This tool allows students to rapidly develop a small game-like interactive experience with a minimal amount of coding.
Disruptive making methods to teach collaboration, discourage individual bias, and support understanding and connection amongst design students.
The purpose of this study is to inform advertisers, designers and consumers of our individual values, collective values and ethical standards.
Dissecting social, cultural and historical meanings in images is to explore the dynamics of social power and ideology that produced them.
Solution: add a significant drawing component to the curriculum
The role of design in instructional materials to engage a broad spectrum of student abilities.
Designers should consider the balance between documentation and impermanence and ask what is permanent versus what is ephemeral?
Temporary built environments and events that provide deliverable outcomes that served to inform, educate and engage.
Synthesis allows us to process qualitative research, investigate existing conditions, services, and experiences, and envision and orchestrate future frameworks.
A game that uses satire to draw attention to narcissistic behavior in the digital age and invite self-reflection.