Tagged with “design” (50)

  1. Design In Tech Report 2017 - John Maeda

    Today’s most beloved technology products and services balance design and engineering in a way that perfectly blends form and function. Businesses started by designers have created billions of dollars of value, are raising billions in capital, and VC firms increasingly see the importance of design. The third annual Design in Tech Report examines how design trends are revolutionizing the entrepreneurial and corporate ecosystems in tech. This report covers related M&A activity, new patterns in creativity × business, and the rise of computational design.

    Delivered at SXSW on March 12, 2017 designintechreport.wordpress.com

    Original video: https://soundcloud.com/johnmaeda/design-in-tech-audio
    Downloaded by http://huffduff-video.snarfed.org/ on Sun, 19 Mar 2017 18:04:58 GMT Available for 30 days after download

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  2. Dan Saffer – Practical Creativity Live! » UIE Brain Sparks

    Dan: Don’t tweet mean things about this talk, OK? This idea, to be a writer, you’ve got to be thin-skinned, but to be an author, you’ve got to be thick-skinned. It’s the same with the work that we do. To be a designer, you’ve got to be thin-skinned, but to ship a product, you’ve got to be thick-skinned, and that’s the problem.

    How do we get over this kind of critical hurdle? It’s this idea of divorcing ourselves from anyone piece of work, and thinking about the body of work that we do. Picasso, in his life, made conservatively 10,000 pieces of art, maybe as much as 30,000 pieces of art, they don’t really know.

    That’s one piece of art, every day, for like 27 years, at a minimum, and they weren’t all good. That’s the thing, they weren’t all good. How many were amazing, 50 out of 10,000, or 30,000? If Picasso is going to fail a lot, you’re probably going to fail a lot, too.

    The way that people get great in their fields of study is by doing a lot, finding a lot, getting more variation in the kinds of stuff that they do. Getting up to bat a lot, to use the sports analogy. The more things that you try, the higher probability there is of doing something original, but you are going to fail.

    People that celebrate failure, who are these people? Failure sucks, failure is terrible. If you don’t believe me, I’ll show you my credit rating. It’s terrible. It’s terrible when something bad happens. The only people that will tell you to celebrate it are people that have never had a crippling failure in their lives. Failure can be just devastating.

    What to do? How do you move past this? Especially when you get stuck, you have writer’s block, or you’re on a deadline, and you can’t get into flow. I’m sure most of you have seen this diagram, the shades in the eye flow diagram. It is almost obligatory to any design conference that you see this, so I’m showing it to you here.

    What is interesting is that they never tell you what to do, if you’re anxious, or if you’re bored. They never tell you how to get into flow. They’re just like, “Oh, you should be in flow.” Great, thanks. If I’m bored, or I’m anxious because the work is too hard, how do I get out of those? How do I get into the zone?

    If you’re bored, we should take some advice hear from Thoreau, where he says, “It’s the way that you do something that’s interesting.” How can we improve it? If the task is boring, the way that you make it interesting is you have to make it interesting for yourself.

    You have to figure out something, make it personal. What is it that you’re going to get out of this job, out of this project? How do you want to make this interesting for yourself? What do you need to learn, and how can this project help you with it? What interests you?

    I was front seat at this design project where an Asian company had asked a bunch of our strategists to do some evaluations of different mobile carriers in the United States. You can imagine that this could’ve been the most boring report you’ve ever read, that doctors would prescribe it to people who have insomnia, to read this thing.

    What the strategists in the design team did was rather than give this report, they said, “OK,” they were going to do it by foods. They had a report to back this up, but they also said, “Hey, this group has these kinds of characteristics, and there is this kind of food that represents that.”

    They made it into this interesting, sensory experience, something that could be really boring, because it could’ve been really boring, but it was something that instead, they love that, the client loved it. It became interesting for them. The designer Paul Sahre says, “Designers who aren’t selfish do terrible work,” which I think is really interesting, because we’re taught to empathize about other people.

    Sometimes, in order to do better work, you’ve got to think about yourself, because there has to be motivation for you to go beyond where other people would stop, to really do great work. Now, on the other side…What about when the challenge is really high?

    You’re like, “Oh God, I have real anxiety about this.” The first thing you need to do is to think, is the challenge that’s in front of me, is it really too high, or do I just think it’s too high? You have to do a reality check. Am I just afraid? The worst enemy to creativity is this idea of self-doubt.

