Using Interdisciplinary and Active Research to Encourage Higher Resolution Research and Prototyping in Design

University art and design programs are branching out and creating interdisciplinary programs and research centers that connect design students and faculty across various disciplines such as business, engineering, architecture, information studies, health sciences and education.<br><br> A...

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Main Authors: Adream Blair-Early, Frankie Flood
Format: Article
Language:English
Published: International Institute of Informatics and Cybernetics 2014-10-01
Series:Journal of Systemics, Cybernetics and Informatics
Subjects:
Online Access:http://www.iiisci.org/Journal/CV$/sci/pdfs/HA168CA14.pdf
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spelling doaj-35a8b1dc546e4637b6e0a0909481fde72020-11-24T23:47:18ZengInternational Institute of Informatics and CyberneticsJournal of Systemics, Cybernetics and Informatics1690-45242014-10-011262327Using Interdisciplinary and Active Research to Encourage Higher Resolution Research and Prototyping in DesignAdream Blair-Early0Frankie Flood1 University art and design programs are branching out and creating interdisciplinary programs and research centers that connect design students and faculty across various disciplines such as business, engineering, architecture, information studies, health sciences and education.<br><br> A human-centered, problem-based approach to design research looks to position industry and academic leaders to work alongside students, community leaders, artists and non-profits to develop creative and innovative solutions to the challenges facing contemporary society. But product design benefits even more from practices that engage users throughout the entire design process, often called participatory design. Participatory design process utilizes user feedback throughout the design process to spur innovation and improve design quality.<br><br> It is possible in the classroom to engage in participatory design and participatory prototyping through the use of inexpensive 3D printers and laser cutters as well as traditional hand tools, requiring only mastery of a few simple techniques and technology readily available on laptop computers. The class research being presented was conceived as part of a new interdisciplinary classroom research space call the Digital Craft Research Lab (DCRL) housed within the department of Art and Design. Courses taught within the DCRL offer students, researchers and faculty continual access to both low resolution and high-resolution prototyping machinery and materials.<br><br> This paper looks at the role of action and participatory research in a design course that created printed hand innovations in collaboration with a nine-year-old female user. Students were asked to work on modeling new designs as well as capturing the progress in a final open source book and models.<br><br> This paper asks the question can the use of classroom collaboration, action research and work spaces encourage creativity, innovation, and critical thinking in student and professional designers?http://www.iiisci.org/Journal/CV$/sci/pdfs/HA168CA14.pdf 3D printingActive ResearchInterdisciplinary DesignProstheticsPrototyping
collection DOAJ
language English
format Article
sources DOAJ
author Adream Blair-Early
Frankie Flood
spellingShingle Adream Blair-Early
Frankie Flood
Using Interdisciplinary and Active Research to Encourage Higher Resolution Research and Prototyping in Design
Journal of Systemics, Cybernetics and Informatics
3D printing
Active Research
Interdisciplinary Design
Prosthetics
Prototyping
author_facet Adream Blair-Early
Frankie Flood
author_sort Adream Blair-Early
title Using Interdisciplinary and Active Research to Encourage Higher Resolution Research and Prototyping in Design
title_short Using Interdisciplinary and Active Research to Encourage Higher Resolution Research and Prototyping in Design
title_full Using Interdisciplinary and Active Research to Encourage Higher Resolution Research and Prototyping in Design
title_fullStr Using Interdisciplinary and Active Research to Encourage Higher Resolution Research and Prototyping in Design
title_full_unstemmed Using Interdisciplinary and Active Research to Encourage Higher Resolution Research and Prototyping in Design
title_sort using interdisciplinary and active research to encourage higher resolution research and prototyping in design
publisher International Institute of Informatics and Cybernetics
series Journal of Systemics, Cybernetics and Informatics
issn 1690-4524
publishDate 2014-10-01
description University art and design programs are branching out and creating interdisciplinary programs and research centers that connect design students and faculty across various disciplines such as business, engineering, architecture, information studies, health sciences and education.<br><br> A human-centered, problem-based approach to design research looks to position industry and academic leaders to work alongside students, community leaders, artists and non-profits to develop creative and innovative solutions to the challenges facing contemporary society. But product design benefits even more from practices that engage users throughout the entire design process, often called participatory design. Participatory design process utilizes user feedback throughout the design process to spur innovation and improve design quality.<br><br> It is possible in the classroom to engage in participatory design and participatory prototyping through the use of inexpensive 3D printers and laser cutters as well as traditional hand tools, requiring only mastery of a few simple techniques and technology readily available on laptop computers. The class research being presented was conceived as part of a new interdisciplinary classroom research space call the Digital Craft Research Lab (DCRL) housed within the department of Art and Design. Courses taught within the DCRL offer students, researchers and faculty continual access to both low resolution and high-resolution prototyping machinery and materials.<br><br> This paper looks at the role of action and participatory research in a design course that created printed hand innovations in collaboration with a nine-year-old female user. Students were asked to work on modeling new designs as well as capturing the progress in a final open source book and models.<br><br> This paper asks the question can the use of classroom collaboration, action research and work spaces encourage creativity, innovation, and critical thinking in student and professional designers?
topic 3D printing
Active Research
Interdisciplinary Design
Prosthetics
Prototyping
url http://www.iiisci.org/Journal/CV$/sci/pdfs/HA168CA14.pdf
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