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Design Creativity Day01

  1. Creativity and Design
  2. Design and Creativity (D&C) why? who? how? what if? so what?
  3. Design and Creativity (D&C) To reconsider what D&C is, expectations, risks, journey To examine D&C roles, models, strategies, policies, cases To practice techniques and develop attitudes for collaborative D&C To experience an active learning journey of creativity To develop a personal plan to deploy and cultivate D&C
  4. The objective is… “to introduce the basics of product design, including issues relating to product form and function, as well as aesthetics and experience. Students will learn how to integrate creative ideas into product designs that would appeal to consumers. Cutting edge and relevant issues in product designs will be discussed. Special emphasis will also be placed on examining product designs in an Asian cultural context.”
  5. Themes: • Basics of creativity and (product) design • Form, function, aesthetics, and experience • Creative ideas and product design • Understand and appeal consumers • Asian context • Cutting edge and relevant issues
  6. Lessons learned from 2014 • MOST relevant topic(s) taught is(are): • Significance of creativity in apparently non-creative jobs; Changing the attitudes towards creativity and design • Group dynamics; Harvesting ideas from ideation teams • Fundamental principles of creativity and design: Form + Function + Meaning = Impact; Human-centered design • Creative thinking processes and tools: 6-3-5/C-Sketch, Brainstorming , 6-3-5, SCAMPER, Pugh Matrix; Perceptual maps and moodboards • Aspects which showed the explicit connection between marketing and science and opened this up to non-scientists • Problem(s) and their definition; all the opportunities for personal reflection • Design strategies; Introduction to tools and thinking processes - and opportunities to form different groups and practice; LOVED to move seats each day • Idea sketching: expressing ideas through sketches • How business people should deal with designers; Dealing with design- focussed thinkers and how to manage them • Learning about professors past design work • "Show & Tell" process was simple yet effective; Daily reflection was the best take away I got • Everything • LEAST relevant topic(s) taught is(are): • I think the course may be overloaded with content • Design in Singapore and Asia • Role of Design in Asia • Aesthetics and design • Can’t think of one • Drawing technique • I find all topics to be relevant and resonate well with WHAT, HOW and WHY creativity and design should be a social skill rather than just a technical skill
  7. Lessons learned from 2014 • Comments and suggestions: • Didn't really enjoy the way the class was driven. It wasn't fun neither dynamic. I could also feel that the professor does not enjoy teaching • Ricardo introduced a wholly new concept of design and creativity to us and it's marvelous! • This is an excellent and very important course for personal growth: the best one I've taken on the MSc in terms of impact. It seemed to take a lot of the class outside their comfort zone (a good thing!) • Ricardo at times seemed overwhelmed with the volume of material • The class could be organised in better pace • Excellent and professional lecturing. It is very engaging and I felt like we are leading the lecture than the prof. A whole new experience • I like the way of prof's teaching and communication with participants and want to take another one taught by the prof • Thank you Dr Ricardo for sharing your marvellous life experiences and creative techniques. You've created a lasting impact on my • personal and professional views in last 5 days which is now deeply embedded in my thinking process
  8. Main changes 2015: • Better organisation • More hands-on learning • Contents prioritised (core) • Take-away activities • More ‘outside comfort zone’ • Update cases, examples • Final project revised
  9. Creativity and Design Day 1: Why?
  10. Widespread definitions and assumptions of creativity and design are inaccurate, incomplete 1
  11. Word Association What 3 words come instantly in your mind? Creativity Write each word on a separate sticky note and paste it (in alphabetical order) on the board.
  12. http://www.wordassociation.org/words/creativity http://www.snappywords.com/?lookup=creativity
  13. Image Association Top results of “creativity” with Google Images (March 2014)
  14. Image Association 02/15
  15. Word Association What 3 words come instantly in your mind? Design Write each word on a separate sticky note and paste it (in alphabetical order) on the board.
  16. http://www.wordassociation.org/words/design http://www.snappywords.com/?lookup=creativity
  17. Image Association Top results of “design” with Google Images (March 2014)
  18. 02/15 Image Association
  19. What ideas dominate? What ideas are missing? “Thoroughly conscious ignorance is the prelude to every real advance in science” ― James Clerk Maxwell
  20. “We cannot solve our problems with the same thinking we used when we created them” A. Einstein 2 http://www.todayonline.com/ .
