Accessibility and Creative Authorship in Design Theory Through Multimodal Learning and Metacognitive Reflection

A course that engaged a cohort of international first-semester masters students in complex theoretical concepts encouraging self-reflection and creative authorship.

Molly Haig, Lecturer & Dr. Till Julian Huss, Professor
University of Europe for the Applied Sciences
Berlin, Germany

The study of media ecology offers design students vital insights into our culture, but like any detailed framework of ideas, these should be approached with precision, care, and scaffolding. Ecological thinking engages with the interconnectedness of complex systems, from the environment to technology and culture (Hörl 2017). Using ecological thinking as a conceptual entry point and typography as a visual one, we built a course that effectively engaged a cohort of international first-semester masters students in complex theoretical concepts by encouraging self-reflection and creative authorship.

The theoretical branch of the course involves lectures and discussions, engaging with theories of media ecology from their early anticipations (Kiesler 1939) to their defining approaches (McLuhan 1967, Strate 2017). Design is understood through the environment, or as transformation of lived environments (i.e. the Future Ecologies series ed. Löffler, Mareis, & Sprenger since 2021, and in a historical perspective Busbea 2020). Gibson’s (1979) concept of affordances, which Don Norman (2013) translated to a key principle for user-centric design, offers a bridge to design practice, and the theory of metaphors is introduced as a foundational mode of creative thinking.

The practical branch of the course frames typography and publication as tools for conceptual analysis, integrating excerpts from the theoretical texts into increasingly complex visual assignments. Students also keep a scrappy physical journal or “commonplace book” with 30 entries, each linking an in-class idea to an external one. Each student’s final publication is an “autobiographical user manual” guiding the “user” through the course based on the student’s subjective experience.

Student work revealed unique representations of theoretical content and strong metaphorical thinking, and many projects were reflective of students’ fresh experiences of a new environment during their first semester in a foreign country. Publications ranged from a hand-bound dictionary of terms, to ChatGPT’s “diary,” to directions through a distorted Berlin, to thirty existential questions posed by a whimsical humanoid peach. We heard from many students who found the course structure engaging and welcoming.

Our theoretical/practical approach is supported by an abundance of research on the educational benefits of multimodal learning, or engaging with more than one “mode” of accessing information (i.e. Moreno & Mayer 2007, Serafini 2015) especially when studying in a second language (Yi & Choi 2015), as well as metacognitive reflection (understanding one’s own understanding of a topic, i.e. Cummings 2015).

Our course offers an example of how explorations of ecological thinking and typography can support each other, but more broadly how collaborations across disciplines can be mutually beneficial, and increase the accessibility of both.

This design research is presented at Design Incubation Colloquium 11.1: Boston University on Friday, October 25, 2024.

Tangible Graphic Design 

Lee is committed to making the field of art and design more diverse and inclusive with people from diverse ethnic, cultural, social, and economic backgrounds.

Taekyeom Lee 
Assistant Professor
University of Wisconsin-Madison

The project, Tangible Graphic Design, was initiated during Taekyeom Lee’s graduate study. The eye surgery and the face-down recovery were life-changing experiences academically and personally. For a young graphic designer and an international student, it was a horrifying experience, especially the surgery. A gas bubble injected into the eyeball applies gentle pressure and helps the detached retina to reattach to the eyeball. It took almost three months to recover fully. After the surgery, Taekyeom Lee was fully healed, but it left minor vision issues. This invisible disability made Taekyeom Lee embrace the experience and initiate a new graphic design project with vision, tactility, design, and materiality.

Since graduation in 2014, Taekyeom Lee lost access to the ceramics facility. It inspired him to build DIY 3D printers to work with various conventional and unconventional materials in three-dimensional printing. The most exciting feature of these Do-It-Yourself 3D printers is that anyone can be a tool maker building affordable machines and customizing them for individual creative practices. The project was a self-funded low budget project. Since Taekyeom Lee SNS went viral, the project inspired many people across the globe to build their own 3D ceramic printers. During the artist in residency at the Internet Archive, Taekyeom Lee created and shared the detailed plan and instructions online to make it accessible to everyone.

Designers can use various printing techniques to produce visual materials and solve visual problems. Since the invention of printing technologies, type designers have spent hundreds of years developing impeccably proportioned, beautiful typefaces to use on flat and static space and print technologies to support the perfection of printed materials. Digital fabrication 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. Digital fabrication, particularly 3D printing, has become more refined, common, and accessible. These new technologies have introduced new tools for pushing the boundaries of typography both in terms of concept and medium. 3D-printed tangible graphic elements acquire 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.

