Académique Documents
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Sylvia Stavridi
Bibliotheca Alexandrina, Sylvia.stavridi@bibalex.org
Abstract – Since 3D printing technologies have become vital to the future of creative
industries, 3DP project-based learning has endeavored to switch education into a more
in-depth memorable learning process for innovative research experiments.
The capability of 3D printing technologies is not simply translating plane geometry
(2D) into solid geometry (3D), but it also reconnects the physical and digital worlds
to effectively refocusing on the true potential of the “tangible” reality behind abstract
geometry within the medium of 3D design and printing.
The chapter provides a historical context for the implementation of 3D printing as a
means for altering the abstract theory into physical reality in order to help middle-
school students figure out perceptions, design solutions to problems, and become
creative action-makers. The chapter furthermore examines how transferring 3D
pictographic abstract geometrics to tactile solid objects by building them up in layers
enhancing students’ memorization, developing their spatial structuring skills in
geometric reasoning and building a much deeper understanding of abstract
representations of geometrical concepts.
1 Introduction
The accelerating rate of technological remodeling opens up new horizons in the
context of visual cultural interpretation and creates new revenue models in harnessing
manufacturing (3DAM) technology has been extensively used for designing and
customized prototyping in the fields of engineering and technology. Recently the use
of 3DP knowledge construction in art educational contexts has expanded new
learning has been widely shown to play a vital role to the future of creative industries
that fall under the sector of arts and design in all its forms in earning experiences. 3D
modeling and printing tools change the way 21st century middle-school students learn,
create and play. The cultural approaches for 3DP development are helping to drive 3D
printing conceptual practices in the creative sector through art-inspired innovation that
can inspire students to naturally engage in design thinking processes, that generates
with technology. Modern educational theory has stressed the mature adoption and
to reform their teaching method to bring classroom activities out of traditional settings.
This chapter aims at introducing the creative educational aspect of 3DP as a tool and
a necessary process for creating learning that revolves around art, design, and technology
and provides suggestions for transforming common class environment into a 3DP state-
of-the art edu-cultural venue for the delivery of creative teaching and learning.
The chapter is divided into three main sections. The first section reviews the
provide teachers and educators with opportunities for using emergent methods of
teaching with cultural tools to adjust to the changes in technology. Section two presents
composition and become better spatial thinkers. Section 3 depicts how employing the
creative 3DP aspect in art-tinkering experiences can make learning more competitive
and efficient. While addressing the creation process of tangible geometric models for the
emphasis on the aesthetic values of 3DP in art and design activities has been adapted for
middle-school students (grade 6-8) based on both, the scope of curriculum and their
thinking ability. Students at that age are capable of deductive and logical reasoning
Metaphysical Visualizations
simulations to activate the teaching-learning process, some students may find it easily
accessible with 3D learning while others may need more interventions to actively
engage. In accordance, the quick development of technology brings insightful
3DP or 3DAM is associated with potentially strong stimuli for capturing the visual
complexities involved in the abstract depiction of space and depth as well as the value
of abstract creative conceptual ideas. 3DP reflects not only the technology but the process
dimensional solid objects from a digital file, creating a tangible visual image by adding
students (grade 6-8) are motivated to freely experiment and produce exciting
helps them express their creative perceptions: translate their abstract ideas into visual
John Dewey (1934) has observed in his aesthetics studies on the nature of art that
elements in abstract art (e.g., color, shape, form, color, composition and space) alters the
ability to view, think, and feel. That’s why, when looking at an abstract representation,
the brain instinctively searches for signs of rhythm and order to try to make spatial
sculpted object. At the same level, architecture refines form, tone and texture and uses
the extensive circle of visibility and intimate circle of touch-ability to extract the
On the one hand, abstract art can be considered a powerful medium of expression
but at the same time a very poor motor of visual communication for those who have
artwork -line, color, texture, pictorial space import visual complexity to the work.
