What are you curious about? What do you want to know more about by this time next year?
Here's my answer to that question (c. 2012) and why I believe Curiosity is core to everything we do as a profession.
4. Euro IA 2012
What are you curious about?
What do you want to know more about
by this time next year?
5.
6.
7.
8.
9.
10.
11. Once the basic skills have been mastered,
designers can use their imaginations to
explore and create their own masterpieces.
12.
13. The more things designers know
about, the more they can use them in
creative thinking and play
14.
15. The fewer materials and choices
available, the more imagination is
needed by the designer.
16.
17. explore new ideas and skills...
make lots of
use worlds of different things
based on activities fantasy to inspire
and objects already
familiar
a vital part of the creative
process is to ‘make’ something
learn how things are made
try out your own ideas learn from our failures
experiment
express creativity by drawing
pictures, writing stories… play on their own... or with
a group of real friends
inspiration for creativity comes from many different sources
look outside your own experience
versions of everyday things allow
children to create their own worlds
23. “You might summarize all of the skills
we've noted in one word: "inquisitiveness."
I spent 20 years studying great global
leaders, and that was the big common
denominator.”
http://blogs.hbr.org/hbr/hbreditors/2009/09/how_do_innovators_think.html
24. “You might summarize all of the skills
we've noted in one word: "inquisitiveness."
I spent 20 years studying great global
leaders, and that was the big common
denominator.”
http://blogs.hbr.org/hbr/hbreditors/2009/09/how_do_innovators_think.html
25. “You might summarize all of the skills
we've noted in one word: "inquisitiveness."
I spent 20 years studying great global
leaders, and that was the big common
denominator.”
http://blogs.hbr.org/hbr/hbreditors/2009/09/how_do_innovators_think.html
27. A number of the innovative entrepreneurs
also went to Montessori schools, where
they learned to follow their curiosity
http://blogs.wsj.com/ideas-market/2011/04/05/the-montessori-mafia/
28. Montessori taught me the joy of
discovery… It’s all about learning on
your terms, rather than a teacher
explaining stuff to you. SimCity
comes right out of Montessori…
videogame pioneer Will Wright
29. We both went to Montessori school,
and I think it was part of that training
of not following rules and orders, and
being self-motivated, questioning
what’s going on in the world, doing
things a little bit differently.
Google’s founders Larry Page
and Sergei Brin
30. …that discovery mentality is precisely
the environment that Montessori seeks
to create.
Similarly, Amazon’s culture breathes
experimentation and discovery. Mr.
Bezos often compares Amazon’s strategy
of developing ideas in new markets to
“planting seeds” or “going down blind
alleys.” Amazon’s executives learn and
uncover opportunities as they go. Many
efforts turn out to be dead ends, Mr.
Amazon’s Jeff Bezos
Bezos has said, “But every once in a
while, you go down an alley and it opens
up into this huge, broad avenue.”
32. Mixed age classrooms
Specialized educational
materials
Student choice of activity from
within a prescribed range of
options
Uninterrupted blocks of work
time
A Constructivist or "discovery"
model, where students learn
concepts from working with
materials, rather than by direct
instruction
MONTESSORI?
33. Mixed age classrooms
Specialized educational
materials
Student choice of activity from
within a prescribed range of
options
Uninterrupted blocks of work
time
A Constructivist or "discovery"
model, where students learn
concepts from working with
materials, rather than by direct
instruction
MONTESSORI?
34. Mixed age classrooms
Specialized educational
materials
Student choice of activity from
within a prescribed range of
options
Uninterrupted blocks of work
time
A Constructivist or "discovery"
E!
model, where students learn AN NC
LI RE
concepts from working with TA FE
I E
materials, rather than by direct R
instruction
MONTESSORI?
35. I sort of know the subject
[graphic design]. I knew nothing
about film, so that that seemed
challenging and worthwhile.
