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Design and digital manufacturing concepts applied to a

digital inclusion program for young people in the outskirts


of Guarulhos, in Brazil
Alex Garcia Juliana Henno Paulo Eduardo Andr Leme Fleury
Architect Guarulhos City Hall School of Communications Fonseca de Campos University of So Paulo
So Paulo, SP and Arts,University of So Paulo University of So Paulo So Paulo, SP
digitalsocialfab@gmail.com So Paulo, SP So Paulo, SP alfleury@usp.br
julianahenno@gmail.com pfonseca@usp.br

ABSTRACT more distant areas. In Guarulhos, a city located in the


This paper presents the results of a digital inclusion project metropolitan area of So Paulo, the digital inclusion project is
developed by Fab Social, which has as its main objective to coordinated by the Department of Computer Sciences and
develop basic design skills among low-income young students, Telecommunications, which defines this project as Telecidadania
promoting the access to open source software tools and digital (Tele-citizenship). The project started in 2008, and currently there
manufacturing processes. Using software with simplified are twenty-eight active centers throughout the city of Guarulhos.
interfaces it was possible for the participants to explore design The Fab Social project stands out in this context of digital
concepts while modeling and fabricating their own chair models. inclusion, as it complements the required infrastructure of the
The project was conducted in two phases: the first in 2013 and the Telecidadania using digital fabrication and access to open source
second in 2014, both of them open to the community living in the software tools to promote various activities. The Fab Social
periphery of the city of Guarulhos, State of So Paulo, Brazil. project is itinerant and happens throughout the year in eight
Applying an exploratory approach, the study starts with the Telecidadanias located in the CEUs (Unified Education Centers),
assumption that young lay people can benefit from the access to educational, sports and cultural complexes characterized as
technologies while engaging in the activity of creating their own multiple public spaces available for after school hours in the
models to materialize their ideas. Results obtained by the outskirts of the city of Guarulhos.
participants indicate a clear improvement in the application of Like most activities that deal with young people learning through
design concepts to represent objects graphically. Researchers the use of computers, the Fab Social project dialogues with the
expect that these activities may also serve as an interesting subject legacy of Papert by the assumption that young people "will do
for debate on the role of graphic representation for a non- best by finding (`fishing) for themselves the specific knowledge
specialized public of low-income communities. they need" [2]. However, while most of the activities that follow
this theoretical basis are designed to teach young people how to
Categories and Subject Descriptors code, this paper addresses the development of the youths own
graphical language using computers and machines while applying
K.3 [Computers and education ] K.3.0 General basic design concepts. According to Papert, constructionism
scores teach how to program the computer and think about how to
General Terms develop a complex project that is like teaching the children how
Design, Experimentation. to catch [a] fish". On the other hand, Fab Social after school
hours, proposes an experience in the field of furniture design in
Keywords order to provide an immersion in its basic concepts mediated by
digital design and manufacturing (CAD-CAM) process intended
Digital inclusion, CAD-CAM, Young people, Furniture model, for the development of the participants graphic language. To
Design concepts, Open source software. Gershenfeld [3] the digital manufacturing revolution allows
people to go beyond the virtual environment limits and start
1. INTRODUCTION designing and producing objects for the real world.
The regulatory framework for the digital inclusion in Brazil One of the first ties between the structure of a digital fabrication
started in 2000 with the publication of the book Livro Verde da laboratory and basic education is deemed to have occurred in
Sociedade da Informao (Green Book of the Information 2001 in an experiment between the Technological Institute of
Society) by the Ministry of Science and Technology [1]. The Costa Rica (TEC) and the Grassroots Invention Group's / Media
document presents the foundations of a national broaden Lab MIT. The experiment was coordinated by the MITs
strategic project for the integration and coordination of the physicist and researcher at Bakhtiar Mikhak. During an action in
development and the use of advanced computing, communication schools of the rural area of Costa Rica, students from TEC, with
and information services, and their application in the society. the support of the newly opened Fab Lab Costa Rica (LuTec
One of the instruments created from this program were the so- Luthiers of Technology), developed educational tutoring
called Telecentros (Tele-centers), freely accessible public spaces prototypes for teaching subjects such as Chemistry and Physics to
equipped with computers connected to the Internet. The purpose high school students of those regions [4]. In the Brazilian setting,
