Communication + Place is the official research journal of the Experiential Graphic Design community. Published online, the journal features articles from both academics and professionals advancing the XGD profession through creative research, curriculum development, project reviews, and user-centric testing.
Academic Design Research Journal
The basic principles of three-dimensional design can be taught to competent graphic designers through a series of exercises, each adding to the previous one. Combined with students’ existing graphic design skills, students can then move on to more complex environmental graphics challenges.
This paper proposes a transformative framework for how Speculative Design—and more specifically, research methods—can be used as a model for student engagement and to enhance learning outcomes. The goal is for my students to become better critical thinkers and be more experimental with strategically tackling innovative, socially relevant design solutions. By prompting design students to shift more towards imaginative thinking to begin exploring new frameworks and new methods for design research processes.
The Re: recall, relive, remember exhibition will have six main areas, focusing on explaining the disease of dementia, providing community advice for caregivers, and presenting the main gallery space for individuals with dementia to interact with museum objects, a dance floor, and a maker space.
This project aims to take the massive quantity of data and visualize a narrative in an interactive, understandable, and convincing way in order to motivate and promote changes to the way Austin perceives and participates in cycling as primary means of transportation.
This paper presents the results from a curricular trial which saw the modification of an existing typeface design course—within an interdisciplinary undergraduate graphic design program—to cover principals of environmental graphic design (EGD).
In order to bring attention to the e-waste issue, graphic design students from Belmont University created designs for a large electronic display built from 55 old or partially broken tablet computers. This project is designed to create a unique set of design constraints, forcing students to find creative solutions to the visual problem.