Where are we? Is it too late for schools to change?

I had the opportunity to see Bran Ferren speak at an event (Infosys Crossroads) recently. He’s an “American technologist, artist, architectural designer, vehicle designer, engineer, lighting and sound designer, visual effects artist, scientist, lecturer, photographer, entrepreneur, and inventor.” (Wikipedia)

During his fascinating talk, he drew a quick sketch that looked like this:

uh oh curve.001.jpeg.001

And he described how change always happens – by some “new way” sneaking up and overtaking the “old way” of doing it. And by “it” he meant nearly everything – technology, business practices, fashion, customs, politics, art… the list is endless.

Then he added a few lines. The problem, he said, is that we never know where we really are on this curve. Ahead of the change? In the midst? Or it’s long past and perhaps we don’t even realize it.

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It made me think about school. The number of students who believe that school is relevant to their lives is going down exactly as the opportunities for people to learn through informal, global networks are exploding exponentially.

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Where are we on this curve? Can we change “school” – meaning formal education systems and organizations before it’s too late? Are we bold enough, are we brave enough to make the big decisions and perhaps painful changes that are necessary?

Questions, questions…

What is design, but not Design Thinking?

Last week I wrote about Design Thinking being only one lens through which to view design — product design for a specific audience. The most common question after that is, what else is there?

One need only to look at the Wikipedia entry on design to start to see that this isn’t an easy question to answer. It lists more than twenty design disciplines, multiple process models, approaches, methods, and tries to differentiate between design as art, engineering, and production.

And on top is a big warning that says, “This article may contain inappropriate or misinterpreted citations that do not verify the text.”

The idea that design is many things, even both a noun and a verb should give us all pause that “teaching design” is any less complex.

So here’s a concrete example of one kind of design that isn’t “Design Thinking” — making a replacement part for a chainsaw using a 3D printer. The article is rich with detailed, useful tips about design, tools, and 3D printing. But no ideation in sight!

Sure — you could claim that it fits into a modified DT process. Simply declare that “you” are the audience, empathize with your lack of working chainsaw, understand that the need is “fix broken chainsaw,” consider that a point of view that you don’t want to buy a new one, or you just want to tinker around with 3D printing. Then have a nice brainstorm with yourself (don’t forget the post-it notes!), and present yourself with multiple alternatives to make, buy, or fix — or maybe you don’t really need a working chainsaw anyway — but really, does it need to be that convoluted?

http://3dprintingforbeginners.com/3d-printed-replacement-parts/

Designing a replacement part may not be an invention that saves the world, but it is design, it is real world, and it’s useful. It uses an iterative design process based on working with real materials and tools. There will be obstacles to overcome and learning taking place. It meets all the criteria of why anyone would buy a 3D printer for education.

So why exactly isn’t this a good candidate for Design Thinking? It’s because while it’s a rich and complex project, it’s not an ill-defined, tricky, or “wicked” problem. It’s not a new product or invention, and it’s not a moral dilemma or a way to practice empathy. When you try to apply Design Thinking to straightforward problems, the process is too complicated and front-loaded. (That’s not to say that straightforward problems can’t be complex.) But the issue is that often in schools, educators pick simple, straightforward problems for students to tackle because of curriculum constraints, lack of time, and lack of access to materials and tools. The Design Thinking process becomes an anchor, rather than a buoy.

If you can’t see the embedded article, it’s on 3Dprintingforbeginners.com, and is an excerpt from a cool new book, The Zombie Apocalypse Guide to 3D Printing.

Literacy Beat interview

Meet the Influencer: Sylvia Martinez

Literacy Beat just posted a blog interview in which I answer two questions:

What tips or advice might you offer to teachers who want to be advocates for learning through literacy in the digital world?

I think that it’s important for teachers to keep an eye on what’s happening outside of school, not just in the digital world, but in the world at large. The Maker Movement, for example, is a trend that is going to change the world, possibly as much as the Industrial Revolution. It’s a trend that speaks to how people learn and solve problems using new technology-based devices and networks. The implications for education are immense… (Read the rest!)

What significant event in your life changed the focus of your work?

Right out of college I was an aerospace engineer. I mostly worked with people who were a lot like me – good at school, mathematically and logically oriented. But when I moved to software game development, I met different kinds of engineers and programmers. Most of them did not have formal computer science degrees, many had not finished college, and a few had not even finished high school. Many of them were told – as early as middle school – that they couldn’t learn computers or take advanced science classes because they were “bad at math” – and “bad at math” typically meant they were bad at doing what teachers told them to do. …. (Read the rest!)

Information overload?

It always bothers me when people talk about how information is overloading children today. It just seems like adults projecting their own anxiety onto children. Children have no idea that there is “more” information now, their context is the present. They aren’t overloaded any more than the previous generation was overloaded the first time they walked into a library. No one ran out screaming “I’ll never read them all!!!”

That’s not to say that children don’t need guidance. But let’s leave our adult neuroses at the door when teaching children about the riches of the Internet.

