What can we do to be more creative? What exercises will help us to achieve that? What can we learn with children?
That's the questions I try to answer through out this presentation.
A workshop given by Joe Fournet of Ideas & MORE to the Professional Development for Marketers SIG of the American Marketing Association Houston. It covers tips and techniques for idea generation and sparking creativity.
1) Interaction design education requires learning about people through anthropology, ethnography, observation and participation. It also involves learning about information structures, activities, processes, and people's perception/cognition.
2) Early design education focuses on creativity, criticism of design work, and developing craft skills. Interaction design education builds on this with additional topics like information architecture, activity flow, and understanding technology's impact on complexity.
3) Becoming an interaction designer is a long-term process that requires passion, mentors, exploring multiple media and skills beyond traditional design like rapid prototyping, physical computing, and filmmaking. Practice, case studies, and having the right learning environment are also important.
A workshop given by Joe Fournet of Ideas & MORE to the Professional Development for Marketers SIG of the American Marketing Association Houston. It covers tips and techniques for idea generation and sparking creativity.
This document provides an overview of a presentation by Nick Jankel on teaching creativity. It discusses how creativity is more than just a talent, but a way of operating. It also discusses how fear can stop creativity and how having more expertise can limit possibilities. The presentation encourages participants to embrace chaos, break through barriers, and switch their mindset to see problems as opportunities. It emphasizes opening the hand, head and heart to fuel creativity. The overall message is that creativity can be learned and unlocked through challenging assumptions and taking risks.
Taking The No Out Of Innovation Mike Brown 1231639337322878 2dougwelsh
The document is a book about enhancing innovativeness titled "Taking the NO Out of InNOvation" by Mike Brown. It touches on eight perspectives and techniques for developing innovativeness, including being introspective to understand creative strengths, building a diverse creative team, refreshing perspectives by forgetting conventional wisdom, borrowing and improving upon existing ideas, embracing new possibilities, asking inquisitive questions, prioritizing and creating artifacts from ideas, and persisting through the innovation process. The book provides examples and exercises to develop each of these perspectives.
This document provides an overview of creativity and entrepreneurship. It discusses how creativity involves developing new ideas and looking at problems in new ways, while innovation applies creative solutions. Entrepreneurship combines creativity and innovation to identify marketplace needs and opportunities. The document then provides tips and techniques to enhance creativity at both the individual and organizational levels, including questioning assumptions, brainstorming, mind mapping and prototyping ideas.
A workshop given by Joe Fournet of Ideas & MORE to the Professional Development for Marketers SIG of the American Marketing Association Houston. It covers tips and techniques for idea generation and sparking creativity.
1) Interaction design education requires learning about people through anthropology, ethnography, observation and participation. It also involves learning about information structures, activities, processes, and people's perception/cognition.
2) Early design education focuses on creativity, criticism of design work, and developing craft skills. Interaction design education builds on this with additional topics like information architecture, activity flow, and understanding technology's impact on complexity.
3) Becoming an interaction designer is a long-term process that requires passion, mentors, exploring multiple media and skills beyond traditional design like rapid prototyping, physical computing, and filmmaking. Practice, case studies, and having the right learning environment are also important.
A workshop given by Joe Fournet of Ideas & MORE to the Professional Development for Marketers SIG of the American Marketing Association Houston. It covers tips and techniques for idea generation and sparking creativity.
This document provides an overview of a presentation by Nick Jankel on teaching creativity. It discusses how creativity is more than just a talent, but a way of operating. It also discusses how fear can stop creativity and how having more expertise can limit possibilities. The presentation encourages participants to embrace chaos, break through barriers, and switch their mindset to see problems as opportunities. It emphasizes opening the hand, head and heart to fuel creativity. The overall message is that creativity can be learned and unlocked through challenging assumptions and taking risks.
Taking The No Out Of Innovation Mike Brown 1231639337322878 2dougwelsh
The document is a book about enhancing innovativeness titled "Taking the NO Out of InNOvation" by Mike Brown. It touches on eight perspectives and techniques for developing innovativeness, including being introspective to understand creative strengths, building a diverse creative team, refreshing perspectives by forgetting conventional wisdom, borrowing and improving upon existing ideas, embracing new possibilities, asking inquisitive questions, prioritizing and creating artifacts from ideas, and persisting through the innovation process. The book provides examples and exercises to develop each of these perspectives.
This document provides an overview of creativity and entrepreneurship. It discusses how creativity involves developing new ideas and looking at problems in new ways, while innovation applies creative solutions. Entrepreneurship combines creativity and innovation to identify marketplace needs and opportunities. The document then provides tips and techniques to enhance creativity at both the individual and organizational levels, including questioning assumptions, brainstorming, mind mapping and prototyping ideas.
This document summarizes a presentation about engagement by design. It discusses how to make user interfaces and apps more engaging by focusing on user psychology rather than just functionality. Examples are given of apps that gamified tasks like writing movie scripts or reading manuals by adding social and competitive elements. Game design principles like feedback loops and surprises are discussed as ways to increase engagement. Metrics and player modeling are also covered as important ways to refine designs based on user behavior and maximize engagement.
