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Engagement and Impact: Design Thinking and the Arts – LemLand

Engagement and Impact: Design Thinking and the Arts

Engagement and Impact: Design Thinking and the Arts

That computer mouse that fits so nicely in your hand, the way your iPhone reacts to your creative way of spelling, the “so simple why didn’t I think of that?” processes you encounter every day — these are the result of design thinking, a sequential process embraced by innovative companies and entrepreneurs. Design thinking, or human-centered design, is an empowering way to solve problems and design products and solutions by starting with discovery, moving on to ideation and rapid prototyping, then testing, and finally execution.

How can this high-level, innovative style of problem solving work in a classroom or after-school program? Quite well, actually. The West Michigan Center for Arts + Technology (WMCAT) engages urban high school students in a best-practice after-school program that is grounded in design thinking. I’ll share our journey so that you can find ways to enhance your own learning environment through design thinking.

6 Steps to a Student-Created Mobile App
WMCAT teen students are working in teams to explore and tackle a pressing community issue using arts and technology as a basis for inquiry, critical thinking and practical application. Each team has 12 students, is guided by a professional teaching artist, and meets two days a week for the entire school year. Here’s the story of how one of these teams is using the design thinking process.

Our Interactive design team went all out with new technology to address how teens can better engage with their city’s downtown core. They partnered with Downtown Grand Rapids Inc. (DGRI) and local software development firm Mutually Human to create a mobile app.

Step 1: Discover
Our teens toured downtown Grand Rapids with staff from DGRI, visited the offices of Mutually Human, interviewed teens about their perceptions of downtown, and researched other apps on the market.

Step 2: Ideate
Through intense brainstorming, the teens began to coalesce around two themes: zombies and spies!

Step 3: Experiment
The teens began prototyping by creating storyboards for their app. The basic premise was that users would follow a sequential adventure through which visiting key locations downtown would advance the action. Their storyboard was presented to DGRI.

Step 4: Create
All details of the app were developed, including color schemes, transitions, flow of screens, graphics and writing.

Step 5: Refine
The final storyboard and prototype will be presented to DGRI and at a public art exhibit to gain feedback. Feedback is used to refine the project and fine-tune details.

Step 6: Share
This summer, Mutually Human staff will help complete the back-end work on the app so that it can be available on mobile device platforms.

Why design thinking? WMCAT wanted to increase retention and high school graduation rates for our students. We learned through research and evaluation that we could have a greater impact by increasing engagement with a smaller group of students, rather than increasing the number of students coming through our doors. We also wanted to empower students to raise their voices and effect social change. After all, WMCAT is their space to find their voice and change the world in which they live.

Human-Centered Design
Design thinking and project-based learning surfaced as an essential model in innovative school redesign that improves students’ attitudes toward learning. One of the stars in project-based learning was High Tech High (HTH) in San Diego. The WMCAT Teen Arts team traveled to HTH to complete a residency with their staff on the merits, metrics and ins-and-outs of project-based learning. Back in Grand Rapids, we also selected a team to complete a course in Human-Centered Design for Social Innovation from IDEO and Acumen. And then, last summer I was lucky enough to study at the famed d.school at Stanford, where I began to learn just how we could transform our program for teens.

After piloting design thinking as our pedagogy this past school year, we have learned a few things:

The best projects are student-driven and student-led. The more we engaged our teens in choosing their issues, selecting their partners and driving the conversation, the stronger the projects were.
Give students plenty of opportunities to complete mini design challenges along the way. This helped us teach art and tech skills, kept ideas fresh and retained student interest.
Keep giving staff the opportunity to learn and practice design thinking. This spring, our entire team is completing a Mixtape course designed by the d.school at Stanford and refreshing our skills through the IDEO and Acumen course again.
There are great resources out there. To learn more about our design teams and our plans for fall 2014 visit our website. And in the comments section below, please share how you use design thinking in the classroom or in after-school programs.

