A Global Aggregation of Leading Edge Articles on Management Innovation, Creative Leadership, Creativity and Innovation.
This is the official blog of Ralph Kerle, Chairman, the Creative Leadership Forum. The views expressed are his own and do not represent the views of the International or National Advisory Board members. Tweet ______________________________________________________________________________________
Why do people hate brainstorming so much?
If the same people who work with the same problems everyday meet and discuss these problems using the same language and procedures the outcome is always predictable. Sameness breeds more sameness. Seeing the world with old eyes only helps produce old ideas. —Arthur VanGundy, PhD
Sounds tedious doesn’t it?
Here are seven more reasons why brainstorming doesn’t work:
If "Design Thinking" Can Power Up Companies, How About "Art"? "Art" Should Not Be Reduced To Something Just For Display. "Art" Is The Soul Of Design.
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This is the view from my temporary office. I have received a lot of great feedback from my last post and I guess it is a popular subject. And there are many different point-of-views out there. I want to continue on the subject and this was written on my 18 hour transpacific flight while eating a stack of home made French toast because I can’t stand airline food.
Executives are increasingly convinced that businesses are not merely offering functional devices or products to help customers to get their jobs done, but also visual imagery, customer experiences, user identity and social connectiveness. This new design consciousness is a result of many factors including the commodization of quality manufacturing, proliferation of channels, oversaturation of brands and products and rapidly changing customer expectations. Plus a heightened demand for better aesthetic experience and usability given the increasingly complex interfaces for technology products. Design has (and should) become a critical element within the strategic tool kit for new product development. But it can be useful as part of the business strategy tool kit to create growth.
Two of the world's leading game design experts, Jesse Schell , an academic, and his even younger peer, Seth Priebatsch, an entrepreneur offer a take on game technology and how they see it evolving and how it influences the world in which we live.
From his official bio: "Prior to starting Schell Games in 2004, Jesse Schell was the Creative Director of the Disney Imagineering Virtual Reality Studio, where he worked and played for seven years as designer, programmer and manager on several projects for Disney theme parks and DisneyQuest, as well as on Toontown Online, the first massively multiplayer game for kids.
"Schell is also on the faculty of the Entertainment Technology Center at Carnegie Mellon University, where he teaches classes in Game Design and serves as advisor on several innovative projects. Formerly the Chairman of the International Game Developers Association, he is also the author of the award winning book The Art of Game Design: A Book of Lenses."
Schell Games' latest endeavor: creating a video game based on the box office hit The Mummy.
Two things you'll notice about Seth Priebatsch: One, his infectious, get-you-out-of-your-chair enthusiasm. Two, the inventory of entrepreneurial feats he's managed to accumulate at a remarkably young age. The 21-year-old founded his first startup at age 12, and by age 18, he'd founded another -- PostcardTech, which makes interactive marketing tours for CD-ROM.
Now he's working on SCVNGR, "a massive experiment in building a mobile game together." Backed by Google Ventures, SCVNGR is part game, part game platform. Players play SCVNGR by going places, doing challenges and having fun -- outside of the office, beyond the screen, in the real world. Organizations use SCVNGR by building on the game layer by adding their own challenges to the places they care about.
Whether or not there is a creativity crisis may be up for debate, but one thing is clear: Our current education system is failing to create an environment that truly fosters creativity and engages the various components of its making – play, collaboration, flexibility, multi-modal stimulation. Now, a new application out of MIT Media Lab is aiming to address some of these issues.
The Never-Ending Drawing Machine is a collaborative creativity station, aimed primarily at kids, that allows users to digitally edit each other's analog, paper sketchbooks. Collaboration can take place either locally or remotely, as the system lives on the cloud. Designed by MIT grad student David Robert and colleagues, NEDM offers a promising platform for virtual co-creation not only within the classroom but also between classrooms around the world, offering yet another tool in our ever-growing arsenal for global, cross-cultural collaboration.
NEDM is built on TouchDesigner, a visual programming environment by realtime animation software provider Derivative, available for free for non-commercial personal and education use.
Maria Popova is the editor of Brain Pickings, a curated inventory of miscellaneous interestingness. She writes for Wired UK, GOOD Magazine and Huffington Post, and spends a shameful amount of time on Twitter.
SAN FRANCISCO -- Mix crowdsourcing, the Internet and a huge pool of underemployed graphic designers, and the outcome is a company that's grabbed a great deal of attention. In the two and a half years since it launched, Web startup 99designs out of Melbourne, Australia, boasts that it's helped to broker 48,000 graphic design projects for big name clients like Adidas and DISH Network as well as for thousands of small businesses.
Acting as a middleman between business owners and graphic designers, the 99designs site hosts contests in which clients post their needs--website design, logos, print packages--and designers compete to fill them. Instead of bidding for the job, designers submit finished work tailored to the client specifications in the contest listing. 99designs calls it a win-win scenario: Its clients gain access to the site's pool of 73,000 active designers, while the designers are given a chance to compete for "upwards of $600,000 in awards paid out monthly."