scholarly journals Graphic Design Education: A Revised Assessment Approach to Encourage Deep Learning

2008 ◽  
Vol 5 (1) ◽  
pp. 85-96
Author(s):  
G. Ellmers ◽  
◽  
M. Foley ◽  
S. Bennett ◽  
◽  
...  

In this paper we outline the review and iterative refinement of assessment procedures in a final year graphic design subject at the University of Wollongong. Our aim is to represent the main issues in assessing graphic design work, and informed by the literature, particularly 'notions of creativity' (Cowdroy & de Graaff, 2005), to develop and incorporate assessment procedures that allow creative ability to be assessed with greater transparency and objectivity. In the first iteration we developed a structure to standardise and clarify the existing model for the subject. Once this structure was in place we identified issues that would benefit from a review of the literature on assessment in the creative disciplines and the broader field of pedagogy. We marked the shift from surface approaches to learning to deep approaches to learning (Moon, 1999) at the point where we identified gaps in the learning outcomes. Our response was to move the focus from the outcome to the process and to introduce a staged assessment procedure with a stronger emphasis on formalised reflection, cycling throughout the design process. We divided the learning process into two streams: thinking and making as a means to clarify facets of learning. As we continue to refine this model we note and respond to the relationship between assessment and learning. We propose ideas for future investigation, based on identifying levels of design thinking achieved by students in the most recent iteration of the program, and how these might be improved.

2021 ◽  
Vol 26 ◽  
pp. 709-728

Art of animation as an analysis of movement is based on the theory that the vision remains on the eye after the disappearance of the actual image, and this scientific theory is the same that the film industry was built upon. Recently, various techniques and ideas have entered the print design process as a means of expressing a phenomenon subject to the human will to change and elevate our aesthetic awareness and feelings, which rise in various forms of designs that reveal themselves in design work and are embodied in animation films. The design artwork falls within a group of intertwined elements fused with each other, reflecting the peculiarity of this work, as it is innovation and creating new and interesting things, so that the design is suitable for the desired purpose and beautifully. Perhaps the simplest type of optical illusion that can clarify to us the idea of the impression of the existence of an image that does not actually exist is represented in the decree paper. Key words: Design thinking, Typography, Animation films


2021 ◽  
Vol 13 (10) ◽  
pp. 5373
Author(s):  
Yenan Dong ◽  
Shangshang Zhu ◽  
Wenjie Li

The development of creative thinking and creative problem solving is an important part of modern sustainable education. In teaching graphic design, educators should ensure the cultivation of sustainable creativity among students. Creative thinking and program development can be facilitated with the help of effective thinking tools. Among the various thinking tools, mind maps represent an easy-to-use visual diagram-based divergent thinking tool. However, few studies have examined the impact of mind maps on sustainable creativity in the design discipline. Similarly, few empirical studies have been conducted to analyse deeply the functional structure of and a graphic design education based on mind mapping. This study aims to examine the relation between students’ use of mind mapping tools and sustainable creativity in implementing mind mapping-based graphic design activities with a sample size of 35 first-year design students. Through an empirical experiment, each student was asked to create a mind map and generate a new graphic design work based on the given experimental materials. The results showed that the mind mapping tool plays an important role in the pre-conceptualization phase of the design process. This tool can effectively help designers develop creative ideas, stimulate their minds, and help them maintain their creative energy and have a sustainable and innovative creative ability.


