The workshop offers are created to show how design methods are used in many kinds of creative problem solving that also includes making an exhibition, planing an event and even managing the creative work of diverse business partners with Design Thinking. The content of each projectmethods seek to show application of academic material in the world of making things as well as activities. and presentation.
Workshop Nr. 5_«The Kick» A learning event through science and sport
Goal: learn in a team that real world applications often means that experts come together from different professions to contribute their best and the results are surprisingly innovative.
Duration: 12-18 hours, for classes 9-12
«The Kick » is a science, math, sports, marketing, logistics and event design project week which begins and ends by making and measuring “Fussball” penalty kicks. Students analysis with biomechanics the levers of the human leg, measure the speed of kicks with a smartphone App, discuss spin, form and ball materials. The math teacher will introduce statistical methods and another graphics team will design an infographic from the stats. Another team organizes the end of week event, markets it, write press materials and get sponsor money. The end product of the workshop is a multi-class event with; scientists, event planners, sponsors, marketing, sport journalist and spectator fun. The goal is to show how professionals of very different fields work together to make a sports event and that academic materials are used to create understandable info and media.
WS2_ «In your grip»
Goals: Introduction to design praxis through model making.
Also possible is a longer workshop with 3D scanning of hand made prototypes – 3D printing
Duration: 3 x 2 or 5 x 2 hours, for classes 9-12
Tags: Active experimentation, design through iterations of hand made rapid prototyping, Gesture and haptic experiences to expressive product and presentation.
In the workshop «In your grip» students will research and realize new creative writing tools like; a pen, brush or marker. The focus is on learning how the 3D grips form influences; hand posture and gesture. Activities included are: quick prototyping with vegetable material or clay, product form vs. expression, usability, scenario testing and documentation/presentation. Student teams will work through design process together with a series of models. Model-making skills will a focus as we work with out hands to make gestural tools and work to understand “grips” working in materials like; clay/plaster, foodstuff, bone and Fimo. Films clips of the making process, scenario testing and usability demonstrations will be presented by the teams along with their prototypes.
Workshop 3_«Design your Door» Teens create a new face or seal to their private room.
Goals: Understanding the ways a door manages public/private and advertising space.
Duration: 1 afternoon per week over 5 weeks, for classes 8-12
The door is more than a plane between two spaces. In this workshop we will discuss: public-private space, our behaviors around open, closed and locked doors, movement, frames and perceived constraints. We will work with full size doors and make new facades for them which solve problems of: privacy, insulation and presentation of individual character. Materials include: felt, foam, cork, wood products, found or personal artifacts, as well as OLEDs, flat-screens, paint and large format printing/copying will allow the participants to create truly unique experiences. There will be an exhibition of the doors on the last day.
Workshop 4_ «Table Talk»: The effects of table form on gathering and exchange
Goals: Learn how form influences behavior and making full sized furniture prototypes for feedback
Duration: 15-25 hours, for classes 9-12
Gathering around tables is a core social experience. Using a variety of table forms, considering room, circulation and context we will look at how people act around three table shapes; the dining table, the business meeting table and the bistro/cafe/game table.
The workshop is primarily for Gymnasium students but also is a provokative session for user experience professionals to discuss: communication and relationship issues, individual vs. group behaviors and how space and object design influence our interactions. Students working in teams will experiment with table forms and through quick prototyping, practical and social scenario testing then feed this info. back into a second development cycle. Full-sized models, photos, diagrams, role playing are some of the methods used to discover and document the work. Teams will present their documentation and in the end show their prototypes.
Goal: to show how math/geometry constructions find application in “smarter” everyday products and also new industrial materials
(Duration: 3 x 3 hours, for classes 7-12)
Symmetry and pattern development: intro to parametric equations design by making new apero or cutting boards.
The cutting boards «Klix» pictured above is an experiment in symmetry-assymetry inspired by Tesselation theory. Students in the workshop will explore the work of M.C. Escher as well as the math-graphic constructs to do with puzzles and tesselation. Through experiments with interlocking and repeating forms, teams will discover new patterns that can be applied in textile or solid materials. We will also look at user behaviors and how cognitive ergonomic might spur students to investigate alternative geometries when making new designs. The product coming from the research will be some cutting/serving/apero boards or a paper or textile pattern which can be printed at the Fablab or digital printing service.
WS1_ «Next Generation Clothes Pins»
Goals: An introduction to design that makes a small but scalable difference.
For: An afternoon workshop for grades 6-9.
Preparation: Each student interviews a parent or grandparent about using clothes pins before the workshop.
Tags: Design process, environmental relationships, making to learn, team and project works,
The banal clothes clip or peg is a perfect introduction to product design because it includes the themes of; basic engineering, users experience, markets across class society, energy consumption and product design for mass production. In this fast workshops students will; collect samples, images of use and interview people how they dry their clothes. Then they will take some clothes pins apart and reassemble them with found elements, fresh colors and DIY forms. This simple workshop is fun and relates to themes in several core school studies: like physics (leverage), math- (budgets), society (rich-poor or older vs younger users). Could one make a clothes pin that a teen would like to use? How? The end result can be a short film of students working, texts, photos and of course display of their prototypes.