johnhunter / collective / tags / process

Tagged with “process” (7) activity chart

  1. Making Friends: On Toys and Toymaking

    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.

    http://2012.dconstruct.org/conference/armitage/

    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.

    —Huffduffed by dConstruct 8 months ago

  2. Designing for a Web of Data

    Design patterns for brochureware and editorial sites are well-established. In fact, they’re so simple and formulaic that even waterfall development processes can churn them out. A producer has an idea, a designer mocks it up in Photoshop and then client side types and engineers go all agile on its ass.

    But what happens when you’re pushing into web apps or social media? What happens when an absence of heirarchy makes left-hand navigation redundant? What do you do when design practice blurs into URLs and data structures, and where your service breaks the frame of the browser and starts appearing in hardware, in desktop applications or on other people’s sites?

    In this session, Tom will talk about new literacies that designers need to build things that are native to a web of data, the blurring and interplay between designers and developers and what it means to rapidly iterate in small multi-disciplinary teams to find the heart and soul of a new concept.

    http://2007.dconstruct.org/podcast/

    —Huffduffed by dConstruct one year ago

  3. Waterfall Bad, Washing Machine Good

    There is a commonly held belief that Agile Methods and User Centred Design do not play nicely together. On the contrary, Agile and UCD have much to offer each other. Each can learn and benefit from the other, and work together as a robust design and development methodology.

    Including an introduction to the principles and practices of Agile Methodologies, this presentation explores the opportunities for UCD in an Agile environment, how designers can shape Agile to better support their work, and what designers can learn from Agile methods.

    http://2007.dconstruct.org/podcast/

    —Huffduffed by dConstruct one year ago

  4. Experience Strategies

    Engage in a deep dive into the importance of experience. In this session Peter will cover the historical perspective; lay out the evolution of product categories; demonstrate the competitive advantage that experience provides; explain the importance of thinking about your products in a systems fashion; and cap it off with a discussion of experience strategies and how they can provide stars to sail your ship by.

    http://2007.dconstruct.org/podcast/

    —Huffduffed by dConstruct one year ago

  5. Jam Session: What Improvisation Can Teach Us About Design

    Have you ever had a spontaneous creative triumph, perfectly in sync with your team?

    A passionate believer in improvisation as a design skill, Hannah’s session will talk about the importance of this technique in her own design process and what lessons can be borrowed from improvised music.

    From the jazz masters to the humble basement band practice, musical concepts such as timing, structure, rolls and expression have many lessons for designers creating an off-the-cuff interface.

    Hannah will explore how the methods of music translate for a design/development team, as well as sharing personal stories and techniques for those times when you need a bit of a jam session.

    http://2010.dconstruct.org/speakers/hannah-donovan

    Originally from Canada’s icy north, Hannah Donovan is creative director at Last.fm, where she’s worked for the last four years. Before moving to London, she designed websites for Canada’s largest youth-focused agency, working on brands such as Hershey, Heineken and Bic. Hannah also plays the cello with an orchestra and draws monsters.

    —Huffduffed by dConstruct 2 years ago

  6. The Auteur Theory Of Design

    Why is it that some projects never rise to the level of the talent of those who made it? It’s oft said regarding good work that the whole is greater than the sum of its parts. But sometimes the whole is less than the sum of its parts—a company or team comprised of good people, but yet which produces work that isn’t good.

    In his session, John will explain his theory to explain how this happens—in both directions—based on the longstanding collaborative art of filmmaking. Learn how to recognise when a project is doomed to mediocrity, and, more importantly, how best to achieve collaborative success.

    http://2010.dconstruct.org/speakers/john-gruber

    John Gruber writes and publishes Daring Fireball, a somewhat popular weblog ostensibly focused on Mac and web nerdery. He has been producing Daring Fireball as a full-time endeavour since April 2006.

    He lives in Philadelphia with his wife and son.

    —Huffduffed by dConstruct 2 years ago

  7. Boil, Simmer, Reduce

    The actual process of design, the path you take on the way to creating something, is in many ways a “meta object” that can be applied to any design problem.

    Ever since his first experiences with the humble ZX81 back in the early eighties, Brendan has continued to explore the interplay of people, code, design and art both in his role leading the team at mN and on brendandawes.com, a personal space where he publishes random thoughts, toys and projects created from an eclectic mix of digital and analog objects.

    In this session Brendan talks through his three step process: boil—filling your head with many ideas and possibilties, simmer—taking time to consider, and finally reduce—removing things till there’s nothing left to take away.

    http://2010.dconstruct.org/speakers/brendan-dawes

    Brendan Dawes is Creative Director for magneticNorth, a digital design company based in Manchester, UK. Over the years he’s helped realise projects for a wide range of brands including Sony Records, Diesel, BBC, Fox Kids, Channel 4, Disney, Benetton, Kellogg’s, The Tate and Coca-Cola.In 2009 he was listed among the top twenty web designers in the world by .net magazine and was featured in the “Design Icon” series in Computer Arts.

    —Huffduffed by dConstruct 2 years ago