The Digital Campus

Preparing Today’s Student Designer for the Technology of Tomorrow — An Educator’s Dilemma

Nidhip Mehta
5 min readSep 2, 2019

[A version of this article was previously published in the March 2018 issue of Silicon India magazine.]

When I was studying architecture in the mid-1990s, the design profession (and design education, by extension) was in the middle of a massive paradigm shift. CAD (Computer Aided Design) was becoming the norm in architecture firms everywhere, and colleges were struggling to figure out how to strike the right balance between ensuring that students learned vital manual drawing skills — passed down through centuries of architectural teaching — and preparing them for the digital skills needed by the professional marketplace upon graduation. Before joining architecture school, I had worked as a CAD draftsman in an architecture firm for a year, and in those days many offices had specific employees (sometimes students) who were responsible for preparing all computer-drafted drawings based on hand-drawn sketches and notes given to them by older architects who weren’t proficient in the software. Firms would manage the skill disparity by striking their own balance between older and younger designers, who had varying levels of competency in the software used at the time. The typical office space had just as many drafting tables in the studio as bulky computer workstations.

Fast forward two decades, and the profession is still trying to negotiate the balance between digital tools and manual skills. The actual physical tools may have changed, but if you ask any designer practicing today whether they value digital skills or manual skills, they will undoubtedly say that both are required, in different degrees. Where does that put people like me — design educators who are also trying to straddle the right line between these teaching these seemingly opposing skills? Given the limited time we have to prepare students for an increasingly competitive industry, where should we focus our energies in teaching? Students in Indian design schools today express a strong desire to learn digital skills, whereas the employment market is looking not only for people who are conversant with software, hardware, digital fabrication tools, prototyping, and so on, but who can also sketch and model by hand. That’s not to mention the ongoing important need for critical thinkers and problem solvers.

One of the common discussions I have with design students is managing their expectation of learning software. Savvy students know quite well that the industry will require them to be fluent in various software suites upon graduation, and they often demand that we teach them how to use the important software in the classroom. But this presents a two-pronged problem: (a) Are design schools simply software training institutes? And (b), what happens when the software (and other technologies) become obsolete by the time they graduate? Which is increasingly common these days, with the rapid, almost monthly, upgrades and innovations in technology.

The answer to the first problem is that, no, design teachers should not be software trainers. There is already a huge (and low-cost) market for that. Students paying high fees for quality design education would be better served learning software from technical training centres (or even learning it themselves online), while design colleges should focus on the aforementioned need to develop conceptual skills and critical thinking. Colleges should instead be concerned with teaching software approach rather than instruction. In other words, design teachers should avoid spending valuable class time teaching how to navigate menus of specific (perhaps soon-to-be outdated) software suites, and instead focus on general approaches to digital visualisation and prototyping. This should be independent of the brand or version of a particular software or technology.

The answer to the second problem is that, along with genericising the teaching of technological tools, design curricula should be flexible enough to allow for rapidly changing technologies. Embedding a specific software brand or suite by name in the curriculum is a mistake. In fact, assuming that the design process is dependent on that specific type of digital tool, which may not even be relevant in a few years, is misguided. An example is 3D printing, which is all the rage these days — not just in design, but in other walks of life; 3D printers were one of the first high-tech tools we purchased for our campus. But this technology undergoes new innovations almost every few months, and the applications for 3D printing increase rapidly across many disciplines and domains. So embedding a design class in the curriculum writeup that’s strictly about 3D printing, using only the technology we have at hand, is short-sighted.

Design curricula must not only be adaptive in its language, but a good design school should constantly be revisiting and revising the curricula to update against new innovations and trends in the profession. And they must manage resources, too, which is in many ways more difficult because the cost of quality equipment and infrastructure is very high. Realising that the expensive tech that was purchased last year is going to be outdated next year causes anxiety for many college administrators who are setting up and upgrading workshops and labs. The approach is to follow a more data- and research-driven process to understanding and forecasting trends in tech innovation rather than taking a knee-jerk reaction to buying the latest fashionable tools.

In the design school where I teach, we revised our curriculum and purposely removed any mention of software suites, brands, or specific technologies. The learning outcomes refer instead to generic and innovative ways to use the software and tech tools, with exploration taking priority over proficiency. Our assessment system rewards students who show initiative and ingenuity in finding the most suitable software for their particular needs and using it in innovative ways, often exceeding their own teachers’ expertise and expectations. We’ve also taken a more progressive approach to technology, and attempted — as best as possible — to train students for future technologies as well as existing. We have also worked with digital partners to provide software subscriptions to students at low cost to avoid the ethical (and pervasive) conundrum of digital piracy.

Managing these expectations — the students’ demand to be technologically dexterous and up-to-date against the constant flux of changing technology — against the desire to keep the focus of design education on critical thinking, theory, process, and problem-solving is the task of the 21st century design educator, and it’s not an easy one. But a way forward is to understand — and help students understand — that technology in any form is a tool, and is not the solution itself. No amount of cutting edge technology on its own is going to solve design problems… that has been, and always will be the domain of the intellect and talent of the designer’s mind and spirit. Just as a pencil is only useful in the hands of someone who knows how to use it skilfully, through long practice, with failures followed by success, so is any high end technological tool. It has to be used — and taught — wisely.

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