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1.
信息时代展示艺术设计的新变化   总被引:2,自引:0,他引:2  
信息时代的展示艺术设计,较之其它专业设计具有更强的设计性和前卫性.展示设计反映时代的特征,时代的发展推动展示设计的发展.数字时代的到来给展示设计带来了前所未有的发展空间,促使其发生全方位的变化,也使其呈现了许多新的特点和优势,即提升了设计理念、拓展了服务对象、扩大了设计空间、简化了设计流程、缩短了设计周期、降低了设计成本,使展示设计变得迅速、方便.数字化、集成化、网络化、智能化是21世纪展示设计发展的必然方向.基于数字化展示设计具有信息准确化、更人性化的强大优势,作为走在时代最前沿的设计师应该积极运用数字化技术进行展示设计,紧紧把握住展示设计的时代脉搏,使我国的展示设计水平赶上并超过发达国家.  相似文献   

2.
文字是传达设计信息的重要元素,而字体设计是对文字的美化过程。本文从字体设计在美术设计中的地位、字体设计的发展和美学原理、字体设计的艺术体现等方面进行了分析,旨在体现字体设计在艺术设计中的重要性。  相似文献   

3.
太阳能光伏系统的设计包括:容量设计、电气设计、机械结构设计、热力设计、安全设计、可靠性设计、包装运输设计、安装调试运行设计以及维修检测设计等。设计是对拟建工项目的实施,在技术和经济等方面所进行的全面而详尽的部署,是基本建设构思的具体落实化,是把先进技术和科研成果引入建设的渠道,是整个工程的决定性环节,是组织实施的依据等,是工程项目建设中的重要阶段。  相似文献   

4.
机械设计课程设计是机械设计课教学的一个重要环节。在机械设计课程设计教学实践的基础上,从设计任务、设计过程、检查方式、相关课程和设计时间几个方面探讨了机械设计课程设计教学进行的改革,对课程设计具有指导意义。  相似文献   

5.

Design thinking has an important role in STEM education. However, there has been limited research on how students engage in various modalities throughout the design process in hands-on design tasks. To promote middle school students’ engineering literacy, it is necessary to examine the use of design modalities during design. Using a case study approach, we examine middle school students’ design stages and modalities during design activities. We also identify the patterns of design processes in the teams with different design outcomes. Drawing on theories in design thinking and embodied interaction, we proposed a framework and devised a video analysis protocol to examine students’ design stages and modalities. Middle school students attending a design workshop engaged in two design activities in teams of 3–4 people. The design sessions were video recorded and analyzed using the video analysis protocol. The teams engaged in the stages of planning, building, and testing, while employing the verbal, the visual, and the physical modalities. The teams that varied in design outcomes exhibited different patterns in the use of multiple modalities during the design stages. This study contributes to research on design thinking by proposing a framework for analyzing middle school students’ multimodal design processes and presenting data visualization methods to identify patterns in design stages and modalities. The findings suggest the necessity to examine students’ use of design modalities in the context of design stages and imply the potential benefits of using multiple modalities during design. The implications for future research and education practices are also discussed.

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6.
The aim of this article is to advance a framework for understanding and teaching game design in higher education, in order to address complexities inherent in teaching game design courses. Everyday teaching and learning game design often deviate from the standard textbook model of game design. In reality everyday teaching and learning operate with handling game design curriculum, how to think games, and how to organise the development process. The presented framework merge curriculum, thinking, and process guided by the game design concept of juiciness. The framework will be presented by dismantling the standard textbook model of game design into three; game design (curriculum), game design thinking (thinking), and game development (organisation). In this perspective game design is concerned with game mechanics, game design thinking preoccupied with paper prototyping, metaphor, and framing, while game developments addresses player experience including play and game testing. This article will coin vertical design as juiciness as opposed to horizontal design understood as expanding system layout. Juiciness will be placed as a guiding principle in the relationship between designers and designed content as an aspect of designer intentions and motivations. Lastly, the content centric framework will be presented by merging game design, game design thinking, game development, vertical design with selected aspects of accepted software development strategies as an approach to teaching and learning game design in higher education.  相似文献   

7.
机械设计课程设计是机械设计课教学的一个重要环节。在机械设计课程设计教学实践的基础上,从设计任务、设计过程、检查方式、相关课程和设计时间几个方面探讨了机械设计课程设计教学进行的改革,对课程设计具有指导意义。  相似文献   

8.
绿色设计观念在工业设计中的应用与实例分析   总被引:1,自引:0,他引:1  
通过全新的绿色设计方法,探讨工业设计中的绿色设计元素在未来工业设计中的发展与应用.通过对工业设计实例的分析,直观、系统地阐述了工业设计中绿色设计方法的实际应用.  相似文献   

9.
文章针对网络课程本身具有的特点探讨开放教育中网络课程的系统设计方案,主要包括学习目标设计、学习内容设计、学习资源设计、学习活动设计、学习监控系统设计、评价与反馈系统设计等六个部分的设计。  相似文献   

10.
基于设计心理学的产品体验设计多层次性研究   总被引:1,自引:0,他引:1  
突出“人本”的时代,设计心理学越来越多地被运用在产品体验设计之中。设计心理学作为产品体验设计的基础,是产品设计中用户体验研究的重要依托,深蔼用户心理的设计总能凭借其与众不同的吸引力带给用户更有效、更舒服的体验。文章从基于设计心理学的产品体验设计的内涵讨论入手,分析了产品体验设计的用户心理特性,并通过对设计心理学理论的多层次性研究,延伸出新型的产品体验设计的层次化内涵。  相似文献   

