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Integrating Design Ability in Design

Education’s Knowledge-oriented Curricula

Towards the Creation of a Video Game Design Pedagogical Object Development Tool

Seventh International Conference

on Design Principles and Practices

Danny Godin

substitute professor in video game design and studies

Patrick Gauvin

invited professor in creation and new media

(2)

Context

Higher education design programs

include

knowledge-oriented

curricula

as well as

design practice-oriented

curricula such as

We propose that practical design

skills, including design ability,

approaches and attitudes, should be

integrated in all aspects of design

education.

Objectives of this presentation:

Identify the specific design skills to

teach to higher education design

students

Revisit instructional activities and

evaluation methods to align

knowledge-based curricula with

design skill development

(3)

In this presentation…

Propose a pedagogical object based

on Van der Maren’s pedagogical

object development model

Van der Maren, 1999

Discuss the iterative integration of

the pedagogical object in a video

game history class

Quick overview of an upcoming

research project to explore the

potential to implement this object

in additional design programs

Design

practice-oriented

curricula

Knowledge-oriented

curricula

Etc.

Design history

Project

management

Artifact history

Etc.

Studio work

User-centered

design

Sustainable design

(4)

Propose a pedagogical object

Requirement

Statement

Tool

Conceptualization

Van der Maren, 1999

(5)

Requirement Statement

University standards

The program aims to develop

creativity in students.

Industry standards

Prioritize innovation and

creation.

Responsibilities/required skills

include:

documentation

system design

R&D

knowledge of games and game

development process

teamwork.

Current state and needs

Target audience

Professionals as teachers, often w/o

pedagogy training

Any teacher competent in design skills.

Beneficiaries

Students, adults, aiming at a career in the

video game industry

Context and cost of use

No cost

45hr per class (3hrs/wk.)

Computer labs available 20/24hrs

« L’université étant par nature une

institution de recherche (Québec, 2007),

la pertinence d’une approche

d’enseignement axée sur le

développement de la créativité par

opposition à une approche

essentiellement technique semble

manifeste. Selon le ministère de

l’éducation du Québec et

Technocompétences d’abord, la

formation universitaire en création

numérique doit s’attarder « plus

spécifiquement au développement de la

créativité […] ». Paquin (2006).

« Nous plaçons les créateurs au centre

de notre stratégie. L’effet de levier de

cette vision d’un soutien actif à la

créativité et à l’innovation créera de la

valeur culturelle et économique à

l’industrie du jeu et nous permettra de

gagner des parts de marché » (Tremblay,

2006, pp. 20, 21).

(6)

Tool Conceptualization –

Theoretical framework

and adopted conceptual tangent

Design education premises

“I believe that visual intelligence, ethical sensibility, and aesthetic intuition can be developed and strengthened through

some kind of basic design education. However, instead of having this basic design taught in the first year as a

preliminary course, as in the Bauhaus tradition, it would be

taught in parallel with studio work

through the

entire course of study, from the first to last year.” (Findeli, 2001, p. 16)

[Schön implies that] “design is learnable but not didactically or discursively teachable:

it can be learned only in

and through the practical operations of frame experimentation

; design is holistic: its parts cannot be

learned in isolation. Rather, it must be learned as a whole, in a molecular way, because to design is to work toward a

pattern, a coherent order, a world of meaning comprising all components of a situation” (Waks, 2001, p. 44)

[Schön’s idea of teaching includes] “dealing (alongside the novices) with the

substantive problems of design

,

[…]

particularizing the demonstrations/descriptions to specific learners

[…]

maintaining relationships

with the novices”

(Waks, 2001, p. 44)

All in accordance to Papert & Piaget’s

constructionist pedagogical method

and Bruner’s

interpretative

learning

.

“These [constructed] objects enable observation, trial and error, expression, reflection and sharing with others. The

learner is not alone (…) to learn, everyone uses and requires environmental, cultural and societal resources”(free

translation, Lebrun, 2002, p. 28)

“All knowledge is then situated in a context, a culture or a social practice”(free translation, Lebrun, 2002, p. 46)

Design is

taught

through:

Projects

Experimentation

Mentorship

Construction

Contextualization

IN

SUMMARY

Current state and needs

Target audience

•Professionals as teachers, often w/o pedagogy training

•Any teacher competent in design skills.

Beneficiaries

•Students, adults, aiming at a career in the video game industry

Context and cost of use

•No cost

•45hr per class (3hrs/wk.)