The document discusses the differing personalities and communication styles between designers and developers, noting they are like characters from Star Trek (Spock) and Alice in Wonderland (Alice). It provides 7 suggestions for better collaboration, including respecting different viewpoints, agreeing on goals, frequent communication, considering global teams, and sharing work for feedback. Understanding each other can help overcome challenges from a lack of shared language between the roles.
This document outlines a directed research project exploring disruptive strategies for problem solving. The hypothesis is that applying disruptive thinking interrupts habitual patterns and creates space for new interpretations. The methodology will involve techniques for disruption, identifying cliches, deviation, and analysis to develop systematic tools for changing perspectives and generating novel ideas. The goal is to enhance creativity and deliver original solutions.
A story engineering model for change-makers, innovators and intentional / social entrepreneurs. Its Work-In-Progress but coming along nicely. Given to a band of wonderful ethical entrepreneurs at Amherst College in August 2011 in partnership with Sansori.
The document outlines an agenda for a workshop on prototyping interaction experiences. The agenda includes an introduction, conceptualization sessions to identify problems, create concepts and scenarios, theory on prototyping techniques, hands-on prototyping sessions, testing prototypes with users, developing service scenarios, and concluding presentations from teams. The goal is for participants to learn how to prototype concepts through an iterative process involving ideation, modeling, testing, and refining ideas based on user feedback.
The document discusses how focusing on people and creating prototypes is a powerful approach to problem solving. It describes how the speaker realized solutions don't always have to be products, and that designers have the tools to identify problems and define any kind of solution, including experiences. The document advocates observing people, especially extreme users, and building quick, iterative prototypes to learn and improve ideas. It argues this approach allows designers to work on any kind of problem in areas like education, government services, and living conditions.
This document provides an overview of a design thinking toolkit called the "d.school bootcamp bootleg." It outlines human-centered design processes and specific methods that support seven core mindsets of design thinking. The bootleg captures teachings from the d.school's foundation course and includes updated and new methods based on teaching experiences. The methods come from a wide range of design experts at the d.school and beyond. The document is shared freely under a Creative Commons license for others to use and improve upon, and feedback is welcomed.
IDEO is a design firm that uses an approach called "design thinking" to help organizations innovate. Design thinking is a human-centered process that involves empathizing with people to understand their needs on multiple levels. It uses techniques like prototyping ideas early and telling stories to spread concepts. IDEO has used this approach to help clients like the American Red Cross, Kaiser Permanente, and Palo Alto Medical Foundation improve experiences for donors, nurses, and patients.
The document discusses ways to become more creative. It explains that creativity is not limited to any specific field or medium and can be found in daily life. Creativity depends on hard work and personal education rather than certificates. Creative people are always looking for different methods, have clear goals, and ignore criticism. The document provides tips for generating creative ideas, such as using the opposite approach, mixing ideas, viewing things from other perspectives, using imagination and dreams, and asking "What if?" and "How is it possible?".
1) The document outlines an agenda for a workshop on idea generation techniques hosted by Rikie Ishii from IDEAPLANT and Waseda University on July 25, 2021 from 1:00-17:00.
2) The workshop will cover basic creativity skills like brainstorming, creative thinking methods, and generating ideas before the flash of insight.
3) Activities will include practicing different brainstorming techniques in small groups, coming up with idea sketches, and reviewing ideas to find highlights and make pivots. The goal is to learn practical techniques, methods, and psychological approaches for generating creative outcomes and ideas that can be applied starting tomorrow.
Creativity involves generating novel and useful ideas. It is a process that can be developed through practice. There are various elements and models of creativity described in the document. Creativity involves both cognitive and social/emotional skills like imagination, flexibility, communication, and collaboration. The four C model describes different levels of creativity from mini-c to Big-C. Fostering creativity requires an environment of freedom, trust, and appreciation of new ideas. While creativity dies as people grow older due to habit formation, it can be nurtured through questioning assumptions and experimentation.
Design as Leadership: Exploring the TerrainRick Fox
In contrast to the notion of design as a form of self-expression, this presentation advocates that architects and design professionals view design as an act of leadership. It was prepared for a graduate seminar I lead at the Interior Designers Institute in Newport Beach California.
Conceptualizing the Maker: Empowering Personal Identity through Creative Appr...Binaebi Akah
This research thesis attempts to define an existing subset of end users as makers.
These makers bridge the gaps between technological gadgets, creative appropriation, and identity through their bricolage of hacking, crafting, online tutorials, and the materials and knowledge ready at hand. Further, in studying makers this thesis refers to the exploding online and offline culture of Steampunk as a case study.
What can the field of Human-computer Interaction learn from the Steampunk makers? What will you, as an interaction designer, do to empower and facilitate such personally identifiable creative acts?
What will you do to make appropriation possible?
1. The document discusses the perspective of enterprise social networking and outlines different approaches like listening, participating, and do-it-yourself.
2. It examines social networking platforms and the different roles and behaviors that users exhibit, like being a profiler, storyteller, or lurker.
3. The key recommendation is to focus on understanding people rather than technology when designing enterprise social media and supporting sociality through companionship and social groups.
