tumblr de juan freire

Roger Martin: “The business world is full of two kinds of people—builders and traders. Over the past 20-30 years, traders have increasingly ruled. They receive the highest compensation. We need to tame the traders.”

Tim Brown: Paraphrase here—“We can use analytics to generate new questions, not just answers. Data visualization is very powerful.”

DISECHOS09, encuentro de diseño y reutilizacion creativa
Se organiza y convoca nuevamente Disechos del 18 al 21 de Noviembre 2009 en Valencia, un espacios temporal de diálogo, reflexión y trabajo donde las disciplinas creativas y técnicas confluyen para proyectar transformaciones sociales hacia una realidad más sostenible.
Habrá mesas redondas con ponentes tan estimulantes como Xénia Viladás, Santiago Cirugeda y Jon Marín ( diseñador y autor del blog amigo Resseny) y para finalizar un laboratorio, taller de creación; sólo hay 21 plazas por que debéis inscribiros enviando un mail a laboratorio@disechos.net
El encuentro parte de la iniciativa del estudio Flou Flou | Disoñadores Asociados y cuenta con la colaboración de la Cámara de Comercio de Valencia, la Escuela Técnica Superior de Ingeniería del Diseño (ETSID) y Vicerrectorado de Cultura de la Universidad Politécnica, así como el apoyo de Asociación de Diseñadores de la Comunidad Valenciana.
Aquí os dejo el programa y el enlace a la web de Disechos.
Mesas redondas:
POLÍTICAS DE DISEÑO Y ECO-INNOVACIÓNInvitados: Xènia Viladàs, Rafael Mossi, Patricia Boquera. Modera: Manuel Lecuona.Fecha: miércoles 18 Noviembre 2009, 11:00h.Lugar: Cámara de Comercio de Valencia. C/ Jesús, 19. Valencia.
ARTEFACTOS COTIDIANOSInvitados: Marco Zaccara, Ernest Garcia, Jon Marín. Modera: Gabriel Songel.Fecha: miércoles 18 Noviembre 2009, 19:00h.Lugar: Salón Actos. ETSID (Universitat Politècnica València).
REDES Y CONSTRUCCIÓN DE NUEVOS ESCENARIOSInvitados: Juan Freire, Santiago Cirugeda, Olivier Shulbaum. Modera: Joan Olmos.Fecha: jueves 19 Noviembre 2009, 19:00h.Lugar: Salón Actos. ETSID (Universitat Politècnica València).Taller:
LABORATORIO DISECHOSInvitados: Makea Tu VidaFecha: del 19 al 21 de Noviembre de 2009.Lugar: ETSID (Universitat PolitécnicaValéncia).

DISECHOS09, encuentro de diseño y reutilizacion creativa

Se organiza y convoca nuevamente Disechos del 18 al 21 de Noviembre 2009 en Valencia, un espacios temporal de diálogo, reflexión y trabajo donde las disciplinas creativas y técnicas confluyen para proyectar transformaciones sociales hacia una realidad más sostenible.

Habrá mesas redondas con ponentes tan estimulantes como Xénia ViladásSantiago Cirugeda y Jon Marín ( diseñador y autor del blog amigo Resseny) y para finalizar un laboratorio, taller de creación; sólo hay 21 plazas por que debéis inscribiros enviando un mail a laboratorio@disechos.net

El encuentro parte de la iniciativa del estudio Flou Flou | Disoñadores Asociados y cuenta con la colaboración de la Cámara de Comercio de Valencia, la Escuela Técnica Superior de Ingeniería del Diseño (ETSID) y Vicerrectorado de Cultura de la Universidad Politécnica, así como el apoyo de Asociación de Diseñadores de la Comunidad Valenciana.

Aquí os dejo el programa y el enlace a la web de Disechos.

Mesas redondas:

POLÍTICAS DE DISEÑO Y ECO-INNOVACIÓN
Invitados: Xènia Viladàs, Rafael Mossi, Patricia Boquera. Modera: Manuel Lecuona.
Fecha: miércoles 18 Noviembre 2009, 11:00h.
Lugar: Cámara de Comercio de Valencia. C/ Jesús, 19. Valencia.

ARTEFACTOS COTIDIANOS
Invitados: Marco Zaccara, Ernest Garcia, Jon Marín. Modera: Gabriel Songel.
Fecha: miércoles 18 Noviembre 2009, 19:00h.
Lugar: Salón Actos. ETSID (Universitat Politècnica València).

REDES Y CONSTRUCCIÓN DE NUEVOS ESCENARIOS
Invitados: Juan Freire, Santiago Cirugeda, Olivier Shulbaum. Modera: Joan Olmos.
Fecha: jueves 19 Noviembre 2009, 19:00h.
Lugar: Salón Actos. ETSID (Universitat Politècnica València).
Taller:

LABORATORIO DISECHOS
Invitados: Makea Tu Vida
Fecha: del 19 al 21 de Noviembre de 2009.
Lugar: ETSID (Universitat PolitécnicaValéncia).

