Tag Archives: Mei Mah Back

Process.

One final little share on the Design Process.

Design definitely doesn’t have to be all about the latest and greatest technology. All of the ideation and design thinking that I have done in my time at the Cooper-Hewitt has always been on paper in the first instance. Even IDEO uses paper in the process!

I’m sharing out below some of my process (scribbles?) and ideation as I worked towards the creation of my Design Tool Kit.

Having mocked up some of the interaction pathways, it was helpful for me to refer back to my initial drawings when working digitally – something that I would encourage you to model and support with your own students!

I know from first hand experience that many students  are unwilling to draw – but it’s important to keep the emphasis at this stage of the process on communication and not on artisan-ship. Failing that, I find that students will  usually choose to draw their ideas rather than write about them!

 

And finally, here is a very small plug for the new Designminds.org website which is full of awesome design resources for teachers, written by teachers!

 

Graceful degradation.

Graceful degradation is the property that enables a system (often computer-based) to continue operating properly in the event of the failure of (or one or more faults within) some of its components.

Ever since I heard the term graceful degradation, I’ve wanted to use it in a real sentence. Like that one that you just read. But more on this later.

I’m feeling particularly reflective in my last days as the fourth Cooper-Hewitt National Design Fellow. This staff portrait (taken yesterday) captures my somewhat melancholy mood perfectly.

I emigrated here within a matter of hours after finishing work at the end of March. I started work here almost immediately and threw myself into my new role with enthusiasm and a sort of wide-eyed wonder as I struggled to digest the thousands of acronyms and lost in translation moments.

One particularly poignant lost in translation moment a couple of weeks in found me in the elevator with the Museum Director Bill Moggridge (a British expat) talking about football – and getting to the bottom of the elevator and both us realising that we were definitely not talking about the same thing. We haven’t talked much since – but I’m not sure whether this is by design or not!

I’ve had so many unbelievable experiences in my time here – I’ve met with designers, entertainers and run-of-the-mill famous people that I never in a thousand years dreamed of meeting. But the real surprise is the genuine friendships that have been forged – and that I hope to continue to build on.

But now to the title of this piece – and one of my final share-outs from my time here at the Cooper-Hewitt National Design Museum. When I arrived, I very quickly locked on to what I perceived to be a gap in Design Education  Education – an absence of what I’ll call for the sake of argument, a Design Toolkit.

An early iteration of my Design Toolkit.

I felt that traditional models for teaching Design Education (at least to teachers looking to incorporate the design process into their own curriculum but who weren’t necessarily interested in becoming “designers”) were either overly academic and theoretical or far too prescriptive (and thus the antithesis of the design process).

It is quite possible that I over problematised this perceived deficit (after all this was the first time in 5 years that I wasn’t marking, preparing, thinking, hand-wringing about school, completing post-grad assignments) but after talking to colleagues here in the office and at home, I thought that I  might be on to something…

I believe that one of the strengths of the Design Process is that it is modular, it is flexible to context and content and that it can be a non-linear process. The problem was conveying those strengths to teachers who also wanted a resource that they could neatly (and quickly) adapt to their curriculum (usually in a  linear way).

A somewhat lofty early iteration of  a “How might we question…?” was “…How might we utilise design thinking to improve learning outcomes/objectives for teachers in their existing educational and learning context?…”.

Through more conversation and soul searching, I refined the question to “… How might we support teachers to leverage the design process into disparate curriculums?…”

I further rationalised and framed my question with a generic  Teacher Competency Continuum.  I’m aware that these are broad sweeps of the teaching body (no offence intended !) – but I needed to create a couple of different teacher persona’s to test my toolkit out on.

At this stage, I had also created a matrix of inter-related design experiences based on the design phases that the Asia Pacific Design Library had just identified as broad organisers for the design process. These organisers would help frame the content that I, and the previous Cooper-Hewitt Fellows were creating for the Design Minds website (launching 28th June, 2012).

These phases are:

Interpret: exercises related to research, identifying / defining the problem, developing background understanding, and setting objectives

Ideate: exercises related to brainstorming, generating ideas and solutions to the problem, experimentation and play

Implement: exercises related to testing developed ideas, prototyping and communicating an end result

My thought process with this matrix was that there are phases of the Design Process that should always happen, no matter where you dive in (these are highlighted in green) but that there are also parts of the process that can value add to the existing curriculum.

So. Did I mention that I was also working 9:30 -5:30 at the office during this time? Most of this ideation that you’re reading about here was being done in my evenings and spare time – and in this time I also in contact with students and colleagues from home, attending events for work and socialising almost every other night. Woe is me, I know.