HIPPOS Innovation Research Division is a partnership between HIPPOS and Winkle Amsterdam that provides a one-stop solution for innovation projects. It uses tools like lead user communities, opportunity scanning, emotional scoring, and screening toolkits to help clients identify insights, design solutions, and validate ideas. The process focuses on understanding consumer emotions to create better experiences. Services are tailored, multidisciplinary, and aim to support clients from early-stage problem identification to implementation and growth.
More info: http://thinkbrisk.com/brisk_2-cases/
We are avid on-site field researchers, immersing ourselves in our target groups, observing, interviewing, co-creating to capture their specific and unique human needs & expectations with methods from anthropology, ethnography, tech. management and design research. We’ve published these insights at conferences in London, Copenhagen, Boston, LeMans, Munich, Seoul and counting.
Here’s a quick recap of 4 of these Design Insights:
- Cook & Connect: Designing Urban Collaborative Cooking Spaces for Local Produce
- Exploring the Impact of Context Factors in Quick and Correct Use of Public Interfaces
- Mindset beyond the Myth: User Research about the Effectivity of Design Thinking Workshops in Semi-Open Ecosystems
- Decoding Privacy: Perceptions, Conflicts and Strategies of Privacy in the Mobile World
For background info on our field insights or your own research project, don't hesitate to get in touch!
research@thinkbrisk.com
Life after graduation: expecting the unexpected presented Mindtree Ltd.
This document summarizes a presentation given by Raja Bavani, Chief Architect at Mindtree. The presentation discusses life after graduation and entering the workforce. It notes that graduates should expect the unexpected, as Raja Bavani's own career journey involved technologies and changes he did not foresee. The presentation emphasizes having both a platform in your career and a purpose beyond just your job. It also highlights challenges in the IT industry like skills gaps and rapid technological changes, but argues these create opportunities for those who stay aware and focused on adapting. The presentation encourages graduates to aim high, master essential skills, and create value rather than just doing what they are told.
The document discusses materials from a design thinking course and workshop hosted by Touch360 on front-end innovation and human-centered design, including topics around understanding users, integrating human factors into product development, and communicating between humans and machines. The presentation covers strategies for innovating products and experiences through a human-centered design approach focused on understanding user needs. It provides examples of how understanding human cognition and emotions can be applied to optimize products and interactions between humans, machines, and integrated systems.
Este documento discute como gerar ideias criativas e como a criatividade é ensinada. A criatividade é natural em crianças pequenas, mas tende a diminuir à medida que envelhecemos devido a pressões sociais para sermos conformistas. No entanto, existem técnicas como brainstorming que podem ser ensinadas para estimular o pensamento criativo e lateral.
I designed this poster because the 'empathy poster by Stanford d.school' did not work for me. Looking for more of this?
Try: http://blog.creative-companion.com
The document describes an entrepreneur who is a hard worker with big dreams of starting a company to help many people. However, she has faced many challenges working alone and struggling to manage all of her projects efficiently. Her goal is to find a way to work more efficiently and utilize her skills and ideas better to help expand her business and make her dream a reality.
This document summarizes a presentation about engagement by design. It discusses how to make user interfaces and apps more engaging by focusing on user psychology rather than just functionality. Examples are given of apps that gamified tasks like writing movie scripts or reading manuals by adding social and competitive elements. Game design principles like feedback loops and surprises are discussed as ways to increase engagement. Metrics and player modeling are also covered as important ways to refine designs based on user behavior and maximize engagement.
The document discusses the differing personalities and communication styles between designers and developers, noting they are like characters from Star Trek (Spock) and Alice in Wonderland (Alice). It provides 7 suggestions for better collaboration, including respecting different viewpoints, agreeing on goals, frequent communication, considering global teams, and sharing work for feedback. Understanding each other can help overcome challenges from a lack of shared language between the roles.
This document outlines a directed research project exploring disruptive strategies for problem solving. The hypothesis is that applying disruptive thinking interrupts habitual patterns and creates space for new interpretations. The methodology will involve techniques for disruption, identifying cliches, deviation, and analysis to develop systematic tools for changing perspectives and generating novel ideas. The goal is to enhance creativity and deliver original solutions.
A story engineering model for change-makers, innovators and intentional / social entrepreneurs. Its Work-In-Progress but coming along nicely. Given to a band of wonderful ethical entrepreneurs at Amherst College in August 2011 in partnership with Sansori.
The document outlines an agenda for a workshop on prototyping interaction experiences. The agenda includes an introduction, conceptualization sessions to identify problems, create concepts and scenarios, theory on prototyping techniques, hands-on prototyping sessions, testing prototypes with users, developing service scenarios, and concluding presentations from teams. The goal is for participants to learn how to prototype concepts through an iterative process involving ideation, modeling, testing, and refining ideas based on user feedback.
The document discusses how focusing on people and creating prototypes is a powerful approach to problem solving. It describes how the speaker realized solutions don't always have to be products, and that designers have the tools to identify problems and define any kind of solution, including experiences. The document advocates observing people, especially extreme users, and building quick, iterative prototypes to learn and improve ideas. It argues this approach allows designers to work on any kind of problem in areas like education, government services, and living conditions.
