Making Connections with
Life
As a concept, Scientific
Method is more familiar than Design Method. But
as an activity, design is more familiar, for most students, in what they
have experienced in the past and what they can imagine for the future. Design
makes a concrete connection with the past (so students can build on
the foundation of what they already know) and with
the future (so they will be motivated to learn skills that will
help them achieve their own goals for life). Because design "connects" with
students (with their past, present, and future) and with enjoyable activities
in the classroom — and because design method can
help students learn scientific method — it makes sense to teach
design
method before scientific method.
connecting the past and present:
The
simple framework of Integrated Design Method (making quality
checks by
comparing GOALS with OBSERVATIONS or PREDICTIONS) will
help students recognize the "design logic" they use in everyday activities. This
familiarity makes a Design Method seem less intimidating, when students realize
they are working with methods of thinking they already know, instead of learning
something new and strange. This familiarity will help to reduce the feelings
that "I can't do this," the emotionally based obstacles to learning
that are causes (and effects) of low self-esteem in school.
Establishing
connections with the past is also pedagogically sound because, consistent with
constructivist approaches to education, students can build on the foundation
of their prior knowledge. Design activities give students a chance to
use what they know, to practice and improve old thinking skills, and to expand
into new areas of application.
connecting the present and future:
In
design the goal can be an improved product, strategy, or theory. Since
this includes almost everything in life, students can see that design education
is practical, that it will be useful in "real life" outside school,
both now and in their future. When they realize this, and if they truly
appreciate the value of what they can gain,
"Students
will be excited about learning. They will invest extra mental effort
because they are motivated by a forward-looking expectation that what they
are learning will be personally useful in the future, that it will improve
their lives. They will wisely ask, 'What can I learn now that will
help me in the future?' They will discover that thinking is fun, and
will want to do it more often and more skillfully!" {quoted from Aesop's
Activities }
Due to its wide scope, design (to a greater
extent than science) includes future activities that every student can imagine,
especially if their imaginations are stimulated by a teacher who helps them
see that what they are learning in school can be used outside the classroom,
that it can help them achieve their personal goals for life. And if
students are convinced that what they learn in school will "transfer
to life" and will help them live a better life, they will be more motivated
to learn.
Problem
Solving in Life
It's exciting
to use our minds skillfully. Thinking is a grand adventure, in
design and in science.
Design is a way to solve problems. In
common language, a "problem" is usually bad. But in design, a problem is
an opportunity to make a difference, to make things better. Whenever you
are thinking about ways to increase the quality of life (or avoid a decrease
in quality), you are actively involved in problem solving.
In every area of life, generative
thinking (to generate ideas) and evaluative
thinking (to evaluate ideas) are essential. These mutually
supportive skills are integrated in the problem-solving methods used
in a wide range of design fields — such as engineering, architecture,
medicine, music, art, literature, philosophy, history, law, business,
athletics, and science — where the goal is to design a product,
strategy, or theory. In fact, design includes almost everything
in life.
A product can
be an object (like a refrigerator, bicycle, or car) but it also could be a
repaired object (a car that works better than before), a work of art (a painting,
song, or story), a letter to a colleague, an inspirational talk for a community
group, or a casserole for a potluck picnic.
Similarly, a strategy is
needed in a wide variety of situations — educational (as a learner
or teacher), social, athletic, political, military, legal, financial,
or agricultural — involving competition and/or cooperation. You
can plan a strategy for winning a soccer game, making a friend or being
a friend, planning a party, running a charity, starting a business, or
growing crops to feed a nation. When you make a decision in any
area of life, you are designing a strategy for living, for helping you
achieve goals.
Design and Science: If we define design as
the process of designing products or strategies, and science as
the designing of theories about nature, the main objective of design
is to improve human technologies, while the main objective of
science is to understand nature.
The
Joy of Thinking
Design includes almost everything
in life, so you can find many ways to enjoy the excitement of design
thinking, to experience the satisfaction of solving a problem and achieving
a practical goal. Since the beginning of human history, people
have been designing strategies for better living, and designing products
to carry out these strategies more effectively. For example,
strategies for getting food (by hunting and farming) were more effective
when using products (spears and plows). Design continues to be
useful in the modern world.