STEFAN SAGMEISTER
36. At the end of the day, the
reason I do it is that I learn,
that I keep learning...
MARIA POPOVA,
EDITOR OF BRAINPICKINGS.ORG
40. CHALLENGING & WORTHWHILE
CURIOSITY
PLAYING
AND LEARNING
YES! THIS IS WHAT IT’S ABOUT.
EXPERIMENTATION &
DISCOVERY
INQUISITIVENESS
SELF-MOTIVATED, QUESTIONING
WHAT’S GOING ON IN THE WORLD
41. Euro IA 2012
What are you curious about?
What do you want to know more about
by this time next year?
43. Euro IA 2012
Good UX is fundamentally
about being curious
“HOW?”
“WHY?”
“WHY NOT?”
“WHAT IF?”
44. Euro IA 2012
Good UX is fundamentally
about being curious
“HOW?”
“WHY?”
“WHY NOT?”
“WHAT IF?”
45.
46.
47.
48. Styles tend to not only separate men — because they
have their own doctrines and then the doctrine became
the gospel truth that you cannot change. But if you do
not have a style, if you just say: Well, here I am as a
human being, how can I express myself totally and
completely? Now, that way you won't create a style,
because style is a crystallization. That way, it's a process
of continuing growth.
54. WHAT DO YOU DO?
HOW DO YOU DO IT?
WHY IS IT VALUABLE?
55. VISUAL DESIGNER
INFORMATION ARCHITECT
CONTENT STRATEGIST
USABILITY ENGINEER
INTERACTION DESIGNER
COPYWRITER
DIRECTOR OF MARKETING
CTO
PRODUCT MANAGER
PROJECT MANAGER
FRONT-END ENGINEER
SOFTWARE ENGINEER
PROGRAMMER
PRODUCT STRATEGIST
BACK-END DEVELOPER
SYSTEMS ARCHITECT
DIGITAL ARTISTS
DATA SCIENTIST
UX DESIGNER
DESIGN RESEARCHER
BUSINESS ANALYSTS
QA ENGINEER
GAME DESIGNER
SALES
ACCOUNTING
ACCOUNT EXECUTIVE
ETC.
WHO CARES!?
56. VISUAL DESIGNER
INFORMATION ARCHITECT
Are you… CONTENT STRATEGIST
a curious, passionate USABILITY ENGINEER
INTERACTION DESIGNER
learner (and maker!) who COPYWRITER
DIRECTOR OF MARKETING
CTO
can see possibilities? PRODUCT MANAGER
PROJECT MANAGER
FRONT-END ENGINEER
SOFTWARE ENGINEER
Or, PROGRAMMER
something else? PRODUCT STRATEGIST
BACK-END DEVELOPER
SYSTEMS ARCHITECT
DIGITAL ARTISTS
DATA SCIENTIST
UX DESIGNER
DESIGN RESEARCHER
BUSINESS ANALYSTS
QA ENGINEER
GAME DESIGNER
SALES
ACCOUNTING
ACCOUNT EXECUTIVE
ETC.
WHO CARES!?
58. Tamed problems Wicked problems
can be solved with require
design patterns curious minds
which are a which are a
commodity service premium skill
and and
offer little/no value create value
for people, organizations, and the World! for people, organizations, and the World!
59. Tamed problems Wicked problems
can be solved with require
design patterns curious minds
which are a which are a
commodity service premium skill
and and
offer little/no value create value
for people, organizations, and the World! for people, organizations, and the World!
WHERE ARE YOUR SPENDING YOUR TIME?
75. Today we know that cholera is spread through water, but in the early
1800s people weren’t sure. John Snow’s cholera map helped to show
that contaminated wells were at the center of outbreaks. His research
helped save countless lives and set the foundation for the field of
epidemiology.
76. A single DNA sequencer can
now generate in a day what
it took 10 years to collect for
the Human Genome Project.
