104 research outputs found
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Lurking and learning: Making learning visible in a Virtual Design Studio
This paper explores certain types of student behaviour in design courses presented through an online distance learning environment and using a virtual design studio. It demonstrates that types of behaviour often considered to be passive, and therefore negative or less valuable than obviously active behaviours, can be significant evidence of student learning. Specifically, viewing other studentsâ work is demonstrated to be a stronger (or equal) correlation of student success compared to any other behaviour measured in the virtual design studios studied. It is hypothesised that this activity is part of a larger set of social learning behaviours that contribute to a general social press or âecologyâ of studio learning. This finding has important implications for the design and implementation of virtual studios (technically and in learning design) and these are reported specifically for the interest and use of learning designers
Engaging Qualities: factors affecting learner attention in online design studios
This study looks at the qualities of learner-generated online content, as rated by experts, and how these relate to learnersâ engagement through comments and conversations around this content. The work uploaded to an Online Design Studio by students across a Design and Innovation Qualification was rated and analysed quantitatively using the Consensual Assessment Technique (CAT). Correlations of qualities to comments made on this content were considered and a qualitative analysis of the comments was carried out. It was observed that design students do not necessarily pay attention to the same qualities in learner-generated content that experts rate highly, except for a particular quality at the first level of study. The content that students do engage with also changes with increasing levels of study. These findings have implications for the learning design of online design courses and qualifications as well as for design institutions seeking to supplement proximate design studios with Online Social Network Services
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The effect of prototyping material on verbal and non-verbal behaviours in collaborative design tasks
This paper reports a study of 23 controlled experiments, with a total of 99 individual tasks, between pairs of designers collaborating to solve a simple design task using four different types of prototyping media. The aim of the study was to correlate verbal and non-verbal behaviours across different types of media with a range of measurement indicators. Using innovative movement trail images we show how collaborative sketching activity results in attenuated use of interpersonal collaborative space when compared with cardboard, clay, and Lego, which provoked intensive collaboration. Furthermore, the sketching (control) condition resulted in pre-conceived ideas being executed when compared with the three-dimensional media, where ideas emerged through collaboration. This finding suggests that increased creativity in design can result through the careful choice of prototyping media at the beginning of the design process
Envisioning Futures of Design Education: An Exploratory Workshop with Design Educator
The demand for innovation in the creative economy has seen the adoption and adaptation of design thinking and design methods into domains outside design, such as business management, education, healthcare, and engineering. Design thinking and methodologies are now considered useful for identifying, framing and solving complex, often wicked social, technological, economic and public policy problems. As the practice of design undergoes change, design education is also expected to adjust to prepare future designers to have dramatically different demands made upon their general abilities and bases of knowledge than have design career paths from years past. Future designers will have to develop skills and be able to construct and utilize knowledge that allows them to make meaningful contributions to collaborative efforts involving experts from disciplines outside design. Exactly how future designers should be prepared to do this has sparked a good deal of conjecture and debate in the professional and academic design communities.
This report proposes that the process of creating future scenarios that more broadly explore and expand the role, or roles, for design and designers in the worldâs increasingly interwoven and interdependent societies can help uncover core needs and envision framework(s) for design education. This approach informed the creation of a workshop held at the Design Research Society conference in Brighton, UK in June of 2016, where six design educators shared four future scenarios that served as catalysts for conversations about the future of design education. Each scenario presented a specific future design education context. One scenario described the progression of design education as a core component of K-12 curricula; another scenario situated design at the core of a network of globally-linked local Universities; the third scenario highlighted the expanding role of designers over time; and the final scenario described a distance design education context that made learning relevant and âcloseâ to an individual learnerâs areas of interest. Forty participants in teams of up to six were asked to collaboratively visualize a possible future vision of design education based on one of these four scenarios and supported by a toolkit consisting of a set of trigger cards (with images and text), along with markers, glue and flipcharts. The collaborative visions that were jointly created as posters using the toolkit and then presented by the teams to all the workshop participants and facilitators are offered here as a case study. Although inspired by different scenarios, their collectively envisioned futures of what design education should facilitate displayed some key similarities. Some of those were:
Future design education curricula will focus on developing collaborative approaches within which faculty and students are co-learners;
These curricula will bring together ways of learning and knowing that stem from multiple disciplines; and
Learning in and about the natural environment will be a key goal (the specifics of how that would be accomplished were not elaborated upon.)
