Abstract: This paper details a rebrand design project developed for a non-profitable organization called Te Roopu Waiora (TRW), which is currently located in Auckland, Aotearoa New Zealand. This social enterprise is dedicated to supporting the Māori community living with sensorial, physical and intellectual disabilities (whānau hauā). As part of a year three bachelor design brief, the rebrand project enabled students to reflect on Kaupapa Māori principles and appropriately address the values of the organisation. As such, the methodology used a pragmatic paradigm approach and mixed methods design practices involving a human-centred design to problem solving. As result, the student project culminated in the development in a range of cohesive design artefacts, aiming to improve the rentability and perception of the brand with the audience and stakeholders.
Abstract: Due to the rapid advances in the use of information technology and students’ familiarity with technology, learning styles in higher education are being reshaped. One of the technology developments that has gained considerable attention in recent years is Augmented Reality (AR), where technology is used to combine overlays of digital data on physical real-world settings. While AR is being heavily promoted for entertainment by mobile phone manufacturers, it has had little adoption in higher education due to the required upfront investment that an instructor needs to undertake in creating relevant AR applications. This paper discusses a case study that uses a low upfront development approach and examines the impact on generation-Z students’ motivation whilst studying design history over a four-semester period. Even though the upfront investment in creating the AR support was minimal, the results showed a noticeable increase in student motivation. The approach used in this paper can be easily transferred to other disciplines and other areas of design education.
Abstract: It is of great importance for an architectural student to know the parameters through which he/she can conduct his/her design and makes his/her design effective in architectural education. Therefore; an empirical application study was carried out through the designing activity using the emulation model to support the design and design approaches of architectural students. During the investigation period, studies were done on the basic design elements and principles of the fall semester, and the emulation model, one of the designing methods that constitute the subject of the study, was fictionalized as three phased “recognition-interpretation-application”. As a result of the study, it was observed that when students were given a key method during the design process, their awareness increased and their aspects improved as well.
Abstract: The design process in architecture education is based upon the Learning-by-Doing method, which leads students to understand how to design by practicing rather than studying. First-year design studios, as starting educational stage, provide integrated knowledge and skills of design for newly jointed architecture students. Within the basic design studio environment, students are guided to transfer their abstract thoughts into visual concrete decisions under the supervision of design educators for the first time. Therefore, introductory design studios have predominant impacts on students’ operational thinking and designing. Architectural design thinking is quite different from students’ educational backgrounds and learning habits. This educational challenge at basic design studios creates a severe need to study the reality of design education at foundation year and define appropriate educational methods with convenient project types with the intention of enhancing architecture education quality. Material for this study has been gathered through long-term direct observation at a first year second semester design studio at the faculty of architecture at EMU (known as FARC 102), fall and spring academic semester 2014-15. Distribution of a questionnaire among case study students and interviews with third and fourth design studio students who passed through the same methods of education in the past 2 years and conducting interviews with instructors are other methodologies used in this research. The results of this study reveal a risk of a mismatch between the implemented teaching method, project type and scale in this particular level and students’ learning styles. Although the existence of such risk due to varieties in students’ profiles could be expected to some extent, recommendations can support educators to reach maximum compatibility.
Abstract: Creative design requires new approaches to assessment
in vocational and technological education. To date, there has been little
discussion on instruments used to evaluate dies produced by students
in vocational and technological education. Developing a generic
instrument has been very difficult due to the diversity of creative
domains, the specificity of content, and the subjectivity involved in
judgment. This paper presents an instrument for measuring the
creativity in the design of products by expanding the Consensual
Assessment Technique (CAT). The content-based scale was evaluated
for content validity by 5 experts. The scale comprises 5 criteria:
originality; practicability; precision; aesthetics; and exchangeability.
Nine experts were invited to evaluate the dies produced by 38 college
students who enrolled in a Product Design and Development course.
To further explore the degree of rater agreement, inter-rater reliability
was calculated for each dimension using Kendall's coefficient of
concordance test. The inter-judge reliability scores achieved
significance, with coefficients ranging from 0.53 to 0.71.
