California Association of Museums Conference
March 7, 2014
Speakers:
Susan Spero, JFK University
Dana Mitroff Silvers, Design Thinking for Museums
Karen Kienzle, Palo Alto Art Center
Brianna Cutts, Sibbett Group
Developing design thinking practice in complex organisationsZaana Jaclyn
Seminar given at Boras University, 22 November 2012 and Linkoping University, 29 November 2012. This seminar content is based on my phd research & preliminary findings.
(Note: special thanks to Kate Davis for allowing me to adapt her slide template).
Design isn't just about creating pretty pictures. It's about meeting basic human needs. In design, we identify problems by finding specific users with specific needs. Then we solve problems by prototyping and testing solutions with the user in their environment.
How does a designer fit into an organization as a leader alongside their client service, project management, and financial management peers? Or, as happens in many cases, how does a solo designer, studio owner, or in-house group determines that fine balance between the health of the studio from an operational perspective and nurturing a strong creative vision that guides both the client work and the studio culture?
Developing design thinking practice in complex organisationsZaana Jaclyn
Seminar given at Boras University, 22 November 2012 and Linkoping University, 29 November 2012. This seminar content is based on my phd research & preliminary findings.
(Note: special thanks to Kate Davis for allowing me to adapt her slide template).
Design isn't just about creating pretty pictures. It's about meeting basic human needs. In design, we identify problems by finding specific users with specific needs. Then we solve problems by prototyping and testing solutions with the user in their environment.
How does a designer fit into an organization as a leader alongside their client service, project management, and financial management peers? Or, as happens in many cases, how does a solo designer, studio owner, or in-house group determines that fine balance between the health of the studio from an operational perspective and nurturing a strong creative vision that guides both the client work and the studio culture?
In this workshop we introduce the concept of Social Usability and we will make people use a very hands-on way to use it to design and analyse systems, not necessarily digital.
This is the workshop we did at LIFT13 on Feb 8th.
Know Thy User: The Role of Research in Great Interactive Designfrog
In this talk, David Sherwin from frog demystifies the role and use of research in the day-to-day work of an interactive designer. He draws on the collective knowledge of frog's design research practice and his own experience as a design research lead helping to coordinate teams in conducting U.S.-based and global research programs.
Understanding design thinking in practice: a qualitative study of design led ...Zaana Jaclyn
PhD dissertation.
Abstract
Design thinking is a collaborative and human centred approach to solving problems. Over the past decade design thinking has evolved considerably, particularly with regard to innovation within the sectors of design and business. Despite this sharp rise to popularity there remains limited understanding of how design thinking is applied in practice and little empirical investigation into this subject. Without this understanding further informed application and development of the approach will be hampered.
The ‘design led professional’ is an individual who uses design approaches in their work practices whose education and experience however may not necessarily be in design. The central aim of this thesis is to understand how the ‘design led professional’ applies design thinking in practice with large organisations where the focus is on designing intangible products such as systems, services and experiences. The thesis addresses the research problem through the exploration of the question: How does the design led professional understand and enact design thinking in practice? This question is explored within the context of the design led professional working with large organisations.
A qualitative research approach was adopted, which involved ethnographic methods of semi structured interviews, artefact analysis and participant observation. Data was collected across three studies: an expert interview study, a retrospective case study and a participatory case study. The constant comparative grounded theory method was used to analyse and synthesise data.
Research findings, contextualised within relevant literature, reveal the composition of design thinking in practice: as constrained by the approach taken in applying design thinking; the maturity of the design led professional and the environment in which design thinking is conducted.
On this basis two models are proposed in the conclusion as a foundation for further application and development. The first presents a scale of design thinking maturity based upon two perspectives of design thinking as a way of work and a way of life. The second model maps the interdependent relationship between the three components of design thinking in practice of the approach, the design led professional and the environment in which it is conducted.
The evidence generated through this research provides a framework to assist the public and those who practice design thinking to better understand and articulate design thinking. In addition it provides a foundation for further empirical research that explores the realistic application of design thinking in practice and the critical role of the design led professional.
The attached narrated power point presentation explains the principles process and frame work of design thinking. The material also mentions a few applications of design thinking. The material will be useful for KTU second year students who prepare for the subject EST 200, Design and Engineering.
