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À partir d’avant-hierRaspberry Pi

Keep coding when your internet drops: Offline support in the Code Editor

Our free, browser-based Code Editor now keeps working when your internet connection doesn’t. If your connection breaks in the middle of a lesson or a project, you can carry on writing and running your code without disruption, even if the page is reloaded.

Learners in a classroom in Kenya.

Why we built this

An unstable internet connection is a minor annoyance when you’re reading a web page, but it’s a much bigger problem when you’re 20 minutes into creating a program.

Until now, losing your connection while using the Code Editor could mean losing your work: if you refreshed the page at the wrong moment, you might have seen a blank screen or a browser error instead of your program.

A screenshot of the Code Editor being used without internet connection.
Better offline support means the Code Editor can be more useful for learning and teaching.

When we wanted to understand better what learners and educators around the world need from the Code Editor, we carried out research in countries including India, Kenya, and South Africa. One topic we explored was the availability and reliability of internet connections in metropolitan and rural areas. While it was no surprise that internet access is often slow, unreliable, or expensive in rural areas, we learned that issues related to electricity supply, such as load-shedding and brownouts, are also prevalent in metropolitan areas. All this shapes what is realistically possible in a programming activity using an online editor.

And connectivity issues can occur in any school computing lab where 30 learners are all accessing the same WiFi at once, or for a Code Club running off a mobile hotspot in a community centre, or for someone finishing their homework on patchy mobile data.

That’s why it became a priority for us to improve the Code Editor’s offline support by making it resilient to disconnection.

As we describe in our recently shared draft principles for safe and responsible education technology, one of our commitments is to design for diverse needs, abilities, and contexts — including not to assume constant internet connectivity. This Code Editor update is a small, practical piece of that commitment.

What this means for learners and teachers

The Code Editor was built with resilience in mind from the start, for example running code in your browser rather than on a server, and saving your project locally on your device as you go.

Our recent additions ensure that once you’ve opened the Code Editor while online, your browser holds on to even more of the parts you need to keep coding without a connection. Now if you go offline midway through using the Editor:

  • You’ll see a clear message in the Editor flagging that you’re offline
  • A full page refresh won’t result in a connection error or blank screen
  • If you’re logged in, everything you do in the Editor while offline is saved to your account automatically once you’re back online
  • You can still download your code using the ‘download’ button, in case you know you’re going to be offline for a while and need to save your program file on your computer or a storage device
A screenshot of the message the Code Editor shows when it is being used offline.
A message shows in the Editor when the internet connection is down.

How it works, in brief

This update is built on a service worker, a script your internet browser runs in the background. When you first load the Code Editor, the service worker stores the files the Editor needs in your browser’s cache. If the network connection then breaks, the service worker serves those stored files instead of trying and failing to fetch them. When you come back online, it automatically refreshes the cache so you’re not left running old files.

What is not possible at the moment

The Code Editor isn’t a full offline app that you install. It’s a browser-based app that we have now upgraded to better cope with losing its internet connection, which means:

  • You need to have loaded the Code Editor at least once while online, in the browser and on the device you’re going to use
  • When you go offline, you can’t open projects you haven’t already loaded
  • If you clear your browser data while offline, any changes you’ve made to projects will disappear
  • You can’t log into or out of your account while offline, and saving to your account pauses until you’re back online
  • Any feature that needs the network, such as sharing projects with students in Code Classroom, won’t be available until you reconnect

We’ll keep working to extend what parts of the Editor work offline.

Try it and tell us how you get on

The Code Editor works in your browser with no setup and will always be free for educators and learners. We hope this update makes it more useful for people in lots of different settings.

The update is one of those features some people will never notice, which is rather the point: it should feel like nothing went wrong. If your connection is unreliable and you try out the updated Code Editor, we’d love you to tell us whether or not it works well for you.

We would like to thank Cisco for the generous funding that made this work possible.

The post Keep coding when your internet drops: Offline support in the Code Editor appeared first on Raspberry Pi Foundation.

Building education technology that children can trust

Millions of young people and educators around the world use our technology to teach, learn, and create with code. Building it safely and responsibly is intrinsic to who we are and what we stand for.

A young person presents her code on a large screen.
A young person presents code she has written in our Code Editor.

A growing body of research and public commentary links the use of social media, smartphones, and algorithmic platforms to declining mental health and attention in young people. Public attitudes are shifting in response, and parents, teachers, and governments are increasingly demanding action. Phone bans in schools and restrictions on social media are spreading across many countries. The technology sector can no longer take public trust for granted.

None of this is new territory for researchers, who have argued for decades that technology is not neutral, and that the choices made in designing it can either embed harm or help prevent it (1). We think this moment calls for a calm, evidence-led response, and we want to be open about how we are approaching it and to do this work alongside others rather than on our own.

Standing on existing research

We have always been a research-led organisation. When we face a difficult question, we look at the evidence and learn from the people who have studied it.

A person on stage stands before a slide with the sentence "We can build technology that helps children learn and thrive".
Laura Kirsop presented the draft principles at the Raspberry Fields summit in July.

Children’s digital rights is a rich and well-established field. Researchers and experts have spent years thinking carefully about what children need from the technology they use, and how their rights apply in a digital world. The United Nations set out a clear framework in 2021 with General Comment No. 25, which describes how children’s rights apply to the digital environment. Organisations like UNICEF and the 5Rights Foundation have built on this with practical guidance for the people who design and build products.

This body of work gives us firm ground to stand on. Rather than starting from scratch, we have used it to shape our own approach. We have drawn in particular on UNICEF’s Responsible Innovation in Technology for Children framework, UNICEF’s EdTech for Good Framework 1.0, the UN’s General Comment No. 25, and the Digital Futures Commission’s Child Rights by Design principles.

Eight principles to guide our work on edtech

We have begun by writing eight principles, designed to guide the decisions we make as we build and run our products.

Our principles:

1. The best interests of the child come first. We design for children’s wellbeing, which means more than safety and privacy. It includes their agency, their emotional health, their relationships, and the space to create. Sometimes putting that first means choosing against growth, engagement, or speed.

2. Our technology supports human relationships. It does not replace them. Any personalised or AI-supported features we build are there to strengthen the relationships between young people, educators, and caregivers. People stay in control, and we do not hand decisions about a child’s learning or wellbeing to a machine.

3. We only collect the data we need. By the time a child turns 13, more than 72 million pieces of personal data will have been collected about them. We collect the minimum we need to help children learn and to measure our impact. We do not sell data, and we never will.

4. We design for learning, and we prove its impact. Our products are grounded in evidence about how children learn, and we evaluate whether they actually work. We avoid designs that keep learners hooked rather than helping them learn.

5. We design with children and educators, not for them. The people who use our products are the experts on their own needs. We involve them in research, testing, and feedback, and we make sure what they tell us shapes the product, not just a report at the end.

6. We design for diverse needs, abilities, and contexts. Our technology adapts to people, not the other way around. We do not assume constant connectivity, confidence with digital technologies, or a classroom that looks like anyone else’s.

7. We are transparent and accountable. We use plain language to explain how our products work, how data is used, and what rights people have. And we give people clear ways to question or challenge the decisions our systems make.

8. We apply the highest standards of children’s rights everywhere we work. Where local rules fall short of international best practice, we choose the higher standard. A child’s rights should not depend on where they happen to live.

