Ideas for Interactive Online Design Instruction

Distance Learning Curriculum Development

If you are looking for some tips on how to use Blackboard effectively for design instruction, including structuring your course, and tools for interactive group critiques, check out the videos below.

Here’s a great resources list published by AIGA DEC:

If you have content or recommendations for online design instruction, please let us know. We can add it to our Youtube channel, or post it here.

For an open discussion on the topic and your experiences, please join us here…

https://social.designincubation.com/topic/252-teaching-online-resources-experiences-tools-recommendations/

Teaching Design Team Collaboration Through Group Projects

Two case studies will be shown that demonstrate embedding best practices for team collaboration in the classroom.

Christine Lhowe
Assistant Professor
Seton Hall University

At the introduction of group projects in my undergraduate graphic design courses, students in various levels of their education often ask if they will be able to present the project in their portfolio to potential employers. Being that it was conceptualized as a team and multiple designers participated in the outcome, they express concern in presenting work that doesn’t exclusively belong to them. However, the design profession is largely collaborative and creatives often work on projects in teams. This presentation will showcase how I’ve utilized group projects to foster understanding of the collaborative nature of the design industry to intermediate and advanced graphic design students in a liberal arts University. 

I have embedded two learning outcomes within the course material. The first is team conceptualization. Creative teams commonly work together in developing original concepts in brainstorming sessions. The purpose of the sessions are to collectively generate ideas where value is placed in working together.Ownership of a concept may become ambiguous as some may be merged together or built on by team members. The second is entering a creative project post conceptualization. Designers are often asked to develop new creative assets while upholding an existing aesthetic for a brand, which raises the question, “was this my idea?”

Two case studies will be shown that demonstrate embedding best practices for team collaboration in the classroom. In the first, students worked together in an advanced Brand Evolution course to develop and maintain a brand across multiple digital and physical touch points. Secondly, in an intermediate Web Design course, students implemented a design system to collectively create the user interface of a large scale website. 

This research was presented at the Design Incubation Colloquium 6.3: Fordham University on May 16, 2019.

Teaching Online? Please Share Your Experiences

How have you adapted a class or course for remote instruction or online learning?

https://social.designincubation.com/topic/252-teaching-online-resources-experiences-tools-recommendations/

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Call and Response | Equitable Design Frame Work

We turn the design into a tool to ask questions and pose solutions.

Omari Souza
Assistant Professor
Texas State University

Gabriela Disarli, Graduate Candidate, Texas State University
Dillion Sorensen, Graduate Candidate, Texas State University
Leslie Harris, Graduate Candidate, Texas State University

Traditional design projects typically include the paying client and professionals within related industries. The paying client will often use the services of the designer to attract a targeted audience to a product or service, but what if we transition the members of the audience from passive recipients in the solution to the active contributor. While there may be times when informing is a necessary part of the process, we believe that real impact is often made when we intentionally build up a person’s capacity to contribute at higher levels. Call and response is a form of interaction between a speaker and an audience in which responses from the audience punctuates the speaker’s statements (“calls”). If we view the caller as a user, and the designer as a responder, we turn the design into a tool to ask questions and pose solutions.

This presentation explores how a group of nine graduate communication design students explored how design can be used to create behavioral and systemic change by using the participatory design process. The final deliverables explores the idea of problems as proverbial calls with the designer and audience as equitable participants in the response, or the means to a solution. We explore various calls, including calls for advocacy on behalf of marginalized social groups, calls for self-reflection on the design field itself, and calls for the future that speculates about potential directions within the field of design.

This research was presented at the Design Incubation Colloquium 6.3: Fordham University on May 16, 2020.

Tangible Type with 3D printing

The first phase of a research project to develop and find the place of the emerging technologies in typography

Taekyeom Lee
Assistant Professor
Illinois State University

Technology and design have been in a symbiotic relationship, and the demand for the typography with 3D printing has already arrived. Like the digital revolution with the introduction of personal computers generated radical changes in typography, the new digital fabrication techniques urge designers and educators to embrace the new possibilities. As 3D printing has become more refined, efficient, and accessible, what designers can do with the new printing technology? This project is the first phase of a research project to develop and find the place of the emerging technologies in typography.

