http://www.davidtinapple.com/illich/1970_deschooling.html
Introduction xix
1. Why We Must Disestablish School
2. Phenomenology of School
3. Ritualization of Progress
4. Institutional Spectrum
5. Irrational Consistencies
6. Learning Webs
7. Rebirth of Epimethean Man
The present school curriculum is read / write based, in the last couple of years elearning has come in a big way with multimedia and video kits that can be displayed. But they are still 2 dimensional visuals. Kids need to have a experience by observing and handling things. A set of kits is proposed for kids to handle and understand concepts.
Friday, August 26, 2011
Thursday, August 18, 2011
TEaching design K12
http://www.idsa.org/teaching-design-k-12
Engagement, willingness to take risks, empowering students to believe that they can be creative by practicing, learning and encouraging them to problem solve, prototype, fail and iterate are unheard of ideas for most US school systems. These bold, new ideas that designers practice every day are starting to get some traction as an alternative to the present rigid US education system and could raise education scores of US students.
Since the introduction of the National Curriculum in 1992, which included as one of the core subjects Design and Technology, the British education system has recognized that teaching design to K-12 grade children teaches a process and approach to creative thinking even if students don’t become designers when they leave school. This means that all young adults entering the workforce have an understanding of design. How does that compare to the people we work with in business? Besides the educational benefits for students, it also means a much better reception in the workplace for design because many more people have a fundamental grasp of what design can do and how it works as a process.
As part of IDSA’s efforts to promote design to business, we set a long-term goal of ensuring that all students coming out of school at least know and understand what design is and what it can do. With this in mind, the following article outlines some of the advocacy IDSA has in the works to better integrate design into the K-12 education system.
Engagement, willingness to take risks, empowering students to believe that they can be creative by practicing, learning and encouraging them to problem solve, prototype, fail and iterate are unheard of ideas for most US school systems. These bold, new ideas that designers practice every day are starting to get some traction as an alternative to the present rigid US education system and could raise education scores of US students.
Since the introduction of the National Curriculum in 1992, which included as one of the core subjects Design and Technology, the British education system has recognized that teaching design to K-12 grade children teaches a process and approach to creative thinking even if students don’t become designers when they leave school. This means that all young adults entering the workforce have an understanding of design. How does that compare to the people we work with in business? Besides the educational benefits for students, it also means a much better reception in the workplace for design because many more people have a fundamental grasp of what design can do and how it works as a process.
As part of IDSA’s efforts to promote design to business, we set a long-term goal of ensuring that all students coming out of school at least know and understand what design is and what it can do. With this in mind, the following article outlines some of the advocacy IDSA has in the works to better integrate design into the K-12 education system.
Intel - Project based learning
http://www.intel.com/about/corporateresponsibility/education/k12/projects.htm
Project-based approaches engage students in deeper content area knowledge and develop 21st century skills such as collaboration, problem-solving, and critical thinking.
Project-based approaches engage students in deeper content area knowledge and develop 21st century skills such as collaboration, problem-solving, and critical thinking.
dschool
http://dschool.typepad.com/news/2009/08/k12-lab-dt2schools-workshop.html
Stanford d.school Co-Founder George Kembel talks about "Awakening Creativity" at the Chautauqua Institution. Watch the video here.
We tweeted highlights during the speech via @stanforddschool. You can also read them below:
- Is creativity something that is available to all of us or is it something that some are born or gifted with?
- Creativity is a profound latent capacity available to all of us. Why does it remain dormant in so many of us?
- Can creativity be awakened? Can it be nurtured?
- Empathy can inform the problem definition phase and prototyping can help you learn.
- Start with empathy to gain inspiration. See the story of the Embrace Global baby incubator as an example. Without being human-centered, they would not have come up with an incubator that looks like a sleeping bag instead of a box that plugged into a wall. For more on Embrace Global click here.
- Try a lot of little experiments with low resolution prototypes.
- For more on d.light design click here.
- Vulnerability required: Preserve ambiguity longer than you are comfortable to leave room for empathy to inform problem definition.
