scholarly journals Students crossing cultural boundaries within a transnational design course in China: An activity theory analysis

2021 ◽  
Author(s):  
◽  
Brenda Saris-Brandon

<p>The focus of this thesis is on visual communication design (VCD) students’ engagement with creative design process learning within a transnational context. The context is an international partnership between a higher education institution in New Zealand and Hunan City University (HNCU) in China. The Chinese government is currently positioned in a third wave of an internationalisation strategy which encourages cooperative agreements with foreign or overseas institutional partners situated within Chinese universities. For design institutions in particular, the Made in China government initiative has led universities to actively engage with design education approaches imported from the west. The aim for Chinese institutions is to encourage student creativity in order to build on government aspirations to move China from a manufacturing, to an innovation and design led economy.   Cultural historic activity theory (CHAT) was used to analyse data from a VCD studio classroom at HNCU in China. A three-level hierarchy of artefacts model was developed for the analysis, which by extention offers a CHAT approach for creative design scenarios. The study had two phases. The first comprised two project-based case studies exploring how creative design process learning occurred when the students were exposed to design thinking. Students were organised into dyads to foster collaborative work for the projects, a branding project, and a cultural project involving illustration design. Data gathered through video stimulated recall interviews with eight dyad participants (sixteen VCD students) and 200 written reflections were analysed. The second phase of the research focused on understanding the cultural and historic pedagogical context. Eight semi-structured interviews were conducted with local teachers at HNCU, and observations were undertaken in Chinese language medium classrooms.  Underpinning the findings, are the ways in which Chinese design education practices at HNCU are shaped by an interweaving of Confucian thought within contemporary social and political tenets (e.g., striving for perfection). The analysis revealed that familiar and unfamiliar learning practices, including previous models encountered by students in the classroom, together with an adjustment to new practices, directly impacted student actions. Imported educational practices resulted in tensions and contradictions between step-by-step and iterative design thinking processes, and collaboration within the division of labour. Non-creative and creative activity outcome conclusions were drawn, and it is argued that a fresh perspective emerged.   A creative craft practice situated within its historic and cultural context exists at HNCU. Key to the idea of creative craft practice is that historic and current sociocultural contexts participate in the creative process and contextual elements such as materiality, and teaching practices which use imitation, repetition and precedents, are assembled. The practice contained deeply intertwined student object-oriented motives of product over process, and productions of excellence or perfection. Over time, the efficacy of these motives, alongside drawing from examples for conceptual development, led to enhanced student agency and engagement. This overall finding challenges the creativity deficit belief about students from China, and the originality syndrome imposed on VCD students. The contribution is timely owing to a dearth of studies about graphic or VCD education in general and the potential influence of transnational teaching on creative design process learning in China.</p>

2021 ◽  
Author(s):  
◽  
Brenda Saris-Brandon

<p>The focus of this thesis is on visual communication design (VCD) students’ engagement with creative design process learning within a transnational context. The context is an international partnership between a higher education institution in New Zealand and Hunan City University (HNCU) in China. The Chinese government is currently positioned in a third wave of an internationalisation strategy which encourages cooperative agreements with foreign or overseas institutional partners situated within Chinese universities. For design institutions in particular, the Made in China government initiative has led universities to actively engage with design education approaches imported from the west. The aim for Chinese institutions is to encourage student creativity in order to build on government aspirations to move China from a manufacturing, to an innovation and design led economy.   Cultural historic activity theory (CHAT) was used to analyse data from a VCD studio classroom at HNCU in China. A three-level hierarchy of artefacts model was developed for the analysis, which by extention offers a CHAT approach for creative design scenarios. The study had two phases. The first comprised two project-based case studies exploring how creative design process learning occurred when the students were exposed to design thinking. Students were organised into dyads to foster collaborative work for the projects, a branding project, and a cultural project involving illustration design. Data gathered through video stimulated recall interviews with eight dyad participants (sixteen VCD students) and 200 written reflections were analysed. The second phase of the research focused on understanding the cultural and historic pedagogical context. Eight semi-structured interviews were conducted with local teachers at HNCU, and observations were undertaken in Chinese language medium classrooms.  Underpinning the findings, are the ways in which Chinese design education practices at HNCU are shaped by an interweaving of Confucian thought within contemporary social and political tenets (e.g., striving for perfection). The analysis revealed that familiar and unfamiliar learning practices, including previous models encountered by students in the classroom, together with an adjustment to new practices, directly impacted student actions. Imported educational practices resulted in tensions and contradictions between step-by-step and iterative design thinking processes, and collaboration within the division of labour. Non-creative and creative activity outcome conclusions were drawn, and it is argued that a fresh perspective emerged.   A creative craft practice situated within its historic and cultural context exists at HNCU. Key to the idea of creative craft practice is that historic and current sociocultural contexts participate in the creative process and contextual elements such as materiality, and teaching practices which use imitation, repetition and precedents, are assembled. The practice contained deeply intertwined student object-oriented motives of product over process, and productions of excellence or perfection. Over time, the efficacy of these motives, alongside drawing from examples for conceptual development, led to enhanced student agency and engagement. This overall finding challenges the creativity deficit belief about students from China, and the originality syndrome imposed on VCD students. The contribution is timely owing to a dearth of studies about graphic or VCD education in general and the potential influence of transnational teaching on creative design process learning in China.</p>


