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.

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