Is the Future Online Classes?

Teaching methods based on tutorials, cumulative projects, and concept based learning strategies.

Dannell MacIlwraith
Assistant Professor
Kutztown University

More and more colleges and universities are beginning to explore offering traditional studio art and design courses online. At Kutztown University, first year students are required to take an online Digital Foundations course. This course gives a solid grounding in basic computer skills, software knowledge, and visual thinking, a framework for more complex areas of digital media. By giving the flexibility of an online class — students can still have hands-on techniques, experience constructive critique, hand-in physical prints, and have a good mentor/student relationship.

As the curriculum designer, I based my teaching methods on tutorials, cumulative projects, and concept based learning strategies. The short tutorials are designed to maintain attention. I have abandoned the traditional discussion forums of online education, instead utilizing social media for critiquing techniques. Finally, through surveys, quizzes and an ‘artifact’ project the faculty assess Digital Foundations for tweaking and modifying for future sections.

Many colleges and universities are moving classrooms online for financial savings. What are the most effective strategies for teaching art & design online? What about ensuring the same rigor and quality as an in-person course? We’ll explore possible solutions to these problems that are facing the early pioneers of online education in design.

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

Design Incubation Colloquium 6.3: Fordham University

Design Incubation Colloquium 6.3: Fordham University (#DI2020mar)
Virtual Conference May 16, 2020, 1PM EST.

Presentations will be published on the Design Incubation YouTube Channel after April 24, 2020. Virtual Conference will be held online on Saturday, May 16, 2020 at 1pm EST.

Due to COVID, this event was moved online for our first virtual Design Incubation Colloquium. Please join us. View the presentation videos, and register for the live moderated discussion.

Design Incubation Colloquium 6.3: Fordham University (#DI2020mar) will be held at Department of Theatre and Visual Arts at Fordham University, Lincoln Center on Saturday, March 28, 2020.

Hosted by Abby Goldstein and the Department of Theatre and Visual Arts at Fordham University. This event is open to all interested in Communication Design research.

Saturday, March 28, 2020
1:00 PM – 4:00 PM

Fordham University, Lincoln Center
Leon Lowenstein Center
113 W 60th St
New York, NY 10023

Presentations

Stir Copenhagen: design, culture + your senses
Stephanie Grey
Associate Professor
Framingham State University

Call and Response | Equitable Design Frame Work
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

Breaking Down Biases with Toys: An Interdisciplinary Design Project
Nancy Wynn
Associate Professor
Merrimack College

Nicholas Paolino, Undergraduate Design Researcher, Merrimack College

[Dis]embodied Senses: Interaction Beyond the Screen
Tristen Click
Graduate Candidate
Vermont College of Fine Arts

Is the Future Online Classes?
Dannell MacIlwraith
Assistant Professor
Kutztown University

Tangible Type with 3D printing
Taekyeom Lee
Assistant Professor
Illinois State University

Design, Food and Human Connection
Nicholas Rock
Assistant Professor
Boston University

Deconstruct + Reconstruct: The Value of Mimicking Reverse Engineering in UI/UX Pedagogy
Dave Gottwald
Assistant Professor
University of Idaho

Redesigning an Appropriated Brand Identity in a Complex Polarized Culture
Clinton Carlson
Associate Professor
University of Notre Dame

Teaching Design Team Collaboration Through Group Projects
Christine Lhowe
Assistant Professor
Seton Hall University

Access as Design Requirement: Improving Attitudes and Commitment
Rebecca Mushtare
Associate Professor
State University Of New York At Oswego

Parking and Transportation

Daily parking for students around Lincoln Center campus is available at selected parking garages by having your parking ticket validated by a security guard at the Lowenstein lobby front desk.

Alfred Car Park, LLC
161 West 61 Street off of Amsterdam Avenue
$15 for 12 hours (until midnight) with validation

Allied Garage
425 West 59 Street off of Columbus Avenues
$18 for 12 hour with validation

Regent Garage
45 West 61 Street between Broadway and Columbus Avenue
$16 for 12 hours (until midnight) with validation

Kinney Parking System
345 West 58 Street between Broadway and Columbus Avenue
$16 for 12 hours (until midnight) with validation

Visit the University’s Transportation website for a list of additional parking garages.

Public Transportation

Please see the MTA Website for public transportation directions to the Lincoln Center campus.

Between Heritage and Modernity: Modernity in Arabic Type Design

The Center for Book Arts is hosting a series of 3 seminars dedicated to Arabic type design and typography, curated by Dr. Nadine Chahine, taking place on March 5, 7, and 19.

