scholarly journals ‘You need to research your subject so you know the subject well, and your users so you know what they need’. Teaching graphic design using information design principles.

2013 ◽  
Vol 10 (1) ◽  
pp. 55-69
Author(s):  
Eden J. Potter

Set against a background of graphic designs identity crisis, this paper proposes that information design can provide an adaptable and relevant framework for teaching graphic design. With social, technological, environmental, and industrial changes providing a new context for design and how it operates in the world, an audience-focussed, problem-solving approach is validated as central to reimagining graphic design education. Through a case study example, the paper suggests that when graphic design students in a traditional craft-based design education programme are offered a human-centred approach to solving design problemsspecifically information design problem solving and research methodstheir own graphic design practice changes.

2019 ◽  
Author(s):  
Eric Strain ◽  
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Jose L.S. Gamez ◽  
Shai Yeshayahu ◽  
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...  

In Duckler’s account of Michael Heizer’s Double Negative, the viewer becomes a part of the overall experience of scale, of site, and the knowledge of place. In a sense, perception, feeling, and scale hold a very complex relationship in the eye of the participant, and this brings Heizer’s earthwork closer to architecture than one might expect. This correlation between experience, scale perception, and placemaking can enrich the educational experience, thereby affecting the balance of forces that exist between academia, practice, and research. At least, that is the hunch that drew us to the 2019 Antwerp ACSA/EAAE International Teacher Conference. By discussing how a blend-ed set of practices (practice/teaching/research) enabled a mutually reinforcing dialog between the making of ideas, buildings, and landscapes, this paper will present design practice and the practice of design education as inter-related activities. Through our collaborative efforts, we have worked to make the space of inquiry a continuous field that reaches across conventional divisions between the academy and practice. Within this field, research helps ground “the hunch” while “the hunch” tempers the formality of research.Our hunch is this: that a case study of a recent design think-tank will illustrate how we see:• expertise developed in the academic environment can be incorporated into an inquisitive professional design practice;• the studio (both academic and professional) as a thinker space that should not follow a commercial agenda nor should it become a space absent of craft and speculation, urge and fascination, skill and imagination, criticality and creativity, individual formation and social consciousness.


2013 ◽  
pp. 422-432
Author(s):  
Susan E. Gill ◽  
Nanette I. Marcum-Dietrich ◽  
John Fraser

In the 21st century, digital natives, born into a world of omnipresent technology, spend much of their lives online. However, many teachers still see the use of educational technologies as a challenge (e.g., Ertmer, 2005; Li, 2007). The authors propose that the familiarity and ubiquity of these media offer a valuable way to engage students in meaningful learning. In the last decade, the National Science Foundation has invested heavily in bringing technology into the K-12 classroom by funding an array of cyberlearning applications to investigate how they can transform student learning. Model My Watershed is one of those experimental platforms that integrates online learning with an understanding of the physical world within an interdisciplinary framework. This case study documents the development of this application from concept through implementation and beyond. It provides insights into the challenges of application design and deployment for those entering the world of cyberlearning design.


2017 ◽  
Vol 10 (8) ◽  
pp. 149 ◽  
Author(s):  
Lung-Tan Lu

The aims of this case study are to design, practice, and evaluate a group of comparative strategies for one of the leading smart phone companies in the world: Xiaomi Inc. to turn a crisis into an expansion opportunity. First, the worldwide market of smart phones is illustrated. Second, we show the highly competition of smart phones in China market. Third, the development of Xiaomi Inc. is overviewed. Finally, we use several strategic matrixes: (1) IFE, (2) EFE, (3) CPM, (4) SWOT, (5) SPACE, (6) BCG, (7) IE, (8) GSM, (9) QSPM to evaluate and develop strategies for Xiaomi so as to change crisis into a turning point.


2015 ◽  
Vol 4 (2) ◽  
pp. 162-179 ◽  
Author(s):  
Chunfang Zhou

This study explores engineering design students’ perceptions of humor in the experiences of creativity development in Project-Organized Groups (pogs). This study links theories including humor, learning, creativity, and engineering design in one framework. Empirically, this study carried out interviews with a total of 13 students in engineering design education at Northeastern University (neu) in China. We found that students think all humorous people are creative, and they welcome humor in project groups; they also regard humor as not only a personality or communication tool, but also the outcome of applying creative ideas in design practice. The students additionally think that humor is mainly used to keep individuals’ harmonious relationship with the group and that humor is the immediate ability to create using language in ongoing communication contexts. These findings are helpful to unpack the black box of humor from a learner’s perspective and contribute to future joint efforts of studies on humor and creativity in engineering design education.