Students as Digital Creators (COSN report)

ETN Digital Creativity3-31A_Page_01.jpgThe Consortium for School Networking (CoSN) just added a new report to their Ed Tech Next Series: Students as Digital Creators for CoSN members.  This report explores the ways in which K–12 schools everywhere are carving out space in their buildings and curriculum to empower students as storytellers, artists, performers, designers, engineers, coders, gamers, inventors, builders, producers, innovators and entrepreneurs. The report offers expert perspectives on why and how to foster digital creativity—and profiles leading districts, communities and educators engaged in this maker movement.

I was happy to provide CoSN with some quotable quotes, resources, ideas, and point them to some great maker educators for case studies and profiles. I wish everyone could see this, but it’s a member benefit for CoSN members.

Sneak peek:

“Design is the lever or engine for the T in STEM—the technology,” Martinez says. “Without design, there is no technology. Technology means anything in the designed world. Whereas in schools, technology has come to mean this very narrow computer literacy—using computers to do work, to look things up. We have to expand the definition of technology beyond how to use Google Docs and making the network run right, to this idea that you can change the world with the things you think up in your head.”

What does “making” have to do with learning?

Learning is an engagement of the mind that changes the mind.

—Martin Heidegger

One of the biggest issues I have with many descriptions of “making” in education is that it’s about students just being creative with tools or materials.  I strongly disagree. Making is not just the simple act of you being the difference between raw materials and finished product, as in “I made dinner” or even “I made a robot.” I don’t think we always need to ascribe learning to the act of making — but the act of making allows the maker, and maybe an outsider (a teacher, perhaps) to have a window into the thinking of the maker.

So, do you always need a teacher for learning to happen? No. Some people are good at thinking about their own process and learning from that (“Wow, that butter made the sauce so much better.” “Next time, I’ll test the circuit before I solder.”) and some people are less likely to do that. But if I watch you cook, I will see certain things – how you organize your ingredients, how you react when you make a mistake, how you deal with uncertainty — and that is what teaching is about. A teacher who is a careful observer can see these kinds of signs, and then challenge the learner with harder recipes, a question to make them think, more interesting ingredients, or a few tips — all with an eye towards helping the other person learn and grow.

Technology like Arduinos and 3D printers have not become intertwined with the maker movement in education simply because they are new, but because they are some of the most interesting ingredients out there. Many of these “maker materials” rely on computational technology, which supports design in ways not possible otherwise. The command “Save As..” is possibly the most important design tool ever invented. Saving your design file or code means you can “do again” without “doing over,” supporting the iterative process and encouraging increasingly complex designs.

Complex technology, especially computational technology also allows educators to answer the question, “Isn’t this just arts and crafts?” And of course after defending arts and crafts – we can say that computational technology allows these same mindful habits to connect with the powerful ideas of the modern world that we hope children learn. Design and making are not just important for the A in STEAM, they are essential, but here’s a bigger idea, they are also essential for the T & E — and for them all to come together.

There is simply no technology without design; the definition of the word is literally “things in the designed world.” Making is a way to realize the “logo” part of the word – from the Greek word (logos) that means “word” but specifically words that express the order and reason of the universe. To Greek philosophers, a word was more than a sound or a mark, it was the embodiment of an idea — an idea made real. And yes, the Logo programming language owns this derivation as well.

The power of using computational technology in education is that the versatility and transparent complexity allows learners to make their ideas real, to make sense of the world, and to see their own capacity grow. This visible process also allows teachers to support and scaffold learners on their journey.

Learning by making happens only when the making changes the maker.

Is Design Thinking the same as “making”?

People often ask me two questions about Design Thinking. First, is the same as making, and second, do I like it. It’s obvious there are similarities and overlaps, and similar ways that they can be implemented well (or not so well). I think design is the key to modern STEM education, but it’s a mistake to think that using Design Thinking methodology is the same as teaching design. Design Thinking gets the “big D, big T” treatment because it’s a methodology invented at the Institute of Design at Stanford University (also known as the d.school) with assistance from ideo, a product design and consulting company.

Design Thinking, both in its origin and existing implementation in K-12 schools is grounded in product design and end user empathy. It’s a good thing to design with the user (or customer)  in mind, but there are many more avenues of design than just making products that solve a problem for a specific audience. Many inventions were simply found by noticing unexpected results and following that path. Artists often say that the materials “speak” to them as they work. Authors say that their characters tell them how the story is going to unfold. In the same way, I think “making” values this kind of serendipity in the design process more than Design Thinking.

A search for solutions assumes that the problem is defined properly and we all agree on the values inherent in defining the problem — no small assumption. Basing everything on the “needs” of some group, audience, etc. is more about marketing than engineering, science, or art.

So, do I “like” Design Thinking? Sorta, maybe, kinda. I’ve seen nice things done in the name of Design Thinking, and I’ve seen too narrow, too constrained versions. It’s good in that I think empathy is a mindset that children should practice more often. But mainly, I distrust anything that’s been pre-packaged for K-12. Shrink-wrapping things  kills them.

There are three things that schools should consider as they think about how and why to teach design.

