Program Design

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Program Design
Chapter 11
1-16
Program Design
•
Specifies the details of how a program will actually
be operated to facilitate a leisure experience for
participants
•
Planning
–
–
the step-by-step action scenarios and
configurations of the six program elements (situated
activity system)
1.
2.
3.
4.
5.
6.
Interacting People
Physical setting
Leisure Objects
Rules
Relationships
Animation
–
these will guide participants through the social interactions necessary
2-16
to facilitate the leisure experience intended by the designer
Program Design (Cont.)
• Requires a technique that enables programmer
to
– anticipate and predict social interaction and to
– vicariously experience a model of the program
3-16
Program Design Model
• Design Goals
– General to specific
– Outcomes that will result from participation
• Design components and elements
– Means through which design achieved
– Objects of the experience
• Design tactics
– Process of implementation;
• technique to develop the design intended.
4-16
Program Design Model
DESIGN GOALS
(OUTCOMES)
1. Leisure
Experience
2. Instrumental
Goals, agency
goals, Individuals’
goals
DESIGN
COMPONENTS
(MEANS)
DESIGN
TACTICS
(PROCESS)
1. People
2. Setting
3. Objects
4. Rules
5. Relationships
6. Animation
1. Imagined
interactions of
sequences,
transitions
2. Forecasts
5-16
Program Design Model (cont.)
• Design Goals
– first element in which the design must specify the design goals, or
program outcomes that will result from participation.
• Leisure experience, freedom, positive affect, fun and enjoyment, relaxation
(Chapter 2)
• Additional sources of goals; Instrumental goals, agency goals, individual
goals (needs assessments)
• Design components
– the means through which the design will be achieved
• People, physical setting, leisure objects, rules, relationships, animationinvolves determining how the program will move through time and how
changes in the other five elements will occur as the program progresses
• Design tactics
– technique to develop the design intended.
• Candidate plans with imagined interaction of
6-16
More on Techniques for Implementing
Program Design
• Design Tactics:
– The actions that must be implemented to animate a
program, i.e. to actually operate it
– Specific actions that are intended to facilitate implementation
of a plan and to produce progress toward their goal
– Developed through imagined interactions
• simulating the possible social interactions of a program in
his/her mind and experimenting with various
configurations of the key elements of program production.
–Allow for rehearsal, and perhaps discovery, of situation-dependent
behaviors, and……..?
– HAUNTED HAYRIDE?
• Projective Imaging
7-16
Projective Imaging Techniques
• Visualization of imagined interactions
• Vicariously experience program, step by step
• Need to force ourselves to visualize a program differently
– Externally-Observe participating as the leader.
• Goal to experiment w/ various leadership styles and strategies.
– Internally-experience program beginning to end:
• Goal to understand how the program will effect the patron.
– Change your physical viewpoint-What would the program look like to a 3 year
old?
– Change your social role-Parent, spectator, referee.
• What is the purpose of this?
8-16
Five Planned Forecasts
• Use external imaging to visualize the entire operation of a
program.
• Use internal imaging to experience the program from the
participant’s perspective.
• Use internal imaging to experience the program from the
perspective of each of the participants who may be in the
program, for example, spectators, parents, referees, and so on.
• Use external imaging and again visualize the entire operation of
the reconfigured program from the program manager’s
perspective.
• Use extern and internal imaging to visualize the final program
with imagined interactions, changing roles from observer to
participant and give special attention to evaluating how the
program operation, as currently configured, addresses the
design goals developed earlier.
9-16
Program Design Goals
• Final stratum of goals in the hierarchy of goals and
objectives
• Evolve from planning (3-5 year), program (short term),
and management goals
• Provide direction and definition to a program
• Articulate what is supposed to happen to people as a
result of their participation
– Shift from “what staff will do” – management – to – “what will
happen” to individuals in the leisure experience.
10-16
Program Design Goals (cont)
• Developed with varying levels of specificity
– A Program needs to be designed to facilitate the
experiences outlined in the program goals
• Not exhaustive; complete details will be
provided in the program plan (blueprint).
• Provide form and direction to the program
• Basic outline of the experience that will
result from participation in the program.
11-16
Program design standards
• Program design is often dictated by the
program standards used in an agency.
– What standards?
• An agency may develop a list of goals and
objectives for a specific type of program,
and the standards provide a generic design
12-16
Program Elements of a Theme Program
• Activities
• Lighting
• Refreshments
• Prizes
• Decorations
• Music
• Entertainment
• Gimmicks/ giveaways
• Audio-visual
• Costumes
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Program Design Summary
• Participation in a program can be thought of as
a sequence of experiences
• Programming involves intervening in social
interaction
• Visualization techniques-simulation
• Programmer needs to be cognizant of the
emergent nature of the leisure experience
14-16
Program Design?
• Program design is just like a coaches’ game
plan!
15-16
Program Design summary
• So far, is what you have in mind still consistent
with:
– Mission
– Needs Assessment
– Goals and objectives
• Program Goals
• Series of checks and balances to make sure
that you are working towards your goals!
16-16
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