11.
为适应“信息时代”现代设计的“转型”变革,需要从“设计哲学”的高度,从设计的多义性认识设计;从设计的本质理解设计;从设计方法论掌握设计;从设计发展趋势研究设计。通过理性的深入与开拓。构筑设计的新理念。  相似文献   

12.
《学习科学杂志》2013,22(1):105-129
Educational researchers are increasingly using design as a means of advancing their understanding. Historically design in educational research has served as a way to implement theories for testing. The emerging design research paradigm treats design as a strategy for developing and refining theories. In this article, I discuss the lessons that can be learned from design. Starting from a model that characterizes designs in terms of problem analyses, design solutions, and design processes, I describe 3 types of theories that can be developed through design research: domain theories, design frameworks, and design methodologies. I present examples from a design research program investigating software supports for reflective inquiry. I argue for design research as form of educational research because (a) design offers opportunities to learn unique lessons, (b) design research yields practical lessons that can be directly applied, and (c) design research engages researchers in the direct improvement of educational practice.  相似文献   

13.
HfG,ULM是当代德国最具影响力的设计学院。它的设计教育模式不但对西方发达国家的设计起到过承前启后的作用,对于第三世界国家的设计教育特别是在设计实践、设计训练和设计教育理论学科等方面也有无与伦比的影响。  相似文献   

14.
如何组织软件设计模型中的大量设计元素,影响软件设计工作和从设计模型生成设计文档。采用"4+1"视图体系结构和UML构造型机制,扩充了软件设计模型描述元素,提出了由用例实现、软件结构、软件组件、软件接口、软件进程、软件部署等六部分组成的设计模型描述框架。该描述框架用于在Rose和SoDA工具上建立设计模型模板和设计文档模板,实现了软件设计模板化和文档生成自动化。  相似文献   

15.
由于民族符号在产品设计中的运用日益增多,使其形成了一种独特的、具有本民族特色的工业设计创新模式。文章重点探讨了产品设计中民族符号的创新运用,通过讨论民族符号在工业设计中的具体运用案例,分析民族符号在设计过程中的具体表现形式并总结设计师如何有效地在设计过程中正确使用民族符号,以使其更好地促进工业设计的创新和发展。  相似文献   

16.
Educational design research yields design knowledge, often in the form of design principles or guidelines that provide the rationale or ‘know-why’ for the design of educational interventions. As such, design principles can be utilized by designers in contexts other than the research context in which they were generated. Although research has shown that quality support is important for design success, less is known about processes that promote utilization of design principles as the rationale for instructional design. In this study we therefore explored an intervention for promoting the utilization of a set of research-based design principles in educational practice. This intervention aimed to promote utilization through enhancing perceived usefulness of the design principles by design teams in various contexts. The set of design principles that was utilized by the design teams in this study underpins the design of so-called hybrid learning configurations that are situated at the interface between school and workplace. The intervention was developed from the perspective of boundary crossing theory and was conducted with four different design teams. It was evaluated by way of a questionnaire and a dialogue with members of the design teams. This boundary crossing intervention appeared to bring about the desired outcomes. Most of the design team members considered the set of design principles useful in several different ways and they expected that utilization of the principles would lead to an improved learning configuration.  相似文献   

17.
The notion of design thinking is becoming more concrete nowadays, as design researchers and practitioners study the thinking processes involved in design and employ the concept of design thinking to foster better solutions to complex and ill‐defined problems. The goal of the present research is to develop a cognitive activity‐based design methodology for novice visual communication designers, which will be achieved by mapping the findings from a comparative analysis of novice and expert visual communication designers' thinking processes onto the prospective methodology. Under the proposed methodology, activity modes take place in a chronological flow under specific guidelines involving various forms of design cognition. The guidelines correlate to design phases from problem structuring to detailed design and to the cognitive processes of divergent and convergent thinking. The methodology gives open‐ended instruction to novices endeavouring to proceed with the design process, solve complex design problems and make better design decisions. This research has value for its unique approach to methodology development. Furthermore, the proposed methodology provides guidance for more effective cognitive activities during the design process and holds potential for implementation in design education due to its focus on the needs of novice designers.  相似文献   

18.
现代城市设计理念   总被引:1,自引:0,他引:1       下载免费PDF全文
本文结合现代城市设计理论的发展变化, 对城市设计的含义提出自己的见解。主要从五个方面论述: 1. 城市设计的定义; 2. 城市设计与城市规划的关系; 3. 城市设计与建筑设计的关系; 4. 城市设计的内容; 5. 城市设计中的商业理念。  相似文献   

19.
在明确给排水管网系统课程设计教学目标的基础上,针对课程的特点,对给排水管网系统课程设计的任务布置、教学方法和考核方式等进行了探讨。根据多年的教学实践,提出了教师在指导过程中加强设计过程监督,实行校外基地设计与校内设计结合,校内集中设计与校外分散设计相结合的设计模式。改革课程设计考核方法。  相似文献   

20.
为了设计出兼具教育性与趣味性的教育游戏,使设计出的游戏充分考虑到学习者需求,既重视游戏方式和内容的科学性,又强调游戏方法和形式的趣味性,基于斯坦福D.school设计思维模型,结合“趣思维”游戏案例设计过程,从游戏设计前期分析、内容及方向确定、游戏设计与制作、反复测试再调整等方面,具体阐述教育游戏设计方法。“趣思维”案例的成功设计表明,该设计方法能够运用于具体教育游戏设计中,可以设计出更贴合用户想法、兼顾教育与趣味的教育游戏。基于设计思维模型五环节提出的教育游戏设计方法,能够充分了解用户需求,使设计思路更加清晰,设计出内容丰富、条理明确、更有市场的教育游戏,初步实现设计思维与教育游戏的结合。  相似文献   

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