The relationship between digital and physical products is larger than if it exists on a hard drive or a shelf. It’s the tension between access and ownership, searching and finding, sharing and collecting. It’s a dance between the visible and the invisible, and what happens when we’re forced to remember versus when we are allowed to forget. How does this affect usânot just as makers, but as consumers of these products? Does collecting things matter if we don’t revisit them? We may download, bookmark, tag, organize, and star, but what then?
Tagged with “creativity” (45)
TOPIC: Offices, and when to get out of them.
This week—in what will surely be remembered as the greatest Back to Work episode of all time—Dan and Merlin eventually talk about working at a desk and when to take it someplace else.
TOPIC: Fixing the Culture of Meetings
This week, Dan and Merlin address the problems with meetings, and how we can each choose to improve them.
Ten quick ideas?
Purpose Agenda Grazing Policy Hard Edges Scheduling Guests Timekeeper No Ratholes Focus Follow-Up Consistency http://5by5.tv/b2w/115
Merlin Mann guests to talk about failure, success and self perception.
Daniel Jalkut of Red Sweater Software on app development, productive mindsets and his top three picks of the week.
Screenwriter John August (Big Fish, Corpse Bride, Frankenweenie) on screenwriting, Fountain and some great top picks of the week.
TOPIC: Creative Costumes vs. Pushing Out Product
This week Dan and Merlin talk about how the legends and mythologies around creative people and beautiful losers can become such a destructive MacGuffin for us aspiring civilians.
Getting gakked out on Hunter S. Thompson’s cocaine and buying Sylvia Plath’s oven are unlikely to take you anyplace useful, interesting, or…creative.
Dan Ariely is a professor of behavior economics at Duke University. His latest book, The (Honest) Truth about Dishonesty, explains how creativity makes us better liars—even to ourselves
“Lots of us are able to cheat a little bit and still think of ourselves as honest people.” Dan Ariely is a professor of behavior economics at Duke University. His latest book, The (Honest) Truth About Dishonesty, explains how creativity makes us better liars—even to ourselves.
“Dishonesty is all about the small acts we can take and then think, no, this not real cheating. So if you think that the main mechanism is rationalization, then what you come up with, and that’s what we find, is that we’re basically trying to balance feeling good about ourselves. On the one hand we get some satisfaction, some utility from thinking of ourselves as honest, moral, wonderful people. On the other hand we try to benefit from cheating.
“So rationalization is what we allows you to live with some cheating and not pay a cost in terms of your own view of yourself.
“What kind of people would be able to rationalize better than other people? Better storytellers, right? Creative people, right? Because if you’re creative, you find more ways to cheat and still yourself a story about why this is okay.”
Toys are not idle knick-knacks: they allow us to explore otherwise impossible terrain; fire the imagination; provide sparks for structured play. They do not just entertain and delight; they stimulate and inspire. And always, they remind us of the value - and values - to be found in abstract play.
Toymaking is not an idle habit. Toys are a fertile ground for creators to work in. They offer a playful space to experiment and explore. They are a safe ground to experiment with new techniques, skills, or ideas. Though they emerge from no particular purpose, they expose purpose and meaning through their making. Toymaking ranges from making realistic simulations of life to producing highly abstract playthings. And everyone who makes things - out of paper, wood, metal, plastic, or code - has something to gain from making them.
Trying to draw a thread through what, it turns out, has been a lifetime first shaped by toymaking, and then spent making toys in idle moments, Tom will take in (amongst other things) woodwork, Markov chains, state-machines and fiddle-sticks, to examine the values of toys and toymaking to 21st-century creators.
Tom Armitage is a game designer at Hide & Seek. He’s also a hacker in the true sense of the word, wrangling code to create a Twitter account for Tower Bridge and print out eight years of links.
He writes on his blog Infovore (and elsewhere) about code and play. You should read it. It’s excellent.
He also talks about games, technology and social software.
Designer and technologist Tom Armitage argues that learning to write computer code means learning to think in a modern way, and that it should spur creativity: the possibility of doing entirely new things.
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