This document provides an overview of a design thinking toolkit called the "d.school bootcamp bootleg." It outlines human-centered design processes and specific methods that support seven core mindsets of design thinking. The bootleg captures teachings from the d.school's foundation course and includes updated and new methods based on teaching experiences. The methods come from a wide range of design experts at the d.school and beyond. The document is shared freely under a Creative Commons license for others to use and improve upon, and feedback is welcomed.
IDEO is a design firm that uses an approach called "design thinking" to help organizations innovate. Design thinking is a human-centered process that involves empathizing with people to understand their needs on multiple levels. It uses techniques like prototyping ideas early and telling stories to spread concepts. IDEO has used this approach to help clients like the American Red Cross, Kaiser Permanente, and Palo Alto Medical Foundation improve experiences for donors, nurses, and patients.
The document discusses ways to become more creative. It explains that creativity is not limited to any specific field or medium and can be found in daily life. Creativity depends on hard work and personal education rather than certificates. Creative people are always looking for different methods, have clear goals, and ignore criticism. The document provides tips for generating creative ideas, such as using the opposite approach, mixing ideas, viewing things from other perspectives, using imagination and dreams, and asking "What if?" and "How is it possible?".
1) The document outlines an agenda for a workshop on idea generation techniques hosted by Rikie Ishii from IDEAPLANT and Waseda University on July 25, 2021 from 1:00-17:00.
2) The workshop will cover basic creativity skills like brainstorming, creative thinking methods, and generating ideas before the flash of insight.
3) Activities will include practicing different brainstorming techniques in small groups, coming up with idea sketches, and reviewing ideas to find highlights and make pivots. The goal is to learn practical techniques, methods, and psychological approaches for generating creative outcomes and ideas that can be applied starting tomorrow.
Creativity involves generating novel and useful ideas. It is a process that can be developed through practice. There are various elements and models of creativity described in the document. Creativity involves both cognitive and social/emotional skills like imagination, flexibility, communication, and collaboration. The four C model describes different levels of creativity from mini-c to Big-C. Fostering creativity requires an environment of freedom, trust, and appreciation of new ideas. While creativity dies as people grow older due to habit formation, it can be nurtured through questioning assumptions and experimentation.
Design as Leadership: Exploring the TerrainRick Fox
In contrast to the notion of design as a form of self-expression, this presentation advocates that architects and design professionals view design as an act of leadership. It was prepared for a graduate seminar I lead at the Interior Designers Institute in Newport Beach California.
Conceptualizing the Maker: Empowering Personal Identity through Creative Appr...Binaebi Akah
This research thesis attempts to define an existing subset of end users as makers.
These makers bridge the gaps between technological gadgets, creative appropriation, and identity through their bricolage of hacking, crafting, online tutorials, and the materials and knowledge ready at hand. Further, in studying makers this thesis refers to the exploding online and offline culture of Steampunk as a case study.
What can the field of Human-computer Interaction learn from the Steampunk makers? What will you, as an interaction designer, do to empower and facilitate such personally identifiable creative acts?
What will you do to make appropriation possible?
1. The document discusses the perspective of enterprise social networking and outlines different approaches like listening, participating, and do-it-yourself.
2. It examines social networking platforms and the different roles and behaviors that users exhibit, like being a profiler, storyteller, or lurker.
3. The key recommendation is to focus on understanding people rather than technology when designing enterprise social media and supporting sociality through companionship and social groups.
HIPPOS Innovation Research Division is a partnership between HIPPOS and Winkle Amsterdam that provides a one-stop solution for innovation projects. It uses tools like lead user communities, opportunity scanning, emotional scoring, and screening toolkits to help clients identify insights, design solutions, and validate ideas. The process focuses on understanding consumer emotions to create better experiences. Services are tailored, multidisciplinary, and aim to support clients from early-stage problem identification to implementation and growth.
More info: http://thinkbrisk.com/brisk_2-cases/
We are avid on-site field researchers, immersing ourselves in our target groups, observing, interviewing, co-creating to capture their specific and unique human needs & expectations with methods from anthropology, ethnography, tech. management and design research. We’ve published these insights at conferences in London, Copenhagen, Boston, LeMans, Munich, Seoul and counting.
Here’s a quick recap of 4 of these Design Insights:
- Cook & Connect: Designing Urban Collaborative Cooking Spaces for Local Produce
- Exploring the Impact of Context Factors in Quick and Correct Use of Public Interfaces
- Mindset beyond the Myth: User Research about the Effectivity of Design Thinking Workshops in Semi-Open Ecosystems
- Decoding Privacy: Perceptions, Conflicts and Strategies of Privacy in the Mobile World
For background info on our field insights or your own research project, don't hesitate to get in touch!
research@thinkbrisk.com
Life after graduation: expecting the unexpected presented Mindtree Ltd.
This document summarizes a presentation given by Raja Bavani, Chief Architect at Mindtree. The presentation discusses life after graduation and entering the workforce. It notes that graduates should expect the unexpected, as Raja Bavani's own career journey involved technologies and changes he did not foresee. The presentation emphasizes having both a platform in your career and a purpose beyond just your job. It also highlights challenges in the IT industry like skills gaps and rapid technological changes, but argues these create opportunities for those who stay aware and focused on adapting. The presentation encourages graduates to aim high, master essential skills, and create value rather than just doing what they are told.