You can read the full set of draft principles, and the research behind each one, in this PDF:

Committed, not perfect

Publishing these principles is a statement of intent, not a claim that we have got everything right. This is a fast-moving area. Regulation is changing quickly, the research keeps developing, and we grow and change our own products. There are areas where we know we have work to do, and almost certainly areas we have not yet spotted.

These principles are how we hold ourselves to account, and they are only a start. Alongside them, we are mapping the regulatory landscape across the countries where we work, developing ways to assess our products against these principles, and building these commitments into how we make decisions. We will keep listening to the people who use our products, and making sure children themselves have a voice in shaping the technology built for them.

We also know we cannot do this alone, so we have two asks for you:

If you have a view on these principles, tell us. Whether you are a researcher, educator, parent, young person, or policymaker, we want to hear where you think we have got it right, where we have not, and what we have missed. Honest challenge is genuinely useful to us. Give your feedback and sign up to be involved in shaping them.

If you are part of a non-profit or organisation working on similar questions, get in touch. We would like to build a coalition of like-minded organisations to share what we are learning and raise standards across the sector.


(1) See for example:

  • Friedman, B., & Nissenbaum, H. (1996). Bias in computer systems. ACM Transactions on Information Systems, 14(3), 330–347. https://doi.org/10.1145/230538.230561
  • Noble, S. U. (2018). Algorithms of Oppression: How Search Engines Reinforce Racism. NYU Press.
  • O’Neil, C. (2016). Weapons of Math Destruction: How Big Data Increases Inequality and Threatens Democracy. Crown.

The post Building education technology that children can trust appeared first on Raspberry Pi Foundation.

How to design and present clear computing lessons

Learning something new requires effort. Learners take in new information by listening and observing. When a lot of information is presented at once in a lesson, that can create too much cognitive load for learners — a barrier to understanding and engagement.

To help you design and deliver great computing lessons, we’ve written two new Pedagogy Quick Reads focused on Mayer’s Principles of Multimedia Learning. These research-backed principles give you practical strategies to lower your students’ unnecessary cognitive load during lessons, leading to better learning outcomes.

A snapshot of our pedagogy quick reads.

In this blog, we introduce the two new Quick Reads (Designing multimedia for clarity and Designing multimedia for understanding), which you can download for free to:

  • Find practical tips for how you can apply Mayer’s Principles to your lessons
  • Read a summary of the research behind them

The blog also includes some examples for how to apply the principles in your computing lessons.

If you’d like an introduction to the idea of cognitive load, you can find the Quick Read about cognitive load theory here.

In a computing classroom, a girl looks at a computer screen.

What are Mayer’s Principles?

Mayer’s Principles of Multimedia Learning are practical principles that will help you create clearer resources and present information in a way that avoids unnecessary cognitive load for your learners.

Mayer’s Principles are based on three related facts:

  1. You can present information to learners in auditory form (e.g. spoken explanations) and visual form (e.g. written text, diagrams)
  2. There are limits on how much new information people can take in at the same time
  3. Teaching materials that are not well-structured can cause too much cognitive load, which negatively affects learning

Designing lessons for clarity

Our first new Quick Read focuses on the following Mayer’s Principles for making your lessons as clear as possible, so that learners can connect the information they see and hear in real time.

  • Make all the information you include coherent, meaning that it is directly relevant to the learning objectives and does not distract learners’ attention
  • Guide your learners’ attention by using signals such as arrows, bold text, colour, or auditory cues
  • Avoid redundant information, such as a slide with a diagram and a paragraph explaining the diagram, or a slide that you speak about without adding new, complementing information
  • Present related words and visuals in the same space, e.g. place your text labels, or explanations directly adjacent to diagrams, images or code segments they describe
  • Present related words and visuals at the same time, e.g. by pairing narration with imagery

Designing lessons for understanding

Our second new Quick Read shares three Mayer’s Principles for how you can structure your lesson delivery to support your learners’ understanding:

  • Structure lessons or demonstrations into clear, manageable stages or segments, rather than presenting the information all at once
  • When you start a new topic, begin with some pre-training by introducing key terms, components, or goals and how they relate
  • When you present diagrams, flowcharts, or code examples, explain this visual information using the other modality, meaning spoken narration, instead of using paragraphs of text

Applying Mayer’s Principles to your computing lessons

We suggest you consider implementing Mayer’s Principles when you next design new lessons or want to adapt materials that you reuse regularly.

Here are some ideas on how you use both sets of principles in common computing teaching scenarios.

Live coding and code walkthroughs

When displaying a new Python script or Scratch project, avoid adding long, written paragraphs of commentary to explain the code. Instead, place short text annotations or sub-goal labels directly next to the relevant lines or blocks. As you run through the code, use your pointer or live typing to guide your learners’ focus (signalling) and explain in words how the program works at the same time.

Starting a new topic such as networking

Before students move to a new topic, for example networking, consider what words or concepts your class needs to be familiar with. Allocate a few minutes at the start of your lesson for pre-training to introduce terms like LAN or bandwidth and how they relate to the lesson.

Learners in a computing classroom.

Consider how your lesson can be divided into stages to allow for better understanding (segmenting). Each stage should build on the previous one and feed into the next one. For example, when you explain how data moves across a network, you can introduce each step separately before combining them all into a complete model of a network.

Consider how you display visual information to your class. Ensuring related diagrams and labels appear close together, only include relevant materials and no decoration on your slides (coherence), and avoid simply reading out words on the slide identical forms of information (redundancy).

Supporting multilingual learners with Mayer’s Principles

Mayer’s Principles are even more important for educators teaching multilingual learners or non-native speakers. When learners need to work harder to understand the language, poor lesson design can slow down their learning significantly.

Mayer’s Principles can help you with this challenge:

  • Applying the coherence and redundancy principles will allow you to make your explanations and slides as clear and concise as possible
  • Using signaling will mean you help learners to follow along and know what is most important
  • Presenting diagrams that illustrate computing concepts clearly will help your multilingual learners understand your spoken explanation much more easily (modality)

Intentional design for lasting understanding

By intentionally designing and presenting lessons to give the right amount of information in the clearest way, you make it easier for your students to focus and build a lasting understanding of computing concepts. When your lesson materials align with how our brains process information, learners can build stronger mental models and approach independent learning activities with greater confidence.

Read our new Quick Reads to find out more and discover the research behind Mayer’s Principles:

The post How to design and present clear computing lessons appeared first on Raspberry Pi Foundation.

How to rapidly design and adapt quality learning experiences for your students

At this time of year, many educators are considering ways to update their content ahead of the new school term. Whether you’re a teaching assistant or head of department, it’s important to ensure that the content you’re updating — or even designing anew — is relevant and high quality, and meet learners’ needs. In today’s blog we’re highlighting ‘ABC learning design’, and how it can be used to rapidly design and improve learning experiences.

Educators in the classroom

We also share our new ABC-focused Pedagogy Quick Read, which you can download for free to: 

  • Find practical tips on how to use the ABC process and related approaches with your learners
  • Read a summary of the research behind the framework

What is ABC learning design?

ABC learning design is a rapid, hands-on approach to design and develop blended learning experiences. The framework has traditionally been used at undergrad level, and had a lot of success when used in response to the global pandemic in 2020, when learning experiences had to quickly transition from being delivered in-person to being accessible remotely. 

