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Partnerships in an industrial design studio: augmenting the Partnerships in an industrial design studio: augmenting the
master-apprentice model to inspire collaboration master-apprentice model to inspire collaboration
Karen Tamara Yevenes
Western Sydney University, Australia
Jean Payette
Western Sydney University, Australia
Sasha Alexander
Western Sydney University, Australia
James Henry Berry
Western Sydney University, Australia
Follow this and additional works at: https://dl.designresearchsociety.org/drs-conference-papers
Citation Citation
Yevenes, K., Payette, J., Alexander, S., and Berry, J. (2020) Partnerships in an industrial design studio:
augmenting the master-apprentice model to inspire collaboration, in Boess, S., Cheung, M. and Cain, R.
(eds.),
Synergy - DRS International Conference 2020
, 11-14 August, Held online. https://doi.org/10.21606/
drs.2020.157
This Research Paper is brought to you for free and open access by the Conference Proceedings at DRS Digital
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YEVENES, PAYETTE, ALEXANDER, BERRY
This work is licensed under a
Creave Commons Aribuon-NonCommercial 4.0 Internaonal License.
1. Introducon
This paper invesgates if a modicaon in teaching methods, that is, the modelling of
collaborave behaviour through a community of pracce (the design studio) facilitates an
understanding of professional pracce in student parcipants. Professional pracce in this
case, is resoluon of a project brief. There are several key quesons to be addressed, namely
what is the master-apprence model used in teaching design process at WSU, and how
is it augmented in the capstone studio? Further to this, there is a need to explore what is
meant by collaboraon in the design studio, and why is it important to oer students the
opportunity to collaborate. Finally, the paper indicates how the enhanced master-apprence
model impacts the ability for students to produce successful design outcomes.
Partnerships in an industrial design studio:
augmenng the master-apprence model to inspire
collaboraon
Karen Tamara YEVENES
a*
, Jean PAYETTE
a
, Sasha ALEXANDER
a
, James Henry BERRY
a
a
Western Sydney University, Australia
*
Corresponding author e-mail: k.yevenes@westernsydney.edu.au
doi: hps://doi.org/10.21606/drs.2020.157
Abstract: The industrial design studio presents opportunies for students to learn a
range of skills and knowledge that will equip them to enter professional pracce. This
paper presents the unfolding of a capstone studio where student teams undertake
project-based learning, and where the instructor is both the master and a team-
player. The queson that is invesgated is to what extent does an augmented master-
apprence teaching model impact student collaboraon in the design studio, and can
the model be used to drive posive learning outcomes. The study considers the design
process of 14 student-teams studying industrial design at Western Sydney University
(WSU) Australia, and the design process of an instructor-team comprised of four
industrial design academics. The paper is an experienal account of a lighng project
as undertaken by instructors and students and proposes a novel method for teaching
professional pracce through co-creaon, collecve cohesion and by behaviour-
modelling of collaboraon in acon.
Keywords: collaboraon; co-creaon; industrial design pedagogy; master-apprence
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Partnerships in an industrial design studio: augmenng the master-apprence model to…
Denions for the terms used in this paper are provided so that the authors’ intenons are
clear. The vocabulary used in describing these acvies is important and should be used
regularly with students so that the language of communal design is learnt, adopted and
reinforced.
The term co-creaon in this paper assumes the denion as described by Sanders and
Stappers (2008) to describe any act of collecve creavity, that is, creavity that is shared by
two or more people (Sanders & Stappers, 2008 in Kvellestad, 2018). Sanders and Stappers
explain that it is an instance of co-creaon as it encapsulates many acvies that are broadly
used in design processes (Sanders & Stappers, 2008).
The term collaborave learning is dened by Emam, Taha and ElSayad (2019) as a teaching
strategy that is applied with small teams of students of dierent levels of ability, and where
all team members parcipate to deliver the assigned task (Emam et al., 2019, p. 164). This
explanaon of the concept applies well to the studio context explored in this paper as it
supports the goal to facilitate student-centred learning, also established by Maessich,
Murray-Close, and Monsey (Maessich et al., 2001 in Emam et al., 2019, p.164).