of such Telecentros is to make the information technology more the project A cidade que a gente quer (The city that we want) a
popular through installations that provide electronic pioneering and innovative experience in the education field took
communication services to less favored economic classes, in place in the city of So Paulo between 2001 and 2004. The
particular in the peripheral area of major urban centers or further project had as partners the Municipal Education Department of
So Paulo (SME-SP), the MIT Media Lab and the Integrated 2. MODELING AND DIGITAL
Systems Lab of the Polytechnic School of the University of So
Paulo (LSI-EPUSP) [5]. The project was carried out in public MANUFACTURING OF A CHAIR MODEL
schools of So Paulo and the participants sketched and built The activities described here took place in the Telecidadanias
models of how they would like to improve the quality of life in located in different CEUs, in the periphery of the city of
their cities using, for that purpose, some electronic equipment Guarulhos. Those activities are part of the Fab Social project,
such as a microcontroller board (GoGo Board), low-cost materials coordinated by one of the researchers, the architect Alex Garcia.
and scraps [6]. In a brief analysis of those activities, there is an They were developed throughout 2013 and 2014, and they were
enhancement of concepts pertaining to engineering fields by attended by 69 young people, between the ages of 6 and 12.
means of a design activity. Despite the expectations of those Amongst the participants 68% were boys and 32% were girls. As
activities to emphasize design by looking at the context of the a digital inclusion project, all activities were carried out within a
learning as an action, this paper points out that the processes safe, accessible, secure and child-friendly learning context. The
related to the act of design are not limited to manipulation activities were freely accessible and intended to introduce the
technologies or the parameters from Science, Arts or even participants to open source software tools and digital
Mathematics. According to Jones [7] the activity of design should manufacturing processes while acquainting design concepts. This
not be mistaken for Art, Science or Mathematics, but it should be approach is developed by providing playful activities through a
considered as a hybrid activity that depends on its successful simplified interface with no need of any sort of previous
execution, an appropriate mix of all three unidentified with any of knowledge of computers by the participants.
them. So, design is an activity whose purpose is to establish a
multi-faceted set of qualities in objects, processes, services and 2.1. Software Tools
systems in the whole life cycle. Thus, the design is the central The computers used by Fab Social were running the open source
factor of innovation and humanization of technologies and a software tools Sketchchair and Inkscape. The Sketchchair
crucial factor of economic and cultural exchange [8]. Therefore, software has a very simple interface which allows a layperson to
the Fab Social project discussed here and focused on the furniture operate it so as to design and virtually simulate the stability of a
design theme, is based on design and digital manufacturing for the chair in a bi and/or tridimensional environment. The Inkscape
development of concepts following the thought from Archer [9]: software was also used by the students to make the nesting
"The ability of the human being to picture process of the chair parts. The use of the open source software
things in the minds eye; the ability to ensured that there were no barriers to teaching CAD-CAM in an
comprehend the three dimensional environment of accessible and free software.
configuration of something, even when it is
seen from only one viewpoint; the ability to 2.2. Design Challenge
perceive order, pattern, connectivity and In this activity, consisting of redrawing a utilitarian and functional
causation in complex things or systems; the design object, the participants were expected to get into contact
ability to conceive of a construction or with the basic principles of the design field. With the help of the
arrangement that will meet a need; the ability Sketchchair modeling software, the participants were able to
to invent, and imagine in the minds eye, project their models, taking into account design concepts such as:
something which does not yet exist; the ability proportionality, constructability, ergonomics, functionality and
to capture such a cognitive model, analyse it, aesthetics. After handling and understanding the tools, the
and externalise it through drawings, models, participants should design several models and choose only the
notation or language so as to bring it to satisfactory one to be manufactured in a portable milling or cutter
realisation or test: such abilities are common machine. This process of choosing a solution which synthesizes
to all human beings, in at least some the chair design problem is described by Cross [10] as the central
measure. (p. 8) feature of the designers activity, which differs from the scientists
From this perspective, design could not be a conceptual correlate activity, for example. The author also suggests that the elementary