84. “By rearranging the board, the player acquired information that was otherwise
difficult to perceive. Although she could have acquired this information by
mentally simulating the move, it was simpler and faster to physically carry out
the move and then reverse it. More importantly, the problem space is now partly
in the head and partly in the world, with interaction linking and blending these
two spaces together.
Interacting with the environment—in this example, rearranging it to address an
immediate epistemic need—can generate insight into a problem by treating the
environment as a resource for reducing cognitive complexity. Instead of relying
exclusively on an internal representation, the player creates, and operates on, an
external representation of the problem space. Thus, interaction creates both
physical and informational changes in the environment. The player can then
leverage these informational changes to simplify cognitively complex tasks.”
— KARL FAST, “Interaction and the epistemic potential of digital libraries”
85. “By rearranging the board, the player acquired information that was otherwise
difficult to perceive. Although she could have acquired this information by
mentally simulating the move, it was simpler and faster to physically carry out
the move and then reverse it. More importantly, the problem space is now partly
in the head and partly in the world, with interaction linking and blending these
two spaces together.
Interacting with the environment—in this example, rearranging it to address an
immediate epistemic need—can generate insight into a problem by treating the
environment as a resource for reducing cognitive complexity. Instead of relying
exclusively on an internal representation, the player creates, and operates on, an
external representation of the problem space. Thus, interaction creates both
physical and informational changes in the environment. The player can then
leverage these informational changes to simplify cognitively complex tasks.”
— KARL FAST, “Interaction and the epistemic potential of digital libraries”
Read this!
http://www.springerlink.com/content/4755373gw24g00l8/?MUD=MP
89. PRAGMATIC
(Actions performed to bring one physically closer to a goal)
VS
EPISTEMIC ACTIONS
(Actions that use the world to improve cognition)
Thinking, then doing.
Thinking through doing.
95. Your Future Robotic Hand
Will Be Able To Detect
Everything From Abnormal
Breast Lumps To Enlarged
Lymph Nodes
http://www.fastcoexist.com/1680406/your-future-robotic-hand-will-be-able-to-detect-everything-from-abnormal-breast-lumps-to-enl#6
114. Perception &
WHAT I’M
Cognition
Learning and Thinking
Interactive with the Whole Body
Visualizations (tie back to Montessori)
CURIOUS
ABOUT
Education Reform,
New Forms of Interaction
Online Learning, & EdTech Smart Objects /
(3D Printing) The Internet of Things
115. Perception &
WHAT I’M
Interactive
Visualizations
Cognition
Learning and Thinking
with the Whole Body
(tie back to Montessori)
CURIOUS
ABOUT
New Forms of Interaction
Education Reform,
Online Learning, & EdTech Smart Objects /
(3D Printing) The Internet of Things
116. Perception &
WHAT I’M
Interactive
Visualizations
Cognition
Learning and Thinking
with the Whole Body
(tie back to Montessori)
CURIOUS
SENSE
ABOUT
MAKING!
Education Reform,
New Forms of Interaction
Online Learning, & EdTech Smart Objects /
(3D Printing) The Internet of Things
117. SENSE
MAKING!
Wurman recognized decades
before the "information age" that
people were becoming
"inundated with data but starved
for the tools and patterns that
give them meaning." As a result,
Wurman defined the Information
Architect as "someone who
enables data to be transformed
into understandable information."
118. Euro IA 2012
What are you curious about?
What do you want to know more about
by this time next year?
119. “WHAT SHOULD I BE CURIOUS ABOUT?”
(It doesn’t matter, and as much as you can…)
120. Just as our eyes need light in
order to see, our minds need
ideas in order to conceive.
NAPOLEON HILL
121.
122.
123.
124.
125.
126. When you step into an
intersection of fields,
disciplines, or cultures,
you can combine existing
concepts into a large
number of extraordinary
new ideas.