Cooperave design, parcipatory design and collecve creavity have similar meaning in
describing the acvies undertaken in the capstone studio. Sanders and Stappers (2008,
p.6) explain that these terms are interchangeable, and that parcipatory design has a long
history as it has been commonly referred to as collecve creavity. Sanders and Stappers cite
Bodker (1996), asserng that there is evidence of the acvity taking place in the 1970s in
Norway, Sweden, and Denmark as part of the Collecve Resource Approach, where workers
developed workplace systems to improve producvity (Bodker, 1996 in Sanders & Stappers,
2008, p. 7).
Finally, to dene capstones we will use the denion as presented by Lee and Loton (2015)
in the Oce of Learning and Teaching’s 2015 Report on capstone curriculum design. The
report refers to capstones as “substanal culminang learning experiences that take place
in the nal stage of an educaonal course, oering closure and a focus for the sense of
achievement that comes with compleon. From a quality assurance point of view, capstones
can also provide a means of demonstrang course-level learning outcomes” (Krause et al.,
2014; Rasul et al., 2009 in Lee & Loton, 2015).
This paper presents an overview of how the teaching method in the capstone studio
endeavours to achieve the terms thus dened and within a community of pracce (the
design studio). Evaluaons provided by students involved in the subject and product
outcomes are used to show the value of the teaching model. The authors furthermore
discuss ways to augment the master-apprence teaching model in order to enhance the
student experience in future iteraons of the capstone design studio.
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YEVENES, PAYETTE, ALEXANDER, BERRY
2. Background to the study
The movaon for this study stems from observaons and outcomes of industrial design
students progressing from their third to nal fourth year of an undergraduate degree.
Instructors in the program observed that students had a lack of understanding of how to
collaborate eecvely despite having group acvies during their studies suggesng studio
vocabularies are not standardised to promote recall and subsequent integraon. This was
exhibited by students that were not proacve in seeking advice on their projects, worked in
isolaon, and did not oer crique or guidance to their peers. Oen, academic feedback was
ignored, and it was thus considered that students may not have an adequate understanding
of how collaboraon should take place, what the benets of collaboraon could be, or how
to adequately respond to input from stakeholders. There may be many reasons for the lack
of engagement, however it was considered unviable to connue in this manner as students
could not achieve competencies that would see them progress successfully into industry.
Firstly, if students are reluctant to work with others, that is peers, instructors, potenal users,
technicians, and industry experts, then they remain novices with a naïve view of the world
and of the eld into which they will eventually enter. This sets them up to fail in a profession
that demands interacons with numerous stakeholders on any given project. In addion
to this, students that do not have adequate experience in giving and receiving construcve
feedback, will not be able to reach their full potenal as professional designers.
To counter the problem, the academic team iniated an enhanced version of the master-
apprence model to encompass behaviour modelling. The goal was to model the benets
of co-creaon to resolve design problems, through the design process, and with exemplary
outcomes. Henceforth, the enhanced teaching model involved the academic team
undertaking collecve creavity, communal problem-solving, and co-creaon of a lighng
design imbued with emoonal meaning, biomimec symbolism, funconal, and light
physics aributes. The academic team collaborated by drawing on the strengths of each
academic team member to create the design output. Students were able to observe how
the academics worked as a team and students were encouraged to construcvely cricise
the academic team’s biomimec lighng concept. The capstone studio was thus redesigned
to foster a stronger awareness of the value of synergisc partnerships to arrive at a robust
soluon.
3. The enhanced master-apprence model
The capstone studio employs the master-apprence model whereby students follow the
example provided by the instructor. Budge (2016) asserts that the modelling of professional
pracce is essenal and that students can learn behaviours, design literacy and cultural
pracce that cannot be learnt in another format (Budge, 2016, p245-248).
It is indisputable that the master-apprence model has merit in providing students with a
learning framework that facilitates cognive understanding. Collins, Newman and Brown
(1986) modelled much of their theories of cognive apprenceship on the master apprence
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Partnerships in an industrial design studio: augmenng the master-apprence model to…
model (Collins, Brown, & Newman, 1986). Their work will be used in this paper to discuss
the design studio processes and the relaonship between the instructors and students in the
capstone studio. The queson that emerges here, is exactly what acons, behaviours and
direcons are the students ‘following.