of technology. For Cross [10], design would be a part of difference between a scientist and a designer in the problem
everyones education, in the same way that the sciences and the solving process is that the designer tends to synthesize the
humanities are parts of everyones education 1. Cross [10] stressed problem in a short period of time, whereas the scientist tends to
that the difference between specialist education and general analyze the problem, searching for an elementary rule.
education lies in non-technical and non-vocational general
education, only in this way design can achieve parity with other Thus, the participants were intended to get into contact with the
disciplines in general education. According to Archer [11], the basic design principles by manufacturing a customized chair
basic structure of project language would be the modeling, in model through a project that used the CAD-CAM learning
other words, the act of modeling constitutes the design language. environment. That project comprised two phases that differed by
Similarly to Cross [10] and Archer [11], Bonsiepe [12] finds a their different approach strategies to collect data from the
clear distinction between the ways of thinking about design and participants. The first (2013), as a pilot experience, assessed the
the way of thinking about Science, for, as the author said, sciences results of the activity by means of a simple questionnaire that
see the world through the cognition perspective and, on the other could not measure whether the participants graphical
hand, design disciplines through the project perspective. representation had really improved. The second (2014), a revised
version of the same activity, used a different strategy of evaluation
based on the participant's drawing by hand.
1. Such an approach underlies the discussion about the integration of
Design as a subject in the National Curriculum in England in 2013.
(The National Curriculum in England Key Stages 1 and 2 Framework
Document at <http://bit.ly/1ciqczZ>.)
2.3. 1st Phase (2013) - Pilot Project and not to forget to write their names and the date on the paper.
The first phase of the project took place between March and June The second session followed the same characteristics of the first
2013, and it was carried out in five sessions that provided an phase (2013), when the participants were introduced to the
expositive (videos and projection of examples) and interactive Sketchchair software interface. The third session was dedicated to
(individual guidance) approach. The 30 participants, between the the creation of different chairs while trying and exploring different
ages of 6 and 12, were first introduced to different furniture parameters. At one point each participant had to choose one chair
projects produced by digital fabrication laboratories. After that amongst the options he/she had developed, based on their
contextual introduction, the participants were made acquainted personal criteria. The file was then opened in the Inkscape
with the Sketch Chair software graphic interface. This software software by the participants and in that stage it was possible for
has two interfaces, a basic and an expert one; they worked with them to reorder the parts in a nesting process. In the fourth session
the basic one, which is simpler for a first approach. Once it was possible to cut each participants chair shapes using a
familiarized with all the software commands, the participants tried vinyl cutter out of 250 g/m2 cardboard paper. The instructor
different shapes and possibilities since it was possible to visualize helped saving the files in the participants computer and sending
the changes of parameters and a graphical visualization them to the computer connected to the machine. Some minor
simultaneously. As the young participants were creating their changes were made in few files in order to prepare the file for the
models, they were instructed in some basic concepts in the cutting step, and those changes were also made by the instructor.
development of a chair, such as: proportionality, constructability After all chair parts were cut, each participant started assembling
and ergonomics. The different chair designs made by each his/her own personalized chair model. In the fifth and last session,
participant resemble the idea, of the design field, according to each participant was asked to draw a chair by hand. There was a
which there are several answers for a single problem. After each remarkable difference when the drawings from the first and fifth
of them selected the one chair that they wanted to materialize and day were compared, which will be discussed next.
turn into a model, they saved the digital file and sent it to the
instructor. The digital files were interpreted by a portable CNC
milling machine that milled the two dimensional parts of the chair
out of a 3mm MDF board. After all the parts were milled, the
participants assembled them to have the final model of their
customized chair. According to the data assessed through a
questionnaire handled to the participants at the end of the activity,
it was possible to observe that the challenge given to the students
was faced with their own efforts, and the interest in producing
their own design with the use of digital manufacturing.

