Contents-At-A-Glance
Introduction
Goals of this Guide: How informal educators and parents can expect to benefit by using this resource guide.
The KAHooTZ Environment: Information about the innovative online service for children that is currently hosting Imagination Place!
How to Use this Guide: Details on the guide's organization.
Tips & Strategies: Pointers and suggestions on using this resource guide.
Girls, Boys and Technology: Lessons learned that provide the backdrop for Imagination Place!.
Why Imagination Place!?: Reasons for involving potential young designers in Imagination Place!
Design has many meaning. Find out which notions of design are important to participation in Imagination Place! and how to encourage the use of design in Imagination Place! Design Clubs.
Design Club Leader Preparation
| Imagination Place! Workshops |
& KAHooTZ Help |
|---|---|
First Things First: Goals of the Design Club Leader's Prep. Getting Yourself Oriented: Suggested introductory reading included as part of this guide. Start Gathering: Suggestions for materials that will help and enhance workshop sessions. Take Stock of Your Technical Needs: Technical requirements for full participation by design club members. The KAHooTZ Environment: Information about the innovative online service for children that is hosting Imagination Place! Other Project Resources: Obtaining project materials not currently online. |
Obtaining the KAHooTZ cd, Patches, accounts, about KAHooTZ help Naming Conventions in Imagination Place! in KAHooTZ KAHooTZ Tour | KAHooTZ Help | A Tour of Imagination Place in KAHooTZ: Design Xchange; Wacky World; Word Wave
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| Imagination Place! Workshops |
& KAHooTZ Help |
|---|---|
1) Introducing Imagination Place! Design Club Workshops Display Imagination Place! poster.
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KAHooTZ Tour (optional) Participants explore the KAHooTZ environment through the included tour. Demonstration of KAHooTZ -- Design club leader gives participants a sense of the KAHooTZ environment by showing some of its features. Tour of Imagination Place! in KAHooTZ Participants explore the Imagination Place! in KAHooTZ environment through "Intros" included as part of each main component. About Icons -- Learn about icons and their importance in KAHooTZ
- What is an icon and why do I need one? (See KAHooTZ in the Classroom: Curriculum Support Material for Teachers 1.1.1 -- 1.1.5) - Save An Icon -- Learn how to save representations of yourself. - Publish / Make Public an Icon Information about making an icon available to the KAHooTZ world. ![]() Word Wave Online Design Journal entries get participants thinking about and recording design in their own lives. Design Survey -- Participants create their first X-pression that explores their ideas about design, invention & imagination.
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| Starting and Staying with Imagination Place!: You Have Options! | 2) Design, Invent, Imagine |
Read through the goals of the three bundled activities below and choose any one to introduce participants to notions of design, invention, technology and imagination.
Thinking About Technology Participants identify and explore different examples of technology.- Naming -- Participants identify and explore different examples of technology and come to appreciate the importance of naming. - What is technology? -- After viewing and manipulating examples of technology, a brainstorming activity gets participants thinking and talking about technology, design, invention, and imagination. Looking at the World and Seeing Design Participants learn to see the world as full of "design" through brainstorming, writing of personal experiences with technology and exploring relationships between form and function. Guess My Technology In pairs, participants develop clues that others use to guess the name of a secret technology (possibly, an important one in the kitchen.)
Note: So far, participants have talked a lot during club sessions, they've created a few Xpressions, and now it's time for them to talk to one another using KAHooTZ mail. |
About Xpressions -- Information about the basic building blocks of KAHooTZ. About Create -- Find out more about creating backgrounds, draw, stamps, sound and text -- elements that are used to create Xpressions. Xpressions: How do I -- Create -- Information on starting, testing and changing Xpressions. Saving my Xpression (in "How do I Create) Learn how to save Xpressions you have created. Publish an Icon Information about making an icon available to the KAHooTZ world. About Mail Find out basic information about mail in KAHooTZ. How Do I Mail? Learn what you need to know to use mail in KAHooTZ.![]() Tips & Tricks-- Naming Learn about naming the things that young designers create in Imagination Place! in KAHooTZ.