Abstract shapes may be mentally recognizable in form, but are not literary conveying
the appropriate and useful tangible representation view of concepts and ideas. Ursyn
consignment but reduces visual communication. This means, going from concrete to
more concrete and easier to perceive, ideate and apprehend. A dedicated exploration
provides many ways for visualizing an idea (Yang et al., 2011; Yavuz & Shadmand,
2014). The physical 3D representation of a geometric abstract shape allows for visual
in abstractionism make abstract art the ideal visual mode to create new exciting
learning facilities to translate information and knowledge into a form and decompose
the input physical shape or object into pieces to simplify the shape.
Contemporary Abstractionism is a freely motive, pure, and dynamic abstract art form,
which reflects the practitioner’s orientation towards the aesthetics of abstraction with
geometric language, in other words translating ideas into form or making imageries on a
flat surface that appear three-dimensional. Geometric Abstractionism has been referred to
the reduction of non-objective art principles to its fundamental geometric shapes and lines
(Popa, 2015). Abstractionists believed deeply in: the purity and simplicity potential of
abstract art as a creative force, which was the premise upon which they based much of
shape, form, color and line to create a pictorial illusory space, non-representational
world to propose an art of structuring and mechanical layout most suitable in case of
Piaget (1964) clarified that Middle-school students at the age of eleven and up
enjoy forming concepts, looking for relationships, and extending their knowledge
beyond concept models in more effective ways as they begin to think abstractly, the
way in which radical reduction of form and color can render structural dynamism and
reaffirm to them that they are capable of deductive and logical reasoning. Through
geometric abstract language, students can read meaning, or rather a form of perception
school students (grade 6-8). Thus, it is worth digressing to discuss the role of
The data under study is adopted from Wassily Kandinsky’s (1866–1944) and
regarded as the founder of Abstractionism and the theorist of using the language of the
reducing philosophy: “reduction of color and form generates more purely abstract
language of design” where geometrical forms create innovative ways of thinking and
new subjective ways of representing space. Mondrian is the main creator of geometric
art into their fundamental basic vertical and horizontal elements and reduced his
The pure study of forms, lines, and color in Mondrian’s inspirational geometric
abstract art capture the underlying structure and transformations of geometry concepts
into geometric shapes. As Jaffe (1969) and Bois (1987) noted, in terms of pictorial
its basic elements: straight lines, plane surfaces, geometric shapes, and primary bold
colors by choosing one from the basic or primary colors (red, yellow, and blue)
combined with the three neutrals, non-colors (black, gray, and white) so as the viewers
Geometric Forms
Nersessian (2002) and Laurence & Margolis (2012) explored the philosophical
abstraction is not yet very clear, but is the solution to complexity and that reasoning
via generic abstraction is crucial in constructing a generic mental model. In this way,
when examined more closely, abstraction in its various forms reflects the purity and
and abstract shapes. For instance, the Abstractionism aesthetic experience is concerned
with increasing conception awareness of line, form, design, and their dynamics; the
relationship horizontal/vertical and the spatial interplay between the pictorial parts of
an abstract composition.
