Curriculum Workshop

Designing Flexible Curricula
Meredith Davis
Oct. 8, 2010
Presentation: slides, articles

Provocation Videos

Interdisciplinarity, Rick Robinson;
Changing Conditions, Shelley Evenson;
Shifting Paradigms, David Thorburn;
Social Economies, John Thackara;
Design Research, Sharon Poggenpohl;
Designing for Experience, David Small.

Final Reports (PDF)

Interdisciplinarity, Dori Tunstall & Julie Lasky;
Changing Conditions, Christopher Vice & Jon Kolko;
Shifting Paradigms, Anne Burdick & Holly Willis;
Social Economies, Alice Twemlow & Peter Hall;
Design Research, Judith Gregory & Deborah Littlejohn;
Designing for Experience, Andrew Blauvelt & Andrea Codrington;
Combined final reports (w/ Interdisciplinarity presentation diagrams): slides.

 
Content

What This Conference is About

The goal of the New Contexts / New Practices conference is to generate and publish ideas about how design education will address the defining trends of contemporary practice and culture. Rather than a show-and-tell of what people are currently doing, this is an authoring conference that will build consensus and action plans for where we should be heading if graphic design is to remain relevant in the 21st century and if we are to achieve the competencies outlined in AIGA Defining the Designer of 2015. In particular, the conference agenda tackles how design education can both reflect changing conditions and shape future practices in a reconfigured communication landscape.

The six topics that form the core conference content are as follows...

1 Interdisciplinarity: Making Ourselves Attractive to Collaborators

Context

Design has long expressed interest in interdisciplinary collaboration and periods of our history in design education attempted to prepare students for such work. The 1970s showed concern for collaboration among the design disciplines, often organized around a search for common methods. Students learned what it meant to design in various professional practices by taking courses in another design field or by creating the graphic components of large-scale projects that also involved architects and industrial designers.

In the 1980s, our interdisciplinary interests shifted to theory in fields other than design through which we could explain how audiences construct meaning. We borrowed from linguistics, literary criticism, and cultural theory to confront the questions raised by post-modernism. Faculty read and incorporated these borrowed theories into their project briefs, lectures, and assigned readings, and encouraged students to use general education classes to expand their understanding of related fields. Parallel interests in writing directed students to elective offerings in the humanities and to more formal instruction in criticism.

Today’s design problems exist at the scale of systems and communities, too big and too complex for any single discipline to address. Our collaborators are likely to be from fields as diverse as anthropology, cognitive psychology, computer science, business, and social policy. Yet the prevailing strategies of design education belong to another time and may leave graduates unprepared to address the interdisciplinary demands of complex, systems-level problems. Further, the approaches to developing student understanding in fields other than design are still those of general education, in which non-design courses parallel the core curriculum but are never truly integrated by design faculty in the work of studios.

Provocation

These conditions raise many interesting questions, including:

  • a What skill sets do we expect students to learn in this new collaborative environment?
  • b How do interdisciplinary practices emerge and what impact do they have on the conventional definitions of design practice and design education?
  • c How well matched is the traditional pedagogy of the design studio and its values to interdisciplinary work? Do the individualistic traditions of fine arts work against new frameworks for design practice and how might they be overcome?
  • d What specific experiences prepare students to be good team members and to work in non-hierarchical settings? How do we evaluate such work and demonstrate to students that accomplishment in teamwork matters?
  • e What coursework is necessary to qualify designers for providing more than visualization services to a decision-making team? What are we doing to prepare students for interpreting research findings and inquiry in fields other than design?
Main stage presentation

Rick Robinson

Rick Robinson is an interdisciplinary social scientist with a PhD in Human Development from the University of Chicago. He was a co-founder of E.Lab, a research and design consultancy, chief experience officer at Sapient, and is currently a research fellow at Continuum in Boston and editor for pulp, a salon for writers (and readers) at the intersection of design, business, social science, and technology. An expert and author in the development of ethnographic methods for design research, including in Ethnography and the Corporate Encounter: Reflections on Research in and of Corporations, Rick brings a broad perspective to design practice and innovation.

