Wednesday, September 25, 2013

Spend a little time on design...and gain a lot

[caption id="attachment_273" align="alignleft" width="300"]logos designed by 4th and 5th graders logos designed by 4th and 5th graders[/caption]

For too long we have pushed creativity and artistic design in school off to the Friday afternoon back burner or for when the important "core" work was complete. There is a lot though in fostering creative projects that feeds directly into enhancing mathematical and literary pursuits.

This year our fourth and fifth graders are working in groups of four or five on a very lofty goal. Each team will cover a number of different school events from classroom activities to field trips to the Fun Night carnival. The groups will produce multimedia news segments that ultimately will be compiled into one long video yearbook.

In order to insure that we meet our "Real artists ship" mantra the students and I have flipped our mindset from treating our time together like school and instead treating it as if we are all working at video production companies. The first task was to form a production company name, complete with a logo.

The students' learning target was "I can create a company name and logo that convey intended feelings." We began by looking at a number of existing artistic companies' names and logos like those from Pixar, Dreamworks, Orion, Warner Brothers, and Bad Robot. Next as a class we discussed what feelings these names and trademarks elicit. The outcomes of inference as well as an understanding of "visual grammar" were immediate. As teams got to brainstorming, these concepts were front and center as each group paid close attention to what type of feelings would be associated with their potential names and designs.

From a teaching standpoint, I made several rounds to check on each group's progress and constantly challenged each team with questions like "If I had $3,000,000 to invest in a serious film about slavery ending in the 1860's would I choose a company called the 'Flaming Fireballs'?" There were some groups that started waaaaaay out past the left field bleachers but I eventually reeled them into at least short left field. As more and more teams honed in on a name we switched gears to designing logos. Each team had to create an old-fashion crayon and pencil concept that was our digital starting point as I conferenced intensely with each group.  I consistently helped teams simplify and asked, "What if?" seemingly over and over again. This was my chance to teach in small groups advanced Keynote techniques. I didn't want to override their creativity with my own but offered a suggestion here and there that most students really didn't know was possible. On many occasions I would add something as a demo and then delete it after showing it. Next,  I would leave the group to check on others. This allowed the group I had just left time to decide whether that was something to recreate themselves or stick with an original idea. The completion of each design was an electric moment for the kids and me.

In purely random order, here are some of the concepts and skills students developed and benefits experienced during this process.

  • Collaboration

  • Accountable Talk

  • Showing rather than telling

  • The way different fonts and colors affect a message

  • Math concepts like proportions and scale

  • An appreciation for the work

  • An escape from the way school is always "done"

  • Creative expression

  • Compromise

  • Motivation to tackle a big task

  • Fun


The concepts of design and creativity may not show up explicitly written in any curriculum manual but spending a little bit of time on it will prepare students to tackle any part of the Common Core with the mindset of someone working on projects at Apple, Google, or Herman Miller. They will bring a keen eye and will expect to create with excellence.

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