In the case of design studios at WSU, students undertake a variety of tasks and processes of
learning to discover new knowledge. They may observe a demonstraon that provides step-
by-step methods of inquiry or they may follow a worksheet or notes provided by teachers. At
mes, students mimic the work of their peers to ensure that they are doing the task at hand
correctly. This study looks at whether students mimic or behave like their instructors in order
to achieve at a professional level? Learning through imitave behaviour may thus create
a new opportunity for instructors in the design studio to engage students in collaborave
behaviour. Budge (2016) indicates that there are not many examples of how students form
an identy of ‘being a designer’ (Flum & Kaplan, 2012 in Budge, 2016, p. 244). In contrast to
the transmissive model of teaching, the academic team in the capstone studio devised their
own product design object in order to demonstrate cohesion and professional cooperaon
between colleagues. This also presented the integrave nature of designers to imbed a
lifeme’s knowledge from many experiences toward the latest design iteraon, leading to
inspire the same evolving mindset of acons from the student cohort.
Leon de Bruin’s extensive study of the master-apprence model in pedagogy captures the
many structural variaons of the method as employed in design studios and other discipline
areas (de Bruin, 2019). In contemporary design educaon, the master-apprence model is
adopted from Walter Gropius, founder of the Bauhaus, and later Laszlo Maholy-Nagy in the
New Bauhaus in Chicago (Findeli, 1990). Gropius’ construcvist manifesto was to inspire the
German naon to work in unison to produce art, architecture and objects to reinvigorate the
country aer Germany’s defeat in World War I (Trimingham, 2019). At the epicentre of all
acvity was a Master of Form (arst) and Master of Works (crasman). Eventually, the role
of arst was considered superior to the crasman, and teaching roles evolved accordingly
(Bürdek, 2015).
In order to ascertain how the master-apprence model applies to the capstone studio,
it is worthwhile considering its context in relaon to the design process. In the capstone
studio, project-based learning and collaboraon in the design process replicates the process
captured succinctly in Sanders and Stappers’ illustraon (Sanders & Stappers, 2008), shown
in Figure 1.
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YEVENES, PAYETTE, ALEXANDER, BERRY
Figure 1 The growth in the front end [of the design process] as designers move closer to the
future users of what they design. Reprinted from “Co-creaon and the new landscapes
of design” by Elizabeth B.-N. Sanders & Pieter Jan Stappers, Co-Design, 2008, 4:1, 5-18,
hps://nyurl.com/vacdgjh
The illustraon in Figure 1, is useful as it represents the journey of co-design as pursued in
the capstone studio and as facilitated by the master-apprence model of teaching which has
been extensively researched and established in the cognive apprenceship theory (CAT) of
Collins, Brown, and Newman (Collins et al., 1986; Bandura, 1997, in de Bruin, 2019, p. 264).
The design studio process delineated in the following secon provides a response to one
of the research quesons, that is how the master-apprence model teaching method is
augmented in the capstone studio at WSU.
4. Establishing the design criteria in the design studio
4.1 Design criteria for the student teams
Students were tasked to design a pendant light or table lamp in small groups comprised of
three students (represenng a 360-hour me pool including class me during the 12-week
semester). The design brief to be completed was a lighng object (3D model) that is:
1. Biomimec inspired with emphasis on iterave 3D processes
2. Involves ideaon and applicaon of addive manufacturing methods;
3. Emits adequate lux [lighng intensity] for a predened space/place;
4. Ergonomically designed and safe for consumers;
5. Is ed with a suitable technical package for opmal operaon and durability.
Students are oen apprehensive in undertaking group tasks as they fear discrepancies in
workload, in the perceived commitment of individual group members, and dierences
in personalies and skill levels (Chang & Brickman, 2018). These are all considered valid
concerns, however the role of the academic is to negoate some of these doubts by seng
the scene for collaboraon through more trusted relaonships. To alleviate some of the
reservaons, groups were self-assigned. Students were encouraged to imagine themselves
working in a collaborave studio business, developing a corporate identy to be used
throughout their task submissions also building designer and group identy. Student
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Partnerships in an industrial design studio: augmenng the master-apprence model to…
alliances were reinforced by establishing a brand, thus providing a sense of ownership over
their projects.