  1. Learning. If you believe that constructionism is a valid explanation of how people learn, then you want a design process that allows people to build on their existing experience, make sharable, meaningful things, have time to assimilate new ideas and thoughts, and then iterate. This is a living, breathing process that includes and responds to the participants in real time.
  2. Teaching. What is the balance between telling and allowing exploration? Are the steps necessary and valid for all occasions? Who chooses the materials? Will the process or product be graded or ranked?
  3. The product. Does your process end with a real product or an imagined product? What is the balance between marketing and actual design? What are the values of your product?

I know there are thousand ways that schools implement Design Thinking so my thoughts here are an amalgam of what I’ve seen in  conference presentations, websites, kits, and workshops for teachers and/or students. In many cases I’ve seen emphasis on teaching the steps, handouts that walk through every stage, and lots of post-it note driven group-think.

The focus on the steps and stages creates two problems:

  • If you commit to an audience and plan, it’s an investment in a path that becomes more and more difficult to change as time goes on. If the materials you have don’t really support your idea, or you find unexpected obstacles, or even have a better idea, it’s too much of a penalty to change it up and follow that new path. It makes it worse if the stages are assessed and become part of a final grade. The success of many of the designs in a Design Thinking workshop is not a signal that it’s a good methodology, but rather that it’s too constrained.
  • It fulfills the worst instincts of teachers to overplan and pre-digest any topic for their students. I’m sure it makes teachers feel better that they have a checklist and process to use back in their classrooms, but that’s a false sense of security.

Most things that people make for the first time don’t need a plan, storyboard, mindmap, outline, flowchart, diagram, etc. It’s false complexity to introduce those kinds of structures before they are really needed. If you make a wallet, make a wallet. Then and only then will you start to see how the materials work, what parts were easy and what was hard, that it might have been a good idea to make the outside a tiny bit bigger than the inside, etc. And then you must have time to do it again… and again….  A teacher trying to impose their favorite planning framework too early means that the student now has two tasks – to figure out what the heck the teacher wants in the bubble diagram, and also how to make a wallet.

Process is important, but so is the product. I’ve seen Design Thinking workshops that focus on imaginary products, probably for lack of time or proper materials. It’s great to have a vision of a trash can that floats around the ocean collecting trash, it’s another thing to make it work. Just making something float upright is pretty hard! But that’s how you really learn about floating (and leaking and density and absorbtion and making something work in the real world). I would classify designing imaginary products a bit like writing fiction — it’s a great literacy to have, but it’s barely design, and it’s certainly not engineering. Making things work is, to me, the most important part of design in the real world.

One more note about product – it’s not a given that just because a product solves a problem (as stated by one or more people) that this is a “good” product. What values come along with that decision? How is the design influenced by values – does it help or hurt the environment? Is it inclusive or only for some people? Does it make money at the expense of something or someone else?

Now, I’m not saying that “making” solves all these problems. The word has been handy — I can tell you there would be no “hacker movement” in schools. But the word is essentially meaningless. It’s what marketing people call an “empty vessel.” The art of marketing is all about searching for these kinds of words that people can fill with their own definitions. So everyone is happy but no one has to agree. I have no illusions that every time someone says “making” in education it’s automatically a wondrous experience of agency and enlightenment. Most of what I just wrote about the perils of Design Thinking I’ve seen unfold in exactly the same way in “maker” classrooms and workshops.

One final thing – I believe words matter. Of course thinking is good and making is good, and both together are even better. (Perhaps I should trademark “Design Thinkamakathon.”) However, the verbs “think” and “make” are very very different and signal the most important difference between the two. Thinking is internal, making is external. Thinking asks that an internal process happen in a certain way. It’s about intellectual behavior, which I think school already overemphasizes. It’s not wrong or useless by any means, just overdone territory.

Making asks the maker to create something outside of themselves that expresses their own thoughts and ideas. I believe learning (and thinking) happens inside a person, but when you make something meaningful and shareable outside yourself, it cements that learning in place as a building block for the next iteration, which of course includes thinking. School has unfortunately paid little attention to the making part of the cycle, since it’s seen as messy and time consuming. Being clear that making real things that work is part of any real design experience is something I believe that schools need to think about, even if it falls outside the comfort zone.

Bio is the new digital

“Bio is the new digital” – Nicholas Negroponte, MIT Media Lab founder

When Nicholas Negroponte predicts the future, you listen (A 30 year history of the future). Now he says that biology is where digital was at the dawn of computers, and that synthetic biology and programmable organic materials are following the same pattern, with costs dropping and capabilities increasing even faster than Moore’s Law.

Watch this amazing 10 minute video from Joi Ito, the current director of the MIT Media Lab.

People ask me why the maker movement in the classroom is so focused on electronics, fabrication, and coding. The answer is simple — that’s what’s available now. More is on the way, and it’s happening quickly. Bio-hacking, organic sensors, and programmable bacteria will be in K-12 schools sooner than you think (and already are in some cases).

Biology or code? Both.
Biology or programming? Both.

When you see this, ask yourself — how long can we teach science and math as if time stopped centuries ago?

Classroom supplies of the (near) future
Classroom supplies of the (near) future