Project Overview
Introducing the Google generation.
Where blackboards are replaced by smartboards,
the library with online,
and information is everywhere.
But simply being served up the answer to any question
isn’t forcing children to use and develop their brain.
And that’s where technology needs a bit of help.
Introducing Mchumba.
It’s a hands-on learning environment like no other,
Using illustrative themes and markers on a wipeable bench,
Mchumba is a place where children can
withdraw from information overload,
and get back to creating.
Based on the latest research into cognitive development, Mchumba
has been designed to stimulate thinking and expression, teaching children to seek, dream, imagine, reason and create, instead of just absorb;
the parts of learning that technology misses.
Simply put, it’s a cross-trainer for their brain.
Project Commissioner
Project Creator
Team
MCHUMBA is a newly created private start up business founded by Nizar Makdesi who has a background in Education, ICT and Design.
The foundation of MCHUMBA stems from assessing the impact of digitisation on children’s education; specifically in the areas of critical analysis and reasoning. As part of this research Nizar Makdesi authored a minor thesis on the topic. This paper aimed at identifying learning needs and assessing how technology/design mediums can be utilised to meet those needs in the delivery of education.
The MCHUMBA team has also formed vital relationships in the key stages of product concept and subsequent development. Key to these stages have been the input of industrial design and graphic design. These members have become key in translating the vision into a viable product designed to meet objectives.
Charlwood Design - design services
Project Brief
MCHUMBA are theme based illustrations. Each theme contains a number of set elements designed to serve as ‘Triggers’ in assisting the child to make and draw logical association’s within the theme. As an example the ‘Sky’ Theme (see below) includes a bird, clouds and a hot air balloon all on a sky blue background. These are non-erasable and have been digitally printed. From there a clear dry erasable paint is applied turning the entire surface into a highly durable writing canvas.
The challenge is then set for the child to make as many associations within the theme as possible. What other elements can they think of and draw that are typically found within this environment? Perhaps a plane, the moon, a rainbow, lightning.....
It’s not as simple as just drawing these elements...if it’s a plane, what kind of plane is it? Is it a fighter plane or a passenger plane? If it is a passenger plane what level of detail have they included? Are there passenger windows? Is there a logo on the tail? Is there a cockpit? If it’s a moon, is it a full moon, crescent moon, quarter moon...? Have they included craters on the moon? Are the colours used an accurate representation of the real world?
Project Innovation/Need
Children are now digital natives accustomed to an increasingly digitised world.
Technology has fundamentally changed the way we learn, communicate, think and play! There is no denying this.
However…..sometimes when there is an overwhelming push in a certain direction something rather important gets left behind.
Being born ‘Digital’ has meant that children use ‘Google’ as their first port of call when seeking information. With information now just a mouse click away, knowledge about anything can be virtually acquired with minimal fuss, time and even thinking!
Although the Google Generation are prolific at searching for information, very quickly and with a cut and paste mindset, there is a growing body of evidence to suggest it’s not all good news.
Firstly, the speed and readiness of information is breeding a rather lazy psyche where there is little desire to undertake critical analysis and thinking.
As a result young people are spending less time evaluating information for relevance, accuracy or authority. We don’t blame them. A well-known British inventor summed it up really well recently by saying that the Google Generation are ‘losing creativity and practical skills because they spend too much time in front of screens.’
Design Challenge
Significant challenges arose in designing interactive tables for children between the ages of 4 - 9 years of age. Careful design consideration was needed to be given across key areas such as height, depth, reach, length and pelvic width with a strong focus on useability across the target age group. What was optimal for a child 7 years of age was not necessarily optimal for a child 4 years of age. Furthermore, it was key to design a product that children could grow 'into' rather than grow 'out of' during early development years.
Key to MCHUMBA is its visual appeal to children. This visual appeal however needed to be balanced with a sense of practicality and suitability. The product by nature encourages children to become immersed in an environment often over an extended period of time. Consequently, the product needed to support a plethora of criterion, many of which were often not entirely compatible.
Sustainability
All MCHUMBA materials are sourced locally and from suppliers with sustainability conformance.
One of the key drivers in the development of MCHUMBA was to eliminate the large volume of paper waste that is common during children drawing activities. When considering the number of schools and day care centres across Australia the carbon foot print impact of paper wastage was immense. Compounding this wastage is drawing paper is typically barely utilised before being thrown.
MCHUMBA plays a significant role in reducing this footprint by providing a product with highly durable erasable surface which can be used over and over again.
Moreover, MCHUMBA table tops are recyclable and interchangeable. As such customers would only need to purchase the entire kit (stool, legs, base) once only and could acquire desired themed table tops individually and without the need to purchase an entire kit.
Product Design - Education
This award celebrates creative and innovative design for either a component or overall product. Consideration given to aspects that relate to human usage, aesthetics, selection of components and materials, and the resolution of assembly, manufacturing and the overall function.
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