The model is centred around six learning types:

  • Acquisition: Learning by reading, listening, or watching
  • Collaboration: Learning by working with others towards a common goal, involving co-creation and shared outputs
  • Discussion: Learning through dialogue, sharing ideas, and responding to others
  • Investigation: Learning by exploring, comparing, and evaluating new information or experiences
  • Practice: Learning by applying knowledge and skills, receiving feedback, and refining understanding
  • Production: Learning by expressing understanding or creating something to demonstrate knowledge and skills

Before continuing, it’s important to distinguish between ‘learning types’ and the widely discredited concept of ‘learning styles’. Whilst learning styles refer to fixed characteristics or preferences of learners, learning types refer to different kinds of learning activities and pedagogical approaches that can be designed into a course.

Copy of the ABC learning design Pedagogy Quick Read

These learning types are representative simplifications of pre-existing learning theories. For each learning type, educators can use different activities to deliver that type of learning. The activities will depend on your context and what’s right and applicable for your students.

How can I apply ABC learning design?

ABC learning design is often done in a team-based workshop setting (you can do it by yourself as well). Firstly, you analyse your existing content. Consider the goal of your current learning sequence, and assess how your learners are going to reach that goal with the different learning types.

Educators in the classroom

By analysing existing content and activities, you can then identify what’s missing from your sequence. This allows you to build on existing gaps and consider different types of activities you could implement. You then create a set of learning cards, which help you to storyboard and plan your new learning sequence.

Learning cards are typically postcard-sized and colour-coded to one of the six learning types. Colour coding helps you to tell the cards apart, and to easily see which learning types are or aren’t included in your sequence. 

Each card has the name and a short description of the learning type on the front, with examples of associated digital or in-person learning activities on the back. The learning cards:

  • Make the design process more engaging
  • Help with decision making
  • Support discussions if you’re working in a team
ABC Learning design cards and their application to an ABC storyboard plan

Adapting ABC learning design for your context

ABC design can be contextualised to your classroom, practices, and school, and to the technologies you have available. For example, on the back of each learning card you could include a set of activities that have been tried and tested in, or approved by, your school. Alternatively, you could link to other frameworks or teaching approaches that work for you and your students. 

Learning cards can also be used to collect other insights about teaching and learning within your context, and used as reminders of pedagogies to implement, as well as practical concerns. They can also help you to consider if there are opportunities for cross-curricular links within your learning sequence.

A shared toolkit you can reuse

In a computing department, ABC learning cards can become a shared resource that give fellow educators an understanding of what’s possible. The cards can be used again and again to help plan future learning experiences. 

Educators sharing ideas on a whiteboard

By running an ABC workshop and creating these learning cards, you and your team will put together a contextualised learning sequence toolkit specific to your school and learners.

Integration with universal design for learning to improve accessibility

In our blog How to build young people’s agency through accessible learning, we explored the universal design for learning (UDL) framework. UDL aims to support educators to reduce barriers for learners. It helps educators to create learning environments that are accessible and effective for all learners by providing multiple means of engagement, representation, and action and expression.

Gormley et al. (2022) described an initiative to integrate UDL within ABC learning design. They developed adapted ABC learning cards where the reverse side included specific UDL prompts, in addition to the usual example activities. For example:

  • An acquisition card could include the prompt “Will materials be available in a variety of formats (text, audio, and visual)? Will videos be captioned and transcribed?”
  • A production card could include the prompt “Are there multiple ways for learners to demonstrate their understanding? Can they choose between writing, presenting, or creating?”

By including these UDL considerations directly on the ABC cards, the design team ensured that accessibility and inclusivity were central to learning design conversations.

Adding UDL prompts to your learning cards is a fantastic way to help you design accessible learning sequences.

Applying ABC learning design: Some ideas for computing educators

In 2020, during the pandemic, the Computing at School (CAS) Research Working Group worked with classroom teachers to apply ABC learning design in their own contexts. 

Following some training, teachers analysed their existing classroom activities and then developed a range of suitable alternatives for remote learning, categorising them into low-tech, mid-tech, and high-tech options. 
The different activity options were then added to their own sets of ABC learning cards and used to help adapt lessons for remote teaching. You can read more about the project and view example cards on the CAS website.

The benefits of using ABC learning design

Potential benefits for educators:

  • Enables more rapid creation and delivery of high-quality content
  • Allows you to audit your current learning sequence and identify gaps that can be improved upon
  • Provides a shared, contextualised toolkit for curriculum design

Potential benefits for students:

  • Tailored, engaging, high-quality learning experiences

Want to hear more about ABC learning design?

If you’d like to find out more about ABC learning design, you can download our Quick Read for free.

You can also listen to a thought-provoking discussion on the topic between James Robinson, Carrie Anne Philbin, Jane Waite, and Matthew Wimpenny-Smith in season 1, episode 6 of the Hello World podcast: Could curriculum design be as simple as ABC?

The post How to rapidly design and adapt quality learning experiences for your students appeared first on Raspberry Pi Foundation.

How to build young people’s agency through accessible learning

We think computing or computer science (CS) needs to be accessible to all learners, and we know that teachers work hard towards this. Traditional CS approaches can lack flexibility, creating barriers to learning and excluding some young people. In today’s blog, we’re highlighting the ‘Universal design for learning’ (UDL) framework and how you can use it to make computing education more accessible to all your learners.

Children in the classroom learning  Computer Science

We also share our new UDL-focused Pedagogy Quick Read, which you can download for free to:

  • Find practical tips for how to use the UDL framework and related approaches with your learners
  • Read a summary of the research behind the framework

Universal Design for Learning: Because one size does not fit all

Everyone is different and has their own way of learning. What works for one young person may not work for the next. So why should we expect learners to be taught the same material in the same way? 

Todd Rose, a contributor to the UDL framework, highlights the factors involved with a young person’s ability to engage and participate in learning. These include cognitive, social-emotional, family background and academic factors. He dispels the idea of an “average” learner, and instead suggests the concept of learner variability. 

Picture of our new UDL-focused Pedagogy Quick Read
The new Quick Read

As educators, it’s important to consider that students will likely be at different stages of understanding, and a one-size-fits-all approach isn’t suitable. The UDL framework avoids this mindset and provides teachers with structured guidelines to design accessible lessons from the beginning. 

What is the UDL framework?

The UDL framework encourages educators to provide flexibility for learners in three areas: 

  • Multiple means of engagement: The “why of learning”, which helps to pique students’ curiosity and motivates them to stay engaged
  • Multiple means of representation: The “what of learning”, which focuses on presenting information in different ways to make the content accessible
  • Multiple means of action and expression: The “how of learning”, which relates to different ways for students to access learning and express their understanding

How can I apply the UDL framework?

Two things are key while you are planning how to apply the UDL framework with your learners:

  • Try not to introduce all three areas at once to your practice. Instead, focus on one area of the framework at a time and reflect to identify where there might be gaps. Focus on these first and make changes one by one.
  • Consider how different approaches will work for different groups and individuals. Try to identify what works for your learners and vary or adapt your approach as necessary.

Applying UDL: Some ideas for teaching programming

Multiple means of engagement — show learners different reasons for engaging in programming. For example:

  • Solving real-life problems
  • Interest in technology or logical thinking
  • Creative expression

Multiple means of representation — teach programming concepts in multiple ways. For example:

  • Demonstrate through live coding
  • Write on a blackboard with a flowchart
  • Let learners label and assemble bits of paper into a ‘program’

Multiple means of action and expression — teach with accessibility in mind. For example:

  • Use tools appropriate for learners’ mouse and keyboard skills
  • Let learners demonstrate their understanding in different ways (e.g. verbally, by writing/drawing, by creating a program)

The UDL framework aligns closely with several key research-supported pedagogies that you can use for effective instruction in computational thinking and programming. For example, the pedagogy approach ‘Use-Modify-Create’ (UMC) can be paired with the UDL categories. The new Quick Read explores these connections in more detail.

