PHILIP MENGARELLI
Friday, May 20, 2011
Tuesday, May 17, 2011
A CASE FOR PROBLEM BASED LEARNING
- The part that resonates most with me is the idea that education should be personalized towards you.
- This brings up the point that we focus on what we are good at and people with certain strengths benefit the group in their unique ways.
- Creating a group of learners with specialties.
- I agree with all of the ideas presented in the video, the trouble would be creating a system to actually make this education system possible.
- The problem presented is how to educate children to take their places in the economy.
- Create a personality test
- create an academic strength test
- Don’t categorize by age but by discipline
- Organize class where people with similar strengths sit at the same table
- Put students who are morning people in first period class and night people in a later class
- Find students that work well in big groups, small groups or on their own and divide the students
- Keep interesting videos/discussions like this one
- Investigate who falls into academic/non-academic categories
- Help students find interests
- Help students have career goals for the future
- Keep all student types involved by alternating activities
- Balance class time with learning and hands on activity
- Keep some class engineering projects relevant to world issues (like Chilean Miners)
- Ask for student donations of $20 at the beginning of the year to help fund the class
- More TED-related videos
- Keep the problem solving activities
- Do daily life problem solving activities
- Allow friends to work together only if they are productive
- Have and A-grade student help ones who are less interested one day a week
- Have an A-grade student give advice on organization planning and work habit to struggling students
DESIGN THINKING
The difference in the two design processes is empathy. Adding empathy to the design process:
- Makes products more user friendly
- Makes the brainstorming process easier
- Puts you more in the shoes of others
- Allows people to relate to each other through product or design process
Friday, May 13, 2011
LOCKER DESIGN
Target Consumer: High school students
Designer: Philip & Team
Problem Statement:
School lockers are a mess. Students can never find a pen, pencil, or calculator, and their homework is always getting lost. Those who bring their lunch to school often find their food crushed under a sea of books and binders. Because of the clutter, it is often hard for students to close their locker doors completely.
Design Statement/Criteria:
- Design a high school locker organization system to satisfy Mr. Mueller's need, and that will neatly contain items commonly used and kept in school.
Constraints:
- Design must fit within your school locker.
- Easy to install.
- Must hold 20 lbs of books and binders.
- No flammable materials.
Process:
Break into your 2 person teams to collaborate with a partner on this project. Work with them to investigate the physical constraints of our CHS lockers.
Design Phase
- Identify the Problem: Find a solution for disorganized school lockers
- Investigate the CHS lockers
- Brainstorm Solutions
- Sketch Three Possible Solutions (include labels and important dimensions)
- Select an Approach (justify selection with specifics): I chose cardboard dipped in flame retardant because the design was the most simple, uses the least expensive materials and is more environmentally friendly than plastic. This design was chosen as a blend of my other ideas and contains the best parts of many ideas.
Saturday, April 30, 2011
THE DEEP DIVE
1. “From the buildings in which we live and work, to the cars we drive, or the knives and forks with which we eat, everything we use was designed to create some sort of marriage between form and
function ”.
2. The folks at IDEO state that they are not experts in any given area. But, they do claim to be experts on the process of design which they apply to the innovation of consumer products.
3. After the team of designers is brought together, told the problem, and informed they have five days to “pull it off,” what phase of the design process do they immediately engage in?
Brainstorming
4. Give two examples of what the team members did during this phase.
a. privacy blinds
b. velcro seats and pants
5. List five rules-of-thumb that IDEO employees follow when they share ideas during the brainstorming phase:
a. one conversation at a time
b. stay focused
c. encourage wild ideas
d. defer judgment
e. build on others’ ideas
6. Why should wild (and sometimes crazy) ideas be entertained during the brainstorming phase?
Wild and crazy ideas should always be entertained because it gives you points or ideas to build off of. The only way to create revolutionary ideas is through seemingly wild and crazy ones.
7. After the brainstorming phase was over, the team narrowed down the hundreds of ideas by voting for those ideas that were not only “cool” but also buildable in a short period of time. What phase of the design process is this called?
Identify criteria/constraints
8. IDEO believes that the ideas and efforts of a team will always be more successful than the planning of a lone genius.
9. Once the ideas were narrowed down and divided into categories, the group was split into four smaller teams. What phase(s) of the design process was each of these groups responsible for?
Shopping, Safety, Check Out, Finding what looking for
10. The leaders at IDEO believe that playful behavior and a fun environment are two important reasons why their employees are able to think quickly and creatively to produce innovative results.
11. Sometimes, people come up with great solutions that work by trying their ideas first, and asking for forgiveness later.
12. Design is often a process of going too far and having to take a few steps back. What phase of the design process would the critique of the four mock-ups come under?
Select an Approach
13. Upon critique of the four teams’ models, it was obvious that none of the teams had developed an optimum solution. However, the people at IDEO believe that it is important to fail often in order to succeed sooner.
14. What percentage of the entire week’s time did it take to fabricate the final prototype?
Based on a 24 hr, 5-day work week (120hrs):
The team worked 9 hrs for 4 days (36hrs) and 15 hrs for 1 day (15hrs): TOTAL hours worked = 51
51 / 120 = .425 = 42.50%
15. Instead of showering his design team with a tremendous amount of praise, what did the boss require his employees to do with their new design?
His employees were required to see what they could improve.
16. Of all the things that we are surrounded by every day, what has not been placed through the design process?
NOTHING, excluding natural resources/products, everything man-made has gone through some sort of design process.
Conclusion
1. What did you find to be the most impressive part of the team’s effort?
The team was very respectful of each other and polite. They stayed on track allowing them to be more productive.
2. What advantages are there to having a design team with members that have non-engineering backgrounds?
People with non-engineering backgrounds bring in a different perspective, more of a user/consumer point of view that may not be present in a group of people with just engineering degrees.
3. There was a point in the process where a self-appointed group of adults stepped up, stopped the ideas, and redirected the group to break up into teams. Why was this done?
The group was in the brainstorming phase, which could easily last forever, if someone doesn’t step up and direct their focus onto the next phase of design/re-design
4. At the end of the video, Dave Kelly states, “Look around. The only things that are not designed are the things we find in nature.” Can you think of anything that would contradict this statement?
I find this statement to be true. Everything man-made has gone through some form of design.
Tuesday, April 26, 2011
Friday, April 15, 2011
GLIDER CHALLENGE: DELIVERABLES
- Create a glider that will stay flying for the longest time and distance.
- The Rules of Brainstorming
- Don’t judge others’ ideas
- Build on ideas put forward by others
- Every group member and every idea has equal worth
- Get as many ideas as possible
- Ideas
- Create a normal toy shaped glider
- Our other ideas came with testing [show on 4 quadrant feedback]
- 2 Brain Storm Ideas:
- Criteria - Make the largest possible glider that will fly the longest and furthest.
- Constraints - Materials: paper, tape, glue, 1 big stick, 6 smaller support sticks.
- CAD Models
- Reduced wing depth
- Increase wing length
- Made a tail for more air resistance
- Our glider performed well considering the harsh wind conditions. On the first flight for distance our plane actually gained altitude.
- If I were to compete again, I would change the competition location to the theater, so there would be little wind variables.