- How can public radio innovate? The story of @DesignAgitator and @wnyc is told.
- Instead of holding on to a clear goal, hold on to a process. This allows for innovation.
- Our first responsibility is to create the innovators, not the innovations.
- Creativity is a latent capacity available to all of us. Design thinking can unlock it. It begins with individual transformation.
- If you focus only on innovations, you risk killing creativity. But if you focus on innovators you most likely get both.
- The dschool's K-12 Lab is bringing design thinking to K12 education.
- You don't lead by control, you lead by guiding.
- We don't believe that creativity is something you separate from other disciplines. We bring all the disciplines together.
Design as a process
http://www.nbm.org/schools-educators/design-education/design-the-design-process-and-design-education.html
Design as a Process
The act of design can be defined as a purposeful and creative process for developing solutions for defined needs and audiences.
- Design fulfills a need or a purpose and is carried out purposefully. Thus, it is not random or arbitrary.
- Design is creative because it involves the development of something new, different, or improved. Design is also creative because it embodies an aesthetic component, be it the visual appeal of the Washington Monument or the organizational elegance of a workflow system.
- Design is practical because it provides a solution to a perceived problem or need. The solution is not predetermined; indeed, there can be more than one viable solution or design.
- Design should respond to a particular audience or audiences. For example, a chair that is designed for a child will likely differ in form and style from a chair designed for an older person.
Design is a plan for arranging elements in such a way as best to accomplish a particular purpose. – Charles Eames
Design in its simplest form is the activity of creating solutions. Design is something that everyone does everyday. – Frank Nuovo
Design is a creative activity—it involves bringing into being something new and useful that has not existed previously. – J.B. Reswich
Design is the method of putting form and content together. Design, just as art, has multiple definitions, there is no single definition. Design can be art. Design can be aesthetics. Design is so simple, that's why it is so complicated. – Paul Rand
Design Education in Schools
http://anddesignmagazine.blogspot.com/2010/04/design-education-in-schools-is-key.html
The Cooper-Hewitt National Design Museum and the National Design Policy Initiative are teaming up to make design education in schools one of their top priorities in American Design Policy.
Caroline Payson, (left) education director for the Cooper-Hewitt, lead the first of three round table discussions for the National Design Policy Initiative at the IDEAS Forum held in Washington, D.C. on April 13, 2010 on the role of design education in schools for the 21st century. Participants then worked in teams to develop strategies and recommendations for raising public awareness about design education and providing the infrastructure necessary to insure that every student in K-12 schools understands design and design thinking.
The Cooper-Hewitt National Design Museum and the National Design Policy Initiative are teaming up to make design education in schools one of their top priorities in American Design Policy.
Caroline Payson, (left) education director for the Cooper-Hewitt, lead the first of three round table discussions for the National Design Policy Initiative at the IDEAS Forum held in Washington, D.C. on April 13, 2010 on the role of design education in schools for the 21st century. Participants then worked in teams to develop strategies and recommendations for raising public awareness about design education and providing the infrastructure necessary to insure that every student in K-12 schools understands design and design thinking.
Wednesday, August 17, 2011
Tuesday, August 16, 2011
live shool
http://www.live-school.net/services.lol
LIVE-SCHOOL is an interactive system with a suite of tools that allows you to give or follow classes, training, conferences or any other meeting via webcam and microphone.
Accessible to anyone and user-friendly, no technical knowledge is required so you can be up and running quickly.
Description of LIVE-SCHOOL interative classroom:
- 10 microphones/webcams monitoring
- Chatroom
- Live import of shared images (motion, zoom, transparency)
- Live all type document sharing (Excel, Word, PowerPoint etc.)
- Interactive whiteboard (diagrams, patterns and tables)
- HD video player
- A PHONE (teacher side) with conference option (dialog is listened by all students)
LIVE-SCHOOL is an interactive system with a suite of tools that allows you to give or follow classes, training, conferences or any other meeting via webcam and microphone.
Accessible to anyone and user-friendly, no technical knowledge is required so you can be up and running quickly.
