It is not so much the fact that we have technology – it is the way it is presented that I have issue with. Is there any difference between this image of a ‘computer laboratory’ and the sweat shop factories of industrialised mass production? Confronting students with technology in this way forces a mode of thinking and a mode of action – sit down, switch on, and tune in. Interacting with the technology is essentially the only objective. But if we don’t teach students how to use technology, what chance do they have of mastering it? Is it not inevitable that to become a master you must first be a slave? At Asian University, all multimedia students have their own laptop computers. The objectives are not technology-centred. Instead, students are encouraged to see computer technology as one possible means to an end. This completely changes the way they interact and more importantly, the way they think. The computer stops being the dominant focus of the workspace and the workspace becomes mobilised in much the same way as the low-tech high fidelity pencil & paper affords. As soon as students start thinking literally ‘outside the box’ they soon see the shortcoming of the computer – the students’ ambitions supersede the technical limitations of the technology, and that is when creative and critical thinking begins.
Converging diversity or diverging conversity?Another challenge today’s educators face is deciding on what students need to learn. The visual communication discipline has suddenly got a lot broader and a lot deeper. With convergence, you cannot avoid the multi-dimensional nature of media – how can a student of graphic design (traditionally a 1x2-D channel) avoid learning about 3-, 4- and even 5-dimensional media if they really want to practice at the edge of their discipline?
Likewise, Lupton’s idea of ‘designer as producer’ is very enticing but can we really expect students to master the multi-tasking roles and expertise conventionally shared by huge teams of creators and artisans. Just because technology allows us to be super-heroes doesn’t mean it is a good idea – we are in danger of educating generations of Jacks and Jills rather than creative geniuses.
At the end of the day, we have to ask what is important. Undergraduate programmes haven’t suddenly had a few extra years added on to compensate for the explosive potential learning opportunities technology affords. We still have the same job to do and the same amount of time to do it in. Our job is to nurture and support new generations of designers to become creative and critical thinkers irrespective of what current technologies are at hand. One approach we take at Asian University is to insist that many of the classroom assignments are collaborative. This is achieved by either students working together in small groups, or treating the whole class as a team with the same objectives. This methodology not only usefully imitates the professional design practice, but also allows students to find their own strengths and hone their expertise within a wider range of possibilities. Studio practiceThe traditions of using studio practice as a fundamental system for learning can be traced back to the Bauhaus (1919-1933) where, routed in the principles of the Arts and Crafts movement, fundamental principles such as ‘learn by doing’ and ‘theory is practice’ emerged. It was not until later that educators introduced interdisciplinary learning strategies with subjects such as “ergonomics, semiotics and communication theory” (Artemis Yagou 2007), with a view to establishing design as a more legitimate academic discipline. (as well as enriching the verbal and visual language of design). Studio practice, however important it is regarded, can be criticized for its intangible nature. To counter this, at Asian University, we have identified three design models; production, iteration and process. These models are introduced to students as reference; often rejected or discussed in hindsight, rather than being counter-intuitive formulae intended to force methodologies and outcomes upon creative student minds. The production model
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The mass production line developed by Henry Ford. |
This approach supports the traditional view that the division of labour creates high efficiency – It views the designer as one small role in the greater system of production for industry. This system is made up of various experts and artisans each contributing their skills to achieve the highest standards and efficiency. This approach generates differing views on ‘what is a designer’. For some, design is more the humble craft of mastering the necessary technology to transform ideas into communications - designers don’t think they just produce what is required. For others, the designer is the intellectual genius – the consultant who sits above menial tasks involved in production (traditionally the job of semi-skilled workers in the trade). In the classroom, a ‘production’ approach to design provides the pedagogically useful separation of creative thinking from the application of technology – it liberates thought. A good example of this is in a studio practice assignment called ‘Kidlink’ in which students are asked to design a mobile product aimed at helping parents and young children keep in touch. Though storyboarding, paper prototyping and scaled drawings, students put forward very convincing and realistic proposals for a new type of mobile device.
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Kidlink: Mobile technology for 3-8 yr children to keep in touch with parents & family. |
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Working directly in the medium enables the designer to achieve a limitless rhizome of iterations / possibilities. This is far from a new idea. It is clearly evidenced in the pre-industrial / arts & crafts philosophy seen at the turn of the 20th century – the carpenter must work directly with the idiosyncrasies of the wood in order to make good furniture. The potter produces numerous variations on a theme in order to achieve perfection.
Computer technology is as much a medium as any other technology and should be treated as such. This hands-on approach encourages intuitive and accidental breakthroughs that would be impossible to foresee with a ‘production’ methodology. This approach also supports Ann Burdick’s proposal that “…designers must consider themselves authors not facilitators. This shift in perspective implies responsibility, voice, action… With voice comes a more personal connection and opportunity to explore individual options.”.
