From Hi-Tech to Hi-Touch: A Global Perspective of Design Education and Practice

A special issue of Education Sciences (ISSN 2227-7102).

Deadline for manuscript submissions: closed (30 November 2022) | Viewed by 44944

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Guest Editor
Graduate School of Creative Industry Design, National Taiwan University of Arts, New Taipei City 22058, Taiwan
Interests: ergonomics in product design; human–computer interaction; design education and cognitive approach in design; cultural and creative product design
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Guest Editor
Graduate School of Creative Industry Design, National Taiwan University of Arts, New Taipei City 22058, Taiwan
Interests: wooden crafts; art theory; art education; aesthetics
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Guest Editor
Department of Arts and Design, National Tsing Hua University, Hsinchu 300044, Taiwan
Interests: craft and design education; cultural product design; metal arts and contemporary jewelry; placemaking
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Guest Editor
1. Division of Industrial Design, National University of Singapore 8 Architecture Drive, Singapore 117356, Singapore
2. Keio-NUS CUTE Center, National University of Singapore, Singapore 117602, Singapore
Interests: design in medicine; technology enabled learning; human–computer interaction
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Special Issue Information

Dear Colleagues,

Facing the change and impact of globalization, how to apply design thinking to improve people’s life, from Hi-tech to Hi-touch, is becoming increasingly vital during this disquieting era. This Special Issue is focused on discussing the development, application, potential and boundary of design education as well as design practice from a cross-cultural perspective. Thus, theoretical research via scrupulous literature review in various scope of design, empirical studies of significant design cases are welcome.

Potential topics include, but are not limited to:

  • Frameworks for design education with creativity and critical thinking;
  • Significant teaching and learning sequences of design;
  • The theoretics and practice within design education approaches;
  • Design education of cross-discipline;
  • Teacher training for design;
  • Design implementation for cross-culture;
  • Research of creative design strategy;
  • Design for placemaking;
  • Special topic of design case study.

Reference

  1. Cross, N. (2011). Design Thinking: understanding how designers think and work, Berg/Bloomsbury, Oxford and New York. ISBN 978 184788 6378 (hb), 978 1847886361 (pb)
  2. Lin, R.-T. (2007). Transforming Taiwan aboriginal cultural features into modern product design: A case study of a cross- cultural product design model. International Journal of Design, 1(2), 47-55.
  3. Norman D. (2010, 2018). Why Design Education Must Change, https://www.core77.com/posts/17993/why-design-education-must-change-17993,  https://jnd.org/why_design_education_must_change/.
  4. Shneiderman, B. (2016). The New ABCs of Research: Achieving Breakthrough Collaborations, Oxford University Press, Oxford, UK.

Prof. Dr. Rungtai Lin
Prof. Dr. Po-Hsien Lin
Prof. I-Ying Chiang
Dr. Ching Chiuan Yen
Guest Editors

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Keywords

  • design education
  • design thinking
  • design strategy
  •  cross-culture design

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Published Papers (12 papers)

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Editorial

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6 pages, 189 KiB  
Editorial
From Hi-Tech to Hi-Touch: A Global Perspective of Design Education and Practice
by Rungtai Lin, Po-Hsien Lin, I-Ying Chiang and Ching-Chiuan Yen
Educ. Sci. 2023, 13(3), 314; https://doi.org/10.3390/educsci13030314 - 17 Mar 2023
Viewed by 1558
Abstract
Facing the change in and impact of globalization, the question of how to apply design thinking to improve people’s lives, from hi-tech to hi-touch, is becoming increasingly vital during this disquieting era [...] Full article

