scholarly journals Designing a Community Garden

IDEA JOURNAL ◽  
2018 ◽  
Vol 14 (1) ◽  
pp. 42-53
Author(s):  
Davide Fassi ◽  
Alessandro Sachero ◽  
Giulia Simeone

Politecnico di Milano Coltivando is a convivial garden where people meet, experiment, cultivate crops and share their skills and ideas. Coltivando uses innovative service and spatial design knowledge and community consultation processes. Coltivando is a design research project that is documented throughout its entire process. It is also a social as well as an educational experiment. People from the same neighbourhood yet strangers to one another and design students from the different disciplines of service and spatial design are brought together.This paper is a project review that analyses and explains the context, the main outputs and innovation, the process, the obstacles, the impact, the users’ needs, the transferability of the solution and its dissemination.

2015 ◽  
Vol 28 (3) ◽  
pp. 81-100 ◽  
Author(s):  
Monika Kurath

Recent STS literature has described a trend of academisation in higher education and universities in which administrative bodies and formalised practices like evaluations have gained increased influence. This article discusses the impact of such trends on the discipline of architecture, focusing on the strains and boundaries that architectural faculties face in their research and teaching practice. Specifically, the development of design knowledge from individual and multiple theoretical and methodological approaches, the tight connection with tacit knowledge forms, as well as the use of non-formalised tenure and peer-review indicate on-going processes of boundary work (Gieryn, 1983), where external disciplines evaluate architectural knowledge production and demarcate it from their own research approaches. Due to the increased meaning of evaluations, such boundary work plays an increasing role in framing the form and content of design research. In this respect, architectural research becomes a matter of negotiation that not only involves architecture, but also traditional research disciplines as well as the added restrictions of interdisciplinary and administrative bodies.


2020 ◽  
pp. 14-15
Author(s):  
Tatiana Tavares ◽  
Marcos Mortensen Steagall

Learning and teaching in areas that require high levels of creativity, like Design and Art, can differ from other educational domains and methodologies. It may consider the complexity involving emergent properties activated from the interaction between many variables, including the researchers’ participation in what is researched. Design-based research methodology provides navigation for teaching experiences where learning outcomes are forged using briefs as design experiments or a way to carry out formative research to test and refine educational principles derived from previous knowledge. In this study, the brief operated as a pedagogical method to combine academic conventions of design research and practice. Using a learning and teaching experience with Communication Design students in Aotearoa/New Zealand, this study presents the methods applied in a paper brief that integrated social, technical, and cognitive dimensions of knowledge construction. The brief “Auckland Plan 2050: Promoting and researching a design plan for a growing city” was delivered to level seven students over twelve weeks period and employed several studio-driven activities. As a pedagogical approach, the design studio provided a space that privileged imagination, reflection-in-action over the empirical and the rational. The studio valued the learner’s worldview: their geographic localities, culture, their communities and the impact of the design to a broader context. Understanding the dynamics given by these spaces created opportunities to consider design teaching methods that were collaborative, informal, generative, and supportive. The studio-driven classroom brought research and practice together, and offered social media and emerging technologies as a tool for iteration and communication processes. The brief shed light on Social Design and started with a hypothetical research question: How do design outcomes increase awareness of a real-world problem? Using a Council’s long-term plan for Auckland city, students investigate specific issues, and challenges communities will face and design solutions that were industry, research-driven and culturally reflecting Kaupapa M?ori values. During sessions with M?ori scholars, entrepreneurs, and the design community, the brief provided a discursive platform that converged the design industry, stakeholders, and academia. The reflection about this complex social, cultural, and ecological network considered Auckland’s inhabitants’ needs and aspirations, enlightening a social perspective to design students. As a result, students developed award-winning cohesive design artefacts and extensive exegetical contextual analysis and documentation of the process. The outcomes branched from diverse media forms, including branding, graphic design, wayfinding, UX/UI, AR, and VR technologies. The moderation process between designers, academic staff, and stakeholders during a 3-year cycle demonstrated a successful model for integrating industry expertise and academic rigour, crafted through a paradigm oriented by practice. Surveys with students indicated a positive response associated with designing under real-world settings, which increased engagement and provided strategic platforms for iteration, dialogue, collaboration, and cultural diversity.


Author(s):  
Honghai LI ◽  
Jun CAI

The transformation of China's design innovation industry has highlighted the importance of design research. The design research process in practice can be regarded as the process of knowledge production. The design 3.0 mode based on knowledge production MODE2 has been shown in the Chinese design innovation industry. On this cognition, this paper establishes a map with two dimensions of how knowledge integration occurs in practice based design research, which are the design knowledge transfer and contextual transformation of design knowledge. We use this map to carry out the analysis of design research cases. Through the analysis, we define four typical practice based design research models from the viewpoint of knowledge integration. This method and the proposed model can provide a theoretical basis and a path for better management design research projects.


