HIGH SCHOOL
Jeanne Bjork
James W., “decomposed tech” shirt design.
The classroom is abuzz with activity as students perform a variety of tasks to complete their work, such as signing out to interview clients, heading to the innovation center to use the 3D printer, laser engraving or cutting vinyl, using the software in the computer lab, creating illustrations on their tablets, designing websites to show their portfolios, and working in the art studio with traditional materials to create new versions of their concepts.
In all of these instances, authenticity and student choice are at the heart of learning through design. Learning how to collaborate with a real client is also a key part of the process. But how did we get to this well-oiled machine of student-centered learning?
James W., Organic Pumpkin Purée food label design.
Research
It starts with research that helps students understand what design is—an umbrella under which many media arts disciplines reside, including illustration, photography, typography, motion graphics, and more. In all of these, the designer is the idea person who brings the elements together to create a cohesive final product for the client. The client is always right, but a good designer leads the process, steering the client to make good design decisions.
The designer is involved in the production phase of the project, too, collaborating with the production team to get the best final product, whether it’s a t-shirt, poster, or 3D product. Considering social media for the client can also be part of the designer’s job. In all of these instances, collaboration is at the heart of creating a quality design that meets the client’s needs.
Planning and Pitching
In the design classes I teach, we start by building this collaborative approach to assignments through the planning and pitching phases. Students research their ideas through self- and teacher-curated websites and document their findings in digital and traditional visual journals. Then they work individually to learn how to use design software, the difference between raster and vector graphics, and how to create a visual hierarchy while applying their knowledge of the elements of art and principles of design.
Authenticity and student choice are at the heart of learning through design.
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