Students in the classroom

The benefits of the UDL framework

Potential benefits for teachers:

  • The framework provides a clear structure for designing learning activities that appeal to and engage the widest set of learners
  • It can help you consider all the ways you might engage your learners and make CS lessons more accessible.
  • UDL encourages you to reflect on the different ways in which you might represent concepts and ideas
  • It can help you to build learner agency and independence in your students by offering them different ways to express their learning in CS topics. 

Potential benefits for learners:

  • The framework promotes a sense of ownership over their learning. Which can boost their motivation and resilience to sticking with difficult challenges. 
  • They will likely find content that resonates with them, leading to higher engagement and therefore learning.
  • They will be able to demonstrate their CS knowledge confidently and engage limitlessly in CS contexts.

Our new Quick Read shares tips on how to best use the framework in your teaching. 

Inclusive computer science: The wider context

We know there is a lack of representation within the field of CS. Our recent position paper ‘Why kids still need to learn to code in the age of AI’ and an episode of the  Hello World podcast, ‘How can we empower girls in computing’ touched on this. Both highlight why it’s important that learners from all backgrounds are empowered to contribute their perspectives and experiences and shape the future with computing.

Photo from the Hello World podcast, ‘How can we empower girls in computing
Guests and host during the recording of our ‘How can we empower girls in computing’ episode

“The reality is that access to the opportunities to learn about computer science, programming, and coding has remained deeply unequal, both within and between countries. That has helped create a technology sector that doesn’t reflect the broad diversity of human backgrounds, perspectives, and experiences. And we are all living with the consequences.” – Philip Colligan, Mark Griffiths, Veronica Cucuiat

“If we don’t have a diverse range of people designing and implementing that tech, then we are going to come across issues.” – Becky Patel, Tech She Can, Hello World podcast”

By embracing the principles of ‘Universal design for learning’ and similar approaches, we can create a more inclusive and equitable learning environment in computer science for everyone.

The post How to build young people’s agency through accessible learning appeared first on Raspberry Pi Foundation.

How pillars and triangles can focus your game design

In game design, freedom can lead to paralysis. But in the latest issue of Wireframe magazine, Stuart Maine explains how game pillars and the iron triangle will help you focus on what’s important.

The flexibility of the medium of video games lets us experience concepts like the non-Euclidean geometry behind Superliminal’s ‘whatever you see is reality’
The flexibility of the medium of video games lets us experience concepts like the non-Euclidean geometry behind Superliminal’s ‘whatever you see is reality’

This article will cover two game development tools that are designed to help decide what’s important in the game you’re making. The iron triangle revolves around the practical realities of making a game, while game pillars cover the creative side, but both relate to the importance of focus. Let’s begin with pillars.

Game pillars

Every game media has its strengths, such as wargaming’s communities, the shared experiences of board games, or the collaboration of RPGs. One of the advantages of video games is their sheer flexibility – we can race across alien worlds, explore Egyptian tombs, or keep fit while going on magical quests. But that infinite flexibility can be a real problem for game creators, because if the game you’re making can include literally anything, then how do you know what to focus on?

A pillar saying your game is a platformer doesn’t really help, it’s what you do or say with that basic framework that matters
A pillar saying your game is a platformer doesn’t really help, it’s what you do or say with that basic framework that matters

Let’s assume you have an idea for a game based on a particular world or character, or a certain type of gameplay. Alternatively, you might have used player types (see Wireframe issue 39) to decide on a particular audience and the features they like, or if you’re working with someone else’s IP, then that brand’s owners might have a type of gameplay in mind. Game pillars help move beyond those starting points and guide you through development.

The basics

A game’s pillars are a list of around three ‘core statements’ created early in that game’s development. You could come up with your pillars before you’ve started development to help narrow down the possible game you might make, or you might do this after prototyping has given you an idea you want to pursue. You can even retroactively create pillars to help rescue a game that’s been in development for a while and has lost its way.

  • Each statement should be short – no more than a sentence – and each should be phrased as a rule you will follow throughout development.
  • Use active language. We will, we like, this game is, our audience wants, and so on. Don’t use negative language if you can rephrase the same statement as a positive.
  • Importantly, make your pillars focus on how your players will feel over the things they will do. This is probably the most important concept here, so let’s explore it further.
During development, Rime began to deviate from its original goals and the team had to take the decision to refocus on their pillars
During development, Rime began to deviate from its original goals and the team had to take the decision to refocus on their pillars

Dig deeper into the ‘why’

It’s easy to write ‘our game will feature 2D puzzles and platforming’, and technically that is a pillar because you can refer back to it later. But it doesn’t really say anything about what that platforming is for. By that, I mean why are you making a game about platforming? To dig deeper into the ‘why’ behind your pillar, you could rewrite that sentence to one of these:

  • Explore evocative alien worlds, telling a story through atmosphere and details
  • It’s satisfying to master deep systems and figure out hidden rules
  • Our players will achieve a state of flow through challenging, precision gameplay

Those are my example guesses at a pillar each for the platform games Flashback, Spelunky, and Celeste. All are 2D platformers, but they’re ‘about’ very different things.

What to do with your pillars

Note that none of the above examples specifically talk about the gameplay being platforming, because pillars should focus on the feelings and emotions you want your game to evoke, rather than how you’re going to do it. That’s because pillars aren’t a feature list to check off, more a tool to help remember the things that are important when you’re submerged in the day-to-day realities of game development. Pillars are the why of your game, and the actual development process is coming up with the what to match those initial goals.

Another benefit of pillars is they can be used to communicate the game’s vision to the public, helping to balance reality and hype
Another benefit of pillars is they can be used to communicate the game’s vision to the public, helping to balance reality and hype

Print your chosen pillars as large as you can and put them up somewhere you’ll see them every day. That way they’ll become ingrained in your thoughts and you’ll easily be able to refer to them when someone suggests a new feature or change to the game. Will that change help bring your game closer to your pillars (great), not really affect them (neutral), or work against them (bad)?

I’ve seen studios use pillars on struggling games to discard any areas which don’t match them. You particularly see this if a game is taking too long to release (because most professional studios have to get a game out to some sort of deadline – more on this below), with people looking back to their pillars to help work out what to cut. If feature A is cool, but feature B aligns with the pillars, it’ll take a strong argument to keep A.

Establishing pillars

There are a couple of approaches for coming up with a game’s pillars, each with advantages, but also potential problems to look out for. Both of these approaches assume you already know to some degree what the game will be. Your pillars will help guide the eventual game’s details, but they’re a tool for staying on track as you forge ahead, not for coming up with ideas in the first place. If you haven’t agreed on a concept for your game yet, then run game jams, conduct audience and market research, or paper prototype ideas first.

When you’re working with someone else’s brand, involve that IP’s holder in pillar discussions so that they’re onboard with your chosen direction
When you’re working with someone else’s brand, involve that IP’s holder in pillar discussions so that they’re onboard with your chosen direction

Second, both approaches assume any business, audience, IP, or technology factors are already agreed and set in stone. For example, you might already know that this will be a multiplayer game, that it must be released within this time frame, or that it must be built on the technology created for your previous game. We’ll talk more about this with the iron triangle, but basically, any real-world issues that are beyond your control must be acknowledged or you risk coming up with pillars that set you up for difficulties later.

