A Contextual Challenge is more than just a starting point.
For GCSE students it is easy to see an exam board's contextual challenges as just a thing you have to get past for the first page to 'find' a problem or a project, or jump through an assessment hoop with, or (worst of all) something that you have to force to fit an outcome you want to achieve. Some students and teachers view them a bit like the starting blocks in a 100m race - useful to get you going but quickly left behind.
We believe that a much more useful and productive way to think of the context is as a lens through which all aspects of the project are seen, from the beginning through to the end. A design context is most useful when your understanding of it is something you constantly work from, and on, to give your designing focus and a centre to every step of the design process.
LEARNING THROUGH PLAY • PREPARING FOR EMERGENCIES • OUTDOOR LIVING • KEEPING FIT AND ACTIVE • HUMAN CAPACITY • LIVING AND WORKING SPACES • DEVELOPING A COMMUNITY • PROTECTING PEOPLE & PRODUCTS • HEALTH & WELL BEING • TIME • LIGHT • SHELTER • CONTAINMENT • NEEDS OF THE ELDERLY • INCLUSIVE DESIGN • SUSTAINABLE DEVELOPMENT GOALS • CHILD DEVELOPMENT • COMMUNITY CELEBRATION • UNIVERSAL DESIGN • OUTDOOR LIVING • HOBBIES • NATURAL FORMS • SUSTAINABLE FUTURES • SPORT & FITNESS • EMERGING MATERIAL TECHNOLOGIES • JOURNEYS • SUPPORTING DEVELOPING COUNTRIES • MULTIFUNCTIONAL LIVING • AN AGEING POPULATION • INDEPENDENT LIVING • THE NEXT FIVE YEARS • HOMELESSNESS • FOOD SECURITY • CHARITY AND GIVING • EMPATHY • MINIMALIST LIVING • EDUCATION FUTURES • ENCOURAGING HEALTHY LIFESTYLES • PROVIDING A SAFE AND COMFORTABLE HOME • WORKING TOWARDS A SUSTAINABLE FUTURE • A HIGH PROFILE ACTIVITY OR OCCASION • TEENAGE LIFESTYLE • THE THIRD AGE • NATURE AND THE ENVIRONMENT • LEARNING THROUGH PLAY • WEARABLES • ILLUMINATION • MEDICAL • EXTENDING LIFE • SAVING SPACE • SMART CLOTHING • TEMPORARY ARCHITECTURE • HOSTILE ENVIRONMENTS • PREPARING FOR EMERGENCIES • OUTDOOR LIVING • KEEPING FIT AND ACTIVE •
Working with broad contexts allows young designers to engage with design in a much more meaningful way. By framing all ongoing design activity in a real world context, and by having meaningful and productive interactions with users, the student will develop skill of working with empathy, and will more fully experience the profound effect that design can have on the world.
Working within a CONTEXT gives our projects more depth and meaning. A context will describe the background and setting, and bind together the people, purposes and places that are the focus of the challenge.
Thoughtful challenges that are actually meaningful and relevant to our lives and our futures come from exploring the rich diversity of issues that a context encompasses. This in turn allows us to understand and appreciate the importance and purpose of designing, and gives us the opportunity to understand the many factors that need to be considered in creating positive solutions and outcomes.
When done well the use of contexts in the early decision making process gives the young designer ownership of a project, and the opportunity to confront and understand real issues and so become practised in using design to influence the future for the better.
• USING A CONTEXT THROUGHOUT
Whether starting a project from one of three contextual levels (1- a clearly defined and unpackaged context, 2- beginning from a specified scenario, 3- a given brief) referring back to the context gives learners the opportunity to engage with wider and larger issues as they continually reflect on the effectiveness of their solution making. They will be more able to focus information gathering, understand the needs of people and places, and will practice metacognition skills through the consideration of how context influences the development of their solutions.
• CONTEXTUAL LEVELS
• CONTEXT - open-ended, loosely defined. Establish ownership and demands decision-making to focus the project direction. Difficult for learners to identify a design challenge that is both acheiveable and motivating.
• REFERENCED TASKS - Students are given a context and also a scenario that provides a frame of reference before deciding on specific tasks.
• SPECIFIC TASKS - very tightly defined focus, gives clarity to the student and reduces the amount of decision making needed. The risk is that it can easily blind learners to broader issues and possibilities.
• TEACHERS- USING CONTEXTS IN THE CURRICULUM
(Consider using the template above in placing your projects and answering the questions below)
WHO ?
WHAT ?
WHERE ?
WHEN ?
WHY ?
HOW ?