An example of using an iterative approach can be seen in our course on Processing. “Processing is an open source programming language and environment for people who want to program images, animation, and interactions.”Developed by Ben Fry and Casey Rees (2007) at MIT, it is aimed at enabling design students to achieve remarkably sophisticated and seductive results with very little formal training or knowledge of software programming. Students are encouraged to experiment in the medium creating Hendrik Werkman-style interactive ‘druksels and tiksels’ that are pure explorations derived through direct manipulation – the work exists with no other purpose in mind.
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Examples of student interactive work using Processing by Ben Fry and Casey Rees |
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The design process from a great height – Central Office of Design "start each project assuming nothing, especially about what the solution to the problem might be, and embark on the process with empathy for the final consumer of the solution. Whether it be an employee, child, or mother of three." |
This approach supports the viewpoint that projects should be ‘managed’ from start to finish. At its most creative, process almost becomes choreography. Design is not so much about outcome but about the intellectual or intuitive journeys taken. At its most practical, the process model provides students with a relatively fail-safe approach to design. It combines the best of the production and iterative models and provides a methodology very much suited to professional practice. From an educators point of view, it enables students to clearly illustrate their thinking strategy by recording every aspect of the process – it allows us to objectify or measure ‘good design’ more easily and so relies less on subjective opinions which often play an awkward role when providing necessary assessment.
Event poster: These students listened to music and illustrated what they could hearThey worked within the following process:Define objectivesUndergo researchBrainstorm ideasExplore conceptsExperiment with mediaProduce varied wide ranging iterationsTest and hone successful outcomesFocus production on deliverablesDeliver/publish artefact |
Creating a new curriculum in Multimedia was a great opportunity to revaluate the classic ‘Graphic Design’ degree and put together four years of learning that would really place graduates on the 21st century map. It prepares them not only to enter the ‘Information Business’ with a head start but positions them ready to select how they will continue their education at the post-graduate level.
As well as the key socio-intellectual issues of this industry, and dealing with the inherent mixed values brought on by computer technology, we have also included pedagogical strategies in the curriculum that provide students with a very unique but challenging and long lasting experience.
On the scheduling level, the curriculum is organised to support parallel teaching – related subjects are taught simultaneously to optimise connections between Theory, History and Practice.
Parallel teaching (as opposed to the pre-requisite layering metaphor) makes learning an iterative and connected experience. |
On the level of content almost 50% of courses are theory-based including: philosophy, psychology, sociology, cultural studies, communication theory, soft skills etc as well as diverse subjects such as Art theory, Interaction design, Game theory, Collaborative environments, Film and Animation, Narrative theory and Physical computing.
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Venus assignment: A good example of how students experience the integration of History, Theory and Practice. History: How have artists represented the female body over time? Theory: What values did people think were important during that time? Practice: What do students think about the contemporary woman? |
The boundaries between art, design and engineering are deliberately blurred. Three concentrations provide students with the chance to focus their study: Multimedia Communication, Multimedia Design and Multimedia Technology. Applicants are encouraged to apply from different educational backgrounds & cultures, thus students can contribute their own values to the mix.
Identity & Freedom: A high Technology subject with a low-tech solution. |
Identity & Freedom: Art and design boundaries are deliberately blurred. With an open brief, students chose to express their ideas using sculptures and installations rather than digital high-tech solutions. |
To conclude, as an attempt to deal with many of the issues outlined in this paper, we have developed the following pedagogical objectives at BAM, Asian University:
Embrace technology with enthusiasm;
Focus energy on what is important: ‘communication’;
Develop timeless skills that transcend technology;
Aim high – educating masters not slaves, directors not robots;
Develop multidisciplinary skills: including soft skills;
Provide an academic foundation: history & theory;
Experiment with process-driven practice to develop creativity and support real world needs;
Encourage critical thinking and critical design;
Build critical awareness of industry trends and developments;
Provide hands-on iteration and experimentation;
Regard the design discipline as a subject to be learnt, not a skill you need to be born with.
Benjamin, Walter (1935) The Work of Art in the Age of Mechanical Reproduction
Burdick, Anne The State of Design History Émigré No17.
Debatty, Regine (2007) Interview with Tony Dunne. We make money not Art www.we-make-money-not-art.com
Kaptelinin & Nardi (2006) Acting with Technology: Activity Theory and Interaction Design MIT Press mitpress.mit.edu
Lupton, Ellen (2006) The Designer as Producer, Design Writing Research www.elupton.com
McLuhan, Marshall (1962) Gutenberg Galaxy: The Making of Typographic Man University of Toronto Press
Moggridge, Bill (2006) Designing Interactions MIT Press www.designinginteractions.com/
Rees, Casey & Fry Ben (2007) Processing: A programmers Handbook for Visual Designers and Artists. MIT Press http://www.processing.org/
Rock, Michael (1996) The designer as Author, Eye No20
Silver, Kevin (2007) What Puts the Design in Interaction Design, UXmatters
uxmatters.com
Yagou, Artemis (2007) Design Pedagogy, Designophy www.designophy.com