Duke Nukem Forever is an example of a major game that suffered for its lack of creative direction
Duke Nukem Forever is an example of a major game that suffered for its lack of creative direction

Two approaches

The two approaches are to have the entire team brainstorm potential pillars, or have vision holders dictate them:

ONE: If the entire team is involved, then you run brainstorming sessions where everyone’s potential pillar ideas are stuck up on a wall. Then the group chooses the best pillars or combines a couple of ideas into pillars (remember the point about keeping them short – mashing many ideas into a long pillar is cheating). 

The advantage of this approach is that everyone understands and buys into the chosen pillars because they had a say in creating them. The downside is that this process can take time, with potentially conflicting ideas needing to be whittled down until an agreement is reached.

TWO: The other approach is for ‘creative vision holders’ to come up with the game’s pillars and then present them to the rest of the team. Obviously, this is much less collaborative and more about saying, ‘I have a vision for this game which I think could be incredible, will you help me make it?’ The advantage of this is that everyone can rally behind a singular vision that someone is passionate about bringing to the world. As a result, the game’s pillars are likely to be extremely focused and all pointing in the same direction. The downside is that it requires everyone else to get on board with the game’s pillars even though they didn’t help come up with them.

Either way, once the pillars have been created, everyone on the team has to work with them in mind – there’s an implied contract that these rules must be enforced to ensure the game keeps moving in the right direction. Even though it can be unpopular to say no to someone’s idea, that’s what pillars are there to help with (and of course, pillars don’t say ‘that idea is bad’, simply that it doesn’t fit this particular game. Write the idea down and maybe build your next game around it).

Examples

Here are some actual pillars from games I’ve worked on:

  • Live through the apocalypse by any means necessary.
    This pillar from a military-themed game establishes that any action is acceptable in order to survive, implying a gritty, survival-of-the-fittest tone. 
  • Does it make me feel loved?
    A pillar from a game that was designed to appeal to an audience that liked romances and was looking for escapism. This guided our characters, environments, and art style.
  • Make me feel powerful, and make me say, ‘That was awesome!’
    It’s always worth considering a pillar covering who the player is in this game. If you’re making a game about being a giant robot, then ensure players feel big and powerful.
  • Small actions = epic reactions.
    From a puzzle game themed around combat. Because the player is making very small actions (tap, drag) we wanted to ensure the game responded with weighty reactions.
  • Express your own style in a safe way.
    If you’re working on a game for kids, it’s worth thinking about the challenges and worries in their lives, and whether your game can help them safely explore those areas.
  • Trust the player – it’s their game, let them play how they like.
    We used this for a procedurally created game, reminding the team not to create puzzles but to focus on systems that players could use and abuse any way they wanted.

The value of pillars

I realise that game pillars are quite an abstract topic, but in my experience across many games and studios, they have proven their worth. At the start of a project, they help avoid the ‘blank page’ problem of being able to make anything you can imagine, and later they help you say ‘this, but not that’ and avoid wandering in the development wilderness. So however you choose to structure or word your game pillars, I wholeheartedly recommend spending a little time thinking about the why before you launch into the what.

Owlboy: a game that favoured quality over time. It took about nine years to make, but looked spectacular
Owlboy: a game that favoured quality over time. It took about nine years to make, but looked spectacular

Speaking of which, let’s take a look at the iron triangle and how it will impact your game, because no matter what you do in the games industry, the triangle will impact you. As a result, it’s important to have an idea of how it works and what it means to your projects. A quick disclaimer: I’m going to simplify a complex area for space reasons, so if it interests you, check out online resources on this and other project management topics.

Art versus business

Have you ever played a game and clearly seen that it was unfinished? Missing features, obvious bugs, and a lack of polish show that you’re playing a game that needed more development time. The iron triangle is the reason games are released in an unfinished state, but it isn’t some malevolent force – it’s simply where reality butts up against creativity in game development.

Although no one sets out to make a bad game, movie licences often feel the pressure of the iron triangle due to their fixed release date
Although no one sets out to make a bad game, movie licences often feel the pressure of the iron triangle due to their fixed release date

Coined by Dr. Martin Barnes, the triangle applies to premium games as much as free ones, and to indie games as equally as blockbusters. It relates to…

Three areas of game development

  • Quality: How ‘good’ is your game? Good could mean it has many features, levels, NPCs, and weapons, or that what you have is highly polished and balanced. It also dictates how many bugs you let through into the finished game (no one ever fixes all their bugs, you just choose which are most important).
  • Time: Implementing all of the above takes time, so this point of the triangle relates to how long your game will take to be released. Most game developers have to release their games to some sort of deadline; see ‘Time = money’ for more on this.
  • Money: The longer a game’s in development, the more money it costs, with most coming from the wages or living expenses of the team working on it. Money is the most complicated of the three factors because there’s a limit to how much you can throw at a game. A feature that’s going to take a lone developer ten months can’t be done in one simply by paying to put ten developers on it – people get in each other’s way and you have to pay even more because that many people need a lot of management.

Choose your priorities

Now we know the three points of the iron triangle – where things get interesting is that those points are all interrelated, and the rule is you can only control two of the three points. You can select which two points you want to control, but you have no say on what happens to the third. That’s why it’s called an iron triangle – the outcome of the third point is decided by what you do with the two you’ve chosen to control.

Shigeru Miyamoto spoke about delaying The Ocarina of Time until it was of the highest quality, making ‘cost’ the element out of his control
Shigeru Miyamoto spoke about delaying The Ocarina of Time until it was of the highest quality, making ‘cost’ the element out of his control

These are the outcomes you can expect based on the two points of the triangle you choose to control:

  • Controlling time and money is where you see licensed tie-in games. Because they need to release alongside (say) a movie, they must come out on a certain date, and they can’t cost more than a certain amount otherwise it isn’t worth making the game in the first place. The point of the triangle not controlled here is quality, meaning the game will be as big and polished as it happens to be when the time and money run out.
  • The second choice is to control time and quality, meaning the game must come out on a certain date and be at least ‘this’ good (e.g. large, polished, and bug-free). This option means you relinquish control over the game’s cost – it will simply cost as much as it needs to, to ensure it hits your quality bar and is released on time.
  • Finally, you can control money and quality, meaning the game will be big and polished, but the team is kept small to limit development costs. This means you have no control over how long the game will take to release because a small team making a polished product can only work so fast.

Business realities

You might be wondering why any of this matters – after all, you could be making a game in your spare time or working at a studio where other people make these decisions. But if you understand which of the points of the triangle your project is trying to control, then you can work more effectively, making choices that work towards those needs rather than against them.

As a side note, if you’re working at a studio and whoever’s in charge insists they can control all three points of the iron triangle, consider that a Big Red Warning. That sort of denial of the fundamentals of project management means overtime – and a game that’s likely to go off the rails.

The iron triangle isn’t about hateful business realities quashing your creative dreams, it’s about choosing and understanding your priorities so that you control your game, not the other way around.

