Creative Workshop Based on Augmented Reality for the Strengthening of Creativity through the Learning of the Design Thinking Methodology †
Abstract
:1. Introduction
2. Materials and Methods
3. Results
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- Activity 1: its objective was to increase the ability of students to produce new ideas for the development of fluency and flexibility. Emphasis was placed on the steps of Discovery and Interpretation of the Design Thinking methodology for students to understand the challenge from a fragment of the Alice in Wonderland chapter “Through the Looking Glass” and to gather all the information possible for the creation of six impossible ideas. QR codes were used as means of communication and discovery. In the development of the activity it was evidenced that two ideas emerged that are unusual and that together achieve the development of a graphic concept, demonstrating that the students fulfilled the originality parameters.
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- Activity 2: contents were developed for the generation of ideas and the reinforcement of Fluency, Flexibility and Originality, breaking stereotyped and rigid thought patterns. Emphasis was placed on the steps of Discovery, Interpretation and Ideation of the Design Thinking methodology, since the aim was for the student to create an 'illogical animal' inspired by the Universal Animalario of Professor Revillod [7]. The use of QR codes during the activity had the metaphorical character to be the means of connection to the 'impossible world', making the two-dimensional animal into a virtual three-dimensional element through the Chromeville application. This activity sought to encourage curiosity and therefore they were encouraged to take on other attitudes such as not being afraid of making mistakes, encouraging fantasy and seeking interaction with creative people, promoting diversity and individual thinking.
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- Activity 3: contents were developed for the reinforcement of the Fluidity, Flexibility, Originality and Elaboration to apply the new ideas, emphasizing the steps of Empathy, Interpretation, Ideation and Experimentation of the Design thinking methodology, since it was sought that the student will elaborate the “illogical animal” by means of a 3D sculpture made with the materials of his preference, he should give a story to the sculpture, communicated by means of a third layer of information developed in augmented reality in Aurasma. In the resulting graphic productions, the gradual development of the variety and agility of functional thinking, the graphic and thought rapidity in unforeseen situations, the free creation and expression of the quantity of ideas were observed.
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- Activity 4: aimed to interact with the environment, solving the problems and taking the appropriate decisions. It was developed within the framework of the immersive free-use workshop “An introduction to Design Thinking in one hour” [8] in which the participants completed the entire cycle of the design process. Snapchat was used to socialize the experience. In feedback they were asked about their perception of the use of augmented reality in their creative process and students gave equal importance to the use of augmented reality and the development of activities: the mediation of technology allowed to develop, design and propose ideas that otherwise would not have been possible. During the creative process it was emphasized that augmented reality is a means by which instructions are communicated to students and not an end in itself. Likewise, it was observed that the use of augmented reality applications as a means of communication appeared and was increasing in other fields of learning as progress was made in the development of activities.
4. Conclusions
Conflicts of Interest
References
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Hernández, C.; Duque, E. Creative Workshop Based on Augmented Reality for the Strengthening of Creativity through the Learning of the Design Thinking Methodology. Proceedings 2018, 2, 1359. https://doi.org/10.3390/proceedings2211359
Hernández C, Duque E. Creative Workshop Based on Augmented Reality for the Strengthening of Creativity through the Learning of the Design Thinking Methodology. Proceedings. 2018; 2(21):1359. https://doi.org/10.3390/proceedings2211359
Chicago/Turabian StyleHernández, Cindy, and Erika Duque. 2018. "Creative Workshop Based on Augmented Reality for the Strengthening of Creativity through the Learning of the Design Thinking Methodology" Proceedings 2, no. 21: 1359. https://doi.org/10.3390/proceedings2211359
APA StyleHernández, C., & Duque, E. (2018). Creative Workshop Based on Augmented Reality for the Strengthening of Creativity through the Learning of the Design Thinking Methodology. Proceedings, 2(21), 1359. https://doi.org/10.3390/proceedings2211359