California Association of Museums Conference
March 7, 2014
Speakers:
Susan Spero, JFK University
Dana Mitroff Silvers, Design Thinking for Museums
Karen Kienzle, Palo Alto Art Center
Brianna Cutts, Sibbett Group
14. Start with a conversation
Image courtesy of Susan Spero
15. Interview your partner
What do you like most & least about
your CAM badge?
Why?
What do you like most & least about
networking at this conference?
Why?
2 minutes x 2
16. Sketch ideas
Use your new knowledge about your
user to sketch out ideas for a new
badge for him/her.
2 minutes on your own
17. Share + get feedback
Show your sketches and ideas to your
partner.
What resonates?
What do they dislike?
2 minutes x 2
33. Art
Center’s
audience
design
thinking
process
§ Teens
need
a
safe
and
fun
place
to
acBvely
express
themselves
with
their
friends
because
it
is
important
to
be
involved
in
a
community
in
which
you
are
heard
and
respected.
33
35. Project
Goals
§ To
design
and
develop
a
third
space
for
teens.
§ To
involve
teens
extensively
in
the
planning
process
and
ensure
their
voices
are
heard
and
validated
§ To
promote
teen’s
engagement
in
a
design
thinking
process
and
demonstrate
the
applicaBons
of
design
thinking
concepts
in
life
and
learning.
35
37. Process:
Introducing
the
Project
§ How
might
we
design
a
mobile
makerspace
that
creates
a
broad
range
of
experiences
and
is
welcoming
to
diverse
users?
37
38. Process:
Establishing
Groundrules
§
§
§
§
§
§
§
§
§
§
§
Everyone
is
heard
Show
up
on
Bme,
respect
your
commitment
Take
an
extra
step
to
get
to
know
others
No
phones
(except
for
breaks)
Use
good
judgment—be
nice
Ask
quesBons
Provide
clarificaBon
Respect
other
people’s
ideas
Take
on
tasks
that
are
needed—
contribute
Make
compromises
Be
opBmisBc
38
45. Process:
Defining
§ Inexperience
maker
teenager
(Shasta)
needs
a
nonjudgmental
place
to
learn
and
be
inspired
because
she
wants
a
place
to
create
and
relax
without
pressure
to
succeed.
45
46. Process:
Defining
§ Freddy
needs
a
way
to
mix
machinery
with
craVs
because
he
wants
to
personalize
and
individualize
the
industrial
world.
46
47. Process:
Defining
§ The
lazy
video
game
addict
(Kyle)
needs
a
way
to
achieve
an
adrenaline
rush
and
mo-va-on
because
he
is
bored
and
sick
of
school.
47
48. Process:
Defining
§ Georgia
needs
a
way
to
unwind
aVer
school
because
unwinding
would
help
her
lower
her
stress
levels.
48
66. Evalua-on
Feedback
§ EvaluaBon
feedback:
– Majority
of
teen
designers
shared
that
they
thought
they
could
incorporate
design
thinking
in
their
day-‐to-‐day
lives:
• “Yes,
design
process
could
be
applied
to
problem
solving
and
other
criBcal
thinking
applicaBons.”
• “Problem
solving
skills
apply
to
all
problems—
abstract
and
physical.”
66
67. For
more
informa-on
§ For
more
info
and
to
download
drawings
of
our
furniture:
www.cityofpaloalto.org/gov/depts/lib/teens/makex.asp
§ To
reserve
equipment:
hps://liquidspace.com/Venues/makex
§ makeX
was
supported
in
part
by
the
U.S.
InsBtute
of
Museum
and
Library
Services
under
the
provisions
of
the
Library
Services
and
Technology
Act,
administered
in
California
by
the
State
Librarian
§ Karen
Kienzle,
Director,
Palo
Alto
Art
Center
(karen.kienzle@cityofpaloalto.org)
67
75. • A set of tools that let us express
our
Creative Confidence
76. Creativity
“The process of having
original ideas that have
value.”
— Sir Ken Robinson, Author
Innovation
“Putting new ideas into
the world.”
— Tim Brown, IDEO CEO
77. Creativity
“The process of having
original ideas that have
value.”
— Sir Ken Robinson, Author
Innovation
“Putting new ideas into
the world.”
— Tim Brown, IDEO CEO
Having
Ideas
78. Creativity
“The process of having
original ideas that have
value.”
Having
Ideas
— Sir Ken Robinson, Author
Innovation
“Putting new ideas into
the world.”
— Tim Brown, IDEO CEO
Acting on
Ideas
98. We’re All Creative
0
years
0-5
years
is most
creative
time in
life
Human Life Span
100
years
1968 Longitudinal Study:
Breakpoint and Beyond:
Mastering the Future Today,
George Land and Beth Jarman
99. We’re All Creative
• 1,600 5-year-olds
• Test used by NASA to select
innovative engineers and
scientists
• At age 5: 98%
• At age 10: 30%
• At age 15: 12%