Engagement in addition to Impact: Design and style Thinking and the Arts

That sensitive mouse that fits which means that nicely within your hand, the way your iPhone reacts in your creative method of spelling, typically the “so effortless why do not I think of the same? ” procedures you face every day — these are caused by design planning, a sequential process appreciated by inventive companies plus entrepreneurs. Style thinking, or maybe human-centered style, is an strengthening way to work out problems and even design components by you start with discovery, moving forward to ideation and super fast prototyping, in that case testing, retrieve balls execution.

So why is this high-level, innovative variety of problem solving deliver the results in a educational setting or after-school program? Well, actually. The actual West The state of michigan Center just for Arts + Technology (WMCAT) engages in-town high school students inside a best-practice after-school program that could be grounded in design wondering. I’ll show our vacation so that you can look for ways to enhance your own finding out environment by design imagining.

6 Guidelines to a Student-Created Mobile Application
WMCAT teen learners are working within teams to learn and talk about a lifting community challenge using martial arts styles and technological innovation as a time frame for http://domyhomework.pro issue, critical planning and request. Each party has tolv students, is guided by someone that installs systems professionally teaching designer, and matches two days per week for the entire class year. Here’s the story showing how one of these organizations is using design and style thinking procedure.

Our Exciting design squad went outright with new-technology to address exactly how teens will better engage their city’s downtown main. They combined with Town center Grand Rapids Inc. (DGRI) and local computer software development agency Mutually Our to create a cell app.

The first step: Discover
Our teenage years toured in town Grand Rapids with staff from DGRI, visited the actual offices connected with Mutually Real human, interviewed teens about their ideas of downtown, and reviewed other software on the market.

Step: Ideate
Through serious brainstorming, typically the teens begun to coalesce all around two designs: zombies together with spies!

Step three: Experiment
The young adults began prototyping by making storyboards for his or her app. The principle premise was initially that owners would follow sequential adventure through which going to key locations downtown would advance the actual action. Their storyboard appeared to be presented for you to DGRI.

Step 4: Create
All information on the application were designed, including pallettes, transitions, circulate of projection screens, graphics along with writing.

Step 5: Refine
The final storyboard and nouveau modele will be displayed to DGRI and at the public art exhibit to gain feedback. Remarks is used to be able to refine the exact project as well as fine-tune specifics.

Step 6: Share
This summer, Mutually Man staff can certainly help complete often the back-end improve the app so that it is usually available on cell phone device operating systems.

Why model thinking? WMCAT wanted to maximize retention and high school university rates for the students. People learned via research plus evaluation which we could have a wider impact by means of increasing proposal with a small group of learners, rather than increasing the number of young people coming by way of our doors. We likewise wanted to encourage students to enhance their comments and consequence social modify. After all, WMCAT is all their space to get their tone and alter the world by which they dwell.

Human-Centered Structure
Pattern thinking as well as project-based understanding surfaced for essential product in modern school overhaul that expands students’ perceptions toward understanding. One of the stars in project-based learning was High Tech Large (HTH) around San Diego. The main WMCAT Teenage Arts company traveled to HTH to complete some residency because of their staff for the merits, metrics and ins-and-outs of project-based learning. In Grand Rapids, we additionally selected some sort of team to do a course within Human-Centered Design for Social Invention from IDEO and Flair. And then, past summer I was lucky enough to learn at the notable d. university at Stanford, where As i began to understand just how we could actually transform this program regarding teens.

Soon after piloting pattern thinking like our pedagogy this past class year, we certainly have learned some things:

The perfect projects are student-driven together with student-led. The harder we interested our teens in picking their issues, selecting their whole partners and even driving the particular conversation, the main stronger the actual projects happen to be.
Give students plenty of opportunities to finish mini style and design challenges during the trip. This made it easier for us educate you on art and also tech competencies, kept strategies fresh plus retained learner interest.
Keep allowing staff possibilities to learn in addition to practice layout thinking. The spring, each of our entire party is completing a Mixtape course created by the debbie. school with Stanford in addition to refreshing this skills from the IDEO along with Acumen path again.
There are excellent resources around. To learn more about the design teams and some of our plans meant for fall 2014 visit internet site. And in the comments section under, please reveal how you usage design wondering in the classroom as well as in after-school programs.

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