Research

Jump to: Editorial

15 pages, 786 KiB  
Article
Comparison of Four Universities on Both Sides of the Taiwan Strait Regarding the Cognitive Differences in the Transition from STEM to STEAM in Design Education
by Yikang Sun, Chien-Chih Ni and Yen-Yu Kang
Educ. Sci. 2023, 13(3), 241; https://doi.org/10.3390/educsci13030241 - 24 Feb 2023
Cited by 3 | Viewed by 1989
Abstract
There have been many studies on the effectiveness of the STEAM model since its integration into design education, but further investigation is needed to determine whether teachers and students truly understand the meaning of STEAM. The aim of this study is to evaluate [...] Read more.
There have been many studies on the effectiveness of the STEAM model since its integration into design education, but further investigation is needed to determine whether teachers and students truly understand the meaning of STEAM. The aim of this study is to evaluate people’s perceptions of the STEAM model in design education. Respondents from four universities on both sides of the Taiwan Strait participated in the study. Following expert evaluation and a number of tests, the revised questionnaire was used to survey the attitudes of respondents. The results indicate the following: (1) Respondents were more familiar with universities in their area and therefore rated them relatively highly. While this is reasonable, it suggests that respondents may lack a global perspective. (2) The proportion of arts courses is generally high, but further analysis is required to determine whether they in fact play a role in connecting to STEM. This study concluded that educators and researchers need to have a deep understanding of the essence and connotations of STEAM. Students must also consider how to acquire the knowledge and skills needed for 21st-century design through STEAM courses. Furthermore, the use of STEAM in design education needs to be continuously evaluated and improved. Full article
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17 pages, 3707 KiB  
Article
From Digital Collection to Open Access: A Preliminary Study on the Use of Digital Models of Local Culture
by Chia-Ling Chang, Chin-Lon Lin, Chi-Hsien Hsu and Yikang Sun
Educ. Sci. 2023, 13(2), 205; https://doi.org/10.3390/educsci13020205 - 15 Feb 2023
Cited by 3 | Viewed by 2220
Abstract
In the past, most cultural content was in a passive state of protection. In recent years, with the popularity of digital printing and the emergence of the concept of open-source sharing, it provides a new idea for cultural preservation. Using cultural elements from [...] Read more.
In the past, most cultural content was in a passive state of protection. In recent years, with the popularity of digital printing and the emergence of the concept of open-source sharing, it provides a new idea for cultural preservation. Using cultural elements from the Taitung region as a sample, this study established an open-source database, and completed the production of 60 digital models and the archiving of related materials. Based on the concept of open-source sharing, our research hopes that this database can be applied in more places. Through surveys, it could be concluded that, when the models are designed in parts and are easy to print and display, it is more conductive for the models to be used in promotions and applications. It is expected that each township will have its own localized 3D model database. Through the open-source localized digital model’s unrestricted and free features, under the influence of COVID-19, it can also allow people from all over the world who cannot visit these places in person to print the local cultural content remotely, so as to have a three-dimensional under-standing of Taiwanese cultural objects. It is expected that the localized 3D model databases will help promote local cultural improvement and move towards local innovation. Full article
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23 pages, 15637 KiB  
Article
A Teaching Model of Cultural and Creative Design Based on the Philosophy of the Book of Changes
by Wen-Ting Fang, Jian-Hua Sun, Pei-Hao Tong and Yen-Yu Kang
Educ. Sci. 2023, 13(2), 120; https://doi.org/10.3390/educsci13020120 - 23 Jan 2023
Cited by 3 | Viewed by 4075
Abstract
In essence, cultural and creative design features humanity and culture. The process of how to transform culture into creativity is an essential subject of design education, which, in turn, calls for a new design teaching system. In regard to combining traditional Chinese thinking [...] Read more.
In essence, cultural and creative design features humanity and culture. The process of how to transform culture into creativity is an essential subject of design education, which, in turn, calls for a new design teaching system. In regard to combining traditional Chinese thinking with modern design experience, the question of how to apply traditional Chinese thinking to design concepts, methods, and education is systematically explored in this research. Firstly, the question of how to transform the philosophy of “Tao, Vessel, Change and Comprehensiveness” in the Book of Changes into “design thinking” in order to establish the learning process of creative design with added value—as well as to set up the teaching model of cultural and creative design under “Tao, Vessel, Change and Comprehensiveness”—is discussed. After this, two cases of the Aboriginal Harvest Festival’s cultural creativity “Dancing Together” candlestick and the animation, cultural, and creative design of the “Wind Lion God” are used in order to examine the effectiveness of the specific design and to verify the feasibility of this teaching model in the development and application of cultural and creative products. The results demonstrate the feasibility of this teaching model, which provides a new systematic approach for the purposes of teaching and practice in the field of cultural and creative design. Full article
