DS 110: Proceedings of the 23rd International Conference on Engineering and Product Design Education (E&PDE 2021), VIA Design, VIA University in Herning, Denmark. 9th -10th September 2021

Year: 2021
Editor: Grierson, Hilary; Bohemia, Erik; Buck, Lyndon
Author: Wachs, Marina-Elena
Series: E&PDE
Institution: Hochschule Niederrhein University of Applied Sciences, Germany
Section: Industrial Involvement in Design and Engineering Education
DOI number: 10.35199/EPDE.2021.3
ISBN: 978-1-912254-14-9


The value of cultural practice in design engineering education begins at the age of kindergarten – a playful cultural education. Sketching means self-expression and self-consciousness, in regards of significance of real experiences on hands on design in the earliest stage. In times of crisis, insecurity mirrors from the individuum and the society, and during the twin transition, in case of digitalizing the learning landscapes, the old capacity of sketching by hand seems to be forgotten. This research paper is showing, that hands on experiences and constructive skills for the work in Augmented Reality (AR) is depending on sketching and reflecting the 3D-world. If we look at the first drawings, at real sketching experiences of children in drawing in the sand, we have to consider: from the neurological point of view, these connecting areas in early primary basic education set the ability to read in complex patterns and give the ability of abstract thinking as an adult. The phenomena of ‘thinking through drawing’ (cf.: Wilkinson; ibid: Kantrowitz) becomes more meaningful again today. From the beginning of primitive wall painting during the Stone age, via sketching with hand and instruments during the renaissance time, (constructing the world of objects (machines) like Leonardo da Vinci), to computer added design and virtual sketching (cf.: Seymour Powell), we see the necessity to act: during the covid-19 pandemia, we have seen a rising of digitalization, that needs a different understanding of the system (cf.: Günthner). Constructing by designing means self-expressing in being conscious about real world objects. This begins by postforming form, surface, outline, proportion, and leads to reproduction and visualization of world in generating and ideating. The entrepreneur of industry 4.0, the institutions like schools and universities and the society, would be best prepared for finding sustainable answers for the future, if they would invest, in this form of cultural education in earlier phases, than we see at the moment: We have to recover sketching and drawing by hand for getting the advanced designing skill for the digital (virtual) world (cf. Wachs). During the ‘primary education’ - at Kindergarten and the first school experiences - we have to look at the cognition-based understanding (cf.: Elschenbroich, ibid: Roth) of world: it is the real three dimensional experience by hand and mouth (tongue), by tools like pencils and branches drawing in the sand, reproducing, reflecting and rethinking objects and signs, that gives us the ability and adaptability to draw (generate) new cultural significant objects and concepts in augmented reality later as student, adult and design engineering expert.

Keywords: revalue sketching by hand, sketching at kindergarten, thinking (world) through drawing, designing tomorrow in Augmented Reality (AR), entrepreneurial engagement in DEEducation


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