Description of LIVE-SCHOOL interative classroom:
- 10 microphones/webcams monitoring
- Chatroom
- Live import of shared images (motion, zoom, transparency)
- Live all type document sharing (Excel, Word, PowerPoint etc.)
- Interactive whiteboard (diagrams, patterns and tables)
- HD video player
- A PHONE (teacher side) with conference option (dialog is listened by all students)
Studio School
The Studio School’s approach transcends the standard curricula and is uniquely designed to develop and enhance each child’s innate intelligence and creativity. It blends an understanding of child development with a working knowledge of how children learn, a student-teacher relationship that is emotionally connective, and a rich curriculum imbued with a breadth and depth of learning.
http://www.studioschoolnyc.org/how_we_work.htm
http://www.provincialschoolstudio.com/aboutus.html
http://schoolstudio.typepad.com/school_design_studio/33-educational-design-pri.html
http://studioschoolstrust.org/
http://www.studioinaschool.org/
http://www.hydeparkart.org/school-studio/
http://schoolofstudio.wordpress.com/
http://www.studioschoolnyc.org/how_we_work.htm
http://www.provincialschoolstudio.com/aboutus.html
http://schoolstudio.typepad.com/school_design_studio/33-educational-design-pri.html
http://studioschoolstrust.org/
http://www.studioinaschool.org/
http://www.hydeparkart.org/school-studio/
http://schoolofstudio.wordpress.com/
Monday, August 15, 2011
school studio project
WHAT IS A SCHOOL STUDIO PROJECT?
Artists Working in Education values art as an integral part of education. We believe that Teaching Artists offer a unique perspective and can help foster inquisitiveness, creativity flexibility, imagination and confidence in children. Through a School Studio residency, students collaborate with a professional Teaching Artist who brings a creative approach to the planning and implementation of a collaborative art experience.
Friday, August 5, 2011
School in a Box - Canada
School in a Box has been created by Canadian teachers to cover the core North American curriculum for Grades 1 through 8.
It guides teachers and students through 400 lessons over 2 semesters in English, Math, Science and Social Studies with minimum preparation time.
The layout is clear, precise and easy to follow allowing teachers more time to focus on student needs.
It truly is a “School in a Box”.
http://poptech.org/about
What is PopTech?
PopTech is a unique innovation network – a global community of cutting-edge leaders, thinkers, and doers from many different disciplines, who come together to explore the social impact of new technologies, the forces of change shaping our future, and new approaches to solving the world’s most significant challenges. We are known for our thriving community of thought-leaders, breakthrough innovation programs, visionary annual conferences and deep media and storytelling capabilities.
PopTech is a unique innovation network – a global community of cutting-edge leaders, thinkers, and doers from many different disciplines, who come together to explore the social impact of new technologies, the forces of change shaping our future, and new approaches to solving the world’s most significant challenges. We are known for our thriving community of thought-leaders, breakthrough innovation programs, visionary annual conferences and deep media and storytelling capabilities.
Wednesday, August 3, 2011
http://www.designthinkingforeducators.com/
http://www.designthinkingforeducators.com
IDEO Toolkit - Developed for Education
- REFLECTIVE
- HANDS ON
- INTERACTIVE
IDEO Toolkit - Developed for Education
- REFLECTIVE
- HANDS ON
- INTERACTIVE
Inclusive Design Toolkit
http://www.inclusivedesigntoolkit.com/betterdesign2/
Every design decision has the potential to include or exclude customers. Inclusive design emphasizes the contribution that understanding user diversity makes to informing these decisions. User diversity covers variation in capabilities, needs, and aspirations.
It is important to understand the terms design and inclusive design, the ethos behind inclusive design, and the way inclusive design contributes to product success. A number of case studies demonstrate how inclusive design can foster innovation and better design.
Every design decision has the potential to include or exclude customers. Inclusive design emphasizes the contribution that understanding user diversity makes to informing these decisions. User diversity covers variation in capabilities, needs, and aspirations.
