Learningbydesign
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L E A R N I N G B Y D E S I G N DEVELOPING TEEN DESIGNERS Blurrydots Media Group A Facilitator’s Curriculum Guide LEARNING BY DESIGN A Facilitator’s Curriculum Guide ã Blurrydots Media Group 4048 Twyla Lane, Campbell, CA 95008 Phone 650.315.7424 • Fax 561.760.0376 Deborah Kim – [email protected] Sarah Lewis – [email protected] Bhavin Nicholas Shah – [email protected] Table of Contents Facilitator Letter i Peer Review 27 Design – Redesign Cycle 28 CHAPTER 1 - OVERVIEW & BACKGROUND Toolkit 29 Curriculum Rationale 1 CHAPTER 4- LESSON PLANS Reframing the Digital Divide 1 The Need 3 Lesson Overview 32 The Site 3 Preparatory Lesson 33 Historical and Demographic Context 4 Day 1 35 Overall Goals 5 Day 2 38 Constraints 6 Day 3 40 Day by day 6 Learning and Pedagogical Framework 7 Theoretical Context 7 CHAPTER 5 - APPENDICIES Practices 8 Assessment Rubric 43 CHAPTER 2- FACILITATOR PREPARATION Eye-for-Critiquing Worksheet 44 Props and Iteration 45 What is design? 9 Usability Checklist 46 Summary of Visual Design 12 User-testing/Think Aloud Worksheet 47 Summary of Readability Design 15 Tufte Presentation Tips Sheet 48 Summary of Interaction Design 18 Discourse Glossary 49 Summary of Usability Design 19 Site Requirements 51 Mini – Lesson for Learning Design 22 Redesign Example (bad) 52 Redesign Example (good) 53 CHAPTER 3- THREADS OF THE LESSON PLAN Web Design Resources Online! 54 Web Resources for Exploring 55 Warm-up 24 Design and the Digital Divide 56 Critique 26 Bibliography 63 ii Learning by Design Dear Instructor, Welcome to Learning by Design, a curriculum to get teen web designers thinking about underlying issues in their work as media creators. Over the course of four afternoons, you will be guiding teens as they explore issues related to design of media, learning to see from the point of view of a designer and critic. Throughout the days, youth will uncover principles behind "good design" by exploring their own likes and dislikes in web and print media; they will practice using these principles while designing and producing a public service announcement meaningful to them and their community. We hope you and the youth you work with will find the approach to be empowering, in that it focusing on the development of teens own ideas about design rather than presenting rules. The curriculum is designed to be flexible in that it is modular. Each activity could take the allotted time, or could be spread over days or weeks, depending on the needs of participants. It is consistent, providing a model for design process that is durable beyond the immediate classroom; and it is sustainable, focusing on the development of enduring team dynamics and the creation of a "toolkit" that can be used by design teams in their future work. We hope that you will customize the lesson plans and supporting materials to fit your own and your students needs, using the "my adaptations" margins to record what works and doesn't work so that the curriculum becomes a living document for your organization. Sincerely, BlurryDots Media Group ii OVERVIEW & BACKGROUND Chapter 1 Overview & Background This curriculum is designed to bring the thinking strategies and best practices of designers to teens involved in web development. Curriculum Rationale hile many of the budding urban technology training programs established to bridge the “digital divide” (commonly understood as the differential access to technology of low-income and “minority” populations to W technical training and skills), most programs limit goals to creating fluent technology users. This curriculum hopes to open the issue of “access” up to a broader definition, in which members of all communities strive to be not just users of technology, but designers. Designers have a different relationship to technology than consumers; they create technological experiences for others, and they view media with a critical eye, understanding the goals and constraints of creating with technology. While knowledge of technical skills opens many doors for employment in the high- tech job market, skills in design are essential to breaking into the most creative (and more lucrative) web design positions. A language of design provides a platform on which to continue to build technical skills. Being able to design engaging and effective web-based media enables a voice, reflecting communities’ own identities and intentions in the new information economy. Reframing In recent months, public attention to the problem of the “Digital Divide1” has grown with the release of research studies, news reports, and even a television series on the the Digital topic. The basis for public concern stems from a series of U.S. Department of Divide Commerce studies (1994, 1999) reporting that low-income households are much less likely to have Internet access or a computer in the home than households that earn incomes of more than $75,000. These same studies have shown that African American and Latino household are much less likely to have Internet access than Anglo-American households and that the gap between the technology “haves” and 1 For further information see “Design and the Digital Divide” in the Chapter 5: Appendices. 