innovation(s) / collaboration(s)
structural engineering is the science and art of designing and making, with economy and elegance, buildings, bridges, frameworks and other similar structures so that they can safely resist the force(s) to which they may be subjected.
H. Petroski -- To Engineer is Human
being human is not simply a label.
... it is about a set of aspirations. Recognizing those aspirations and striving to realise them can make the world we live in one to celebrate rather than fear.
game(s) / persuasive(s) = story + dilemma(s)
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... relationships are things that happen only in a virtual world, and we are able to move backwards and forwards between the physical world of interactions (real events) and the virtual world in which these events are constituted into relationships in order to be able to understand what the significance of specific actions is or might be, or how two relationships impinge upon eachother. [Robin Dunbar -- The Human Story (p. 66)]
methods / guide(s) / student(s) / parent(s) / teacher(s)
Who can be interested any longer in that age-old idle talk about good and evil when it has been established that good and evil are not 'constants' at all, but 'functional values', so that the goodness of works depends on the historical circumstances, and the goodness of human beings on the psycho-technical skill with which their qualities are exploited? The world is simply ridiculous if one looks at it from the technical point of view. It is unpractical in all that concerns the relations between human beings, and in the highest degree uneconomical and inexact in its methods.
it is the process of design, in which diverse parts of the give-world of the scientist and the made-world of the engineer are reformed and assembled into something the like of which nature had not dreamed, that divorces engineering from science and marries it to art.
H. Petroski -- To Engineer is Human / miracle(s)
Newell & Shaw (1962), from R.L. Glass Software Creativity 2.0
As I leant against the wall the University indeed seemed a sanctuary in which are preserved rare types which would soon be obsolete if left to fight for existence on the pavement of the Strand.
Virginia Woolf: A Room of One's Own (1928, p. 9)
gaming is a waste of time / MW2008 / design / game(s) / ximpel
inspiration(s) / dilemma(s) / game design(s)
pathology
de Waag / open source
innovation(s) / collaboration(s)
UTwente/EWI doctrine(s)
shift of paradigm(s) / reading(s)
innovation(s) / collaboration(s)
course(s) / twente(s) / science(s)
innovation(s) / collaboration(s)
... in science only one thing is more wonderful than how much we know, and that is how much we do not know.
I. Svitak -- Man and his world / quest(s)
... no, at the personal level, you should accept no less than the title of artist and aspire to earn the right to carry the title. And earning this right is influenced not so much by your accomplishments as by your approach: a relentless pursuit of perfection, where the journey is the destination.
www.bit-101.com / from: as3 animation -- making things move
the skin is the deepest part of man.
Paul Valery / color(s)
it is skill surmounting difficulty, and beauty triumphing over skill
(art) ..., to snatch this grace beyond the reach of art is then the height of art -- where fine art begins, and where mechanical skill ends.
William Hazlitt -- THE PLEASURE OF HATING / TED
Der Man ohne Eigenschaften / human(s) / scenario(s)
situated cognition in a semiotic domain
experiment(s) /
critical learning
in our digital age the message determines the selection of the medium
divergence | transformation | convergence | |
---|---|---|---|
community | experience | ... | value analysis |
system(s) | brainstorming | ... | ... |
product(s) | ... | ... | dependency graphs |
component(s) | ... | ... | requirements |
innovation(s) / collaboration(s)
... the main conclusion that follows from our description of attitudes to innovation, except at the very ends of the chain, there is an inherent resistance to the kinds of radical change at the systems level that seems to be necessary to solve the major design and planning problems of our time ...
John Chris Jones -- Design Methods
John Chris Jones -- Design Methods