Friday, 29 January 2016

When Design & Innovation Isn't Enough Then What? Here's What.

When Chiara Alessi released DESIGN SENZA DESIGNER (Design without the Designer)  the gauntlet was thrown down because when design & innovation isn't enough then what? Art. That's What.


The notion of design not being enough is a common understanding in the Italian mentality. In the European Mentality. In any mentality that has embraced a Renaissance. Because a Renaissance isn't a time or a place it is a way of realising that "doing" or "creating" or "innovating" or "breaking through" sometimes is only the 1st baby step and can happen in a corporation, a university, a government or a person. What comes next is what's important:  creating Art that stands above the innovation. How? Described quite well in Wired's When Innovation Isn’t Enough and certainly in When Good Design Isn’t Enough the reality is that when design and innovation isn't enough, design becomes for the propose and well articulated by Designing Products for Evolving Permanence and Enduring Meaning and this is what makes the future now.



 Share on Linked-In        Email to a friend         Share with a friend on Facebook          Tweet on Twitter           Share on Google+



. . . . . . . . . . .



Friday, 22 January 2016

Design Necessity - If you Don't Design It, What's the Value of It? Here's What.

What is the Value of Design? Constantly asked, a market necessity and ultimately the same reason to climb mountains. But if you don't design it, then why have value at all?

In the development of "the new" there is not only the value of the function as outlined in Beyond form and function: Why do consumers value product design? but more specifically in Identity References in Product Design: An Approach for Inter-relating Visual Product Experience and Brand Value Representation detailing further the reasons of perception over function. But is this enough? No.


Often the reality is like minded capabilities and the desire factor of why one thing over another. However this popularity contest is only a function of further philosophical needs to drive behaviour in one way or another and in that a fiefdom model of usage is created: Pepsi vs. Coke. This however is different from the usage model of electricity vs gas and as such a design value model can be codified, measured, bought and sold. What is the value of design? A necessity to climb certain mountains as defined by social and scientific progress. Not to mention of course, aesthetic investigations as tied to the above.



 Share on Linked-In        Email to a friend         Share with a friend on Facebook          Tweet on Twitter           Share on Google+



. . . . . . . . . . .


Friday, 15 January 2016

McKinsey says Organize for Breakthroughs? Or Hearding Cats? Here's How

McKinsey, famous for defining darkness as a standard and then inventing lighbulbs, has outlined the model for breakthroughs. Hearding cats is also possible. But how do you encourage breakthroughs? Here's how.


In a recent McKinsey Insights, The discussion turns to "Organizing for Breakthroughs" and clear steps that can create successes in a field that is beset with a very long term window: 
- everyone is aware of the products and technologies from the secretary to the scientist
- global heads cause "preferences" but diagnostics reports to X and pharma to Y
- champions determine success: global development or the head of product strategy
- pursue, pursue, pursue. at your own risk
- keep it in the family becuase "giving...a few shares..delivers the worst of both worlds"
- innovation hubs don't help solve specific problems, go where the challenges are
- de"risk" to help late stage efforts make it rather than axing them
- "10 percent more innovation [is better] than 10 percent more efficiency"
- thinking in 30yr cycles means 10-15yr goal windows and 3-5yr focus areas

With these fully valid windows for long term and difficult problems to solve, the outcome is never gauranteed. With shorter windows, we see a better possibility in the hearding cats model of Organizational linkages for new product development: Implementation of innovation projects and specific mechanisms to build cross functional


 Share on Linked-In        Email to a friend         Share with a friend on Facebook          Tweet on Twitter           Share on Google+



. . . . . . . . . . .

Friday, 8 January 2016

R&D&D How Great Idea Become Game Changers

What is the capacity of innovators in 2016? What is the capability of R&D&Design influence in the future? How does this empower designers to create game changing environments? Here’s how.

In Understanding influences on engineering creativity and innovation: a biographical study of 12 outstanding engineering designers and innovators the basis of personality types, design mentalities, efficacy capabilities and more, management mentalities are explored and detailed to understand the value that design plays in the R&D mind. 



Via key factors such as environment, knowledge, attitude and insight, the associated values connected to moving from one illuminated state to another while in complete darkness are explored. What becomes apparent is how the systems to support such breakthroughs are not entirely complex, however it is the environmental queues that design innovators use via rapid series of iterations allowing interests by key users who work in tandem with R&D and Design to bring game changing possibilities to market.  


 Share on Linked-In        Email to a friend         Share with a friend on Facebook          Tweet on Twitter           Share on Google+