1. Definitions
1.1. Wroughting and Wrighting
1.1.1. Making thngs
1.2. Design
1.2.1. Showing your thinking
2. VELS
2.1. Uses innovation and creativity
2.2. Use risk assessment
2.3. Contains info on how to teach creativity
3. Principles of Design
3.1. 80/20 Rule
3.1.1. 80% prep, 20% creating product
3.2. Accessibility
3.3. Aestheitc vs usability
3.4. Form following function
3.5. Factor of Safety
3.6. Golden Ratio
3.7. Ockham's Razor
3.7.1. Simplicity
3.7.2. KISS
4. Questions
4.1. How I can help people learn fom design
4.2. How can I influence the way design is perceived
4.3. How can I influence the usability of design
4.4. How can I make better design decisions
4.5. How can I increase appeal of design
5. Task
5.1. Building a Scarecrow
5.1.1. Materials
5.1.1.1. Foam
5.1.1.1.1. Body
5.1.1.2. Cardboard Boxes
5.1.1.3. Bucket
5.1.1.3.1. Head
5.1.1.4. Plastic Sleeves
5.1.1.4.1. Hold Faces
5.1.1.5. Star Picket Cap
5.1.1.6. Star Picket
5.1.1.7. Broomstick
5.1.1.7.1. Arm
5.1.1.8. Tennis Ball
5.1.1.8.1. Ball Bearing
5.1.1.9. Broken CD's
5.1.1.9.1. Reflectors
5.1.1.9.2. Off arms
5.1.1.10. Plastic
5.1.1.10.1. Hat
5.1.1.11. Mop
5.1.1.11.1. Hair
5.1.1.12. Milo Tins
5.1.1.13. Cutlery
5.1.1.13.1. Makes noise
5.1.1.13.2. Might be too heavy?
5.1.1.14. Rejected
5.1.1.14.1. Agi Pipe
5.1.1.14.2. Water Pump
5.1.1.14.3. Dripper
5.1.1.15. Dress
5.1.2. Theme
5.1.2.1. Drunk
5.1.2.2. Burning Bride
5.1.2.3. Teachers
5.1.2.4. 70's
5.1.3. Tools
5.1.3.1. Sledgehammer
5.1.3.2. Scissors
5.1.3.3. String
5.1.3.4. Tape
5.1.4. Design
5.1.4.1. Makes noise
5.1.4.2. Spin
5.1.4.3. Water Feature