institute of design
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2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Taylor M. Kessner ◽  
Priyanka Parekh ◽  
Earl Aguliera ◽  
Luis E. Pérez Cortés ◽  
Kelly M. Tran ◽  
...  

Purpose This paper aims to explore how making tabletop board games elicited adolescents’ design thinking during their participation in a summer game design camp at their local library. Design/methodology/approach This study leverages qualitative approaches to coding transcripts of participants’ talk. This study uses the design thinking framework from the Hasso-Plattner Institute of Design at Stanford University as provisional codes to identify and make sense of participants’ verbalized design activity. Findings This study found that the making context of designing tabletop board games elicited a high frequency of design talk in participants, evidenced by both quantitative and qualitative reports of the data. Additionally, participants in large measure obviated constraints on their design activity imposed by linear conceptions of the design thinking model this study introduces, instead of moving fluidly across design modes. Finally, participants’ prior experiences in both life and in regard to games significantly influenced their design study. Originality/value This study highlights the unique affordances of making-centric approaches to designing tabletop games in particular, such as participants’ quick and sustained engagement in the study of design. This study also highlights the need for conceptions of design thinking specific to designing games.


Author(s):  
M.V. Vasilizhenko ◽  

Experience of implementing distance education technology at the International Institute of Design and Service during the corona virus infection is discussed. Distance education is a basis of the contemporary educational process that poses new tasks for the institution of higher education linked to the realization of open education, using pedagogical technologies to widen the access to any types of information, promote the dissemination of knowledge and automate control and management of the teaching/learning process. The potential of Internet, electronic and information platforms in foreign language teaching is vast, yet their possibilities have not been fully used till now. It is noted that the specifics of «English» teaching distantly requires renovation of the education process principles, selection of optimal teaching methods and development of qualitatively new methodological materials. Questionnaire results reflecting the main difficulties and problems of teachers doing this technology are presented.


Author(s):  
I.Sh. Pyasetskaya ◽  

The period of the coronavirus pandemic has accelerated the introduction of digital technologies in the country's social sector, among which the education system was no exception. Taking into account the experience of educational institutions using learning with the use of distance technologies, the growing need of society for lifelong education and the need to form students' values and skills in using the resources of the digital sphere, the development of blended learning in education is becoming more and more urgent. This article discusses the experience of using digital learning tools as elements of blended learning on the example of the Department of Service and Tourism of the International Institute of Design and Service.


Author(s):  
G.A. Korchagina ◽  

The article actualizes the problem of motivating students to get a profession in tourism and work in the hospitality industry against the background of increasing demand for tourism within the Russian Federation. The hypothesis of increasing the motivation of future tourism specialists to work in their specialty through their involvement in joint projects of the tourism industry and by fulfilling real orders of the tourism business is put forward and tested. The article describes the experience of successful project activity of students of International Institute of Design and Service on the implementation of projects in the field of creating tourist products and marketing destinations. According to the results of a survey of students after the implementation of the project, an increase in interest in the chosen profession was revealed.


2020 ◽  
Vol 2 (1) ◽  
pp. 22-28
Author(s):  
Ni Kadek Yuni Utami ◽  
Ni Made Sri Wahyuni Trisna

The purpose of this report is to provide an overview of the preparation and implementation of Community Service activities at the Bali Institute of Design and Business in making murals at the Astagina Padangsambian Klod Denpasar field. The benefit of this report is that it provides an overview of the process of preparing and working on a mural as a form of cultural re-interpretation which also supports the vision and mission of Denpasar City as a cultural-minded creative city. The method used in the process and work of this Community Service is to prepare designs inspired by Balinese culture such as kite, congklak, tajog, Barong dance, etc. which are then visualized through a mural with a flat design with attractive colors. The results of the Community Service activities through the reinterpretation of Balinese culture on the mural at Astagina Field, Padangsambian Klod, give a new color to the Astagina field walls as well as provide cultural education to the local community and the general public.  


2020 ◽  
Vol 20 (1) ◽  
Author(s):  
Kara N. Durski ◽  
Shalini Singaravelu ◽  
Dhamari Naidoo ◽  
Mamoudou Harouna Djingarey ◽  
Ibrahima Soce Fall ◽  
...  

Abstract Background Design thinking allows challenging problems to be redefined in order to identify alternative user-center strategies and solutions. To address the many challenges associated with collecting and reporting data during the 2014 Ebola outbreak in Guinea, Liberia and Sierra Leone, we used a design thinking approach to build the Global Ebola Laboratory Data collection and reporting system. Main text We used the five-stage Design Thinking model proposed by Hasso-Plattner Institute of Design at Stanford in Guinea, Liberia and Sierra Leone. This approach offers a flexible model which focuses on empathizing, defining, ideating, prototyping, and testing. A strong focus of the methodology includes end-users’ feedback from the beginning to the end of the process. This is an iterative methodology that continues to adapt according to the needs of the system. The stages do not need to be sequential and can be run in parallel, out of order, and repeated as necessary. Design thinking was used to develop a data collection and reporting system, which contains all laboratory data from the three countries during one of the most complicated multi-country outbreaks to date. The data collection and reporting system was used to orient the response interventions at the district, national, and international levels within the three countries including generating situation reports, monitoring the epidemiological and operational situations, providing forecasts of the epidemic, and supporting Ebola-related research and the Ebola National Survivors programs within each country. Conclusions Our study demonstrates the numerous benefits that arise when using a design thinking methodology during an outbreak to solve acute challenges within the national health information system and the authors recommend it’s use during future complex outbreaks.


2020 ◽  
Vol 1 (3) ◽  
pp. 19-28
Author(s):  
A. V. Strizhak ◽  
◽  
N. U. Kazakova ◽  

Nowadays design, as a discipline, is still in the process of evolving. The consequences of this process can be seen in changes of classical forms of teaching design in higher education. One of the most popular methods of obtaining new ideas of shaping in design is experiment. The authors of the article also consider it to be one of the most effective forms of design education for students. In order to prove it and obtain new forms and methods of design training at the Industrial Design Department of the Institute of Design of the RSU named after A. N. Kosygin а pedagogical experiment was conducted. The experiment in design education was considered as a way to get new ideas in shaping of industrial products. In the course of the pedagogical experiment students used artistic images of wildlife for the formation of design objects based on associative-shaped modeling. According to the results of the pedagogical experiment, a new methodology of educational design in the direction of "Design" was developed, based on the principles of bionic shaping of objects of graphic and industrial design — by the method of associative-shaped modeling. The use of the developed methods resulted in the increase of the level of term and graduation projects of students of the Industrial Design Department, what was repeatedly noted by specialists in the field of design.


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