Lockdown Art Challenge: A Multidisciplinary Approach

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“It has to be multidisciplinary. I think design practices are becoming less based around one thing – I think successful agencies have to offer that complete holistic view”

—Benjamin Hubert, Founder of Design Consultancy Benjamin Hubert.

 

At ICAD, the value of a multidisciplinary practice is a core encouragement for growth through cross-disciplinary knowledge. In 2017, we were very excited to introduce our very first cross-disciplinary class ‘Co-Exist’ as part of the Sheffield Hallam University programmes that aim to bridge students from BA (Hons) Graphic Design and BA (Hons) Interior Design. Through the practice of Co-Exist, we bring students from BGDSHU and BIDSHU of the same level together in a class every Wednesday where they will be engaged in learning and collaborating through a series of activities such as lectures, workshops, projects and field trips. This practice aims to allow students to gain a basic understanding their practising discipline while discovering the value of multidisciplinary design in problem-solving when different design disciplines are used together or work together to design a unique curated experience.

In last April 2020 semester, ICAD was proud to reveal her core practising values during the ICAD Design Days 2020 – Reiterate Bearings. As such, the Co-Exist students across all the levels were challenged to design a creative outcome in response to a series of questions related to the four values highlighted – Ethical Design, Multidisciplinary Practice, Industrial Relations and Competitive Edge. Despite the pandemic of Covid-19 and MCO with the students and lecturers working from their homes, students were able to work together to design a broad range of creative approaches that respond to the questions given to them. Here is a selection of works they have come out with as a response towards this challenge!

 

Quandary

By Year 1 students: Rhyanne Cyrene Lowe, Fara Diyana Binti Mohd Yusoffi, Ho Yun Shin, Samina Wahed Chowdhury, Zhang Li Wen and Tan Co Yi

Quandary is an interactive game that is available for download on mobile phones. In Quandary, the player explores the varying practices of ethics in the realms of design by going through several stories. The game invites players to both consider, and understand a designer’s Hippocratic oath by experiencing it first hand.

 


Swap App – A Cloth Swapping App

By Year 1 students: Chai Jin Yi, Abigail Ang Yan Xin, Vaishavi A/P Balaganesh, Samah Zoya Shaik, Siti Nurul Faridah Binti Mohamad Hasli, Lai Sook Hui, Mahriban

In this day age, the fast fashion industry is thriving because we, as consumers, tend to go through our clothing quickly, whether it is because we outgrew them, or just got bored of them. So instead of fueling the fast fashion industry, how can we get rid of our clothes sustainability?

That is where Swap comes in! Swap is an app that aims to improve, replenish and protect the environment by allowing users to exchange undesired clothes with each other. This app reinforces and reinvents the means to be highly fashionable in a sustainable manner.

 

A to Z About Child Marriage

By Noor Azizah Binti Raghib, Siti Amira Mustaffa, Tam Xueh Jing, Yap Lee Yee, Ong Li Ting

Over 650 million girls and women alive today were married as children—many who end up victims of abuse, oppression and much mental illness. “The A to Z About Child Marriage” is a conceptual dictionary that explores the many horrific effects of child marriages. It aims to shine a light on matters that are often overlooked in statistics.

 

Overfishing & Overhunting

by How Gui Teng, Siti Nurkaiyisha Hj Mohd Shabirin, Chloe Siew Yun Yue, Mariam Zayed, Cerys Selina, Hanan Nabilah Ali Hassan

As an entry to the Taiwan International Student Design Competition (TISDC), Year 2 BGDSHU and BIDSHU students worked together in response to the brief of United Nations Sustainable Development Goals, specifically Goal No. 14 “Life Below Water”, addressing the issue of overfishing and overhunting. In aligning of the TISDC theme of “Action”, the project focuses on communicating small actions that everyone can do to be more aware and make better choices regarding their seafood consumption choices.

 

THINKARD

by Nicole Janet Jovita, Maureen Rahadiani, Elfina Joewonowati, Shazwina, Maria Felinia Halim, Silvia Novita

According to Guiford, critical thinking that is taught in schools today are not enough. It should work together with creative thinking ability. The benefit of creative thinking makes students practice problem-solving skills, having creativity in a fast-changing world and will cater to different learning styles (visual, auditory, kinesthetic, read or write). By starting early, creative-thinking could be easily obtained by students in middle school instead of learning it later in design institutes. Thinkard is a card game to develop creative thinking for middle school students. Thinkard was designed as a warm-up and play-before-class game to kick-start the brain to work in a creative and fun manner.