Which brings us to today. I have a working prototype of the Toolkit – but it is far from finished. I built the Toolkit in Adobe Live Cycle Designer 2 – and it is designed to be used as is, but can also be highly customised.

Everything you see can be modified or adapted upon. If there is an image – you can print it as is – but if you click on the image, you will be prompted to upload your own image.

My thought process here was that worst case scenario – a teacher could print out the toolkit and use as is – and best case, a teacher would be able to use the framework of the document but that it would include their own text, their own images and their own content.

And now to the title of the post. I’m releasing my gracefully degraded Toolkit into the teaching wilds in the hope that you (the reader) may find a use for it, build on it or tear it down. Enjoy!

Download a copy of the Toolkit here*.

*Although viewable in other programs, you will need to use the free Adobe Reader to customise the fields.

 

Community, Culture and Design.

In my second last week at the Cooper-Hewitt, I’ll be co-facilitating the “Community and Culture” workshop from June 18th to the 22nd in partnership with the Smithsonian Center for Education and Museum Studies (SCEMS) and the Pearson Foundation.

State Teachers of The Year are converging on the Cooper-Hewitt Design Centre in Harlem to undergo an intensive, week-long Design Thinking and education workshop with a special focus on connecting local communities and stakeholders to classrooms.

It will be a busy but enjoyable week, full of creative explorations and meaningful discussions around Design education and the “how to” provide our students with 21st Century Skills.

Along with my colleagues here at CHNDM (Caroline Payson and Kimberley Cisneros), we’ll also be working with educators from The Pearson Foundation including Brian Burnett and Tiffany McGettigan.

Brian Burnett is a program lead for the Model Classroom Program, where he provides curriculum support and consulting on implementation of challenge-based projects in the classroom.

Brian has been with the Foundation since 2006 as a project lead for many digital media project initiatives and is now a project lead for the Model Classroom program where he supports educators around the country in implementing and adapting their projects.

Tiffany McGettigan in her role at the Pearson Foundation works primarily as a program consultant for new media based teen and teacher programs across the Smithsonian Institution. Tiffany is also a Program Lead for the Model Classroom Program, where she provides curriculum support and consulting on implementation of challenge-based projects in the classroom.

And for those of you with extra keen eyes, you will have noticed a very liberal use of Pinterest in my links! As part of the preparation for the workshops, I created a Who is the Cooper-Hewitt, National Design Museum? board for the workshop attendees. As usual with these things, I couldn’t help myself and created some boards of my own on Design, Pedagogy, Remix(ing) and Visual Art. Please repin and share with your own colleagues!

I’ll be updating my Twitter feed with images, comments and links during the workshop – you can view that over here! (and in a totally shameless plug for me, you can view some of my latest photographs over here).


TDF//DC & NYC <3s Design!

The start of this week found me in Washington, D.C. again with Monica and Marianna.

Before we flew out for DC on Monday night, I had a wonderful opportunity to meet with a group of Museum and Gallery educators, Public Program officers and Academics from Canberra.

The group has been touring the US learning more about the Smithsonian, and about how Museums and Galleries operate in America.

I’m looking forward to touching base with the group when I return to Australia – and continuing the conversations that we had about Design education.

But back to DC. Our trip was part of the groundwork for the upcoming Teen Design Fair being held in Washington in July.

Marianna and I visited 14 schools over Monday and Tuesday, some cold-calls and some scheduled meetings – taking the opportunity to pitch Design thinking to principals, administrators, teachers and students.

Monica met with over 30 Middle and High school students with a view to providing them with an opportunity to introduce them to the National Design Award winners at the Teen Design Fair.

It also found me driving Marianna around DC due to the vagaries of Rental Car policy – this particular company was much happier for me to driver the car (never having driven in this country mind you) then they are to let her as she is under 25. Go figure!

In the last couple of weeks, NYC as well as all of the Cooper Hewitt staff have been super busy championing Design!

Highlights include the 25th annual International Contemporary Furniture Fair (May 18-21), a new space for Design Education (Cooper-Hewitt Design Centre) in Harlem as well as the opening of Graphic Design Now on Governor’s Island.

Listed below are some highlights of the media coverage.

Graphic Design—Now in Production exhibition

2012 National Design Awards Winners

CPN update (and my first brush with fame).

It’s all hands on deck as we prepare for the Central Park North Design Centre opening this Saturday.