    Fear is born from the story we tell ourselves of what we can and cannot do, so it’s easy to become paralyzed with fear before you even start. How do we get over this? Act as though you’re 10 percent more courageous, 10 percent. If you can just be a little bit more courageous, this is the cure.

    How do you do this? 10 percent, it’s not that much. Just a little bit more. This will allow you to be like, “OK, am I really afraid of doing this, or is this really hard?” If it’s really hard, there’s a solution for that, too. You can ask for help. It’s not an admission of failure. My daughter, she went to art camp a couple summers ago, and they’re like, “You know what? You can never say that you can’t do anything.”

    That was their rule. You can’t say that you can’t do anything. You can only say that you couldn’t do something yet. That’s the kind of mindset you need to go in. Nobody knows everything, so ask for help if you need it. If you get into that anxiety thing, ask for help.

    The two unstuck strategies that are fairly clear, power through it, procrastinate. How do you know when to do each? Powering through it means, sometimes you’ve got to just focus on the craft. You know what you need to do, you’re just bored by it. You have to think about going back to making it interesting for yourself.

    This is why there’s a great creativity mind pack that says, “Stop when you know what the next step is, so that when you come back to it, you automatically know what to do next, and you can power through it that way.” You can procrastinate, when you hit the wall.

    You haven’t found that hook, or that line. You’re still looking around. Procrastination is part of the process. It gets a bad rap, but it just means that you’re not ready to do something yet. Your brain is working on something. It’s working on something behind the scenes, or you just don’t understand yet, what it is that you don’t know.

    You haven’t found that hook, or you haven’t found that line. Go back, look for the hook, look for the line. Some of this is also, with the feeling behind the procrastination, are you stressed, are you afraid, are you doubting yourself and your abilities? Search your feelings. Look for that.

    There are, of course, better ways to procrastinate than others. The first, we’ve talked about pretty extensively, taking a walk is a great way to do this. Another thing that many people, including, and I’m very sorry for putting this image in your head, Woody Allen, take showers.

    Woody, and many other people, take multiple showers a day, going back to that bored Elon Musk thing. You’re there, you’re warm, you’re relaxed, there’s no screens. Take a shower. Similarly, take a drive. It doesn’t matter where, take a drive. You’re trying to get your brain on autopilot, so it’s not thinking about the problem, it’s working behind the scenes.

    You can go somewhere new. Think about going and seeing something new, could trigger something, could break something loose in your mind. Drinking alcohol, this has actually been shown to actually increase creativity in moderation. As my friend Jeff Bean says, “Alcohol is for generating ideas, caffeine is for documenting them.”


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  3. Jan Chipchase: What If You Could Take the Studio Out of the Studio?

    Creativities Unfold http://www.cu-tcdc.com

    IF… Defining the Future

    What If You Could Take the Studio Out of the Studio? โดย ยาน ชิพเชส ผู้ก่อตั้ง Studio D Radiodurans

    ยาน ชิพเชส นักวิจัยด้านการออกแบบและผู้เชี่ยวชาญด้านการศึกษาพฤติกรรมผู้บริโภค แบ่งปันประสบการณ์การเก็บข้อมูลเชิงคุณภาพด้วย Pop-up Studio ในพื้นที่ต่างๆ ทั่วโลก

    Title: What If You Could Take the Studio Out of the Studio? Jan Chipchase, Founder of Studio D Radiodurans

    Jan Chipchase, a design researcher and expert on consumer behaviour research shares his experience on qualitative data collection by "pop-up studios".

    About CU2014: http://goo.gl/8ppkUt

    Original video: https://www.youtube.com/watch?v=CFwCeEzjoJg&app=desktop
    Downloaded by http://huffduff-video.snarfed.org/ on Sun, 09 Oct 2016 13:51:19 GMT Available for 30 days after download

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  4. Sam Barlow on the origins of HER STORY

    Director and writer Sam Barlow (AISLE, SILENT HILL: SHATTERED MEMORIES) presents an exhaustive look at the police-procedural and real-world origins of HER STORY, his latest & unanimously critically acclaimed crime fiction game with non-linear storytelling & live action video footage. This talk was filmed live at Fantastic Arcade, October 1st, 2015. Curated by Austin independent game collective JUEGOS RANCHEROS, Fantastic Arcade is an annual celebration of indie games which takes place at the Alamo Drafthouse during the theater’s Fantastic Fest genre film festival. To learn more about HER STORY, visit herstorygame.com/ To learn more about Fantastic Arcade, visit fantasticarcade.com To learn more about JUEGOS RANCHEROS, visit juegosrancheros.com/

    Original video: https://vimeo.com/144009779
    Downloaded by http://huffduff-video.snarfed.org/

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  5. MIT OpenCourseWare: Game design, lecture 2: Iterative Design - Philip Tan, Jason Begy

    These lectures discuss the history, tools, and current landscape of game design and analysis. A variety of genres are covered, including cards, games of chance, board games, role-playing, sports, and puzzles. See Singapore-MIT GAMBIT Game Lab (http://gambit.mit.edu/) for more.


