Re-Designing the Design Brief as a Digital Learning Tool with Participatory Design Approach
Abstract
Keywords
Design education,new millennium learners,participatory design,design brief,gamification
References
- Afacan, Y. (2018). Student Experiences of Blended Learning in Interior Architecture. Journal of Information Technology Education: Research, 17, 399–422. https://doi.org/10.28945/4122 Ahn, H. (2007). Design Tools and Three Steps in Participatory Design Processes: A Proposal for Better Communications among Residents and Experts, based on a Case, Proceedings of the 6th Conference of the Pacific Rim Community Design Network. Retrieved from http://courses.washington.edu/ quanzhou/pacrim/papers/Ahn-Park-paper.pdf Akademik Dersler - Tanitim. (n.d.). Retrieved December 22, 2016, from http://abp.anadolu.edu.tr/tr/ders/ tanitim/95647/47 Bedir Eristi, S. (Ed.). (2017). Gorsel Arastirma Yontemleri Teori,Uygulama ve Ornek [Visual Research Methods Theory, Applications and Examples] (2nd ed.). Ankara: Pegem Akademi. Bergold, J., & Thomas, S. (2012). Participatory Research Methods: A Methodological Approach in Motion. Forum Qualitative Sozialforschung / Forum: Qualitative Social Research, 13(1). Buur, J., Binder, T., & Brandt, E. (2000). Taking Video Beyond “Hard Data” in User Centered Design. Proceedings of the 6th Anniversary Conference on Participatory Design 2000, (December), 21–29. Retrieved from http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.89.3499 Cook-Sather, A. (2014). Multiplying perspectives and improving practice: What can happen when undergraduate students collaborate with college faculty to explore teaching and learning. Instructional Science, 42(1), 31–46. https://doi.org/10.1007/s11251-013-9292-3 Cokluk, O., Yilmaz, K., & Oguz, E. (2011). Nitel Bir Gorusme Yontemi: Odak Grup Gorusmesi [ A Qualitative Interview Method: Focus Group Interview],Kuramsal Egitimbilim, 4(1), 95–107. Demirbas, D., & Timur Ogut, S. (2018). Design Briefs for Industrial Design Studio Courses: Determination of Expectations and Requirements. Journal of Qualitative Research in Education, 6(2), 42–58. DiSalvo, B., Yip, J., Bonsignore, E., & DiSalvo, C. (Eds.). (2017). Participatory Design for Learning: Perspectives from Practice and Research. Routledge. Retrieved from https://play.google.com/books/ reader?id=DzYlDwAAQBAJ&printsec=frontcover&output=reader&hl=tr&pg=GBS.PT3 Hamari, J. (2013). Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service. Electronic Commerce Research and Applications, 12(4), 236–245. https://doi.org/10.1016/j.elerap.2013.01.004 Hussain, S., Sanders, E. B. N., & Steinert, M. (2012). Participatory design with marginalized people in developing countries: Challenges and opportunities experienced in a field study in Cambodia. International Journal of Design, 6(2), 91–109. ICSID. (2015). WDO | About | Definition of Industrial Design. Retrieved June 21, 2017, from http://wdo. org/about/definition/ Jones, W. M., & Askland, H. H. (2012). Design Briefs : Is There A Standard ? In Proceedings of the 14th International Conference on Engineering & Product Design Education (pp. 115–121). Antwerp, Belgium: Artesis University College. Retrieved from https://www.designsociety.org/multimedia/ publication/88efc0feaaab5043e6a6b5fc489d0601.pdf Kapkin, E. (2010). Endustriyel Tasarim Egitiminde Proje Tanimi Belgesinin Onemi ve icerik Ozelliklerinin Belirlenmesi: Turkiye Ornegi [Content Determination of the Design Brief and Its Importance in Industrial Design Education: Case Of Turkey], Anadolu Universitesi [Anadolu University] [Unpublished Master Thesis] Yayinlanmamis Yuksek Lisans Tezi Kapp, K. (2012). The Gamification of Learning and Instruction: Game-Based Methods and Strategies For Training And Education. Pfeiffer. San Francisco. Klopfer, E., Osterweil, S., Groff, J., & Haas, J. (2009). Using the technology