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To better prepare students for architecture and design
projects, the Design Section of the Department of
Architecture, NUS, has been imparting fundamentals
on basic design since 2002. Undergraduates in design
and architecture schools study the fundamentals of
design during their first year, based on the teaching
developed in the great design schools of the 20th
century, such as the Bauhaus, the Vhutemas, the
School of Chicago and the School of Ulm. Known
as ID1103 "Basic Design & Communication I",
this foundational course conducted in Semester 1,
Academic Year 2006/2007 focuses not only on the
design process but also on the elements of design
(e.g. colour, proportion, materials).
The course consists of three basic and interrelated
element s for teaching and learning design
fundamentals. The first element is a set of learning
objectives that emphasises the development of the
following interrelated attitudes, attributes and
capabilities: individuality, especially in terms of
design creativity and problem-solving skills (i.e.
functional knowledge and cognitive strategies);
acquisition of declarative and procedural knowledge
and design-related perceptual motor skills; and
profession-related self-management, organisational
and planning abilities in keeping with particular
needs, cultures and environments.
The second element is a set of teaching and learning
principles comprising three components: a set
of controlling parameters (e.g. design variables
and const raints, economy of means and time
management); a set of descriptive dimensions in
the syntactic, pragmatic and semantic dimensions;
and an intuitive approach that promotes research
of originality and free-form thinking without
f ixed rules. This set of teaching and learning
principles links the learning objectives with the third element-sets of design exercises-and complementary problems in a logical and systematic manner.
The final key element of this teaching strategy
has two parts: a classification of design exercises
aligned with respective learning objectives (e.g.
discovery exercises, analytical exercises and
desig n informat ion exercises) and a plan to
project sets of design exercises in an ordered
manner-introductory level exercises of relatively
low complexity, intermediate level exercises of
medium complexity and advanced level exercises
of relatively high complexity. These discovery,
analytical and design information classes of
exercises are usually not mutually exclusive because
a particular design exercise or problem may contain
all three elements.
Case Study
A case study illustrates how "Basic Design &
Communication I" develops the second principle of
the teaching strategy, namely, a set of descriptive
dimensions, in these analytical exercises.
These exercises feature the study and analysis
of objects which may already exist or are being
conceived, with reference to three logical and closely
interrelated dimensions: syntactic, pragmatic and
semantic.
This method of analysis shows the three descriptive
dimensions has three characteristics. Firstly it
allows an understanding of a product from different
views. Secondly, it offers a 'motor' of creativity
for the designer who identifies the advantages and
disadvantages in terms of the syntactic, pragmatic
and semantic points of the products currently on the
market. And finally, this rational approach enables
the clear communication of the design.
These three analyses were conducted by Chia Yan
Wei, Koh Child Shen Donald, Fang Siwei, Liew Hui
Min Cindy, Lee Yunn Si Olivia and Chen Huiqian,
f irst year students in Industrial Design at the
National University of Singapore in 2004.
Syntactic Dimension
The syntactic dimension refers to the analysis of
the physical characteristics of each component
including structure, materials and the functional
relationship between the different components of a
product or architectural project. More specifically,
these analyses have been limited to details such as
providing exploded perspective and/or dimensioned
technical drawings and identifying materials and the
systems of assembly of the components in a product.
In professional design work, syntactic analyses take
on a much higher level of elaboration and detail,
such as estimating manufacturing processes and
costs of products or projects.
Syntactic analysis-Figure 1 shows an example of
this analytical exercise. A group of design students
doing research on a joystick for video games has
presented their syntactic analysis in three parts: (1) an
exploded perspective showing the main components
and their connection; (2) a top, bottom and front
view with the dimensions; and (3) the advantages
and disadvantages of the product from a syntactic
point of view. The main advantage of this product
is the replaceability of the individual components.

Figure 1. Syntactic analysis
The disadvantages are the exposed metal shafts
which tend to rust and the easily disassembled
components that may invite vandalism. The
information provided gives a clear presentation and
understanding.
Pragmatic Dimension
Pragmatic dimension analyses how a product works
and how it is to be used. This includes a study
of the user functions, user interface features and
ergonomics of a particular existing or conceived
design. As in the case of syntactic analysis, more
consideration needs to be given to products of
increasing complexity and this in turn requires a
much higher level of refinement and detail including
maintenance considerations and user-centred design
studies.
Pragmatic analysis-
Figure 2 shows a solution to
this analytical exercise. The students presented
this in two parts: (1) a series of photos visually
explaining the use of the product with a focus on the
ergonomic position of the hand to control the stick;
and (2) a list of the advantages and disadvantages
of the product from a pragmatic point of view. The
advantages are: it is intuitive to hold and use, it can
be held in many ways, it only requires the wrist to
move, it offers a comfortable grip due to its smooth
surface and small size, and it is suitable for both leftor
right-handed users. The disadvantages are: it is
tiring for users after extended use, it can be slippery
when the users' hands get sweaty, it is too small for
large hands, it poses a risk of wrist injury or back/
shoulder stiffness to users if only the wrist is used,
and finally, it may cause blisters after prolonged use
due to friction between joystick and the hands.

Figure 2. Pragmatic analysis
Semantic Dimension
The semantic analysis of objects-which includes the
consideration of the context, form analogies and the
spirit (or emotional response to the inherent images
and messages) projected by an object-allows for
the realisation of the variable place occupied by
images in society according to different cultures.
Nowadays, designers practise in a technologically
advanced multimedia society where symbols and
images occupy an increasingly important place.
The semantic analysis has been limited to three main
components: firstly, the context in which the product
is supposed to be used (e.g. in hotels, restaurants,
apartments, schools). Secondly, the associated form
analogy which, in effect, is a comparison between
the product and other objects with similar forms
or features and which are often used to explain a
principle or concept. Finally, the spirit or emotional
response evoked by the product in general (e.g. a
notion of speed, sophistication, simplicity, action
and peace). This spirit may be illustrated during the Figure 3. Semantic analysis
analysis by a related image and also by keywords. As for
the other dimensions, the related complexity increases
progressively from the stage of design fundamentals
through to the level of professional work.

Figure 3. Semantic analysis
Semantic analysis-Figure 3 shows a solution to this
analytical exercise. This semantic analysis is presented
in the following manner: an understanding of the context
where the product is used; and research on the form
analogy, and finally the spirit or emotional response
evoked.
The first band (Figure 3) shows the context of this kind
of product related to young people playing a video game
at a fun fair. The form analogies relate to the game and
childhood products such as bulb, sweet, cherry and so on;
and the spirit provoked links to the notion of mechanical
rotation and speed that characterise the feeling when
operating this kind of joystick.
This set of descriptive dimensions can apply to more
complex levels of industrial design during final-year
projects.
The author is developing this theory in more detail in
a book entitled Design for a Contemporary World: A
Textbook on Fundamental Principles, to be published by
Singapore University Press in 2007.
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