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.

  1. What is the philosophical/metaphysical stance on design that this course will embody? Why is it important to have a freshman level design course?
  2. What are the course objectives? Which skills do we want to teach students in this course?
  3. How should the course be structured?
At a philosophical level, we view design as a contextualized learning activity through which:
  1. the notions of relevancy and agency can be imparted to students,
  2. students learn to associate knowledge with application,
  3. students learn the broad and integrative skill of synthesis, and
  4. 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

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.] Desiderata on course projects: 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.