of today , in the classroom today. Lawson, B. (2005). How Designers Think, The Design Process Demystified. Design Studies (5th ed., Vol. 2). Architectural Press. https://doi.org/10.1016/0142-694X(81)90033-8 100 Luck, R. (2003a). Dialogue in participatory design. Design Studies, 24(6), 523–535. https://doi.org/10.1016/ S0142-694X(03)00040-1 Malinverni, L., Mora-Guiard, J., & Pares, N. (2016). Towards methods for evaluating and communicating participatory design: A multimodal approach. International Journal of Human-Computer Studies, 94, 53–63. https://doi.org/10.1016/j.ijhcs.2016.03.004 Manzini, E., & Rizzo, F. (2011). Small projects/large changes: Participatory design as an open participated process. CoDesign, 7(3:4), 199–215. https://doi.org/10.1080/15710882.2011.630472 Muntean, C. I. (2011). Raising engagement in e-learning through gamification. In The 6th International Conference on Virtual Learning ICVL 2011 (pp. 323–329). Pedro, F. (2009). New Millennium learners in higher education: Evidence and policy implications. International Conference on 21st Century Competencies, Brussels: OECD/CERI. Pedro, F. (2006). The New Millennium Learners: Challenging our Views on ICT and Learning. OECDCERI, (May), 1–17. https://doi.org/10.1017/CBO9781107415324.004 Pektas, S. T., & Gurel, M. O. (2014). Blended learning in design education: An analysis of students’ experiences within the disciplinary differences framework. Australasian Journal of Educational Technology, 30(1), 31–44. Phillips, P. L. (2004). Creating the Perfect Design Brief. Canada: Allwort Press. Prensky, M. (2001). Digital Natives, Digital Immigrants Part 1. On the Horizon, 9(5), 1–6. https://doi. org/10.1108/10748120110424816 Ryd, N. (2004). The design brief as carrier of client information during the construction process. Design Studies, 25(3), 231–249. https://doi.org/10.1016/j.destud.2003.10.003 Sanders, E. B.-N., Brandt, E., & Binder, T. (2010). A framework for organizing the tools and techniques of participatory design. Proceedings of the 11th Biennial Participatory Design Conference on - PDC ’10, 195. https://doi.org/10.1145/1900441.1900476 Sierra, W. (2013). Gamification as Twenty-First-Century Education. North Carolina State University. Spinuzzi, C. (2005). The Methodology of Participatory Design. Technical Communication, 52(2), 163–174. https://doi.org/10.1016/j.infsof.2008.09.005 van den Hoven, J., Vermaas, P. E., & van de Poel, I. (2015). Handbook of ethics, values, and technological design: Sources, theory, values and application domains. Handbook of Ethics, Values, and Technological Design: Sources, Theory, Values and Application Domains, 1–871. https://doi.org/10.1007/978-94- 007-6970-0 van Manen, S., Avard, G., & Martínez-Cruz, M. (2015). Co-ideation of disaster preparedness strategies through a participatory design approach: Challenges and opportunities experienced at Turrialba volcano, Costa Rica. Design Studies, 40, 218–245. https://doi.org/10.1016/j.destud.2015.06.002 Vignati, A., Fois, L., Melazzini, M., Pei, X., & Zurlo, F. (2017). E-LEARNING AND DESIGN PRACTICE. Tools and methods for professional learning of strategic design approach. The Design Journal, 20(sup1), S1026–S1036. https://doi.org/10.1080/14606925.2017.1353046 Visser, F. S., Stappers, P. J., van der Lugt, R., & Sanders, E. B.-N. (2005). Contextmapping: experiences from practice. CoDesign, 1(2), 119–149. https://doi.org/10.1080/15710880500135987 Werbach, K., & Hunter, D. (2015). The Gamification Toolkit: Dynamics, Mechanics, and Components for the Win. Wharton Digital Press. Wolfel, C., & Merritt, T. (2013). Method card design dimensions: A survey of card-based design tools. Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 8117 LNCS(PART 1), 479–486. https://doi.org/10.1007/978- 3-642-40483-2_34 Yilmaz, E. A. (2015). Oyunlastirma [Gamification]Istanbul: Abakus