![]() ![]() Often presented or perceived as a radical change from traditional instruction, Active learning has attracted strong advocates among faculty looking for alternatives to traditional teaching methods. Active learning has received huge attention over the past several years. This all create new challenges in graphic design education and make educators think of how we should structure design education in a digital environment. This phenomenon made many educators confused about academic goals, the educators in graphic design fields have been faced with lack of interaction between practical and theoretical disciplines for successful academic achievement. There are so many rules and various methods students should learn to achieve successful outcomes. ![]() Now a days it become a must reconsider what students really need to learn and the environment in which they learn in, because of the new methods in teaching and learning have become more and more technical, the new Net Generation students and the digital environment with its new online culture such as "instant", "virtual", or "multi-media". Finally, the author aspirates that humor, through info-graphics and visual communications, could become a weapon of “mass construction”, for further investigations in this field. Thus, nowadays, the “4hum” conceptual and visual model is being tested within the European project "Happy-Nests: Incubating and connecting creative communities for social innovation as a means to improve local wealth in peripheral regions", for 2013-2015 period. These positive results led to enlarge the scope of the research. This city is being gradually recognized as an international capital of humor and satire, reinforced by its existing cultural institutions such as the House of Humor and Satire. The working hypothesis has been tested previously in the frame of “ASSIST 2010, Summer School of Arts and Sciences for Sustainability in Social Transformation”, that took place in Gabrovo (Bulgaria). This info-graphic is permanently evolving as part of an on-going process. Pdfinfo market longman academic reading how to#This model called “4Hum-”, digs into etymology to address the research question about how to embed the term’s multidimensionality by re-connecting “humor” with “human”, “humility” and “humus”. This paper presents the theoretical background, methodology and preliminary outcomes oriented to test how humor can be conceptually and visually modeled towards its strategic consideration in community local development initiatives. The presentation will conclude with a study on the impact of information design on the development of this tool. ![]() After highlighting the project of valorisation and usability of semiotics, the tool itself and its main paradigms will also be presented, as well as their future developments. This semiotic tool applied to the study of the meaning of artifacts, Research & Development and project management is the fruit of pragmatic semiotics, notably the habit theory, the stakeholder theory, the Actor Network Theory and the ‘AGILE’ development methodology. This presentation is in line with this tradition, while at the same time trying to provide semiotics with the readability and efficiency that it so often lacks the tool and its dedicated website were therefore created using analysis and expertise tools notably aimed at designers. Peirce’s work on graph theory and, later on, the work of Otto Neurath and Gerd Arntz on isotypes as well as Jacques Bertin’s research on the semiotics of maps and graphics both semiotics and information design have been closely linked. ![]()
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