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The DesignThe Design phase aims to create a solution to the problem posed in the Design Brief. The phase concludes with sufficient information to enable the 'design solution' to be manufactured.
Methods, Techniques and Technology
For example, all designers select materials but the range of choice and the importance of the decision are specific to their design discipline. Crane designers choose materials to industry standards. Consequently, material choice is a routine matter. To the fashion designer, on the other hand, material selection is a fundamental creative decision. Good designers know how to apply common principles yet have a thorough knowledge of the specifics of their design field. Their ability to assess what factors need to be considered is an imporfant skill (See here for factors relevant to Roamer design). This 'Design' sub-section presents some of the methods, techniques and technologies relevant to Roamer, with examples of classroom work. It shows how these principles compare with commercial design applications. The section ends with illustrated ideas.
Design Sub-Problems
Because "Human knowledge doubles every six years", fact-cramming can not be the only teaching objective. Education needs to develop problem solving and thinking skills. One reason design is such a good educational medium is that it's about problem solving. Teachers familiar with Logo may have met the "Top Down" problem solving strategy, which involves taking complex problems and breaking them down into smaller, more manageable ones. This technique is very familiar to designers. Complex projects, worked on by teams of designers, are deliberately broken down into sub-problems. However, even designs worked on by one designer will be consciously or subconsciously sub-divided. Design Teams - Group WorkingMost designs are created by teams combining ideas, expertise and experience. The advantage of group work is already familiar to teachers. Roamer design work is on excellent opportunity for using this method.
Stimulation of IdeasThere are many techniques a designer may use to stimulate ideas or themes that provide a basis for a design. Current DevelopmentsDesigners keep up to date with developments and innovations by reading technical literature and attending conferences and exhibitions. Children should be encouraged to discuss their designs. Roamer design projects will appear regularly in the Valiant "GO" Magazine. Interactive DesignSometimes professional designers use the interactive approach to solve design problems. Picking up objects and playing with them can lead to interesting ideas. Different CulturesDesign has developed differently in various cultures. Looking at other cultures can provide dynamic ideas.
NatureNature inspires many design ideas. Roamer characters based on animals, plants, etc; provide a new perspective on nature study, particularly when the child comes to program the Roamer's behaviour.
Historical DesignsHistorical designs can be used with new technologies and materials. Visits to museums and books on design history are good sources of ideas.
Fresh ApproachSometimes designers become trapped looking at things in a particular way. They need to constantly question the basis of designs and consciously search for new perspectives to enable them to find exciting new solutions.
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