Articulating Design Education

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.

2020 ◽  
Vol 12 (16) ◽  
pp. 6334
Author(s):  
Hsiu Ching Laura Hsieh

International and Taiwanese research has suggested that education for sustainable development (ESD) requires interdisciplinary research and teaching. There is a lack of sustainable art and design courses in the field of humanities. We have learned that design students have neither a concern for the surrounding environment nor the ability to resolve social issues when teaching design. This study is intended to integrate sustainable development issues into design courses and apply design to resolve issues so that students can develop the ability to think creatively and solve environmental sustainability issues. This study aimed to examine the effectiveness of integrating sustainable development issues into “Game Design Theory and Practice” design course and to construct a model of “design course on environmental sustainability.” This study applied the action research method and incorporated the PBL (problem-based learning) and ADDIE (analysis, design, development, implementation, evaluation) modes. Ultimately, based on the results of course planning and implementation, we proposed the model of “design course on environmental sustainability,” with priorities given to: (1) The introduction of environmental sustainability issues; (2) the introduction of design methods by teachers; (3) the promotion of students’ participation in design thinking and discussion; (4) students’ adjustments to the design according to players’ feedback; and (5) interaction and communication between different characters. The results demonstrated that the integration of sustainable development issues into the planning and implementation of the “Game Design Theory and Practice” design course had positive effects. Game design could be used as a method and tool to encourage students and players to assume sustainable citizenship and to generate a concern for sustainable development in interesting game contexts. These findings can contribute to the future development of design education at colleges and universities.


The design studio is the prototype of design education, particularly for architects but more and more for engineers too – though engineers prefer the word “lab” to “studio.” Although the design studio is known today mainly through the “reflection in action” theory of Donald Schön (1984, 1988), this manner of education first developed at the École des Beaux-Arts in Paris in the seventeenth century for the promotion of neoclassical aesthetic values, and it has continued ever since to be used, even by the Bauhaus in Germany in the early twentieth century after function had replaced form as the primary architectural value. The principal value of the design studio for Schön is that it properly emphasizes creativity for designers, instead of analysis and criticism, as preferred by the “technical rationality” of university culture as a whole. The university has responded by criticizing the design studio for being too subjective and therefore isolated within the academic world. In recent years the design studio has also been criticized for being elitist by focusing too much on aesthetic concerns, instead of promoting cultural sensitivity to social justice and environmental sustainability. Other critics complain that the design studio still relies on paper and hand drawings too much, instead of committing fully to ICTs and the virtual reality (VR) of cyberspace. Such criticisms, however, tend to be overstated, and the design studio is likely to continue in its present form for some time to come, because that is where most designing students learn the culture of design and develop a lifelong identification with their instructors and their fellow students.


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

Much research has emphasized the importance of ‘learning by doing’ in design education. Reasoning methods would be an effective strategy to support students’ reflection-in-action in designing. ‘Knowing how’ is associated with ‘design thinking’, and further, with ‘creativity’, which is essential for design outcomes. This research explores the potential of reasoning methods, specifically analogical reasoning and metaphorical reasoning, in design education for encouraging students to produce creative thinking in a design studio. For one semester, students were educated to adopt analogies and metaphors in designing and how students approached given design problems to produce design ideas was observed. The results showed that adopting reasoning methods as a teaching strategy in a design studio encouraged the development of the students’ design thinking by reorienting their approach to design, which eventually led to enhanced creativity in designing. Based on the results, this research presents critical issues to be considered for encouraging students to utilize analogical and metaphorical reasoning in designing.


