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THESIS HYPOTHESIS




                    RON ZISMAN

                    DIRECTED RESEARCH
                    PROF. TOM KLINKOWSTEIN
                    SUMMER 2011
Creativity is radical discontinuity
in a pattern of thought.

                       — David Bohm
PROBLEM



          Current design work is pragmatic,
          but lacks ‘wow’ factor.


          Find or develop a (design) methodology
          that encourages unexpected or untried
          approaches to problem solving, leading
          to more interesting solutions and
          providing insight into a personal
          ‘signature’
          or ‘voice’.
HYPOTHESIS




             This thesis presents the hypothesis
             that applying disruptive strategies to
             problem solving interrupts habitual
             thinking and creates space for fresh
             interpretations.

             People classify situations quickly, leading
             to predictable responses. Forcing a ‘stop’
             to the process at prescribed intervals
             allows space for questions, analysis and
             new understandings. When this exploration
             is authentic, solutions are more interesting
             and reveal the creator’s point-of-view.
HYPOTHESIS   (cont.)




                       The added intention—to see anew—
                       makes the process more wakeful, informed
                       and personal.

                       This thesis suggests that creativity can be
                       cultivated through systematic techniques
                       for changing concepts/percepts and
                       generating new ideas. The benefit to
                       designers is a tool set to help transcend
                       creative blockages, engage projects, and
                       deliver original (and meaningful) solutions.
CREATIVE REFERENCE I
TIBOR KALMAN


                  It is the deviated form that draws
                  attention and produces something
                  memorable.

                  “By definition, when you make something
                  no one hates, no one loves it. I’m
                  interested in imperfections, quirkiness,
                  insanity, unpredictability. That’s what we
                  really pay attention to anyway. We don’t
                  talk about planes flying; we talk about
                  them crashing.”
CREATIVE REFERENCE II
LUKE WILLIAMS


                  Disruptive hypotheses are designed to
                  upset comfortable equilibrium and bring
                  about an accelerated change in thinking.

                  A disruptive hypothesis is an intentionally
                  unreasonable statement that gets your
                  thinking flowing in a different direction.
                  The process hinges on three steps:
                  Defining the situation; searching for
                  cliches; and twisting those cliches to find
                  new ways of seeing them. Its thinking
                  about what is usually ignored, and paying
                  attention to what’s not obvious.
CREATIVE REFERENCE III
PABLO PICASSO


                   I used to draw like Raphael, but it has
                   taken me a whole lifetime to learn to draw
                   like a child.

                   For me, creation first starts by
                   contemplation, and I need long, idle
                   hours of meditation. It is then that I work
                   most. I look at flies, at flowers, at leaves
                   and trees around me. I let my mind drift
                   at ease, just like a boat in the current.
                   Sooner or later, it is caught by something.
                   It gets precise. It takes shape —my next
                   painting motif is decided.
OUTLINE



          Overview
            • Disruption
          Understanding the problem
            • Divergent Thinking
            • Convergent Thinking
          Idea Generation
            • Idea Finding
            • Evaluation & Selection
          Implementation
            • Planning
            • Acceptance
          Conclusion
CONTENT SOURCES



   Luke Williams, Frog Design              designmind.frogdesign.com
   David Kelley, IDEO                      disrupt.com
   Robert McKim, Stanford d-School         designthinking.com
   Edward DeBono, Consultant               POPTECH.com
   Clayton Christensen, Harvard B-School   TED.com
   Wlater Diethelm, Designer               creativethinking.net
   Alan Fletcher, Designer                 theawakenedeye.com
                                           fastcodesign.com
                                           designobserver.com
                                           kerzweil.net
                                           futurelab.com
                                           bx.businessweek.com/design-thinking/
VALORISED DESIGNER I



                  The valorised designer should see
                  design for its major potential
                  contribution to making the quality of
                  life richer and more sustainable.

                  This thesis embraces the idea that by
                  bringing rigorous attention and critical
                  examination to the design process,
                  outcomes will be richer and more
                  considered.
VALORISED DESIGNER II



                  The essential, unifying factor
                  underlying work done across the
                  spectrum from theory to practice would
                  be a rigorous awareness of values.

                  Designers need to fuse the practical
                  aspects of design with a sense of
                  responsibility for the sociological and
                  ecological implications of their work.
VALORISED DESIGNER III



                   A sophisticated society needs
                   sophisticated designers who need to
                   be informed and critical as well as
                   practically creative.

