Designers
get tremendous amounts of visual information while our brain processes them in
a very complex and statically unknown way. Designers have been using specific
tools to aid in modeling via vision friendly products augmented to existing
hardware and software.
One
of these technologies is Visual
DHM (Digital Human Modelling) which combines a cost effective visual tool
system to analyze visual information on both a qualitative and quantitative
scale. DHM technology simulative human interaction with the product virtually
allowing designers to solve ergonomics issues in the early design process via
manufacturing workstations and rapid prototyping systems. Improving this new
technology with gestural interfaces makes the future very exciting for
designers in particular as related to the AR and VR revolution that is now
dawning in the design and manufacturing world.Tuesday, 19 April 2016
Tuesday, 12 April 2016
When do Creatives Need an Innovation Policy - As soon as they want to make designs real. Here’s How
When
do Creatives Need an Innovation Policy? As soon as they want to make designs
real. Here’s How.
#Design by
iGNITIATE
Tuesday, 5 April 2016
The Approach of Scientific Research & Design Breakthroughs – Get it out Fast.
What’s
the key to getting scientific research and design breakthroughs into the hands
of users. Put it into the hands of users. Fast.
#Design by
iGNITIATE
Tuesday, 29 March 2016
The Creative Sector Inside Innovation ? Yes, But How?
How
can Design define Target vs Cultural and still Innovate? Here’s how.
#Design by
iGNITIATE
Tuesday, 22 March 2016
Emotions, Design & Entrepreneurship
What
makes a good designer and good entrepreneur succeed? 2 types of emotional
controls that you’d never guess.
In
Emotions
and Entrepreneurial Opportunity the clear link is made between “trait
emotions and state emotions influence evaluations in parallel ways towards
appraisal tendencies linked with emotions determine choices that entrepreneurs
& designers make in stressful situations that ultimately lead to success.
. . . . . . . . . . . .
#Design by
iGNITIATE
Tuesday, 15 March 2016
When You Can’t Entre, Intra & 3M Knows How It Works.
With
a multitude of vocabularies, terminologies and models, in action, it’s the
pizza man model that remains: a team large enough to eat one large pizza
together and be satisfied. But how can this be done easily?
Anything more and there are too many people for the 1st critical juncture of any innovation mindshift. In particular and very carefully articulated in Innovation at 3M Corporation we see the simplicity in relying heavily on selecting a talented core team of 4to 6 people (and even 6 is too mich) from marketing and technical departments. At 12 to 15 hours/week immersion fosters creative thought and maximum momentum with each person spending 1/2of their time on the project. The rest of the time, it’s other projects in the pipline and keeping the emersion going.
#Design by
iGNITIATE
Tuesday, 8 March 2016
How Can Groups Achieve Simple Team Creativity? Here’s how.
How
can Groups Achieve Simple Team Creativity? Here’s how.
#Design by
iGNITIATE
Tuesday, 1 March 2016
The Virtuous Cycle of Discovery and Creation
Why
such a virtuous cycle: discovery and creation? Because there is no other way to
justify value & there is nothing wrong with it.
#Design by
iGNITIATE
Tuesday, 23 February 2016
What was Philippe Starck Thinking ? Whatever he wanted. That’s why.
Why would design 1 be
considered good and another considered not. And sometimes you just have to sit
back in awe and watch as it is bantered about. But there is a good reason.
#Design by
iGNITIATE
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