Designers can use a variety of printing techniques to produce visual materials and to solve visual problems. 3D printing can change the notion of printed text and how we experience materialized type since the tangible type does not lie on the static surface or live on-screen as a mirrored image. 3D printed tangible type acquires characteristics such as dimension, structure, materiality, and even physical interactivity. For this project, various conventional and unconventional materials in 3D printing were used to explore both the challenges and potential for typography. 3D printed tangible type not only amplified visual but physical interactions. The tangible type provides engaging tactile experiences, which would be more intuitive, expressive, and memorable. It also became relatively challenging to ensure the legibility of the written text and write a long text. More investigations should be followed as the technology will get more refined. This project could be inspirational for both professional practices and educational settings, such as typography, graphic design, and digital fabrication courses. As the outcome provides three-dimensional experience and substance, a new application of this design could be used for spatial typography and developed for people with vision impairment.

This research was presented at the Design Incubation Colloquium 6.3: Fordham University on May 16, 2020.

Deconstruct + Reconstruct: The Value of Mimicking Reverse Engineering in UI/UX Pedagogy

In order to truly understand how something works, you have to take it apart and put it back together again.

Dave Gottwald
Assistant Professor
University of Idaho

Reverse engineering has long been practiced in lab courses in computer science and high technology development. The concept is rather simple—in order to truly understand how something works, you have to take it apart and put it back together again.

In my introductory course in UI/UX design, students are assigned three projects which mimic a reverse engineering process. For Deconstruction they choose an existing mobile app, propose a conjectured user persona based on their own use, and then document user flows of interactive functionality, using their phones to capture every screen. Organizing these screens into flows facilitates a direct approach in understanding navigation, visual hierarchy, and functionality. In this students attempt to “map” the product and speculate on why certain design directions were taken. For Reconstruction students find an app to redesign. User interface and user experience are considered equally; deficits in both aesthetics and functionality are addressed. At this stage students move beyond speculation and begin to integrate actual research into the development of their product and user personas as they design screens and document user flows.

Finally, the last half of the term is devoted to their own unique app product. Construction builds on the first two projects, yet with a more thorough research and testing phase. Students are tasked with building a live prototype designed with industry-standard software and conduct formal user testing in a group setting. Ideation and development time for this final project is noticeably accelerated, as they’ve already undergone the process twice before. Mimicking a reverse engineering process also provides a detailed structural comprehension of interaction design. By approaching apps from the inside out, students report a greater understanding of their mobile devices as designed content systems, and they are better prepared for more advanced interaction projects.

This research was presented at the Design Incubation Colloquium 6.3: Fordham University on May 16, 2020.

Design, Food and Human Connection

A research project with the intent of understanding the parallels between chefs and designers

Nicholas Rock
Assistant Professor
Boston University

Design is present in visible and invisible ways in contemporary society such that the term “design” has permeated everyday language—resulting in a situation where everyone knows what design is and no one knows what design is. Design is becoming further integrated with business, and socio-economic demands require a constant pursuit of data and technological advances while leaving behind the personal and social side of those same topics. Design is altering our human experience under the illusion of increasing our connectedness.  

We have begun an examination of how design can enable a return to more meaningful connections with people. Since design as a concept is becoming increasingly universal, we are looking at it through the lens of something as culturally ubiquitous as food. How can our relationship with food inform our relationship with design in society? How might we improve our approach to how we both practice and teach design by investigating practitioners of gastronomy and culinary arts? 

Our studio began this research project with the intent of understanding the parallels between chefs and designers—hoping to learn from the creative process of chefs pushing the limits of their profession as a way of advancing our own. Through a series of interviews and collaborative experiences, we have held conversations with designers, architects, chefs, restauranteurs, food historians, and farmers to better understand both a historical and contemporary relationship between food, design, and culture. We encountered a shared philosophy of creating opportunities for human connection. Using this insight, we are forming new design methodologies and altering our approach to design education.  

We need to reinforce our connection to each other as human beings. If we return to this as a core principle in design practice and education, then we can create new opportunities to bring people together instead of driving people apart.

This research was presented at the Design Incubation Colloquium 6.3: Fordham University on May 16, 2020.

Redesigning an Appropriated Brand Identity in a Complex Polarized Culture

A convergent mixed-methods pragmatic approach to the redesign of the Chief Brand Identity

Clinton Carlson
Associate Professor
University of Notre Dame

Chief Industries has utilized an appropriated image of a Native American for over forty years. External factors pushed for a shift in their use of this symbolism, however, in the design research process it was discovered that internal contingencies strongly opposed the elimination of the symbol. Chief’s third-generation CEO faced a dilemma in how to respond to these pressures.