The theme of the series revolves around concepts of modernity in Arabic type design, the heritage of Arabic letterforms in the context of current technologies, contemporary Arabic branding design, and the history of Arab graphic design. The series brings together renowned and award winning designers working with Arabic type, both from the US and the Middle East.

The first panel discussion of the 2020 History of Art Series will be on Modernity in Arabic Type Design. The evening will feature Wael Morcos, with a talk entitled Right to Left: A Practice, Dr. Nadine Chahine discussing The Politics of Arabic Graphic Design, and Thomas Jockin, who will be presenting Two Decades of Type Directors Club Award-Winning Arabic Typefaces.

This History of Art seminar will be on Contemporary Arabic Graphic Design. The afternoon will feature Tarek Atrissi, who will be discussing Branding with Arabic Typography; Tala Safié will be presenting, “Haza al Massa” (or “Tonight”), a documentation of the golden years of Lebanese cinema through posters, zines, press books, and film ephemera; and Bahia Shehab, who will be giving a discussion entitled, From Calligraphers to Type designers: Arabic Script in Transition.

The final panel discussion of the 2020 History of Art Series will be on Technology and Heritage. The evening will feature Dave Crossland who will discuss Variable Fonts, and Mamoun Sakkal, who will discuss Calligraphy, Type, Image: A Journey into Arabic Script.

Center for Book Arts
28 West 27th St. Third Floor
New York, NY
10001

RSVP: https://www.eventbrite.com/e/between-heritage-and-modernity-technology-and-heritage-tickets-86609363939

Supporting the Chicago Design Community | Design Incubation Affiliated Society Meeting @CAA

Identifying strategies, filling gaps in organizational offerings, andcollaboratively expand reach of local organizations.

 Friday, February 14, 2020
12:30 PM – 1:30 PM
Hilton Chicago – Lower Level – Salon C-1

Design Incubation will host the College Art Association (CAA) conference business meeting for “Supporting the Chicago Design Community | Design Incubation Affiliated” at the Hilton Chicago on Friday, February 14th from 12:30–1:30 pm. There is no cost to attend this meeting.

Leaders from midwest design organizations including The Society of Typographic Arts, IxDA, AIGA, The New Media Caucus, Chicago Speculative Futures, The Society of Typographic Aficionados, Hexagon, The Chicago Design Archive, SEGD, and others will discuss industry, academic, and educational needs in the region. We hope this conversation will identify strategies for filling gaps in our organizational offerings, find opportunities for Design Incubation to support these long-standing groups, and collaboratively expand all of our reach.

Design Incubation is a volunteer academic organization whose focus and mission is the facilitation of research and scholarship in communication design. Our aim is to foster discussion and collaboration among academics and industry professionals. We are a resource for those working and studying within the field.

With a Cast of Colored Stars – A Talk with Kelly Walters @tdc

DATE: Tuesday, March 10, 2020
TIME: 6:30 pm – 8:30 pm
LOCATION: Type Directors Club
347 W 36th St.
Suite 603
New York, NY 10018

Through historical archival research and the act of experimental printmaking, Kelly Walters research aims to highlight the linguistic phrases used in promotional Black film posters during the Jim Crow through Blaxploitation eras. By extracting typographic elements such as “an all colored cast” or “with a cast of colored stars,” Kelly Walters is able to closely examine examples of segregation while also re-contextualizing them for new alternative platforms. In looking closely at typographic details, language, and gestures, identifiable patterns emerge pointing to shifts in communication styles and cultural representation in this area of poster design.

https://www.tdc.org/event/with-a-cast-of-colored-stars-a-talk-with-kelly-walters/

Designing for the Visually Impaired

Affordable accessibility design.

Min Choi
Adjunct Professor
San Diego State University
San Diego City College

Low vision is a part of the natural aging process, and we all have the potential to face it at some point in our lives. Though there are many exceptional high-tech devices to help people with visually impaired and blind, there has not been enough attention given to applying accessible design when creating affordable everyday products to benefit them.  The statistic shows that in the U.S., only around 30%1 of people with a visual disabilities are fully employed, and cannot afford to buy assistive technologies that may be awesome for them, but costs hundreds or even thousands of dollars.

To address this issue, I am researching how people with low vision could experience high-contrast colors and basic shapes with tactility at a reasonable price. In-person, human-centered design approach guided me to build a deep empathy towards my audience and explore design process and solutions that would help celebrate their disabilities.

