In an equally distressed and burgeoning community just outside of our major metropolitan city, there is a history of transformation efforts—from creative placemaking, to affordable housing initiatives, to economic re-development—which have all seemed to fall short in the area of community engagement.
From the creation of neighborhood festivals that have low resident turnout, to a backlash of discouraged citizens who feel unheard and uninformed, there was a need to re-consider how to involve this unique community—made up of four very distinct neighborhoods— in the imminent re-development of the area in which they live.
In the winter of 2016, our service design and creative strategy consultancy was brought in to a city-wide visionary community development project tied to our rapidly approaching bicentennial, in order to utilize service design methodologies as a way to engage communities and to design with organizations and community residents according to their needs and desires.
This short paper will highlight a case study of an ongoing collaboration between our consultancy; a non-profit organization dedicated to the growth of it’s community; a higher education institution with a legacy of community engagement; a local office of the country’s largest community development corporation focused on Creative Placemaking and community revitalization; and, most importantly, various residents and stakeholders.
The accompanying poster will visualize the process of engagement of various community stakeholders, tailored design research methods, and mechanisms for assessing short- and longterm
Industrial design education has existed for a long time as part of the university system, but the curriculum and contents of each subject vary considerably from school to school. In recent years, the introduction of new concepts that change the definition of design has blurred the boundaries of design, making the curriculum different. Establishing a standard curriculum to address these challenges is an important task, but it is necessary to fully understand how design education actually takes place and to share content with educators. This paper aims to contribute to the debate on industrial design education by fully disclosing the process and results of the first stage of industrial design education of a university by autobiographical method. The first course, Product Design Practice 1, is a studio class based on a task feedback iteration system. Students are required to submit assignments showing weekly progress. The instructor reviewed the assignments submitted before the class and gave written comments in class. In addition, details of the design process and method that are difficult to identify as novice students are learned through twelve case studies and applied to the project. This Task Feedback Repeating Class system gives students the opportunity to implement design ability while gaining detailed skills with a comprehensive view. Through this process, the researcher got a reflection on the class and implications for the improvement of the class.
The purpose of this study is to plan and operate design-workshops based on project-based learning (PBL), and examine their educational value for students. The PBL workshop encour- ages direct participation from students and produces educational value, and it is important to raise the interest level of workshops to elicit proactive participation. The workshop in this study was carried out over two weeks in January 2017 at Korea’s Yonsei University. The workshop was composed of eight teams of students from three countries, including Korea, China, and Japan, and the course was primarily divided into two sessions. The workshop participants examined in this thesis were notably satised with the elements of the course meant to garner interest. In the questionnaire results, participants also indicated that they obtained ample educational value through the workshop. An important element of the workshop was to connect the participants with businesses, which is also an important component of design education. Despite this, participants expressed a relatively lower level of satisfaction com- pared to other elements of the workshop. The results and analysis of this study will hopefully become a meaningful resource for educators when designing workshops in the future.
Decisions made by user interface designers play an influential role in how people interact with software, this is especially true when it comes to the creation of tools to support teaching. As technology continues to play a more prominent role in schools, it poses an important question about how the design of learning tools influence what teachers do in classrooms. Data analytics is one opportunity technology offers for teachers to foster collaboration in student groups. Data analytics have the potential to provide teachers with a live view of what students are doing when using technology, which research shows is challenging to implement in classrooms. This paper focuses on the process to design a tool that assists engineering discussion session teacher assistants (TAs) to monitor collaboration within groups. We report on findings from interviews with TAs on what they anticipate they would need in order to support group work, and discuss how their responses influenced the design of this tool.
Graphic design is often seen in the commercial context and is discussed through topics linked to software and technology. When we look around us we can realise that billboards, banners, posters and most of the print that surround us in the public space are delivering messages of marketing, corporations, consumerism and other commercially inclined narratives. This, however, is not the only way to comprehend the practice of a graphic designer. Graphic design can take a socio-pedagogical and historical role and distribute alternative messages in the society which are not linked to money and consumption, unless education, reading and studying are considered consumption of sorts.
It is obvious that graphic design is a powerful tool that shapes our understanding of reality. This happens through being exposed to the work. Posters are claimed to mirror societies by many theorists and most visual communication is mediated by a graphic designer. Thus, Bonsiepe stated already in 2005 in his speech Design and Democracy that there is an absence of questioning activities linked to design production. It is yet a relevant theme that research needs to approach; also in a post-colony where the printed poster is ubiquitous. A simple sheet of printed paper. A very simple but extremely complex and powerful. There lies an investigation that this paper will start. The outcome of this paper to share knowledge within the researchers about creating new meaningful pathways in understanding globally important practice of graphic design. Art and design are universally important.
Childhood obesity increases the risk of obesity in adulthood and is associated with cardiovascular disease risk factors. The prevalence of overweight and obesity is increasing in China. It is necessary to develop an intervention project for preschool children. Based on a service design project aiming at the communication of balanced diet information to the preschool children in China, this paper discusses how to take advantage of the digital platform and game-based learning to empower the preschool children. It argues for the importance of the DIKW hierarchy for empowerment. It also proposes an innovative model to involve new stakeholders into the whole system and to improve the viability of the project.