of forms between conceived form and perceived form, which in turn unfolds spatial
Furthermore, Magnani (2012) has reported that the value of combining the meaning-
for ingenious ideas and capture the meanings of concepts. For that reason, geometric
interaction in space gives an accessible transfer for middle-school students (grade 6-8)
to allow them become more focused, and to improve and develop their skills of visually
analyzing shape construction of building façades into square composition. From art
the geometry allows for much more interactive visual learning approaches to
part in architectural design; the circle and the square are pure, abstract, shapes that
being. Walker et al. (2011) have shown a link between practices in architectural design
and the ability to improve geometric reasoning and mentally re-envision complex
students (grade 6-8) are considered an appropriate age group for the introduction of
architectural design education that focusses on model building, as part of the training
in expression and creativity. With particular reference to the perception of abstraction
in forms and space, the artwork activity relates to buildings and constructions. Middle-
school students (grade 6-8) will learn to incorporate visualization with analytical
reasoning to enhance the visualizing of symbolic/abstract ideas and convert them into
exercising a visual skill can make the brain's motor map expand. Middle-school
students (grade 6-8) who are visual thinkers will often be good at drawing, designing,
construction and building things with building blocks such as Lego's. According to
this view, teaching abstract geometry and its simplified abstract form can make
meaning to ideas and feelings so their designing mind can adopt towards the conditions
students’ attention will be focused on the process of looking at the mental composition
giving more possibilities to understand abstract thinking in its different forms of realism
and representation, justify the structuring of forms producing the tangible sensation of
vision, optics or science of eternal forms. At the same time the exploitation of abstract
reasoning in architecture can provide activities that are exploratory and highly
structured in order to enhance the connection between “form” and “meaning” to solve
Referring to the British art historian Herbert Read (1893-1968), who has advocated for art
and has specialized in interpreting and analyzing the abstract movement in art, abstract
viewed as a valuable activity to the systematic approach to design, with the artist (in our
In a previous study (Stavridi, 2015) based on the exploration of rethinking the world
subject areas for teachers and educators to apply imaginative processes to reach innovative
the mix: “technology + visual arts” methods and the promoting of interdisciplinary thinking
participants: science/math teachers, IT specialists, and art educators by the author, it was
design education that focusses on model building. The following experimental project
further explores the factors and key considerations for the successful adoption of 3DP
engineering, art, and design and stresses on the effectiveness of the (A) in STEAM
order in thoughts while art gives us order in the realization of visible, tangible and audible
appearances. So as vision is a synthetic sense and touch is analytic (Celani et al., 2013)
and this touch-ability is to be another facet of 3DP educational process. 3DP drives the
observer into a state of reflection to look in depth at the facts and draw new
(Segerman, 2016; Ree, 2011). Employing tactile form shaping, facilitates the students’
exploration process, especially students with visual impairments, not only as a process to
simplify the visual complexity of a design but as a necessity to maximize the tactility
mind based on a sense of touch. Making abstraction art more reachable involves the
use of translational aspects as a concept for understanding both visual creativity and
successfully convey the structural details of the design and their relation to other
solid objects by building them up in layers refocuses on content not context and promotes
development of visual spatial reasoning: not just developing their spatial structuring skills
concerned with the production of various basic geometric shapes (the circle, the square, the
triangle, etc.) whereas for design perspective in which art, functionality, and technology
coexist. Dabrowski (1985) observed that abstract art was formed from modern industrial
materials as an attempt to integrate art, design, and architecture in order to affect the
exterior appearance of the physical form. Thus, the perception of the basically composition
of geometric design -understood here as a cognitive and dynamic process of one’s sense-
art, shows that 3D representational paintings heighten the perception of reality to a clearer
practice in the digital realm by representing the concepts of geometric abstract art in
physical forms and carrying these 3D models into reality by means of 3DP promote the
integration of art, architecture, and design and provides uncommon provocative acts of
and making.
Living in a time of highly emergent technologies and anchored by the successful feasibility
companies are eager to evolve their services around 3DP technology, and most, if not all,
strategies. In order to tackle the 3DP technology and its implementation in the creative
educational sector, one must firstly fairly understand the implications of 3D printing
evolving in teaching and learning and how to cultivate interest and increase abilities in such
space.
In the recent years, 3DP emerging technology or rapid prototyping has gained
printing is invaluable in order to feel risk-free and confident enough to focus on creative
content, rather than struggle with the process. As new 3DP inspiring applications are being
demonstrated across a range of creative industries each day, a growing culture of hands-on
digital making, e-designing, and e-creating in turn add new dimensions to the creative
education worldwide and increase the freedom of action to engage young digital generation
in the learning process. We may define the 3DP process as the creative progressive practice
of idea generation, more specifically, clearly envisioning what one is designing through
3DP or 3DAM technology evolution seems to mark the “Next Industrial Revolution”
(physical models) from digital files (computer-aided design) which compromises a better
software control basically for “Touch-and-Feel” in order to create a tangible visual image
by adding layer by layer of plastic filament (Coon et al., 2016). In other words, 3DP
accentuates the “freedom of creation” (Faludi et al., 2015), which in turn redefines the
meaning of the five values of Business Model Innovation: value proposition, value
creation, value capture, value distribution and value delivery. 3DP represents a meaningful
merely designed to enhance education. Raynaa & Striukova (2016) explained that rapid
engaged within a non- traditional practice, positively affects the ability to diversify the
dynamicity of the way creation and digital innovation take place within the field of
education. Rapid prototyping improves both: the product and the service offering, such as
the ability to offer more affordable and customized learning objects using any 3D printer
at a fast and affordable way, easily redesign more flexible, cost-effective, and customizes
services (Ford & Despeisse, 2016; Leering, 2017). Moreover, the novelty of the 3DP
process realizes the delivery value by transforming a conceptual idea into a tangible
Referring to Mitchell (2010) that while engagement with digital art itself inhabits technical
complexities that enforce innovative ideas to remain “concept-only”, there are various
defined cases of where 3DP technology has been applied for young learners to overcome
the barriers to engagement in the arts and improve their 3D art skills by means of increased
tangible mediation.
