2016
DOI: 10.1016/j.destud.2016.09.003
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A new representational ecosystem for design teaching in the studio

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Cited by 53 publications
(49 citation statements)
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References 20 publications
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“…For this purpose, several scholars (e.g. Aldoy & Evans, 2011;Dorta, Kinayoglu, & Boudhraâ, 2016) reported studies and experiments regarding the application of digital tools (e.g., 3D software, digitizing tablets) into design curriculum or the integration of the contemporary maker culture to design education. For example, Haldrup, Hobye and Padfield (2017) described three projects from Roskilde University's FabLab to illustrate the learning that is taking place in FabLab in relation to hands-on methods, working with materials, and interdisciplinary project development.…”
Section: Product Design Studio Education and Digital Productsmentioning
confidence: 99%
“…For this purpose, several scholars (e.g. Aldoy & Evans, 2011;Dorta, Kinayoglu, & Boudhraâ, 2016) reported studies and experiments regarding the application of digital tools (e.g., 3D software, digitizing tablets) into design curriculum or the integration of the contemporary maker culture to design education. For example, Haldrup, Hobye and Padfield (2017) described three projects from Roskilde University's FabLab to illustrate the learning that is taking place in FabLab in relation to hands-on methods, working with materials, and interdisciplinary project development.…”
Section: Product Design Studio Education and Digital Productsmentioning
confidence: 99%
“…L'activité de conception est une forme de conversation réflexive entre le concepteur et l'ensemble des représentations externes du projet (Schön, 1992). La notion d'écosystème de représentations (Dorta et al, 2016a ;Dorta et Kinayoglu, 2014), intègre l'ensemble des représentations externes du projet telles que les croquis diagrammes, plans, coupes, maquettes physiques, maquettes numériques, simulations et animations. Il est considéré comme un acteur de la conception dans le sens où il sert de support à la conversation réflexive (Schön, 1992) et à la simulation graphique (Lebahar, 1983).…”
Section: Introductionunclassified
“…A synchronous collaborative workspace must ensure the physical workspace comfort, along with the uniformity and usability of the virtual workspace [1,14,15], which provides ergonomic interactions with the session workflow.…”
Section: Collaborative Experiments Summarymentioning
confidence: 99%
“…Many research works have been dedicated to developing Computer-Supported Collaborative Work (CSCW) scenarios and environments for AEC and design, therefore various collaborative solutions experiments were performed to reveal potential usage: a 3D virtual workspace environment, a holodesk with direct 3D interactions on a seethrough display, life-size 2D sketch representations and hybrid ideation space with an even more immersive environment [11][12][13][14]. The CSCW session analysis reveals an importance of a quality interaction (gesturing, navigation, annotation, viewing [15]).…”
Section: Collaborative Workpace Experimentsmentioning
confidence: 99%