Thesis update – reflection 2/7/18
So far, this thesis has taken quite a turn from where I left it last. New suggestions I received from my written thesis so far is to simplify.
If I continue to struggle getting the main ideas across, moving on will be impossible.
How might I simplify my elevator pitch?
Current one sentence pitch:
My website introduces linear algebraic matrices to middle school kids by making digital image filters.
Even shorter pitches:
Kids use math to make images.
Use images to talk about math.
Succinctly address the following:
Concept – Introduce linear algebraic matrices to middle school kids by making digital image filters.
Context – Common Core Math education lacks in both real-world application and imaginative capabilities, which discourages kids from exploring math on a deeper level.
Content – Interactive explorations on Color, ; hosted on either a website or mobile app, any platform that allows experimental coding and accessibility.
Contribution – By learning how an everyday aspect of technology works on a mathematical level, middle schoolers feel empowered. Applying math to achieve a creative, open-ended, real effect like altering a digital image ultimately creates an enriched relationship to mathematics and STEM, with the possibility of developing a continued interest in related areas (i.e. computer graphics, image processing, etc.)
My Production/Technical Plan for full execution is as follows:
(from Universal Methods of Design by Bruce Hanington, and Bella Martin)
semester 1 – January
Phase 1: Planning, Scoping, Definition
Project parameters are explored and defined
Develop elevator pitch
February
Phase 2: Exploration, Synthesis, Design
Immersive research and design ethnography
How might I learn more about how my average user learns?
Middle school / under 10: Minecraft gameplay, Mindstorms
Learning Community Charter School Ed Tech program
February – March
Phase 3: Evaluation, Refinement, Production
Iterative testing and feedback
Found an applied linear algebra book for high schoolers, as a resource for specific algebra concerns in computer graphics (When Life is Linear: From Computer Graphics to Bracketology)
Three prototypes:
Convolution https://beej.us/blog/data/convolution-image-processing/
Color editing http://immersivemath.com/ila/ch06_matrices/ch06.html
Compression https://pixlpa.com/qa/pusher.html
Determine major functionalities
Gamified version? Create tasks, unlock discoveries
Design art assets, interface skin
April 1
Phase 4: Launch and Monitor
User video and documentation
Show prep
References
Chartier, Tim. When Life Is Linear: From Computer Graphics to Bracketology. Mathematical Association of America, 2015. http://www.jstor.org/stable/10.4169/j.ctt19b9kd8.
Hanington, Bruce, and Martin, Bella. Universal Methods of Design : 100 Ways to Research Complex Problems, Develop Innovative Ideas, and Design Effective Solutions. Osceola: Rockport Publishers, 2012. Accessed February 7, 2018. ProQuest Ebook Central.
Maeda, John. Design by numbers. MIT press, 2001.
Papert, Seymour. Mindstorms: Children, computers, and powerful ideas. Basic Books, Inc., 1980. https://mindstorms.media.mit.edu.