Starting Points in Design and Technology

Starting Points in Design and Technology
Author: Hilary Ansell
Publisher: Folens Limited
Total Pages: 76
Release: 2004
Genre: Education
ISBN: 9780947882761

Exciting activities linked to the QCA Scheme of Work for Design Technology for 5 to 11 year olds. Creative ideas for stunning displays using 2-D and 3-D projects. Activities are suitable for whole class or small group work.

Teaching Design and Technology Creatively

Teaching Design and Technology Creatively
Author: Clare Benson
Publisher: Taylor & Francis
Total Pages: 201
Release: 2017-05-18
Genre: Education
ISBN: 1317225163

Packed full of practical ideas, Teaching Design and Technology Creatively is a stimulating source of guidance for busy trainee and practising teachers. Grounded in the latest research, it offers a wealth of suggestions to foster creative development in D&T and supports teachers in providing their students with more authentic, enjoyable experiences. Providing a wealth of ready-to-use ideas for creative lessons, key topics covered include: Understanding links between D&T and creativity Creating a foundation for D&T in the early years Using objects, books and real-life contexts as imaginative starting points Developing designerly thinking Making the most of construction kits Helping children draw to develop their ideas Encouraging dialogic talk in D&T to drive learning Exploring food as a creative resource Practical approaches to embedding IT and programming in the curriculum Taking learning outside the classroom. Teaching Design and Technology Creatively provides practical teaching suggestions to ensure teachers of all levels understand how to teach for creativity. It shows how learning experiences in D&T have the potential to extend children’s technological knowledge, and to promote problem-solving and evaluation skills. Drawing on examples from real-world projects, this text is invaluable for all those who wish to engage students in D&T and encourage creative classroom practice.

Starting Points for ICT Regulation

Starting Points for ICT Regulation
Author: Bert-Jaap Koops
Publisher: T.M.C. Asser Press
Total Pages: 310
Release: 2006-04-27
Genre: Law
ISBN: 9789067042161

Chapter 1 INTRODUCTION Miriam Lips 1.1 Introduction: The Complexity of Designing Regulation for ‘On-Line’ Activities 1 / . H 1 / . H J H ( H > J ( > )**) ? & F , F 4 ! " ? F > $ ? $ *”*?@A?& & ( B* 4 *”* ) C$ D 4 *”* - *>B ! :E)FE! !""# $ % $ $ chapter one > 4 E- ? > > 9==* 0 ! 0 " > 1.2 The Mutual Influence of Technological, Societal, and Regulatory Developments 1 0 F 0 > / . / . 0 0 # 0 # / 1 0 G H?? ! ! ? ! I! &! ! BJJKL 3 BJJAL *”>! BJJK ! :*! introduction # C /1 > . ( # > 9= # . F $ > # ! ( " J 6 J > > F J > ( C / . 0 J 0 > ( > 4 > F 0 ! " , 0 ( / . ! > " 4 4 3 BJJA ! JF:! $ 4 BJJAL *”> ! chapter one & 0 0 0 / . 0 1.3 New Regulatory Questions, Dilemmas, and Options in a Networked Society 1.3.1 Traditional regulatory frameworks, technical characteristics and societal transformations 9==* G G ( # . / " + . G G F E ( ( E ( ! ( " E 0 G G C

Teaching Design and Technology 3-11

Teaching Design and Technology 3-11
Author: Gill Hope
Publisher: A&C Black
Total Pages: 256
Release: 2004-01-01
Genre: Education
ISBN: 9780826468772

Whether you are beginning a teacher-training course or embarking on a career in teaching, this introductory textbook provides comprehensive information on how to meet the standards for effective teaching in early years and primary settings.

The Design Thinking Playbook

The Design Thinking Playbook
Author: Michael Lewrick
Publisher: John Wiley & Sons
Total Pages: 943
Release: 2018-05-03
Genre: Design
ISBN: 1119467500

