Curriculum compass

The Curriculum compass provides an overview of the learning outcomes, pathways, and content that are the backbone of the developed collection of materials and activities for teaching for values in design. Click on any of the learning outcomes to see a list of teaching activities that support the students in attaining that specific learning outcome. For more information about the pillars, the design phases and the SOLO taxonomy levels, see the background information below the compass.

Ethics & Values Values Theory

Identify values and name approaches to ethics (e.g., consequentialism) and values in design (e.g., Value-Sensitive Design).

This is taught as part of higher-level patterns.

List, describe, and combine different approaches to ethics and values in design.

Analyze, compare, and argue for how values are manifested in design.

Click to see corresponding teaching activities.

Interpret, evaluate, and critically reflect on values and their manifestations in design.

Click to see corresponding teaching activities.

Designers &
Stakeholders
Research

Recognize and define the notions around researching designers’ and stakeholders’ roles and values (e.g., indirect & direct stakeholders).

This is taught as part of higher-level patterns.

List, characterize, and report on designers’ and stakeholders’ roles and values.

Click to see corresponding teaching activities.

Elicit, interpret and contrast designers’ and stakeholders’ roles and values.

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Judge, reason about, and critically reflect on designers’ and stakeholders’ roles and values.

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Synthesis

Recognize and define the notions around interpreting and combining different designer and stakeholder values into a design direction (e.g., value manifesto).

This is taught as part of higher-level patterns.

List, characterize, and report on notions around interpreting and combining different designer and stakeholder values into a design direction.

This is taught as part of higher-level patterns.

Interpret, adapt, and plan one’s design direction based on the identified designer and stakeholder values.

Click to see corresponding teaching activities.

Reason about, reflect on, and criticize the newly developed design direction based on the identified designer and stakeholder values.

Click to see corresponding teaching activities.

Technology
& Design
Ideation

Identify methods for ideating with values (e.g., envisioning).

This is taught as part of higher-level patterns.

List and describe methods for ideating with values.

This is taught as part of higher-level patterns.

Adapt and apply methods for ideating with values.

Click to see corresponding teaching activities.

Critically reflect on the results of the ideation with values.

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Evaluation

Identify methods for evaluating designs in terms of values (e.g., public evaluation).

This is taught as part of higher-level patterns.

List and describe methods for evaluating designs in terms of values.

This is taught as part of higher-level patterns.

Adapt and apply methods for evaluating designs in terms of values.

Click to see the corresponding teaching activities.

Critically reflect on the evaluation of the designs in terms of values.

Click to see the corresponding teaching activities.


Background information

The Curriculum compass functions as a navigating and planning tool for teachers. It is developed to assist teachers in selecting teaching activities that support students in attaining specific learning outcomes. Click on any learning outcome to view the teaching activities associated with this outcome, or visit the teaching activities to browse and filter a listwise overview of all teaching activities. As a navigation and planning tool, the Curriculum compass connects broad learning outcomes with concrete teaching activities developed to support the specific outcomes in different ways. Teaching activities are furthermore connected to suggested assessment activities that support teachers in judging whether the learning outcomes were achieved.

Combined, the different cells of the Curriculum compass aim to develop students' knowledge, skills and attitude in depth as well as broad ways and create conditions for students to critically reflect upon values in design and become responsible designers. Teachers can use the Curriculum compass to 1) select specific stand-alone activities, 2) create in-depth learning pathways, or 3) give students a broad foundation.

  1. Stand-alone activities: Teachers can explore the different learning outcomes of Curriculum compass to select those most relevant within their discipline, curriculum or module. Each cell of the Curriculum compass contains a broad learning outcome relevant for teaching values in design while the teaching activities connected to the broad learning outcome execute them in different more concrete ways.
  2. Learning pathways: Teachers can combine a horizontal string of concrete activities that move students from a simple (unistructural) to a complex (extended abstract) level of understanding of values in design within a specific pillar. Each of the three pillars represent core areas of teaching values in design and integrating learning pathways in teaching allows students to build deeper knowledge, skills and attitudes progressively to acquire a desired set of competencies within a specific pillar.
  3. Broad foundations: Teachers can combine a vertical string of concrete activities across all three pillars that create a broad foundation for students to become more responsible designers. Creating a broad foundation within a certain level of understanding allows students to develop a more holistic approach to values in design in relation to a select level of competence.

