This paper presents the results of a curricular approach that provides graphic design students with an opportunity to engage in extensive observational and participatory research to better understand user experience in interactive museum exhibits. Conducting research in museums can circumvent many of the difficulties associated with user studies in a classroom setting.
Experience Design Research
08/15/2018
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08/14/2018
This paper focuses on developing assignment and project experiences for undergraduate graphic design students that progressively fortify their understanding and skills related to experiential graphic design problem solving. |
08/14/2018
This paper outlines an historical-theoretical framework, an approach for teaching beginning students “just enough” of these sophisticated processes to make meaningful smart objects, suggests a set of tools and resources to facilitate that approach, and highlights some of the obvious and less-than-obvious pitfalls encountered so far at the conclusion of the second iteration of the class. |
08/09/2017
Making the Invisible Visible was a project that surveyed recent examples of alternative exhibit spaces and methods that have been successfully utilized by parks, museums and event organizers. Making the Invisible Visible was a project that surveyed recent examples of alternative exhibit spaces and methods that have been successfully utilized by parks, museums and event organizers. |
08/08/2017
EGD is a valuable tool for beginning graphic design students to gain awareness of the direct relationship between design and place/community. Two of our lower level seminars, Art of Walking and Text in the Landscape, aim to achieve this. |
08/08/2017
Collaborating with the non-profit Groundwork Cincinnati Mill Creek, students proposed a sign system along a major industrial riverfront — the Mill Creek — for its current and future trail system |
08/08/2017
Resource Garden is an educational project designed to re-evaluate and transform the search-experience of academic/scholarly resources within post-secondary libraries. It allows students to explore their research topic across a variety of disciplines to gain a greater breadth of background knowledge and a critical perspective. |
08/08/2017
An exhibition that encourages co-creation, grows and evolves over time, with it being a different experience at every instant. Through this design, participants are able to collaborate, create and enjoy a personal stake in the exhibition as they become an integral part of its evolution. |
08/07/2017
This paper outlines a pedagogy for introducing students to the design process specifically in the area of Social Design. In a fast paced world where the established paradigm of defining a designers’ role is evolving rapidly, this paper elucidates the need for and presents a theoretical framework for a pedagogy that has been developed to help emerging designers understand the role they play in design practice today. The extended idea of design education is meant to shape the mindset of young designers as they prepare for the professional world outside. |
08/08/2016
The design of education environments can serve not only aesthetic, inspirational needs but also practical ones. The integration of architecture and environmental graphic design communicates and reinforces core concepts and ideas related to the students’ ongoing studies. Importantly, this opportunity applies to all learning environments—low cost can yield high-impact results. We believe creative, unexpected design intervention can assist current schools that are struggling to keep students engaged, and also act as a catalyst for a new type of school environment that sets a precedent for high-performance learning facilities. The success of not-for-profits such as Publicolor in using design to improve student outcomes serves as inspiration for our ideas. |
08/08/2016
This paper examines the processes and outcomes of an educational project designed to explore new ways of thinking about experiential graphic design and interactive design. Through the pedagogical approaches of these two distinct disciplines, undergraduate design students unified user-generated content, social media, and virtualized reality not only as wayfinding and placemaking techniques, but as means to build a hidden, invisible city with its own shifting circulation paths, monuments and narratives weaving through the physical landscape. |
08/08/2016
Workplace safety is closely related to staff’s wellness, but they have been mostly approached as separate initiatives due to organizational conventions and operational constraints. Thanks to the rising awareness of health and wellness as well as advanced technology capabilities, corporate attempts are increasing for creating a safer work environment by monitoring employees’ physical and emotional conditions in relation to potential workplace hazards. This paper will present an integrated design approach to workplace safety and wellness based on the case studies of communication system design projects that explored digitally augmented warehouse work environments. |
08/02/2016
This paper presents the framework and outcomes of two transformative projects aimed at developing strategies for re-envisioning Cincinnati’s urban and historic core. Through a unique collaboration between University of Cincinnati’s DAAP students, adjunct faculty, the community, and key civic stakeholders, the projects brought to light the possibilities for creating a best-in-class visitor experience and transforming a derelict urban district once celebrated as the center for Brewing in Cincinnati. |