2020 ◽  
Author(s):  
Yumiko Murai ◽  
Ryohei Ikejiri ◽  
Yuhei Yamauchi ◽  
Ai Tanaka ◽  
Seiko Nakano

Cultivating children’s creativity and imagination is fundamental to preparing them for an increasingly complex and uncertain future. Engaging in creative learning enables children to think independently and critically, work cooperatively, and take risks while actively engaging in problem solving. While current trends in education, such as maker movements and computer science education, are dramatically expanding children’s opportunities for engagement in creative learning, comparatively few empirical studies explore how creative learning can be integrated into the school curriculum. The educational design research described in this paper focuses on a curriculum unit that enables students to engage with creative learning through computer programming activities while meeting curriculum goals. The data provided in this paper were drawn from three classroom tryouts, the results of which were used to drive an iterative design process. This paper also shares several insights on the impact of creative learning in curriculum teaching.


2016 ◽  
Vol 49 (6) ◽  
pp. 685-716 ◽  
Author(s):  
Jamie Anderson ◽  
Kai Ruggeri ◽  
Koen Steemers ◽  
Felicia Huppert

Empirical urban design research emphasizes the support in vitality of public space use. We examine the extent to which a public space intervention promoted liveliness and three key behaviors that enhance well-being (“connect,” “be active,” and “take notice”). The exploratory study combined directly observed behaviors with self-reported, before and after community-led physical improvements to a public space in central Manchester (the United Kingdom). Observation data ( n = 22,956) and surveys (subsample = 212) were collected over two 3-week periods. The intervention brought significant and substantial increases in liveliness of the space and well-being activities. None of these activities showed increases in a control space during the same periods. The findings demonstrate the feasibility of the research methods, and the impact of improved quality of outdoor neighborhood space on liveliness and well-being activities. The local community also played a key role in conceiving of and delivering an effective and affordable intervention. The findings have implications for researchers, policy makers, and communities alike.


Author(s):  
Juan Carlos Márquez Cañizares ◽  
Juan-Carlos Rojas

"The use of VR technology within education is an area that has generated great interest in recent years, so this work follows that trend and contains nuances related to user-centred design education. The objective of this work is to identify students’ perceptions of the use of VR technology for ethnographic research. A group of 20 industrial design students from Tecnologico de Monterrey conducted a field investigation, which included interviews and surveys, using HMD with videos and stereoscopic images of a public park in Monterrey, Mexico. Based on the research and information analysis, areas of opportunity were identified and urban furniture proposals for the public park that place were generated. Once the design process was completed, an evaluation instrument was applied to measure, through statistical analysis, the students' perceptions of their experience using technology in the design process; gender, qualification obtained and the relevance of the technology used was also considered."


Author(s):  
Cinamon Sunrise Bailey ◽  
Ibrahim Oluwajoba Adisa ◽  
Hazel Vega ◽  
Golnaz Arastoopour Irgens

2018 ◽  
Vol 8 (4) ◽  
pp. 392-403 ◽  
Author(s):  
Janean Robinson ◽  
Barry Down ◽  
John Smyth

Our research is driven by a strong belief that the stories of young people gathered through ethnographic interviews can generate awareness not only of the complexities, uncertainties and possibilities of young people’s lives but also the ways in which their identities and life chances are shaped by broader structural, institutional and historical forces beyond their control. In this article, we introduce Jacinta, a young person who describes the events and conditions which serve to hinder and/or support her journey in school and beyond. We have used Jacinta’s story from a larger research project, to speak back to the impact the broader neoliberalising agenda is having on young lives with a view to reimagining democratic alternatives in education.


2017 ◽  
Vol 42 (2) ◽  
pp. 80-85 ◽  
Author(s):  
Ellen Petraits

Throughout the year, research and instruction librarians at Rhode Island School of Design (RISD) instruct students in ways to use the library for studio-based research. At the end of each semester, librarians attend studio critiques for these classes to see the finished work and participate in the critique. These visits are opportunities to look for and reflect upon the presence of research and the impact of concepts taught during library research workshops on the finished presentations and artworks. The coordinator of graduate library instruction created a qualitative tool to assess the evidence of student learning within the studio critique. Its use is cultivating a culture of art and design research within the library and throughout campus by fostering reflection and discussion about the value of qualitative assessment.


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