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    1614 research outputs found

    What Do We Do When We Draw?

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    This paper is a reflection on drawing in two parts. The first gives a brief outline of anthropology’s engagement with this practice, bringing out the distinction between the ‘retrospective’ approach of Alfred Gell, which begins with the finished drawing and works back to the intentions of the drawer, and the ‘prospective’ approach of Tim Ingold in which drawing is understood and actively engaged with as a skilful activity, as a form of knowing in rhythmic, uncertain negotiation between observation and gesture.  The second part elaborates a series of ruminations on drawing drawn from my own practice, whose aim is to articulate some of the strangeness of drawing as a practice, the way it unsettles any simple understanding of what we do when we draw

    Instructor perceptions of student information literacy: comparing international IL models to reality

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    This study assesses the information literacy (IL) perceptions of instructors at a technical college in the Middle East, the College of the North Atlantic - Qatar. Students at this college are instructed in four areas of study – engineering technology, information technology, business studies and health sciences – which takes place exclusively in English and uses a Canadian curriculum. A web-based survey sent to instructors asked questions in two general areas on their perceptions of student information literacy based on the Society of College, National and University Libraries (SCONUL) definition. Initially, over half of the respondents believed that their students were information literate. However when asked a series of questions about each of the seven IL skills identified by SCONUL, there was a large discrepancy between what skills instructors wished their students achieved, versus what was actually achieved by the end of their programme. Students’ inability to critically evaluate sources of information was seen as the weakest skill by instructors and was considerably lower than the skill level reported by university professors in similar studies. Instructors also conveyed their belief that students lacked strategies when searching for information. When compared to faculty perceptions of students in universities, overall perceptions of IL competency of college students in this study are lower. The study reinforced the need to provide students with tools/strategies to cope with large volumes of information and, when searching, to select appropriate and credible sources of information for both academic and personal uses

    An Initial Model for Generative Design Research: Bringing together Generative Focus Group (GFG) and Experience Reflection Modelling (ERM)

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    Understanding people’s experiences and the context of use of a product at the earliest stages of the design process has in the last decade become an important aspect of both the design profession and design education. Generative design research helps designers understand user experiences, while also throwing light on their current needs, preferences and future expectations. In this paper, two complementary methods, namely the Generative Focus Group (GFG) approach and Experience Reflection Modelling (ERM), will be presented through a research case focusing on the development of sustainable design considerations in the areas of effective use of resources, and product maintenance and repair. The first method makes use of generative tools (i.e. diaries and timelines) to gain feedback from a group of experienced users. It facilitates group discussions and enables engaging user participation to develop potential design directions. In contrast, the second method utilizes a special toolkit of abstract two- and three-dimensional product parts to reveal the needs, preferences, and expectations of the individual in a more in-depth manner, with the intention being to further explore the insights and design directions that emerged during the application of the first method. This paper proposes an initial model that brings together these two methods, incorporating generative tools and techniques that are adaptable, participatory and engaging, and discusses their implications for design education

    A Delicate Presence

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    The focus of this paper is on exploring the delicate position that drawing can inhabit, between absence and presence. The paper unpicks the value of delicacy to uncover a web of tensions between the seen- unseen, touching-not-touching and crucially, absence and presence. This ‘delicacy’ in drawing is then critically repositioned through the lens of recent writing from the field of feminist science studies to explore the possibility of a new critical position vis-a-vis discourse of presence in drawing. The significance for us is that through looking at drawing we become sensitised to the possibility of other states of being, which in turn may offer fresh lenses though which to see the world. Equally, in co-opting new forms of critical discourse from other fields of thought might we enrich our understanding of graphic encounters

    Presence and Drawing

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    Drawing, if it explores rather than defines, has the capacity to unlock the subconscious.  It is a deeply human activity.  I believe both the act of drawing and the conscious viewing of drawing afford our human connectedness and our capacity to explore human intimacy, human depth, human soulfulness and ultimately human worth

    Exploring Biomimicry in the Students’ Design Process

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    Since the very early days of history, human beings ‘designed’ things by looking at nature. In our days, the use of nature in design has become more systematic and detailed. Although as old as humanity itself, use of nature especially in the field of design still offers novelty and often brings success in solving problems in a sustainable way. When it comes to industrial design education specifically, it seems to be a promising method to mimic the nature in designing new products; however different dynamics effect and sometimes prevent students to use natural analogy in their projects. It is observed that industrial design students aren’t eager to use biomimicry which is a type of natural analogy in their design projects although they learn about it in different courses as a creativity method. The study therefore aimed to find out about two issues related to the matter: a) trying to find out and understand the reasons behind this reluctance against the use of nature, b) if they were presented a methodology, in what ways this reluctance would be overcome and they would go beyond taking nature as not only a formal source of inspiration

    Book review of Jacobson, T.E. and Mackey, T.P (eds). 2015. Metaliteracy in practice. London: Facet.

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    Limestone Conversations

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    A long time ago – when I was drawing cross-sections of blast furnaces for metalwork A-Level – I noted the existence of crushed limestone as part of the iron-making process. I was never very clear what it was doing there – something about acting as a flux to take the impurities into ‘slag’ that floated on top of the liquid iron, allowing it to flow. But the main characters in the drama always seemed to be the iron ore and the fuel (coke). Limestone always seemed like an after-thought; a bit-part actor

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