How do you extend a product vision statement such that it remains aspirational but is specific enough to clarify intention and make difficult decisions easy? Enter "Design Tenets"
HumorTools: An Adaptive Microtask Workflow for Crowdsourcing Humorhmslydia
Background on Lydia Chilton's crowd algorithms work, Maneesh Agrawala's algorithms for generating good designs from design principles, and past and future work on crowdsourcing humor
DIY UX: Give Your Users an Upgrade (Without Calling In a Pro)Whitney Hess
Have you fallen in love with your solution and forgotten the original problem? Are you certain that your product actually makes people’s lives better? Not every company can hire someone like me to help you listen to your users, so you’re gonna have to learn how to do some of this stuff yourself. I’ll show you techniques to find out who your users are, what they really need and how to go about giving it to them in an easy to use and pleasurable way. And it doesn’t have to bankrupt you or kill your release date.
This is a short talk and workshop (30' + 90') to give a first introduction to design thinking. Gives theory foundation, notes a few different approaches, and then dives into one of them.
This presentation was first done at ImpactON / StartupChile evening in 2015.
This is a presentation I gave to students in the Stanford d.school's flagship course, "Design Thinking Bootcamp," in October 2012. The students in the class are taking on the design challenge of "Redesigning the museum experience… without the museum.” The students will be creating prototypes of products, services, or experiences that help SFMOMA visitors remain engaged with the museum during our upcoming closure and expansion. The solutions will be grounded in user needs that come from direct empathy with museum visitors.
In this workshop we introduce the concept of Social Usability and we will make people use a very hands-on way to use it to design and analyse systems, not necessarily digital.
This is the workshop we did at LIFT13 on Feb 8th.
Know Thy User: The Role of Research in Great Interactive Designfrog
In this talk, David Sherwin from frog demystifies the role and use of research in the day-to-day work of an interactive designer. He draws on the collective knowledge of frog's design research practice and his own experience as a design research lead helping to coordinate teams in conducting U.S.-based and global research programs.
Understanding design thinking in practice: a qualitative study of design led ...Zaana Jaclyn
PhD dissertation.
Abstract
Design thinking is a collaborative and human centred approach to solving problems. Over the past decade design thinking has evolved considerably, particularly with regard to innovation within the sectors of design and business. Despite this sharp rise to popularity there remains limited understanding of how design thinking is applied in practice and little empirical investigation into this subject. Without this understanding further informed application and development of the approach will be hampered.
The ‘design led professional’ is an individual who uses design approaches in their work practices whose education and experience however may not necessarily be in design. The central aim of this thesis is to understand how the ‘design led professional’ applies design thinking in practice with large organisations where the focus is on designing intangible products such as systems, services and experiences. The thesis addresses the research problem through the exploration of the question: How does the design led professional understand and enact design thinking in practice? This question is explored within the context of the design led professional working with large organisations.
A qualitative research approach was adopted, which involved ethnographic methods of semi structured interviews, artefact analysis and participant observation. Data was collected across three studies: an expert interview study, a retrospective case study and a participatory case study. The constant comparative grounded theory method was used to analyse and synthesise data.
Research findings, contextualised within relevant literature, reveal the composition of design thinking in practice: as constrained by the approach taken in applying design thinking; the maturity of the design led professional and the environment in which design thinking is conducted.
On this basis two models are proposed in the conclusion as a foundation for further application and development. The first presents a scale of design thinking maturity based upon two perspectives of design thinking as a way of work and a way of life. The second model maps the interdependent relationship between the three components of design thinking in practice of the approach, the design led professional and the environment in which it is conducted.
The evidence generated through this research provides a framework to assist the public and those who practice design thinking to better understand and articulate design thinking. In addition it provides a foundation for further empirical research that explores the realistic application of design thinking in practice and the critical role of the design led professional.
The attached narrated power point presentation explains the principles process and frame work of design thinking. The material also mentions a few applications of design thinking. The material will be useful for KTU second year students who prepare for the subject EST 200, Design and Engineering.
