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Creativity and learning
A bubble-and-squeak dish of elearning, creativity, innovation and design education
Curated by Clive Hilton
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Creative Intelligence

Creative Intelligence | Creativity and learning | Scoop.it
What makes us creative? Our ability to form our own intent. It is only through creating a purpose that is uniquely our own that we can fully embody the human spirit.
Clive Hilton's insight:

Can machines/computers ever be truly creative. (Clearly, yes). Worth looking at if only for the Feynman interview.

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DailyGood: What the Internet Does to Your Brain

DailyGood: What the Internet Does to Your Brain | Creativity and learning | Scoop.it

The Pulitzer-Prize nominee discusses the inherent ‘shallowness’ of Web 2.0 technologies, and the troubling consequences for our brains.

 

Interview by Karen Christensen from Rotman Magazine

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Design Thinking: Change Your Life with Design Thinking

Design Thinking: Change Your Life with Design Thinking | Creativity and learning | Scoop.it

The article describes design thinking as "thinking that focuses on creating better things, while analytical thinking, which is standard in business, is choosing between things". I don't think this quite right, as creating better things clearly involves a process of choosing somewhere along the line. But the empahsis, indeed, is on creating things.

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Design Process Kills Creativity / Design Process Creates Creativity - Core77

Design Process Kills Creativity / Design Process Creates Creativity - Core77 | Creativity and learning | Scoop.it

What is created when we apply a process? When process is used consciously you have evidence of work for each part of the design process. Those groupings of work help tell the story of the project, and the decisions made at the transition points in the process.

Now I think it's important at this point to acknowledge that process is, in some sense, a lie. Or at least an artificial designation.

 

Those people who say they use no process, that they just get the work done... honestly, I think that can be a recipe for disaster. When we work for others or with others, we need to have a clear plan, a map for the road we're going to take together, and how we're going to get there. It's not just clients that like to know when they're going to see round two and how much it's going to cost...employees like to know, too. People who say they have no process are lying. They have, at least, a heuristic, a rule of thumb, a method, an approach.

Clive Hilton's insight:

Intelligent article on the value of the design process. My Industrial Design students - please take note!

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Lori Pirog's comment, January 30, 2013 7:39 AM
Good read. Thanks for the article!
Clive Hilton's comment, January 30, 2013 6:49 PM
My pleasure, glad you liked it, Lori.
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A step backward » Design Thinking

thoughts by Tim Brown...

The UK has long had an impressive track record of producing successful designers and engineers. Many credit that success to a focus on design within the education system. Significant investments were made in the second half of the 20th Century on design and engineering programs at the University level but more importantly for the last 20 years design and technology has been mandated as part of the core curriculum in high schools. Apparently this is now under threat as the government in the UK reduces spending and alters priorities. A number of influential designers, engineers and business folks, including James Dyson, Paul Smith, Dick Powell and Ian Callum make the argument in this video as to why this is a huge mistake.

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1000 Words: The Critical Dichotomies of Design - Core77

1000 Words: The Critical Dichotomies of Design - Core77 | Creativity and learning | Scoop.it

The design of artifacts versus the design of systems. If all of these natural collapses have demonstrated one thing, it's that we are no longer living in a world of objects and things, but rather in a world of flows and negotiations. Undoubtedly this was always the case, but the feedback we're getting from the natural world has made it unassailable. In the old design model, we had 'problems' and we had 'solutions.' A designer's job was to take a problem—a brief, a market need, a new technology looking for an embodiment—and to solve it: Here's the problem; here's a solution. Next problem please.

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