A home product line incorporates high-color contrasts and tactility using universal symbols for people with visual impairment. It is an experiment to help them to be independent and empower their everyday activities those of us with good vision often take for granted—including eating, getting ready for bed, and getting dressed in style.

At its heart, we must identity what the audiences’ needs are—and the only way to create design solutions is to connect with those who will benefit the most. Design with purpose and function is beneficial for everyone—especially those with disabilities.

This research was presented at the Design Incubation Colloquium 6.2: CAA 2020 Conference Chicago on February 14, 2020.

A Peace of Mind: Design Research for Pervasive Healthcare

User Interface and User Experience in Industry Design education.

Hyuna Park
Assistant Professor
University of Kansas

Although User Interface and User Experience (UIUX) design has generally been taught as part of visual communication (VisCom) design education, its principles including human-centered approach and systems thinking can also complement the other design disciplines’ curricula such as industrial design (ID). A design department in a Midwestern state university has recognized an unexpected tendency; an increasing number of the department’s ID graduates becomes UIUX designers. In support of this non-traditional ID career path, the department initiated to integrate UIUX design into one of its required ID courses.

As a pilot project of this initiative, a group of ID students participated in a UIUX design project, Peace of Mind, which aims to provide pervasive healthcare products for people with disabilities. Pervasive healthcare refers to the remote healthcare monitoring and management system that removes locational and time restraints. The students had to understand their users’ lifestyles as well as the existing technologies to deliver the healthcare service successfully. This multifaceted project focused on design research methods including A/B test, convergence map, daily journey map, empathy map, prescriptive value web, and semantic differences, to gain a deeper understanding of the stakeholders’ needs.

Through this design project, the ID students designed various pervasive healthcare products including a smart lap desk for helping stroke survivors’ rehabilitation and a smart ring for a diabetic lifestyle in conjunction with a continuous glucose monitoring system. The students presented the project outcomes to the administrators of community engagement and telemedicine programs at the university’s medical center. By sharing the process and outcomes of Peace of Mind project, the presentation will address the critical attributes for successful UIUX design introduction to ID students. Furthermore, we will also discuss the benefits of integrating UIUX design into the ID curriculum and the challenges the educators may be faced.

This research was presented at the Design Incubation Colloquium 6.2: CAA 2020 Conference Chicago on February 14, 2020.

Critical Visual Analysis of Graphic Expressions of Emotions Over Time

The ‘feeling’ aspect of the typical ‘thinking, feeling, doing’ channels.

Ann McDonald
Associate Professor
Northeastern University

This presentation will provide critical visual analysis of various methods currently used for mapping emotions over time in experience maps and point to possible alternate methods. The intent is to challenge designers and researchers to examine the value of more meaningful data collection and visual synthesis of the emotional component or the ‘feeling’ aspect of the typical ‘thinking, feeling, doing’ channels represented in experience maps. (1)

Experience maps are timelines or chronologies created to help understand complex, abstract interactions that occur over time in the context of a customer or user achieving a goal or meeting a need. Design teams use experience and customer journey mapping and storyboard templates (2, 3) as a means to collect, analyze, and visually synthesize research observations of user experiences. These maps aid in the understanding of existing conditions, help identify pain points, and foster consensus about how to improve product and service offerings.

Mapping experiences is one of the multiple methods used to foster empathy in designers and collaborators. We develop understanding and empathy through interviews, observation, and the willingness to take time to discover the internal thoughts and reactions that drive others. A key element of experience mapping is representing changes in emotions over time. But temporal emotions are often simplified to a y-axis mapping of the intensity of vaguely identified emotions across an x-axis of phases over time. Emoticons and color are often added to define changes in positive and negative emotions. Conventions from literature also inform these models based on highs and lows of story arcs over narrative time.

We need to ensure there is adequate data collected by design research teams so we can meaningfully represent changes in emotional states. As humans, we readily pay attention to physical changes in the face, voice, and body as a means for expressing emotions. But understanding another’s cognitive and emotional states takes time and training in observation and interview techniques. Experience maps are often a synthesis of multiple individuals’ journeys and represent the experience of a persona–a summary user archetype crafted from research on multiple individuals in order to represent varied user types.

