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Design + Design Thinking

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There were several things we had to present with this slide deck: (1) the process of "design thinking" according to "Glimmer" by Warren Berger and Bruce Mau; (2) what ArtEZ Institute of Arts is like …

There were several things we had to present with this slide deck: (1) the process of "design thinking" according to "Glimmer" by Warren Berger and Bruce Mau; (2) what ArtEZ Institute of Arts is like in terms of their education program and what kind of students come out of their programs; (3) and the comparison between ArtEZ and our program, School of Interactive Arts + Technology at Simon Fraser University in relation to the "Glimmer" reading.

Presentation by: Lia Estrellado, Kevin Lam, Arslan Lee, Michelle Lee, Marissa McMillan, Gracelle Mesina

(2012)

Published in: Design

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  • 1. Design Thinking According to GlimmerGlimmer looks into the design processes used by some of theindustry`s best designers, like Bruce Mau and Yves Behar. WarrenBerger pitches these design methods as guidelines to reframe aproblem and envision new ideas, known as glimmer moments.
  • 2. We Ziba: to exist Their Design VisionDESIGNbeautifulexperiences - Ziba
  • 3. “We wanted to shift the notion away from banking being all aboutspeed and efficiency and getting you in and out the door... We decidedto focus on the idea of ‘slow banking’ with people you know and trust” - Steve McCallion, Ziba creative director pg. 127
  • 4. Asking Stupid Questions why “...Asking questions, especially fundamental ones, ‘forces you to be honest about what you don’t know” – Clement Mok, Apple (pg. 25)
  • 5. Empathy andHuman Observation “Researchers didn’t just watch and listen; they also [try] to immerse themselves in the experiences of the people they were studying.” - Berger (pg. 112)
  • 6. Reframing the PROBLEM Designers observe and question
  • 7. Abductive Reasoning( Jumping Fences ) IDEA GLIMMER Innovative design comes from abductive reasoning, envisioning something that does not yet exist (like Henry Ford did with the car). This glimmer of what COULD be, allows designers to make that leap across the fence.
  • 8. Work the MetaphorBruce Mau explains that every idea, product, or brand can initially standfor something else. Once companies notice this, their chances of openingup new possibilities and ideas to the design become much greater.
  • 9. ArtEZ SIAT
  • 10. ArtEZ Institute of the Arts
  • 11. ArtEZ Institute of the Arts 1 2 3 FOUNDATION RESEARCH & EXPERIMENTATION FINAL YEAR Basic interactive and informative Students learn new forms of interactive Students become experts in their design processes are learned information transfer and further field and bring their expertise to develop their skills they learned in the professional worldInteraction Design Progam Applications in Adobe CS and their foundation year programming languages (HTML, They do mandatory internships PHP and MySQL) are taught with design studios or freelance designers in their final year Interaction Design Information Design Digital Audio-Visual Design Digital Typography Scripting Visual Grammar In their first year, ArtEZ students begin to 1 build upon foundations of design. Software Instructions I & II Art History As students go through the program, their 2 sense of identity begins to form. What SIAT can learn from ArtEZ Because they have been grounded in a set What SIAT & ArtEZ have in common 3 foundation, students have a clear identity.
  • 12. Make Hope Visible ArtEZ SIATPrograms are structured so students Students can not see the path tocan clearly see the path they’ll take to becoming a professional due to thebecome professionals program’s unfocused and vague concentrations
  • 13. TArtEZ students develop into SIAT students develop into “ ”“T” shaped people, beginning shaped people, beginning withwith one specific skill, then many skills sets, and narrowing itbranching out as designers them down once a concentration has been determined
  • 14. Foundation BlocksArtEZStudents learn tools in their foundation year that help themprototype. For example, product designers learn drawing skills tosketch ideas, and interaction designers learn programminglanguages to prototype their designs.SIATStudents only have a single, elective drawing class to teachsketching skills. There is also a slight disconnect with programming+ (interactive) design in relation to prototyping and wireframing
  • 15. A Strong Sense of Identity In their first year, ArtEZ As students go through Because they have been students begin to build upon the program, their sense grounded in a set foundation, foundations of design. of identity begins to form. students have a clear identity.
  • 16. A Variety of Skills In their first year, SIAT As students go through Because they don’t adopt a students learn a variety of the program, they learn sense of identity, students end skills. more skills but don’t have up with a variety of skills and a sense of identity. no focus.
  • 17. The Takeaway Ask questions Go beyond simple observation Work the metaphor Develop T-shaped people Build solid fundamentals
  • 18. Referenceshttp://www.artez.nl/englishhttp://issuu.com/artezhogeschoolvoordekunsten/docs/brochure_eng_design?mode=window&backgroundColor=#222222http://www.ziba.com/work/umpqua-bank/#/work/umpqua-bank/http://thinkingshift.files.wordpress.com/2010/01/cs_umpqua.pdfhttp://www.interactiefarnhem.nl/http://www.flickr.com/photos/rosarium/sets/72157627990119269/with/6339340750/