Defining the True Problems

So how do you get there?  How do you get down to the roots so you can actually try to fix things?

I started with a bit of learning, research, and collaboration.  My TL course had us focus on the design process, the role of makerspace, and collaborative learning spaces.  We brainstormed ways to use and improve our library.  We collaboratively came up with a list of questions to ask staff and students when seeking input for a possible library redesign.  Seven questions were chosen from the list to create a survey.  Here’s mine.  The results of the survey were analyzed to determine three common ideas.  These ideas were reframed in a positive light on how to improve the library for the betterment of the students, in order to increase your chance of buy-in and funding from administration.

  • Collaborative space with more diverse programming will engage a wider audience by appealing to more interests.  It will create a place to gather, share, and connect, and enhance social and emotional development.
  • A warm, inviting place with comfortable seating will encourage readers and makers to spend time in the facility.  A safe and trusted environment provides students with the best opportunity to learn and grow.
  • A larger collection.  Feedback shows that our current collection is cherished but that it has some gaps and is aging.  More books and resources to increase learning opportunities are always on request by students, teachers, and support staff.

From the points above, a design challenge statement was created:

Redesign a library that is warm and inviting, with comfortable seating that will encourage readers and users to spend time in the facility, incorporates collaborative space with diverse programming for everyone, and houses a large collection for the students and staff of the school.

Library Possibilities

Based on my course reading thus far, there are three main considerations for the library; the space, the technology, and the programs.

The library space can be fluid.  The stacks and furniture modular and easily moveable.  The options for users should be plenty; quiet, collaborative, demonstrative, or on display.  All areas providing a safe, comfortable, trusted, and supportive learning and creating environment.

The technology in the library should be engaging and beneficial for all.  It should include something for all levels and abilities and not just be electronic based, but also maker based including hand tools, sewing machines, etc.  The associated materials should also be available and easily accessible to support the design process.

The programs run in the library should appeal to a range of audiences.  Not everyone wants to code, but that doesn’t mean they don’t like to participate in and see the results from a fun design activity.

Everyone has a natural curiosity and the library space, technology, and programs should ignite that curiosity and engage users to participate in some way.

My Library – Already in Place

My Library Possibilities

  • wide variety of tools and technology
  • modular furniture
  • community invites, events, and partnerships
  • bicycle repair stations with tools
  • more reference books for station inspiration
  • various maker programs

My Library – Already in Place

  • access to equipment for prototyping project ideas
  • facilitates group interaction, knowledge, and resource sharing
  • supplies access to physical space for individual project development
  • open environment for expression of creativity and innovation
  • sewing stations with supplies
  • crafting stations with supplies
  • computer programming stations
  • electronics stations with supplies
  • robotics stations
  • engineering stations
  • 3D printing stations

 

Points sourced from Making in the Library Toolkit

Design Process/Maker Terms

  • K-3 Design Thinking – a cycle of ideate, make, share
  • 4–5 Design Thinking – a cycle of define, ideate, prototype, test, make, share
  • 6–9 Human Centred Design Thinking – a cycle of define with empathy, ideate, prototype, test, make, share
  • Tinkering – the iterative process of making, testing, refining/modifying
  • Thinkering – observing and understanding the work of others and using it to continue tinkering on your own work
  • Design Charrette – when friends critically view the work of others and ask questions to further the design
  • Makerspace – shareable workshop