It was late on a Friday evening. A great time to avoid crowds. Most people were dining and drinking, absorbing the city’s capacity for pleasure, or maybe relaxing at home. That left the supermarket to me and others whose lives are synchronized differently. But as I stumbled my way through those harshly lit corridors of obscene American consumption, I realized I was among some highly unusual company. In every aisle, there were people—people?—clad in blue uniforms with devices attached to their forearms and fingertips, cables and wires dangling, each methodically filling large specialized carts. These were not shoppers like me. They were employees of the grocery chain operating— operated by?—new software for online ordering and curbside pickup. Surely, this wasn’t such a strange scene in contemporary stores around the world. Yet, it did raise strange—radical? — possibilities: a specter of “before” for an unforeseeable and potentially unpleasant “after.” The unity of the human and the machine, not implanted but merged in the operation, made me wonder: Are they cyborgs? Incipient cyborgs? Is this still a supermarket? Or an altogether different kind of space? One in the process of becoming? But becoming what?
The image that flashed to mind was that of an Amazon fulfillment center: a million acres of non-stop conveyor belts with robots finding and retrieving machine-labeled products and filling yellow bins under the supervision of a handful of humans. Robotic automation creating efficiency while eliminating the unpredictable and unproductive complexities of human labor and interactions. Perhaps, supermarkets are undergoing a transformation from spaces where humans browse, compare, select, and purchase to cyborg-operated warehouses. Perhaps this rapid and fundamental revision of function is an inevitable result of the increasing rate of technical reformation of everyday life.
Then again, perhaps my lucid vision of this scene as a new-reality- becoming is an example of what has been called “dystopian imagination”—an imaginary projection of “ethical and political concern” [Baccolini & Moylan, 2]. Or maybe it’s only a personal paranoia about the brave new world unfolding.
The user experience difference between China and USA elderly people in using public space was discussed in this paper based on the questionnaire process. 1960 elderly people were selected from the four cities in Shanghai (China), Wuxi (China), New York City (USA), Cincinnati (USA) to complete the questionnaire, and the result shows the similarities and differences between the elderly people in China and USA. That is: The using frequency of the public space for the former is much higher than the later; the main purpose of the former in public space is sports and fitness, and relaxation is the chief choice of the later; weather condition and easy communication are the key factors for former to participate in public space, while timing is that for the later; all the elderly people in the two countries are favorite on the sports and fitness, but the party chatting is the feature of the former and the sightseeing is the feature of the later; the facility requirement is the most important attributes for the former to the public space, and the interaction design is the unique demands of the later, while the former had no interests on that demands. In the end, the reason for all the similarities and differences were analyzed in this paper, and the culture, the economics, as well as the politics factors were discussed in detail.
Design oriented educational institution around the world, project based learning is well practiced in local setting as well as global setting. Communication is one of the significant aspect in this learning settings. Currently, many design projects are implemented by members beyond their belonging organization, creating difficulties in face to face communication, especially when members are in different countries. This study proposes a new method for project-based learning in design education program implemented on international design workshop and discuss about outcome through empirical program.
This method is composed in three phases. First phase is online pre-workshop session using SLACK, where each member do their own researching and surveying on the specific topic related to the project, share and discuss them with other members. The second phase is face to face workshop, which all members gather in one place to work on the project intensively to make their group design proposal. The lastly in the post workshop phase, each member get back online to make reflection on the project, feedback them on the proposal, and make improvements. Also, compile and publish a project reports on the overall program for documentation. Through out the program, SLACK platform is used for basic communication and sharing data and information. S This program are operated in an international design workshop called “Global Design Workshop” of Chiba Institute of Technology(CIT, Chiba, Japan), with students from Chiba University(CU, Chiba, Japan) and Tunghai University(THU, Taichung, Taiwan) . The theme of the workshop was “New work place, space, style using IoT technologies.
Graphic design students require a foundation in understanding, utilizing and conducting research. The discipline would benefit from standards for quantitative, qualitative, mixedmethods and practical approaches to graphic design-specific research. This paper examines the role of graphic design research in college-level graphic design pedagogy. This study is motivated by two research questions:  what theoretical analysis and practical approaches to graphic design research are graphic design educators currently implementing?  How can college-level graphic design educators build a culture of research literacy in graphic design baccalaureate programs?
Literature describing the theoretical and practical instruction of graphic design research in college-level graphic design education is limited. The intention of this study is to advance the understanding of how graphic design educators define and implement graphic design research, first through qualitative analysis of a survey of four-year, graphic design degree program professors across the U.S. followed by in-depth interviews with published educators practicing research.
The study’s interviews elaborate on the specifics of graphic design research through the lenses of professors developing and implementing graphic design research in four-year undergraduate programs, in their own practices, and in the discipline-wide conversation and study of graphic design research itself. In the study’s conclusion, potential future research is discussed.