2 Changing Conditions: Emerging Practices

Context

It could be said that the discipline has been slow to understand the full implications of interaction design and service design. Soon after the emergence of interactive technologies, some argued that the primary role of the computer was as a “tool” for replicating conventional production methods. Others questioned whether the skills of a print designer were adequate for creating the conditions for user experiences. And initially, interaction design focused mostly on buying and selling transactions and gaming, with design for education, work, and access to the privileges of democracy following only after the dot-com bust and the growth of social media. It is only within the last decade that design education has acknowledged the importance of screen-based experiences and much of that work is still in the tradition of film and motion graphics, not true interaction.

Service design is a relative newcomer to the field and challenges traditional object-centered notions of design. Service designer Shelley Evenson quotes an IBM report that places more than 70% of the US labor force in service delivery. She goes on to describe how designing a service is different from designing a product:

When designing a product, much of the focus is on mediating the interaction between the person and the artifact. Great product designers consider more of the context in their design. In service design, designers must create resources that connect people to people, people to machines, and machines to machines. You must consider the environment, the channel, the touchpoints. Designing for service becomes a systems problem and often even a system of systems challenge. The elements or resources that designers need to create to mediate the interactions must work on all these levels and, at the same time, facilitate connections that are deeply personal, open to participation and change, and drop-dead stunning.

—Shelley Evenson interview in Saffer (2006), Designing for Interaction

Provocation

The implications of these practices for the future work of design raise a number of questions for educators:

  • a What skills and knowledge are necessary to succeed as a designer in a user-centered, participatory media culture? Can these competencies be delivered only through the traditional studio-based setting or are new kinds of courses necessary?
  • b What is our understanding of “experience” and how is it apparent in the construction of student assignments? What do students need to know about methods for understanding audience experience and how can they practice such methods in authentic settings with real people?
  • c How do we shift student awareness from the moment of interaction on the screen to include larger contexts, systems, and long-term relationships among the originators of content, services, and users? What is the scope and scale of investigation, as well as the criteria to which students should be held accountable?
Main stage presentation

Shelley Evenson

Shelley Evenson is an associate professor of design at Carnegie Mellon University and a principal in user-experience design at Microsoft’s FUSE LABS (Future Social Experience Labs). With over 25 years in consulting experience, she was formerly founder of seespace and chief experience strategist for Scient. Shelley is a pioneer in the emerging practice of service design and a member of the national board of directors of AIGA.

3 Shifting Paradigms: Designing Tools and Systems

Context

Design strategist Hugh Dubberly describes a paradigm shift from a mechanical/object-driven design process—in which there is top-down designer control and a finished, “almost perfect” end product—to an organic/systems ethos—in which ideas move from the bottom up and in which an evolving system is “good enough for now.” This shift argues for the design of tools and systems that adapt to users’ needs, preferences, and changing conditions.

Implicit in designing new tools and systems is the role of ever-evolving technologies. Mobile and sensor technologies, which can respond to unconscious gestures and changing environmental conditions, may not require visual systems for interaction. New augmented reality maps fuse geographic databases with live video feeds and images circulating through social networks. This shift raises questions about the role of a discipline that, historically, has been all about visual representation and the controlled planning process for arriving at a highly-refined artifact.

Provocation

The consequences for this shift to designing tools and systems raise questions about educational practices:

  • a How do bottom-up design processes challenge the traditional values of the design studio and conventional perceptions of the designer’s role that underpin much of present design education?
  • b Through what means and methods are users/audiences engaged in the design process and how do design students learn meaningful ways to collect and value their input?
  • c What do we mean by “design innovation” in an environment that is driven less by unique artifacts and more by enabling tools and systems? How does the studio reinforce these changing definitions through the intent and structure of student assignments?
  • d If the end state in a reconfigured design process is “good enough for now,” how do students learn to assess design performance and by what criteria do they determine success?
Main stage presentation

David Thorburn

David Thorburn earned his PhD from Stanford University and taught at Yale University before joining the MIT Literature faculty in 1976. David was the founder and for twelve years the Director of the Film and Media Studies Program and is a former Director of the Cultural Studies Project. He is currently the director of the MIT Communications Forum, which sponsors along with the Program in Comparative Media Studies a series of lectures, forums and Web-based activities comparing our current experience of changing media with earlier periods of cultural and technological transformation. With Henry Jenkins, David is the co-author of Rethinking Media Change: The Aesthetics of Transition.

