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DE sign:
(Deconstructing in-order to find new meanings)

A blogging space about my personal interests; was made during training in Stockholm #Young Leaders Visitors Program #Ylvp08 it developed into a social bookmarking blog.

I studied #Architecture; interested in #Design #Art #Education #Urban Design #Digital-media #social-media #Inhabited-Environments #Contemporary-Cultures #experimentation #networking #sustainability & more =)


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Thursday, July 25

on Design Thinking

Tim Brown on TED



And our studios, like, I think, many creative workplaces today, are designed to help people feel relaxed: familiar with their surroundings, comfortable with the people that they’re working with. It takes more than decor, but I think we’ve all seen that creative companies do often have symbols in the workplace that remind people to be playful, and that it’s a permissive environment. So, whether it’s this microbus meeting room that we have in one our buildings at IDEO; or at Pixar, where the animators work in wooden huts and decorated caves; or at the Googleplex, where it’s famous for its [beach] volleyball courts, and even this massive dinosaur skeleton with pink flamingos on it. Don’t know the reason for the pink flamingos, but anyway, they’re there in the garden. Or even in the Swiss office of Google,which perhaps has the most wacky ideas of all. And my theory is, that’s so the Swiss can prove to their Californian colleagues that they’re not boring. So they have the slide, and they even have a fireman’s pole. Don’t know what they do with that, but they have one.
So this is a finger blaster, and you will find that every one of you has got one taped under your chair. And I’m going to run a little experiment. Another little experiment. But before we start, I need just to put these on. Thank you. All right. Now, what I’m going to do is, I’m going to see how -- I can’t see out of these, OK. I’m going to see how many of you at the back of the room can actually get those things onto the stage. So the way they work is, you know, you just put your finger in the thing, pull them back, and off you go. So, don’t look backwards. That’s my only recommendation here. I want to see how many of you can get these things on the stage. So come on! There we go, there we go. Thank you. Thank you. Oh. I have another idea. I wanted to -- there we go.
Now, actually, he gave the test before the drugs and after the drugs, to see what the difference was in people’s facility and speed with coming up with ideas. And then he asked them to go away and work on those problems that they’d brought. And they’d come up with a bunch of interesting solutions -- and actually, quite valid solutions -- to the things that they’d been working on. And so, some of the things that they figured out, some of these individuals figured out; in one case, a new commercial building and designs for houses that were accepted by clients; a design of a solar space probe experiment; a redesign of the linear electron accelerator; an engineering improvement to a magnetic tape recorder -- you can tell this is a while ago; the completion of a line of furniture; and even a new conceptual model of the photon. So it was a pretty successful evening.
Because it’s very easy to fall into the trap that these states are absolute. You’re either playful or you’re serious, and you can’t be both. But that’s not really true: you can be a serious professional adult and, at times, be playful. It’s not an either/or; it’s an "and." You can be serious and play. So to sum it up, we need trust to play, and we need trust to be creative. So, there’s a connection. And there are a series of behaviors that we’ve learnt as kids, and that turn out to be quite useful to us as designers. They include exploration, which is about going for quantity; building, and thinking with your hands; and role-play, where acting it out helps us both to have more empathy for the situations in which we’re designing,and to create services and experiences that are seamless and authentic.
 


 
ReThinking DT
In a world of increasing complexity, our problems just seem to get worse and worse. While the activity we call "design" began at the dawn of civilization, “design thinking” has recently been proposed as a means to solve these “wicked problems”—as well as all but guarantee a path to innovation for organizations of all stripes.

But what is "design thinking"? And is it the panacea proposed?

In an unblinking assessment of where design is and where it could take us, Paul Pangaro offers a critique of design thinking grounded in a cybernetic perspective. He argues that conversations are the heart and substance of all design practice, and shows how a cadence of designed conversations is an effective means for us to comprehend, and perhaps even begin to tame, our wicked problems.

Slides that complement the presentation: http://www.slideshare.net/picnicfestival/redesign-5449841