Document Type
Article
Abstract
VXR technology has seen significant growth in recent years across all commercial industries and is poised to continue that trend. The graphic design industry is embracing XR as a new medium, and XR skills are in high demand within the field. Institutions of higher education must adopt XR—and particularly AR—into the graphic design curriculum to keep pace with the industry. Several barriers are slowing this curricular adoption but can be overcome. Advances in AR technology have created an opportunity for its use as both a pedagogical tool and a creative medium. Integrating AR with traditional graphic design elements and principles will improve the learning process and outcomes of design students while elevating the design industry as a whole.
Recommended Citation
Korani, Tina; Saas, Meghan; and Tan, Samantha
(2021)
"Extended Reality and the Graphic Design Curriculum,"
Frameless: Vol. 4:
Iss.
1, Article 32.
Available at:
https://repository.rit.edu/frameless/vol4/iss1/32
Included in
Cultural History Commons, Educational Methods Commons, Educational Technology Commons, Graphic Design Commons, Museum Studies Commons, Public History Commons