4 Social Economies: Enterprise and a New Cultural Geography

Context

Thomas Friedman’s 2005 book proclaimed, “The world is flat.” Friedman asserts that technology and economic shifts in the distribution of production and manufacturing have leveled the global playing field. While how to sell American products in other countries through culturally-sensitive motifs and messages once occupied much of our attention, the question today is how to collaborate with others in increasingly co-dependent relationships.

Urban studies professor and economist Richard Florida, on the other hand, argued in a 2005 article in the Atlantic Monthly that “the world is spiky;” that there are hills and valleys in the distribution of economic potential and that we cannot think of places as being homogenous in their culture or opportunities. Florida describes three sorts of places in the world that have less to do with geopolitical boundaries and more with potential in the confluence of resources: 1) those that can attract global talent and create new products; 2) those that manufacture the world’s goods and support its innovation engines; and 3) those with little connection to the global economy and few immediate prospects.

Provocation

Both views of today’s social economic landscape have implications for design and design education:

  • a Is it any longer possible to separate a concern for the “social” from a concern for the “economic”? If not, how does this influence our definitions of “socially-oriented” studio projects and what students should know and be able to do in socially responsible practices?
  • b If Florida is correct, what responsibility does design have to those who live in the “valleys,” as well as the “hills,” and how do we sensitize students to other cultures and socio-economic realities?
  • c If the health of the economy depends on the social, then what is the nature of collaboration and workflow technology (i.e. the design of tools, methods, and environments) that allow people with different incentives, cultural behaviors, and value to collaborate successfully? How do we prepare students to understand these differences at a variety of scales?
  • d What role do ethnographic methods play in opening students to alternative aspirations and points of view?
Main stage presentation

John Thackara

John Thackara is founder and director of Doors of Perception, which works with an international community of designers and innovators to envision new and sustainable futures. John was also the first president of the Design Institute in the Netherlands, which was formed by the Dutch government in 1993 to increase the social and economic contributions of design. A prolific author, John’s In the Bubble has become required reading for design and business innovators everywhere.

5 Design Research: Building a Culture from Scratch

Context

A 2005 education survey by Metropolis Magazine showed no consensus among practitioners or educators about what constitutes design research; limited access to research findings from professional practice; nascent use of students as interns in the research process; and great confusion about what design issues deserve the greatest attention by researchers. Organizers of the 2007 conference of the International Association of Societies of Design Research reported that only 10% of the paper submissions came from Americans, demonstrating that the US is behind other countries in the generation of new knowledge.

Despite this confusion, there is ample evidence that research will play an increasing role in the future of professional practice and that the typical usability testing in labs and focus groups will be insufficient in informing large-scale communication strategies and technological development. Further, it is apparent that design practitioners consider research to be proprietary and that any large-scale dissemination of new knowledge must come from academic institutions.

It is clear, therefore, that much work is yet to be done in building a research culture. Traditionally, undergraduate “research” activities have been defined in terms of existing information retrieval on the subject matter of the communication, the wants and needs of the client, and the technical demands of message production and distribution, little of which is transferrable to other projects. Further, in many programs there is limited curricular distinction between the research behaviors expected of undergraduate and graduate students, leaving the majority of master’s graduates unprepared for the scholarship and knowledge generation demands of current faculty positions in research-driven institutions.

Provocation

This underdevelopment of the research culture in design raises interesting questions for design education:

  • a How do we prepare undergraduates for using and evaluating research that will support decision-making in a professional climate of accountability and that will build predispositions to research activity?
  • b How do we differentiate between undergraduate and graduate curricula in ways that privilege speculative and research-driven work as what is “advanced” about terminal degrees?
  • c As a field, how do we build curricular depth in rigorous research methods under a professoriate that is trained largely in professional practice? What other disciplines can serve as exemplars for research behaviors and where does design need to chart new territory?
  • d What are the models of research collaboration through which schools can engage with industry?
Main stage presentation

Sharon Poggenpohl

Sharon Poggenpohl has been on the faculty of the Rhode Island School of Design, Institute of Design / Illinois Institute of Technology where she served as director of the doctoral program, and Hong Kong Polytechnic University. She served as the chair of the 2007 conference of the International Association of Societies of Design Research and has been a tireless advocate for the growth of research efforts in American design offices and universities. Sharon is the author of the recent book, Design Integrations: Research and Collaboration and publisher of Visible Language, one of the few refereed design journals in the US.