  21. So, what should we be talking about?
  22. Not “Design Thinking” (please!)
  23. Bruce Archer (1960s) “The practice of design is a very complicated business, involving contrasting skills and a wide field of disciplines. It has always required an odd kind of hybrid to carry it successfully” Engineer, Professor of Design Research at the Royal College of Art Bruce Nussbaum (2010s) “Design Thinking was denuded of the mess, the conflict, failure, emotions, and looping circularity that is part and parcel of the creative process” Economist, Professor of Innovation and Design at Parsons The New School for Design Design
  24. Creativity and design are complex concepts, worth studying and supporting systematically 3 http://www.todayonline.com/
  25. Introductions and expectations
  26. YikeBike is a statement about using smart technology to solve the problems of our increasingly congested, polluted, stressful cities. It is the first commercial expression of the mini-farthing concept, created up by a bunch of successful entrepreneurs, engineers and dreamers. We sat down to try and answer: 1. What is the simplest way to get from A to B with the aid of a machine? 2. What is the smallest wheel you can have to get a stable, safe, comfortable ride? 3. Can you make something small enough to be able to go with you anywhere in a city? 4. Wonder if we could make a unicycle dramatically easier to ride and fold? Evaluating and Grading Design: Try it out! http://www.yikebike.com/ $2,000 USD - $3,000 USD Drive: Electric Brushless DC motor Battery: LiFePO4 - 40 min re-charge Speed: 23 km/h Range: 10 km
  27. Creative, innovative designs… a) Are extraordinary commercial successes b) Push the boundary of what is possible c) Generate new meanings and experiences
  28. C&D: more than artistic or aesthetic skills, they are strategic to an organisation (and a richer personal life) 4 .
  29. 3 Views of Design ICSID: http://www.youtube.com/watch?v=d3hJcnWKezk Dyson Foundation: http://www.youtube.com/watch?v=SD6d8Em8q5A Roger Martin: https://www.youtube.com/watch?v=rLjj1MWX0bY
  30. http://rfa.itwin.com http://inspirationfeed.com/inspiration/55-creative-examples-of-usb-designs/ (Sometimes “Big D” design is easy to distinguish)
  31. http://inspirationfeed.com/inspiration/55-creative-examples-of-usb-designs/ http://www.trendhunter.com/trends/vilnvixn-intelligent-accessories (But very often “Big D” design is not so easy to define)
  32. http://inspirationfeed.com/inspiration/55-creative-examples-of-usb-designs/ http://www.trendhunter.com/trends/vilnvixn-intelligent-accessories A key element of “Big D” design is a combination of creative technology and feasibility
  33. 1994 by Don Chadwick and Bill Stumpf for Herman Miller
  34. Joshua Silver: Adjustable liquid-filled eyeglasses
  35. Impact drives Creativity and Design5 http://www.todayonline.com/
  36. http://www.gaadi.com/cycles/news/wp-content/uploads/2015/02/China.jpg
  37. Design: changing a present situation into the specification of a future imagined situation Key ideas: - But what is the situation? - And how to imagine a future state? - Finally, how to achieve a good specification? 6 http://www.todayonline.com/
  38. A great building must begin with the unmeasurable, must go through measurable means when it is being designed and in the end must be unmeasurable Louis Kahn, architect (1901-1974) Design is a funny word. Some people think design means how it looks. But of course, if you dig deeper, it's really how it works. Steven P. Jobs, entrepreneur (1955-2011) Recognizing the need is the primary condition for design. Charles O. Eames, designer (1907-1978) What is design? It's where you stand with a foot in two worlds - the world of technology and the world of people and human purposes - and you try to bring the two together. Mitchell Kapor, entrepreneur (1950-) To invent, you need a good imagination and a pile of junk. Thomas A. Edison, inventor (1847-1931) A designer is an emerging synthesis of artist, inventor, mechanic, objective economist and evolutionary strategist. Richard Buckminster Fuller, architect, designer and inventor (1895-1983) Engineering, medicine, business, architecture and painting are concerned not with the necessary but with the contingent - not with how things are but with how they might be - in short, with design. Herbert A. Simon, economist, computer scientist (1916-2001) Form follows function - that has been misunderstood. Form and function should be one, joined in a spiritual union. Frank Lloyd Wright, architect (1867-1959) The practice of design is a very complicated business, involving contrasting skills and a wide field of disciplines. It has always required an odd kind of hybrid to carry it successfully Bruce Archer, engineer and designer (1922-2005) .
