Isabelle Olsson
Lead Designer at Google
Olsson began working at Google in 2011.
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Before she got her hands on the prototype [of Google glass], there were still cables hanging off of it (Makers.com).
Essentially she has made it possible for everyone to be a spy!!
(Not really, but it's nice to dream)
She's a Maker!
The maker movement, as we know, is the umbrella term for in dependent inventors, designers and tinkerers. A convergence of computer hackers and traditional artisans [...] Makers tap into an American admiration for self-reliance and combine that with open-source learning, contemporary design and powerful personal technology like 3-D printers. The creations, born in cluttered local workshops and bedroom offices, stir the imaginations of consumers numbed by generic, mass-produced, made-in-China merchandise.
- Adweek’s
What kind of maker do you wanna be?
1. Provide an overview of your project/artifact. (For example: I designed a video game using Scratch programming where the player, or snowman, has to catch 5 snowflakes and avoid the flying flames.)
2. What were the important learning targets of this project/artifact? (What were the requirements for the project?)
3. What were the computer science concepts used for this project/artifact? (Variables, loops, conditional statements, functions, lists/arrays, methods, etc.)
4. What were the computational thinking principles used for this project/artifact? (Abstraction, algorithms, correctness, efficiency, iteration or loop statements, variables, etc.)
5. How does this project/artifact relate to the “real” world? What did you learn or use that will help you outside the classroom?
6. In this project/artifact, what did you particularly want others to notice?
7. What would you improve if you could do this over again?
8. Does this project/artifact reflect the effort you put into it? Why or why not?
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