Overall, these learning outcomes are topically distributed over three core competency pillars, temporally distributed over design phases, and organized in order of level of understanding using the SOLO taxonomy to visualise how students’ understanding of values in design develops from a simple to more complex level throughout the design process and across the three pillars.


Pillars

The Curriculum compass uses three main pillars to structure the teaching activities: Ethics and Values, Designers and Stakeholders, and Technology and Design. The three pillars aim to cover what we consider the main knowledge and skills for becoming a responsible designer: the theoretical background, a focus on different stakeholder needs, as well as the skills to actively engage with technology and values in the design process.

Ethics & Values

The Ethics and Values pillar explains the underlying theoretical foundations that students need in order to take ethics and values into account, both in their methods and in their design process, as well as in taking responsibility for their end product or service.

Overarching learning objectives:
  • Recognise and describe different values
  • Critically reflect on how values are manifested in design

Designers & Stakeholders

The Designers and Stakeholders pillar addresses methods and processes for students to ethically engage with different stakeholders and their values, acknowledging that they themselves are stakeholders too.

Overarching learning objectives:
  • Identify and describe direct and indirect stakeholders of a design
  • Elicit stakeholder values
  • Identify possible tensions between different stakeholder values and imagine how to mediate these tensions in a design

Technology & Design

The Technology and Design pillar addresses methods and processes that allow students to practically design and evaluate products and services with values in mind.

Overarching learning objectives:
  • Integrate values into the design process
  • Analyse and critically reflect on the impact of a design (draft) and its manifested values in context


Solo Taxonomy level

The difficulty level of the teaching activities is set by The Structure of the Observed Learning Outcome (SOLO) taxonomy. This is a five-tier hierarchical framework for structuring learning outcomes. The SOLO taxonomy provides a tool for defining curriculum objectives, intended learning outcomes, and evaluating learning outcomes based on these objectives.

Progression can be defined as moving up in SOLO levels, from unistructural, to multistructural, relational, and up to extended abstract level as the highest level. Each level in the SOLO taxonomy is represented by a number of verbs that can be used to formulate intended learning outcomes, as in the Curriculum compass.

Unistructural

One aspect of a task is picked up or understood serially, and there is no relationship of facts or ideas.

Multistructural

Two or more aspects of a task are picked up or understood serially, but are not interrelated.

Relational

Several aspects are integrated so that the whole has a coherent structure and meaning.

Extended Abstract

That coherent whole is generalised to a higher level of abstraction.


Design Phases

Value theory

This meta-design phase is important for students who are about to start designing with values. Through teaching activities in this phase, students gain theoretical base knowledge of different approaches and frameworks for ethics and values in design. Building on this theoretical understanding, the students will be able to carry out the activities in the following phases more effectively.

Research

In this phase, relevant information is gathered around the initial design brief. This includes information regarding direct and indirect stakeholders, their values and the relationships and tensions between them. The values of the designers (students) themselves are also analyzed and reflected upon.

Synthesis

In this phase, research findings are clustered. Insights evolve and potential areas of opportunity are identified. Students build the foundation to frame and specify the initial design brief.

Ideation

In this phase, students generate value-sensative ideas based on their reframed design brief through different ideation activities. Moreover, students choose ideas to produce in the form of prototypes.

Evaluation

In this phase, students test their prototypes with a focus on values. The values are embodied in the prototypes, and, one by one, they are investigated together with stakeholders and reflected upon in order to improve the design solutions.