2021 ◽  
Vol 13 (3) ◽  
pp. 1196
Author(s):  
Sohail Ahmed Soomro ◽  
Hernan Casakin ◽  
Georgi V. Georgiev

Prototyping physical artifacts is a fundamental activity for both product development in industrial and engineering design domains and the development of digital fabrication skills. Prototyping is also essential for human-centric problem-solving in design education. Digital fabrication assists in rapid prototype development through computer-aided design and manufacturing tools. Due to the spread of makerspaces like fabrication laboratories (FabLabs) around the world, the use of digital fabrication tools for prototyping in educational institutes is becoming increasingly common. Studies on the social, environmental, and economic sustainability of digital fabrication have been carried out. However, none of them focus on sustainability and prototyping-based digital fabrication tools or design education. To bridge this research gap, a conceptual framework for sustainable prototyping based on a five-stage design thinking model is proposed. The framework, which is based on a comprehensive literature review of social, economic, and environmental sustainability factors of digital fabrication, is applied to evaluate a prototyping process that took place in a FabLab in an education context aimed at enhancing sustainability. Three case studies are used to evaluate the proposed framework. Based on the findings, recommendations are presented for sustainable prototyping using digital fabrication tools.


2016 ◽  
Vol 69 (1) ◽  
pp. 6-21
Author(s):  
Hernan Casakin ◽  
Arjan van Timmeren ◽  
Petra Badke-Schaub

The studio is the educational setting where architectural students dedicate a large part of their study career working individually and in groups. Supporting students with adequate methods to deal with ill-defined problems in the design studio is a major challenge for design education. Whereas different approaches such as using design patterns and developing scenarios are reported to improve the design activity, they were never investigated in the design studio. An empirical investigation was conducted in order to explore whether and how scenarios and patterns can help students in developing a useful knowledge base and enhance their abilities to solve design problems in the design studio. Students were requested to solve a series of design problems using these educational methods, while working individually and as a team. They were asked to produce as many design ideas as possible, while in the team setting were instructed to think aloud. The data assessed is gathered from surveys, problem solving sessions, and interviews. Thus, qualitative and quantitative analyses had to be done to find out about the different impact of the two methods in design. The results showed that as an educational approach, patterns aided in defining problems and analyzing idea solutions, mainly from a technical and functional perspective. Scenarios, on the other hand, were helpful to generate new ideas, and to enhance design creativity. Independently of the pedagogical method used in the design studio, working in teams showed to be central to enrich and enhance many aspects of the design activity. The findings have important implications for intervention programs in the design studio. Key words: design thinking, design studio, design education, educational setting, problem solving session, students teamwork.


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.


2021 ◽  
Vol 53 (1) ◽  
pp. 89-99
Author(s):  
N. A. Eremina ◽  

The modern sociocultural environment puts forward requirements for ensuring equal opportunities for vocational education for active members of the society. The established requirements for the organization of the educational process in mixed groups, including normo-typical students and students with disabilities, indicate the need to search for new methodological approaches to ensure the successful implementation of vocational education. The article highlights the problem of choosing didactic components of practice-oriented content for teaching students with disabilities. The aim of the work was to identify the principles of new didactics, which make it possible to adapt the structure of basic design education to the special educational needs of students and to optimally organize educational activities in a mixed group without losing the quality of professional development and an increase in general competencies. The article provides some of the fundamental meanings of design practice, which make it possible to find permits for the introduction of inclusive methods in the system of special-purpose training programs. The approaches to the formulation of combined tasks are disclosed that allow the variability of equivalent design solutions of different levels of complexity. New approaches to the choice of methodological and didactic techniques were determined in the course of a pedagogical experiment, using elements of a longitudinal study. The author gives examples from the experience of training students in secondary vocational education in mixed groups, points out aspects that have a particular impact on the achievement of equal positive results by students, names the methods of formulating practical tasks that minimize the difference in time spent by students with different abilities. The conclusion about a sufficient basis for the chosen direction of methodological and didactic support was made on the basis of signs of positive dynamics of mastering the techniques of project design activity by students with disabilities.


Author(s):  
Qiang Zhang ◽  
Ioana Deniaud ◽  
Claude Baron ◽  
Emmanuel Caillaud

In this paper, we introduced an activity-based adaptive process model that views innovative design as a complex adaptive system. Instead of predefining the process architecture, we constructed the model framework by adaptively selecting the design activity by the activity value. We defined the activity value as the complexity reduction associated with the possibility of satisfying the design targets and design stages. Moreover, this paper contributes an expert evaluation methodology to evaluate the activity value in order to balance innovation and control. Finally, we applied the model to an industrial case and analyzed the simulation results.


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


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