Design, Invent, Imagine
This workshop has bundled three separate yet related activities. The goals of each are included below. We suggest, that after reading through all, select one and begin to introduce the notions of design, invention, technology and imagination to young designers in your Imagination Place Design Club .
What's the Point?
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To get participants' thinking and talking about technology and imaginative solutions.
To get participants to identify and explore different examples of technology and come to appreciate the importance of naming.
To help participants see that technology is everywhere.
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To help participants begin to see the world as full of "design" -- that, in fact, every single thing made by humans (even indirectly through machines) is the product of design.
To help participants see how a designer's work must take into account both function (what a thing is designed to do) and form (how the thing is it designed to perform its specific function).
To help participants understand how any designed "thing" is the product of a designer's knowledge, skill, and personal "vision" applied to a perceived need.
To get participants thinking about machines and technology.
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To get participants' thinking and talking about technology and
imaginative solutions.
To help participants see that technology is everywhere.
To encourage participants to use drawing and sketching as a tool for recording ideas, and to understand that "artistic talent" for drawing is in no way required in order to use Imagination Place!
To get participants to identify and explore different examples of
technology and come to appreciate the importance of naming.
To introduce the idea of Mystery Artifact
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