Science is also useful,
in two ways.
First, the understanding gained by science
is often used by designers when they develop new products or strategies. The
technological results of "applied science" are familiar.
Second, science can help us fulfill
a deep human need, because it is one way to search for answers when,
inspired by our curiosity, we ask questions about what, how, and why. Most
of us want to know the truth, so an intrinsically appealing goal is
the design of scientific theories that are true, that correctly describe
what is happening now and what has happened in the past. In our search
for truth in nature, we are motivated by curiosity about how things work, a desire
to solve mysteries. { A fascinating mystery story, about a simple theory
that is strange yet successful, illustrates The Joy of
Science. }
This section assumes you are familiar with
the concept of "reality checks" in science
and design.
Design
and Science in Education
A "Reality Check" Bridge: Reality
checks, which are used in both design and science, serve as a bridge from
design to science, and this will make it easier to learn scientific method. If
you are serving as a teacher (if you are helping someone else learn) you can
watch for an appropriate
time, during a design project, to ask a science question: When predictions
and observations are compared, do they match? Since this question
is a reality check, which is the logical foundation of science, you
have an opportunity to explain the logic of science: experiments and
observations, theories and predictions, and (for the evaluation and
generation of theories) reality checks. Of course, you won't
do all of this at once. Pacing is important. But most components
of scientific method are already being used in design method, and this
will make it much easier to learn scientific method.
A "Science as Design" Bridge: It
is useful to view science as a specialized type of design
in which the
overall goal
is to develop an improved theory, and the main strategy is to
evaluate
the
"quality"
of
a
particular theory by comparing
our GOALS for a theory with our OBSERVATIONS or PREDICTIONS about
this theory, with the theory's CHARACTERISTICS as they currently
are observed
or
as we predict they will be in the future. This
approach will stimulate important questions (about the process of setting
goals and determining characteristics, and about the factors that influence
our choice of evaluation criteria) and educationally productive discussions. { How
do
scientists design a theory? }
A "Design to Science" Bridge is
explained in the next section.
A "Learning from Reality" Bridge: We
can also see a useful transfer of skills from science to design. In a scientific
reality
check,
sometimes
there
is
a
close
match
between
predictions
and
observations,
and this gives us confidence in the theory being tested. And when there
is not a close match, this can help us change our thinking so it more closely
corresponds with reality, which is very useful in science and design, in education
and
life.
Design before Science
Because
design "includes almost everything in life," it's easy to find design projects
that are fun-and-useful for a student, who is thus motivated to think and
learn. The process of scientific thinking also becomes fun-and-useful
when design and science are connected by using reality checks as a bridge. This
bridge allows a smooth transition from design method to scientific method,
which is introduced in a way that is easy, fun, and comfortable, not difficult,
boring, and scary.
As a concept, Scientific Method is more
familiar than Design Method. But as an activity, design is more familiar,
for most students, in what they have experienced in the past and what they
can
imagine for the future. Because the everyday lives of students have
been filled with design thinking, design makes a concrete connection with
their past (so they can build on the foundation of what they already know)
and with their future (so they will be motivated to learn skills that will
help them achieve their own goals for life).
An Experience Bridge: If students
understand and personally internalize these "past, present, and future" connections,
they will be
motivated to study design. And some of this motivation can be
transfered to science. How? If
we teach design before science, and we explain the similarities
between design and
science, we can create
an experience bridge
(from design to science) that connects experiences in design
with experiences in science that are similar although
not
as familiar.
Similarities and Differences: When
students study Design Method and Scientific Method together, they can understand
the many similarities and differences between design and science, and
between various types of design or types of science. It can be useful
to understand and appreciate both similarities and differences. The
similarities call attention to opportunities for transfer, and the differences
help us appreciate the unique
characteristics of each area. {the similarities and differences are examined
in Design and Science}