1 OVERVIEW & BACKGROUND “have-nots” has only widened in recent years. As a recent study by the Children’s Partnership shows, differential access to the Internet is only one manifestation of the Digital Divide. Youth and adults in the communities studied understand that the Digital Divide is not just a problem of access to technology but fundamentally one of access to opportunities to learn and succeed in the new economy, that is an economy driven by information and shaped by rapid cycles of product and technology innovation. The Children’s Partnership study underscores that the technology access divide may in fact contribute to an opportunity divide in the new millennium. In other words, low- income Americans with little access to technology may have fewer opportunities to learn technology skills that are often required for jobs in today’s information-based economy. The opportunity divide is nowhere more evident than in the San Francisco Bay Area, where there is perhaps the highest concentration of high technology jobs in the United States. A study published by Joint Venture: Silicon Valley Network (1999), a partnership of government and industry leaders in the region, has found that area high school students have little understanding of high-tech careers and almost no interest in pursuing computer science and other technology-related majors in college. Awareness of the region’s economic opportunities is lowest among girls in general and among Latino students, who tend to come from more low-income communities in the area. Community centers and community-based youth organizations have been points of access for youth and their families for much more than the Internet. They have been “urban sanctuaries” (McLaughlin, Irby, & Langman, 1994). In fact, those groups of people with less access to the Internet at work or at home are more likely to use technology in a library or community center (U.S. Department of Commerce, 1999). This is especially true for lower-income families and for African Americans, who are much more likely to use these access points than Anglo-American and middle- and high-income families. These centers have been growing in number and resources, thanks to a number of federal initiatives, including the U.S. Department of Education’s Community Technology Centers program and the U.S. Department of Commerce’s Technology Opportunities Program, and foundations that have invested in technology for community-based organizations. Studies by the Educational Development Center (EDC) of its Community Technology Centers' Network (CTCNet) have found that overall the centers are perceived as safe, supportive environments that provide valuable resources to community members. A large majority of participants surveyed said they had taken classes to improve their job skills, literacy and language skills, to get help with homework, or to participate in GED and other adult education programs (Chow, Ellis, Mark, & Wise, 1998). Community- based organizations that integrate new technologies into their activities have tremendous potential to improve access to technology, prepare youth and adults for 2 OVERVIEW & BACKGROUND the jobs of tomorrow, and allow community members to engage critically with the social forces behind the new economy. The Need Currently there is a dearth of materials that present advanced design principles to youth. Most of the materials available for youth teach them only the technical skills to construct web pages and online content, covering subjects such as HTML, Photoshop, and Dreamweaver. The focus has been to teach youth how to use the applications for web design. They tend to concentrate on tools that youth can use to express themselves online, but do not provide them with design principles that they can use to help guide their construction. Much knowledge exists about presentation of information and navigation on computers, yet very little has been distilled and transformed into curriculum for youth. One reason for the scarcity of relevant design materials for youth has been a lack of relevant resources and professional development for the staff who work with teens. Unlike schoolteachers, there are no avenues for program directors and staff of community technology centers to gain the skills necessary to teach about or with high- level design principles. Many program staff attempt to stay two paces ahead of their students by reading manuals and teaching themselves how to create online content and web sites. In addition, overworked staff have little time to develop cohesive curriculums that are attentive to theories of youth development, learning, and design. The extent of support these program staff receive are curriculums that others may have published on the Internet; even these tend to lack a teacher’s guide to support instruction.