creative curriculum requires a visionary idea, state-of-the art technology, and innovative
knowledge to implement it. Aligned with the characteristics of Creative Exploratory
teachers and educators have to think “outside the box” in developing deeper problem-based
instructional design that goes well beyond traditional activities in which students let their
▪ Maintaining the students’ engagement and keeping them motivated during the process.
▪ Finding the appropriate standards and reliable sources for creating the printed artworks.
▪ Differentiating instruction and tailoring the content to support the individual needs and
Introducing 3D printing in this way to 21st century digital young makers encourages
them to have a more complex vision of design, closely observe and rediscover the
consistent geometric shapes embedded in the work of art. Producing the haptic/tangible
sensation of vision, the adoption of 3DP mediation gives them the possibility of
distorted. Besides, some abstract concepts are difficult to thoroughly explain and analyze.
geometric ideas give form to the design is a common need of simplifying meaning in visual
explicated that the three-dimensional entities of the form are often very visually complex
using either 2D or 3D digital mediated shapes once the physical aspects of the persuasive
design are being reduced. Thus, 3D-printed models are needed for the explanation of
abstract concepts in design learning in order to effectively dominate the complex structure
and at the same time they provide the tactile input as the basis for design reduction.
3D printed models are becoming invaluable tools for informing lots of contents,
clarifying the structure of complex relationships, and transmitting ideas. The embodied
experiences of physical objects and spatial / tactile senses broaden the exploratory vision.
Building 3D models in integrative interfaces (physical and digital) has been proven to be
2016; Ree, 2011; Segerman, 2016). Students with visual perception problems may either
geometric/ mathematical drawings will help middle-school students (grade 6-8) to explore
engineering-related subjects in deep detail: they can see how the process works, test
structural and analytical design modeling (Bertol, 2015): translate knowledge into
3D-printed models, they will be able to experimentally learn to physically compose and
manipulate abstract geometric forms while building them up in layers and where
bridges the learning process from theoretical concepts into practical applications, increases
3D visualization skills, and emphasizes learning through the iterative design process.
principles of freedom, openness, and learning how. Figure 1 & 2 illustrate the first steps in
where shapes in the painting are geometrically depicted in terms of linear compositions to
tangible 3D hybrid models (Stavridi, 2017) as shown in Figure 3. 3DP processes give more
attention to the modeling progression of design principles thus facilitates the visual
processing of shape. Such interpretation of lines, shapes, and colors facilitates the process
The capability of 3D printing is not to simply translate plane geometry (2D) into
solid geometry (3D), but to refocus attention on the true potential of the ‘tangible’ reality
and composing 3D-printed abstract geometric forms of real design as an effective learning
instrument that students can use to build the perspectival reality of the virtual world and
blurs the lines and barriers between the space between cyberspace and physical reality
(3ders, 2018). Accordingly, building 3D-printed models enables students with visual‑
perception problems to visualize the reality of the basic hidden forms in design, where the
As a result, 3D printers are a vital benefit in changing the arty process in creative
education and highlighting the student’s creative skills. Combining the art with technology,
Priavolou, 2017) and open up a new world of ideas and possibilities for all ages.