I spent most of yesterday on site in Harlem , doing everything from window washing, IKEA furniture assemblage (I feel like there is a joke in here somewhere – What happens when a room-full of Designers assemble a truck load of IKEA flat-pack furniture…) and again in the afternoon helping to facilitate the Teen Scholars program as they Work with Todd Oldham.

For Saturday, I’ve been allocated badge making, balloon handing out and postcard duties – and besides the obvious excitement of making children (and adults) happy, I’ll get to wear a specially designed apron that was commissioned for the opening – I can’t wait to get my apron on!

I’ve included some images of the Todd Oldham workshops below – I’ll let the pictures tell the rest of the story!

Just before I go, I wanted to let you all know that I got a chance this week to kick off my professional voice-over artist career – the results are below (see if you can pick my voice!).

Last Week in Review

Last week was a busy week.

Even though my calendar looks so empty compared to everyone else here, I still feel super busy! I guess some of this is because when I finish work for the day here, I start to get in contact with my students at home (it’s the start of the school day in Australia by the time I get home) - once home I’ve been video conferencing, replying to their emails, developing resources for students and my colleagues to use as well as continuing to update the school website as well as the Queensland Art Teacher’s website.

View from inside the Carnegie Mansion

View from inside the Carnegie Mansion

In the last 5 days, I’ve also managed to fit in a trip to Harlem (and a walk through Spanish Harlem) to see the Cooper Hewitt space, a tour of the Carnegie Mansion, two trips to The Bronx, an Exhibition opening, a day trip to Times Square and a whole lot of restaurants (it’s a hard life, I know!).

The A City of Neighbourhood’s (ACON) workshops have almost wrapped up for this cycle. I ran the last two workshops as the Cooper Hewitt educator with Carol Gretter supporting as a museum educator. I put a lot of pressure on the students to finalise their prototyping and begin preparing their presentations – I could definitely do with another couple of weeks with the students!

The students are presenting to peers, teachers and the school community on the 16th of May, which in many ways is a warm up for EMOTI-CON! NYC which happens on June the 2nd. Emoti-Con! is a competition for youth from throughout NYC working on projects in digital media and technology, kind of like a science fair for tech projects.

Over the course of the day at EMOTI-CON!,  there is a timed design challenge, short presentations from professionals working in digital media and technology, a project fair where students can display their work and give short talks about their projects, a competition where students can win prizes like Most Potential for Social Impact and Most Innovative for their projects.

Students have to provide:

  • A prototype, mock-up, or other physical rendering of their project
  • A presentation/slideshow, posters, and/or display boards that help explain their project – what it is, how it’s made, what problem it’s solving, who it’s for, etc.
  • A thorough pitch about your project to anyone who comes by your table. Their pitch has to cover:
    • How you got the idea for it
    • How you made it
    • What it does
    • What problem you hope to solve with it, if any
    • What the next steps for this project are, if any (are you still making new versions of your projects? do you plan to share it with others? are you planning new projects that will go with this first project?)

We have a follow up session with the students on the 15th and the 16th of this month to help with any last minute presentation issues, and generally support them as they prepare to present. This has been a great opportunity for me to get into the classroom and work with American students and teachers (same same but different!) and I’m really looking forward to seeing the students present in a couple of weeks time!

In my time here, I’ve remained in touch with Christian Duell (APDL Manger) about the progress of the APDL Design Minds website. One of the key focuses of the first stage has been to support educators in the classroom – or as Bill Moggridge might put it – How might we better support teachers in the classroom with the Design process?

In my time here, I’ve become quite familiar with The Educator Resource Centre (The ERC) – which is one of the ways that the Education Team at Cooper Hewitt reaches out to teachers.  The traditional model for a Cooper Hewitt Design Fellow to disseminate Design to the educational masses might have been to develop a Unit Overview or a series of Lesson Plans that incorporate the Design process.

But for me, providing a series of lessons or an extended overview feels a little like the equivalent of an Architecture teacher showing their students a completed building when asked, “How do I build a building?” (and I’m sorry to pick on Architects here!). My point is this. Lesson plans and Unit Overviews are a really important part of the teaching taxonomy and process – but they only represent a point in time and a small part of a teacher’s pedagogy.

So. You’re probably thinking that I have a solution after all this posturing! Well – I have an idea – but it’s far from finished (if it was easy – wouldn’t someone else have already done it!?).

My basic concept is to develop a series of interlinked and overlapping digital documents that follow the basic iterations of the Design process – while allowing for a high level of flexibility and customisation by the user (teacher or student or both!).

