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Which clippings match 'Design Process' keyword pg.1 of 6
17 DECEMBER 2012

Invention is the result of creative experimentation and synthesis

"Why waste time on expensive experiments when the right answer is obvious? The flaw in this thinking is that creativity is an iterative process in which you synthesize the final result from a variety of sources and thousands of potential solutions. It is not purely a deductive process with a single right answer.

When you fail to experiment broadly, you are building your solution from an anemic set of mental and technical resources. It is the equivalent of trying to design a bridge when the only material you've tested is paper. You can certainly build a bridge, but it will not be nearly as good compared to someone who experimented with a broad range of materials and construction techniques including steel or concrete."

(Daniel Cook, 16 August 2010)

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TAGS

ild a bridge • conceptualisationconstruction techniquescreative processcreativity • design a bridge • design methoddesign process • experiment broadly • experimental enquiryexperimental investigation • experimental research • experimental techniques • experimental thinking • experimental workexperimentation • experiments • inventioniterative cycleiterative design processmethods for design practice • potential solutions • right answer • single right answer • synthesise knowledgetestingtheory building • variety of sources • visualising the creative process

CONTRIBUTOR

Simon Perkins
19 SEPTEMBER 2012

Design Thinking: DesignLab's 2-day Workshop in Kuala Lumpur

"DesignLab© is a 2 days Design Thinking workshop that introduces professionals from multi-disciplined industries to work as a collective to create solutions using design process. Participant will be able to adopt a system and use it repetitively in solving the most complex challenges by understanding the process that is involved.

With today’s global economy, design thinking does not only allow us to be individually innovative, but also appreciation the collaborative spirit of eclectic ideas, better team building to produce solutions that are unique and creative.

In this DesignLab©, Granma Inc from Japan will be collaborating with us by providing real world issues and the selected project from Designlab© will be chosen as a part of solution provided at places most underserved on our planet. Some of the countries Granma Inc are involved are in rural spaces of India, Sri Lanka, Myanmar, Bangladash (sic) and other developing nations. With the collaboration, participants will be able to experience the importance of Design Thinking as an important innovation tool in their lives and others."

(Thinklab, 2012)

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2012 • Bangladesh • collaborative spirit • create solutions • creating unique solutions • creative industries • creative solutions • creative think tank • design processdesign thinking • developing nations • eclectic ideas • Granma Inc • Indiainnovation and creativityinnovation processinnovation seminarsinterdisciplinaryJapanKuala Lumpur • Make Condition Design (agency) • Malaysiamultidisciplinarity • Myanmar • real world design • real world issues • rural spaces • solving complex challenges • Sri Lanka • team-building • working as a collective • workshop

CONTRIBUTOR

Simon Perkins
07 AUGUST 2012

Creative Tools: a handbook of 15 methods for design practice

"Creative Tools was co-authored by Alex Fung, Alice Lo and Mamata N. Rao based on their teaching and students' learning experiences in the Design Thinking subject. Foreword by Dr. Edward de Bono, this handbook is a comprehensive guide to 15 creative tools that help develop students' creative thinking, not only for design by other disciplines. Each tool has an introduction followed by a demonstration of its use with reflection."

(香港理工大學/Hong Kong Polytechnic University)

Alex Fung, Alice Lo, Mamata N. Rao (2005). "Creative Tools", School of Design, Hong Kong Polytechnic University.

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2005 • Alex Fung • Alice Lo • art and designcreative problem solvingcreative thinking • creative tools • Creative Tools (book) • creativitydesign methoddesign methodsdesign pedagogydesign principlesdesign processdesign studentdesign thinkingEdward de Bonohandbook • HK PolyU School of Design • Hong KongHong Kong Polytechnic Universityhow designers think • Mamata Rao • methods for design practicepolytechnic • PolyU • problem-solving • School of Design (PolyU) • student learning experiences • teaching • tools for creative thinking

CONTRIBUTOR

Simon Perkins
30 JULY 2012

Communicating and discovering insight through reflective journals

A reflective journal is both a communication tool and a design method for developing professional practice. Such journals allow designers to publish their projects as they progress and provide a platform for critically reflecting on creative works and the design process.

Reflective journals can be used to discover insight about how designers approach their creative problem-solving. This is commonly understood as a central requirement for designers to develop their professionalism and to become experts in the field. They do so through reflecting on their work - characterising common features and critically analysing successes and failures.

Reflective journals also help designers situate their work within the broader creative industries and contemporary visual culture context. Designers might use their journal to document developing trends and to collect examples of inspirational works. These collections might be made as part of the research phase of a given project or contribute to a more general understanding of a design field.

Such journals should take an appropriate form so that they communicate effectively and provide necessary insight. They might exist in a singular form e.g. a workbook, a weblog or they might exist as a collection e.g. as a workbook of sketches with notes/annotations and as a weblog/Tumblr of photographs/videos with associated critical reflections.

The following are examples of art and design reflective journals:

CONTRIBUTOR

Simon Perkins
03 JULY 2012

BTS Design d'Espace Toulon: Junk Playground

"Lors des bombardements allemand de la seconde guerre mondiale, Londres à été une des villes les plus détruite. On y trouvait fréquemment des espaces vide crée entre deux immeubles démolis et bourrés de gravats. Ces espaces vides, terrains vagues, en friche, "poubelles" en attente d'être reconstruit furent pendant une période des espaces de terrains de jeux consacré exclusivement aux enfants. L'idée était de donner un lieu spécifique pour que les enfants à la fois s'exprime librement, évite l'ennuie et l'inactivité qui peuvent conduire à la délinquance et participe à leurs façon à la période de reconstruction.

Ces terrains d'aventures, appelés Junk playground (terrains vague) ont été des espaces de libertés encadré ou les enfants construisirent à partir des gravats des "sculptures installation et autres inventions".

La fabrication par lui même (de l'enfant) de ses propres jeux par la maîtrise des outils (marteau, scie...) furent une expérience inédite et fondamentale dans l'approche citoyenne et pédagogique du rôle du jeu comme source d'épanouissement et d'éveil des consciences. La liberté quasi anarchique de ces terrains, laissant à l'enfant la responsabilité de ses actes, en étant acteur de sa propre aventures comme facteur de régénération pour une société pacifié, sans violence ou chacun peut s'exprimer et trouver sa place de citoyen. Cette expérience éphémère n'a pas survécu aux règles de sécurité, aux normes. Mais aussi aux formatages d'équipements modulaires produits en masse ou l'enfant n'est plus l'acteur (car exclu du processus de conception) mais simple utilisateur, spectateur, consommateur et non plus comme citoyen."

(Éric Malaterre, 03/01/2011, BTS Design d'Espace Toulon)

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actoradventureadventure playgroundagency • anarchic freedom • architectural spaceawareness raisingbomb site • boring inactivity • buildingscitizenshipconsumer • delinquency • demolished buildingsdesign processdestroyeddestructionempowerment • empty spaces • exploration of unfolding possibilitiesexploratory experimentation • fallow • fallow field • free expression • installation sculpture • inventionjunkjunk playgroundLondonmass productionmasterymastery of toolsmodularmodular architecturemutability • new experience • participatory processpersonal responsibilityplace for childrenplayground spacesreconstruction • regeneration • role of play • rubble • safety rules • scriptible spacesSecond World Warsocial constructionismsource of fulfillmentspaces for childrenspatial configurationspatial orderurban fallowurban regenerationurban space • vacant lot

CONTRIBUTOR

Simon Perkins
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