4.2 Design criteria for the academic team
The academic team was comprised of four lecturers in industrial design, working on
equivalent parameters as those delineated in the student design brief. The academic team
adopted the corporate identy of Western Sydney University for all acvies, as their
movaon is to full the goals set by the university.
The workload associated with undertaking this model is an interesng point to consider. The
academic workload in the capstone studio is equivalent to four hours per week over a 12-
week semester. Face-to-face teaching is delivered using a exible lecture/studio/workshop
format, providing students with a variety of learning scenarios. In most cases, at least two
sta were always in aendance, rotang between either acvely “doing” the academic
project or helping students to achieve the learning objecves through their creave
individual and group endeavours.
Wherever possible, the academic team modelled behaviours within the prescribed studio
me and in front of the student cohort. When the academic’s light was completed outside
of class, this was considered equivalent to the workload me allowances provided for usual
tutorial preparaon acvies within an academic teaching workload. A nominal percentage
of project acvity was undertaken outside the workload; however, the team members
understood the benets of the interacon and were willing to parcipate, nonetheless.
4.3 Augmented master-apprence model (Design Criteria)
The design criteria imposed the same limitaons to students and academics alike.
Both groups needed to navigate barriers in group interacon with factors such as peer
commitment, me constraints, external pressures, diversity of knowledge, and skill levels
all playing a role in determining the success of a product. Collaborave endeavours are thus
inuenced by physical limitaons, technical understanding, and knowledge in the design
process.
In this early stage of design development, it is typical for instructors to dene the project
brief and then assist students in learning how to resolve the brief (Emam et al., 2019, p.164).
This is generally done by limited modelling, coaching and scaolding (Collins, 1989 in de
Bruin, 2019), yet there is lile evidence in the literature review undertaken by the authors
where the instructors resolve the same collaborave project as their students and in parallel
to the students. The augmented master-apprence model thus provides a new model
that encompasses, not only coaching, but acve and immersed parcipaon. Emam et al.
(2019), indicate that “during early stages of a collaborave model, the instructor must help
to develop the students’ teamwork skills” (Emam, Taha, & ElSayad, 2019, p. 164), which is
pivotal to the success of the capstone studio.
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YEVENES, PAYETTE, ALEXANDER, BERRY
5. Concept and idea development in the design studio project
5.1 Concept and idea development in the student teams
Informaon gathering was assumed through desk research and a self-directed eld trip to
local lighng showrooms or exhibions. This task was intended to encourage group-bonding
by sharing of contact informaon and idenfying availability to meet outside of class me.
Informed by the eld trip, the next stage was to ideate through drawing. Observaons found
that several student teams were perplexed with the brief; many of them had not designed
organic objects and did not understand the noon of ‘modularity. During this arculaon
phase (Collins, 1989 in de Bruin, 2019) renement in the understanding of concepts and
procedures (de Bruin, 2019, p. 265) was necessary and some teams needed in-depth
consultaons with instructors to ascertain the meanings of these terms, hence groups
returned to research rather than moving forward with the drawing phase. The in-depth
consultaons were useful in this collaborave studio, as it presented scope for co-thinking.
Observaons furthermore indicated that student groups assigned the drawing role to
one group member that they perceived as having the greatest competency in drawing.
Drawing presents a method by which to communicate creavity though visualisaon. This
is an example of inclusivity and synergy, as abstract verbal ideas are translated into a two-
dimensional form of communicaon.
5.2 Concept and idea development in the academic team
In parallel to the students’ eld trip, academics also gathered sources of inspiraon by
undertaking desk research, eld trips and the collecon of physical lighng examples.
The academic team undertook a process of creang conceptual sketches for the lighng
design, delegang this task to the academic with experse in hand-drawing. The Master
augmented inputs were characterised by the shared in-class and summarised extra-curricular
class experiences outlined below (see also Table 1):
The concepts were generated in front of students, so students could witness the
academics doing visual searches, preparing drawing equipment, and generang
thumbnail sketches and more resolved sketches.
Students were encouraged to oer feedback and suggesons for improving the
designs. Beyond output standards, students were involved in decision making
as teams whereby unexpected, yet welcomed, thoughts, ideas and alternate
soluons could surface.
