Probing Pedagogy


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Moderator
Alberto Iberbuden, Student, Master of Arts in Intergrated Design, Anhalt Univesity of Applied Sciences, Sachsen, Germany

Teaching Towards Design Democracy in an On-site Interior Design Studio: Fostering Care through Spatial Interventions View Digital Media

Paper Presentation in a Themed Session
Margo Annemans,  Eva Storgaard  

In design education, the design studio provides an ideal forum for exploring different design practices. This paper contributes and elaborates on the so-called ‘emerging design democracy,’ launched in the present call, situating students as agents of sociable processes and incorporating participatory and user-centered design approaches. In this respect, we discuss the scope, approach, and design objectives of an on-site master design studio in interior design. Students designed and realized spatial interventions in an outworn residential building functioning as a foster home for boys aged 12-18. The main objective of the interventions was to improve users’ (residents and staff) sense of well-being. Since the building will be demolished within a few years and replaced by a new one, students could experiment and test spatial interventions based on user input. Based on conversations before, during, and after students’ design process, we reflect on students’ inquiries into the existing built environment, and how it is experienced We paid specific attention to how these inquiries informed their creative processes. The project generated new insights into the value of a thorough analysis of the existing built environment and the physical and social interactions at the site. An evaluation of the studio and the collaboration with the care organization shows the value of students’ working on-site for broadening and deepening both their own and the organization’s understanding of the site and its opportunities.

Truly Transformative Design: Why the Teaching of Global Citizenship is Essential within Modern Design Education View Digital Media

Paper Presentation in a Themed Session
Renee Lamb  

Our future cultural artifacts will be shaped by the students sitting in our classrooms right now. These students are more globally minded and connected than ever before, yet also increasingly isolated and withdrawn. This drawing away from the world limits our creativity and our happiness. It allows others to shape our world view and asks us to create within limited boundaries – hurdles that must be overcome if one is to be a successful designer. Educators have a unique opportunity to counteract this by teaching global citizenship – by encouraging their students to explore their place within the larger global narrative. This exploration is more important than ever, as our students leave university and enter these complex global contexts, even when they think they are “just” entering domestic industries and trades. The teaching of global citizenship demands that our students examine their own personal cultural heritage as well as the cultural heritage of others from a place of equanimity and curiosity. It asks them to examine the intricacies and discrepancies within the cultural narratives that we collectively and individually carry. It asks them to address cultural topics and conversations more consciously within their pieces. In this talk, we will examine the key elements to incorporate global citizenship into the design classroom. Participants will leave with clear action steps that they can use to incorporate conversations about global citizenship into their own teaching or mentorship, so that their students can more critically and dynamically examine the world within which they create.

Featured Learning From Star Wars: How We Can Build Future Cities

Paper Presentation in a Themed Session
Yuzyil Nevin Aydin,  Belinda Torus  

Science fiction films are based on scientific developments that existed or may have emerged at the time the film was made. In these films, subjects of interest or arousing curiosity of the period can be mentioned. Star Wars movies have been pioneering the future in many subjects since their release in 1977 in terms of future cities, sustainability and many more. In this study, the futuristic values of the Star Wars cities: Cloud City and Coruscant will be evaluated in detail. Supporting features from other places such as Tatooine are also considered. Cloud city is a self-sufficient bloating city in planet Bespin. Coruscant is a planet wide city which is also centers the Empire. In this study, the existing literature is reviewed as a research method, all Star Wars movies were watched, and visual evaluations are made on selected examples.

Development and Validation of Ludic Psychological Instruments for Therapeutic Assistance

Paper Presentation in a Themed Session
Dan Roger Pozza,  Irani Iracema di Lima Argimon,  Carmen Moret-Tatay  

In recent years, numerous interventions have been created to assist psychology professionals in therapeutic work. Some of these interventions can take the form of dynamics or games, bringing the ludic to therapy. They present themselves in fun, creative and light dialogue forms between the therapists and their patients. The creation of these interventions for therapeutic assistance is an activity with high constructive potential, but requires care so that they are functional and have therapeutic value. The objective of this project is to develop ludic therapeutic technical instruments to assist in psychological treatments by promoting engagement and psychoeducation. To this end, three studies are being developed, which are a game to strengthen the initial bond in psychotherapy, in addition to developing social skills, behavioral repertoire, psychoeducation, working on coping techniques and identifying emotions to initially work with children and adolescents; a game to develop narratives through the creation of a unique story developed during the intervention to also initially work with children and adolescents; and a card game to work with adult users of psychoactive substances to psychoeducate about disorders induced by substance use, share their experiences in a group and adopt more positive behaviors aiming at a behavioral change that facilitates abstinence. The development of these products has been carefully thought out and brings together a playful activity correctly targeted with clear rules and a functional objective together with a fundamental theoretical basis that allows the functionality of the activity and brings with it an intrinsic therapeutic value.

Digital Media

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