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 ◽  
Author(s):  
Al Momani Khaled Nabil

This article analyses research related to graphic design in the field of education and gives an overview of multiple definitions given in specialized literature regarding graphic design and design research. Design research provides an important blueprint for many other areas of practical research in contemporary society. The methodology of graphic design is transferable – it can be utilized not only in graphic design as such, but also in other areas, including management, business, and marketing. This process has been facilitated by the development of an academic research base, including doctoral programs. Due to the insufficient number of works on graphic design, it is necessary to venture into the other areas, such as industrial design, architecture, and engineering, which have a larger number of studies in the field of education. To prove that graphic design can affect the educational environment, it is necessary to study the nature of design as project research and design process. Keywords: design, graphic design, education, character design, industrial design, design thinking


2019 ◽  
Vol 9 (3) ◽  
pp. 208
Author(s):  
Hernan Casakin ◽  
Vishal Singh

Design and design thinking are increasingly being taught across several disciplines—ranging from arts, architecture, and technology and engineering to business schools—where expertise plays a central role. A substantial corpus of literature on research in regard to design expert and design expertise has accumulated in the last decades. However, in spite of its importance for design and design education, the topic has remained largely unframed. A major goal of this study was to carry out an assessment of literature through leading interdisciplinary design journals in order to identify main topics and categorize them into thematic patterns concerned with expertise in design. A structured assessment approach based on Latent Semantic Analysis (LSA) was used over 861 abstracts. The emerging thematic patterns associated with design expertise allowed a categorization at different levels of detail, which included 80, 50, 20, and 12 factors analyses, respectively. The major contribution of the study was to offer a structured assessment of key design literature that enabled to gain a clearer and more comprehensive understanding of the thematic patterns in the discussion on design expertise. Implications of the identified key factors for design education are discussed.


DeKaVe ◽  
2013 ◽  
Vol 1 (2) ◽  
Author(s):  
Prayanto WH

Magazine is one of the forms of mass media that has fungsikomunikasi to convey information to mass audiences. The cover is an important element because it is through cover / cover one can guess the contents of the magazine, as well as further interested to know further information contained therein. On a magazine cover consists of drawings and writings are arranged in such a way that looks interesting and has meaning Press publications, especially magazines, today's not enough just to rely on the quality of news or manuscript, although verbal aspect is very important. It must be recognized that the visual aspects (design) as the cover / envelope has crucial role to capture the prospective reader. For the cover of a magazine is a window that shows the content information, can be either a text or photographs, illustrations, and design elements. The function of a magazine cover is to attract, dazzle prospective readers, by way influence the thoughts flow in a short time. So it's no wonder much current the magazine publisher who made the cover of such a way as to attract the attention of prospective readers. Thus the task of designers to magazine cover to create designs that attract the attention of the reader becomes increasingly severe. This study tries to analyze a visual on the front cover Magazine Graphic Design 'Concept' birthday inaugural edition by using the Roland Barthes' semiotic approach. As Roland Barthes (1984), any simple "design work (magazine cover)" continue to play in management of the sign. So that will generate a message (image) specific. Design cover, usually contains the elements of the sign in the form of objects, context of the environment, people or other beings who provide meaning to objects, and text (of writing) that reinforce the meaning.Keyword: cover, magazine Concept, semiotics


2021 ◽  
Vol 13 (15) ◽  
pp. 8378
Author(s):  
Louise R. Manfredi ◽  
Meriel Stokoe ◽  
Rebecca Kelly ◽  
Seyeon Lee

Recent reports, initiatives, and activities around higher education institutions revealed the relevance and value of sustainability education through both formal curriculum and informal curriculum activities. While the significance of sustainability education has continuously improved by raising awareness among new generations of students, it has not adequately promoted pro-environmental behaviors or attitude changes. This research study used a linear pretest–posttest experimental approach to understand whether two codesigned interventions; a trash and recycling bin system, and a Materials Exchange program, could improve sustainability literacy and material conservation behaviors across the School of Design. Additionally, a mid-experiment focus group study was conducted to provide text-rich data for analysis of 3R behaviors. Analysis of the data collected revealed that these interventions were reasonably successful in improving responsible material management. To have a greater impact on sustainable behavior, it is suggested that a formal educational experience should supplement the informal interventions described in this paper to onboard students as they enter the design studio culture. Additionally, the expansion of the trash and recycling bin station system into the university dormitories is discussed. This work has successfully catalyzed a collaboration between all School of Design stakeholders to address studio waste in a tangible way.


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.


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