A transitional brand identity system that invested in establishing a broader and more consistent brand identity could allow Chief to navigate the internal and external political environment; minimizing internal corporate cultural disruption, while also taking tangible steps toward a more appropriate and ethical brand identity system.

In working with Chief Industries and my collaborative partner Huebner Integrated Marketing, we utilized a convergent mixed-methods pragmatic approach to the redesign of the Chief Brand Identity. Interviews and surveys of corporate leadership, employees, partners, and customers gave insight into perceptions of the Chief brand and corporate culture, while a brand audit helped identify deficiencies and opportunities in the current brand architecture and applications across touchpoints.

Chief Industries has seven North American brands, eleven divisions on three continents, and 1,400 employees. The family-owned company was founded in 1954 and is currently lead by the grandson of the founder.

The research process identified 1) a fractured brand architecture and identity system, 2) gaps between corporate and division leaders in the perception of the Chief brand, and 3) risk to dramatically shifting the brand identity among some divisions and their employees. The transition to a new generation of leadership factored into the decision to build an identity system that would establish clearer brand architecture, build equity in elements outside of the Native American icon, and allow for the eventual elimination of the Native American icon.

This presentation looks at how one designer navigated a polarized setting and strove to provide an ethical design direction with an understanding of the complex systems in which their client existed. The presentation will discuss the role of designers as advocates and the ethical dilemmas faced when working with commercial clients. It will raise questions such as: How should we balance our role as advocates with the responsibilities of serving clients? Should we balance these two? Is incremental change enough?

This research was presented at the Design Incubation Colloquium 6.3: Fordham University on May 16, 2020.

Breaking Down Biases with Toys: An Interdisciplinary Design Project

Courses from three different schools collaborated on the project: Applied Infancy Development, Machine Design, and Graphic Design 3.

Nancy Wynn
Associate Professor
Merrimack College

Nicholas Paolino
Undergraduate Design Researcher
Merrimack College

Much child development research is biased towards privileged, white, mid-socioeconomic cultures. For example, data suggests mothers should use child-directed speech to promote language development (Rowe, 2008). Yet, recent evidence shows this type of talk is not promoted universally (Rowe, 2012). As a result, educational and clinical practices​, as well as policies​, ​may not address the needs of non-white, under-privileged populations. During the spring semester of 2019, three Merrimack College professors created an interdisciplinary project to promote positive development in infants/toddlers. The project’s goal was the development of a toy prototype that addressed specific developmental domains and considered various populations.

Courses from three different schools collaborated on the project: Applied Infancy Development, Machine Design, and Graphic Design 3. Students enrolled in discipline-specific courses were divided into eight groups, each consisting of one Graphic Design student and multiple students from Education and Mechanical Engineering. The modes for assessment were completion of the toys, marketing materials, and the development of collaboration skills.

Education students were the researchers and “clients.” Engineering students created the toy prototypes. Graphic design students designed marketing materials including branding, packaging and advertising. Throughout the semester, students met in large group meetings, virtual group meetings, made oral presentations, and publicly demonstrated their final designs. The pedagogical plan was to adopt a peer model whereby students could teach their peers what they learned in their respective disciplines and work together to synthesize their ideas.

Despite some challenges, the teams completed their prototypes and branding with much success. Afterwards, project assessment included: What changes should be implemented? Were the virtual meetings beneficial? Who might gain from inclusion—business students and marketing faculty? Additional funding?

The project captured the professional world of toy design quite well, and the faculty members are planning for round two in 2022.

This research was presented at the Design Incubation Colloquium 6.3: Fordham University on May 16, 2020.

Fusing Old and New: Visual Communication for the Liberal Arts

Teaching Award Winner

Evelyn Davis-Walker
Assistant Professor
Valdosta State Universit
y

I have always been interested in the melding of the historical and the contemporary—tradition with experimentation. When designing new and exciting methods of engagement with my design students, I wanted a unique experience that was not offered anywhere else. Upon my arrival to Valdosta State University, I wrote a grant to help acquire letterpress equipment and supplies used in the late 1800s and early 1900s. 