Some concerns found with personas development and use—they can be biased by their creators, based on insufficient or non-representative data, or used to justify preconceptions—may also follow as concerns for emotion mapping. (4) If we openly question experience mapping templates and assumptions, what alternate visual models of understanding experience and temporal emotions can evolve? What can be learned from other temporal representation models and fields to enrich research synthesis and visualization connecting storytelling (qualitative) and data (quantitative) to increase understanding and envisioning? How can we better use the power of information design to explain events and expose narratives, patterns, emotional responses, and relationships across time? How can we be more mindful of any culturally specific connotations of color and emotional response?

As information designers, we have an opportunity to create alternative models to communicate emotions and relations and connect multiple scales and time frames. Design teams could benefit from the use of more rigorous methods to offer nuanced representations of complex experiences that occur over both micro and macro time frames. This work is part of a broader investigation of notational systems and historical and innovative mapping as scores of experiences across multiple fields such as music, dance, performance, improvisation, urban planning, sports, etc.

1 Adaptive Path’s A guide to Experience Mapping, 2013.

2 Kalbach, James. Mapping Experiences: A Complete Guide to Creating Value through  Journeys, Blueprints, and Diagrams. O’Reilly Media, 2016.

3 Lupton, Ellen. Design Is Storytelling. Smithsonian Design Museum, 2017.

4 Salminen, J., Jansen, J., An, J., Kwak, H., & Jung, S. (2018). Are personas done? Evaluating their usefulness in the age of digital analytics. Persona Studies, 4, 47.

Barrett, L. F. (2012). Emotions are real. Emotion, 12(3), 413–429.

McCloud, S. (1994). Understanding Comics. Harper Collins.

Rodrigues, D., Prada, M., Gaspar, R., Garrido, M. V., & Lopes, D. (2018). Lisbon Emoji and Emoticon Database (LEED): Norms for emoji and emoticons in seven evaluative dimensions. Behavior Research Methods, 50(1), 392–405. image: The “rose of temperaments” (Temperamenten-Rose) compiled by Goethe and Schiller in 1798/9. https://en.wikipedia.org/wiki/Color_psychology#/media/File:Goethe_Schiller_Die_Temperamentenrose.jpg

This research was presented at the Design Incubation Colloquium 6.2: CAA 2020 Conference Chicago on February 14, 2020.

Design Delight: A Framework For The Analysis And Generation Of Pleasurable Designs

Engendering experiential qualities: surprise, vitality, cuteness, serendipity, and reassurance.

Omar Sosa-Tzec
Assistant Professor
University of Michigan

This research introduces a framework named design delight, which is intended to analyze and give form to features of design products that provoke delight. In all human experiences, including designed experiences, delight plays a significant role. Particularly in modern societies, whose everyday life can be stressful, encountering moments of high pleasure can remind people that good things and individuals are part of such a life. It is no surprise that delight has been acknowledged as noteworthy element of experiences shaped by design. Design products that are delightful, no matter whether these are objects, graphics, or services, create emotional bonds, stronger memories, higher levels of loyalty, engagement, motivation for repurchase, and product promotion by word of mouth [1]–[6].

Design delight focuses on how design features are capable of engendering five particular experiential qualities: surprise, vitality, cuteness, serendipity, and reassurance. For design delight, these qualities characterize those instants of significant pleasure that a person encounters while she makes use a design product. Design delight is attentive to how design features help one or more of these qualities manifest or become salient in an interval of the user experience. This research argues that moments of pleasure derived from the combination of surprise, vitality, cuteness, serendipity, and reassurance constitute a rhetorical dimension of design products. A designer can make use of these five qualities to influence people’s behavior, attitudes, and beliefs. Design delight pays particular attention to how its constituents persuade, promote identification, invite to understanding, aid in self-discovery and self-knowledge, and shape reality.  

Design delight derives from the semiotic and rhetorical analysis [7]–[9] of numerous design products, including different kinds of user interfaces and interactive media, analog objects, and services. It also derives from secondary research on the notions of pleasure, delight, and aesthetics from the perspective of a variety of disciplines, including marketing, philosophy, and human-computer interaction. As a framework, design delight unifies foundations of semiotics, rhetoric, multimodal argumentation, and design for its theoretical underpinning. Design delight regards design features as multimodal signs which come into existence through a combination of six basic elements, namely, the visual, verbal, aural, olfactory, tactile, and temporal. Seen as signs, design features represent a means by which the designer communicates her intent; particularly, to invoke one or more of the five qualities happen. However, this semiotic perspective also considers that the context of use and how it affects the user’s process of generating meaning have an impact in how she grasps and reacts to such an intent.

