841 resultados para Graphic thinking


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This article is intended to state that Technical Drawing is a multiple tool of expression and communication essential to develop inquiry processes, the scientifically basis and comprehension of drawings and technological designs that can be manufactured. We demonstrate graphically and analytically that spatial vision and graphic thinking allow us to identify graphically real life problems, develop proposals of solutions to be analysed from different points of view, plan and develop the project, provide information needed to make decisions on objects and technological processes. From the knowledge of Technical Drawing and CAD tools we have developed graphic analyses to improve and optimize our proposed modification of the geometry of the rectangular cells of conventional bricks by hexagonal cells, which is protected by a Spanish patent owned by the Polytechnic University of Madrid. This new internal geometry of the bricks will improve the efficiency and the acoustic damping of walls built with the ceramic bricks of horizontal hollow, maintaining the same size of the conventional bricks, without increasing costs either in the manufacture and the sale. A single brick will achieve the width equivalent to more than FOUR conventional bricks.

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El director de cine y el arquitecto, exploran las posibilidades que les ofrece la imagen, en el sentido de la visualización de ciertas relaciones que son catalizadoras de las emociones. La obra cinematográfica y la obra arquitectónica son producto del pensamiento y contienen todos los procesos que las idearon, así como aquellos mecanismos necesarios para generar el espacio y la secuencia. El objetivo general de la tesis consiste en conocer las analogías existentes en el modo en que el arquitecto y el cineasta afrontan el proceso de creación de sus proyectos desde la acción gráfica. Si consideramos el medio gráfico como un recurso creativo en el proyecto arquitectónico y cinematográfico, el boceto, croquis o “storyboard” se convierten en documentos fundamentales, objeto de estudio, para extraer las claves y la manera en que se desarrolla dicho proceso. El pensamiento gráfico se encuentra íntimamente unido a su modo de expresión. El estudio de ese proceso de pensamiento basado principalmente en imágenes, permite establecer analogías en la manera en que ambos autores hacen uso del dibujo para imaginar acontecimientos evocadores de emociones que definan el carácter dramático de sus ideas. La conexión y yuxtaposición de imágenes mentales, como operaciones de montaje que alientan la construcción de ideas, conceptos y sensaciones, son claves en el curso de la concepción arquitectónica y cinematográfica, y el dibujo, una herramienta que permite a ambos autores su desarrollo. La aproximación al modo en que el arquitecto y el cineasta emprenden el proceso de ideación de sus proyectos a través del dibujo, se aborda desde las estrategias gráficas de cuatro autores: Sergei Eisenstein, Le Corbusier, Akira Kurosawa y Rem Koolhaas. La estructura del trabajo se desarrolla en dos bloques. El primero, compuesto por los primeros cuatro capítulos, afronta desde un punto de vista general, la potencialidad de la imagen en el pensamiento gráfico y el papel de la acción gráfica en el curso proyectual que realiza el arquitecto, por un lado, y el director de cine por otro, tratando de extraer las analogías y los puntos de encuentro de ambos autores durante el proceso. El segundo bloque, correspondiente a los cuatro últimos capítulos, aborda el uso del medio gráfico de manera más concreta, en la figura de dos de los arquitectos y dos de los cineastas más influyentes del pasado y del presente siglo, tratando de comprender el papel del dibujo en el desarrollo conceptual de su obra. ABSTRACT Both the movie director and the architect explore the potential offered by the image, as the visualization of certain relations that are catalyst of emotions. Cinematography and architecture works are a result of a thought and they include all the processes that created them, as much as the essential tools to generate the space and the sequence. This thesis aims to get an understanding of the analogies underlying in which architects and movie directors face the creation process of theirs projects from the graphic action. If we consider graphic media as a creative resource in the architectural and the cinematographic project, the sketch or storyboard becomes the fundamental documents, the study object, to decode the clues and the way in which the process unfolds. Graphic thinking comes across its way of expression. The study of this thinking, based mainly in images, let set up analogies in a way in which both authors use a drawing to imagine events of emotions that define the dramatic nature of their ideas. The connection and juxtaposition of mental images, as editing or montages that encourage the creation of ideas, concepts and sensations, are key in the course of the architectural and the cinematographic conception, and the drawing, a tool that allows both authors their development. The approach to the way the architect and the movie director get to the process of the creation of their projects through the drawing is addressed from the graphic strategies of these four authors: Sergei Eisenstein, Le Corbusier, Akira Kurosawa and Rem Koolhaas. The structure of the work is developed in two blocks. The first one, the first four chapters, face up, from a general point of view, the potential of the image in the graphic thinking and the role of the graphic action in the course of the project, that architects, as well as movie directors, are making trying to find the analogies and common points during the process. The second block, the last four chapters, deal with the use of the graphic media in a more detail manner, taking as example two of the architects and two of the movie directors more influential of the past and the present centuries, trying to understand the role of the drawing in the conceptual development of the their work.

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Este artículo continúa la investigación de una propuesta de innovación docente, parcialmente abordada en el último Congreso EGA bajo el planteamiento de un ‘viaje imaginario a la mente del diseñador´. Se pretende desarrollar mecanismos vinculados al pensamiento gráfico y fomentar un dibujo desinhibido, eficaz y de respuesta rápida como recurso característico de la ideación. Desde hace años la ideación protagoniza diferentes propuestas docentes en el ámbito académico de E.G.A. generalmente vinculadas al dibujo inespecífico. Intencionalmente, se trata aquí de revertir el proceso de ideación, de ponerse en la piel de quien diseñó un edificio y, a partir de lo edificado –referente directo– tratar de reconstruir los bosquejos de ideación que debieron realizarse para concebirlo y darle forma. En esta nueva investigación hemos confrontado los dibujos originales de los arquitectos –muchos inéditos– con dibujos de indudable atractivo e innegable desparpajo de estudiantes sobre dichos edificios, analizándolos dialécticamente para validar la pertinencia del enfoque pedagógico.