A radical shift in perspective to transform your organization to become more innovative The Design Thinking Playbook is an actionable guide to the future of business. By stepping back and questioning the current mindset, the faults of the status quo stand out in stark relief—and this guide gives you the tools and frameworks you need to kick off a digital transformation. Design Thinking is about approaching things differently with a strong user orientation and fast iterations with multidisciplinary teams to solve wicked problems. It is equally applicable to (re-)design products, services, processes, business models, and ecosystems. It inspires radical innovation as a matter of course, and ignites capabilities beyond mere potential. Unmatched as a source of competitive advantage, Design Thinking is the driving force behind those who will lead industries through transformations and evolutions. This book describes how Design Thinking is applied across a variety of industries, enriched with other proven approaches as well as the necessary tools, and the knowledge to use them effectively. Packed with solutions for common challenges including digital transformation, this practical, highly visual discussion shows you how Design Thinking fits into agile methods within management, innovation, and startups. Explore the digitized future using new design criteria to create real value for the user Foster radical innovation through an inspiring framework for action Gather the right people to build highly-motivated teams Apply Design Thinking, Systems Thinking, Big Data Analytics, and Lean Start-up using new tools and a fresh new perspective Create Minimum Viable Ecosystems (MVEs) for digital processes and services which becomes for example essential in building Blockchain applications Practical frameworks, real-world solutions, and radical innovation wrapped in a whole new outlook give you the power to mindfully lead to new heights. From systems and operations to people, projects, culture, digitalization, and beyond, this invaluable mind shift paves the way for organizations—and individuals—to do great things. When you're ready to give your organization a big step forward, The Design Thinking Playbook is your practical guide to a more innovative future.

A Philosophy of Software Design

A Philosophy of Software Design
Author: John K. Ousterhout
Publisher:
Total Pages: 0
Release: 2021
Genre: Computer programs
ISBN: 9781732102217

"This book addresses the topic of software design: how to decompose complex software systems into modules (such as classes and methods) that can be implemented relatively independently. The book first introduces the fundamental problem in software design, which is managing complexity. It then discusses philosophical issues about how to approach the software design process and it presents a collection of design principles to apply during software design. The book also introduces a set of red flags that identify design problems. You can apply the ideas in this book to minimize the complexity of large software systems, so that you can write software more quickly and cheaply."--Amazon.

Design after Capitalism

Design after Capitalism
Author: Matthew Wizinsky
Publisher: MIT Press
Total Pages: 347
Release: 2022-03-15
Genre: Design
ISBN: 0262543567

How design can transcend the logics, structures, and subjectivities of capitalism: a framework, theoretical grounding, and practical principles. The designed things, experiences, and symbols that we use to perceive, understand, and perform our everyday lives are much more than just props. They directly shape how we live. In Design after Capitalism, Matthew Wizinsky argues that the world of industrial capitalism that gave birth to modern design has been dramatically transformed. Design today needs to reorient itself toward deliberate transitions of everyday politics, social relations, and economies. Looking at design through the lens of political economy, Wizinsky calls for the field to transcend the logics, structures, and subjectivities of capitalism—to combine design entrepreneurship with social empowerment in order to facilitate new ways of producing those things, symbols, and experiences that make up everyday life. After analyzing the parallel histories of capitalism and design, Wizinsky offers some historical examples of anticapitalist, noncapitalist, and postcapitalist models of design practice. These range from the British Arts and Crafts movement of the nineteenth century to contemporary practices of growing furniture or biotextiles and automated forms of production. Drawing on insights from sociology, philosophy, economics, political science, history, environmental and sustainability studies, and critical theory—fields not usually seen as central to design—he lays out core principles for postcapitalist design; offers strategies for applying these principles to the three layers of project, practice, and discipline; and provides a set of practical guidelines for designers to use as a starting point. The work of postcapitalist design can start today, Wizinsky says—with the next project.

Presentation Zen

Presentation Zen
Author: Garr Reynolds
Publisher: Pearson Education
Total Pages: 316
Release: 2009-04-15
Genre: Business & Economics
ISBN: 0321601890

FOREWORD BY GUY KAWASAKI Presentation designer and internationally acclaimed communications expert Garr Reynolds, creator of the most popular Web site on presentation design and delivery on the Net — presentationzen.com — shares his experience in a provocative mix of illumination, inspiration, education, and guidance that will change the way you think about making presentations with PowerPoint or Keynote. Presentation Zen challenges the conventional wisdom of making "slide presentations" in today’s world and encourages you to think differently and more creatively about the preparation, design, and delivery of your presentations. Garr shares lessons and perspectives that draw upon practical advice from the fields of communication and business. Combining solid principles of design with the tenets of Zen simplicity, this book will help you along the path to simpler, more effective presentations.

Researching Design Learning

Researching Design Learning
Author: Richard Kimbell
Publisher: Springer Science & Business Media
Total Pages: 327
Release: 2008-09-27
Genre: Architecture
ISBN: 1402090544

The product of ongoing research projects in design and technology teaching, this book summarizes the lessons learned. The book focuses on the design activity, on learning, teaching and assessment, and, more widely, on what can be learnt about the research process itself. The authors aim to answer questions such as how active, concrete learning enables cognitive and emotional growth? Researching such questions, the authors integrate the conceptual, the practical and the pedagogic.