I’ve developed a working prototype of these documents using Adobe Livecycle Designer – you can download a copy of the prototype here (you must open the documents with Adobe Reader – it’s free – to have full interactive functionality).

Please help me through the evaluation phase (an important part of the Design process) of the prototype – give me feedback, let me know if it’s more (or less) useful than a lesson plan (to learn Design Process), etc.

As I keep working on this with my colleagues here and at home, I’ll upload and distribute the working prototypes.

On the Near Horizon

CPN Design Centre

Outside the new CPN Design Centre

The opening of the Central Park North Design Centre  is this Saturday. We’re spending most of tomorrow on site getting the space ready for a day of celebrations, workshops and dancing! More on this after I spend the day there tomorrow.

I’ve signed up to attend NYCMER (New York City Museum Educators Roundtable) annual conference on May 14 (along with my colleagues – some of whom are presenting). NYCMER is a forum for museum education professionals to address issues of museum and educational interest, exchange and disseminate relevant information and to explore and implement cooperative programming opportunities through roundtable discussions, workshops, and an annual conference.

Design Prep has traditionally offered programs for New York City high-school students, developed to introduce them to collegiate and career opportunities in design. Programs in the past have included hands-on activities led by professional designers, college visits, studio visits as well as professional development workshops.

Alwyn Powell, the 2011 Fellow worked a lot with Education Team in the ERC space to promote and publish exemplar Lesson Plans that incorporated the Design process.

I’m not at all critical of The ERC in saying this – it provides an excellent (and unique) repository of Design resources that reach out across the public and private education sector to promote Design to schools and teachers that may not otherwise come into contact with the Design process ever. What I am interested in is how to best support teachers to embrace the Design process – and this is a question that I asked myself when auditing (and using) existing resources in my own professional practice – including the ready-to-go lessons plans in The ERC.

Deep Dive

On Friday morning, I attended a monthly meeting for HIVENYC members on Badging. But before I talk about that, I did the very New York thing of finding myself running late for a meeting.

So in true NYC fashion, I ran into the street, stuck my hand out and whistled for a Taxi. I had 14 minutes to get from E84th to E25th at 9:15 in the morning – a tricky journey at the best of times let alone in 14 minutes during peak hour.

As we listened to some classic rock on Q104.3 and hurtled down the FDR at breakneck speed, the driver and I complained about the general state of things: too many tourists, not enough sanitation workers, dog owners not picking up after their charges.

I arrived at 9:32 – just in time to answer the question from the facilitator on what I would like a badge for – to which I answered that I would like a badge for mastering the hand gesture/whistle needed to hail a Taxi in this city!

A Brief History of Badging. (via Badges for Learning)

In 2005, Microsoft introduced the Xbox’ 360 Gamerscore system, which is considered to be the original implementation of an achievement system. According to Wikipedia, “in video gaming parlance, an achievement… is a meta-goal defined outside of a game’s parameters. Unlike the systems of quests or levels that usually define the goals of a video game and have a direct effect on further gameplay, the management of achievements usually takes place outside the confines of the game environment and architecture.”

In 2007, Eva Baker, the President of AERA, gave the Presidential Address at their annual conference, entitled “The End(s) of Testing.” After exploring a wide range of problems with the current use of assessments within schools, she focused on her key recommendation: the development of Merit badge-like “Qualifications” that certify accomplishments, not through standardized tests, but as “an integrated experience with performance requirements.” Such a system would apply to learning both in and out of school and support youth to develop and pursue passionate interests. Baker envisioned youth assembling their Qualifications to show to their families, to colleges, to employers, and to themselves. Ultimately, Baker believed “the path of Qualifications shifts attention from schoolwork to usable and compelling skills, from school life to real life.”

In came the alternative assessment and games & learning academics, like James Paul Gee, who combined the two. They recognized that Baker’s “qualifications” closely resembled, using the parlance of the digital age, the “achievements” within digital games. They were inspired to transfer these powerful in-game learning tools into the real world. They combined “achievements” with “qualifications” to create “digital badging systems.”

Work in this area remained largely under the radar until 2011, until the release of the White Paper, “An Open Badge System Framework,” authored by Peer 2 Peer University and The Mozilla Foundation. The paper provided some much needed definitions and an overall framework. Badges are explained as “a symbol or indicator of an accomplishment, skill, quality or interest,” and the paper provides as examples uses by the Boy Scouts and Girl Scouts, PADI diving instruction, and the more recently popular geo-locative games, like Foursquare.

