First, Design Matters Part 2 is on the way in one week! For now, some other stuff I've been thinking about: Mobile and BYOD... To remain consistent, I'll focus on the visual design unit I do with my students to show how it can apply on the mobile environment.
I’ve been devoting serious thought this summer to the ways in which I will include mobile in my classroom this coming school year. We have a new BYOD policy, a few sets of iTouch Devices and a set of iPads (with more ordered). I started by asking myself why I would want to integrate mobile in my class. After all, I teach in a computer lab and have a wealth of technology. The thing is, I can’t ignore this quote from Michael Soskil:
If we are preparing our students for life after school, we should allow them to use the tools they will be using when they get there. How many jobs can you think of right now where a smart phone is not beneficial? Mechanics order parts on their phone, engineers view blueprints, doctors calculate dosages, and grocers check inventory. The list is endless.
Clearly, the data is in favor of more mobile integration. So far, I’ve found ways to brilliantly introduce mobile into game design and video production, but I’m struggling in other areas, particularly visual design. There’s nothing as robust as Adobe’s Creative Suite for mobile, and Avairy’s online tools (that are disappearing in September by the way) don’t work in mobile browsers. If you want to create anything beautiful on a mobile device, you’re going to pay for it. Even moodboarding apps cost a lot of money.