Course detail

Perspectives in Design 2

FaVU-1PeDe2Acad. 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

Perspectives in Design 1.

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.

 

Learners will have a deeper understanding of the terminology, ideas, methods and forms of practice of each design specialisation. They will have a deeper insight into the challenges and issues that challenge contemporary design practice and motivate its further development.

 

Study aids

Not applicable.

Prerequisites and corequisites

Not applicable.

Basic literature

Bernd POLSTER a Olaf MEYER, A-Z of Modern Design. Merrell Publishers Ltd, 2006. (EN)

Recommended reading

Erwin K. BAUER a Dieter MAYER, Orientation & Identity: Portraits of International Way Finding Systems. Wien; New York: Springer, 2009. (EN)
Franco Bifo BERARDI, Futurability. The Age of Impotence and the Horizon of Possibility, New York: Verso, 2017. (EN)
James DYER a Nick DEAKIN, Graphic events: a realist account of graphic design. Eindhoven: Onomatopee, 2022. (EN)
Bjarki HALLGRIMSSON, Prototyping and modelmaking for product design. London: Laurence King, 2012. (EN)
Jesper JULL, The Art of Failure: An Essay on the Pain of Playing Video Games. The MIT Press, 2016. (EN)
Dorothy MACKENZIE, Green Design. Design for the Environment. Laurence King, 1991. (EN)
Ingo OFFERMANNS, Graphic design is (...) not innocent. Amsterdam: Valiz, 2022. (EN)
Nick SRNICEK, Platform Capitalism. Polity, 2017. (EN)

Classification of course in study plans

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

  • Programme VUB Bachelor's

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

Type of course unit

 

Lecture

26 hours, compulsory

Teacher / Lecturer

Syllabus

1.     Graphic design after graphic design.

2.    The use of platforms in design practice. Design of platforms.

3.    The nature of design in contemporary product design.

4.    Validating design hypotheses through physical or digital prototype in game design.