The impact of virtual visualisation: perception and design of spaces in ethnographic projects

Author(s):  
Juan Carlos Márquez Cañizares ◽  
Juan-Carlos Rojas

"The use of VR technology within education is an area that has generated great interest in recent years, so this work follows that trend and contains nuances related to user-centred design education. The objective of this work is to identify students’ perceptions of the use of VR technology for ethnographic research. A group of 20 industrial design students from Tecnologico de Monterrey conducted a field investigation, which included interviews and surveys, using HMD with videos and stereoscopic images of a public park in Monterrey, Mexico. Based on the research and information analysis, areas of opportunity were identified and urban furniture proposals for the public park that place were generated. Once the design process was completed, an evaluation instrument was applied to measure, through statistical analysis, the students' perceptions of their experience using technology in the design process; gender, qualification obtained and the relevance of the technology used was also considered."

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):  
Rosa Storm ◽  
Jeffrey van Maanen ◽  
Milene Gonçalves

AbstractIn their early years of education, design students may experience difficulties in reframing design problems. Since reframing is linked to creativity, this may be problematic. While there are some models available to describe the reframing process, it is yet unclear how they are supporting design students. This study concerned the development and test of a framing model based on co-evolution transitions, through a two-part study: interviews with expert designers and workshops followed by group interviews with novices. The resulting model offers a way of thinking and a way of working, based on the fluidity of the design process. This study yielded two major insights. Firstly, students tend to perceive the problem space to be fixed once they defined it, even if they discovered disparate information along the way. Secondly, the developed model provides students with guidance and confidence in dealing with complex problems. Our results have a considerable impact on design education, as it is important to reinforce to design students that both the problem and solution understanding are fluid, and this model provides initial steps to help designers structuring their process.


Author(s):  
Pinar Cartier ◽  
Aysem G. Basar

  Designers see culture as a starting point for designing meaningful products that appeal to users. Culture has a dynamic structure that is constantly affected by social changes. This research examines how socio-cultural factors are perceived, analysed and transferred by design students.  The design process is aimed to identify the complex or challenging and on the contrary clearly understandable aspects. In the first stage of the research, the ideas of the established cultural images, culturally influential designs and designers who use culture as a starting point were determined through 24 industrial design students. The ideas of the students were asked about design and identity in a particular geographic area, they were also asked to explain their ideas about traditional forms and draw forms of them by sketches. The results are presented together with visual examples. The common points of how the culture-oriented design approach is used by designers in the product design process and the frequent mistakes, approaches and examples of projects in this process are revealed.   Keywords: Keywords: Industrial design, education, material culture, design  


Author(s):  
Koichiro Aitani ◽  
Vrushali Kedar Sathaye

  The High Line, an abandoned elevated railway structure on Lower Manhattan's West-side, converted into the public park is among the most innovative urban renovation projects. The meatpacking district with industrial taste, transformed to one of the most fashionable areas in New York would not be realized without the impact of this unique Urban Park, the high Line. The story of how it came to be is a remarkable one: two young citizens with no prior experience in planning and development collaborated with their neighbors, elected officials, artists, local business owners, and leaders of burgeoning movements in horticulture and landscape architecture to create a park celebrated worldwide as a model for creatively designed, socially vibrant, ecologically sound public space. 5 millions of visitors are counted annually. The research will clarify the process of the High Line’s execution, its mechanism of urban transform, and impact to the neighborhood chronologically, and will discuss and theorize this urban regeneration as an outcome of catalytic effect of Urban Green Space.


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.


2020 ◽  
Vol 12 (24) ◽  
pp. 10555
Author(s):  
Ying Jiang ◽  
Timothy Joseph Jachna ◽  
Hua Dong

This paper addresses sustainability and gaming from an interior design education perspective, emphasizing the importance of understanding the meaning of ‘complete care’ and raising the awareness of care among design students. The four-step inquiry was adopted as a methodological framework. The theoretical model of ‘complete care’ was proposed and the interactive game ‘Ideal Home’ was developed to raise the awareness of care in design. The game imitated a conversation activity between the interior designer and the client at the early stage of the design process and assisted ‘designers’ to ask meaningful questions from ‘clients’ so as to develop a better understanding of their care needs. Six postgraduate students with interior design backgrounds played the game, and they were observed and interviewed. The results suggested that the participants’ understanding of care improved after they played the game and they were able to identify more issues and detailed needs through the conversations. The significance of the research is that it proposes a theoretical framework to explain the meaning of ‘complete care’ in the design process, and also develops a practical tool (i.e., the game) to educate designers about care.