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26 pages, 3622 KiB  
Article
The Global Design Ranking: A Case Study of Design Awards Phenomenon
by Chun-Yuan Chen, Po-Hsien Lin, Yen-Yu Kang and Chih-Long Lin
Educ. Sci. 2023, 13(2), 113; https://doi.org/10.3390/educsci13020113 - 20 Jan 2023
Cited by 3 | Viewed by 2667
Abstract
This study explored two issues: (1) could the number of design awards represent the design level of a country? (2) If the design award is not suitable as criterion, is there a more appropriate one(s)? Beginning with the phenomenon that use the number [...] Read more.
This study explored two issues: (1) could the number of design awards represent the design level of a country? (2) If the design award is not suitable as criterion, is there a more appropriate one(s)? Beginning with the phenomenon that use the number of design awards as a benchmark for evaluating national design capabilities, its rationality through objective data is examined. The research reviews the existing mechanisms and attempts to establish a more comprehensive one through expert interviews and questionnaires. Six criteria were identified: international activity, designers’ level, future trends, historical impact, lifestyle taste, and environment standards. When these criteria are used to evaluate a country’s design level, the results are in line with the overall impression of design experts. Conversely, the framework based on the number of design awards leads to a significant gap. The results overturn the evaluation systems of design awards. In terms of academic contribution, through the establishment of a new mechanism, the lack of existing ones can be made up. In terms of practical implication, design stakeholders in various countries have a benchmark for inspection when trying to improve their design level or international reputation. The research provides reference for policy formulation and strategy development. Full article
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14 pages, 1885 KiB  
Article
The Transformation and Application of Virtual and Reality in Creative Teaching: A New Interpretation of the Triadic Ballet
by Yi-Wen Ting, Po-Hsien Lin and Chih-Long Lin
Educ. Sci. 2023, 13(1), 61; https://doi.org/10.3390/educsci13010061 - 6 Jan 2023
Cited by 5 | Viewed by 3037
Abstract
Virtual imaging technology has been widely used in entertainment, medicine, engineering and other fields, and the advancement of virtual imaging has also provided new opportunities for art performances and exhibitions. This research uses live dance, screen dance and virtual dance displays to conduct [...] Read more.
Virtual imaging technology has been widely used in entertainment, medicine, engineering and other fields, and the advancement of virtual imaging has also provided new opportunities for art performances and exhibitions. This research uses live dance, screen dance and virtual dance displays to conduct the audience’s experience of watching dance performances and compares the three forms. A total of 30 students participated in this research. According to the results of this study, the content of the dance works includes route and trajectory, movements and expressions, costumes, and overall atmosphere; there is no obvious difference under the three viewing conditions, and the spatial performance of dance works is best in live performances. According to the research results, the physical stage performance still has the advantage of space performance, virtual image has the advantage of solving the distance between the audience and the stage, and the screen image is helpful for the performance of the stage color. The results of this study show that the presentation of different technologies can improve the audience’s viewing experience of dance, but how to create an impressive spatial experience using the screen image and a virtual environment for a live performance still needs technical improvement. Full article
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25 pages, 6912 KiB  
Article
The Design and Implementation of an Innovative Course on the Creation of Cultural Landscape Images: A Case Study of Dalin Township in Taiwan
by Hui-Jiun Hu
Educ. Sci. 2023, 13(1), 36; https://doi.org/10.3390/educsci13010036 - 29 Dec 2022
Cited by 2 | Viewed by 1966
Abstract
Innovative design-based education is a student-centered approach that aims to nurture students’ proactivity, creativity, and interdisciplinary integrated skills. The curriculum planning of a course in this study incorporated design-based learning with the 4D design process. Three units were planned: field exploration and concept [...] Read more.