The exhilaraon for students becoming masters rather than apprence even for a
moment was high during the Crique-of-Masters sessions and provided a sense of
arrival to the design profession where co-creave methods respect design career
experience yet reach out for new contribuons from all team members via a
dynamic hierarchy.
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Partnerships in an industrial design studio: augmenng the master-apprence model to…
During this idea-generaon phase, the academic sta team also parcipated in
email exchange to share progress sketches and resolve product detailing issues for
manufacturing.
5.3 Augmented master-apprence model (concepts & idea development)
In some design studio learning scenarios, the learning is transmissive as academics direct
the ow of knowledge to students. In cognive apprenceship, students undertake acvies
in arculaon and reecon such as explaining their ndings to instructors and peers
(Collins, 1989 in de Bruin, 2019. p. 265). As an augmentaon to this process, the capstone
academic team also shared their eld trip experiences, exemplifying breadth of research
and smulang creave thinking. To model teamwork, lectures were undertaken in a
team-teaching format with two or more academics presenng content related to the topic.
Students were connually invited to oer insights, evaluaons, reecons and input during
lectures and studio me.
It is signicant to note that the email exchanges between academics that were shared
with the cohort included at mes, examples of negave feedback concerning aesthec
development, technical issues, and foreseeable manufacturing problems. The students
were surprised to read the academic team’s correspondence and of the willingness of the
academics to change the design many mes in order to connually improve the outcome.
This accelerated student condence and noceable change in some student team members
mindsets through engaged acvity and design progression.
6. Prototyping and product outcomes in the design studio project
6.1 Prototype and product outcome by the student teams
The student teams were encouraged to produce a lighng object that was of suitable quality
for display in the WSU 26th Annual graduate exhibion, Widevision. Inial prototyping was
undertaken by students by forming extruded polystyrene foam into three-dimensional form
studies or by producing scale models using 3D prinng methods.
Successful teams in the capstone studio were able to establish a strong group-work
ethic, producing models of a high resoluon to communicate the concept with members
contribung equally to the product design process and outcome. In some cases, teams
worked outside of the required class me, at one anothers homes, or in the university
makerspace/workshop to complete a quality product. In a few cases, student groups worked
beyond the scope of the teaching semester. This demonstrates the essence of social learning,
as espoused in Lave and Wengers communies of pracce (Lave & Wenger, 1989 in Cox,
2005) where parcipants are working alongside peers that have like-minded goals, or as a
“mutual parcipaon in pracce” (Cox, 2005, p. 529).
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YEVENES, PAYETTE, ALEXANDER, BERRY
6.2 Prototype, product outcomes and methodological inuence by the academic
team
The ulmate goal for the parcipang academics was to create a physical model of
the team’s lighng design and to model collaborave behaviour so that students could
understand how collaboraon occurs in a design studio, as students had not yet parcipated
in the 10-week design industry placement following this subject. The academic team’s inial
aim was to present a design soluon in an equivalent meline and using the same project
constraints given to students.
In producing the nal light, the academic team experienced some of the problems
encountered by students. Namely, nancial constraints and availability of 3D prinng
resources.
6.3 Augmented master-apprence model (Prototype and product outcome)
During tutorials, the academic team were working on the CAD model real-me, with shared-
screen projecon in the classroom to show design resoluon. The academics demonstrated
examples of design iteraon, manufacturing consideraons, and steps in creang 3D CAD
models for the academic light object. Once again, email exchanges between sta were
projected on screens as evidence of ongoing feedback and how the design is pushed to
ensure quality and manufacturability.
The role of master-apprence was enhanced in scope to demonstrate and exemplify
cooperaon, communal decision-making, strategies for overcoming barriers, group
negoaon skills, and aconing feedback. The intenon is that students observe the synergy
of working in teams and model the behaviour undertaken by sta to meet the design phase
milestones.
7. Meaning and relevance of ‘collaboraon’ in the design studio
The meaning of collaboraon in the design studio comprises many acvies as presented
in the above narrave and matches the denion established earlier in this paper. It as a
teaching strategy that is applied with small teams of students of dierent levels of ability,
and where all team members parcipate to deliver the assigned task (Emam et al., 2019, p.