6 Designing for Experience: Settings and Behaviors

Context

American philosopher John Dewey wrote in the 1930s that there are conditions that qualify “an experience” from other events in life. First, an experience must have a beginning and an end; we know when it starts and when it finishes. Dewey referred to this as “material running its course to fulfillment.” He provided examples, “a piece of work finished in a satisfactory way” or “a situation...[such as] a conversation...that is so rounded out that its close is a consummation and not a cessation.” In other words, we can bookend an experience in ways that we cannot demarcate other passages of time.

Second, an experience is composed of parts that are distinct but that flow from one to another without interruption. We can remember its moments, but we recall them within a continuous whole. Dewey described this as “the enduring whole ...diversified by successive phases that are emphases of its varied colors.” Third, says Dewey, an experience may be described in terms of a quality or unity by which we name it, and thus recall it long after it has happened. Finally, an experience has a pattern and a structure of alternating between doing and undergoing. Doing is the physical or sensory interaction with our environment that we associate with the experience, while undergoing is the mental reflection or emotion, necessary to interpret the doing; an action and a consequence linked in perception.

Provocation

Dewey’s reminders of what constitute an experience prompt reconsideration of how we teach interaction:

  • a How do students define design problems in comprehensive ways that include the intersection of social, cultural, and technological settings and that account for the cognitive and emotional aspects of human experience?
  • b How should studio instruction change to explore how a design system responds to human interaction and the kinds of behaviors it enables rather than privileging surface attributes? Has technology merely expanded the design variables to include sound and motion, or is there more to shaping relevant and meaningful interactions? If so, what does this mean for how we structure studio assignments and the criteria for evaluating student performance?
  • c In relinquishing some control for content production in a culture of participation, what role does the designer play in shaping the engagement and response to objects and experiences? What accountability comes with this role and how do we make students aware of this expanded set of responsibilities?
Main stage presentation

David Small

David Small is creative director of Small Design Firm in Cambridge, MA. David recently held the position of Associate Professor at the MIT Media Lab where his research group, Design Ecology, examined new display and computational technologies, novel software techniques, and the interplay of social, perceptual and cognitive issues at the heart of modern design practice. His innovative exhibitions, such as the Churchill Lifeline Table for the Churchill Museum; the Talmud Project at the Cooper Hewitt National Design Museum; and the interactive Illuminated Manuscript for Documenta 11 in Germany are classic examples of experience design in which technology engages users in meaningful interactions.

 
Roles

How This Conference will Work

This is an authoring conference. Unlike other conferences in which participants either make panel presentations or simply attend as spectators, New Contexts / New Practices asks conferees to play one of several roles in response to the groundwork laid by invited main stage provocateurs.

Provocation, moderation, and publication — The work of the conference is curated by three groups of people, selected by the conference committee: provocateurs, moderators, and writers (descriptions below). Authoring, forum presentation, and conferring — For those attending the conference, there are three possible roles to play: co-author, forum presenter, or conferee. Co-author and forum presenter participation is determined by peer review selection, respectively, of prospectuses and forum presentation proposals.

Provocateurs

Joseph Kukella

Six main stage presenters, one per topic, launch the conference work on Friday night and Saturday morning with a series of challenging presentations and remain with us throughout the weekend. The conference committee has selected these distinguished presenters for their insight into forces affecting the future of design and design education.

Moderators

Joseph Kukella

Scholars and educators in their own right, six moderators keep things moving in the Saturday afternoon authoring sessions. It is their job to elicit comments and critical perspectives from co-authors and to direct discussion to some resolution that can be captured in written articles.

Writers

Joseph Kukella

Six writers affiliated with renowned design publications are assigned to the topical groups. Their role is to distill core ideas; report on the diversity or similarity of opinion; and position the discussion within the current discourse on design and design education. The writers report out what they hear in a Sunday morning session and follow up with published articles.