127. E!
When you step into an AN NC
LI RE
intersection of fields, ITA FE
disciplines, or cultures,RE
you can combine existing
concepts into a large
number of extraordinary
new ideas.
128. E!
When you step into an AN NC
LI RE
intersection of fields, ITA FE
disciplines, or cultures,RE
you can combine existing
concepts into a large
number of extraordinary
new ideas.
130. Biomimic Infographic
by Pete Denman
The rings on a tree, the strata on
earths crust, the pedals of a flower, the
depth of clutter on your desk, even the
lines on your face all tell a story. These
details when viewed in the organisms
whole give the viewer a history as well
as an indication of well being. As
members of society and mother
nature, we all inherently understand
how the fresh new green buds on a
plant indicate growth and the older
weathered look of a tree trunk gives
indication of a harsh winter. These are
things built into understanding of the
world. We as designers can take
advantage of this natural “visual
affordance” and develop a user
experience that is can convey large
amounts of information that is easily
understandable.
http://www.slideshare.net/mprove/ixd12denman
140. “ Believe me, a
grain is a terrible
thing to waste.”
So on one hand, honey is an amazingly
“sophisticated and efficient food source.
On the other hand, it's bee backwash.”
145. Euro IA 2012
What are you curious about?
What do you want to know more about
by this time next year?
146.
147. 1919 - 1920
1919 - Temporary apprenticeship as a commercial
artist (doing ads for newspapers & magazines)
Jan 1920 - Briefly attempts creating agency with
friend Ub Iwerks (Iwerks-Disney Commercial Artists)
Employed by Kansas City Film Ad Company to
create theatrical animations
148. 1920-1923
…While employed at Kansas City Film Ad Company
Borrows stop motion camera from boss, to
experiment w/ hand drawn (cel) animation -
creates series of “Laugh-O-Grams”
Launches studio: Laugh-O-Gram Films
While the films are successful, the studio
becomes loaded with debt and goes bankrupt.
Edwin G. Lutz book Animated Cartoons:
How They Are Made, Their Origin and
August 1923 - Moves to Hollywood Development
“The day I got on that Sante Fe, California, LTD. I was
just free and happy. But I’d failed. I think it’s important
to have a good hard failure when you’re young.”
149. 1923-1927
Disney is very successful with the “Alice Comedies,”
which bring live action into a cartoon.
150. 1927 - 1928
Oswald the Lucky Rabbit is an instant hit.
FEB 1928 - Goes to NY to negotiate
higher fee per short with distributor,
only to have Oswald an nearly entire
animation team taken from him
152. 1928
E
N'T T HINK THIRTY FIV
LOAN AS POSSIBLE. DO RST
“ GET AS LARGE A FUTUR E DEPENDS ON FI
DRED ENOUGH TR Y FOR MORE OUR SE” WALT DISNEY
.
HUN XPEN
RE A M NOT SPARING E
PICTURE THEREFO
153. 1929 - 1939
More than 75 “Silly Symphonies” are created as a way to
explore different advances sound, color, and animation
154. PAINT JARS
The Walt Disney Studios was
the first to experiment with
technicolor, which was first
done in 1932 for "Flowers and
Trees".
155. "The Old Mill" was the first cartoon on which Walt used the multiplane
camera. This concept art was done by Gustaf Tenggren, ca. 1937.
This camera is one of the three
original cameras used to achieve
depth in animated films.
157. UNDER WATER CAMERA
The first film to use an underwater
camera was Walt's third live action
film-20,000 Leagues Under the Sea.
158. GRIFFITH PARK BENCH
Walt watched his daughters on a carousel in Griffith Park from this
bench, which is where he thought up the idea of a family-friendly
park... (Disneyland)!
159.
160. Around here, we don't look backwards
for very long. We keep moving forward,
opening up new doors and doing new things,
because we're curious... and curiosity keeps
leading us down new paths.
161. Euro IA 2012
What are you curious about?
What do you want to know more about
by this time next year?