Tuesday, 26 April 2016

Have Digital Tools Made the Revolution in architectural Forms - The answer is a paradox.



Using digital tool in design according to the original concept leads to more complex, unexpected and unusual forms. But is it helpful? 

The digital architectural form is a new creative product of mind and digital potentials in shaping ? It makes the revolution in architecture free. In Approches nouvelles des applications des technologies avancées en architecture, génie civil et génie urbain : lecture critique d'un économiste et d'un sociologue.
J. PERRIN, J. RUFFIER we see how digital tools enable designers to be free in creating digital architectural concepts with highest creative capability in generating forms. However there is a paradox here.  Some architects classify these radical architectures as a piece of art that can’t repeat. It is against the traditional elements and typologies of “natural” architecture in form, operation, purpose and aesthetic. 

What is the need of our complex society now? Globalized, fluidity, fold and customization in architecture? Or traditional stability, differentiation and standardization? The answer is both and at the whim of clients who are risk takers who push the boundries of design every day. The purpose of design is to push forward and in the evolution of form and function to create demand for objects and services that enhance our lives



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Tuesday, 19 April 2016

Why is Human Vision So Important In Design - Here is why.

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.



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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. 


  In Creative Industries & Innovation Policy we see the entire model for the dessimination of design and innovation through the lens of simple internal policies that can push what is creative and breakthrough into the hands of users who may or may not know of their needs, desires or outcomes of the efforts of the parent firm. In this model, we see the delight and therefore unknown and sometimes pre-validated success. What ever company wants and what every user desires: design and innovation success.



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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. 


  In Approaches to Marketing Scientific Research Services we see the fastest models and material examples of the key factors to bringing design breakthroughs to the market: fast models. Backed by validated scientific factors and user experiences, the models become as simple as fail fast and fail often – and written in 1998. 




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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. 


  In Placing the Creative Sector in Innovation we see the key differences between Target Product & Profile and Cultural Product & Process to ferret out the most difficult of new product development capabilities. In this we see the clear path: utilizing them both fills the entire process and edges. Design is not either or but often and, therefore more than can be achieved holistically than the sum of it’s parts. 



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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. 



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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. 


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Tuesday, 8 March 2016

How Can Groups Achieve Simple Team Creativity? Here’s how.


How can Groups Achieve Simple Team Creativity? Here’s how.


Surprisingly in the design game, it is just as much about psychology as it is about scientific capability for certain design models to illicit specific tangible differences that outweigh other particular models. In an interview with Paul Paulus we see in Group Creativity the possibility of alternative models for group creating cohesion and increased creative output while having group dynamics be factored into a more robust output when ferreting out alternative solutions – group creativity dynamics at work.

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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. 




In The Virtuous Cycle of Discovery and Creation we see the clear indication that finding something and creating something can be as simple as sniffing and eminating although through 5 specific propositions we see alternatives for how firms are able to leverage this investigative capability for usability and therefore design success. What makes it work? Relentless trail and error: the mark of innovation.


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