the disruptive design method
About the ddm
The Disruptive Design Method is an approach to understandings, evolving and solving complex problems. It employs systems thinking, sustainability, cognitive and behavioral sciences along with ideation and design thinking to create activated approaches for making a positive impact on the planet.
Developed by the Disrupt Design founder, Dr. Leyla Acaroglu, the applied method involves three key phases: Mining, Landscaping and Building. Combined, these are used as approaches for inquiry, discovery, and development, in addressing complex real-world problems. The method is based off a more in-depth 12-part methodology of several change-making, creative and science disciplines.
The Disruptive Design Method uses an iterative process of MINING, LANDSCAPING and BUILDING (based on the action research cycle). It is always an APPLIED approach to designing creative interventions for positive social change both in what we teach and what we do.
THESE SKILLS ARE BUILT USING THE DISRUPT DESIGN CAPACITY TOOLS OF MINING, LANDSCAPING & BUILDING
THE MENTAL TOOLSET
Develop critical thinking and doing skills and tools for activating change through your own practice.
Develop your ability to understand and explore the dynamic systems at play around us, seeing how they interconnect and influence the larger wholes.
Develop creative interventions for personalized practices in dynamically designing and intervening in systems for positive social change.
Develop reflexive thinking to build your innate ability to think through the circular relationships between cause and effect and help build creative autonomy.
Develop critical analysis skills for clear and rational thinking to intellectually evaluate and synthesize information through observation, experience, reflection, and reasoning, all of which guide belief and action.
Discover how every problem holds its own solution.
The DDM is based on 3 pillars of creative change making
DEEP SUSTAINABAILITY RESEARCH
DURING THE MINNING PHASE
THROUGH THE LADNSCAPING STAGE
APPLIED DESIGN AND IDEATION
THROUGH THE BUILDING PHASE
Pedagogy is the art, method and practice of teaching. In the UnSchool Pedagogical Framework, pedagogy refers to a system of knowledge transfer that is based on a principle of shared experiential exploration of knowledge and embraces a collective experience of desired learning outcomes.
Participants are seen as live co-creators of the learning experience and while the educator is directing the process and pathway, it's the people in the space who are the co-authors of the experience that emerges through the learning journey.
UnSchool educative experiences are designed to maximize the likelihood of effective knowledge transfer in a rapid and highly immersive way and are characterized by engagement, activation, experience, equality and action.
We design systems of learning and positive impact that maximise social, economic and environmental sustainability through the understanding of the complex interconnected systems at play in the world around us and we design experiences that maximise positive change.
COGNITIVE EXPERIENCE DESIGN
We have developed an approach to experiential education that employs hyper designed learning arcs that seek to rapidly transfer knowledge in engaging and rewarding ways. The design of any learning experience will impact the mental and physical conditions of the participants, so we pay particular attention to the design of the space and the entire experience from the food to activities and challenges, we use a range of cognitive tools to help people unlock their creativity and develop their leadership skills.
Every learning experiences we deisgn has an effective mix of challenge, reward, comfort and discomfort, order and chaos, this is all part of the effectiveness of the UnSchool Method. As part of the UnSchool Pedagogical Framework.