164). If we return to the inial denion, we see that students and academic teams in the
capstone studio achieved all the elements prescribed, with the added non-tangible [but
present] acvity of modelling professional behaviour, that is, how to ‘be’ a designer.
Modelling of such behaviour by both students and academics reinforces the theories
of communies of pracce and situated learning (Lave and Wenger, 1991 in Cox, 2005,
p. 528) and may be used to culvate a rich learning experience through social learning
where individuals with common interests, skills and knowledge parcipate in achieving a
communal goal. The theory conceived by Lave and Wenger is explored in several studies of
organisaonal learning, and in higher educaon pedagogy (Artemeva, 2006; Cox, 2005), and
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Partnerships in an industrial design studio: augmenng the master-apprence model to…
ngly applies to design studio teaching. The applicaon of communies of pracce for
industrial design studio learning is very useful as this capstone studio exemplies working in
teams to resolve a group design challenge and the co-created outcome is derived from the
combined eorts of all team members.
Table 1 below, is a summary of specic examples of behaviour modelling in the capstone
studio:
Table 1 Examples of academic behaviour modelling in the capstone studio
Design Process Opportunies for student observaon
Research phase
Acvity undertaken by academics during tutorials:
Academics undertake visual searching (using search
engines such as Google) to inspire design concepts
Visual searches are projected on screen so students can
see how the research process
During the lecture, academics also share images of their
own site visits, exhibion visit and visual research ndings
Conceptual development
phase
Acvity undertaken by academics during tutorials:
Academic sta are prepared with suitable equipment to
undertake the conceptual drawing phase
Academics sit with students at student tables to draw
inial ideas; solicing feedback from colleagues and
students throughout the process
Drawings are displayed on tables for feedback/crique,
demonstrang the range of work and quanty of work
that can be achieved in limited me frame
Sta and students select the most viable lighng design to
pursue
Academic emails (between sta) are shared with
students via screen projecons during tutorials to show
e-collaboraon process
3D CAD modelling phase
Acvity undertaken by academics during tutorials:
The academics share CAD models with students via screen
projecons to show how the model is generated; CAD
model is updated in ‘live’ mode during the tutorials
Academics provide ongoing feedback to each other to
suggest how the design can be improved.
Academic emails (between sta) are shared with
students via screen projecons during tutorials to show
e-collaboraon process
1926
YEVENES, PAYETTE, ALEXANDER, BERRY
Technical package
resoluon
Acvity undertaken by academics during tutorials:
The academics share screen projecons to show searches
for suitable technical package
Academics provide ongoing feedback to each other to
suggest potenal technical packages
Academic emails (between sta) are shared with
students via screen projecons during tutorials to show
e-collaboraon process
3D prinng phase
Acvity undertaken by academics during tutorials:
The academics share screen projecons to show
development of nal lighng soluon
The academics consulted with technical sta on 3D
prinng requirements during tutorial me; students could
observe these meengs. The costs of model-making were
shared with students.
Posive working relaonships is crucial to the learning environment to ensure students
are condent enough to seek advice and are proacve in responding to feedback. Where
students did not aend classes regularly or did not parcipate in criques, the projects did
not fully develop, and in some cases, groups were not able to achieve the milestones dened
in their own project melines.
In the self-evaluaons conducted by the student teams, groups were asked to reect on
their experience in the studio subject and to consider what they had discovered during their
journey through the project. A sample of comments was obtained from six student groups,
shown in Table 2.
Table 2 Student Groups-Self evaluaons
Student Groups Self-Evaluaons
Group A
What have we learnt in this unit:
To create an aesthecally pleasing design
We could see it in a bouque
The piece is exible and could be mounted on the standing
frame and also to the ceiling with addional hooks that
could be placed on top of the frame
If we were to do the project again, how would our work change:
We would choose a soer brightness bulb
Make the modules longer
Make more modules
Hook the modules instead of threading through the frame
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Partnerships in an industrial design studio: augmenng the master-apprence model to…
Group B
We have learnt the following in this unit:
The importance of keeping a process diary/porolio/
journal
Teamwork and job distribuon
New skills that we have learnt:
Vacuum forming
CNC machining
Laser Cung
Soldering
Group C
There were many challenges faced during the project. Exploring the
parcular themes of organic and natural forms was a new experience
and a unique way to design. The process of simulang real world
producon was also a new challenge and required much more
consideraon and detail when designing the product.