08/02/2016
Charrettes and critiques can be devised specifically for experiential graphic design course goals and assignments in order to inform design process and final project outcomes in particular and unanticipated ways. For the purposes of this paper, charrette refers to a planned, intensive and timed experience that is strategically directed toward the investigation and solution of a specific design goal or objective. The term critique implies a group dialogue, analysis or assessment of work during a particular phase of design process. Diverse approaches to these considerations are explored and illustrated within this paper. |
08/02/2016
This paper provides an in-depth overview of the process in developing the Bachelor of Experiential Design degree (BXD) in the Faculty of Animation, Arts and Design (FAAD) at Sheridan College, located in Oakville, Ontario, Canada. |
10/12/2015
Struggling downtowns and retail districts of small cities and towns have been completely overlooked by graphic designers, since these independent businesses often cannot afford, or aren’t aware of, the services of designers. In the graphic design department at Iowa State University, we see this problem as an excellent opportunity to engage our students in community-based design. For over 15 years, our senior graphic design students have been introduced to Environmental Graphic Design while working on the re-design of a downtown district--engaging with communities to reinvigorate their retail districts in efforts to enhance the quality of life for local residents. |
10/12/2015
Communicating a brand message extends beyond the information and visual content applied to a package. The package’s physical structure, materials, finishes, and interactions can also strongly influence the consumer’s experience and subsequent perception of the product and brand. This paper presents case studies of integrated package design by students in Graphic and Industrial Design at the University of Cincinnati's College of Design, Architecture, Art and Planning. It reflects on the methods employed, lessons learned, and impact on future interdisciplinary collaborations in Package Design within education and practice. |
10/12/2015
Many national and international service companies (such as retail stores and hotels) operate loyalty programs that offer points and rewards. Loyalty programs collect information on individual customer, but the information never reaches customer service representatives who could use it to personalize service. This paper investigates if loyalty program data can be collected and fed back to customer-facing employees to provide value to customers and improve their perception of their own job performance. |
10/28/2014
Elizabeth (Dori) Tunstall ABSTRACT |
10/28/2014
Meredith Davis ABSTRACT |
10/28/2014
Samantha Perkins ABSTRACT By considering issues of navigation behavior, we can establish a wayfinding education model that seeks to help explain the how and the why behind navigation, regardless of the ultimate where. But how do we teach behavior and context in the static environment of a standard classroom? KNOWHERE, an immersive education model designed to teach wayfinding in a more hands-on manner, uses graphic design to establish educational events that communicate ideas of design elements in an immersive context and environment. Through the use of exhibit design and mobile studio equipment, the KNOWHERE model pulls students out of their chairs and immerses them in the world of wayfinding in ways that encourage exploration and creative analysis. |
10/28/2014
Leigh Lally ABSTRACT |
10/28/2014
Justin Molloy ABSTRACT |
10/27/2014
Leslie Blum and Donna David ABSTRACT The program contains the traditional components of an introductory Communication Design or Graphic Design program: typography, layout, color, computer skills, design history and a generous offering of liberal arts courses. In addition, the program concentrates on integrating three-dimensional visualization, incorporating the concept of “scale," introducing “time” and “space” as part of visual language and design basics, strengthening presentation skills and professionalism, and strengthening hand skills by “making things.” |
10/27/2014
Brett Snyder ABSTRACT While our modes of navigating streets have transformed, the streetscapes themselves have remained fundamentally unchanged. We still have traffic signs, phone booths, historical plaques, and bus stops that look and operate much the way they did 20 or even 50 years ago. Why are our streets so slow to adapt? The time is ripe to reconsider how public infrastructure could operate and how it might transform the way we navigate and experience the public realm. Could there be alternative ways to access location-based information, beyond personal digital devices—ways that help make information more widely accessible to all and lower the digital divide? Could a public media infrastructure achieve secondary aims such as reducing carbon footprints and creating more habitable cities? How can the street itself learn from the open source, mobile platforms that characterize the latest turn of the digital revolution? |
10/27/2014
Miranda Hall and Nicole Bieak Kreidler ABSTRACT |
10/02/2014
New Media ABSTRACT |