Design delight is formulated as a conceptual framework to aid design practitioners and scholars in analyzing and elaborating on how design features engender significant moments instants of pleasure. Design delight is not a universal or quantifiable characterization of delight. Rather, design delight offers design practitioners and scholars a lens to view delight as something that shapes everyday life through design products. As making products that are surprising, lively, cute, serendipitous, and reassuring can contribute to living a good life, they can also lead to undesirable behaviors, beliefs, and attitudes. Professionals and scholars of design simply cannot be oblivious to the impact of delight in modern life and its connection with people’s psychological, physical, and emotional well-being. Whether design delight is used for generative or analytical purposes, this framework urges design practitioners and scholars keep in mind that creating pleasurable products entails an ethical responsibility.

References

[1]             M. W. Alexander, “Customer Delight: A Review,” Academy of Marketing Studies Journal; Arden, vol. 14, no. 1, pp. 39–53, 2010.

[2]             M. J. Arnold, K. E. Reynolds, N. Ponder, and J. E. Lueg, “Customer delight in a retail context: investigating delightful and terrible shopping experiences,” Journal of Business Research, vol. 58, no. 8, pp. 1132–1145, Aug. 2005.

[3]             R. Chitturi, R. Raghunathan, and V. Mahajan, “Delight by Design: The Role of Hedonic versus Utilitarian Benefits,” Journal of Marketing, vol. 72, no. 3, pp. 48–63, 2008.

[4]             J. S.-C. Hsu, T.-C. Lin, T.-W. Fu, and Y.-W. Hung, “The effect of unexpected features on app users’ continuance intention,” Electronic Commerce Research and Applications, vol. 14, no. 6, pp. 418–430, Oct. 2015.

[5]             A. Kumar, R. W. Olshavsky, and M. F. King, “Exploring alternative antecedents of customer delight,” Journal of Consumer Satisfaction, Dissatisfaction and Complaining Behavior, vol. 14, pp. 14–26, 2001.

[6]             R. T. Rust and R. L. Oliver, “Should we delight the customer?,” J. of the Acad. Mark. Sci., vol. 28, no. 1, p. 86, 2000.

[7]             C. S. de Souza, C. F. Leitão, R. O. Prates, S. Amélia Bim, and E. J. da Silva, “Can inspection methods generate valid new knowledge in HCI? The case of semiotic inspection,” International Journal of Human-Computer Studies, vol. 68, no. 1–2, pp. 22–40, Jan. 2010.

[8]             O. Sosa-Tzec and M. A. Siegel, “Rhetorical Evaluation of User Interfaces,” in Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational, New York, NY, USA, 2014, pp. 175–178.

[9]             J. Bardzell, “Interaction criticism: An introduction to the practice,” Interacting with Computers, vol. 23, no. 6, pp. 604–621, 2011.

This research was presented at the Design Incubation Colloquium 6.2: CAA 2020 Conference Chicago on February 14, 2020.

Interactive Game Design: Sisters Are Doin’ It for Themselves

Giving access and inspiring young women in STEM.

Leigh Hughes
Assistant Professor
Coastal Carolina University

Women need to step it up a notch—or two—in the land of interactive game design, an area still lacking in female representation. According to recent U.S. Department of Education statistics, women have been dominating higher education enrollment and earning more than half of all bachelor’s degrees, yet only 15 percent of those are computer science degrees. Because a passion for design and technology can be stoked from a young age, giving girls engaging, gender-appropriate video games may help to inspire an ardor and love for learning, ultimately leading to more female game designers.

Providing access to interactive gaming, game making, and post-play narrative modding, girls gain confidence while attaining technical fluency to pursue higher degrees in STEM. Game industry statistics show that 22 percent of game developers are female and only 2 percent identify as transgender or non-binary. Due to low representation, there is a limited understanding of how young women and minorities might envision themselves as part of a male-dominated field with a potential future in game development. To help bridge this gender gap, a thorough mechanical thought process and creative problem-solving skills are essential to the advancement of women in computer science and interactive game design—all of which can be learned through gaming.

In the end, well thought out, gender-considerate game design, where girls’ playing preferences are thought of during conceptualization as opposed to being an afterthought, can have a great impact on whether or not girls become engaged in video games and remain interested. Interactive game play and modding can be very effective tools to bring females into the game design conversation, in turn providing choice within game play. Women game designers can change the face of digital game design and allow for a more inclusive gaming community by designing for themselves.

This research was presented at the Design Incubation Colloquium 6.2: CAA 2020 Conference Chicago on February 14, 2020.