Course detail

Perspectives in Design 1

FaVU-1PeDe1Acad. year: 2023/2024

Perspectives of Design is one of the common core courses for students in the Design programme. Teachers from the studios that fall under this degree programme will introduce the topics and issues of their respective fields of study, i.e. graphic and product design and game media. In this way, the course should introduce students to the diversity of thought streams, workflows, and production processes across the disciplines and media that design, as conceived by each faculty member, utilizes. The juxtaposition of specific disciplinary profiles should show design as a vibrant and intrinsically varied field, with ample room for different perspectives and positions.

 

Language of instruction

Czech

Number of ECTS credits

4

Mode of study

Not applicable.

Entry knowledge

None.

Rules for evaluation and completion of the course

Credit is awarded for active participation in class and completion of partial assignments given during the semester. 
Participation is mandatory. 2 unexcused absences are tolerated. 

Aims

The aim of the course is to familiarize students with the current direction of partial specializations (graphic design, product design and game media) within the broad field of design thinking and design practice. The course should introduce students to the different ways of relating to their own discipline, as well as the different possibilities and ways of teaching it, as presented by the tutors of the design degree programme. The course should also introduce Design Program students to the specific terminology of the design subdisciplines, their tools, as well as the specifics of the discipline's practice. To this end, industry professionals will occasionally be invited into the class to further enrich the field perspectives conveyed by the core faculty.


Students will be introduced to the terminology, basic ideas, methods and forms of practice of each design specialization. They will be familiar with design program faculty outside of their home studio and gain insight into their ways of thinking and pedagogical approaches - knowledge they can later use when deciding on short-term faculty internships or when seeking appropriate advisors and consultants for their schoolwork and projects. 

Study aids

Not applicable.

Prerequisites and corequisites

Not applicable.

Basic literature

Petr BOSÁK a Robert JANSA (eds.), PROTO. Grafický design a současné umění. Praha: UMPRUM, 2013. (CS)

Recommended reading

Peter BILAK et al., Typeface as program: applied research and development in typography. JRP|Ringier, 2010. (EN)
Tracy FULLERTON a Daniel DOLENSKÝ, Workshop herního designu: průvodce tvorbou inovativních her. Praha: Nakladatelství Akademie múzických umění v Praze, 2021. (EN)
Yvan MARTINEZ a Joshua TREES, Thought Experiments in Graphic Design Education. London: Booksfromthefuture, 2013. (EN)
Ruben PATER, CAPS LOCK: How capitalism took hold of graphic design, and how to escape from it. Valiz, 2021. (EN)
Bernd POLSTER a Olaf MEYER, A-Z of Modern Design. Merrell Publishers Ltd, 2006. (EN)
David REINFURT, A *new* program for graphic design. Los Angeles; New York: Inventory Press; D.A.P./Distributed Art Publishers, 2019. (EN)
Jesse SCHNELL, The Art of Game Design: A Book of Lenses. CRC Press, 2008. (EN)

Classification of course in study plans

  • Programme DES_B Bachelor's, 1. year of study, winter semester, compulsory

  • Programme VUB Bachelor's

    branch VU-D , 1. year of study, winter semester, compulsory
    branch VU-D , 1. year of study, winter semester, compulsory
    branch VU-D , 1. year of study, winter semester, compulsory
    branch VU-IDT , 1. year of study, winter semester, compulsory

Type of course unit

 

Lecture

26 hours, compulsory

Teacher / Lecturer

Syllabus

1. Graphic design as a service and as a tool for autonomous creative practice

2. The nature of contemporary design practice, roles and positions that graphic designers are currently entering.

3. Approaches to design in the context of product design.

4. Divergent, analytical and convergent thinking in the context of product design.

5. Game principles as universals present in creative practice across media.