The Best Playground

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The Best Playground

  1. 1. THE BEST PLAYGROUND (WITH AN ELECTRIC FENCE) OR THE CONTEXT (AND CONSTRAINTS) OF CREATIVITY DREW DAVIDSON
  2. 2. A LITTLE ABOUT ME
  3. 3. ETC. WHAT? WHY? HOW?
  4. 4. PLAYGROUND - FENCE Context Constraints Creativity
  5. 5. ETC Mission •  Providing leadership in education and applied research that combines technology and art, to explore learning, storytelling, innovation and entertainment, and to create experiences that educate, engage and inspire. Goal •  Applied Research •  Communication and Collaboration across Disciplines
  6. 6. ART | TECHNOLOGY | DESIGN College of Fine Arts •  Don Marinelli School of Computer Science •  Randy Pausch Founded 15 years ago
  7. 7. M.E.T. Two year professional Master’s program Around 150 students (40% / 40% / 20%) Diverse Faculty Interdisciplinary Teams Project-based Curriculum Global Education
  8. 8. ENTERTAINMENT TECHNOLOGIES Games, Animation, Theme Park Rides, Museum Installations, Augmented Reality, Mobile Devices, Robotics, Interactive Performances, Websites, Film, Cross-Media . . . Education, Training, Medical, Civics, Entertainment . . . All these and more . . . @wilg
  9. 9. ETC CORE COURSES Building Virtual Worlds Visual Story Improv Fundamentals
  10. 10. ETC PROJECTS
  11. 11. CONTEXTS Failure Doubt Curiosity Articulations Ecologies
  12. 12. FAILURE Fail Faster Experiment, Explore Rapid Prototyping Iterate toward Solutions •  Try Again. Fail Again. Fail Better.
  13. 13. DOUBT Question Answers Challenge Assumptions Work to Understand •  To be Uncertain is to be Uncomfortable, but to be Certain is to be Ridiculous.
  14. 14. CURIOSITY Ask Questions & Engage Lifelong Learning & How Stuff Works Problem Solving & Cheating? Story Telling & Model Making •  The cure for boredom is curiosity. There is no cure for curiosity.
  15. 15. ARTICULATIONS Systemic Connections Associations Relationships Transference Interdisciplinary
  16. 16. ECOLOGIES Learning Overlapping Evolving Interrelating Connecting
  17. 17. ETC A Playground needs a Fence Creativity needs Constraints The Extraordinary needs Boundaries
  18. 18. DESIGN PROCESS Critical Creation Constraints Scrum Experience •  Media
  19. 19. CRITICAL CREATION
  20. 20. CONSTRAINTS
  21. 21. SCRUM Agile Development Real Progress Scheduling Iterative Design Rapid Prototyping
  22. 22. EXPERIENCE
  23. 23. INTEREST CURVES, FLOW PROCEDURAL, INTERACTIVITIES
  24. 24. INTEREST CURVES
  25. 25. FLOW
  26. 26. PROCEDURAL
  27. 27. INTERACTIVITIES
  28. 28. LESS TALK, MORE ROCK Superbrothers
  29. 29. ETC Inquisitive Inclusive Integrated Iterative Interactive Interdisciplinary International Innovative
  30. 30. INQUISITIVE
  31. 31. INCLUSIVE
  32. 32. INTEGRATED
  33. 33. ITERATIVE
  34. 34. INTERACTIVE
  35. 35. INTERDISCIPLINARY
  36. 36. INTERNATIONAL
  37. 37. INNOVATIVE
  38. 38. ETC
  39. 39. THANKS! Questions? •  drdrew@cmu.edu •  etc.cmu.edu

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