  39. No recipe, formula or single definition. Creativity in every area, domain, problem, situation remains to be discovered. Start anywhere, but begin with a “vision” 7 http://www.todayonline.com/ Q: what was the initial core vision of Apple Computers? Steve Jobs, 1980 http://youtu.be/0lvMgMrNDlg?t=2m23s 02:23 – 13:05
  40. “We had absolutely no idea that people would do that…” “We had some feeling that we were on to something…” “We are just starting to get the glimmerings of where it’s going to go…” “Our whole company, our whole philosophical base is founded on one principle… Right now if you buy a computer system and you want to solve one of your problems, we immediately throw a big problem right in the middle of you and your problem” http://boscutti.com/2013/02/24/boscuttis-steve-jobs-scene-12/
  41. http://iwataasks.nintendo.com/interviews/#/wii/wii_channels/0/0 “…when I first entered the company I often said that I wanted to make the sort of games you could play with your grandmother. I had an image of games not feeling out of place in the living room. Of course, this could have been around the fireplace, at the dining table, the coffee table, or anywhere. I just wanted to make a game that would be fun for the entire family. Recently, I've found myself sitting all alone, starting up a game and feeling a bit cut off from the world. I wanted to change this. That is, I wanted to make gaming a little less lonely. In my mind, the Wii Remote belongs on the coffee table. I spent a long time discussing with a whole range of people about what we could do to achieve this”
  42. http://iwataasks.nintendo.com/interviews/#/wii/wii_channels/0/0 “As we talked, the concept of "fun for the entire family" gradually took form in our minds. We didn't want any member of the family to feel left out, either through not understanding the Wii or feeling it had nothing to do with them. An all-too-common trend in gaming is for the user to play a game they like for hours and hours until they complete it, and then never touch it again. This was something we wanted to avoid. Therefore, our working concepts were "fun for the entire family", and "a console that will be used every day". We tried to make sure that our discussions never strayed far from these concepts”
  43. http://iwataasks.nintendo.com/interviews/#/wii/rhythmheavenfever/0/5 “One of my criteria for what I consider to be a good game is that it must be fun for bystanders to watch. A lot of the video games that Nintendo has made and have become popular were like that. Everyone doesn't mean that there are four controllers and you all play simultaneously, but it's about how everyone standing around watching one person play are holding their breath and laughing at the player's mistakes. Listening to everyone here talk about Wii reminds me that the most important thing was clearly defining our vision. Even if it was a vision without a precedent.”
  44. Creative vision: the discovery of opportunities, problems and emerging solution paths 8 http://www.todayonline.com/
  45. A B C F K N R S http://www.goldcoastmodela.com/Early_Ford.pdf http://www.mtfca.com/discus/messages/331880/347933.html?1363551928 http://25.media.tumblr.com/935fa0bd19cd7f4edfcb7528cffd21ad/tumblr_mga6unWcNt1rgmlf9o1_1280.jpg Ford Model T The first car to achieve one million, five million, ten million and fifteen million units sold.
  46. Henry Ford: “People seem to think that the big thing is the factory or the store or the financial backing or the management. The big thing is the product, and any hurry in getting into fabrication before designs are completed is just so much waste time. I spent twelve years before I had a Model T that suited me. I designed eight models in all before "Model T." They were: "Model A," "Model B," "Model C," "Model F," "Model N," "Model R," "Model S," and "Model K."” http://www.gutenberg.org/cache/epub/7213/pg7213.html
  47. Breakthroughs may seem sudden, but they are long, iterative processes of trial-and-error and learning 9 http://www.todayonline.com/
  48. http://www.businessinsider.com.au/chart-of-the-day-ipad-estimate-sales-vs-iphone-ipod-nintendo-2010-4
  49. http://blog.intelligent.ly/2013/02/seth-godin-video/ “See-Monkey Marketing is over. Product Design and Marketing are the same thing, and any organisation that is splitting them apart is making a huge mistake” sethgodin.typepad.com
  50. Design National Policies • Finland • United Kingdom • Denmark • United States • India • Korea • Singapore • Japan A Comparative Analysis of Strategies for Design Promotion in Different National Contexts within the Discipline of Design by Gisele Raulik-Murphy (PhD Dissertation 2010)
  51. “Management teams don't just need to understand design better, they need to think and act like designers”
  52. https://nest.com/
  53. http://www.kpcb.com/design
  54. https://www.youtube.com/watch?v=vh39UscphEI&index=3&list=PLF42DB60CA4D99A11 https://www.youtube.com/watch?v=uOo2ynlEsFU
  55. Strategic Impacts of Design in Businesses e Helsinki School of Economics, the University of Art and Design Helsinki and the Helsinki University of Technology http://www.muova.fi/documents/key20130416170946/Raportit%20ja%20julkaisut/MUSA_loppuraportti_2005.pdf
  56. Design Strategy is using the design process to understand an organization and the market to discover short-term and long-term business opportunities http://gsadesignglossary.com/design-strategy.html
  57. http://www.dubberly.com/wp-content/uploads/2012/11/Dubberly_Jobs-and-Ive.pdf
  58. eHelsinkiSchoolofEconomics,theUniversityofArtandDesignHelsinkiandtheHelsinkiUniversityofTechnology http://www.muova.fi/documents/key20130416170946/Raportit%20ja%20julkaisut/MUSA_loppuraportti_2005.pdf
  59. Lynn and Akgun 1998/ modified by: http://www.tuhh.de/tim/downloads/arbeitspapiere/Arbeitspapier_4.pdf
  60. Design drives innovation by creating/modifying meaning10
  61. https://youtu.be/yQU3oI_MbbY?t=52s
  62. Every organisation needs creativity and design, but there is no “one-size-fits-all”, no “silver bullet” 11 http://www.todayonline.com/
  63. “Since Bill Gore founded the company in 1958, Gore has been a team-based, flat lattice organization that fosters personal initiative. There are no traditional organizational charts, no chains of command, nor predetermined channels of communication.”
