Author(s):  
Riham Belkbir

Knowledge of a foreign language opens new possibilities of mobility and cooperation for professionals in the contemporary world. Policy makers acknowledge the important role that foreign languages, especially English, play in the professional development of experts and try to present this language at tertiary level. Generally, an ESP course is designed to improve students’ communication skills not merely for the exam, but also for situations in a specific workplace. This paper investigates the impact that English for Specific Purposes (ESP) curriculum has on Moroccan graduates in the career experience. It also explores whether the ESP courses are more expedient in the workplace than traditional English courses, and how ESP curriculum should be reshaped to adapt the needs of the job market. The data are collected through online interviews from 6 participants whose majors were English and who graduated from Moroccan universities and all the participants have at least one year of work experience in English-speaking countries. The results of this research indicate that universities ESP curriculum design, work place, and teachers’ specific field knowledge do have notable influence on participants in the work environment. They show that the current ESP in use fails to capture the learners’ needs and skills in the workplace communication. The study divulges that there is a huge discrepancy of the perceptions of the students’ needs between the ESP teachers and employers in both academic and occupational situations.  Furthermore, the study’s findings recommended that Moroccan universities should re-design or develop their ESP curriculum to allow their students meet the future job requirements as well as supplementing extra materials through teachers’ continual needs analysis.


Sign in / Sign up

Export Citation Format

Share Document