The document discusses materials from a design thinking course and workshop hosted by Touch360 on front-end innovation and human-centered design, including topics around understanding users, integrating human factors into product development, and communicating between humans and machines. The presentation covers strategies for innovating products and experiences through a human-centered design approach focused on understanding user needs. It provides examples of how understanding human cognition and emotions can be applied to optimize products and interactions between humans, machines, and integrated systems.
Este documento discute como gerar ideias criativas e como a criatividade é ensinada. A criatividade é natural em crianças pequenas, mas tende a diminuir à medida que envelhecemos devido a pressões sociais para sermos conformistas. No entanto, existem técnicas como brainstorming que podem ser ensinadas para estimular o pensamento criativo e lateral.
I designed this poster because the 'empathy poster by Stanford d.school' did not work for me. Looking for more of this?
Try: http://blog.creative-companion.com
The document describes an entrepreneur who is a hard worker with big dreams of starting a company to help many people. However, she has faced many challenges working alone and struggling to manage all of her projects efficiently. Her goal is to find a way to work more efficiently and utilize her skills and ideas better to help expand her business and make her dream a reality.
How to Think as a Designer - Creative ThinkingRafiq Elmansy
In this presentation, we will explore the holistic role of designers inside organization and how creative thinking contribute the business success. Three types of creative thinking tools are discussed; the brainstorming, problem solving, and evaluation.
This presentation walks through the creative tools and provide examples for each tool and its characteristics.
After going through several rounds of transition, e.g. lean management and agile engineering, design thinking and business model innovation, customer-centered innovation is the gist of it: be it feasibility and efficiency, desirability on the end user side or economic viability, SAP's development cycles revolves around our customers. The talk also outlines different innovation strategies and examples.
The document describes an empathy map created for a 22-year-old industrial engineering student near graduation. The student was interviewed to understand his perspective. The empathy map shows that the student feels disappointed that his skills are not being recognized, as he deserves a better job. He thinks grades alone are not enough for success and that personal relationships are important. The student's main problem is needing a promotion at his current job to match his strong belief in his own talents and skills.
Design Week Portland - The Art of the BrainstormeROI
How do you solve the problem of brainstorms? While they can be enlightening and build momentum, they can also bog down a team and create friction.
In this talk we identify key weaknesses in brainstorming, and provide solutions and new techniques to help get the most out of your team.
Microsoft Office 2010 erleichtert die Zusammenarbeit mit anderen Benutzern und die Navigation in umfangreichen Dokumenten. SkyDrive bietet auch kostenlose Office-Webanwendungen, sodass Sie Word-, Excel- und PowerPoint-Dokumente online bearbeiten können.
http://www.unterricht-am-eigenen-computer.de/
Customer Centered Product Development – MVPs, Functional Prototypes and Agile...Paul Heirendt
2017 ProductCamp St Louis
Session ID#:36 Customer Centered Product Development – MVPs, functional prototypes and Agile development
Description: Too many companies develop and launch products only to find less than favorable market response.
Involving customers and customer feedback can dramatically improve your results but it is harder than it sounds.
We will explore some best practices around customer centered product development
Session Format: Ask the Expert
Category: Product Management/Development
Submitted by: Paul Heirendt. A former Fortune 120 executive with decades of experience in Product Development, M&A, Sales & Marketing and Startup success Paul is on Twitter as @pheirendt.
Is there a silver bullet guaranteed to extend the product lifecycle? In our latest "Briefly explained" series we share the most successful product development strategy used by incumbents to continually grow through incremental innovation.
Roy McBurney talks about what he sees to be the evolution of User centered design into Customer centered and beyond into Human centered design. He explains how customer centered design principles may be broken down into a series of simple steps and suggests a framework that Product Managers may use in approaching a reformation project within their organisation.
User Experience (UX) can be confusing, unless you are a practitioner. This introductory presentation defines user experience, shows you how to do it, how to evaluate web sites for their user experience and names the components of user experience.
Value First / Customer First Product Development and MarketingPaul Heirendt
2017 ProductCamp St Louis
Session ID#:32 Value first / Customer first product development and marketing
Description: Agile development and Lean Startup principles applied to Product Development, Positioning, Branding and Marketing.
A group discussion sparked by real world case stories
Session Format: Workshop
Category: Product Management/Development
Submitted by: Paul Heirendt. A serial entrepreneur since leaving an executive position with a Fortune 120 company in 1994 Paul is on Twitter as @pheirendt.
This document outlines the consumer decision making process, which includes problem recognition, information search, alternative evaluation, decision, and post-decision evaluation. It discusses three types of problem solving variations - extended, routine, and limited problem solving. It also covers internal and external information search, evaluative criteria, decision rules, and factors that influence the decision making process like situational influences and low effort heuristics.