Recap

To recap: choosing your game’s pillars helps you focus on what’s important, and choosing which two points of the iron triangle you want to control helps you focus on the reality of making a game. Both of these are important, because not deciding on a game’s pillars can lead to the end result being a mess of conflicting ideas pulling in multiple directions, and ignoring the iron triangle leads to games spiralling into overtime, delays, and impossible demands. Yes, making games should be fun, but a little focus early in a project’s life can pay off big time later on.

Get your copy of Wireframe issue 52

You can read more features like this one in Wireframe issue 52, available directly from Raspberry Pi Press — we deliver worldwide.

Wireframe issue 52's cover

And if you’d like a handy digital version of the magazine, you can also download issue 52 for free in PDF format.

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How can we design inclusive and accessible curricula for computer science?

After a brief hiatus over the Easter period, we are excited to be back with our series of online research seminars focused on diversity and inclusion, where in partnership with the Royal Academy of Engineering, we host researchers from the UK and USA. By diversity, we mean any dimension that can be used to differentiate groups and people from one another. This might be, for example, age, gender, socio-economic status, disability, ethnicity, religion, nationality, or sexuality. The aim of inclusion is to embrace all people irrespective of difference.

Maya Israel

This month we welcomed Dr Maya Israel, who heads the Creative Technology Research Lab at the University of Florida. She spoke to us about designing inclusive learning experiences in computer science (CS) that cater for learners with a wide range of educational needs.

Underrepresentation of computer science students with additional needs

Maya introduced her work by explaining that the primary goal of her research is to “increase access to CS education for students with disabilities and others at risk for academic failure”. To illustrate this, she shared some preliminary findings (paper in preparation) from the analysis of data from one US school district.

A computing classroom filled with learners.
By designing activities that support students with additional educational needs, we can improve the understanding and proficiency of all of our students.

Her results showed that only around 22–25% of elementary school students with additional needs (including students with learning disabilities, speech or language impairments, emotional disturbances, or learners on the autistic spectrum) accessed CS classes. Even more worryingly, by high school only 5–7% of students with additional needs accessed CS classes (for students on the autistic spectrum the decline in access was less steep, to around 12%).

Maya made the important point that many educators and school leaders may ascribe this lack of representation to students’ disabilities being a barrier to success, rather than to the design of curricula and instruction methods being a barrier to these students accessing and succeeding in CS education.

What barriers to inclusion are there for students with additional needs?

Maya detailed the systems approach she uses in her work to think about external barriers to inclusion in CS education:

  • At the classroom level — such as teachers’ understanding of learner variability and instructional approaches
  • At the school level — perhaps CS classes clash with additional classes that the learner requires for extra support with other subjects
  • At the systemic level — whether the tools and curricula in use are accessible

As an example, Maya pointed out that many of the programming platforms used in CS education are not fully accessible to all learners; each platform has unique accessibility issues.

A venn diagram illustrating that the work to increase access to CS education for students with disabilities and others at risk for academic failure cannot occur if we do not examine barriers to inclusion in a systematic way. The venn diagram consists of four fully overlapping circles. The outermost is represents systemic barriers. The next one represents school-level barriers. The third one represents classroom barriers. The innermost one represents the resulting limited inclusion.

This is not to say that students with additional needs have no internal barriers to succeeding in CS (these may include difficulties with understanding code, debugging, planning, and dealing with frustration). Maya told us about a study in which the researchers used the Collaborative Computing Observation Instrument (C-COI), which allows analysis of video footage recorded during collaborative programming exercises to identify student challenges and strategies. The study found various strategies for debugging and highlighted a particular need for supporting students in transitioning from a trial-and-error approach to more systematic testing. The C-COI has a lot of potential for understanding student-level barriers to learning, and it will also be able to give insight into the external barriers to inclusion.

Pathways to inclusion

Maya’s work has focused not only on identifying the problems with access, it also aims to develop solutions, which she terms pathways to inclusion. A standard approach to inclusion might involve designing curricula for the ‘average’ learner and then differentiating work for learners with additional needs. What is new and exciting about Maya’s approach is that it is based on the premise that there is no such person as an average learner, and rather that all learners have jagged profiles of strengths and weaknesses that contribute to their level of academic success.

In the seminar, Maya described ways in which CS curricula can be designed to be flexible and take into account the variability of all learners. To do this, she has been using the Universal Design for Learning (UDL) approach, adapting it specifically for CS and testing it in the classroom.

The three core concepts of Universal Design for Learning according to Maya Israel. 1, barriers exists in the learning environment. 2, variability is the norm, meaning learners have jagged learning profiles. 3, the goal is expert learning.

Why is Universal Design for Learning useful?

The UDL approach helps educators anticipate barriers to learning and plan activities to overcome them by focusing on providing different means of engagement, representation, and expression for learners in each lesson. Different types of activities are suggested to address each of these three areas. Maya and her team have adapted the general principles of UDL to a CS-specific context, providing teachers with clear checkpoints to consider when designing computing lessons; you can read more on this in this recent Hello World article.

Two young children code in Scratch on a laptop.

A practical UDL example Maya shared with us was using a series of scaffolded Scratch projects based on the ‘Use-Modify-Create’ approach. Students begin by playing and remixing code; then they try to debug the same program when it is not working; then they reconstruct code that has been deconstructed for the same program; and then finally, they try to expand the program to make the Scratch sprite do something of their choosing. All four Scratch project versions are available at the same time, so students can toggle between them as they learn. This helps them work more independently by reducing cognitive load and providing a range of scaffolded support.

This example illustrates that, by designing activities that support students with additional educational needs, we can improve the understanding and proficiency of all of our students.

Training teachers to support CS students with additional needs

Maya identified three groups of teachers who can benefit from training in either UDL or in supporting students with additional needs in CS:

  1. Special Education teachers who have knowledge of instructional strategies for students with additional needs but little experience/subject knowledge of computing
  2. Computing teachers who have subject knowledge but little experience of Special Education strategies
  3. Teachers who are new to computing and have little experience of Special Education

Maya and her team conducted research with all three of these teacher groups, where they provided professional development for the teachers with the aim to understand what elements of the training were most useful and important for teachers’ confidence and practice in supporting students with additional needs in CS. In this research project, they found that for the teachers, a key aspect of the training was having time to identify and discuss the barriers/challenges their students face, as well as potential strategies to overcome these. This process is a core element of the UDL approach, and may be very different to the standard method of planning lessons that teachers are used to.

A teacher attending Picademy teacher training laughs as she works through an activity.
Having time to identify and discuss the barriers/challenges students face, as well as potential strategies to overcome these, is key for teachers to design accessible curricula.

Another study by Maya’s team showed that an understanding of UDL in the context of CS was a key predictor of teacher confidence in teaching CS to students with additional needs (along with the number years spent teaching CS, and general confidence in teaching CS). Maya therefore believes that focusing on teachers’ understanding of the UDL approach and how they can apply it in CS will be the most important part of their future professional development training.

Final thoughts

Maya talked to us about the importance of intersectionality in supporting students who are learning CS, which aligns with a previous seminar given by Jakita O. Thomas. Specifically, Maya identified that UDL should fit into a wider approach of Intersectional Inclusive Computer Science Education, which encompasses UDL, culturally relevant and sustaining pedagogy, and translanguaging pedagogy/multilingual education. We hope to learn more about this topic area in upcoming seminars in our current series.