                   The intent of this thesis is to
                   integrate persistent critical inquiry
                   with the design process, and thus
                   promote creative approaches to
                   problem solving.
ADJACENT POSSIBILITIES



                  Fear, lack of confidence, poor
                  self-image—we are what we think,
                  right? How will I be creative if I
                  don’t see myself as a particularly
                  creative person?

                  Can I learn to set all of this aside,
                  lighten up, and play?

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Disruptive strategies

  • 1. THESIS HYPOTHESIS RON ZISMAN DIRECTED RESEARCH PROF. TOM KLINKOWSTEIN SUMMER 2011
  • 2. Creativity is radical discontinuity in a pattern of thought. — David Bohm
  • 3. PROBLEM Current design work is pragmatic, but lacks ‘wow’ factor. Find or develop a (design) methodology that encourages unexpected or untried approaches to problem solving, leading to more interesting solutions and providing insight into a personal ‘signature’ or ‘voice’.
  • 4. HYPOTHESIS This thesis presents the hypothesis that applying disruptive strategies to problem solving interrupts habitual thinking and creates space for fresh interpretations. People classify situations quickly, leading to predictable responses. Forcing a ‘stop’ to the process at prescribed intervals allows space for questions, analysis and new understandings. When this exploration is authentic, solutions are more interesting and reveal the creator’s point-of-view.
  • 5. HYPOTHESIS (cont.) The added intention—to see anew— makes the process more wakeful, informed and personal. This thesis suggests that creativity can be cultivated through systematic techniques for changing concepts/percepts and generating new ideas. The benefit to designers is a tool set to help transcend creative blockages, engage projects, and deliver original (and meaningful) solutions.
  • 6. CREATIVE REFERENCE I TIBOR KALMAN It is the deviated form that draws attention and produces something memorable. “By definition, when you make something no one hates, no one loves it. I’m interested in imperfections, quirkiness, insanity, unpredictability. That’s what we really pay attention to anyway. We don’t talk about planes flying; we talk about them crashing.”
  • 7. CREATIVE REFERENCE II LUKE WILLIAMS Disruptive hypotheses are designed to upset comfortable equilibrium and bring about an accelerated change in thinking. A disruptive hypothesis is an intentionally unreasonable statement that gets your thinking flowing in a different direction. The process hinges on three steps: Defining the situation; searching for cliches; and twisting those cliches to find new ways of seeing them. Its thinking about what is usually ignored, and paying attention to what’s not obvious.
  • 8. CREATIVE REFERENCE III PABLO PICASSO I used to draw like Raphael, but it has taken me a whole lifetime to learn to draw like a child. For me, creation first starts by contemplation, and I need long, idle hours of meditation. It is then that I work most. I look at flies, at flowers, at leaves and trees around me. I let my mind drift at ease, just like a boat in the current. Sooner or later, it is caught by something. It gets precise. It takes shape —my next painting motif is decided.
  • 9. OUTLINE Overview • Disruption Understanding the problem • Divergent Thinking • Convergent Thinking Idea Generation • Idea Finding • Evaluation & Selection Implementation • Planning • Acceptance Conclusion
  • 10. CONTENT SOURCES Luke Williams, Frog Design designmind.frogdesign.com David Kelley, IDEO disrupt.com Robert McKim, Stanford d-School designthinking.com Edward DeBono, Consultant POPTECH.com Clayton Christensen, Harvard B-School TED.com Wlater Diethelm, Designer creativethinking.net Alan Fletcher, Designer theawakenedeye.com fastcodesign.com designobserver.com kerzweil.net futurelab.com bx.businessweek.com/design-thinking/
  • 11. VALORISED DESIGNER I The valorised designer should see design for its major potential contribution to making the quality of life richer and more sustainable. This thesis embraces the idea that by bringing rigorous attention and critical examination to the design process, outcomes will be richer and more considered.
  • 12. VALORISED DESIGNER II The essential, unifying factor underlying work done across the spectrum from theory to practice would be a rigorous awareness of values. Designers need to fuse the practical aspects of design with a sense of responsibility for the sociological and ecological implications of their work.
  • 13. VALORISED DESIGNER III A sophisticated society needs sophisticated designers who need to be informed and critical as well as practically creative. The intent of this thesis is to integrate persistent critical inquiry with the design process, and thus promote creative approaches to problem solving.
  • 14. ADJACENT POSSIBILITIES Fear, lack of confidence, poor self-image—we are what we think, right? How will I be creative if I don’t see myself as a particularly creative person? Can I learn to set all of this aside, lighten up, and play?

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