Co-Authors

Co-authors—full list here—have been selected based on a submitted prospectus under one of the six conference topics. Each prospectus is gathered under its respective topic, available as a downloadable PDF here:

Forum Presenters

Joseph Kukella

Forum presenters are individuals selected through peer review of proposal submissions, on one of the six conference topics, to deliver 15-minute presentations for the benefit of all conference attendees. A total of 10 sequential forum presentations will take place on Saturday afternoon in tandem with other conference proceedings.

Conferees

See the current list of conference attendees.

 
Discussion

Co-Author Role and Prospectus

Each co-author was selected by peer review to participate in one of the six authoring sessions, based on perspectives submitted in a prospectus. Co-authors join their topic provocateur, moderator and writer in a three hour session on Saturday afternoon to discuss and debate the topic. The results of the six discussions will be captured and reported to all conference attendees on Sunday morning. See co-authors listing.

Areas of discussion within each topic include:

Trend drivers and areas of impact — analysis of what is driving one of the six topical trends identified by the conference committee and where that trend may be revealed in practice and education. Trends are defined as major shifts in practice paradigms, new phenomena or concepts, and/or social, cultural, technological, or economic forces that will shape design practice and design education in the future.

Hotspots — key opportunities that would be good places to begin addressing trends and that are likely to yield high impact. Opportunities may include curricula, pedagogy, or research.

Dilemmas — unresolved issues that require new strategies, which go beyond conventional methods and simple problem solving. Dilemmas may present opportunities for experimentation or obstacles to be overcome. Co-authors need not have solutions to dilemmas outlined in the prospectus; the goal is to identify areas of concern.

Download a PDF of co-author prospectuses per topic:

 
Sharing

Forum Presentations and Topics

Educators from across the country present experiences and ideas within the six conference topics on Saturday afternoon during the authoring sessions. The forum presentations are:

 
Observation

Conferee Information

Non-authoring conferees not only attend all main stage provocations, but also have the opportunity to attend as many as three authoring sessions on Saturday afternoon, followed by debriefing discussions that make sense of what went on in each session. This allows non-authoring conferees to sample the conference content and to compare notes with other conferees. Conferees are also free to attend forum presentations Saturday afternoon. Catered break and lunch times, scheduled between sessions, allow conferees time to share ideas with provocateurs, moderators, co-authors, writers and forum presenters, as well as each other. On Sunday morning, writers report out on all six topical sessions, giving all attendees a summary of Saturday’s work.

 
Publication

What We are Going to Do with All These Ideas

The goal of the conference is to keep good ideas alive through publication and to use conference content in the curricular work of schools.

The conference makes real-time use of the web to keep attendees up to date on what is happening in the conference sessions. Electronic versions of provocateurs’ speeches are posted throughout the conference, thereby informing co-authors’ work. A team of graduate students, working with conference writers, act as scribes for the posting of results during and after the conference.

 
Workshop

If You Want to Come Early

The conference committee will hold a pre-conference workshop on Designing Flexible Curricula. The workshop addresses the pragmatic matters of crafting curricular responses to the rapidly changing conditions that are likely to define the context for design education in the next decade. Much of higher education currently operates on “curriculum by accrual.” New content and skills are simply added to an existing structure, leaving many faculty frustrated with too much to teach in too little time. The workshop on Friday afternoon deals with specific strategies for building curricular structures that are both agile and responsive. Registration will be limited.

 
Etc.

Further Information

Thank you for your interest in New Contexts / New Practices. If you still have any questions, presently left unanswered by our conference website, please contact specific conference organizers observing the categories below:

Co-author submissions (peer review protocol)Denise Gonzales Crisp

Forum presentation submissions (peer review protocol)Denise Gonzales Crisp

Pre-conference curriculum workshopMeredith Davis

General conference informationSantiago Piedrafita

 

Accommodations

For a block, discounted conference rate of $109.00 (discount valid for bookings until September 8, 2010), please visit the personalized landing webpage provided by Sheraton Raleigh Hotel, our chosen conference partner.

Conference attendees can access the above webpage to book, modify, or cancel a reservation from July 20, 2010 to October 10, 2010.

Sheraton Raleigh Hotel
421 South Salisbury Street
Raleigh, NC 27601
(919) 834-9900

 

Conference organizing committee

  • Denise Gonzales Crisp
  • Meredith Davis
  • Amber Howard
  • KT Meaney
  • Matthew Peterson
  • Santiago Piedrafita