Innovative design-based education is a student-centered approach that aims to nurture students’ proactivity, creativity, and interdisciplinary integrated skills. The curriculum planning of a course in this study incorporated design-based learning with the 4D design process. Three units were planned: field exploration and concept development, 3D wearable creations, and cultural landscape shaping. Each unit was co-taught by an interdisciplinary teacher. By means of teamwork, the students explored agricultural spaces and cultural stories, then used paper materials and mixed media to create wearable creations. Afterward, they visually recorded their unique views of traditional spaces and created cultural landscape images. To elucidate their learning outcomes and creative expression, this study adopted a mixed-methods approach. The results are as follows: (1) The students experienced positive growth in their five core competencies. Their “field-based knowledge” and “skills and technological value” were significantly improved. (2) The five major perspectives of the students pointed out that creativity stems from multicultural symbols, the learning outside-the-classroom approach reinvigorated motivation, more confidence is gained through learning by doing, teamwork can create more possibilities, and discovering one’s other interests is possible through diverse exploratory approaches. (3) The teacher summarized the feasibility of designing and implementing innovative courses under three themes: conversing with methods, conversing with cultures, and conversing with teams. Full article
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19 pages, 6427 KiB  
Article
Education in Cultural Heritage: A Case Study of Redesigning Atayal Weaving Loom
by Rungtai Lin, I-Ying Chiang, Yuma Taru, Yajuan Gao, John G. Kreifeldt, Yikang Sun and Jun Wu
Educ. Sci. 2022, 12(12), 872; https://doi.org/10.3390/educsci12120872 - 28 Nov 2022
Cited by 4 | Viewed by 3446
Abstract
Employing cultural ergonomics concepts to product innovation for cultural education and sustainable development is the target of this study. Atayal culture is famous for its weaving craft and art. The Atayal tribe of Taiwanese aborigines weave on the Atayal loom. Traditional culture is [...] Read more.
Employing cultural ergonomics concepts to product innovation for cultural education and sustainable development is the target of this study. Atayal culture is famous for its weaving craft and art. The Atayal tribe of Taiwanese aborigines weave on the Atayal loom. Traditional culture is disappearing rapidly due to colonial history and modernization. The Atayal people consider the weaving loom a cultural object when used as a weaving device. This study attempts to transform the ancient Atayal loom into a teaching device and extend Atayal weaving from execution in daily living to cultural experience and cultural heritage development. This study first explores and identifies the meaning of cultural objects and extracts their cultural features. Then, employing cultural ergonomics, a weaving box is redesigned from an ancient part of the loom into a modern weaving box. Finally, the new weaving device is evaluated and discussed. This case study examines a paradigm of how designers interact with cultural heritage and transform cultural objects into new instructional aids. Through cultural product design, it provides an intertwined experience in theoretical and practical approaches to accomplishing the development of cultural sustainability. Full article
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30 pages, 7793 KiB  
Article
A Study on the Effects of Digital Learning Sheet Design Strategy on the Learning Motivation and Learning Outcomes of Museum Exhibition Visitors
by Tien-Li Chen, Yun-Chi Lee and Chi-Sen Hung
Educ. Sci. 2022, 12(2), 135; https://doi.org/10.3390/educsci12020135 - 18 Feb 2022
Cited by 6 | Viewed by 4135
Abstract
This study focuses on “digital learning sheets” by exploring the effects of different design strategies of the digital learning sheet on visitors’ motivation and learning outcomes. This study chose the woodcraft themed exhibition as a case study, adopting the learning sheet design principles [...] Read more.
This study focuses on “digital learning sheets” by exploring the effects of different design strategies of the digital learning sheet on visitors’ motivation and learning outcomes. This study chose the woodcraft themed exhibition as a case study, adopting the learning sheet design principles proposed by Hooper-Greenhill in order to design three types of digital learning sheets for this exhibition. A control group of students who did not use the sheets and three experimental groups of students who used the sheets were invited to visit the exhibition for the purpose of examining the impact of different strategies of digital learning sheet design on the “learning motivation” and “learning outcomes” of the visitors. The study results show that among the four learning motivations of Attention, Relevance, Confidence, and Satisfaction, the digital learning sheet designed with the “principle of sensory exploration of physical objects” had the highest effectiveness among the various design strategies. In terms of three aspects of learning outcomes: Cognitive, Affective, and Psychomotor, the three types of digital learning design strategies do not produce significant differences in the affective impact on children. As for Cognitive and Psychomotor, students learn best when they use digital learning sheets designed with the “design principle of sensory and exploration of physical objects”. The results of this study will provide future exhibition planners, digital learning designers, and educators with precise and practical references. Full article
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14 pages, 1195 KiB  
Article
From Cultural Heritage Preservation to Art Craft Education: A Study on Taiwan Traditional Lacquerware Art Preservation and Training
by Chi-Sen Hung, Tien-Li Chen and Yun-Chi Lee