Four key takeaways from Maya Israel's research seminar: 1, include students with disabilities in K-12 CS education. They will succeed when given accessible, engaging activities. 2, consider goals, anticipated barriers, and the UDL principles when designing instructions for all learners. 3, disaggregate your data to see who is meeting instructional goals and who is not. 4, share successes of students with disabilities in CS education so we can start shifting the discourse to better inclusion.

You can download Maya’s presentation slides now, and watch the seminar recording here:

Attend the next online research seminar

The next seminar in the diversity and inclusion series will take place on Tuesday 4 May at 17:00–18:30 BST / 12:00–13:30 EDT / 9:00–10:30 PDT / 18:00–19:30 CEST. You’ll hear from Dr Cecily Morrison (Microsoft Research) about her research into computing for learners with visual impairments.

To join this free event, click below and sign up with your name and email address:

We’ll send you the link and instructions. See you there!

This was our 15th research seminar — you can find all the related blog posts here.

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Universal design for learning in computing | Hello World #15

In our brand-new issue of Hello World magazine, Hayley Leonard from our team gives a primer on how computing educators can apply the Universal Design for Learning framework in their lessons.

Cover of issue 15 of Hello World magazine

Universal Design for Learning (UDL) is a framework for considering how tools and resources can be used to reduce barriers and support all learners. Based on findings from neuroscience, it has been developed over the last 30 years by the Center for Applied Special Technology (CAST), a nonprofit education research and development organisation based in the US. UDL is currently used across the globe, with research showing it can be an efficient approach for designing flexible learning environments and accessible content.

A computing classroom populated by students with diverse genders and ethnicities

Engaging a wider range of learners is an important issue in computer science, which is often not chosen as an optional subject by girls and those from some minority ethnic groups. Researchers at the Creative Technology Research Lab in the US have been investigating how UDL principles can be applied to computer science, to improve learning and engagement for all students. They have adapted the UDL guidelines to a computer science education context and begun to explore how teachers use the framework in their own practice. The hope is that understanding and adapting how the subject is taught could help to increase the representation of all groups in computing.

The UDL guidelines help educators anticipate barriers to learning and plan activities to overcome them.

A scientific approach

The UDL framework is based on neuroscientific evidence which highlights how different areas or networks in the brain work together to process information during learning. Importantly, there is variation across individuals in how each of these networks functions and how they interact with each other. This means that a traditional approach to teaching, in which a main task is differentiated for certain students with special educational needs, may miss out on the variation in learning between all students across different tasks.

A stylised representation of the human brain
The UDL framework is based on neuroscientific evidence

The UDL guidelines highlight different opportunities to take learner differences into account when planning lessons. The framework is structured according to three main principles, which are directly related to three networks in the brain that play a central role in learning. It encourages educators to plan multiple, flexible methods of engagement in learning (affective networks), representation of the teaching materials (recognition networks), and opportunities for action and expression of what has been learnt (strategic networks).

The three principles of UDL are each expanded into guidelines and checkpoints that allow educators to identify the different methods of engagement, representation, and expression to be used in a particular lesson. Each principle is also broken down into activities that allow learners to access the learning goals, remain engaged and build on their learning, and begin to internalise the approaches to learning so that they are empowered for the future.

Examples of UDL guidelines for computer science education from the Creative Technology Research Lab

Multiple means of engagement Multiple means of representation Multiple means of
action and expression
Provide options for recruiting interests
* Give students choice (software, project, topic)
* Allow students to make projects relevant to culture and age
Provide options for perception
* Model computing through physical representations as well as through interactive whiteboard/videos etc.
* Select coding apps and websites that allow adjustment of visual settings (e.g. font size/contrast) and that are compatible with screen readers
Provide options for physical action
* Include CS unplugged activities that show physical relationships of abstract computing concepts
* Use assistive technology, including a larger or smaller mouse or touchscreen devices
Provide options for sustaining effort and persistence
* Utilise pair programming and group work with clearly defined roles
* Discuss the integral role of perseverance and problem-solving in computer science
Provide options for language, mathematical expressions, and symbols
* Teach and review computing vocabulary (e.g. code, animations, algorithms)
* Provide reference sheets with images of blocks, or with common syntax when using text
Provide options for expression and communication
* Provide sentence starters or checklists for communicating in order to collaborate, give feedback, and explain work
* Provide options that include starter code
Provide options for self-regulation
* Break up coding activities with opportunities for reflection, such as ‘turn and talk’ or written questions
* Model different strategies for dealing with frustration appropriately
Provide options for comprehension
* Encourage students to ask questions as comprehension checkpoints
* Use relevant analogies and make cross-curricular connections explicit
Provide options for executive function
* Embed prompts to stop and plan, test, or debug throughout a lesson or project
* Demonstrate debugging with think-alouds

Each principle of the UDL framework is associated with three areas of activity which may be considered when planning lessons or units of work. It will not be the case that each area of activity should be covered in every lesson, and some may prove more important in particular contexts than others. The full table and explanation can be found on the Creative Technology Research Lab website at ctrl.education.ufl.edu/projects/tactic.

Applying UDL to computer science education

While an advantage of UDL is that the principles can be applied across different subjects, it is important to think carefully about what activities to address these principles could look like in the case of computer science.

Maya Israel
Researcher Maya Israel will speak at our April seminar

Researchers at the Creative Technology Research Lab, led by Maya Israel, have identified key activities, some of which are presented in the table on the previous page. These guidelines will help educators anticipate potential barriers to learning and plan activities that can overcome them, or adapt activities from those in existing schemes of work, to help engage the widest possible range of students in the lesson.

UDL in the classroom

As well as suggesting approaches to applying UDL to computer science education, the research team at the Creative Technology Research Lab has also investigated how teachers are using UDL in practice. Israel and colleagues worked with four novice computer science teachers in US elementary schools to train them in the use of UDL and understand how they applied the framework in their teaching.

Smiling learners in a computing classroom

The research found that the teachers were most likely to include in their teaching multiple means of engagement, followed by multiple methods of representation. For example, they all offered choice in their students’ activities and provided materials in different formats (such as oral and visual presentations and demonstrations). They were less likely to provide multiple means of action and expression, and mainly addressed this principle through supporting students in planning work and checking their progress against their goals.

Although the study included only four teachers, it highlighted the flexibility of the UDL approach in catering for different needs within variable teaching contexts. More research will be needed in future, with larger samples, to understand how successful the approach is in helping a wide range of students to achieve good learning outcomes.

Find out more about using UDL

There are numerous resources designed to help teachers learn more about the UDL framework and how to apply it to teaching computing. The CAST website (helloworld.cc/cast) includes an explainer video and the detailed UDL guidelines. The Creative Technology Research Lab website has computing-specific ideas and lesson plans using UDL (helloworld.cc/udl).

Maya Israel will be presenting her research at our computing education research seminar series, on 20 April 2021. Our seminars are free to attend and open to anyone from anywhere around the world. Find out more about the current seminar series, which focuses on diversity and inclusion in computing education.

Further reading on UDL

Subscribe to Hello World for free

In issue 15 of Hello World, we hear from five teachers who have made the switch to computing from another subject. They tell us about the challenges they have faced, as well as the joys of teaching young people how to create new things with technology. All this and much, much more in the new issue!

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Designing distinctive Raspberry Pi products

Par : Helen Lynn

If you have one of our official cases, keyboards or mice, or if you’ve visited the Raspberry Pi Store in Cambridge, UK, then you know the work of Kinneir Dufort. Their design has become a part of our brand that’s recognised the world over. Here’s an account from the Kinneir Dufort Chief Design Officer, Craig Wightman, of their team’s work with us.

