3,901,731 research outputs found
TypeForming: the Evolution of Typefaces
An international panel of type and design experts gathered at Sheridan on September 21, 2015 to talk about the form of typography and how its history contributes to its future. The panelists were Matthew Carter, Rod McDonald, Allan Haley and Charles Nix of Monotype.
The discussion followed an exhibition and world premiere screening of a digitized and expanded film by Carl Dair, who designed Cartier – Canada\u27s first Latin typeface.The film, Carl Dair at Enschedé: The Last Days of Metal Type features a digitized version of the 1957 silent film shot by Dair while studying in Holland with one of the last great European letter punch cutters, Paul Rädisch. It begins with a prologue by Canadian type designer Rod McDonald, who in 1998, updated and expanded Dair\u27s Cartier typeface for digital technology. The film is narrated by Matthew Carter, one of the world\u27s leading typeface designers who also studied with Rädisch. The film was co-produced by Sheridan College and Massey College at the University of Toronto.
The exhibit in the Sheridan Art Gallery, opened prior to the film screening, included artifacts such as didactic panels, photographs, sketches, tools, letters and books. It told the story of Carl Dair\u27s quest to create Canada\u27s first Latin typeface as part of the 1967 centennial as well as Rod McDonald\u27s redesign.
The panel discussion was part of Sheridan’s Creative Campus Series.https://source.sheridancollege.ca/creative_campus_event/1000/thumbnail.jp
A review on massive e-learning (MOOC) design, delivery and assessment
MOOCs or Massive Online Open Courses based on Open Educational Resources (OER) might be one of the most versatile ways to offer access to quality education, especially for those residing in far or disadvantaged areas. This article analyzes the state of the art on MOOCs, exploring open research questions and setting interesting topics and goals for further research. Finally, it proposes a framework that includes the use of software agents with the aim to improve and personalize management, delivery, efficiency and evaluation of massive online courses on an individual level basis.Peer ReviewedPostprint (author's final draft
Automated Game Design Learning
While general game playing is an active field of research, the learning of
game design has tended to be either a secondary goal of such research or it has
been solely the domain of humans. We propose a field of research, Automated
Game Design Learning (AGDL), with the direct purpose of learning game designs
directly through interaction with games in the mode that most people experience
games: via play. We detail existing work that touches the edges of this field,
describe current successful projects in AGDL and the theoretical foundations
that enable them, point to promising applications enabled by AGDL, and discuss
next steps for this exciting area of study. The key moves of AGDL are to use
game programs as the ultimate source of truth about their own design, and to
make these design properties available to other systems and avenues of inquiry.Comment: 8 pages, 2 figures. Accepted for CIG 201
Recommended from our members
A Learning Design Studio in Mobile Learning
Mobile learning is a young and vibrant field of research and practice. Teaching a university course on mobile learning is a challenge: how do you connect the theories and case studies to students’ experience, and make them relevant for their educational practice? This paper reports on one such course which was conducted using a Learning Design Studio format: working in groups, students identified an educational challenge, conducted independent search and analysis of the relevant literature, devised an innovative solution and evaluated it. The studio approach has been used successfully by several researchers in the past. The course described here was conducted at the University of Haifa in spring 2012. During the course, students engaged with core literature, reviewed case studies, and designed, implemented and evaluated six mobile learning projects. We argue that the Learning Design Studio format is particularly suitable for teaching about mobile learning, as it situates students learning in a genuine context and allows them to learn through conducting meaningful research
Recommended from our members
Teaching the YouTube generation: exploring the benefits of an interactive teaching approach in sustainable product design
This paper presents findings from a doctoral study, which investigated effective methods for teaching social sustainability within product design courses in British and Irish universities. Specifically exploring, how to foster a holistic understanding of the social aspects of sustainable product design amongst undergraduate and postgraduate students, through design thinking. Perceived relevance is considered as a fundamental aspect in enabling students to engage deeply with sustainability [1]. Authors [2;3;4] note that 'Net Generation' learners have specific learning preferences that can be targeted in order to improve the students learning experience. Through the careful design of materials which build upon the students tendency towards visual learning and seeking increase relevance and motivation, by offering opportunities for collaborative learning and learning through discovery. Three 'Rethinking Design' workshops were designed and developed as part of a doctoral study to introduce students to the wider social aspects of sustainability and these were conducted in five universities in Britain and Ireland. The workshops featured visually rich audio visual introductions followed by collaborative group based mind mapping activities, which were successful in fostering deep learning by facilitating learning through discovery, critical reflection, peer learning and creativity leading to an exploration of design thinking solutions
Online learning for design students
This paper describes the development of a Web‐based learning resource for Design students at De Montfort University, and presents the results of a study to investigate the effectiveness of this system. Some issues regarding further improvements to the online resource are also discussed
Recommended from our members
Learning design – making practice explicit
New technologies have immense potential for learning, but the sheer variety possible also creates challenges for learners in terms of navigating through an increasingly complex digital landscape and for teachers in terms of how to design and support learning interventions. How can learners and teachers make informed decisions about what technologies to use in the design and support of learning activities? This presentation will consider this question and present a new methodology for design – 'learning design', which aims to shift the creation and support of learning from what has traditionally been an implicit, belief-based practice to one that is explicit and design based. Learning design research at the Open University, UK has included the development of a set of conceptual design views, a tool for visualising designs (CompendiumLD) and a social networking site, for sharing and discussing learning and teaching ideas and designs (Cloudworks). An overview of this work will be provided, along with a discussion of the perceived benefits of this new approach to educational design
Modelling collective learning in design
In this paper, a model of collective learning in design is developed in the context of team design. It explains that a team design activity uses input knowledge, environmental information, and design goals to produce output knowledge. A collective learning activity uses input knowledge from different agents and produces learned knowledge with the process of knowledge acquisition and transformation between different agents, which may be triggered by learning goals and rationale triggers. Different forms of collective learning were observed with respect to agent interactions, goal(s) of learning, and involvement of an agent. Three types of links between team design and collective learning were identified, namely teleological, rationale, and epistemic. Hypotheses of collective learning are made based upon existing theories and models in design and learning, which were tested using a protocol analysis approach. The model of collective learning in design is derived from the test results. The proposed model can be used as a basis to develop agent-based learning systems in design. In the future, collective learning between design teams, the links between collective learning and creativity, and computational support for collective learning can be investigated
- …