Educ. Sci. 2021, 11(12), 801; https://doi.org/10.3390/educsci11120801 - 9 Dec 2021
Cited by 8 | Viewed by 5040
Abstract
In Taiwan, preservation and training policies of intangible cultural assets are highly valued by the government. In this study, lacquerware art craft education as intangible cultural heritage is the subject of this study. We conducted in-depth interviews and secondary data collection to obtain [...] Read more.
In Taiwan, preservation and training policies of intangible cultural assets are highly valued by the government. In this study, lacquerware art craft education as intangible cultural heritage is the subject of this study. We conducted in-depth interviews and secondary data collection to obtain research data and carried out a grounded theory data analysis method through expert meetings to explore the passing on education strategy of “lacquerware art craft” in Taiwan. Firstly, based on Bloom’s educational objectives, the study analyzed three aspects of lacquer art education: cognitive, affection and skill, and proposed a “Lacquerware Art Passing-On Education Framework Diagram”. Later, the analysis results of the grounded theory enable us to summarize the “Lacquerware art value and learning structure diagram”. In this structure, it reveals that the Lacquerware artist’s way of thinking about the craft levels can echo the system of the Three Extremes of the Tao in the Book of Changes and divide the value levels of creation into the levels of tools of livelihood, way of living and philosophy of life. Full article
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17 pages, 4543 KiB  
Article
From Theory to Practice: An Adaptive Development of Design Education
by I-Ying Chiang, Po-Hsien Lin, John G. Kreifeldt and Rungtai Lin
Educ. Sci. 2021, 11(11), 673; https://doi.org/10.3390/educsci11110673 - 22 Oct 2021
Cited by 13 | Viewed by 5891
Abstract
This study aims to discuss the adaptive challenge, and bridge the gap between theory and practice in design education. From now on, navigating design communities through the new era is a significant issue facing global competition and pluralistic society. First, this study reviews [...] Read more.
This study aims to discuss the adaptive challenge, and bridge the gap between theory and practice in design education. From now on, navigating design communities through the new era is a significant issue facing global competition and pluralistic society. First, this study reviews the essential evolution of design theories in the past few decades on man-machine system design, user-centered design, and user experience design. Second, based on three case studies of the REACH toothbrushes, an IEF wearable computer, and a LINNAK twin-cup, the research findings are offered to witness the advancement and transformation from hi-tech to hi-touch. Furthermore, this study summarizes three paradigms to interpret the adaptive evolution in design education. Finally, the authors propose three directions for the advancement of the creative industry and design education. The contributions of this study are to (1) clarify the interrelations between the theory and practice of design via the three foci of the human factors, human actors, and cultural aspects; (2) demonstrate the transformation of the archetypal model of user–tool–task employing illustrative paradigms; (3) identify the evolution of design education with contextual stages in the past decades; and (4) propose orientated perspectives for the personnel and institutes of the design industry and design education. Full article
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17 pages, 3642 KiB  
Article
From Data to Wisdom: A Case Study of OPOP Model
by Yikang Sun, Po-Hsien Lin and Rungtai Lin
Educ. Sci. 2021, 11(10), 606; https://doi.org/10.3390/educsci11100606 - 1 Oct 2021
Cited by 7 | Viewed by 4111
Abstract
The purpose of this research is to: (1) clarify the scope and connotation of the OPOP (One Product/Project/Performance, One Paper) model comprehensively; (2) show its application in design and creative teaching; (3) introduce this model to more people. First, the author reviews the [...] Read more.
The purpose of this research is to: (1) clarify the scope and connotation of the OPOP (One Product/Project/Performance, One Paper) model comprehensively; (2) show its application in design and creative teaching; (3) introduce this model to more people. First, the author reviews the design doctoral education system and its shortcomings and analyzes the similarities and differences between “Ph.D. of Design” and “Master of Design”; second, the researcher discusses the DIKW (Data, Information, Knowledge, Wisdom) pyramid, cognition and communication theory separately. The author also interviewed the two teachers who created the OPOP model to clarify its core meaning and goals. Finally, the author invited students who participated in an OPOP forum to fill out a questionnaire in order to analyze and understand their responses and suggestions. The OPOP model allows participants to realize that “creativity” and “interpretation” are equally important and to gradually learn to use academic papers to transform personal “tips” and “experience” into “knowledge” that can be imparted. The author hopes that the OPOP model and the general frameworks mentioned in this study can inspire all readers, enabling them to continuously explore the connotation and further possibilities of OPOP in light of the actual situation. Full article
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