Creating Great Places Three myths exposed David Engwicht
Myth 1:  Design matters most There is a right and a wrong way to design great places
What is Place Making? Like home making turns a house into a home...  place making turns a space into a place
 
Home   is a feeling not a location
 
 
 
 
 
 
Furnish with soul Breaking the design rules helps create a memorable experience
 
Myth 2:  Planning matters most You must get the big picture right before beginning the make-over of a space
The one word theatre sports game   Get into pairs Take it in turns of saying just one word – building a coherent story
The one word theatre sports game   Two things that kill the story
The one word theatre sports game   Two things that kill the story Trying to second-guess where the story is heading
The one word theatre sports game   Two things that kill the story Trying to second-guess where the story is heading Resisting the lines thrown up by the other actors
Conception Analysis of requirements Design Code writing Testing Documentation Launch Maintenance The “Waterfall” approach to software development
Problems with “waterfall”  software development
Problems with “waterfall”  software development Takes years, by which time world changed
Problems with “waterfall”  software development Takes years, by which time world changed Client doesn’t know what they  really  want
Problems with “waterfall”  software development Takes years, by which time world changed Client doesn’t know what they  really  want Small mistakes imbedded and entrenched
Agile alternative
Agile alternative Where do we  think  we want to be in the future
Agile alternative Where do we  think  we want to be in the future What are some  small deliverables  that would move us in this direction
Agile alternative Where do we  think  we want to be in the future What are some  small deliverables  that would move us in this direction Which would give client maximum benefit
Agile alternative Where do we  think  we want to be in the future What are some  small deliverables  that would move us in this direction Which would give client maximum benefit How can we deliver this in shortest time frame
Agile alternative Where do we  think  we want to be in the future What are some  small deliverables  that would move us in this direction Which would give client maximum benefit How can we deliver this in shortest time frame What did we learn? Adjust vision
Conception Analysis of requirements Design Code writing Testing Documentation Launch Maintenance The “Waterfall” approach to software development
 
Myth 3:  Community consultation matters most It is important to  talk  to the community first
Fueling demand for community consultation Move from incremental planning to master planning
Fueling demand for community consultation Move from incremental planning to master planning Move from citizen model to customer model
 
 
 
Questions www.creative-communities.com [email_address]

Creating great places David Engwicht oct 2011

  • 1.
    Creating Great PlacesThree myths exposed David Engwicht
  • 2.
    Myth 1: Design matters most There is a right and a wrong way to design great places
  • 3.
    What is PlaceMaking? Like home making turns a house into a home... place making turns a space into a place
  • 4.
  • 5.
    Home is a feeling not a location
  • 6.
  • 7.
  • 8.
  • 9.
  • 10.
  • 11.
  • 12.
    Furnish with soulBreaking the design rules helps create a memorable experience
  • 13.
  • 14.
    Myth 2: Planning matters most You must get the big picture right before beginning the make-over of a space
  • 15.
    The one wordtheatre sports game Get into pairs Take it in turns of saying just one word – building a coherent story
  • 16.
    The one wordtheatre sports game Two things that kill the story
  • 17.
    The one wordtheatre sports game Two things that kill the story Trying to second-guess where the story is heading
  • 18.
    The one wordtheatre sports game Two things that kill the story Trying to second-guess where the story is heading Resisting the lines thrown up by the other actors
  • 19.
    Conception Analysis ofrequirements Design Code writing Testing Documentation Launch Maintenance The “Waterfall” approach to software development
  • 20.
    Problems with “waterfall” software development
  • 21.
    Problems with “waterfall” software development Takes years, by which time world changed
  • 22.
    Problems with “waterfall” software development Takes years, by which time world changed Client doesn’t know what they really want
  • 23.
    Problems with “waterfall” software development Takes years, by which time world changed Client doesn’t know what they really want Small mistakes imbedded and entrenched
  • 24.
  • 25.
    Agile alternative Wheredo we think we want to be in the future
  • 26.
    Agile alternative Wheredo we think we want to be in the future What are some small deliverables that would move us in this direction
  • 27.
    Agile alternative Wheredo we think we want to be in the future What are some small deliverables that would move us in this direction Which would give client maximum benefit
  • 28.
    Agile alternative Wheredo we think we want to be in the future What are some small deliverables that would move us in this direction Which would give client maximum benefit How can we deliver this in shortest time frame
  • 29.
    Agile alternative Wheredo we think we want to be in the future What are some small deliverables that would move us in this direction Which would give client maximum benefit How can we deliver this in shortest time frame What did we learn? Adjust vision
  • 30.
    Conception Analysis ofrequirements Design Code writing Testing Documentation Launch Maintenance The “Waterfall” approach to software development
  • 31.
  • 32.
    Myth 3: Community consultation matters most It is important to talk to the community first
  • 33.
    Fueling demand forcommunity consultation Move from incremental planning to master planning
  • 34.
    Fueling demand forcommunity consultation Move from incremental planning to master planning Move from citizen model to customer model
  • 35.
  • 36.
  • 37.
  • 38.