Please use this identifier to cite or link to this item:
https://hdl.handle.net/10321/5624
DC Field | Value | Language |
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dc.contributor.advisor | Olalere, Folasayo Enoch | - |
dc.contributor.advisor | Essel, Harry Barton | - |
dc.contributor.author | Ametordzi, Sylvanus | en_US |
dc.date.accessioned | 2024-10-16T05:55:18Z | - |
dc.date.available | 2024-10-16T05:55:18Z | - |
dc.date.issued | 2024-08 | - |
dc.identifier.uri | https://hdl.handle.net/10321/5624 | - |
dc.description | Thesis submitted in fulfillment of the requirements for the degree of Doctor of Philosophy in Visual and Performing Arts, Durban University of Technology, Durban, South Africa, 2024. | en_US |
dc.description.abstract | This study explores how digital technology can be effectively utilized to enhance graphic design ideation among graphic design students in two selected Ghanaian universities. The study also seeks to create awareness about the need to integrate digital technologies into graphic design ideation and to develop a model for effective digital ideation. Areas explored by the research questions in the study include how graphic design ideas are generated by design students in Ghana; how digital technologies affect design output by examining the various technologies used by the design students in the design ideation process; and the perceptions of graphic design students about the use of digital technologies during ideation. The study assumes the constructivist and interpretivist paradigm on the premise that the use of digital technology in design ideation among students has to do with students with varying design experiences, backgrounds, and environments based on their interaction with design tools. Phenomenology and case study approaches were used to interrogate students to have an indepth understanding of the effectiveness of digital technology utilization in the ideation process. Twenty-eight (28) participants, made up of twenty- four students and four lecturers were selected from the Graphic Design Departments of two Ghanaian universities for the study. Purposive and random sampling were adopted for the selection of the participants. Findings indicated that students from the selected universities predominantly used a combination of the pencil and paper approach and digital technology in design ideation. During ideation, they conducted research on design briefs they received; embarked on mind mapping; engaged in brainstorming; created ideas with pencil and paper; selected some of the pencil ideas and illustrated them digitally in computer software; and evaluated the ideas for final selection. The design students relied heavily on the internet during the ideation process. The digital devices used by the design students included laptops, smartphones, tablets and digital cameras. Despite the divergent views expressed by the participants about the use of digital technology for ideation, the majority of them believed that the integration of pencil and digital technology is the ideal approach for design ideation. They considered technology very relevant, especially in increasing idea counts (quantity of ideas generated) that lead to creative ideation outputs. Overall, the students had a positive attitude about the use of digital devices; however, quite a few of them did not have the necessary skills in using vector software needed for design idea creation simply because they were not taught how to use the software or were not compelled to use the software in design ideation. Based on these findings of the study, the Digital Design Ideation Model, which outlines the steps to follow for effectiveness in digital idea development, was developed. The development of the model was typically influenced by the findings in the study and was based on design practices discovered in the review of the literature related to this study. | en_US |
dc.format.extent | 398 p | en_US |
dc.language.iso | en | en_US |
dc.subject | Design ideation | en_US |
dc.subject | Digital technology | en_US |
dc.subject | Digital skills | en_US |
dc.subject | Quantity of ideas and novelty | en_US |
dc.subject.lcsh | Graphic arts--Data processing | en_US |
dc.subject.lcsh | Graphic arts | en_US |
dc.subject.lcsh | Computer graphics | en_US |
dc.title | Effectiveness of digital technology in ideation : a case of Ghanaian graphic design students | en_US |
dc.type | Thesis | en_US |
dc.description.level | D | en_US |
dc.identifier.doi | https://doi.org/10.51415/10321/5624 | - |
local.sdg | SDG04 | en_US |
local.sdg | SDG08 | en_US |
item.fulltext | With Fulltext | - |
item.cerifentitytype | Publications | - |
item.openairecristype | http://purl.org/coar/resource_type/c_18cf | - |
item.languageiso639-1 | en | - |
item.grantfulltext | open | - |
item.openairetype | Thesis | - |
Appears in Collections: | Theses and dissertations (Arts and Design) |
Files in This Item:
File | Description | Size | Format | |
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Ametordzi_S_2024.pdf | 9.44 MB | Adobe PDF | View/Open |
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