How do you extend a product vision statement such that it remains aspirational but is specific enough to clarify intention and make difficult decisions easy? Enter "Design Tenets"
HumorTools: An Adaptive Microtask Workflow for Crowdsourcing Humorhmslydia
Background on Lydia Chilton's crowd algorithms work, Maneesh Agrawala's algorithms for generating good designs from design principles, and past and future work on crowdsourcing humor
DIY UX: Give Your Users an Upgrade (Without Calling In a Pro)Whitney Hess
Have you fallen in love with your solution and forgotten the original problem? Are you certain that your product actually makes people’s lives better? Not every company can hire someone like me to help you listen to your users, so you’re gonna have to learn how to do some of this stuff yourself. I’ll show you techniques to find out who your users are, what they really need and how to go about giving it to them in an easy to use and pleasurable way. And it doesn’t have to bankrupt you or kill your release date.
This is a short talk and workshop (30' + 90') to give a first introduction to design thinking. Gives theory foundation, notes a few different approaches, and then dives into one of them.
This presentation was first done at ImpactON / StartupChile evening in 2015.
This is a presentation I gave to students in the Stanford d.school's flagship course, "Design Thinking Bootcamp," in October 2012. The students in the class are taking on the design challenge of "Redesigning the museum experience… without the museum.” The students will be creating prototypes of products, services, or experiences that help SFMOMA visitors remain engaged with the museum during our upcoming closure and expansion. The solutions will be grounded in user needs that come from direct empathy with museum visitors.
Design Thinking for Visitor Engagement: Tackling One Museum's Big Challenge t...Dana Mitroff Silvers
Slides from a paper presented by Dana Mitroff Silvers, Molly Wilson, and Maryanna Rogers at Museums and the Web 2013. Read the full paper at http://mw2013.museumsandtheweb.com/paper/design-thinking/
Slides from a half-day workshop I co-led at the 2013 Museum Computer Network conference in Seattle. (www.mcn.edu/2012/design-thinking-museums-empathy-innovation)
Design Thinking is a human-centered, prototype-driven process for innovation. In this half-day workshop, participants experienced firsthand the complete Design Thinking cycle through a hands-on, highly interactive session.
Design for User Participation: A Half Day WorkshopNina Simon
A half-day workshop on designing online and in-gallery platforms for museum user participation. Topics include designing to visitor motivations, developing good feedback questions, creating social object feature sets, and exploring different models for institutional participation. Presented by Nina Simon of Museum 2.0 at the 2010 Museums and the Web conference in Denver, CO.
Participatory Design Workshop for MuseumsNina Simon
Presentation for museum exhibit and content developers on designing experiences for visitor participation. First presented in the context of a workshop for Seattle-area museums at the University of Washington on April 24, 2009. A Nina Simon/Museum 2.0 presentation.
Using Design Thinking to Enhance Your Nonprofit's ImpactTheresa Reid, PhD
Design thinking has swept corporate America, but is underutilized in the nonprofit sector. Presented at the 2014 national BoardSource Leadership Forum (BLF), this presentation by consultant Theresa Reid introduces nonprofit leaders to principles of design thinking.
From the adoption of content management systems to the explosion of Web 2.0 features, museum websites have undergone enormous growth and change over the past decade. This session features three speakers who have been working in the museum website space during this critical period of rapid growth and change. Presented at the California Association of Museums Annual Conference in San Jose, CA, March 2010.
Slides from a webinar offered for attendees of the Museums and the Web 2013 annual conference on presentation skills and tips.
http://mw2013.museumsandtheweb.com/mw2013-speaker-training-free-webinars/
Slides from a session at the American Alliance of Museums 2014 annual meeting, "Tech Tutorial: User Testing on a Shoestring (Beginners)."
Session presenters:
Christina DePaolo
Dana Mitroff Silvers
Charlotte Sexton
http://www.aam-us.org/events/annual-meeting/program/sessions-and-events?ID=2353
This is the slide deck from a workshop taught at the 2010 Museum Computer Network conference in Austin, TX. This hands-on, interactive workshop was led by Alon Salant of Carbon Five, a technology development and consulting firm, and Dana Mitroff Silvers of the San Francisco Museum of Modern Art.