(7)

Tool Conceptualization –

Theoretical framework

and adopted conceptual tangent

(8)

Tool Conceptualization –

Theoretical framework

and adopted conceptual tangent

Systemic

approach

Complexification

"The shift [...] from a “problem and solution” to a “state 1 and state 2 of the system” situation" (Findeli, 2001, p. 14) "the complexification of the problem into problématique" (Findeli, 2001, p. 14)

Construction of

conceptual models

"use drawing and other modelling media as a mean of problem-solving" (Cross, 1995, p.107) "use non-verbal, graphics/spatial modelling media" (Cross, 1995, p. 111)

"Concept mapping can be used for organizing and representing knowledge." (Oxman, 2004, p. 72)

Teamwork

Communication

"Communication", "Public speaking", "Technical writing" (Schell, 2008, pp. 2-4)

Listening

"to your team", "to your audience", "to your game", "to your client", "to your self" (Schell, 2008, pp. 4-6)

Cognitive

skills

Knowledge

"Animation", "Anthoropology", "Architecture", "Business", "Cinematography", "Economics", "Engineering", "History", "Management", "Mathematics", "Music", "Psychology", "Sound design", "Visual arts" (Schell, 2008, pp. 2-4)

ReflectIon

Competence in praxis appears [...] by knowing where to find [knowledge], which specific kind of knowledge to apply in a particular situation, and how to use it when needed (Oxman, 2004, p. 65)

Constructive

approach

Solution-orientated

thinking

"adopt a solution focusing strategies" (Cross, 1995, p.111) "Brainstorming" (Schell, 2008, p. 3)

Creativity

"Produce novel unexpeted solutions" (Cross, 1995, p.107)

"Apply imagination and constructive forethought to practical problems" (Cross, 1995, p. 107)

“certaines aptitudes et habiletés de pensée : « La créativité peut s’exprimer dans le règlement des conflits sociaux » (de Bono, 2004, p. 337).

La pensée latérale que l’on associe à la créativité est « un élément clé de la pensée constructive (…) consistant à résoudre les conflits en dégageant une issue » (de Bono, 1988, p. 174).

Affective

skills

Tolerance for uncertainty

"Tolerate incertainty, working with incomplete information" (Cross, 1995, p.107) "Resolve ill-defined problems" (Cross, 1995, p. 111)

Ethical responsibility

"design responsibility means that designers always should be conscious of the fact that, each time they engage themselves in a design project, they somehow recreate the world." (Findeli, 2001, p. 14)
(9)

Tool Conceptualization –

Theoretical framework and

adopted conceptual tangent

Metacognition

[T]he fundamental skills of creativity are really action-oriented

metacognitive guides that operate in concert with self-regulation

(…) to sustain and enhance creative thinking”

(Hargrove & Rice,

2007, p. 161).

Unfortunately, no pedagogical tool to develop metacognition

for creativity exists (Oxman, 1999, cited by Hargrove & Rice,

2007)

We created a flexible pedagogical object to enable students to

create and develop the skills enumerated in the

Design Skill

Daisy.

Hargrove, R., & Rice, A. (2007).

Creating Creativity in the Design Studio

. Communication présentée au CELA Annual

Conference at Penn State University, North Carolina State University.

(10)

Tool Conceptualization –

Object setup

and anticipated iterative modifications

Historical

concepts

Traditional lecturing approach

(PowerPoint)

Research on

genres

Identification of

characteristics of genres

Retracing the history of

genres

Oral presentations

Visual bB

and

Adventure

Game

Studio

Playable prototypes

Explanatory analysis of design

from a historical point of view.

(11)

Tool Conceptualization –

Object setup

and anticipated iterative modifications

Systemic

approach

Complexification

To be developed

Construction of

conceptual models

To be developed

Teamwork

Communication

Work in teams

Oral presentations

Listening

Technology constraints

Academic constraints (analysis of design)

Cognitive

skills

Knowledge

Research about game genres

Programming skills

Reflection

Analysis of design

Constructive

approach

Solution-orientated

thinking

Game development

Creativity

Game development

Affective

skills

Tolerance for

uncertainty

New design constraints

New development environment

Ethical responsibility

To be developed

(12)

Student work –

Using Visual Batari BASIC

Nano Ninja

Game world > screen size

Complex jumping, climbing and

immunity mechanics

©2012 Jeakim-Bastien Hamel

[untitled

space project]

Game world > screen size

Space themes reminiscent of Atari

games

©2012 Éliane Prégent

La biscotte

Game world size = screen size

Sexual themes recalling Mystique

Softwares’s games

©2012 Loïc Lorriaux

Saison des amours

Game world size = screen size

Sexual themes recalling Mystique

Softwares’s games

(13)

Closer to original

game development

paradigm and

themes

Loss of

reinterpretation of

tools, themes and

videogame

standards

(easier time writing

the paper?)