2020 ◽  
Vol 11 ◽  
pp. 153-182
Author(s):  
Abbas Mirshekari ◽  
Ramin Ghasemi ◽  
Alireza Fattahi

In recent times, cyberspace is being widely used so that everyone has a digital account. It naturally entails its own legal issues. Undoubtedly, one of the main issues is that what fate awaits the account and its content upon the account holder’s death? This issue has been neglected not only by the primary creators of digital accounts but also by many legal systems in the world, including Iran. To answer this question, we first need to distinguish between the account and the information contained therein. The account belongs to the company that creates it and allows the user to use it only. Hence, following the death of the account holder, the account will be lost but the information will remain because it was created by him/her and thus belongs to him/her. However, does this mean that the information will be inherited by the user’s heirs after his/her death? Can the user exercise his/her right to transfer account content to a devisee through a testament? Comparing digital information with corporeal property, some commentators believe that the property will be inherited like corporeal property. This is a wrong deduction because the corporeal property can disclose the privacy of the owner and third parties less than the one in cyberspace. This paper aims to show what happens to a digital account after its user passes away and examine the subject using the content analysis method in various legal systems in the world, especially in Iran as a case study. The required information is collected from law books, articles, doctrines, case laws, and relevant laws and regulations of different countries. To protect the privacy interests of the deceased and others, it is concluded that the financially valuable information published by the account holder before his/her death can be transferred to successors. As a rule, the information that may violate privacy by divulging should be removed. However, given that this information may be a valuable source in the future to know about the present, legislators are suggested to make digital information, which may no longer lead to the invasion of the decedent’s privacy, available to the public after a long time.


Author(s):  
Steven Faerm

The present state of the world is in flux. Globally, communities and individuals are experiencing tremendous change, instability, transition, mobility, and uncertainty. Amidst this tenuous future, how are artists, designers, and educators responding? How can we prepare and strengthen our future through pragmatic or theoretical means? What is the role of design, the designer, and design education in such pronounced states of flux? It is with this desire to examine, question, and propose new insights into the current global state of flux that we present our journal. The authors consider the contemporary landscape from diverse perspectives and offer speculations and insights in pedagogy, student development, design education, entrepreneurship, economics, design systems, globalization/localization, sustainability, commercial media, sociology, and design practice/ industry


2019 ◽  
Vol 7 (Especial) ◽  
pp. 24
Author(s):  
Manuela Quaresma ◽  
Isabela Motta

 The increasing growth in the development of new technology is changing the way users interact with products. Thus, designers must re-think the human-machine interfaces (HMI) for communicating information regularly. Co-creation – the process of joint creation of users and designers – is an approach to product and experience development that can substantially benefit the generation of innovative product proposals. The present paper aims to assess the feasibility of co-creation workshops for the development of proposals for interfaces of Artificial Intelligence derived products through a case study on interfaces for autonomous vehicles. For this purpose, two sessions of co-creation workshops using group brainstorming techniques were conducted with undergraduate and graduate Design students and professors, who are specialists in interaction and information design. The results showed that the interfaces proposed by the designers were communicated information in a wide range of ways, making use of existing technologies to present messages in an innovative manner, meeting autonomous vehicles’ users’ needs.


2020 ◽  
Author(s):  
Ihwan Mahmudi ◽  
Ahmad Saifullah ◽  
Amal Fathullah Zarkasyi ◽  
Ahmad Danis

Problem Solving is the first competency needed in the era of Industry 4.0”or the 4th Industrial Revolution (4IR) according to the World EconomicForum 2016. This study aimed: 1) to measure student’s problem solvingskill in University of Darussalam (UNIDA) Gontor, and 2) to explore howUniversity of Darussalam (UNIDA) Gontor with its boarding systemeducation inculcate problem solving skill to its students. This studyemployed a qualitative approach with case study as a research design. Thedata were collected by questionnaire, observation, interview, anddocumentary method. They were analysed using interactive analysis modelconsisting three components; data reduction, data presentation, andconclusion or data verification which is done together with the process ofcollecting data interactively by cycle process.The study found that: 1) moststudents of University of Darussalam (UNIDA) Gontor have considerabledegree of problem solving skill, and 2) the skill was inculcated throughlearning process in the classroom, various activities within studentorganization and a large number of assignments and tasks that students haveto fulfil.


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. 


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