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1. Framework for a Project Methodology in Design - Interactions in Speculation and Fictional Futures

2. Exploring Intuitive Visuo-Tactile Interaction Design for Culture Education: A Chinese-Chess-Based Case Study.

3. An interactive conceptual multisensory model to elevate creativity of undergraduates: a review of literature.

4. MODELLING USER EXPERIENCE: INTEGRATING USER EXPERIENCE RESEARCH INTO DESIGN EDUCATION.

5. MODELLING USER EXPERIENCE: INTEGRATING USER EXPERIENCE RESEARCH INTO DESIGN EDUCATION.

6. Democratizing assessment practices through multimodal critique in the design classroom.

7. Exploring the functions of reflective writing in the design studio: A study from the point of view of students.

8. Teaching alternative Paradigms through Critical Design

9. In Pursuit of Inclusive and Diverse Digital Futures: Exploring the Potential of Design Fiction in Education of Children

10. ARCritique: Supporting Remote Design Critique of Physical Artifacts through Collaborative Augmented Reality

11. Proposing a novel mixed-reality framework for basic design and its hybrid evaluation using linkography and interviews

12. AN INTERACTIVE ANALYSIS OF 3D TECHNOLOGY AND ITS VAST APPLICATION TO HUMAN

14. The role of self-directed learning in studying 3D design and modeling

15. Depatriarchise design *!Labs!*

16. Comparative evaluation of parametric design systems for teaching design computation.

17. An Ethnographic Case Study of Affordances in an Architecture Design Studio

18. The Effect of Experience-Based Tangible User Interface on Cognitive Load in Design Education

19. How can biological shapes inspire design activity in closed domains?

20. IDENTIFYING STRESS SIGNATURES ACROSS THE ENGINEERING DESIGN PROCESS: PERCEIVED STRESS DURING CONCEPT GENERATION, CONCEPT SELECTION, AND PROTOTYPING

21. Automatic control: the natural approach for a quantitative-based personalized education

22. A ‘speculative pasts’ pedagogy: where speculative design meets historical thinking

23. Design Process for a Birthing Bed, Based on User Hierarchy: Promoting Improvement in User Satisfaction

24. Recognizing creative visual design

25. PHILOSOPHICAL APPROACH TO THE PROBLEMS OF GRAPHIC DESIGN AND DESIGN EDUCATION IN INFORMATIONAL SOCIETY.

26. What Can CHI Do About Dark Patterns?

27. Hardhats and Bungaloos: Comparing Crowdsourced Design Feedback with Peer Design Feedback in the Classroom

28. Experiencing a space: Applying experiential methods to support the learning of art and design

29. Heuristic Evaluation of Ambient Devices Using Smart Materials

30. Data Materialisation: A New Undergraduate Course for a Data Driven Society

32. A User-Centered Design Research for Gamification Applications

33. Design to Experiment—Experiment to Design: Tool- (User, Breaker, Designer)

34. Haptic Guidance to Support Design Education and Collaboration for Blind and Visually Impaired People

35. A framework to design for meaning : insights on use, practicality and added value within a project-based learning context

36. Design of Children’s Entertainment and Education Products Based on AR Technology

37. Implementing Virtual Reality Headsets in Design Education

38. Computational Design Thinking through Cellular Automata: Reflections from Design Studios

39. Assessing the impact of educational differences in HCI design practice.

40. Designerly Talk in Non-Pedagogical Social Spaces.

41. Recognizing perspective accuracy

42. Making Inside the Augment: Augmented Reality and Art/Design Education

43. A test setting to compare spatial awareness on paper and in virtual reality using EEG signals

44. Informal peer critique and the negotiation of habitus in a design studio.

45. It’s Not Just about Accuracy

46. Differences between beginning and advanced design students in analogical reasoning during idea generation: evidence from eye movements

47. The machineries of user knowledge production

48. Designing a Creative Assistant of a Designer

49. Exploring preschool children’s preferences for artificial animal appearances according to the uncanny valley phenomenon

50. Supporting Distributed Critique through Interpretation and Sense-Making in an Online Creative Community

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