The team at GV (Google Ventures) has graciously published a fabulous book, "Sprint," in which Jake Knapp with John Zeratsky and Braden Kowitz comprehensively explain their Design Sprint Methodology. It's a five-day process that spans from Monday to Friday. Design Sprint Events or Activities are respectively Understand-Diverge-Decide-Prototype-Validate. This presentation focuses on Event 1, which is "Understand."
In this presentation, the visual tool of the Design Sprint (DS) Map is used to summarize "Understand" tasks as a visual checklist. In addition, the DS Map is used to present a worksheet that is used to visually collect, organize, select, and test (C.O.S.T.) ideas during a Design Sprint. Included in the presentation are three case studies that illustrate how the "Understand" activity is used on Day (Event) 1 of the 5-Day Sprint.
Parts Without a Whole? – The Current State of Design Thinking Practice in Org...Jan Schmiedgen
A presentation I gave in November 2015 at the "Warsaw Design Thinking Week" in Poland: It introduces our study of the same title and also gives some information beyond that.
Putting the Experience in Digital Customer ExperienceCognizant
As the digital revolution has gained momentum, it has become widely understood that the “digital customer experience” is the key to engage with, delight and monetize customers in the modern world. However, only a miniscule number of companies believe their customers’ current digital experience qualifies as “excellent,” our primary research reveals.
10 videos on our near Future - What's the impact on your business? (by @nickd...Board of Innovation
The document provides an overview of 10 videos on future technologies and visions. It encourages the viewer to consider how each technology could impact their industry and how they could make money in the near future. It also describes the Board of Innovation's approach to structured innovation workshops focusing on analyzing trends, designing new business models, and creating "innovation blockbusters".
(Key) A special professional development presentation for the American Advertising Federation of Northeast Arkansas on kick-starting the creative process using a variety of techniques and tips. New in this version are excerpts from a recent global study by Adobe, a few cartoons as well as tips on what makes for a good creative environment.
This document discusses creativity and creative thinking. It provides 12 reasons why developing creativity is important, such as maximizing human potential, solving problems, and adapting to change. It also discusses 32 traits of creative people, including being sensitive, questioning, flexible, and risk-taking. Finally, it outlines various techniques for creative thinking like brainstorming, lateral thinking, and mind mapping that can generate new ideas.
The document discusses various topics related to creativity including:
1) Definitions of creativity and how it can solve problems.
2) The creative process involves preparation, concentration, incubation, illumination, verification and production.
3) Creativity can be developed through belief, discipline, consciousness, and following ideas even if they seem unconventional.
4) Tiny actions like writing down ideas and paying attention to details can support creativity.
Where does creativity come from? Explore then inspire your content marketing with quotes and tips from Content Marketing World keynote speaker John Cleese and other creative innovators.
This document describes 9 different types of designers: 1) The Fortress of Solitude focuses solely on their own ideas with little collaboration. 2) The Social Butterfly is highly influenced by others on social media. 3) The Hipster keeps up with trends but may not have their own unique voice. 4) The Rebel designs for innovation's sake without considering objectives. 5) The Independent Consultant works alone without input from others. 6) The Copycat takes ideas from others without creating original work. 7) The Van Gogh spends too much time on visual design without testing usability. 8) The Unicorn takes on entire projects alone without focusing on any one area. 9) Each type is given a caution about potential
Design Thinking for Startups - Are You Design Driven?Amir Khella
This document discusses design thinking and how startups can integrate it into their process. It defines design thinking as combining creative and analytical thinking to solve problems. It recommends that startups (1) involve everyone in design thinking, not just designers, (2) deeply understand the problem to be solved, (3) create prototypes and get feedback to refine the solution, and (4) hire "T-shaped" individuals with skills across disciplines and encourage cross-training. The document emphasizes that design thinking is about understanding people and that anyone can be a good design thinker.
This document discusses creativity and provides techniques to improve creative thinking. It defines creativity as the generation of new ideas that are useful. Creativity is important for organizations to maintain a competitive edge. The document then shares several proven creativity techniques including brainstorming, mind mapping, analogies/metaphors, and De Bono's 6 Thinking Hats. The objective is to provide skills and knowledge to help people become more creative in their roles.
EV Lecture 5 Where entrepreneurial ideas come from 15122022.pptxMuskanMere
The document discusses the entrepreneurial mindset and the creative process of developing new business ideas. It describes how ideas can come from customer frustrations or everyday experiences. Creativity is defined as the ability to think differently and generate new ideas by combining existing concepts. The creative process involves preparation, incubation, insight, evaluation, and elaboration. Developing expertise, thinking skills, and motivation can help foster creativity. Entrepreneurs are encouraged to explore opportunities that arise from technological advances by creating new products, services, or niche markets.
This document discusses creativity and innovation. It argues that creativity involves combining existing ideas to create something new. True innovation requires challenging existing ways of thinking and taking customers' perspectives. Innovation is difficult because companies tend to benchmark each other, leading to similar approaches. The document advocates rethinking how companies are run to foster a culture where new ideas are welcomed, risks are embraced, and failure is accepted as part of the learning process. Speed and action are important for innovation to succeed.