2007 ◽  
Vol 31 (1) ◽  
pp. 12-17
Author(s):  
Audrius Novickas

During the last ten years quite a few city squares in Vilnius went through the renovation process. Refreshed designs and aesthetic qualities of renovated public spaces were discussed rather widely in mass and scientific media. At the same time no considerable attention was paid to the impact of elements in new square compositions on the semantic codes of public spaces. The paper analyses the semantic aspect of changed public squares on the basis of the data collected upon field investigation as well as information from media on the intentions of all sides involved in the renovation process (municipality officials, developers, architects, artists). The main task of the work is to define the messages communicated by new elements in square design and to determine their relation to the rapidly changing sociocultural context of the Lithuanian capital. New square compositions are investigated in the context of the historic development of the same public spaces emphasizing the fact that previous designs were produced in accordance with changing concept of public spaces. A conclusion is made that recent changes in square design in most cases are directed towards conservation rather than transformation of the meaning of the space. New square designs stress upon defensive rather than communicative features of the public space in spite of democratic changes in the Lithuanian society. Naujausi Vilniaus senamiesčio aikščių meninio pavidalo pokyčiai: semantinis aspektas Santrauka Semantiniu aspektu nagrinėjami Vilniaus miesto aikščių meninio pavidalo pokyčiai, įvykę per pastarąjį dešimtmetį. Bandoma išsiaiškinti, kokias reikšmių slinktis lėmė viešųjų erdvių renovacija. Atskleidžiami svarbiausių miesto aikščių meninių pavidalų ir jų sociokultūrinio konteksto istorinės raidos charakteringiausi bruožai, išryškinami ankstesnių laikotarpių ir šiandien vykstančių renovacijų skirtumai. Tyrime naudoti duomenys, gauti integruojant lauko tyrimus ir žiniasklaidoje pateiktą informaciją apie kai kurių Vilniaus aikščių naujausių meninių pavidalų ženklinį charakterį. Atskleidžiamos prieštaros tarp šių dienų sociokultūrinio konteksto ir aikščių naujųjų meninių pavidalų semantinio turinio.


Author(s):  
Nenad Pavel

In this article, an instrumental case study of a practical course in assistive technologies in cooperation between Norway and Brazil shows how patients, design students, and therapists participate in designing and learning. The study reveals how conception and reception of design play out through mediation processes between stakeholders and artifacts. The study was framed in light of Alain Findeli’s writings to challenge and inform current developments in design studio educational practices. To explain the solving of complex, ill-structured problems through design, Findeli proposed systems theory as a holistic philosophical perspective of the design process and design education. By asking what design is and how to teach it, I reiterate Findeli’s ideas on design and design education. This article emphasizes the ubiquitous effects of technology through relationalist ontology and postphenomenological perspectives. 


Author(s):  
J. Park ◽  
H. Kang

The research's main goal and motive is to help find way to improve graphic design education. Most design student use "process book", which includes written notes, research, drawings, as method of capturing and facilitating design thinking. This study poses the following research questions: What role does the process book practice to design student and tutors? How the process book be used as an effective tool for student's cognition of graphic work and helpful tutorial tool for visual communication? Survey was proceeded on BA Graphic design students at design universities in Korea, how design process materials have been using and efficiency of design process book for an individual work, tutorial, or creative thinking and producing design outcome eventually.


2020 ◽  
pp. 1-57
Author(s):  
Mohammad Alsager Alzayed ◽  
Christopher McComb ◽  
Jessica Menold ◽  
Jackie Huff ◽  
Scarlett R. Miller

Abstract Having empathy in the design process can help engineers relate to the end user by identifying what and why certain experiences are meaningful. While there have been efforts to identify the factors that impact empathic tendencies in engineering, there has been limited evidence on how a students' trait empathy or empathic self-efficacy develops over a design project or what factors impact this development. The current study was developed to explore the development of students' trait empathy and empathic self-efficacy development and identify the underlying impact of the design project's context and course instructor through a study with 103 engineering students. Students' trait empathy and empathic self-efficacy were measured across each of the four design stages (problem formulation, concept generation, concept selection, and final conceptual design) during an 8-week project. The results highlight that students' trait empathy and empathic self-efficacy did not increase across design stages and the context of the design problem did not impact students' empathy development. Meanwhile, the course instructor negatively impacted students' empathic self-efficacy in one of the three course sections studied, and two of the three interviewed course instructors reduced the role of empathy in the concept generation and selection stages of the design process. These insights call for future research that could empirically assess the impact of trait empathy and empathic self-efficacy in driving design outcomes in the later design stages, which could increase engineering educators' awareness of the role of empathy in the engineering classroom.


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