Catalyzing Change: Tools and Strategies for Digital Transformation (Museums a...Dana Mitroff Silvers
Slides from Museums and the Web 2015 pre-conference workshop, "Catalyzing Change: Tools and Strategies for Digital Transformation."
workshop presenters:
Dana Mitroff Silvers @dmitroff
Emily Lytle-Painter @museumofemily
Carolyn Royston: #caro_ft
From Post-its to Processes: Using Prototypes to Find SolutionsDana Mitroff Silvers
Slide deck from a conference session at the 2014 Museums and the Web conference. Presented by Dana Mitroff Silvers, Ahree Lee, and Emily Lytle-Painter. Accompanies a published paper:
http://mw2014.museumsandtheweb.com/paper/from-post-its-to-processes-using-prototypes-to-find-solutions/
Building Authentic Connections with Visitors through Design ThinkingDana Mitroff Silvers
Slides from the 2015 Museum Computer Network (MCN) Annual Conference. This workshop combined tools and methods from the design thinking process with theories and strategies from game design.
Presentation given at the National Museum Publishing Seminar on June 20, 2010, in Washington, D.C.
Moderator: Joanna Champagne, Chief of Web and New Media Initiatives, National Gallery of Art
Other Panelists: Matt Morgan, General Web Manager, the Metropolitan Museum of Art; and Michael Edson, Director of Web and New Media Strategy, Smithsonian Institution
From FrontendConf Zurich 2016
As the web development landscape rapidly changes, good communication and collaboration between multiple job functions is key to not just a project’s success, but to a successful career as a front end developer. In this talk, we’ll discuss why it is important to grow yourself into a “T-shaped” developer - someone with deep knowledge in front end development, who can collaborate across multiple other disciplines. You'll leave knowing how to incorporate essential empathy and communication skills into your daily work life, leveling up your career, and the career of those around you.
Leverage Collaboration for Innovation - Omaha SharePoint Saturday 2014Kerry Dirks MCPS MS
The ability to innovate within a collaborative structure is a top strategic priority of global CEO's and CIO's. The technology industry is no respecter of tradition; a business needs to continue to innovate and re-invent its business to achieve competitive advantage. Collaboration is a key component within the innovation process model. We will review an effective Innovation Model and the keys to building a culture of innovation within your business.
Experiences and Creative Process (Semih Energin Technology Stream)IT Arena
Lviv IT Arena is a conference specially designed for programmers, designers, developers, top managers, inverstors, entrepreneurs and startuppers. Annually it takes place at the beginning of October in Lviv at Arena Lviv stadium. In 2016 the conference gathered more than 1800 participants and over 100 speakers from companies like Microsoft, Philips, Twitter, UBER and IBM. More details about the conference at itarena.lviv.ua.
Design Thinking and Public Sector Innovation Ben Weinlick
Ben Weinlick of Think Jar Collective gave a keynote for the Canada Conference Board Public Sector Innovation conference on how human centered design thinking can be a game changer for service and system innovation in the public and social sectors.
Using Design Thinking to Develop Visitor-Centered ExperiencesWest Muse
Presenters:
Dana Mitroff Silvers, Principal and Founder, Designing Insights
Liz McDermott, Managing Editor, Web & Communications, Getty Research Institute
Design thinking is a human-centered process for problem solving and innovation. In this workshop, participants were introduced to design thinking through a hands-on, highly interactive experience. Attendees learned how to apply selected tools and methods of the design thinking framework to museums, including empathy interviewing, problem definition, rapid prototyping, and user testing.
Immerse, Imagine, Invent, Articulate: A framework for disruptive innovationPaulJervisHeath
What new product or service could you invent that would completely change your customers’ lives? How could you disrupt your entire sector?
This practical workshop takes you through an innovation process, helping you to identify the clichés that exist in your sector and giving you the tools and time to redefine them. The workshop provides techniques to disrupt those clichés, generate genuine customer insights, turn opportunities into ideas through proven ideation methods, create a coherent concept and then articulate that concept.
The workshop shows you how to realise a new product or service through a lean process of prototyping and iteration and we discuss case studies each step of the way.
Find out why focus groups are not design research. Find out why the average brainstorm gives ideation a bad name and find out how to make your own innovation processes have tangible business outcomes.
This workshop was ran at UX Cambridge in September 2013 and will be running again at the J. Boye conference in Århus, Denmark in November 2013.
Conducted an online survey with 175 participants to explore how people use search engines as well as other online resources/tools (e.g., images, videos, and social media) to support their daily creative tasks.
Invited workshop for the Humanities Research Center at Rice University, 7 March 2016.
This workshop will provide an overview of crowdsourcing in cultural heritage and consider the ethics and motivations for participation. International case studies will be discussed to provide real life illustrations of design tips and to inspire creative thinking.