Figure 2. Sequence of steps taken by one of the participants in the


second phase 2 of the furniture model activity.

3. DISCUSSION
As it was not possible to obtain any evidence in the pilot project
(2013) regarding the fact that the activity had triggered a
development of the participants graphic expression, the revised
Figure 1. Sequence of steps taken by one of the participants in the
project (2014) was structured in such a way as indicate that they
first phase of the furniture model activity. could express problems and solutions more accurately through
basic design concepts. The different evaluation adopted in the
2.4. 2nd Phase (2014) - Revised Project revised project helped us to measure the influence of the activity
on the participants. In the revised project we could clearly see that
The second phase was comprised in 5 sessions that were
by comparing the two drawings, before and after modeling (CAD)
distributed from January to March, 2014. Thirty-nine participants
and fabricating (CAM) the model, there was a significant change
between the ages of 6 and 12 attended this activity which had a
in the graphic representation of the design problem (chair).
different approach, although it kept the same design challenge of
Considering that the participants were basically young people,
building a chair model. The first session began with a
with no experience in the basic concept of conceiving a chair
presentation, showing basic design aspects, e.g. colors, shapes and
structure and thinking about it spatially (with regards to geometry
functionalities. They were then instructed to draw a chair by hand
or perspective), the final free-hand drawing presents a more
mature intervention in the chair design (see Figure 2). Therefore,
from the researchers perspective, the results obtained are aligned [3] Gershenfeld, N. (2012) How to Make Almost Anything: the
with Paperts considerations since the participants have proven to digital fabrication revolution. Foreign Affairs n.91, p. 43-57.
be active participants in their own learning aided by the use of the
computer and the machines. Figure 2 shows the results of the [4] Mikhak. B.; Lyon. C.; Gorton. T.; Gershenfeld. N.; McEnnis.
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his chair regarding proportionality, constructability, ergonomics, development. Paper presented at the International Conference on
functionality and aesthetics, but, after experiencing the stages of Development by Design. Bangalore, India.
modeling with the software parameters and seeing them being
materialized and assembled, he somehow changed his way of [5] Camargo, A. C.; Blikstein, P.; Lopes, R. D. (2005) Robtica
thinking about a chair and its design. This change and complexity na Periferia? Uso de Tecnologias Digitais na Rede Pblica de
in the drawings were also noticed in the other participants results Ensino de So Paulo como Ferramenta de Expresso e Incluso.
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representation of the chair. Brasileiro de Computao, So Leopoldo-RS.
The verification of the more elaborate graphic representation
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the design activity. According to Vygotsky [13], creativity is a A.; Lopes, R. D.; Cavallo A. (2004) The City That We Want:
brain activity based on combining known elements, and, through generative themes, constructionist technologies and school/social
such an activity, men are directed to create their future by change. In: IEEE International Conference on Advanced Learning
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educational psychology is the issue of creativity in children, its [7] Jones, C. J. (1992) Design Methods 2nd Edition. New York:
development and significance to the childs general development John Wiley.
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[9] Archer, B.; Baynes, K.; Roberts, P.H. (1992) The Nature of
4. CONCLUSION Research into Design and Technology Education. Loughborough:
The initiative of creating Fab Social made it possible the idea of Loughborough University.
bringing technological resources to people residing in the
peripheral areas of the city of Guarulhos. The technology was [10] Cross, N., (2006) Designerly Ways of Knowing. London:
included in this project as a means of knowledge, with the active Springer-Verlag.
participation of young people as a public policy educational
activity. Therefore, the project we examined here explores the [11] Archer, B. (1978) Time for a Revolution in Art and Design
dissemination of basic design concepts through the use of Education (RCA Papers No.6) Other. Royal College of Art,
technologies such as CAD-CAM and open source software. Such London.
technologies were introduced in a playful and experimental way
so that young people with no previous knowledge of the subject [12] Bonsiepe, G. (2011) Design Cultura e Sociedade. So Paulo:
could interact with design concepts and manufacturing processes Blucher.
and could create their own personalized objects. In this context it
is believed that through the mediation of the participant graphic [13] Vygotsky, L. S. (1931/2004). Imagination and Creativity in
language, developed with the help of some concepts of the design the Adolescent: Journal of Russian and East European
area, it is possible to improve, in short term, the capacity to read Psychology, vol. 42, no. 1, JanuaryFebruary 2004, p. 797.
the world through the perspective of projectuality supported by an
experience in CAD-CAM processes. Therefore, the aim of this
action was to contribute to the discussion, together with
educators, about the use of digital tools to develop specific
abilities essential to the human development. In future researches,
the relationship between writing and drawing as combined skills
will be intensified, and the unfolding in the target publics way of
thinking will be analyzed.

5. REFERENCES
[1] Takahashi, T. (2000) Sociedade da Informao no Brasil:
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[2] Papert, S. (1993) The Childrens Machine: rethinking school


in the age of the computer. New York: Basic Books.

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