Over the last six years, our team at Kinneir Dufort have been privileged to support Raspberry Pi in the design and development of many of their products and accessories. 2019 has been another landmark year in the incredible Raspberry Pi story, with the opening of the Raspberry Pi store in February, the launch of the official keyboard and mouse in April, followed by the launch of Raspberry Pi 4 in June.

We first met Eben, Gordon and James in 2013 when we were invited to propose design concepts for an official case for Raspberry Pi Model B. For the KD team, this represented a tremendously exciting opportunity: here was an organisation with a clear purpose, who had already started making waves in the computing and education market, and who saw how design could be a potent ingredient in the presentation and communication of the Raspberry Pi proposition.

Alongside specific design requirements for the Model B case, the early design work also considered the more holistic view of what the 3D design language of Raspberry Pi should be. Working closely with the team, we started to define some key design principles which have remained as foundations for all the products since:

  • Visibility of the board as the “hero” of the product
  • Accessibility to the board, quickly and simply, without tools
  • Adaptability for different uses, including encouragement to “hack” the case
  • Value expressed through low cost and high quality
  • Simplicity of form and detailing
  • Boldness to be unique and distinctively “Raspberry Pi”

Whilst maintaining a core of consistency in the product look and feel, these principles have been applied with different emphases to suit each product’s needs and functions. The Zero case, which started as a provocative “shall we do this?” sketch visual sent to the team by our Senior Designer John Cowan-Hughes after the original case had started to deliver a return on investment, was all about maximum simplicity combined with adaptability via its interchangeable lids.

Photo of three Raspberry Pi Zero cases from three different angles, showing the lid of a closed case, the base of a closed case, and an open case with an apparently floating lid and a Raspberry Pi Zero visible inside.

The ‘levitating lid’ version of the Zero case is not yet publically available

Later, with the 3A+ case, we started with the two-part case simplicity of the Zero case and applied careful detailing to ensure that we could accommodate access to all the connectors without overcomplicating the injection mould tooling. On Raspberry Pi 4, we retained the two-part simplicity in the case, but introduced new details, such as the gloss chamfer around the edge of the case, and additional material thickness and weight to enhance the quality and value for use with Raspberry Pi’s flagship product.

After the success of the KD design work on Raspberry Pi cases, the KD team were asked to develop the official keyboard and mouse. Working closely with the Raspberry Pi team, we explored the potential for adding unique features but, rightly, chose to do the simple things well and to use design to help deliver the quality, value and distinctiveness now integrally associated with Raspberry Pi products. This consistency of visual language, when combined with the Raspberry Pi 4 and its case, has seen the creation of a Raspberry Pi as a new type of deconstructed desktop computer which, in line with Raspberry Pi’s mission, changes the way we think about, and engage with, computers.

The launch of the Cambridge store in February – another bold Raspberry Pi move which we were also delighted to support in the early planning and design stages – provides a comprehensive view of how all the design elements work together to support the communication of the Raspberry Pi message. Great credit should go to the in-house Raspberry Pi design team for their work in the development and implementation of the visual language of the brand, so beautifully evident in the store.

Small tabletop model of the side walls, rear walls, front windows, and floor of the Raspberry Pi Store. The model is annotated with handwritten Post-It notes in a variety of colours.

An early sketch model of the Raspberry Pi Store

In terms of process, at KD we start with a brief – typically discussed verbally with the Raspberry Pi team – which we translate into key objectives and required features. From there, we generally start to explore ideas with sketches and basic mock-ups, progressively reviewing, testing and iterating the concepts.

Top-down photo of a desk covered with white paper on which are a couple of Raspberry Pis and several cases. The hands of someone sketching red and white cases on the paper are visible. Also visible are the hands of someone measuring something with digital calipers, beside a laptop on the screen of which is a CAD model of a Raspberry Pi case.

Sketching and modelling and reviewing

For evaluating designs for products such as the cases, keyboard and mouse, we make considerable use of our in-house 3D printing resources and prototyping team. These often provide a great opportunity for the Raspberry Pi team to get hands on with the design – most notably when Eben took a hacksaw to one of our lovingly prepared 3D-printed prototypes!

Phone photo of Eben sitting at a desk and hacksawing a white 3D-printed prototype Raspberry Pi case

EBEN YOUR FINGERS

Sometimes, despite hours of reviewing sketches and drawings, and decades of experience, it’s not until you get hands-on with the design that you can see further improvements, or you suddenly spot a new approach – what if we do this? And that’s the great thing about how our two teams work together: always seeking to share and exchange ideas, ultimately to produce better products.

Photo of three people sitting at a table in an office handling and discussing 3D-printed Raspberry Pi case prototypes

There’s no substitute for getting hands-on

Back to the prototype! Once the prototype design is agreed, we work with 3D CAD tools and progress the design towards a manufacturable solution, collaborating closely with injection moulding manufacturing partners T-Zero to optimise the design for production efficiency and quality of detailing.

One important aspect that underpins all our design work is that we always start with consideration for the people we are designing for – whether that’s a home user setting up a media centre, an IT professional using Raspberry Pi as a web server, a group of schoolchildren building a weather station, or a parent looking to encourage their kid to code.

Engagement with the informed, proactive and enthusiastic online Raspberry Pi community is a tremendous asset. The instant feedback, comments, ideas and scrutiny posted on Raspberry Pi forums is powerful and healthy; we listen and learn from this, taking the insight we gain into each new product that we develop. Of course, with such a wide and diverse community, it’s not easy to please everyone all of the time, but that won’t stop us trying – keep your thoughts and feedback coming to RPifeedback@kinneirdufort.com!

If you’d like to know more about KD, or the projects we work on, check out our blog posts and podcasts at www.kinneirdufort.com.

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Help us make it easier for you to design products with Raspberry Pi

We want to improve the way we support companies that design with Raspberry Pi computers, and we need your help to do it.

Raspberry Pi’s success is thanks to the community that exists around it.  When we launched Raspberry Pi 4, our most powerful computer yet, we gave our community the chance to ask our engineers all about the new product.

A shiny Raspberry Pi 4 on a flat white surface, viewed at an angle

Now we’d like to turn the tables and ask you some questions as we work to improve the support we offer to people and organisations that design using Raspberry Pi.

If you have experience of designing products or industrial solutions that use Raspberry Pi, we would love to hear from you.

Raspberry Pi in products

Raspberry Pi has been used to power products from Compute Module-based industrial controllers made by Kunbus…

Three smart, compact orange and grey RevPi Core 3 enclosures mounted on a din rail

…to Raspberry Pi-based washing machines with Raspberry Pi touchscreen displays from Marathon.

Sleek-looking charcoal grey washing machine with a dark red door trim and a large colour display screen

Organisations are increasingly using various kinds of Raspberry Pi computer to power products and solutions, and we want to do more to support designers.

Please help us!

If you have experience as a design consultancy that uses Raspberry Pi computers in products, or if you have used a designer to build a product that includes a Raspberry Pi, we would love to talk to you about it. You will help shape what we offer in the future, and make designing products with Raspberry Pi simple, quick, and powerful.

Get in touch

If you use Raspberry Pi in products or in industrial solutions, I want to talk to you. Please fill in this form with a few details of your experience so we can talk more.

The post Help us make it easier for you to design products with Raspberry Pi appeared first on Raspberry Pi.

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