4 How to Successfully Develop Effective 3DP Technology-Based
Learning Activity?
The radically growing technology of 3DP learning environments opens-up unseen
opportunity to higher visible foreseen benefits and enforces for a call for changes in the
way we develop and design arty learning activities. Further evidence for the
balancing entertainment technology and education and reconnecting visual art, geometry,
and digital technologies through 3D printing. The researcher was particularly interested to
school students (grade 6-8) to the creative side of geometric abstraction. Addressing the
potential benefit of applying 3DP technology to convert constructivist learning into action
for teaching thinking. 3D printing technique is successful in the case of abstract geometry
to gain design concepts, such as in the work generated by Kandinsky or Mondrian, for
middle-school students (grade 6-8) to learn STEAM concepts via a process referred to as
3DP tinkering, in which they combine design with technical and functional solutions.
Learning by technology is changing rapidly, this change calls for today’s digital cultural
organizations to develop their educational deliverable services that can transform learning
into an active catalyst. On this approach, some concepts depend upon capitalizing the
It could also be defined as the act, which thrives on the unexpected ideas that makes
learning an open platform with limitless to student expression. According to the architect
ideation, collaborative engagement, free experimentation for new possibilities, and finally
2017; Meyer, 2006). Learning by 3DP technology for a reflective tinkering process is
critical for deep understanding because it is through the doing of a task, that prompts
learning (Kwon, 2017): they will creatively and clearly connect informal understanding of
this context, designing in 3DP technology and building a manipulative 3D-printed model
that go beyond a printout of a rendered image can be very valuable in order to achieve
solutions that support the development of visual-spatial reasoning: geometry, spatial sense,
and measurement. From an educational perspective, these tasks: ideating, modeling, and
linking them with the aesthetic field of making, presenting, and evaluating, support the
creative process.
students develop concepts through research, reflection, drawing, studio model making, and
workshop prototyping. The aim of 3DP method for educating students in contemporary
Abstractionism is to analyze abstract concepts in geometric art and explore the effective
design principles for creating a collaborative design/make project to bridge the gap between
4.3 Methodology
Within the framework of constructionism in non-formal context and 3DP freedoms, the
activities are carried out through constructivist, reflective practices, in which teacher-
emphasize the active and constructed character of knowledge converted into touchable 3D-
experimental project using the design-based thinking methodology to shaping meaning into
compositions into a new breed of design thinking. The aim of the haptics exploratory-
based project was to perceive to what extent the ability to actually make something tangible
can make ideas less abstract for better understanding and retention of spatial information
and relationships between entities. 3DP system not only increase STEM engagement but
also supports the creation of innocuous dynamics 3D creative learning environment that
The instructional activities are designed to indicate that 3DP process is the key
driver for maintaining deep engagement and to facilitate full integration of design thinking
which involves imaging, ideating, modeling, and link them with the aesthetic field of
making, presenting, and evaluating. A defined set of broad guidelines to ensure a well-
reformed approach to effective instructional activities with the best age-appropriate 3DP
perceptual architecture model, and 3D-printed scale models, Middle-school students (grade
6-8) are expected to demonstrate the ability to: maintain the project's architectural
manipulate 2D and 3D objects and 3D model geometric relationships, translate ideas into
different touchable forms, experiment and test their architectural design process, and
evaluate in a continuum.
mind of the student the perceptions and senses of basic concepts in architecture. While
transforming the plane design into a physical object, students’ motivations can be associated
to those of Kandinsky or Mondrian, but the design solution and its function will be
different.
