caterpillar coffee call - integrating a maker mentality into your organization

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Caterpillar and

Emerging Technology

5.13.16

Jay Margalus
Speak to what an exec or someone else at Cat would want.
Jay Margalus
Strategies
Jay Margalus
Strategies
Jay Margalus
Strategies
Jay Margalus
Values

Jay MargalusGame Design, Designing for Emerging Technology

LeAnne WagnerExperience Design, Education,and Research

“The new kids we’re bringing in are smart, academically, but can’t build

anything.”“They can make a nice digital

mockup, but don’t know how to make it

come to life.”-Ozinga

$4.3 billionMaking STEM a priority in more of the Administration’s

education efforts. The first round of the Department of Education’s $4.3 billion Race to the Top competition offered

states a competitive preference priority on developing comprehensive strategies to improve achievement and provide

rigorous curricula in STEM subjects; partner with local STEM institutions, businesses, and museums; and broaden participation of women and girls and other groups

underrepresented in STEM fields.

Creativity + Innovation

Why Physical Technology at Caterpillar?

Physical TechnologyBest Practices

Creativity Through Making

Job Readiness

$

Key Goals

ConstructionistLearning

learning by making

Alex the InternHated programming until we

taught him using Arduino.

Design students learn by making (and this is not unique to design students). Learning through play!

Digital artifacts can be less interesting than physical ones.

Teaching STEM Skills

science, technology, engineering, and math

Creating Creative Community Spaces

maker spaces, labs, libraries

ChickTech, Libraries, Schools

SpaceLab

Chicago Southland Mini Maker Faire

Physical Computing Lab

Robotics Club

Leading by Example

making things & taking risks

Big Data Outbreak

Project Libity

NSF Urban Game Design + Creative IT

https://vimeo.com/32457801

OFFF Installation

Designing for Physical Technology

SCHOOL OF DESIGN MINOR

Requirements28 credits : 8 courses (note: two of the courses are 2 credits)

INTRO:

EXP 2XX: Hardware Design Basics Workshop(2 credit)

EXP 2XX: Design for Physical Space Workshop (2 credit)

ISM 210: Introduction to Human Computer Interaction

GAM 240: Playgramming

ADVANCED (choose two):

EXP 3XX: Designing for the Internet of Things

EXP 3XX: Designing for Autonomy

EXP 3XX: Physical Art & Interactive Exhibits

GAM 3XX: Games and Play in Physical Space

GAM 368: Augmented Reality Game Design and Development

COLLABORATIVE:

EXP 3XX: Physical Technology Collaborative Studio I

EXP 3XX: Physical Technology Collaborative Studio II

Hardware Design Basics Workshop

This workshop applies problem solving and programming skills toward building physical systems using an array of fundamental skills. The course will cover basic electronics and hardware skills like soldering, circuit building, and basic programming for an electronic prototyping platform to interface with digital and analog inputs (sensors), control motors, and use displays. Throughout the workshop you will work in groups to build basic physical systems (e.g., controlling LEDs) to moderately sophisticated ones (e.g., developing remote controls).

Designing for the Internet of Things

From everyday household items like thermostats and locks to cities developing arrays of climate and traffic sensors, the world is increasingly becoming an interconnected system of aware and responsive devices. This course will cover the development and evolution of our connected world, and the possibilities for designing future products. Students will be introduced to ambient intelligence through exercises, collaborative projects, in-depth discussions, and instructor-led tutorials. The course will cover ambient sensing, communication, embedded systems, and designing experiences for the Internet of Things. Students will be familiar with the considerations involved in designing an interconnected system, and work in groups to prototype an “IoT” product.

Why in the School of Design?

Questions?

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