Humans have five basic senses. Sensing organs send information to the brain to help us perceive the surroundings and the world. The sense of touch is the first sense to develop, and we have the largest sensing organ for touch as touch occurs across the whole body. Visuals and touch are closely linked together, although touch is fundamentally a non-visual perception. Touch can enhance and reinforce the user’s experience with the text, and the idea has been done with traditional printing methods.

The 3D printed embosser and other tangible graphic design applications combine both senses. The concept of the embossing technique can trace back to the cylinder seal, invented around 3500 BC to make an impression in wet clay. As this new embosser is portable, affordable, and customizable, there are a few possible applications. It can be used for participatory activities for promotional events and campaigns. It provided not only visual experiences but also engaging physical experiences. Not like today’s digital printing, the process involves a rich tangible experience, which is more intuitive, fun, and memorable. As the outcome provides a three-dimensional experience and substance, with braille, it could be developed for people with vision impairment.

Through his research, Taekyeom Lee has tried to bridge different areas of art and design. There are more design tools and processes in different industries, such as product design, architecture, sculpture, and metal smithing that have been working with various physical media. The tools and processes those areas have developed could be adapted to graphic design education. An extension of the project addressed how dimensional typography could utilize Rhino, computer-aided design (CAD) software, and Grasshopper 3D, a visual programming language run within Rhino, could be implemented in design processes and methods for typography in graphic design education. They bring extended physical experiences in typography from computer screen to physical space to enhance the interaction of typography directly. The outcome of the method was exhibited via many exhibitions.

Diversity is more than just a popular buzzword in discussions about art and design, and education. Taekyeom Lee is committed to making the field of art and design more diverse and inclusive with people from diverse ethnic, cultural, social, and economic backgrounds. As a first-generation college student and a foreign-born (Korean-born) designer, Taekyeom Lee wants to create opportunities to appreciate and embrace diversity and inclusion. Hangul Alphabet typeface highlights intercultural and bicultural experiences between Korean and English. Currently, Taekyeom Lee is working on a collaborative project with a group of design educators.He is very interested in supporting the new generation of artists and designers using emerging technologies such as 3D printing, digital fabrication, and creative coding.

The next chapter of my research is called Graphic Design for Accessibility, based on years of experience working with tactility as a graphic designer. Crafting better and more accessible experiences for people with low vision and vision impairment has been demanded. Fostering accessibility is inevitable. It will be developed as a regular course to embed my research and practice into my teaching and increase the understanding of diversity and inclusion for future graphic design students. The course will be an introduction to visual communication design for accessibility. Fostering accessibility in Graphic Design education is inevitable. This direction has excellent potential as a future design research project.

Biography

Taekyeom Lee is an educator, multidisciplinary designer, and maker. He is currently an Assistant professor of Graphic Design at the University of Wisconsin–Madison. He received an MFA degree in Graphic Design from the University of Illinois at Urbana-Champaign. His research explores unconventional materials and alternative solutions to create tangible typography, graphics, and even designed objects using digital fabrication. He infused 3D printing into his research and has been experimenting with various methods and materials. He presented through national and international conferences, including AIGA Design Conference, AIGA DEC, UCDA Design Incubation, DEL, ISEA, IEEE VIS, ATypI, TypeCon, Education Summit, Tipografia México, and NCECA. His work has been featured in various media. His research draws attention nationally and internationally. He exhibited his work and provided workshops and lectures across the country and abroad.

Access as Design Requirement: Improving Attitudes and Commitment

Access needs to be core to the design process if we want emerging digital designers to design for the public good.

As a discipline, we often focus and reward visual design and aesthetics over, rather than in addition to, usability and accessibility. If we want emerging digital designers to design for the public good, then access needs to be core to their process and their education. Creating a learning environment that makes access a priority both in the way the course is delivered and in the learning objectives impacts who student designers consider as audiences and how they prioritize the needs and desires of those audience members.

Students in four sections of a beginning web design course over three semesters were given a pre-course survey, designed by Teach Access, to measure student perceptions and knowledge of accessibility and disability. Accessibility was regularly discussed throughout the course and was a design requirement on all assignments. Interventions across the three semesters evolved based on results of the prior semester. At the end of the course, students were given a post-course survey, to measure shifts in perception and understanding of accessibility.

