creative technology / new media
[_] readme workshop(s) project(s) CA1 CA2 CA3 CA4 CA5 course(s) - creative exploration(s) / serious games / ethic(s) - resource(s) _ # @ !

talk show tell print

print / present / list / cycle(s)

design-attitude(s)

design(s) -- attitude(s) to innovation / resistance to change


_ .. / ... / change(s) / method(s) / obstacle(s) / instinct(s) / target(s) / _ / .

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

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


design-change(s)

design thinking -- fundamentally an exploratory process

... / design(s) / change(s) / attitude(s) / obstacle(s) / culture(s) / _ / .

twinkle(s) / difference(s)

design is now too important to be left to designers ...

... the power of design ... "not as a link in a chain but as the hub of a wheel" ... not as a stage in a process but as a center of gravity, as a gravitational/centrifugal force, with involvement at all levels and in all areas of operation.

from review: change by design / trivium / attitude(s)

play / program(s) / science(s) / eye(s) / cycle(s) ! Æ


design-culture(s)

design(s) -- culture & technology / vision(s)

_ .. / design(s) / attitude(s) / change(s) / human(s) / _ / .

innovation(s) / collaboration(s)

design is where technology meets culture



information in space: explorations in media and architecture

play / physic(s) / math(s) / cycle(s)


design-engineer(s)

design engineer(s) -- inventor(s) of technology

_ .. / design(s) / attitude(s) / change(s) / human(s) / _ / .

innovation(s) / collaboration(s)

... like everyone we get frustrated by products that don't work properly.

as design engineers we do something about it.

... we're obsessed with improving and inventing!

James Dyson -- inventor of cyclone vacuum technology www.dyson.nl

play / attitude(s) / innovation(s) / error(s) / force(s) / cycle(s)


design-form(s)

_ .. / design(s) / innovation(s) / method(s) / obstacle(s) / _ / .

twinkle(s) / difference(s)

  1. form follows function
  2. form follows fortune
  3. form follows failure
  4. form follows fashion
  5. form follows future

Henri Petroski -- The Evolution of Useful Things

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


design-how-to-apple(s)

design(s) -- how to innovate / idea(s)

_ .. / design(s) / innovation(s) / interaction(s) / _ / .

  1. clear your mind -- understand (how to make) ... products
  2. build your fortress -- create the infrastructure to innovate
  3. cultivate your elite -- empower your (valuable) employees
  4. don't rush, don't dawdle -- prevent short-term, cyclical or competitive pressures
  5. clone your (Steve Jobs) -- if you put a tyrannical perfectionist in charge, institutionalize his/her thinking!

source: How to Innovate Like Apple (Chris Morrison/BNET)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


design-innovation(s)

design(s) -- invention vs innovation

_ .. / how to / design(s) / relation(s) / method(s) / obstacle(s) / _ / .

twinkle(s) / difference(s)

  • invention -- engineering solution at system level
  • innovation -- meets demands in (envisioned) context


John Chris Jones -- Design Methods

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


design-limit(s)

design(s) -- theme(s) / vision(s)

_ .. / design(s) / attitude(s) / change(s) / human(s) / _ / .

mission(s) / challenge(s) / ethic(s)

design is where technology meets culture

negative design criteria for technological devices

experiment knowledge illusion scratch engine craft maze run ar x

tools for conviviality / WWGD

doctrine(s) / dream(s) / education(s) / design(s) / context(s)

play / reading(s) / physic(s) / method(s) / math(s) / cycle(s) ! Æ


design-literacy(s)

design(s) -- experience(s) / problem(s) / language & emotion /

_ .. / design(s) / attitude(s) / change(s) / human(s) / _ / .


                                           soul
      
                      heart
  
  body
  

... ... ... brain(s) engine(s) script(s) control(s) narrative(s) impact(s) closure(s) ... ... ...

artist(s) / law(s) of engineering / payoff(s) / war(s)

/ singularity / mood(s) / observation(s) / display(s) / cycle(s) ! Æ


design-math(s)

design -- payoff(s) / challenge(s) / game(s) / math(s) / plan(s)

* _ .. -- @ media / idea(s) / change(s) / theme(s) ? [:/] _


education(s) question(s) moral(s) rethoric(s)


life(s) / closure(s) / reflect(s) / fight(s) / reference(s)

norm(s) utopia rule(s) ethic(s) answer(s) failure(s)


* - play / social(s) / machine(s) / method(s) / cycle(s) # ! @ Æ

design-method(s)

design -- art, science or form of mathematics?

_ .. / role(s) / life(s) / form(s) / HCI / obstacle(s) / science / _ / .

divergencetransformationconvergence
communityexperience...value analysis
system(s)brainstorming......
product(s)......dependency graphs
component(s)......requirements

John Chris Jones -- Design Methods


/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)

design-obstacle(s)

design obstacle(s) -- resistance to change

role(s) / attitude(s) / method(s) / innovation(s) / _ / .


        sponsor(s)          (design) team 
  supplier(s)     producer(s)    distributor(s) 
        purchaser(s)               user(s) 
  (system) operator(s)                  society 
  

John Chris Jones -- Design Methods


design-theme(s)

design(s) -- technology & culture / vision(s)

_ .. / design(s) / attitude(s) / change(s) / human(s) / _ / .

mission(s) / challenge(s)

design is where technology meets culture


  design
                         as 
                                            art
  

pirate(s) / skin(s) / science(s) / color(s) / vision(s)

play / reading(s) / physic(s) / method(s) / math(s) / cycle(s)


design-topic(s)

design(s) -- technology & culture / vision(s)

_ .. / design(s) / attitude(s) / change(s) / human(s) / _ / .

mission(s) / challenge(s)

design is where technology meets culture


  design
                         as 
                                            art
  

pirate(s) / skin(s) / science(s) / color(s) / vision(s)

play / reading(s) / physic(s) / method(s) / math(s) / cycle(s)



[_] readme workshop(s) project(s) CA1 CA2 CA3 CA4 CA5 course(s) - creative exploration(s) / serious games / ethic(s) - resource(s) _ # @ !

(C) Æliens 2014