  64. Design problems are “wicked problems” (as opposed to “tame problems”) - what is the problem? - assessment criteria? - consequences? - dynamic situations - causality is complex - human behaviour 12 http://www.todayonline.com/ http://stamps.umich.edu/images/site_images/Wicked_Diagram.png
  65. Roger Martin: Rotman Business + Design http://videos.huffingtonpost.com/roger-martin-on-why-corporates-should-ban-the- phrase-prove-it-517389434 www.youtube.com/watch?v=fNgBRcp0u7w (0:0 – 4:56) Design requires a different type of reasoning13
  66. Earth: beautiful and resilient
  67. The next two generations are key
  68. 3 billion urban residents in Asia by 2050
  69. Asia: spearheading change
  70. Asia: emerging markets (and aspirations)
  71. Income ≠ success, consumption ≠ well-being http://bernardoh.files.wordpress.com/2008/10/singaporeans-love-shopping.jpg
  72. Income ≠ success, consumption ≠ well-being
  73. Income ≠ success, consumption ≠ well-being
  74. Income ≠ success, consumption ≠ well-being
  75. Income ≠ success, consumption ≠ well-being
  76. Income ≠ success, consumption ≠ well-being
  77. Bloomberg Apr 15, 2013. Andrew Roberts in Paris at aroberts36@bloomberg.net http://www.bloomberg.com/news/2013-04-14/made-in-asia-luxury-sheds-fake-image-challenging-vuitton.html 1. Demand is changing, Asian consumers start to favor fresh designs over ubiquitous logos 2. While Asians accounted for half of worldwide luxury purchases, “just a fraction” of $272 billion in sales came from Asian brands 3. “Hermes gets cashmere from Mongolia and weaves it into scarves in Nepal… brands drawing on local traditions and cultures are starting to emerge” 4. More Asian companies are changing perceptions of made-in-Asia 5. “Chinese adults under 35 consider the style of a product more important than who makes it”
  78. http://www.htc.com/sea/smartphones/htc-one-x-plus/ http://www.faw.com
  79. “Asia is a convergence of multi-faceted cultures rich in their own cultural and historical heritage Despite their differences, these countries individually present a unique cultural character and identity that render their own interpretations of Asian design This year… a record high of 728 entries from 25 countries” http://dfaaward.com/2012/page/en/about/message.php
  80. http://www.ricoh.com/about/company/design/
  81. “Ren” means caring for others, caring for the people. Meanwhile, good and outstanding designs also benefit the majority of the people, wherein the goodwill of design is reflected. At this stage, the developing China and its population need good design more than ever before” http://en.bidt.org/doc/13/6.html
  82. “the real issue is that it’s not merely about designing a product, but an all encompassing 360 degree design strategy that satisfies all aspect of the company’s requirements” http://sgentrepreneurs.com/2006/07/09/asian-companies-able-to-embrace-design-as-a-business-strategy-part-1/
  83. Design in Asia is a dynamic area, a fertile ground for unprecedented design-driven innovation 14
  84. Design and Creativity (D&C) To reconsider what D&C is, expectations, risks, journey To examine D&C roles, models, strategies, policies, cases To practice techniques and develop attitudes for collaborative D&C To experience an active learning journey of creativity To develop a personal plan to deploy and cultivate D&C
  85. Has your initial definition or general view of design changed in this first day of the course? How so?
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