I’ve been completing what I define as “kits,” meaning those products marketed as toys require assembly. Kits represent intensive capsulized learning. In the age of eLearning, kits are an excellent addition for digitally delivered content. I explore this idea of supplementing the content of my eLearning course, DIY ToyCraft.
I also follow the Copenhagen Institute for Interaction Design’s definition of what a “kit” involves.
The kit must…
- Fit in a box
- Must be accompanied by an instruction manual and BOM (bill of materials)
- Has a clearly communicated purpose (does not have to be functional or technically viable i.e. it could be social, experiential or abstract). There should be a clearly defined user or users. Who is the user? [it need not be a human user]
- Can contain an interface with both a digital layer and a tangible layer. Integrating physical, digital and web components, you may design a tool for everyday use, a system for tracking or monitoring, a tool for mapping or measuring, an architectural replica, or a web interface for communication.
- Has a clear, communicated purpose through any of the following methods; experience prototype, performance, installation, physical model/prototype, presentation or story.
FatBrain Toys refers to this category as “Maker & DIY Kits”, although there are many more ways to define “kit.”
Kits provide a tangible learning experience with major impact in learning concepts deeply and durably. Bonus points for kits that are fun, surprising, and the creative pursuit of seemingly “useless” activity.
Kits I’ve Completed/Am Completing
XO,
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