DESIGN IS THE ANSWER TO A CHALLENGE

City Building Education uses design thinking and design processes. They are a language - a specific set of thinking strategies that lead to the composition of original or seemingly original designs - be they written, drawn, built or performed. Design is about resolving problems encountered in a specific situation - a challenge to be resolved. Design is NOT ABOUT REPLICATION.

As a catalyst for learning, design thinking:

  • asks for composition - not for replication.
  • challenges the student to find a 'new' solution... traditional motivation is often extrinsic where one might say, "wouldn't it be fun to build a city, to make up a dance, to carve a pumpkin, to..." Design thinking instead challenges students, asking them how to solve a problem and try out their design to see if it works. How would you design a never-before-seen city, dance, way to carve a pumpkin?
  • evaluation is built into the challenge. Design asks for criteria - the way to know that the design is finished is by setting criteria for evaluation. The DON'T WANTS, the things not wanted. - The NEEDS, the things required.
  • demands context - looking at individual designs proposals and placing them into broader whole.
  • produces NO FAILURE. The only measure is how well the design fits the context.

METHODS

Backwards Thinking™

Backwards Thinking starts with the highest level of thought: asking for creativity, originality and invention.

Students begin by inventing new ways to do things, or by trying to predict how things will be done in the future. Learning begins by designing a Never-Before-Seen-_______ (a continent, a city, a village, a business, a house, a government, social institutions for educating, for caring for etc.). Students are given the chance to show what they know - are trusted to use their intuition and to be creative. They set design criteria for what is needed. After an initial design is created it is analyzed for how well it met the design criteria. At this point, the research begins, new information that the student encounters is placed in a usable context. They go back and refine their design. Afterwards, when all the creating is done, the results are analyzed. "What worked? What didn't? Why or why not? Let's find out, Let's fix it".

The 6 1/2 Steps of Backwards Thinking

Transformations and Change

The things that designers do to change one thing into another is often regarded as the special province of artists, inventors, and great thinkers, but it is inherent in the mind of each individual. All creative work requires an ability to transform that which is given and familiar into something new and original. Students select existing categories and manipulate them. They use a Menu of Change™ - taking something, changing it and using it in another context or domain (see "Change and Creativity" a guidebook for teachers, Doreen Nelson and John Steinmetz for Apple Computer, 1993.

Simulations: The Context referred to as the "Story" or the Giant Game Board

A physical vehicle for unifying the curriculum. Designing, building and running a city, a business, a project for the community that creates the basis for contextualized learning. A game board, a three-dimensional model, provides physical proof of collaboration. Students design the roles of individuals, objects and organizations as they learn how everything operates togehter to make a community.

Parts & Wholes

Ownership and partnership. Each student owns a piece with a vested interest in a larger design challenge. They operate in many different roles simultaneously. As owners, citizens, politicians, bankers, business people, experts, etc. The parts fit together to make a recognizable whole.

IV Phases/the organizational structure

I. Me, who am I, where am I

II. Objects, the relationship between me and the things around me, the objects that fill the world and my perception and use of them

III. Organizations, the relationship between objects and organizations

IV. Community, the relationship between me, objects, and organizations

Constructivist Learning

Hands-on learning - projects that vary from resolution to replication of the past.

Powerful Ideas

Powerful Ideas are used to unify the curriculum as compared with: -Opinions, -Truths, -Topics, -Wishes, -Instructions, -Incomplete Ideas

Tools and Techniques

Graphic Organizers
Rough model & Drawing
Symbolic Representation
Menu of Changes
Matrices
Maps, charts & diagrams

Simulations and Role Playing as Organizers Government Economy Social Structures Physical Structures

Assessment

To make a reference point for proposing change "Don't Wants" and "Needs" lists are made-to set criteria for the critique The criteria:become the Constant Organizer as students respond to a challenge

Rubric for evaluation (self, peer, teacher)

"Don't Wants":
-controlled by students
-tell what they don't want

"Needs":
-controlled by teacher
-rubric for grading
-where solution gets named

Backwards Thinking

Transformations and Change

Simulations: The Context referred to as the "Story" or the Giant Game Board

Parts & Wholes

IV Phases/ the organizational structure

Constructivist Learning

Powerful Ideas

Tools and Techniques

Assessment

 

 

 

 

 

 

 

 

 

 

 

Backwards Thinking

Transformations and Change

Simulations: The Context referred to as the "Story" or the Giant Game Board

Parts & Wholes

IV Phases/ the organizational structure

Constructivist Learning

Powerful Ideas

Tools and Techniques

Assessment


classroom practice - basic skills - tools & techniques - resources
city building education - methodology - site map - doreen nelson