Wacky World
Word Wave |
| 3) I'm a Designer, You're a Designer | |
Who Designs What? Participants collect examples of a broad range of designers -- sketch, plan, and create a visual collage to help them see that there are many ways to design and a variety of people who engage in design. |
Follow entries for Activity 2: Design, Invent, Imagine
![]() Wacky World Participants visit Wacky Puzzlesand try out Puzzle 2: Design Professions
Design Xchange |
| 4) Behind Every Good Shoe... | |
Things Can Be and Have Been Designed in More Than One Way: As participants sketch and design an artifact common to their everyday experience -- a shoe, they come to understand that things can be and have been designed in more than one way.![]() Engage participants with Imagination Place! poster -- side 2. Making Choices: Understanding the Design Process -- As participants analyze similarities and differences in the design of an artifact common to their everyday experience -- a shoe, they explore the process behind design and see how the designer's vision is expressed through the decisions she makes during the design process. |
About Chat Begin to prepare participants for chats in KAHooTZ![]() Wacky World Participants visit Wacky Puzzles, play with Puzzle 1: Shirtmakerand develop a similar X-pression of their own.
Design Xchange
Word Wave |
| 5) Marvelous Machines and Glorious Gadgets | |
The Jobs Machines Perform -- Participants are introduced to the range of functions performed by machines, and further explore the concepts of sequence and cause and effect in the function of a tool or machine. Participants also explore the way they see themselves in relation to machines. Participants examine the mechanisms by which small tools and gadgets operate and expand their awareness of how tools and gadgets fill a need. |
![]() Wacky World Participants visit Kids' Puzzles,play with examples they find and develop X-pressions of their own. Participants visit Artifactsand develop X-pressions of their own based on what they find there. Participants visit Wacky Puzzles, play with Puzzle 3: What Part?and develop a similar X-pression of their own.
Tips & Tricks |
| At the Heart of Imagination Place! | |
| 6) An Invention the World Forgot to Make That You Want | |
More -- Who Designs What: Participants expand their understading of what designers do and who designers are.![]() Engage participants with Imagination Place! poster -- side 2. Dream Machines: Through drawing and sketching, participants share their "wildest dreams" about technology. They consider the relationship between form and function. My Device: This activity encourages participants to decide on a fantasy device they would like to create and share their ideas with peers on and off line. Making an Idea a Reality: Through sketching and discussion, participants come to understand how to translate an idea into a design. Sequence, Storyboarding, and Animation: Young designers begin to use storyboarding and animation to show the sequence of functions for their dream machine. |
About Animate -- What animation is and the types available in KAHooTZ. Linking things together -- Find out what links are and how to create your own. About Stash -- Find out how to store your collection of Xpressions Search -- Learn how to find other children, Xpressions and icons.
![]() Tips & Tricks-- Further explorations of the technical options that help young designers create in Imagination Place! in KAHooTZ.
Word Wave
Design Xchange |
| 7) Looking "Inside" the Design | |
X-ray View: By imagining that there is an x-ray machine that can take pictures of the inside of a machine, participants describe in words and in pictures what the x-ray reveals about their own devices. Storyboards & Animation: What young designers learn by examining the insides of their machines and devices, further informs storyboards of their machines movements and the kinds of animations that they construct for their machines. |
About Sequence -- Find out what sequence is and when to use it. How Do I... Make things happen in order -- Find out how to make thinks happen when you want them to by creating a sequence.
![]() Tips & Tricks Encourage participants to continue working to understand the KAHooTZ technical options.
Wacky World
Word Wave
Design Xchange |
| 8) Here It Is! (Now Market It!) | |
Everyday Technology: Participants explore everyday objects to investigate important steps of the design process. ![]() Engage participants with Imagination Place! poster -- side 2. Market It: Participants experiment with describing their fantasy machines to a wider audience and explore issues such as how objects are represented in advertising, and what kind of context is necessary for object functions to be understood. |
About Text -- Find out about text and options for its use.
![]() Design Xchange Participants visit Market it and develop an advertisment for their invention. Participants download their Xpressions or print them out to guide them in creating their ad.
Word Wave |
| 9) Patent Pending | |
What Makes an Invention Patent Worthy? When participants have created "a machine the world forgot to make," including a front view, an x-ray view, and at least one other view (side or aerial), when there is an ad or press release describing what the machine is called, how it works, what it does, and what need it fills, problem it solves or opportunity it provides, the invention is ready for the patent office. |
Publish or Send![]() Design Xchange Participants visit the Patent Officeand make their inventions available to the public. |
| 10) Invention Convention | |
Celebrate the design, invention and innovation of participants in the Design club. Display contributions in various stages of development including: sketches, Xpressions, ideas and Patented work.
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![]() Design Xchange Participants visit Invention Convention Participants are awarded Design Certificates recognizing their participation in Imagination Place!
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Resources
Suggestions for Related Design Activities
Sources and References
©2000 Education
Development Center, Inc. All Rights Reserved.
A EDC/CCT project funded by NSF HRD# 9714749
Web related questions or comments: tmeade@edc.org
Last Revision: 4/3/01