The document defines creativity and the creative process. It states that creativity involves generating novel and useful ideas through skills, talents, and personality. The creative process has stages of idea germination, preparation, incubation, illumination, and verification. It also discusses conceptual blocks to creativity such as perceptual, emotional, cultural, environmental, intellectual, and expressive blocks. Innovation is defined as creating value and increasing efficiency to grow a business.
This document discusses the importance of creative thinking for business success in the 21st century. It notes that both left brain, logical thinking and right brain, creative thinking are needed. It provides tips for cultivating creative thinking, such as being curious, making connections, challenging assumptions, mind mapping, and giving ideas time to grow. The document recommends tapping into both sides of the brain for creativity, not just one side. It suggests most people are not trained for creative thinking in schools or work, but that creative thinking is natural and easy to access with the right techniques.
A basic overview of User Experience principles for research, strategy, and design. Includes a little on history, cognitive sciences, gamification, information architecture, LeanUX, research tips, and work samples.
Originally gave talk at HackingAsbury on June 22, 2013
Creativity PowerPoint PPT Content Modern SampleAndrew Schwartz
This document discusses creativity and how it can lead to organizational success. It defines creativity as using intellectual skills like choosing, predicting, and interpreting to come up with novel ideas. Creativity benefits both individuals through improved well-being, and businesses by enabling innovation. The presentation aims to help participants understand how the creative mind works, increase personal creativity, foster creativity in organizations, and use creativity in teams.
Creative and innovative thinking skillsZaini Ithnin
The document discusses creative and innovative thinking skills. It covers creativity and types of innovation, conceptual blocks to creativity, the three components of creativity, and tools for defining problems and creating new ideas. Conceptual blocks refer to mental obstacles that constrain how problems are defined and limit alternative solutions. The three components of creativity are expertise, creative thinking skills, and motivation.
This document discusses creativity and innovation for school leaders. It begins by defining creativity as using imagination rather than routine skills to imagine new solutions. It then discusses why innovation is important, noting that schools that do not innovate will decline. The document outlines some key challenges schools may face in the next 10 years and areas for potential innovation, such as teaching and learning processes. It also discusses common barriers to creativity and provides techniques to overcome blocks and generate new ideas, such as brainstorming, visualization, and mind mapping. Finally, it covers how to effectively pitch and sell new creative ideas to decision-makers by addressing potential objections and doing homework to build support.
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Creativity is described as bringing something new into existence that is both novel and valuable. It requires imagination and putting ideas into action, not just having ideas. Developing creativity skills is important for workplaces as it fosters innovation, better teamwork and problem solving, and attracting and retaining employees. Some techniques to enhance creativity include brainstorming, mind mapping, lateral thinking, and taking breaks from problems to allow the subconscious mind to work on solutions. Managers can support creativity by encouraging diverse perspectives on teams and rewarding novel ideas.
Architectural and constructions management experience since 2003 including 18 years located in UAE.
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Organize and typically develop, and review building plans, ensuring that a project meets all safety and
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Prepare feasibility studies, construction contracts, and tender documents with specifications and
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Consulting with clients, work on formulating equipment and labor cost estimates, ensuring a project
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Attention to detail, exceptional time management, and strong problem-solving and communication
skills are required for this role.
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
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5. STOP!
5
Lesson learned:
. great warm up exercise before a creative meeting
. you don’t need to know how to draw to express an idea
. let it flow
6. “Ideas are the real currency in our
business.
Without a good idea, all the mystic
proficiency in the world is just window
dressing.”
by Mike Dietz, Slappy Pictures
6
But how can we generate ideas?
In one simple word...
7. CREATIVITY
7
Question to the audience:
“Who of you doesn't see yourself as a creative person?”
8. well,
YOU’RE WRONG
Everyone has the ability to be creative,
but not in the same way.
8
Artistic Creativity vs Technical Creativity
You cannot compare to an artist. That’s not your job, neither your type of creativity. More
about this later.
9. WHY?
9
Why do I say that everyone has the ability to be creative?
10. The
“Schwarzenegger
effect”
10
That’s the key for all of it.
19. HOW TO DEFINE
CREATIVITY?
19
Like we talked before, there are different types of creativity.
20. ARTISTIC CREATIVITY
20
Is more born of skill, technique and self-expression. It can not be taught.
You don’t need to be a painter.
21. TECHNICAL CREATIVITY
http://www.stefanleijon.com/
21
Where people create new theories, technologies or ideas. This is the type of creativity we will
discuss here.
There are two main strands to technical creativity
22. TECHNICAL CREATIVITY
1. Programmed Thinking
2. Lateral Thinking
22
Lateral Thinking is what we will target.
24. TECHNICAL CREATIVITY
1. Programmed Thinking
Relies on logical or structured ways
of creating a new product or service.
24
25. TECHNICAL CREATIVITY
1. Programmed Thinking
Morphological Analysis
Reframing Matrix
...
25
Some Creative techniques:
- Morphological Analysis: Analysis to generate new products and services
- Reframing Matrix: The 4 Ps Approach: Product perspective, Planning perspective, Potential
perspective, People perspective.
26. TECHNICAL CREATIVITY
2. Lateral Thinking
26
Unfortunately, we get stuck in our patterns.
We tend to think within them.