Designer Games - Creative Exercises to Enhance Your WorkJohn H Douglass
Ultimately we’re all fighting for users, but which ideas will win their favor? Sometimes, in the battle arena of meetings, requirements and design reviews, the loudest voice gets heard but not necessarily the best. Sometimes design sensibilities and user feedback take a backseat to politics, short-term goals or decisions by committee. In this talk you’ll learn more about a few useful weapons, such as gamestorming and design critiques, to make sure the best ideas win.
Collaborative Sketching for Secure & Usable AppsRobert Stribley
Presentation on Collaborative Sketching for Secure & Usable Apps as presented by Robert Stribley at Internet Freedom Festival, Friday, March 10th, 2017
What tools do I use every day and how should we integrate technology skills into the classroom and content? Answers here in the Slide-Share presentation.
Learn how to "Tackle Classroom Challenges" and engage your students.
We know that learning is a process, beyond the knowledge itself. A book by itself isn’t much learning, but discussing it, applying it, arguing with it, and writing your own definitely is. In other words, ‘playing with it.’
In this slidedeck, we will gather some definitions and examples of playful learning and then we’ll ask some challenging questions of them, and how we can start thinking about corporate eLearning from the position of ‘play.’ Be prepared to discuss eLearning projects you've seen, and ideas you have to share on learning by playing.
Key takeaways:
-How gamified eLearning appeals to broader learner types.
-The relationship between playful learning and fostering creativity.
-Questions to ask yourself when designing eLearning to make it more playful.
-What techniques you can apply to make eLearning more playful.
Find out how to bring gamification into your corporate elearning programme - join our free webinar here.
About The Presenter:
Richard Durham, is a Senior Instructional Designed based out of Kineo Pacific's Auckland office. Richard spent 10 years teaching in schools across the United States, and eventually translated his skills into an instructional design role, and found himself moving from New York state to New Zealand in 2013. Richard enjoys instructional around driving behaviours, and combining play theory with learning. His passion has always been in games design, which he brings to his instructional techniques. Read more about Richard's passion for games in his recent blog post, What's Killing Your Gamification and How to Heal it.
Want to know more? Visit www.kineo.com
Similar to Conquering Museum Challenges with Design Thinking (20)
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
Storytelling For The Web: Integrate Storytelling in your Design ProcessChiara Aliotta
In this slides I explain how I have used storytelling techniques to elevate websites and brands and create memorable user experiences. You can discover practical tips as I showcase the elements of good storytelling and its applied to some examples of diverse brands/projects..
Connect Conference 2022: Passive House - Economic and Environmental Solution...TE Studio
Passive House: The Economic and Environmental Solution for Sustainable Real Estate. Lecture by Tim Eian of TE Studio Passive House Design in November 2022 in Minneapolis.
- The Built Environment
- Let's imagine the perfect building
- The Passive House standard
- Why Passive House targets
- Clean Energy Plans?!
- How does Passive House compare and fit in?
- The business case for Passive House real estate
- Tools to quantify the value of Passive House
- What can I do?
- Resources
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANEFebless Hernane
CapCut is an easy-to-use video editing app perfect for beginners. To start, download and open CapCut on your phone. Tap "New Project" and select the videos or photos you want to edit. You can trim clips by dragging the edges, add text by tapping "Text," and include music by selecting "Audio." Enhance your video with filters and effects from the "Effects" menu. When you're happy with your video, tap the export button to save and share it. CapCut makes video editing simple and fun for everyone!
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
Maximize Your Content with Beautiful Assets : Content & Asset for Landing Page pmgdscunsri
Figma is a cloud-based design tool widely used by designers for prototyping, UI/UX design, and real-time collaboration. With features such as precision pen tools, grid system, and reusable components, Figma makes it easy for teams to work together on design projects. Its flexibility and accessibility make Figma a top choice in the digital age.
14. Start with a conversation
Image courtesy of Susan Spero
15. Interview your partner
What do you like most & least about
your CAM badge?
Why?
What do you like most & least about
networking at this conference?
Why?
2 minutes x 2
16. Sketch ideas
Use your new knowledge about your
user to sketch out ideas for a new
badge for him/her.
2 minutes on your own
17. Share + get feedback
Show your sketches and ideas to your
partner.