Divided into small groups, students are tasked to make models, transforming their
“thoughts into things”, collaboratively, they design and produce 3D prototypes with the
aid of 3D design platform applications and 3D desktop printers. Through the observation
of the interference of the painted and unpainted area of the entire work of art, the students
are involved in the development of the idea, they will learn to describe forms and shapes
in composition, and how artists used abstract features of geometry to generate patterns
entangled with the geometry. Students may pick up a flat 2D abstract design of modeling
that allows them to articulate their own understanding of the painting and insightfully
create their unique three-dimensional printed art-form. They will work their architectural
design with a CAD program breaking down the original artwork into basic geometric
shapes as a primary design feature, each entity will be a printable model. The approach
geometric design, each team is taking part in the design process. The final 3D tactile art-
4.5 Implementation
▪ Context: As a response to the growing creative 3DP industry, the goal is to provide
unique active-art learning practices and boost STEM skills with the art maker hub,
the simulation capability of the spatial design process of traditional model making
into 3D-printed reality by creating models of building designs with a sense of “scale”
and “touch” (See Figure 5 & 6). In a context where creation goes beyond seeing and
learning, giving an open-ended project with the extra motivation to support young
community in participating in the art, students will be tinkering and experimenting
▪ Practices: Applying critical and creative thinking to geometric visual art digital
practice: the focus is to reflect on the artistic process and to define the 3DP geometric
art-based design programs appropriate for students, in which the students create 3D
designs with basic age-appropriate artwork software1, then 3D model2 with digital
sculpting application to 3D-print. In their next step, they create their own hands-on
▪ Result: learning modern skills like CAD/CAM, modeling, prototyping and testing,
and doggedness. 3DP service delivers the most customizable business model to
young design learners, particularly to youngsters with special needs to design and
concepts and the analysis of abstract geometric art, the benefits 3DP offers can be
1
Tinkercad, SketchUp, Autodesk Fusion360, OpensCAD, 123D Catch, Thingiverse or
2D programs like 2D Design V2,InkScape, 2DCAD software, and Paint.net, or online
3D-printing services for open sources of STL files: Shapeways, i.materialise, and
Sculpteo.
2
Slicing tools: Cura, Sculptris, Zbrush.
Figure 4. Piet Mondrian, Figure 5. Side view using TinkerCad pro.
Composition in Red, Blue, and
Yellow, 1937-42 (MOMA, n.d.)
models in 3D basic geometric blocks (See Figure 5) while 3D prototyping was introduced
in arts to show projects in physical 3D forms with detailed design exploration (See Figure
6). Different heights, areas, colors, and shapes are modified to realize the model with
Fusion360, and turn them into 3D printed reality after deciding what filament types (PLA,
Flexible, or wood) to use to 3D print the model to get a sense of scale and feel.
routes in order to achieve more coherence in the learning content. The response reflects the
general focus of this study, which is to provide an interactive creative learning environment
for contemporary visual art. 3DP is an effective learning tool to see objects in different
perspectives (Peppler & Bender, 2013). Being a valuable tool, it facilitates the process that
motivates students to easily make connections between the abstract artwork they are
viewing and math, leading students to recognize that the shapes geometrically have
5 Conclusion
scheme offerings evolves new possibilities for art and design education. As it will open
and expand futuristic routes to creative ways of educating students in 3DP art–based
activities. In the last decade 3DP technology has exploded onto the edu-culture mainstream
scene enforcing teachers and educators to integrate three-dimensional printing and specific
art movement into their curriculum, creating creative design processes that encourage
In response to the challenges of the on-going 3DP digital revolution, this chapter has
exploratory hypothetical experimentation that provides a wider context for making better
use of creative research evidence to support ongoing improvements and visionary ideas in
3DP art and design education for the practice of different disciplines. It is recommended
that instructional training time be offered to teachers and educators to familiarize and
update themselves with 3DP technological initiatives in order to adapt and overcome the
educational activities, so that they can benefit from such recreation opportunities, matching
geometric abstraction and 3D print modeling and reflect on the benefits of exploiting 3DP
in the design processes and their understanding of aesthetic perception towards visual
culture and design. Currently, much research relates primarily to the improvement of
STEM instruction however, little research has been done related to the development of 3DP
applications in art education and even less research regarding proper pedagogy of using
3DP technology. Specialization with regards to 3DP integration in art and design to elevate
exploration are mandatory for all those involved in academic discipline teaching.
pedagogies in artistic contexts are required to understand broadly the relation between, the
effective exploitation of 3DP technology related to the training in visual art, involved in
the appreciation of the contemporary abstract art style and creative learning.
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