Abstract: Does open ended creative technology give positive impact in learning design? Although there are many researchers had examined on the impact of technology on design education but there are very few conclusive researches done on the impact of open ended used of software to learning design. This paper sought to investigate a group of student-s experience on relatively wider range of software application within the context of design project. A typography design project was used to create a learning environment with the aim of inculcate design skills into the learners and increase their creative problem-solving and critical thinking skills. The methods used in this study were questionnaire survey and personal observation which will be focus on the individual and group response during the completion of the task.
Abstract: Product Data Management (PDM) systems for Computer
Aided Design (CAD) file management are widely established
in design processes. This management system is indispensable for
design collaboration or when design task distribution is present. It is
thus surprising that engineering design curricula has not paid much
attention in the education of PDM systems. This is also the case
for eduction of ecodesign and environmental evaluation of products.
With the rise of sustainability as a strategic aspect in companies,
environmental concerns are becoming a key issue in design. This
paper discusses the establishment of a PDM platform to be used
among technical and vocational schools in Austria. The PDM system
facilitates design collaboration among these schools. Further, it will
be discussed how the PDM system has been prepared in order to
facilitate environmental evaluation of parts, components and subassemblies
of a product. By integrating a Business Intelligence
solution, environmental Life Cycle Assessment and communication
of results is enabled.
Abstract: The term interactive education indicates the meaning
related with multidisciplinary aspects of distance education following
contemporary means around a common basis with different
functional requirements. The aim of this paper is to reflect the new
techniques in education with the new methods and inventions. These
methods are better supplied by interactivity. The integration of
interactive facilities in the discipline of education with distance
learning is not a new concept but in addition the usage of these
methods on design issue is newly being adapted to design education.
In this paper the general approach of this method and after the
analysis of different samples, the advantages and disadvantages of
these approaches are being identified. The method of this paper is to
evaluate the related samples and then analyzing the main hypothesis.
The main focus is to mention the formation processes of this
education. Technological developments in education should be
filtered around the necessities of the design education and the
structure of the system could then be formed or renewed. The
conclusion indicates that interactive methods of education in design
issue is a meaning capturing not only technical and computational
intelligence aspects but also aesthetical and artistic approaches
coming together around the same purpose.
Abstract: These This paper looks into frameworks which aim at
furthering the discussion of the role of regenerative design practices
in a city-s historic core and the tool of urban design to achieve urban
revitalization on the island of Cyprus. It also examines the region-s
demographic mix, the effectiveness of its governmental coordination
and the strategies of adaptive reuse and strategic investments in older
areas with existing infrastructure. The two main prongs of
investigation will consider the effect of the existing and proposed
changes in the physical infrastructure and fabric of the city, as well as
the catalytic effect of sustainable urban design practices. Through this
process, the work hopes to integrate the contained potential within
the existing historic core and the contributions and participation of
the migrant and immigrant populations to the local economy. It also
examines ways in which this coupling of factors can bring to the front
the positive effects of this combined effort on an otherwise sluggish
local redevelopment effort. The data for this study is being collected
and organized as part of ongoing urban design and development
student workshop efforts in urban planning and design education.
The work is presented in graphic form and includes data collected
from interviews with study area organizations and the community at
large. Planning work is also based on best practices initiated by the
staff of the Nicosia Master Plan task force, which coordinates holistic
planning efforts for the historic center of the city of Nicosia.
Abstract: Educating effective architect designers is an important
goal of architectural education. But what contributes to students-
performance, and to critical and creative thinking in architectural
design education? Besides teaching architecture students how to
understand logical arguments, eliminate the inadequate solutions and
focus on the correct ones, it is also crucial to teach students how to
focus on exploring ideas and the alternative solutions and seeking for
other right answers rather than one. This paper focuses on the
enhancing architectural design education and may provide
implications for enhancing teaching design.
Abstract: In this paper, we argue that Design research is basic to countries- national productivity and competition agendas at the same time that vagaries of research training presents as one of the barriers faced by Design Higher Degree by Research students in engaging those agendas. We argue that, given industry requirements for research-trained recruits, students have the right to expect that research training will provide the foundations of a successful career on an academic or research pathway or a professional pathway, but that universities have yet to address problems in their provision of research training for Design doctoral students. We suggest that to facilitate this, rigorous research conducted on the provision of Doctoral programs in Design would serve to inform future activities in Design research in productive ways.