27. TECHNICAL CREATIVITY
2. Lateral Thinking
Solutions we develop are based on
previous solutions to similar
problems.
27
Usually it does not occur to us to use solutions belonging to other problems.
28. TECHNICAL CREATIVITY
2. Lateral Thinking
Breaks the patterned way of thinking.
28
We use lateral thinking techniques to break out of this patterned way of thinking.
29. TECHNICAL CREATIVITY
2. Lateral Thinking
Recognizes that our brains are
pattern recognition systems, and that
they do not function like computers.
29
It takes years of training before we learn to do simple arithmetic. On the other hand, we can
instantly recognize patterns such as faces, language, and handwriting.
30. TECHNICAL CREATIVITY
2. Lateral Thinking
Brainstorming
Random Input
Provocation
...
30
Some Creative techniques
- Random Input: When you’re stuck it. Once you have chosen the word, list its attributions or
associations with the word. Then apply each of the items on your list and see how it applies
to the problem at hand.
- Provocation: Make stupid statements
31. CREATIVE PROCESSES
31
When using Lateral Thinking.
There are a lot.
My favorite is...
33. Define problem
33
During this stage you apply a number of techniques to ensure that you are asking the right
question.
34. Open mind and apply
creative techniques
34
Here you apply creativity techniques to generate as many answers as possible to the question
you are asking. At this stage you are not evaluating the answers. This is were happens the
real brainstorming. After this, make a pause. Take a breath.
35. Identify best solution
35
Only at this stage do you select the best solutions from the ones you came up with in step 2.
Where you are having difficulty in selecting ideas, use formal techniques to help.
36. Transform
36
The final stage is to make an Action Plan for the implementation of the solution, and to carry
it out. Without implementation, your creativity is sterile.
38. ORGANIZATION
38
Talk about organization in a creative process. It’s fundamental.
A pianist has to know the notes before he starts to play in a crazy and creative mood.
39. FIRST STEP
after a meeting
39
This will help you to stay organized.
43. What did I learned?
How can I implement it?
?
What are your thoughts about the meeting?
What was discussed?
43
44. ?
What are your thoughts about the meeting?
What was discussed?
What did I learned?
How can I implement it?
What are the next steps?
44
45. ?
What are your thoughts about the meeting?
What was discussed?
What did I learned?
How can I implement it?
What are the next steps?
Did I hear or saw anything inspiring?
45
46. ?
What are your thoughts about the meeting?
What was discussed?
What did I learned?
How can I implement it?
What are the next steps?
Did I hear or saw anything inspiring?
Was it a waste of time?
46
47. ?
What are your thoughts about the meeting?
What was discussed?
What did I learned?
How can I implement it?
What are the next steps?
Did I hear or saw anything inspiring?
Was it a waste of time?
What can I have done to make it better?
47
48. ?
What are your thoughts about the meeting?
What was discussed?
What did I learned?
How can I implement it?
What are the next steps?
Did I hear or saw anything inspiring?
Was it a waste of time?
What can I have done to make it better?
48
When you go through this process, things happen. You have revelations. You make decisions
about where to go next. When you don’t do it… you respond to emails and go to Facebook.
You can add your own questions here.
50. CREATIVE TECHNIQUES
Starbursting
50
Draw a star and in each point write Who, What, Why, Where, When and How
51. CREATIVE TECHNIQUES
Brainwriting
51
Great for teams where there’s a leader that smashes all ideas.
Each team member has 5 minutes do write down their own ideas. In the end everyone will
read them.
52. CREATIVE TECHNIQUES
Brainstorming
52
Popular tool that helps you generate creative solutions to a problem.
53. CREATIVE TECHNIQUES
Reversal Technique
53
A different approach to brainstorming.
The reversal technique challenges you to list your assumptions about a particular subject
area and then to simply reverse those assumptions to try and make them work.
Use the "What If" compass. How to turn it bad.
58. STOP!
58
Learned:
- When you don’t have to much time and the surround is chaotic, you use your mental
patterns to solve similar problems.
- A lot of people will draw the hints I gave
- A lot of people will draw only inside the circles, even if I have told to draw whatever they
want.
59. 59
Now you have 1 minute to draw whatever you want.
Show next hint.
62. STOP
62
Leassons learned:
- A lot of people will not draw only inside the circles.
- Why not a blank page? Why using the pencil?
- The music influences creativity.
- When you have to much time and a calm music, your brain will start to fade away from what
you should be thinking. A lot of people will be start ti think in other stuff. Find a balance
between time and atmosphere in a creative meeting.
64. Don’t make it a “I have the
biggest penis in the room”
contest
64
In the initial phase of the creative meeting, you CAN NOT judge ideas. Just throw them to the
table.
65. Don’t be afraid
65
As we saw before, fear creates constrains. We do not want that in a brainstorming session.
66. Do not judge.
66
A stupid idea can generates a great one.
67. Don’t kill ideas in first
stages.
67
If you tend to think too technically, this will probably happen.
68. Have fun!
68
The most important thing. Without fun, it will be hard to have good ideas.
69. Have kids!
69
You will learn a lot with your kids...
They’re not afraid to be fool, to have stupid ideas, and to do whatever they think it’s right.