What we discovered through our research
Throughout the research phase, we encountered many wicked problems the community faces relating to shark fishing. Our initial focus on shark fishing has evolved into a broader mission encompassing education and sponsorship. Four education scopes were important in terms of reducing the impact of the wicked problems the island encounters, such as waste management, health care and access to clean water.
Understanding the people affected by the project
During this project, we have utilised co-design principles to collaborate with Project Hiu and the Maringkik Island community with the goal to identify strategies that can help educate and create self-sustaining systems to support the quality of future education on the island, and education for those who have the capacity to help outside of the island.
Clarifying the project problems
In improving education and communication efforts to educate and garner assistance from organisations, governments, educational institutes and sponsors about the challenges and opportunities on Maringkik Island, we can only hope that greater support can be fostered to allow an inflow of necessary funds to aid sustainable livelihood enhancement projects in the future. The following problem statements emerged as pathways to explore:
How might we improve education for the people of Maringkik Island around sustainable living?
How might we help facilitate direct education for the children of Maringkik Island?
How might we create education for awareness?
How might we use education for sponsorship?
Generating ideas and concepts to help
Ideation is a mode of design where the sole concentration is to create, generate, develop and communicate ideas for the project. It is the formation of ideas and the construction of concepts using visual, concrete or abstract techniques and activities. In these sessions, prototyping, brainstorming, brainwriting and thinking (of the best and the worst possible) ideas are techniques used within the process. We engaged in a range of activities to help us think of and develop ideas, resulting in touchpoints and artefacts for this project.