It is important to understand the terms design and inclusive design, the ethos behind inclusive design, and the way inclusive design contributes to product success. A number of case studies demonstrate how inclusive design can foster innovation and better design.
Design with Intent
http://architectures.danlockton.co.uk/design-for-sustainable-behaviour/
http://research.danlockton.co.uk/toolkit/designwithintent_cards_1.0_draft_300dpi.pdf
My PhD involves developing a ‘design pattern’ toolkit, called Design with Intent, to help designers create products, services and environments which influence the way people use them. The toolkit brings together techniques for understanding and changing human behaviour from a number of psychological disciplines, illustrated with examples, to enable designers to explore and apply relevant strategies to problems.
Can industrial designers use the Design with Intent toolkit to apply insights from other disciplines (psychology, ergonomics, architecture, human-computer interaction, behavioural economics) to generate novel, realistic design concepts, addressing briefs on influencing user behaviour, primarily to reduce the environmental impact of technology use, but also in other social benefit contexts?
How useful is the toolkit to designers, compared with conventional brainstorming? (Assessed by the quantity and diversity of concepts generated, compared with control groups)
How usable are different variations of the toolkit, such as a structured ‘prescription’ approach using a form of decision tree with ‘target behaviours’, a more freeform approach, posters and card decks? (Assessed by observation of participants and a think-aloud method)
What can be improved to make a better ‘product’ which designers will feel comfortable using, and want to adopt as part of the design process? (Assessed by observation, think-aloud method, and surveys)
http://research.danlockton.co.uk/toolkit/designwithintent_cards_1.0_draft_300dpi.pdf
My PhD involves developing a ‘design pattern’ toolkit, called Design with Intent, to help designers create products, services and environments which influence the way people use them. The toolkit brings together techniques for understanding and changing human behaviour from a number of psychological disciplines, illustrated with examples, to enable designers to explore and apply relevant strategies to problems.
Can industrial designers use the Design with Intent toolkit to apply insights from other disciplines (psychology, ergonomics, architecture, human-computer interaction, behavioural economics) to generate novel, realistic design concepts, addressing briefs on influencing user behaviour, primarily to reduce the environmental impact of technology use, but also in other social benefit contexts?
How useful is the toolkit to designers, compared with conventional brainstorming? (Assessed by the quantity and diversity of concepts generated, compared with control groups)
How usable are different variations of the toolkit, such as a structured ‘prescription’ approach using a form of decision tree with ‘target behaviours’, a more freeform approach, posters and card decks? (Assessed by observation of participants and a think-aloud method)
What can be improved to make a better ‘product’ which designers will feel comfortable using, and want to adopt as part of the design process? (Assessed by observation, think-aloud method, and surveys)
Interaction by Design
http://www.interactionbydesign.com/presentations/olsen_persona_toolkit.pdf
Interaction by Design helps you create digital products that are not only useful and usable, but also so desirable that people can’t live without them. Because regardless of whether it’s a website, software application or any other “product with a brain,” compelling experiences create compelling returns.
The same holds true for intranets and internal applications. We help you develop ones that are efficient and easy-to-use. Ones so effective your employees won’t want to work without them.
Over the past decade, we’ve helped a wide variety of companies—from start-ups to major corporations like Adobe, The Capital Group and Yahoo!—develop applications and websites that their customers and employees found useful, usable and desirable, and which have generated tangible businesses results.
Find out what we can do for you to help you deliver memorable—and valuable—digital products.
Interaction by Design helps you create digital products that are not only useful and usable, but also so desirable that people can’t live without them. Because regardless of whether it’s a website, software application or any other “product with a brain,” compelling experiences create compelling returns.
The same holds true for intranets and internal applications. We help you develop ones that are efficient and easy-to-use. Ones so effective your employees won’t want to work without them.
Over the past decade, we’ve helped a wide variety of companies—from start-ups to major corporations like Adobe, The Capital Group and Yahoo!—develop applications and websites that their customers and employees found useful, usable and desirable, and which have generated tangible businesses results.
Find out what we can do for you to help you deliver memorable—and valuable—digital products.
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