Abstract

Design sketching and drawing (education and knowledge) are inherently visual and multimodal (cognitive coding) and rapidly evolving in contemporary culture. Today, sketching and drawing research in design education is primed for reinterpretation and new contextualisation. Discussions about analogue and digital sketching, live and online education, traditional and emerging visual domain contexts, generative and explanatory visual knowledge, and emerging technology tools and methods have seeded the ground to reassess our relationships with the role and values of sketching, drawing education, and visual knowledge in general. This track includes three articles and two workshops that explore these emerging trends. The first article is a visual paper (a non-written academic output) and explores the power of sketchnoting and visual knowledge as taught to first-year design students. The second paper is a case study examining how a hand-drawing course was successfully converted to a hybrid digital/analogue, live/online course during the COVID pandemic. The third paper explores the experiential reading differences between and visual (sketched) and verbal (written) research articles. Our first workshop explores how emerging virtual reality (VR) technologies are changing traditional design workflows. Workshop participants will ideate, sketch, simulate, and produce a 3D-printed artefact. Our second workshop will utilise Miro, an emerging robust visual-based tool that helps users organise their content wholistically. Participants will visualise a research project and enable collaboration opportunities using the tool. Sketching, drawing, and visual knowledge are rapidly evolving, and the contributions from this track should expose design educators to current thoughts and activities that demonstrate these changes.

Keywords

editorial

Creative Commons License

Creative Commons Attribution-NonCommercial 4.0 International License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License

Conference Track

Editorial

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Sep 24th, 9:00 AM

Track 07: Sketching & drawing education and knowledge

Design sketching and drawing (education and knowledge) are inherently visual and multimodal (cognitive coding) and rapidly evolving in contemporary culture. Today, sketching and drawing research in design education is primed for reinterpretation and new contextualisation. Discussions about analogue and digital sketching, live and online education, traditional and emerging visual domain contexts, generative and explanatory visual knowledge, and emerging technology tools and methods have seeded the ground to reassess our relationships with the role and values of sketching, drawing education, and visual knowledge in general. This track includes three articles and two workshops that explore these emerging trends. The first article is a visual paper (a non-written academic output) and explores the power of sketchnoting and visual knowledge as taught to first-year design students. The second paper is a case study examining how a hand-drawing course was successfully converted to a hybrid digital/analogue, live/online course during the COVID pandemic. The third paper explores the experiential reading differences between and visual (sketched) and verbal (written) research articles. Our first workshop explores how emerging virtual reality (VR) technologies are changing traditional design workflows. Workshop participants will ideate, sketch, simulate, and produce a 3D-printed artefact. Our second workshop will utilise Miro, an emerging robust visual-based tool that helps users organise their content wholistically. Participants will visualise a research project and enable collaboration opportunities using the tool. Sketching, drawing, and visual knowledge are rapidly evolving, and the contributions from this track should expose design educators to current thoughts and activities that demonstrate these changes.

 

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