8 resultados para Visual education

em CiencIPCA - Instituto Politécnico do Cávado e do Ave, Portugal


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The success of the digital game industry is spawning several undergraduate degrees aiming at the training of digital game developers. Building adequate new courses curricula is not a trivial task and demands a profound analysis of the scientific areas to introduce as well as the dependencies throughout the entire degree. Another important aspect of every academic educational plan are the satellite projects that promote entrepreneurship and provide practical professional experiences to students. This paper presents the main guidelines adopted in the creation of the first digital game development undergraduate degree created in Portugal.

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This work presents a reflection on Design education and specifically on the role of Drawing in this area. As a subject, Design has expanded its field of action expanding into new areas such as Experience Design or Service Design. It became necessary for the designer to have more than an education based on technological knowledge or know-how. Many authors like Meredith Davis, Don Norman or Jamie Hobson point out the urgency to review the curricula of Design courses because nowadays “… design is more than appearance, design is about interaction, about strategy and about services. Designers change social behavior” (Norman 2011). When shifting from a product-centered design to a person-centered design (in a structure, a service or in a relationship) what should the function of drawing in a design course be? What should its curriculum be? Our work methodology will be to confront today’s perspectives on design theory and practice in an attempt to add to the discussion on the methodological strategies in design teaching in the contemporary context.

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This work presents a reflection on Design education and specifically on the role of Drawing in this area. As a subject, Design has expanded its field of action expanding into new areas such as Experience Design or Service Design. It became necessary for the designer to have more than an education based on technological knowledge or know-how. Many authors like Meredith Davis, Don Norman or Jamie Hobson point out the urgency to review the curricula of Design courses because nowadays “ … design is more than appearance, design is about interaction, about strategy and about services. Designers change social behavior” (Norman, 2011) When shifting from a product-centered design to a person-centered design (in a structure, a service or in a relationship) what should the function of drawing in a design course be? What should its curriculum be? Our work methodology will be to confront today’s perspectives on design theory and practice in an attempt to add to the discussion on the methodological strategies in design teaching in the contemporary context.

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The success of the digital game industry is spawning several undergraduate degrees aiming at the training of digital game developers. Building adequate new courses curricula is not a trivial task and demands a profound analysis of the scientific areas to introduce as well as the dependencies throughout the entire degree. Another important aspect of every academic educational plan are the satellite projects that promote entrepreneurship and provide practical professional experiences to students. This paper presents the main guidelines adopted in the creation of the first digital game development undergraduate degree created in Portugal.

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In this paper, we return once again to the definition of illustration, combining the contributions of visual arts and graphic design. Contributing to the discussion in an open and speculative. We analyze the subject based on the theory, but also on the observed practice in contemporary times. We cross references with the higher education lecturing in the master in Illustration and Animation at Instituto Politécnico do Cávado e Ave, while giving a broad picture of illustration practice in Portugal.

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O uso da imagem, no livro ilustrado, está associado às idades em que a criança ainda não tem domínio da escrita sendo a descodificação e a exploração das imagens as primeiras competências a serem adquiridas. À medida que a criança se familiariza com a leitura verbal e com o desenvolvimento desta competência, a imagem é gradualmente retirada do livro. No âmbito do projeto prático integrado no Mestrado em Ilustração e Animação foi criado um livro para a infância com atividades onde o leitor intervenha tornando-se também autor, concluindo-o e produzindo um objeto único. Propusemo-nos, ainda, apresentar o livro ilustrado e as atividades/ experiências visuais como instrumentos que ajudam a criança a crescer sem frustrações, onde descobrem e desenvolvem capacidades estéticas, emocionais e intelectuais. Dentro do livro ilustrado pretendemos estudar os livros interativos que exploram as duas linguagens, criando uma narrativa plástica e que permitem explorar a tridimensionalidade e o brincar ao faz de conta. Estes são produtos de experiências visuais e tácteis, repletos de estímulos para que a criança seja capaz de explorar e comunicar verbalmente e visualmente, articulando muitas vezes entre o bidimensional com o tridimensional, a regra com o acaso e a forma com a “não forma”, permitindo uma apreciação máxima do objeto.

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A presente investigação visa a passagem da metáfora literária para a metáfora visual, através do resultado de um trabalho de ilustração, tendo como ponto de partida, as Greguerías de Ramón Gómez de la Serna (1888 - 1963). Reflectindo sobre a interpretação da metáfora, o objectivo passa por criar uma nova selecção de Greguerías ilustradas que também estabeleçam novas metáforas visuais, a partir da sua interacção com a palavra. Mas uma vez independentes, cada ilustração ou cada conjunto de ilustrações, resultem num trabalho de conjunto, enquanto série, como processo criativo e inserido no panorama artístico da ilustração de autor.

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The work presented herein follows an ongoing research that aims to analyze methodological practices to be applied in Design Education. A reflection about methodological strategies in Design Education and the function of drawing in Design represents the beginning of this study. Then, we developed an interdisciplinary pedagogical experience with the Graphic Design 1st grade students from our institution (IPCA). In the current academic year, 2013/2014, we continue to evolve this project, introducing changes in the initial proposal. Major alterations focused on the aspects that could be strengthened in terms of interdisciplinarity. In this article, the authors describe those changes and discuss the outcomes of the novel proposal. As we have already reported, this investigation follows a reflection about working methods to be adopted in Design Education. This is in accordance with other previously published works that purpose the enlargement of Design into new knowledge fields such as Experience or Service Design, changing not only the role of the graphic designer, but also the skills required to be a professional designer (Alain Findelli, 2001), (Brian Lawson, 2006), (Ciampa-Brewer, 2010). Furthermore, concepts such as cooperation or multidisciplinary design, amongst others, have been frequently debated as design teaching strategies (Heller and Talarico, 2011, pp. 82-85). These educational approaches also have an impact on our research. The analysis of all these authors’ contributions together with a reflection on our teaching practice allowed us to propose an improved interdisciplinary intervention.