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Design |
Designing and deciding |
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Create simple permaculture designs using a recognised design process (e.g. SADIMET, survey, analyse, design, implement, evaluate, tweak). Choose a pattern which is most likely to meet your function (e.g. branching pattern for paths). Try using that pattern in your design. |
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Design |
Designing and deciding |
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Choose a pattern which is most likely to meet your function (e.g. branching pattern for paths). Try using that pattern in your design. |
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Design |
Designing and deciding |
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Make a simple zonal plan of a room, school grounds, or garden {showing frequency of visits/use from zones 0 (home); 1 visited daily; 2 used 2x per week; 3 used weekly; 4 visited less frequently to 5 (wild zone from which nothing is taken)}. |
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Design |
Designing and deciding |
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Make cardboard cut-outs (to scale) or 3d models (e.g. building bricks). Play with moving them about in your design. |
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Design |
Designing and deciding |
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See a model design made by children or adults using permaculture principles and ethics. |
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Design |
Designing and deciding |
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Learn that the permaculture principles can be used to help make decisions to benefit all. |
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Design |
Implementation: making it happen |
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Create a colourful implementation plan together with interesting and fun names which shows all the information needed to get things done: tasks, timeline, roles, work flows (whether 1 thing needs done before another) and ask who would be passionate about doing them. |
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Design |
Implementation: making it happen |
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Meet regularly to celebrate tasks completed. |
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Design |
Implementation: making it happen |
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See an implementation plan and experience how following it can help get things done (e.g. implementing an anti-bullying policy prepared by children). |
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Design |
Implementation: making it happen |
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Be involved in the implementation of their design (e.g. collecting materials, creating a garden, hosting a party, organising an event). |