The report asserts that badges “have been successfully used to set goals, motivate behaviors, represent achievements and communicate success in many contexts” and proposes that when learning happens across various contexts and experiences, “badges can have a significant impact, and can be used to motivate learning, signify community and signal achievement.” The report also makes clear that the value of badges comes less from its visual representation than from the context around how and why it was conferred. The stronger the connection between the two, the more effective the badging system will be. “Badges are conversation starters,” the report explains, “and the information linked to or ‘behind’ each badge serves as justification and even validation of the badge.” For example, a badge should include information about how it was earned, who issued it, the date of issue, and, ideally, a link back to some form of artifact relating to the work behind the badge.

In September, 2011, the HASTAC Foundation launched the Badges for Lifelong Learning Competition, funded by the MacArthur Foundation, to fund $2m worth of new badging systems.

Now.

The meeting started with a representative from The Y (YMCA) discussing their future Badging projects and how they aspire to use Badging as another method to encourage, support and track their member’s activity – with a particular interest in their U18 programming.

The Y are interested in using Leaderboards (among many other things) to reward positive behaviours from their users – but are still teasing out some of the mechanics of the boards as they don’t want to create an environment that is overly competitive and statistically based – as we all know that statistics don’t tell the whole story!

A representative from The AMNH then talked about one of their main areas of thinking around Badging: teasing out the difference/tension between rewarding experiential skills acquisition and acknowledging course completion.

In a learning environment where science, biology and history are at the fore, it traditionally made sense to reward the completion of whole modules of learning – but as more and more learners move fluidly between disciplines (non-linear learning pathways) there is an increasing need to reward skills acquisition in a way that hasn’t always happened (I don’t think that this is something that only affects The AMNH).

One of the phrases that I’m picking up on a lot here is shallow and deep diving – as a way of describing student engagement in learning. Traditionally, students who chopped and changed what they were learning about would have been thought of as shallow divers – and that deeper knowledge could only be gained through a sustained, linear acquisition of knowledge.

The Cooper Hewitt’s Badging Platform is proposing to use non-linear learning pathways – something that I think is important as an authentic Badging experience relies on learners identifying areas of interest that are important to them (not per-determined by the Institution)- allowing for both specialisation and diversification in learning pathways.

The Open Badge Infrastructure allows for Institutions and Educators to support students whose areas of interest are diverse – while acknowledging that subject speciliasation can result from a diverse learning pathway (somewhat of an oxymoron I know!).

This is an area of learning and achievement that really interests me – and I’m looking forward to further conversations internally here at the Cooper Hewitt, as well as a part of the larger Hive Network. I’ve also talked with Christian Duell about the upcoming Design Minds website launch – and the possibilities of using micro-credentialing to allow users to build capacity and present their own expertise in Design through Design Minds. Exciting times ahead!

Examples and Further Reading.

BadgeStack Project – BadgeStack is built on the popular open source WordPress platform. It is the first system to be Mozilla Open Badge Infrastructure (OBI) compliant, allowing badges earned in BadgeStack-empowered communities to be managed and shared by learners virtually anywhere on the web, for life. BadgeStack also offers plug-and-play compatibility with IMS Global Consortium BLTI-compliant learning platforms, like Desire2Learn, Moodle and Blackboard.

DIG/IT – The DIG/IT web environment is a social and fun community learning space designed to support Digital Literacies, a course for learning about digital citizenship as students Live, Learn, Earn, and Play online and in the world beyond high school. DIG/IT aspires to get students ready for college and careers and give relevant, in-demand skills that will help students no matter what next steps they take in life.

Learning Times – have produced live online conferences, webcasts, podcasts, and educational programs for more than 400 organizations and associations in technology, publishing, museums, libraries, K – 20 education, government, training and non-profits.

Mozilla Open Badges – Mozilla’s Open Badges project is working to make it easy for any organization or learning community to issue, earn and display badges across the web.

Nature BadgesNatureBadges: Open Source Nature & Science Badge System is a collaboration between the Smithsonian’s National Museum of Natural History (NMNH) and LearningTimes. The team was recently awarded a grant from the Digital Media and Learning Competition 4 – Badges for Lifelong Learning competition for this important STEM badge-based learning program.

Smithsonian Badges – Smithsonian Badges inspire students to explore their own ideas and interests online, in school, at home, and across the nation. The quests connect and reward learners of different ages and in different regions as they learn through discovery and collaboration. Rewards include digital badges that students (and teachers) take with them for life.