2018 ◽  
Vol 2 (1) ◽  
pp. 1-13 ◽  
Author(s):  
Tilanka Chandrasekera ◽  
So-Yeon Yoon

The aim of the article is to investigate how virtual reality (VR) and augmented reality (AR) interfaces affect the creative design process in design education. The article focuses on how technology traits affect the creative design process. 10 subjects were selected and their design process was analyzed using protocol analysis. The results of the study indicate that epistemic action reduces cognitive load, thereby reducing fixation in the design process and enhancing the creative design process.


Author(s):  
Han Hee Choi ◽  
Mi Jeong Kim

Design fixation has been described as a lack of flexibility in relation to a limited set of design ideas. This study empirically sought to use different strategies to overcome various forms of design fixation. As strategic approaches to negating design fixation, a digital world that has no physical limitations was selected as a thinking expansion motif and an abstract task was given as a design problem. It was anticipated that combining limitlessness of the digital world with an abstract design task would break design fixation, leading to a creative design process. The results supported the usefulness of the adopted strategies. The combination of the digital context and the design task overcame participants’ design fixation and encouraged the creative design process by generating thinking expansion. Further, combining ‘Team Based Learning’ and an ‘abstract design task in a digital context’ led to natural brainstorming and problem solving that exhibited co-evolution. In conclusion, the digital context is one of promising strategies that could be used as a thinking motif to expand students’ design thinking and promote ‘creativity’ in education.


Author(s):  
Joshua Fairchild ◽  
Scott Cassidy ◽  
Liliya Cushenbery ◽  
Samuel T. Hunter

In our fast-paced world, it is necessary for organizations to continually innovate in order to stay competitive. At the same time, technology is continually advancing, and tools to facilitate work are frequently changing. This forces organizations to stay abreast of current technologies, and also puts pressure on employees to utilize the technologies available to them in order to devise innovative solutions that further the organization’s goals. To date, there has been little research on how such technologies may best be used to facilitate such creative performance. The present chapter addresses this gap by integrating a model of the creative process from the psychology literature with technology literature from engineering and information technology. This chapter examines how specific technologies may influence performance at each stage of the creative process, and provides specific recommendations for how technology may be used to facilitate the development of creative solutions.


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):  
Yujing Yang ◽  
Natalie Brik ◽  
Peter de Jong ◽  
Milene Guerreiro Goncalves

AbstractFraming is a crucial skill for connecting problem and solution spaces in the creative design process, both for individuals and teams. Frames are implicit in individuals’ cognitive thinking, but the creation of shared frames plays a vital role in collaborative design. Many studies have attempted to describe the framing process, but little is still known about how to support designers in framing, specifically in teams. This paper addresses this gap, by exploring the connection between sketching and framing within interdisciplinary teams. Following a qualitative and explorative approach, we have investigated the process and outcome of five interdisciplinary teams. We identified that sketching assists in the creation and elaboration of frames. Furthermore, in tandem with discussion and reflection, sketching helps increase the chance of a frame to survive within the design process. Our findings have practical and educational implications for improving the creative design process in interdisciplinary teams.


Author(s):  
Lauma Veita

In the 21st century design thinking or problem-solving methodology has obtained a wide response in product development and service provision. It is a way of thinking which takes us to changes. Currently, in Latvia the schools which implement vocational secondary education art and design education programmes and also vocational orientation education programmes in art and design area have obtained the broadest experience in design acquisition. Taking into account the significance of problem-solving in learners’ development, design has been included in the comprehensive education content. Teachers need a new skill – to organize the design process so that their pupils would acquire problem-solving skills in a practical action. How have the teachers organized the design process? What learning methods have been applied? How is the design thinking developed? Goal analyse theoretical knowledge in design thinking and teachers’ experience of learning technologies in design acquisition which has been acquired in art education of vocational orientation. The Latvian National Culture Centre has compiled the experience of art teachers in methodological material “No Tēla līdz dizainam. Putns” (“From Image to Design. Bird”), it can look at 24 individual or pedagogical workgroup design process methodology for primary school pupils. Using designer IDEO group 3 I model – Inspiration, Ideation, Implementation, in the methodological material, development of design thinking has been described with 10 different techniques. The author’s analysis conveys the possible competences, what knowledge and skills pupils acquire in the design process, what techniques and methods the teacher applies in the learning process in design acquisition. The methodological material used in the research is one of the first for elementary school pupils’ design thinking development in Latvia, it enables us to identify problems and needs for school teachers. 


Sign in / Sign up

Export Citation Format

Share Document