While a challenging project throughout, overcoming these challenges
and producing a nal model brought great pracce and new skills
that can be ulized to advance our design careers. It granted us the
experience of designing products in real world scenarios and allowed
us to understand all the consideraons related to a producon.
Overall, the light design we created is unique and interesng in many
aspects and was not only a valuable experience to develop, but it is
a piece worth showcasing to future clients to present the skills we
possess. We have new insight into proper design projects and can
carry the skills we learnt into future endeavors and connue designing
and expanding our experse.
Group D
As part of our design problem, our main goal was to meet the
demands of the clients (our instructors). We were required to have a
modular component repeang throughout the design and we have
achieved this.
From the onset we knew that we wanted to appeal to budding young
entrepreneurs of ostentaous taste.
We wanted our light to be ulized as Interior Mood Lighng, High-
Scale Domesc Décor, Renewed Aesthecs for Oces, Hotels and
Restaurants, as a means of Intrigue; a conversaon-inducing piece at
social events, and for it to provide general illuminaon to venues.
1928
YEVENES, PAYETTE, ALEXANDER, BERRY
Group E
Good aspects of the project:
Our module was redesigned several mes.
Our group tested every module by 3D prinng 1 module
piece out.
Reduced assembly part for 1 module. (From 3 pieces to 2)
We had really good communicaon throughout the
semester.
Good team eect. Everyone did the work equally.
Bad aspects of the project:
Prinng took quite a bit of me, giving us less me to work
on our nal model.
We made a mistake at rst by painng a module.
One of our test-modules showed that it was too thin and
brile.
Most people in our group had work causing less me for
meet ups.
What can be improved:
Bigger overall scale
Beer cable management
Give 3D prinng a bigger priority.
More meetups to nalize and work on our designs and
models.
Beer hook aachment design.
Group F
What went well in our project?
Good research technology
Concept development
For our project we went through various stages back and
forth with the clients and the manufacturing room to
produce our nal design.
What can we improve on in future?
Tesng
Beer prototypes
More collaboraon with our client
Future possibilies?
Using improved manufacturing techniques
Various materials tesng which may beer suit our design
For six groups, their respecve eorts in the capstone studio was open to public scruny at
the annual Widevision exhibion, showcasing exemplary student work in the course. Visitors
to the exhibion could speak directly with students and guests provided many posive
comments on the nished models. The lighng works revealed a high level of care and
competency and were demonstrave of the excellence that can be achieved through robust
collaboraon. Whilst the total number of exhibing works is low, it is signicant to note, that
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Partnerships in an industrial design studio: augmenng the master-apprence model to…
the objecve of the capstone is to engage students in collaboraon regardless of whether
they completed the light or not. Table 3 below, indicates the number of exhibion-ready
models.
Table 3 Number of Design Studio Teams and comments on exhibion-readiness.
Models/product output Student Groups Comments/Reecons
Total number of student
lighng groups
14
Each group comprised of either 2 or 3
students.
Total number of exhibion-
ready models, that is, models
are complete and of high
nished standard
6/14
These teams had excellent group
collaboraon; excellent channels of
communicaon with sta; lights were
completed to a high standard;
excellent aenon to detail; movated
group membership; excellent aendance in
studio.
Total number of incomplete
models with potenal for
exhibion upon compleon
6/14
These teams were unable to print sucient
modules due to nancial limitaons; groups
encountered model making problems; in
some cases, the groups were not able to
achieve milestones.
Total number of models
complete (submied for
marking) but not ready for
exhibion.
2/14
These teams submied objects that
were not resolved; technical package
not tested for safety; team member
aendance in classes was sporadic; limited
communicaon with instructors; modules
were not structurally sound; these two
groups experienced external interrupons
and could not meet milestone dates.