In this session, I will share the interventions introduced each semester and the philosophy behind each intervention. In addition, I’ll share the statistically significant results and discuss the successes and failures of each iteration of interventions. As educators, the way we approach access in the classroom influences future generations of designers, therefore it is important to begin to systematically study the impact of the course design decisions we make.

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

A Tool for Understanding: Giving Voice to Diverse, Non-traditional and Low-Income Students Through Teaching Letterpress Printing

Vida Sacic
Associate Professor
Northeastern Illinois University

Visual communication skills provide a backbone for participation in a shared cultural exchange. Yet, universities often fail to offer tangible ways to foster long term accessibility and inclusion.

Northeastern Illinois University is among the nation’s leaders at graduating students with the least debt while serving the most diverse group of students in the Midwest.*

In the span of last eight years, we have formed a program in Graphic Design tailored to students who come from racially, ethnically, culturally, and linguistically diverse families and communities of lower socioeconomic status.**

Students often define success as the ability to use design skills to earn a living following graduation. Self-expression builds our students’ confidence and assertiveness as designers. For this reason, storytelling organically became a focus of the program. As it became evident that diverse students achieve most favorable learning outcomes in collaborative spaces where they can interact face-to-face, the heart of our program became our letterpress printing class.

Our growing letterpress type shop houses digital and analog tools. Students are required to collaborate with class members and beyond to complete projects, thereby practicing cultural sensitivity and interpersonal communication skills. The experimental nature of print and mechanics offers students an ability to slow down and consider their work more carefully, while introducing elements of chance and discovery to their process. This arrangement offers a unique environment to raise 21st century citizen designers and a valuable model for integration practices in design education. This model can be replicated in any makerspace environment that uses high tech to no tech tools.

Beneficial outcomes are evident as increasing amounts of our students are finding employment in the field, applying their skills to relevant positions and using their lived experience as a source of knowledge that can serve as an asset in their applied practice and beyond.

* data by U.S. News & World Report, September 2017

** 38% of Northeastern Illinois University students declare themselves as Hispanic/Latino, 31% Caucasian, 11% African American, 9% Asian, with the rest listed as other.
6% are identified as Non-Residents (including undocumented students).
55% of our students are non-traditional students, defined as postsecondary students who are 25 years old and older. They are contrasted with traditional students, aged 18 -22, who enroll immediately after high school, attend full-time, live on campus, and do not have major work or family responsibilities.
data by www.collegefactual.com

This research was presented at the Design Incubation Colloquium 5.1: DePaul University on October 27, 2018.

How Hard Is It To Navigate A Rectangle? Harder Than You Think

Neil Ward
Assistant Professor of Graphic Design
Drake University

Wayfinding and signage are important pieces of a buildings structure and interior space, especially on college/university campuses. They provide a visual blueprint that informs students, administrators, faculty, and public visitors where they are and attempts to direct them to classrooms, galleries, labs, performance spaces, and offices. When the signage is missing, incomplete, or inconsistent, all who enter the space are left confused and quite possibly frustrated as they wander around. A missing/poor wayfinding system can intensify these feelings when an individual is mobility challenged and unable to use the stairs. Especially when the building in question is rectangular in shape.

This is a particular problem senior level graphic design students encountered during a Research and Application class in the Fall semester of 2016. Using photo ethnography, observational research, and visual anthropology, students learned and observed how and why visitors entered, moved through, and exited the Fine Arts Building (A building that is rectangular in shape). Based on their findings, students designed a wayfinding system for the building that heavily considered those who are mobility challenged.

An individual (we will call her Jane) from the Office of Student Disabilities, who is mobility challenged, volunteered to test the wayfinding systems. During the user test, dialogue ensued between both parties about what was missing, what could be done better, and what to think about for future iterations. Upon debriefing, students passionately discussed their systems and the building as a whole through Jane’s point of view. Experiencing movement through the building with Jane they unanimously decided the current systems are unacceptable for a campus deemed accessible. Furthermore, they were inspired by Jane’s encouragement and the notion of how their wayfinding could continually and positively impact a large audience.

“How hard is it to navigate a rectangle? Harder than you think” will feature project visuals, the unexpected drive to design for social good, and the issue of accessibility to inspire empathy through wayfinding.

 

This research was presented at the Design Incubation Colloquium 3.1: Kean University on Saturday, Oct 22, 2016.