Welcome to the Design Museum and Design Ventura Second year or 3 Design and enterprise challenge for students in years 9-11. Funded by Deutsche Bank who are interested in developing young people’s enterprise skills and business acumen.
Background about the Design Museum Now in its 22 nd year – set up by Sit Terence Conran to celebrate industrial, mass produced design – good design improves people’s lives. Interesting link between design and entrepreneurialism – TC is a highly successful business man as well as a product designer (furniture, home ware etc) Set up Habitat in the 1960s – his lifestyle store – bringing affordable modern home ware to post-war Britain. I.E. Design + Enterprise: Identified a gap in the market A target market (post-war increased affluence home owners) Aspirational culture – people beginning to want a new look and modern aesthetic in their homes Designed a store and range of well made, reasonably priced goods for the home Successful business that went a long way to transform the High St and people’s homes (for a pre-Ikea, Elle Decoration generation) Sold Habitat to develop his own Conran Shops (higher end products) and his restaurant empire. DESIGN + ENTERPRISE – problem solving, innovating, meeting a need, improving people’s live, team work and collaboration – he had an ambitious, can-do attitude – still has! Now wants to expand the capacity and ambitions of the Design Museum – hopes to move to a new building in the old Commonwealth institute in Kensington. £17m donation.
This pic exemplifies the transformation When Conran acquired the building and Butlers Wharf buildings around it Run down area Banana warehouse – ideal frame/blank canvas for the museum Docks – old industry – Design Museum – contemporary industry
Interested in all areas of design Changing temporary exhibition programme
All relate to Design Ventura Develop critical design understanding to provide insights into the world around us Make links between formal learning and industry practice Inspire a lifelong interest in design Nuture the next generation of creative professionals
Across all our learning programmes – trying to make connections between formal learning and industry practice and between the creative and business elements of successful design. Design is purposeful, client-led, pragmatic, problem solving Good example - the Overall winner of Designs of the Year 2011 Designs of the Year exhibition – all designs nominated as the most interesting, creative, innovative, solutions – 7 categories – this is the winner It changes the unattractive aesthetic but necessarily (low energy) of the modern light bulb and redesigns it into an object of beauty – form and function! Affordable, problem solving, sustainable design solution
Overall winner of Designs of the Year 2010 Standard UK plug has remained unchanged since its introduction 1947. it’s one of the bulkiest, heaviest plug in the world! Designer Min-Kyu Choi thought it was crazy to carry a plug that was thicker than his laptop. Every day design, improving travel - highly usable
Sustainable design – responsible More of us have lived in cities than in the country throughout the 20C. There is a crisis with the decline of the UK and worldwide bee population and the desire for more people to get back to basics growing their own food wherever they are. This design encourages urban beekeeping – bee hives haven’t been reengineered since the 1920s. The urban requirements of beekeeping need to avoid swarming and fit into small urban spaces…
How does enterprise fit with design education? Pupils gain experience of working collaboratively in a team, taking on different roles, pooling ideas and expertise and designing to meet a need Getting started, generating initial design ideas – can be difficult – students often want to design the first thing they think of. Need to open them up a bit. Pitching yor idea – Design Ventura includes students pitching/presenting/selling their ideas – quick and easy way to get going. Let ’ s have a go.
DV – supported VV - independent, can be more flexible about the size and scale – and timescale of the project Both versions: great prizes – DM goodie bags, publicity, trophy, glam celebration event, exhibition Wanted to open it out to far more schools using web content etc
PSHE – Economic well being
Enterprise Education is not a standalone subject: it underpins, and is supported by the 14-19 reforms. Enterprise Education is interpreted in many different ways: Business Creativity Entrepreneurship Financial capabilities Work Related Learning At the Design Museum we believe that Enterprise Education can be any of these things, but in particular, it is ‘the application of skills, creativity and attitudes to solve problems and generate new ideas in a real world context. Enterprise Education related to design provides an opportunity to reward risk-taking, innovation, collaboration and a positive attitude through hands-on experience. Enterprise education consists of enterprise capability supported by better financial capability and economic and business understanding. Enterprise capability Enterprise capability is the ability to be innovative, to be creative, to take risks and to manage them, to have a can-do attitude and the drive to make ideas happen. Enterprise capability is supported by: • financial capability which is the ability to manage one ’s own finances and to become questioning and informed consumers of financial services. • business and economic understanding which is the ability to understand the business context and make informed choices between alternative uses of scarce resources. These descriptions underline how much Enterprise Education can give to students. They add up to confident, financially mature and self-sufficient young people who can progress through to adulthood able to recognise and grasp any opportunity that comes their way. Your role as a practitioner in bringing this to life for your students cannot be underestimated. Employers want to see young people coming into the labour market with good communication skills, team working and problem solving skills, business and customer awareness and an enterprising attitude. They place ‘enormous value’ on employability skills but are concerned that these are currently not as well developed as they could be.
When you look at any aspect of the world around us, you realise that design ‘good’ and ‘bad’ surrounds us. In design and technology pupils combine practical and technological skills with creative thinking to design and make products and systems that meet human needs. They learn to use current technologies and consider the impact of future technological developments. They learn to think creatively and intervene to improve the quality of life, solving problems as individuals and members of a team.
Ask teachers to have a quick read of the brief – talk through it
Yr10 Boys have patented their design and are taking to companies - lots of interest
Students now working with a mentor designer who is taking them through the process of getting their product idea into a final design – and into the DM Shop. Available to buy from Sept 2011.
But it’s also a competition! (DV school and teacher winners pictured)