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Educational reforms currently being enacted in Kuwaiti Family and Consumer Sciences (FCS) in response to contemporary demands for increased student-centred teaching and learning are challenging for FCS teachers due to their limited experience with student-centred learning tools such as Graphic Organisers (GOs). To adopt these reforms, Kuwaiti teachers require a better understanding of and competency in promoting cognitive learning processes that will maximise student-centred learning approaches. This study followed the experiences of four Grade 6 FCS Kuwaiti teachers as they undertook a Professional Development (PD) program specifically designed to advance their understanding of the use of GOs and then as they implemented what they had learned in their Grade 6 FCS classroom. The PD program developed for this study was informed by Nasseh.s competency PD model as well as Piaget and Ausubel.s cognitive theories. This model enabled an assessment and evaluation of the development of the teachers. competencies as an outcome of the PD program in terms of the adoption of GOs, in particular, and their capacity to use GOs to engage students in personalised, in-depth, learning through critical thinking and understanding. The research revealed that the PD program was influential in reforming the teachers. learning, understanding of and competency in, cognitive and visual theories of learning, so that they facilitated student-centred teaching and learning processes that enabled students to adopt and adapt GOs in constructivist learning. The implementation of five GOs - Flow Chart, Concept Maps, K-W-L Chart, Fishbone Diagram and Venn Diagram - as learning tools in classrooms was investigated to find if changes in pedagogical approach for supporting conceptual learning through cognitive information processing would reduce the cognitive work load of students and produce better learning approaches. The study as evidenced by the participant teachers. responses and classroom observations, showed a marked increase in student interest, participation, critical thought, problem solving skills, as a result of using GOs, compared to using traditional teaching and learning methods. A theoretical model was developed from the study based on the premise that teachers. knowledge of the subject, pedagogy and student learning precede the implementation of student-centred learning reform, that it plays an important role in the implementation of student-centred learning and that it brings about a change in teaching practice. The model affirmed that observed change in teaching-practice included aspects of teachers. beliefs, as well as confidence and effect on workplace and on student learning, including engagement, understanding, critical thinking and problem solving. The model assumed that change in teaching practice is inseparable from teachers. lifelong PD needs related to knowledge, understanding, skills and competency. These findings produced a set of preliminary guidelines for establishing student-centred constructivist strategies in Kuwaiti education while retaining Kuwait.s cultural uniqueness.

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Distribution through electronic media provides an avenue for promotion, recognition and an outlet of display for graphic designers. The emergence of available media technologies have enabled graphic designers to extend these boundaries of their practice. In this context the designer is constantly striving for aesthetic success and is strongly influenced by the fashion and trends of contemporary design work. The designer is always in a state of inquiry, finding pathways of discovery that lead to innovation and originality that are highly valued criteria for self-evaluation. This research is based on an analysis of the designer perspective and the processes used within an active graphic design practice specializing entirely within a digital collage domain. Contemporary design methodologies were critically examined, compared and refined to reflect the self-practice of the researcher. The refined methodology may assist designers in maintaining systematic work practices, as well as promote the importance of exploration and experimentation processes. Research findings indicate some differences in the identified methodologies and the design practice of the researcher in the sense that many contemporary designers are not confined to a client-base but are self-generating design images influenced by contemporary practitioners. As well as confirming some aspects of more conventional design processes, the researcher found that accidental discoveries and the designer’s interaction with technology plays a significant part in the design process.

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This paper provides a contextual reflection for understanding best practice teaching to first year design students. The outcome (job) focused approach to higher education has lead to some unanticipated collateral damage for students, and in the case we discuss, has altered the students’ expectations of course delivery with specific implications and challenges for design educators. This tendency in educational delivery systems is further compounded by the distinct characteristics of Generation Y students within a classroom context. It is our belief that foundational design education must focus more on process than outcomes, and through this research with first year design students we analyse and raise questions relative to the curriculum for a Design and Creative Thinking course—in which students not only benefit from learning the theories and processes of design thinking, conceptualisation and creativity, but also are encouraged to see it as an essential tool for their education and development as designers. This study considers the challenges within a design environment; specifically, we address the need for process based learning in contrast to the outcome-focused approach taken by most students. The authors base their reflections on teaching design students at a university in Queensland, Australia.

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This paper provides a contextual reflection for understanding best practice teaching to first year design students. The outcome (job) focussed approach to higher education has lead to some unanticipated collateral damage for students, and in the case we discuss, has altered the students’ expectations of course delivery with specific implications and challenges for design educators. This tendency in educational delivery systems is further compounded by the distinct characteristics of Generation Y students within a classroom context. It is our belief that foundational design education must focus more on process than outcomes, and through this research with first year design students we analyse and raise questions relative to the curriculum for a Design and Creative Thinking course—in which students not only benefit from learning the theories and processes of design thinking, conceptualisation and creativity, but also are encouraged to see it as an essential tool for their education and development as designers. This study considers the challenges within a design environment; specifically, we address the need for process based learning in contrast to the outcome-focused approach taken by most students. With this approach, students simultaneously learn to be a designer and rethink their approach to “doing design”.