FRAME THE FUTURE
- Pre-Seed
The service economy that will surround the machine age will require people who understand problem solving and critical thinking to reframe the context in which problems need to be solved
Children are the next wave of thinkers and doers in our coming economy and they will need to be able to define creative solutions when working with technology.
The service economy that will surround the machine age will require that people understand problem solving and critical thinking for reframing the context in which problems need to be solved
Design thinking and exposure to creative problem solving to enable young people to apply analysis and face new industries with a set of skills to adapt to new areas and businesses as they change and evolve.
Developing curriculum and after school programs to experiment and develop creative problem solving, prototyping and presentation skills
Piloting in a community school to set some parameters around how these skill development activities should be integrated into curriculum or community building locales.
Schools as the focus will enable the program to be defined in a scalable way. Pilot with one, grow to a district, explore modifications for age and continue to pivot as more and more ages or geos are identified.
The service economy that will surround the machine age will require that people understand problem solving and critical thinking for reframing the context in which problems need to be solved
Schools as the focus will enable the program to be defined in a scalable way. Pilot with one, grow to a district, explore modifications for age and continue to pivot as more and more ages or geos are identified.
Design thinking and exposure to creative problem solving to enable young people to apply analysis and face new industries with a set of skills to adapt to new areas and businesses as they change and evolve.
Developing curriculum and after school programs to experiment and develop creative problem solving, prototyping and presentation skills
Piloting in a community school to set some parameters around how these skill development activities should be integrated into curriculum or community building locales.
New ways to learn and adapt curriculum to prepare students for a workforce that is filled with technology. Young people who are entering the workforce need to think about tasks in a new way, they need to think about working in partnership with machines and they need to think about the great questions that need to be answered in order to shape the next wave of technology enabled and aided services.
Programs in and around schools to help children and young adults learn how to solve complex problems, reframe problem areas and define creative solutions through curriculum and tools
see project outputs from school - Children in school learn our tools and complete a semester of design thinking exercises
measure adoption and buy in - Schools agree to implement our exercises as part of an in school or after school program
ability to pitch and pilot in additional geos or age groups - ability to package and repurpose curriculum for other locales ( cultural sensitivity, age differences)
- Child
- Adolescent
- Primary
- Secondary
- Non-binary
- Sub-Saharan Africa
- Latin America and the Caribbean
- US and Canada
- Consumer-facing software (mobile applications, cloud services)
- Digital systems (machine learning, control systems, big data)
- Manufacturing & process optimization
- Management & design approaches
- Robotics
When thinking about working in tech, people see barriers, but a unique space exists for making impact, assessing problem spaces and defining ways to innovate.Seeing how the world is changing and understanding how to respond to it will be key to grow the next workforce of empowered workers in a tech economy. As machines become adept at addressing problems that humans currently solve, there will be a need for people to work alongside technology in the service industry. Learning about design thinking enables young people to think creatively about how they want to be in the world.
The core of this idea is human centered, understanding what problem humans are trying to solve, the applications in which technology is being used and the way to think about current and future problems. Employing a user centered, empathetic lens is core to this cirriculum.
this is a learning pack
it can be a simple as a free app, a paper based guide or a seminar that can be shared in a community, the goal of the research is to understand what level of fidelity is appropriate for pilot and what changes need to be made as addressing new geos and age groups. a database of design projects as part of the resources would be key to drive more adoption and exposure but that is outcome based and would need to be explored in the pilot
- 0 (Concept)
- Not Registered as Any Organization
- United States
we all have day jobs and have to treat this as a pet project
time and access to innovation solution development. Prototyping should be easy and straightforward, but the next layer of solutions will require create design and tech.
- 1 year
- 12-18 months
- 18+ months
- 21st Century Skills
- Arts Education
- Online Learning
- Primary Education
- STEM Education
I am hoping to leverage the time I have at Sloan to work on projects for innovation, this time and the access to people that are concerned with these issues and discrete areas to solve are key to taking this concept beyond prototype with input that can we well informed by academics and partners beyond what we would find in the commercial market
A few design thinkers and parents that are interested in pursuing this curriculum for kids. my seven year old daughter.
I dont know