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IDEA JOURNAL ◽  
1969 ◽  
pp. 9-30
Author(s):  
Jill Franz ◽  
Steffen Lehmann

In this paper, a pedagogical model for fostering transdisciplinarity in the built environment is described. Unlike learning situations in design education which use multidisciplinary teams, this model is characterised by students working side-by-side on the same project each producing their own proposal. As is explained, the development of this model was inspired by a growing awareness of the need to look beyond discipline boundaries in order to more effectively address issues involving the design of the built environment; issues associated with a rapidly changing and increasingly technologically complex world. In this respect, transdisciplinarity formed the philosophical and theoretical basis for the development and implementation of a cross-discipline studio elective for architecture and interior design students from years three to six in their course. While there are limitations with the model, the evaluation reveals insights into how we might continue with constructing more appropriate learning opportunities for engendering transdisciplinary attitudes in students and graduates.

2019 ◽  
Vol 66 ◽  
pp. 01040 ◽  
Author(s):  
Gülsüm Damla Aşkın

The design process in Interior Architecture education is the basis of all the studio courses and design-oriented courses. In this process, it is important for students to develop their creative thoughts and find different ideas. Students find it difficult to produce creative design ideas. As well as producing ideas, students also have difficulty in determining problem status and performing user analysis. In this respect, implementation of different methods and activities are important in the process. One of these methods is the integration of gamification into the design education. This education method was conducted as a workshop with a group of Interior Design students during the Spring term of 2018–2019 in İstanbul Şehir University. The students who took the project course for the first time were included in the research. In the workshop, firstly, the game ”Who? With Whom? Where? How?" was played manually, and the user ID was defined. Secondly, the results of the game were converted to the function scheme. After the study, a survey was conducted with the students. It was observed that the method of gamification increased the motivation of the students and offered more than one alternative in design process compared to the traditional thinking methods.


Author(s):  
Migette L. Kaup ◽  
Hyung-Chan Kim ◽  
Michael Dudek

This design case is about re-engaging with the fundamental role of the built environment in order to support the educational process and overall learning experience in a private Catholic school.  Advanced level interior design students were provided an opportunity to work with a school whose administrator had requested assistance in setting priorities for needed changes to their grade school facility. The current building presented limitations in reflecting the high quality curriculum teachers delivered to their students, and they sought ideas for improvements that would support their goals. The design case describes a sequence of pedagogically based steps that were strategically employed through a service-learning project to help students explore user experience, apply theory, and develop design solutions using an evidence-based research framework. The goal was to plan learning spaces for pre-kindergarten through third grade school children. The interior design students first explored the theoretical perspectives of early childhood education and the role of the built environment as a significant component of the educational process. They then analyzed the existing conditions to create priorities for change, verifying this information with multiple user-groups.  A comprehensive design program was developed from this information. Finally, student teams prepared design solutions that visually represented potential answers to the identified problems. Student, faculty, and client perceptions of the design process are presented in text and audio formats. Outcomes of the case study are discussed in the context of the benefits to the various user groups and participants, as well as the value of returning to the fundamentals of the educational experience through the human perceptual and physical interactions with the built environment.


2018 ◽  
Vol 6 (4) ◽  
pp. 20
Author(s):  
Lilia Gomez-Lanier

Empathy definitions do not adequately reflect the realities of empathy in the context of interior design for the elderly or disabled. This mixed research methods study explored the role that empathy as a design learning tool may have on the design process and learning experiences of interior design students, whom ultimately will design spaces for the elderly and disabled. To explore the use of empathy as a learning tool prior to commencing a renovation design project for three disabled farmers and their families in the southeast area of the United States, interior design students participated in class exercises that simulated various physical disabilities. After completing the exercises students reported high levels of emphatic concern for physically disabled older adults that made them more in tuned with the program needs of their clients, the farmers. Additionally, the students acknowledged that they had gained a greater understanding of inclusive design, whereby all end users of spaces regardless of physical and mental capabilities are to be considered when designing interior environments. Lastly, students enhanced their problem-solving skills by gaining insights into the importance of considering all details in design, ranging from the addition of coat hooks to door hardware selection and floor finish materials to furniture placements. This study is significant because two of the fastest growing sectors for interior design is healthcare and aging in place.


2021 ◽  
Vol 2 (2) ◽  
pp. 112-118
Author(s):  
Nathya Arum ◽  
Gerardo Harisson Setianto ◽  
Sally Malinda ◽  
Widasapta Sutapa ◽  
Nida Daniyatul Muhdirah

Abstract Cirebon is one of big city in Java island that develops and preserves Batik handicraft. Batik maker in Cirebon mostly producing only in primary textiles or basic clothing, while many derivative products from residual shred pieces sere less developed. Actually big portions of good residual pieces can still be used for handicrafts, especially handicraft and handmade souvenir for local and international tourists. Cirebon also the oldest batik center which influences various batik patterns at the north coast of Java Island. The research team is Interior Design students tried to solving this problem through research methods . It aim to utilize existing batik waste and develop a recycle handicraft model so that it is beneficial to the surrounding community. The research method is carried out by conducting observations, interviews and experiments online so as to produce hand sanitizer bag products. Keywords: handicraft, Cirebon batik, recycling, hand sanitizer bag


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