Since 2000, design practice in the UK has changed dramatically. Boundaries between design disciplines have dissolved, and many contemporary design studios now defy classification. These studios are reconfiguring the design landscape, yet a uni-disciplinary structure still dominates undergraduate education. This is creating a disconnection between practice and education and posing critical questions for the current design education system. This article outlines the findings of a PhD research study exploring this disconnection, and although situated within the UK, the findings have international relevance. An initial scoping exercise draws on interviews with leading commentators from the UK design sector, examining the evolution of design practice over the past 10 years, and possible future directions for undergraduate education. Findings highlight that UK policy for creative education has placed undergraduate design courses in potential crisis. Arguably, the current university system for design education is outdated. It is now necessary to redefine the skills and processes twenty-first-century designers need. The body of the research is situated within five internationally renowned creative studios which defy classification. In-depth ethnographic studies cross-analyse the creative processes of these studios and their views on education. Findings identify key components of each studio’s processes, while also exploring studio members’ educational experiences, and reflections on future implications for pedagogy. This article argues that this growing disconnect between practice and education calls for existing pedagogic models to be challenged, proposes alternative approaches and highlights the need for policymakers, practitioners and educators to work together to best prepare young designers to meet today’s challenges.
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In the interests of enhanced collaborative methods of design thinking, design communication, representation and rapid ideation, this article examines how a series of related activities and events, ‘catenated’ together, or forming a ‘catena’ 1 of design thinking, could create a clearer, more meaningful and more efficient portfolio of work for a beginning design studio. Drawing inspiration upon the operative verbs found in the work of sculptor Richard Serra, 2 and using the artefacts from such activities to create generative design products and iterations across a semester schedule, this paper chronicles a series of active in-class collaborations over the course of a semester that allowed a cohort of students to connect a series of design projects together, rather than experience a series of unconnected learning objectives as was typical. References to learning theories including Jerome Bruner’s spiral curriculum and David Kolb’s theory of experiential learning 3 informed the inquiry. Student feedback and reflection informed the areas of success and areas of improvement.
This article presents an approach to improve urban resilience by examining crisis dynamics through a role-playing game. The set of exploratory exercises extend the Archaria 2035 scenario and geographic information system model, which was developed by the North Atlantic Treaty Organization (NATO) to advance concepts that support military operations. Participants (graduate students) worked in teams to identify and map critical relationships related to health, safety and welfare through a modified version of the Political, Military, Economic, Social, Infrastructure, Information (PMESII) framework. Next, each participant was given a one-page stakeholder profile that specified motives, kinds and degrees of influence, and connections to other stakeholders. This information was used to create maps that showed how each character understood the city. Crisis event details were revealed a day-and-a-half before the game. NATO staff contributed to the event by presenting courses of action to restore security and order. Participants gave opinions on how their characters might act during the event and react to the proposed military operations. Conversations created temporary collaborations among some stakeholders but also conflicts among others that could create additional problems. A post-game assignment asked participants to write memos on specific policies and plans that would reduce vulnerability to the crisis. As a matter of pedagogy, results the demonstrate the value of role-playing to consider multiple perspectives and second- and third-order effects of a crisis. Specifically, connecting gameplay conversations and results back to initial ideas about health, safety and welfare contributed to reconsiderations of assumptions about contingent relationships.
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