Design and Technology Education (LJMU)
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Material tinkering for design education on waste upcycling
Materials are primary elements in the process of design and are gaining more and more attention in design education. The present work illustrates the practice of material tinkering, concentrating on its effects on design education, as regards the upcycling of waste into material demonstrators, deemed to assess their possibility to evolve into sustainable artefacts. After a general illustration of the scope and objectives of material tinkering, the exposition describes the recent experiences of this practice into design schools, highlighting its pedagogical significance worldwide, and in the particular case of the Italian situation. Finally, the exposition concentrates on the specific case of work carried out in two prestigious Italian Universities (Università di Camerino and Politecnico di Milano) from 2015. The paper tries to clarify its position and significance concerning previous literature, for what appears relevant to the education of designers and for their formation in the local context to be applicable worldwide. The research method evolves from trial-and-error, typical of experimentation on materials, to the conception of material demonstrators and suitability to be applied into products, having as boundaries the choice to use some kinds of waste in an upcycling philosophy
Digital Touch: Towards a Novel User-Experience Design Pedagogy
HCI and Industrial Design are both disciplines that are currently experiencing radical transformation in terms of their identity and scope. HCI has moved beyond its origins in human factors and cognitive psychology towards the proactive and generative design of experience. Industrial Design has similarly evolved from a concern with physical form and function-giving solutions to the holistic design considerations of the user’s experience. Given the complexity and scale of this shifting design landscape, the response of design education must shift in methods and learning and teaching objectives. This paper provides the Design and Technology Education community with a research case study of innovation within HCI education, here situated within the broader context of Industrial Design education. We present a novel pedagogy for designing digital touch communications, developed through an interdisciplinary collaboration of HCI, Industrial Design, and Social Science academics, and advanced through a coursework assignment for 64 undergraduate Industrial Design and Technology students undertaking a User-Experience Design module at the School of Design and Creative Arts, Loughborough University (UK). We discuss the role of low-fidelity experience prototyping of digital touch interactions beyond screens, and the limitations of such an approach when engaged with by novice designers with entrenched material science understanding. We conclude the paper with a call for new educational ‘tools’ to support and scaffold both the learning and teaching of design for digital touch experiences within a User-Experience Design context, and we offer our development of a Designing Digital Touch Toolkit as one such tool
How focus creates engagement in Primary Design and Technology Education: The effect of welldefined tasks and joint presentations on a class of nine to twelve years old pupils
During a Design and Technology class, engagement is both required to start creative hands-on work and a sign of pupil’s creative thinking. To find ways to achieve engagement, we can look to the Montessori tradition. Due to the fact that learning is regarded as feeding insight through experimenting, tasks have to offer pupils the opportunity to gain knowledge about isolated details of the learning situation. This is realised by brief, simple and objective tasks combined with liberty to approach the hands-on work in one’s own way. Applied to Design and Technology, we can define brief, simple and objective tasks with a focus on a technique as an isolated detail of the learning situation. Offering liberty during hands-on work enables creative thinking. The deployment of well-defined tasks with a focus on a technique is possible by dividing a complex assignment into a collection of brief tasks with single problems and working towards single objectives in the topic, making use of a single technique. Such a collection is a format that has the potential to enable ongoing engagement. This case-study researches the actual effect of a stepwise organised collection of tasks on the design performance of pupils of nine to twelve years old. The results show that the tasks turned out to be useful in initiating engagement. In combination with joint presentations, ongoing engagement was achieved resulting in well-considered designs and products. In addition, dialogue with disengaged pupils delivered solutions towards engagement. As a side-effect of dialogue the teacher-pupil relationships and the pupil-pupil relationships improved
Tracing back materialized ideas to embodied and verbal dialogues: Analyzing documents and videofootage of crafts and design lessons
This article discusses a case study combining the qualitative analysis of documents and videofootage. The data was collected during a short collaborative task within an ideation phase with9-10 year old pupils customizing a store-bought t-shirt. The combination of video and document analysis allows tracing back the emergence of some of the kernel ideas visible in prototypes and final designs. The analysis also shows that the pupils in the case study have developed a pool of ideas during several collaborative phases that they could draw back on for their final designs. The close observation of both verbal and embodied dialogue in video analysis shows that the individual, simultaneous and conjoint handling of materials in an exploratory way -– touching and examining, arranging and rearranging – as well as the verbal dialogue taking place during the design process plays an important role within the ideation phase in Crafts and Design lessons. Thus, the article supports previous studies in this area. This small-scale case study can also be taken as an example for how to practice studying subjectspecific learning and teaching for students in teacher education with documents and videofootage providing a rich resource. Additional materials available on an online-portal as of June 2020 serve as a starting point for this endeavor
A Toolkit for Practice-Based Learning of Mechanisms in Industrial Design Education: An Application of a Method Combining Deductive and Inductive Learning
Industrial design education is focused on teaching a combination of various interdisciplinary competencies. One of these projected learning outcomes is to be able to design mechanisms in order to fulfil certain mechanical constraints in products. Studies show that theoretical knowledge supported by practice helps to teach industrial design students the mechanisms. In the current situation in Turkey, practice-based courses are designed with a similar purpose. However, graduates severely lack mechanical design skills. In this study, a two-staged toolkit of a holistic flow is introduced to prevent the deficiency mentioned above. In the toolkit, mechanisms are taught by combining deductive and inductive approaches, instead of a directly inductive conventional approach. The toolkit is applied to 36 sophomore year students. Assessments of the students and their self-evaluations are collected and analysed. Findings show that the toolkit can be beneficial for teaching of mechanisms to ID students through some revisions
Young Children’s Representational Structures of Robots’ Behaviors
Despite the fact that the sophisticated technologies are a substantial component of children’s everyday environment, of the space within which they act, play and learn - the world of complex technological systems (their characteristics, and the knowledge and skills involved in operating, designing and programming them) is almost ignored in the preschool and elementary school curriculum. The study reported in this paper is part of a research plan embedded in the implementation of a comprehensive curriculum aiming to support the development of technological thinking in kindergartens, including knowledge and skills in areas such as design, the artifacts in our material culture, smart artifacts and robotic systems, or programming. This particular study aimed to address young children’s (aged 5-8) perception of the adaptive behavior of a robot and the representational structures (or functioning schemes) they adopt to think about how its behaviors are generated and controlled. When children think about the robot’s behavior, they may adopt different perspectives that translate into different representational structures, (e.g., one-time episodic representation; a script that can became a reusable routine; a universal representation such as a rule of behavior). The findings evidence the ability of young children engaged in programming to think in terms of abstract rules and to use these for programming and designing a robot’s behavior