DATE 2019 Layout

2019-05-05
Design and Technology Experince
Explores the relationship between science and engineering from the perspective of design.May – August 2019
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Learning

Two courses are developed to offer tools and methods to generate, represent, model, and design objects or systems. Structured as core workshops and tutorial sessions. World-renowned designers, and researchers will contribute with guest lectures.We will learn new computational and representation tools; we will develop methodologies for design research of interdisciplinary problems; we will practice what it means to think, live, and breathe design.

Exploring

The project phase cuts across various disciplines to demonstrate that “design is not a discipline”, ” but a way of looking at the world that promotes the synthesis of interdisciplinary knowledge across scales in order to create objects and systems for the greater good.Design has expanded to include a broad range of disciplines, shifting from manufacture to the design of experience, information, networks, and social service.  The scope of design ecologies is so broad and so integrated with other disciplines that traditionally trained designers are ill equipped to tackle the new breadth of design tasks at hand.We will design things—material and immaterial; we will work in interdisciplinary teams to design for our increasingly complex world.

Experiencing

Two kinds of experience are contained into a few activities, such as getting along with your ZJU buddies into campus life, immersing in all aspects of social lifeand indulging in entrepreneurship, by visits to enterprise parks and talks with elites.We will experience immersive activities across cultures; we will get into society for full adventure; we will discover what the entrepreneurship gene means in Zhejiang or all over China.

Aims and Objectives

  1. Students can demonstrate an understanding of the characteristics of design, material and immaterial.
  2. Students can formulate an effective  research method by selecting appropriate physical media, data source and user case, design and implement a workable draft.
  3. Students can use  hardware making and programming skills to design and implement devices, physical and digital .

More particular, by the end of this program, each theme will have:

  1. One short paper regarding the application of technology  of cross disciplines.
  2. One product or interactive device which can demonstrate their ideas.

Theme Organization

  • Weekly discussions;
  • Hands-on sessions;
  • paper reading and writing
  • 3 or more parallel subgroups can be formed in one project direction.
  • There will be cooperation and competition among them, and final outcome elimination .