My initial interest was to preserve a vital part of graphic design history for students to study and appreciate. What I ended up developing was a proposal in which I infused 100-year old historic machinery with today’s 3D printing and laser cutting technology capabilities. Once I was able to restore the vintage printing press, I recreated type  (letters) through the use of 3D printers and laser cutters. Ensuring the letters were the exact size for utilization on the press, I printed specific type/fonts currently unavailable in our library of letters. The ability to customize and create three-dimensional letters and eventually illustrations is game-changing. Students will have the capabilities to print in a traditional method of graphic design while using ideas, styles and messages of a 21st century student.  

I am also honored to be featured alongside my fellow Art & Design colleagues in the 4th issue of the 2019 Valdosta State Magazine for my imaginative pairing of old and new processes. In the article, Changing How Art is Made: VSU Merges Old-School Techniques and New Technology to Revolutionize Creative Instruction, I discuss my desire to merge old and new processes in my classroom. My job as an educator is to present content of today to my students, acknowledge what had been done in the past on a historical level, and most importantly, make new pathways for learning for the future.

Students in ART 3091, Introduction to Graphic Design 1, spend the first four weeks off the computer; understanding the history of graphic design through hand-lettering and letterpress printing. This is both frustrating and freeing to the students upon learning of the scheduled structure on the first day of class. 

Students are exposed to the historic practice of arranging and printing letters on paper to communicate a message. The process is painstaking, complex and imperfect—all aspects that become substantially easier once the computer is introduced in week five. In addition to the incorporation of the computer, students have been integrating 3D printing and laser cutting as means of experimentation – the blending of traditional and technology. My on-going research and scholarship regarding traditional and contemporary processes (integration of traditional and technology), has been fascinating. Below is a breakdown of the multi-phased project introducing students to the art of typography.

PROJECT 1 – Structure and Breakdown
This first assignment in Graphic Design 1 began with each student choosing one word that described their unique personality. 

PHASE ONE: HAND LETTERING
Each student created 20 abstracted 4” x 6” compositions by hand with black ink. The students were expressive by using only letters that helped spell their word. By restricting the designer to create abstract compositions, students focused on pattern, repetition, scale and unity as design principles in a non-representational expression through the use of typography. 

PHASE TWO: CUT PAPERA
critique of the hand-lettering compositions were discussed as a class and the strongest three compositions were chosen to move forward into cut-paper iterations. (1-class vote, 1-professor vote, 1-individual designer vote.) The cut paper pieces were direct facsimiles of the hand-lettering designs, however color theory and relationships of positive and negative were addressed specifically with this phase.

PHASE THREE & FOUR: LASER CUT & HAND STAMPING
Technology was introduced in these two phases by scanning the strongest cut paper design and digitally preparing it for laser cutting in the wood-shop. Students glued their wooden letters onto a board, thus creating a mirrored design for hand-stamping. Using ink and rollers, designers stamped their digitized wooden blocks onto 4” x 6” cards.

PHASE FIVE: LETTERPRESS
The final phase involved understanding one of the oldest forms of graphic design, letterpress printing. While the first few phases involved focusing on the abstracted word, the letterpress printing was a direct and literal compositional print of the word’s definition. Students were trained on type-setting, inking and operation of the century-old machine. To successfully complete this phase, their focus involved typographical rules such as leading, kerning, line flow and line direction.


Evelyn Davis-Walker holds a B.A. in Visual Communication and Computer Art from Otterbein University and an M.F.A. in Advertising Design from Marywood. 

In 2010, Evelyn was awarded 25 for 25 AOL International Art Grant where 25 winners (9,000 applicants) were funded $25,000. Evelyn designed individual memory games for 200 Alzheimer’s patients. In 2015, Evelyn received the Otterbein University Young Alumni Recipient for Community Engagement. 

She was a graphic design professor at Virginia State University before coming back to Otterbein to teach Communication Design for eight years. In 2016, Evelyn moved to South Georgia where she currently oversees the Graphic Design area of Valdosta State University’s Art & Design department.  

Along with her commercial design work, Evelyn has a strong affinity for all things paper – from mixed media collage, to creating typographic prints on her letterpress machine. She has received numerous awards and has exhibited in solo, group and juried exhibitions.

Recipient of recognition in the Design Incubation Communication Design Awards 2019.