In addition, the need for transdisciplinarityâwas expressed across the collaborative visions created by each of the teams, but the manner that participants chose to express their ideas about this varied. Some envisioned that design would evolve by drawing on other disciplinary knowledge, and others envisioned that design would gradually integrate with other disciplines
A protocol study of novice interaction design behaviour in Botswana: solution-driven interaction design
Think aloud studies and protocol analysis are well-known in the field of HCI, but most often these studies focus on usability evaluations, or on the use of technology. Rarely are they used to investigate the behaviour of interaction designers. In this paper, we report on a protocol study with novice interaction designers in Botswana. Participants had just completed the design section of an undergraduate module on Interaction Design that actively promotes a problem-driven approach to the design of interactive products, yet the participants behaved in a way that is closer to a solution-driven approach. The module emphasizes user-centred design, prototyping methods to support design development, and evaluating design detail. Yet participants suggest solutions before exploring the context of use, use prototyping methods to capture, rather than to develop, designs, and do not produce detailed designs. In a problem-solving context, some of these behaviours are typical of novices, but in a design context they are also seen in experienced designers. The results presented here reveal the detail of the approach adopted by these students, and contribute to the wider debate concerning the internationalization of HCI education
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Co-evolving problems and solutions: The case of novice interaction designers in Botswana and the UK
This paper establishes that problem-solution co-evolution is observed in novice interaction designers in the UK and Botswana. However, in the majority of Botswana protocols we could see a new type of co-evolution, which we termed solution-problem co-evolution. Solution- problem co-evolution uses âoff the shelfââ solutions to structure the problem space. Both types of co-evolution are described and discussed in this paper. The findings are drawn from the analysis of 18 (5 UK, 13 Botswana) 1-hour design protocols from two cohorts of students studying the same undergraduate Open University Interaction Design module, one in Botswana and one in the UK. Participants were required to complete a medical interaction design task under controlled conditions. We based our analysis on a coding scheme that was developed specifically for this protocol study. The coding scheme is based on Schönâs seminal work on reflective practice. It visually represents activities in the problem and solutions spaces
OpenDesignStudio: virtual studio development over a decade
This paper presents a case study on OpenDesignStudio (ODS), an online, virtual design studio used to support a Design and Innovation qualification at The Open University (UK). The case presents the main design and development iterations ODS over a period of nearly 15 years and presents recent usage data of large-scale student populations (3000+ students). As such it is one of the largest and longest online, distance design studios, representing a unique longitudinal study of Virtual Design Studio use. The case highlights the importance of learning design, social learning mechanisms, and induction into studio culture
Social engagement in online design pedagogies
Design studio education has been a leading pedagogical principle in design learning for over 100 years. Initially, the studio environment was seen as a collaborative environment in which students follow the work of their peersâ through formal presentations, critiques and informal conversations. In the recent past, research on design studios has lost sight of the social component in studio education in favour of concentrating on the tutor-students relationship. As the delivery of design education has moved into online environments, scholars have begun to recognise that social engagement with peers may be of a greater importance to studentsâ design learning than previously acknowledged. This paper explores the gap in our understanding of engagement and interaction by analysing quantitative and qualitative data from 317 students who were studying an online module in design thinking. The module facilitates learning akin to the design studio experience. An online environment allows students to share and discuss design work, asynchronously, with peers at a distance. The results of the analysis show a correlation between engagement and students success, and further analysis of the kinds of interactions suggest six themes of social engagement that have a positive effect on studentsâ outcomes. These findings add to our understanding of successful online design pedagogies
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A longitudinal study of Virtual Design Studio (VDS) use in STEM distance design education.
The use of virtual design studios (VDS) in practice-based STEM education is increasing but requires further research to inform understanding of student learning and success. This paper presents a longitudinal, large-scale study (3 years, 3,000 students) of student behaviour in an online design studio used as part of a distance learning Design and Innovation qualification, within the School of Engineering and Innovation at The Open University (UK). The sample size and time period of the study is unprecedented and provides unique insights into student behaviours. Moderate correlations between overall VDS use and student success were identified in early stages of study but were weaker in later stages. Detailed results identify specific behaviour correlations, such as âlistening-inâ (viewing other studentsâ work) and student success, as well as behaviour shifts from âpassiveâ to âactiveâ engagement. Strong intrinsic motivations for engagement were observed throughout and selected social learning mechanisms are presented to explain the empirical results, specifically: social comparison, presence, and communities of practice. The contribution of this paper is the framing of these mechanisms as steps in the longitudinal development of design students in a distance setting, providing an informed basis for the understanding, design, and application of virtual design studios
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