Stan Ruecker, Juan de la Rosa, Faithful Oladeji, and Rachel B. Melton
She Ji: The Journal of Design, Economics and Innovation, Vol 6, Iss 2, Pp 254-274 (2020)
Mapping, Prototyping, Paradigmatic examples, Systemic approach, Design education, Technology (General), T1-995, Economics as a science, and HB71-74
Designers have been interested in the relationship(s) between design theory, practice, and pedagogy ever since the field emerged as a scholarly discipline. In this article, we recount how we took a design theory originally developed for use in grassroots policymaking and redeployed it in the graduate classroom. The theory posits that visions of the future are always value-laden and systemic, and designers can understand those visions more thoroughly by examining not just a single design focus, but instead a series of clusters of designs that sit on the periphery of that single design. Eight graduate students were each asked to consider a topic area related to their thesis, then look 50 years into the past of that topic and 50 years into its future, describing designs at each decade that represented the primary values of the period. In this way, they learned about design history in the context of design futures, while simultaneously practicing how to understand design as a process that imbricates value clusters.
communication design, genre, innovation, design education, media design, research through design, Communication. Mass media, and P87-96
Innovating in the field of new media genres requires methods for producing designs that can succeed in being disseminated and used outside of design research labs. This article uses the author's experiences with the development of university courses in communication design to address the research question: How can we design courses to give students the competencies they need to work as designers of new media? Based on existing approaches from UX design and other fields, I present a model that has demonstrated its usefulness in the development of commercial products and services. The model emphasises rapid techniques for user research and ideation; genre analysis; use of pitching and storytelling as a form of prototyping; and humanist methods for evaluation and critique.