Tools at Schools
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INJECTING INNOVATION INTO EDUCATION TEACHING DESIGN THINKING AS A TOOL FOR TODAY
NSTA 2013
don buckley The School at Columbia University
Director of Innovation and Technology [email protected]
INJECTING INNOVATION INTO EDUCATION TEACHING DESIGN THINKING AS A TOOL FOR TODAY
NSTA 2013
don buckley The School at Columbia University
Director of Innovation and Technology [email protected]
THE MARYMOUNT SCHOOL
Don Buckley has transformed learning spaces so they work for
teachers and students and not just architects, he has transformed
textbooks so that they work for students and teachers and not
just publishers, and transformed new media resources so that
they work for students and teachers and not just programmers.
He has advanced degrees from leading European universities, is a
former industrial chemist, published photographer, and consultant
to MOMA. As well as teaching a graduate course at Columbia
Teacher’s College in Educational Technology and directing the
Technology and Innovation at The School, he is an author for
Pearson’s Interactive Science Program (a K-8 Science series for 21st
century schools). Most recently Don has worked with aruliden on
multiple design thinking projects to rethink education.
Don is passionate about Travel, Architecture, Design, Change,The
Future and Innovation.
He is a scientist, technologist, educator, author, traveler, design
thinker, innovator and dual citizen of Ireland and the United States.
DON BUCKLEYDIRECTOR OF INNOVATION
THE MARYMOUNT SCHOOL
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Innovation is the ability to see the opportunity.
And exercising the opportunity to change mindsets.
THE MARYMOUNT SCHOOL
It’s about bringing the right side of the brain together with the left
to create holistic solutions.
THE MARYMOUNT SCHOOL
It all starts with a blue sky idea.
THE MARYMOUNT SCHOOL
Then remembering that anything is possible.
We just have to think about it a little differently.
THE MARYMOUNT SCHOOL
THE MARYMOUNT SCHOOL
USING THE DESIGN PROCESS TO RETHINK OUR EVERYDAYDay 2
06.26.12
Innovation is the ability to see the opportunity.
And exercising the opportunity to change mindsets.
Innovators demonstrate some unique
characteristics for surprising stimuli.
THE MARYMOUNT SCHOOL
Think about how you got here today.
1. Observing: Watching the world around
them for surprising stimuli.
THE MARYMOUNT SCHOOL
And the objects needed to help you along the way.
What are the items you can’t live without?
3. Networking: Interacting with people from different
backgrounds who provide access to new ways of thinking.
THE MARYMOUNT SCHOOL
And how have they changed your life?
4. Experimenting:
Consciously complicating
their lives by trying new
things or going to new places.
Stepping out of line is a
good thing.
THE MARYMOUNT SCHOOL
This is how innovation is achieved.questioning, collaborating, iterating + communicating
THE MARYMOUNT SCHOOL
Imagine it. Design it. Apply it. The experience is today. The learning is for life. Tools at Schools is a partnership between creative consultancy aruliden and The School at Columbia University, one of the most diverse independent schools in our nation, to introduce eighth graders to the value of design as a problem-solving tool in our everyday world.
THE PROJECT Forty-four eighth grade students were asked to design the classroom of the future. Partnering with American furniture manufacturer, Bernhardt Design, the students merged math, science and art to reimagine their everyday school objects.
The students were asked to re-examine the world around them, using their daily school environment as a launching pad for their ideas. From research and ideation to 3D, final prototypes and ultimately launch, the students immersed themselves in the entire design process, utilizing their analytical and problem-solving skills to ultimately create valuable and functional classroom products.
DESK CHAIR LOCKER
DESIGN THINKING THE PROCESS 1. DEFINE THE PROBLEM 2. RESEARCH THE PROBLEM 3. ANALYZE & REDEFINE THE PROBLEM 4. IDEATE SOLUTIONS [MANY SOLUTIONS!] 5. PROTOTYPE THE SOLUTIONS 6. REFINE THE SOLUTIONS 7. [REPEAT AS NEEDED] 8. CHOOSE THE SOLUTION 9. IMPLEMENT THE SOLUTION
RESEARCH + BIG IDEAS FIRST THEY DID THEIR HOMEWORK
RESEARCH
What were the things that stood out in your research process?
What things will affect your design?
What things surprised you?
PROBLEM + SOLUTIONPROBLEM
List the problems you identified through your research.
SOLUTIONList design solutions for th e
problems you identified.
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Here’s what got us INSPIRED, and influenced our big ideas.
Fill this space with images, words, materials - whatever got you thinking.
Think about colors, keywords, materials, shapes, unique functions and details or even a mood. Think about anything interestin g or unexpected from ANYWHERE that can be applied to your designs.
Here is everything we learned though all our
RESEARCH.
the chair
the observations
the customer
No one knows what it ’s like to be in a classroom better than you do!
Who’s the competition?
What other chairs are out there?
Fill the space with keywords, pictures you took, images you found online, things you tore out of magazines, objects, or even th ings you drew. ANYTHING that will show us what you’ve learned.
What other chairs have been there?
What are other classrooms like?
What are people saying about the chair?
Who is using the classroom chair?
What are the needs of the customer?
Talk to your teachers, friends, siblings and parents.
Talk to people from other schools.
What are the problems with the classroom chair?
What are the problems that you have had with chairs?What does the chair need?
Think about your classroom toda y.
Think about your past classrooms.
Take pictures of your classroom and chai r.
What would you change about your chair right now?
BIG IDEAYou researched, you looked around, you dug deep and you dreamed big. You got inspired and we want to hear all about it. Tell us your BIG IDEA.
“Our big idea is FLEXIBILITY.”
“Our big idea is COLLABORATION.”
IDEATION + MOCK UP VIZUALIZING THE BIG IDEA
3D + MANUFACTURING BRINGING IDEAS TO LIFE
THE FINAL PRODUCTS DESIGNED BY KIDS FOR KIDS
LAUNCH COMMUNICATING TO THE WORLD
Core 77 Design Awards - Design Education Initiatives
This program can be scaled up or down
FDM MODELS ARULIDEN OPEN HOUSE STUDENT SKETCH-UP RENDERINGS
The Future Phone
PUMA
Keys to Success – Tools at Schools Learnings 1. Create a competitive atmosphere
2. Diversify the topics
3. Prototyping
4. Realization
5. Bringing the outside in
Challenges – Tools at Schools Learnings 1. Schedule
2. Skills
3. Where does it fit into traditional curriculum?
4. Legacy vs. future content
5. Time
6. What is the measure of the success
NEXT STEPS