ID734 DESIGN FOR SPORTS, HEALTH AND WELLBEING
Course Code: | 1250734 |
METU Credit (Theoretical-Laboratory hours/week): | 3 (2.00 - 2.00) |
ECTS Credit: | 8.0 |
Department: | Industrial Design |
Language of Instruction: | English |
Level of Study: | Graduate |
Course Coordinator: | Prof.Dr. BAHAR ŞENER PEDGLEY |
Offered Semester: | Fall and Spring Semesters. |
Course Objectives
The course sets out to:
- build an appreciation for the diverse competencies and professional roles involved in designing for sports, health, and wellbeing;
- familiarise students with user research tools and methods relevant to health, sports, and wellbeing contexts;
- develop knowledge of state-of-the-art products, services, systems, and professional practices in the field;
- explore how positive design interventions and technologies in sports and health can actively promote wellbeing and enhance user experience.
Course Content
Concerned with understanding and improving the design of products, services and systems related to sports. health and wellbeing. Underpinned by user-centred design and research where the human user and user experiences are central to effective design proposals. Introduces the role of design in improving peoples physical and mental health and wellbeing, including the specific context of user-centred design of sports equipment and sport activities. Reviews technologies for enabling and/or enhancing health and well-being promotion for diverse users. Students undertake a major research and/or design project to understand, evaluate, develop and effectively communicate a user-centred approach in response to a predetermined sports, health and wellbeing issue or opportunity, to be decided each semester.
Course Learning Outcomes
On completing the course, students will be able to:
- identify and describe key professional roles and interdisciplinary contributions in the design of sports, health, and wellbeing solutions;
- apply appropriate user research tools and methods to explore user needs in sports and health contexts;
- critically review contemporary products, services, and systems that support physical and mental wellbeing;
- integrate positive design and positive technologies into a research and/or design project that links user insights to practical improvements in products, services, and systems for sports, health, and wellbeing sectors.
Program Outcomes Matrix
Level of Contribution | |||||
# | Program Outcomes | 0 | 1 | 2 | 3 |
1 | Identifying research areas in distinct and contemporary topics and formulating research problems; | ✔ | |||
2 | Being competent in the research process, process planning, managing, analyzing data, and correctly interpreting findings; | ✔ | |||
3 | Transforming knowledge in the field and research results into strategies, politics, methods and/or decisions; | ✔ | |||
4 | Transferring research findings into design education and practice; | ✔ | |||
5 | Disseminating generated knowledge, making publications and presenting them; | ✔ | |||
6 | Having general knowledge in the field of design, having covered the literature and developing expertise in specific topics; | ✔ | |||
7 | Having responsibility towards own research, respecting and practicing research ethics; | ✔ | |||
8 | Having work discipline and skills in time planning; | ✔ | |||
9 | Having skills in oral, written and visual communication; | ✔ | |||
10 | Open to continuous education and self-development, having high professional motivation; | ✔ | |||
11 | Open and willing to share knowledge and skills with stakeholders; | ✔ | |||
12 | Being critical, able to make self-criticism, reflecting objective and unprejudiced thinking into their own work; | ✔ | |||
13 | Synthesising knowledge from different disciplines to use in one?s own field and using it for generating new knowledge. | ✔ |
0: No Contribution 1: Little Contribution 2: Partial Contribution 3: Full Contribution