    Tagged with game design

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  6. Kevin Rose talks ‘Sprint’ with GV’s Jake Knapp and Daniel Burka

    Kevin Rose sits down with GV design partners Daniel Burka and Jake Knapp to talk about the book ‘Sprint’. They discuss getting data on new ideas, a sprint with Slack, and how to bring the process to your own team.

    Original video: https://www.youtube.com/watch?v=v1HBqlxQjZI
    Downloaded by http://huffduff-video.snarfed.org/

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  7. dConstruct 2015: Nick Foster

    Jeremy and Nick discuss the details of design fiction, and talk about the need for a mundane futurism, which leads them to compare notes on the differences between Derby and Silicon Valley.


    Nick Foster ​is and industrial designer, futurist​, film-maker and writer. He graduated from the Royal College of ​A​r​t​ in 2001 ​and worked for companies including Sony, Seymourpowell and Nokia. In​ 2012 ​he moved to California ​to take a role as ​creative lead for Nokia’s Advanced Design ​studio​. ​He currently ​w​orks​ with a brilliant team in Mountain View​ to help define the next generation of Google products.​ Nick is also a partner at the Near Future Laboratory, developing projects in the field of ​design fiction, speculative and critical futures.


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  8. Smart Salon on Microinteractions and Why They Matter

    Recently, we hosted a Smart Salon on Microinteractions and Why They Matter at the offices of Wayra UK in London. We were excited by the rich panel discussion and by people’s enthusiasm for the content we shared. We can all agree that the difference between a good product and a great one are its details. Indeed, careful consideration of these small but meaningful moments in product experiences build brand loyalty and delight for your consumers. Thanks to Dan Saffer’s great book, Microinteractions, we can make a compelling case that paying attention to detail while striving toward a big vision is the best way to achieve a successful user experience. Luckily, we captured the event on video and invite you to view it here.

    Original video: https://vimeo.com/90780650
    Downloaded by http://huffduff-video.snarfed.org/

    —Huffduffed by zzot

  9. Webstock ‘15: Frank Chimero - The Web’s Grain

    We’ve been talking about what it means to design natively for the web for ages, but the conversation has been rekindled with the prevalence of responsive design paired with the unpredictability of devices, environments, and connectivity. If we look at the web as a material and not as a canvas, how do its affordances guide a designer’s hand?

    Original video: https://vimeo.com/122880890
    Downloaded by http://huffduff-video.snarfed.org/

    —Huffduffed by zzot

  10. Design as an Agent for Change in Complex Systems by Lorna Ross from Mayo Clinic

    Check out the slide-deck, sketch-notes and social media highlights of this talk here: http://ow.ly/DNNgs

    Lorna Ross is the Director of Service Design at the Mayo Clinic Center for Innovation. She has 24 years’ experience in design, design research, and innovation, the past twelve years focused on health and healthcare. Prior to joining the CFI as design manager in 2009, Ross ran the Human Wellbeing Group at MIT Media Lab, Europe. She has worked with the Department of Defense, Motorola Inc., Interval Research Corporation, The UK Design Council and Massachusetts General Hospital.

    Design as a discipline has migrated from its function as an element of the manufacturing economy to the service economy, consistent in its focus on the end user. Service design is a research-based specialization of traditional product design with roots in ethnography, and systems thinking. It is effective in determining the most optimum touch points for customers to access a service, and how these access points, in aggregate, become the experience. Mayo Clinic is the pioneer in the healthcare arena, being the first medical community globally to leverage the service and experience design competency actively. Lorna Ross is the Director of Service Design at the Mayo Clinic Center for Innovation.

    She showcased projects and case studies and shared general insights and lessons…

    Original video: https://www.youtube.com/watch?v=mBIpooKGc1E&feature=youtu.be
    Downloaded by http://huffduff-video.snarfed.org/

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