The EduTech Institute
A FIRST COURSE ON DESIGN: RATIONALE, OBJECTIVES AND STRUCTURE
This document aims to provide an initial outline for a freshman course on design. It does so by
answering the following three sets of questions.
- What is the philosophical/metaphysical stance on design that this course will embody?
Why is it important to have a freshman level design course?
- What are the course objectives? Which skills do we want to teach students in this course?
- How should the course be structured?
At a philosophical level, we view design as a contextualized learning activity through which:
- the notions of relevancy and agency can be imparted to students,
- students learn to associate knowledge with application,
- students learn the broad and integrative skill of synthesis, and
- thereby strengthen the foundations of scientific and technical knowledge that they will
be acquiring in other courses.
Design is in a class of cognitive/cultural operations in which people throw "webs of significance"
on their worlds; that is, they order and make relevant the worlds in which they operate. On the
one hand, design transforms information into knowledge because it makes information
operational. It shows how knowledge is implemented, and it imposes ordering systems which
establish the relative importance and interplay between different forms of knowledge. On the
other hand, the design operation places the designer in a role of agency; designers act on the
world, they redefine it, and they have responsibilities for it. Not only do they change their own
perceptions, but those of others. These questions point to the cultural component as well as to
the cognitive components. They are dependent upon (and inversely point to ) the belief systems
of the designer and educator.
With this stance toward design in mind, our position is that this course, and subsequent design
courses, should produce students who have the ability to reflect on their design activities and
articulate critical decisions; who can solve problems flexibly using the science and technology
they have learned; who have a deep appreciation of what other disciplines bring to their
problems as well as a deep understanding of their own discipline; and who have strong social
skills needed for teamwork. Georgia Tech students currently do not get enough experience
doing design, and using design projects to pull together and apply the knowledge they have
acquired from the rest of the curriculum. The critical importance of design experiences, which
allow students to use and integrate their knowledge, demands that students be exposed to the
design activity from the very beginning. Finally, we believe that it is crucial to seed a deep
paradigm shift in the minds of incoming freshmen: to have them envision themselves as
producers (designers) rather than as consumers in this world. These are the primary motivations
behind this course.
We intend that students learn about design and do design in this course. A combination of
activities, in particular hands-on design projects, classroom discussions, reflective sessions, and
design practitioners deconstructing artifacts or modeling the design process itself, are the means
by which this goal will be accomplished. In that process, students will not only acquire design
principles and the skill of synthesizing new ideas and artifacts, but also come to realize how what
they learn in science, mathematics and other fundamental courses is relevant to solving
problems. Furthermore, they will recognize how they can apply that knowledge to affect the
world around them through the creation of new artifacts which have an impact on their physical,
cultural, and social environment. This hands-on illustration of the association between
knowledge and application that a pre-disciplinary design course with cross-disciplinary content
can provide should counteract incoming students' (mis)perception that much of what they learn
in school has no relevance to the real world. Furthermore, it should motivate them to learn the
basics better, and to transfer that knowledge appropriately. These will, in turn, result in stronger
foundations.
The remainder of this document contains the knowledge and skill objectives for the course, a set
of desired characteristics that course projects should have in order to meet these objectives, and a
discussion of some logistic considerations. A draft outline of a syllabus with a matrix illustrating
how the syllabus will meet the course objectives is also attached. The skills we have listed seem
fundamental to design regardless of disciplinary boundaries. However, it may not be feasible to
teach all the listed skills in a first course on design. But it is certainly feasible and desirable to
teach in this course, at the very least, the necessity and importance of these skills to design.
Knowledge objectives: learning about design
- The nature of design
- Design in various disciplines
- Phases of design
- Types of design
- Physical/social/cultural/environmental impact of design
- Open issues in design
Skill objectives: learning to design
[Students will practice, reflect on, and discuss each of these skills, so that they understand the
need for these skills and how they fit in the design process as well as recognize the need to learn
more about these skills in order to become good designers.]
- Component skills
- Observation skills
- Drawing/rendering skills
- Representation skills
- Graphical representations
- Physical modeling
- Analysis & synthesis skills
- Reflection & articulation skills
- Communication skills
- General processes skills
- Decision making processes
- Dynamics of group processes
- Managing different aspects of the design process
- Researching, gathering, integrating and using information
- Using theory or paradigms to guide the design process
- Making design decisions/choices
- Meta-process skills
- Knowing where to start
- Selecting design strategies
- Planning the design process
- Knowing how to move the process along
- Knowing when to stop
- Reflecting on the process
- Design problem solving skills
- Problem understanding
- Identifying the problem
- Formulating the problem
- Partitioning/decomposing the problem
- Framing the problem
- Understanding constraints
- Identifying available resources and resource constraints
- Understanding design specifications
- Identifying requirements, needs, and priorities
from multiple perspectives
- Elaborating design criteria
- Generating alternative solutions
- Brainstorming
- Visualization
- Other creative ideation techniques
- Implementing solutions
- Evaluation & Redesign
- Generating evaluation criteria
- Elaborating evaluation criteria
- Applying evaluation criteria
- Incorporating multiple perspectives in evaluation
Desiderata on course projects:
- Five desired project attributes:
- require collaboration,
- involve iterations of problem solving and reflection,
- doable and authentic problems involving familiar artifacts that do not require a high
degree of technical sophistication to design,
- provide necessary scaffolding and resources, and
- use of computers/software in the classroom.
- Well bounded projects:
- in terms of time requirements, complexity and informational and other resource requirements.
- Well scaffolded projects :
- provide assistance on some aspects so that students can concentrate on those parts that are
important for teaching them whatever they need to learn from that project.
- Well specified projects: for each project it should be clear
- what the task is,
- what its resource requirements are,
- what will and will not be provided,
- how it will be structured, and
- what the learning objectives are.
- Students should work in groups most of the time.
- Students should create and maintain a record of design decisions, justifications and rationale,
keep journals of the design activity.
- In parallel with work on each project, class discussions should be held to encourage reflection.
- Students will be required to write about the projects on a regular basis, articulating what they
have learned, the strategies used, what other ones are needed, what knowledge was used, etc.
- Three ways of providing feedback on assignments:
- by comparing individual solutions within groups and group solutions across groups;
- feedback or evaluation from the teacher or others;
- feedback from being able to observe design practitioners in action.
- A good mix projects are required: designing abstract and physical artifacts,
projects across disciplines, and projects of evolving complexity - individual
design projects (1-2 week), group design projects (3-4 week), and complex
design projects (5 -6 week).
- Projects should promote (through reflection and articulation) proper interpretation and
indexing, later recall of what was learned, and its transfer and reuse in other situations.
Finally, some logistical considerations ought to be made explicit. In order to successfully meet
the knowledge and skill objectives outlined above, this course needs to be taught on a 3 hour per
week basis. It is indeed attractive to conceive of a course framework in which both knowledge
and skills are imparted via a purely immersive, hands-on, and reflective process alone. However,
we believe that practical considerations such as the level of maturity of students and class sizes
make it necessary to include at least some lectures on topics such as design history and design
theories, along with other activities, namely, projects, discussions, demonstrations and reflection.
Such lectures could include design practitioners (perhaps hot-shot designers from local
industries) deconstructing the design process or designed artifacts. Another requirement is the
provision of a physical space - a work shop with computer, storage and other necessary facilities
- where the projects could be done. There are about 1800 incoming students every year. This
brings up the problem of scaling up. This can be addressed by initially offering this course in
Fall 95 as a pilot course with one section and about 30 students, and later offering it every
quarter.