One of the quesons we must ask ourselves as educators is why is it important to oer
opportunies to collaborate in the design studio? In industrial design, the collaborave
capstone studio prepares students to enter an industry that relies on empathy with humans
from broad backgrounds, cultures and with diverse needs. As such, it is essenal to equip
students with the experiences where they must adapt to the dynamics of working in co-
operaon with peers and academics rather than relying on their own limited skills and
knowledge. A successful “real-world” studio relies on the synergy between workers in order
to drive the company’s mission and goals, and hence the modelling of an academic being a
designer brings many insights to the fore. If the instructor models professional pracce and
collaborave acvity to undergraduates, then students will have improved condence when
working on “real-world” problems and in “real-world” teams.
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YEVENES, PAYETTE, ALEXANDER, BERRY
8. Conclusions
There is much scope to further improve the student experience in the capstone studio. A
retrospecve survey of parcipants would help to further decipher methods for improving
the subject, although the insights presented in Table 2, are a good starng point. Changes
to the capstone studio could include co-design, where students and academics work on a
combined project, the academic team could work towards subming equivalent tasks with
similar budget constraints as students, as well as more concrete decision-making strategies
for negoang ideas, and building collaborave skill sets such as how criques unfold or
how to negoate compeng ideas. Students could also undertake a more formal review of
academic projects creang a sense of belonging to the profession, and ‘being’ designers.
This acvity elevates the student role to that of an emerging professional, where their
judgements are informed, jused and valued.
This paper thus argues that by being engaged, immersed, and acve in the design process,
and by ‘being’ a visible designer, that the path to achieving a common goal is enriched. This
synergy is paramount to success and encourages students to have pride in the output. This
augmented master-apprence model places the student-team at the epicentre of learning.
With six out of 14 groups exhibing their work, the model has shown measured success with
room for enhanced outcomes in the next delivery. No works were selected for exhibion
from the same capstone studio in previous years, hence the challenge is now to increase the
number of exhibits for subsequent exhibions.
The industrial design academics (instructors/clients) are acve parcipants in making
and negoang outcomes. It is of note that the academic team’s lighng design was not
completed for the exhibion. The academic team gave preference to all student endeavours
as a priority. The academics met to discuss the avenues for producing the light and it was
determined that the academic light may result in a sense of undesirable ‘compeveness’.
The academic team did not wish to draw aenon to their own eorts but rather to elevate
the works generated by the student teams.
What did the academic team learn in the process of undertaking this teaching approach?
Academic sta modelling designerly behaviour through professional pracce provided
students assurance that connual conceptual and detail iteraon informed by communal
research and construcve crique was essenal for successful project compleon. This was
quaned through aainment or non-aainment of exhibion ready status. The capstone
studio tasks are not intended to redene the roles of master and apprence, rather
the intenon is to moderate the disncons to maximise collaborave synergy through
professional pracce modelling. This resulted in heightened student condence that is
supported by informed design decision-making thus preparing students for employment and
co-creave pracce.
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Partnerships in an industrial design studio: augmenng the master-apprence model to…
Acknowledgements: The authors wish to thank the Dean of Built Environment WSU,
Professor Kerry London for supporng the capstone studio concept and Dr Lynn Berry,
WSU Curriculum Advisor, for her guidance in re-invigorang the Industrial Design
curriculum and for undertaking a preliminary review of this paper.
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About the Authors:
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YEVENES, PAYETTE, ALEXANDER, BERRY
Ms Karen Yévenes is a Lecturer in Industrial Design at WSU with
publicaons in design educaon, patents in product innovaon, and
consultancy experience. She teaches 2D/3D visualisaon and studio
subjects and is currently undertaking a PhD in product design involving
parcipant codesign processes.
Mr Jean Payee is a Lecturer in Industrial Design and has vast
experience in academia and industry. His porolio includes furniture
design, lighng design, medical and biopharmaceucal equipment for
which he holds several patents.
Dr Sasha Alexander is the Director of Academic Program Industrial
Design at WSU. Previously an industrial designer in Europe and
Australia has parcipated in funded research projects in health, IoT,
forestry, industrial electrical and holds a PhD in Value Chains.
Mr James Berry is an awarded academic and industrial designer with
25 years of experience in design educaon in Australia and Japan; has
experse in eco-design, physical UX, entrepreneurship, and design for
manufacture. His furniture is held in permanent collecons including
the Naonal Gallery of Australia.