Main difference between 2012

and 2013:

Inclusion of design analysis

paper

Apparent effects of the

inclusion of design analysis

paper

According to Jerome Bruner

(cited by Lebrun), learning has

an important culturally

constructed aspect that

enables the contextualization

of knowledge

Better or worse?

Student work –

Using Visual Batari BASIC

Lebrun, M. (2002). Courants pédagogiques et technologies de l’éducation.

Louvainla-Neuve: Institut de pédagogie

universitaire et des multimédias

.

Saison des amours •©2013 Michel Baillargeon Nano Ninja •©2012 Jeakim-Bastien Hamel [untitled space project] •©2012 Éliane Prégent La biscotte •©2012 Loïc Lorriaux

(14)

Tool Conceptualization –

Object setup and

anticipated iterative modifications

Expected modification

Enhanced analysis of design

Problematization/complexification of assignments

(which aspects of video game history are commented-on or used in the design)

Ethical considerations

(society, perception of industry, virtues and motivations)

Communication, reflection, lateral thinking (creativity) and metacognition

(focus-group style discussion about exercise)

Conceptual models of historical concepts and genres

Timeline & relationships between concepts

Construction of conceptual model and the ability to communicate non-verbally

“The Metagame” collectable-card-game contest

Research and reflection

Lateral thinking (creativity)

(15)

Overview of upcoming research project

The new pedagogical object will be implemented in video game

design higher-education programs in Montréal, Canada

(and you?)

Secondary aim: develop an assessment tool for object

implementation

Evaluation though customized surveys administered twice per

semester and addressed to:

Teachers

Students

Target 3 aspects of design skill development:

(1)

integration of object

in instructional activities and evaluation

methods,

(2)

students' skill development

, using the students’ abilities at the

beginning of the semester as a comparison point and

(3) its

effect on the learned skills

and knowledge

targeted

by the

(16)

Thank you!

Contact

Danny Godin

substitute professor in video game design and studies

[email protected]

Patrick Gauvin

invited professor in creation and new media

[email protected]

References

Cross, N. (1995). Discovering design ability.

Discovering design: Explorations in design studies

, 105-120.

de Bono, E. (1988).

Conflits : Vers la médiation constructive

(InterEditions ed.). Paris.

de Bono, E. (2004).

La boîte à outil de la créativité

(Éditions d'Organisation ed.). Paris.

Findeli, A. (2001). Rethinking design education for the 21st century: Theoretical, methodological, and ethical discussion.

Design Issues, 17

(1), 5-17.

Hargrove, R., & Rice, A. (2007).

Creating Creativity in the Design Studio

. Communication presented at CELA Annual Conference at Penn State University,

North Carolina State University.

Lebrun, M. (2002). Courants pédagogiques et technologies de l’éducation.

Louvainla-Neuve: Institut de pédagogie universitaire et des multimédias.

Paquin, D. (2006).

Baccalauréat avec majeure de création en 3D : Programme en cours de développement offert au campus Longueuil du collège

.

Oxman, R. (2004). Think-maps: teaching design thinking in design education.

Design Studies, 25

(1), 63-91.

Schell, J. (2008).

The Art of Game Design: A book of lenses

. Burlington, MA: Morgan Kaufmann.

Tremblay, M. (2006).

L’innovation au service de la créativité, le défi du monde du jeu vidéo

. Communication présentée au Cercle Canadien de Montréal,

Ubisoft Canada.

Van der Maren, J.-M. (2003).

La recherche appliquée en pédagogie : Des modèles pour l'enseignement

(De Boeck Université ed.). Bruxelle: Les Presse de

l'Université Laval

Waks, L. J. (2001). Donald Schon's philosophy of design and design education.

International Journal of Technology and Design Education, 11

(1), 37-51.

Images

Powerpoint logo: © Microsoft

Videogames: © Wikipedia / David Vignoni

References

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