What resonates?
What do they dislike?
2 minutes x 2
33. Art
Center’s
audience
design
thinking
process
§ Teens
need
a
safe
and
fun
place
to
acBvely
express
themselves
with
their
friends
because
it
is
important
to
be
involved
in
a
community
in
which
you
are
heard
and
respected.
33
35. Project
Goals
§ To
design
and
develop
a
third
space
for
teens.
§ To
involve
teens
extensively
in
the
planning
process
and
ensure
their
voices
are
heard
and
validated
§ To
promote
teen’s
engagement
in
a
design
thinking
process
and
demonstrate
the
applicaBons
of
design
thinking
concepts
in
life
and
learning.
35
37. Process:
Introducing
the
Project
§ How
might
we
design
a
mobile
makerspace
that
creates
a
broad
range
of
experiences
and
is
welcoming
to
diverse
users?
37
38. Process:
Establishing
Groundrules
§
§
§
§
§
§
§
§
§
§
§
Everyone
is
heard
Show
up
on
Bme,
respect
your
commitment
Take
an
extra
step
to
get
to
know
others
No
phones
(except
for
breaks)
Use
good
judgment—be
nice
Ask
quesBons
Provide
clarificaBon
Respect
other
people’s
ideas
Take
on
tasks
that
are
needed—
contribute
Make
compromises
Be
opBmisBc
38
45. Process:
Defining
§ Inexperience
maker
teenager
(Shasta)
needs
a
nonjudgmental
place
to
learn
and
be
inspired
because
she
wants
a
place
to
create
and
relax
without
pressure
to
succeed.
45
46. Process:
Defining
§ Freddy
needs
a
way
to
mix
machinery
with
craVs
because
he
wants
to
personalize
and
individualize
the
industrial
world.
46
47. Process:
Defining
§ The
lazy
video
game
addict
(Kyle)
needs
a
way
to
achieve
an
adrenaline
rush
and
mo-va-on
because
he
is
bored
and
sick
of
school.
47
48. Process:
Defining
§ Georgia
needs
a
way
to
unwind
aVer
school
because
unwinding
would
help
her
lower
her
stress
levels.
48
66. Evalua-on
Feedback
§ EvaluaBon
feedback:
– Majority
of
teen
designers
shared
that
they
thought
they
could
incorporate
design
thinking
in
their
day-‐to-‐day
lives:
• “Yes,
design
process
could
be
applied
to
problem
solving
and
other
criBcal
thinking
applicaBons.”
• “Problem
solving
skills
apply
to
all
problems—
abstract
and
physical.”
66
67. For
more
informa-on
§ For
more
info
and
to
download
drawings
of
our
furniture:
www.cityofpaloalto.org/gov/depts/lib/teens/makex.asp
§ To
reserve
equipment:
hps://liquidspace.com/Venues/makex
§ makeX
was
supported
in
part
by
the
U.S.
InsBtute
of
Museum
and
Library
Services
under
the
provisions
of
the
Library
Services
and
Technology
Act,
administered
in
California
by
the
State
Librarian
§ Karen
Kienzle,
Director,
Palo
Alto
Art
Center
(karen.kienzle@cityofpaloalto.org)
67
75. • A set of tools that let us express
our
Creative Confidence
76. Creativity
“The process of having
original ideas that have
value.”
— Sir Ken Robinson, Author
Innovation
“Putting new ideas into
the world.”
— Tim Brown, IDEO CEO
77. Creativity
“The process of having
original ideas that have
value.”
— Sir Ken Robinson, Author
Innovation
“Putting new ideas into
the world.”
— Tim Brown, IDEO CEO
Having
Ideas
78. Creativity
“The process of having
original ideas that have
value.”
Having
Ideas
— Sir Ken Robinson, Author
Innovation
“Putting new ideas into
the world.”
— Tim Brown, IDEO CEO
Acting on
Ideas
98. We’re All Creative
0
years
0-5
years
is most
creative
time in
life
Human Life Span
100
years
1968 Longitudinal Study:
Breakpoint and Beyond:
Mastering the Future Today,
George Land and Beth Jarman
99. We’re All Creative
• 1,600 5-year-olds
• Test used by NASA to select
innovative engineers and
scientists
• At age 5: 98%
• At age 10: 30%
• At age 15: 12%