Taller “Aproximación al proceso creativo” por e-Cultura y Juan Freire en Simposio Educación Expandida. Canal de Zemos98 en blip.tv.

 Reinventing British manners the Post-It way Wired UK 12.09

1. Defer Judgment. Don’t block someone else’s idea if you don’t like it…put it on the whiteboard and maybe you’ll be able to build on it later.

2. Go for volume. Getting to 100 ideas is better than 10, no matter what you initially think about the “quality”. Try setting a goal for the number of ideas you’ll get to in a certain amount of time to provide some stoke.

3. One conversation at a time. When different conversations are going on within a team, no one can focus.

4. Be visual. Sketch your ideas out for your teammate. It will communicate them more clearly than words alone, plus you might inspire some crazy new ideas.

5. Headline your idea. Make it quick and sharp, then move on to the next one.

6. Build on the Ideas of others. This leverages the perspectives of diverse teams and can be especially useful when you feel like you’re stuck.

7. Stay on topic. Your idea for an edible cell phone is awesome, but not during a brainstorm on making opera more exciting for children.

8. Encourage wild ideas. The crazier the better…you never know where your team might be able to take it. (See #1 and #6).

In the present crisis scenario, deep needs are emerging for a reformulation of values, activated on a collective level through the talent and passion of creative people (not just professional designers) who become the conveyors of a worldview, a new capacity to be concrete. In pursuit of new forms of pragmatism, we find not only the energy and character of the master, but also the new abilities of those who, through personal projects, prove they can enrich their own existence without simply following the directions already indicated by others. In consumption, too, a perspective of ‘design thinking’ emerges, capable of grasping the quality of products, based on knowledge or perception, intuition or culture. The new rules of the game emerge form the new conception of personal happiness. From the strictly economic dimension that has prevailed in recent decades, we are shifting – in terms of collective perception – to a dimension in which the human quality of relationships and experiences takes on a force that is equal or greater to that of the material quality of consumption. The challenge for businesses oriented toward this widespread design attitude, then, is to guarantee clients an offering of products and services capable of playing a role of mediation between the happiness of persons, understanding new qualities of life, rethinking the starting conditions for happiness, and the concrete practices through which to make these things possible. This is where everyday intelligence is transformed into design thinking, when consum-authors think concretely about their quality of life and experience, assessing the value of an object, a product, a form, a material. In this rethinking, there is a new central focus on the quality of time, space and the body, reformulating economic and technological dreams of consumption. The perspective becomes one of a contemporary condition that is anything but banal and standardized, that proposes the revolutionary capacity for each person to set the borders of his own normality. The intelligence required for this design exercise is versatile, not focusing only on the emotional side or the rational side: the decisive challenge for the future becomes to imagine design, productive and commercial paths that manage to balance these different aspects. Many entrepreneurs and designers we have interviewed for this issue of Interni on Design Thinking have incorporated this rule of the game in their activities: a virtuous encounter between reason and passion, indicating a precise, profound ‘Italian way’ of doing things that is a direct heritage of the Renaissance workshop…

In its simplest form, design thinking is a set of practices for gaining insight about people and their needs, building strategic foresight, discovering new opportunities, generating creative possibilities, inventing novel solutions of value and delivering these into the world as innovations adopted at scale. In application, design thinking makes use of a broad repertoire of methods, tools and techniques - expressed most often in an iterative, spiral development process model …

A Fine Line: How Design Strategies Are Shaping the Future of Business by Harmut Esslinger (Jossey-Bass, June 29, 2009). Hartmut Esslinger is the founder of frog design, a leading global innovation firm. He is also one of the most respected designers and business consultants in the world, having spent forty years helping build the world’s most recognizable brands, such as Sony, Louis Vuitton, Lufthansa, Disney, Hewlett-Packard, SAP, Microsoft, and Apple. Most consider him one of the key catalysts of the design revolution. His book shows how he and his firm build creative design into the framework of an organization’s competitive strategy and gives the reader a step-by-step overview of the innovation process. Esslinger reveals how to arrive at a design that reflects an intense human experience that will connect strongly with consumers.

Design-Driven Innovation: Changing the Rules of Competition by Radically Innovating What Things Mean by Roberto Verganti (Harvard Business School Press, August 3, 2009). Roberto Verganti is Professor of Management at Innovationat Politecnico di Milano and the founder of Project Science, a consulting institute that advises global corporations on the management of strategic innovation. Roberto authored the popular article “Innovating Through Design,” published in the Harvard Business ReviewDecember 2006 issue.

Change By Design: How Design Thinking Tranforms Organizations and Inspires Innovation by Tim Brown (HarperBusiness, September 29, 2009). Tim Brown is the CEO of IDEO. According to Stanford professor and author Bob Sutton, “Tim Brown has written the definitive book on design thinking. Brown’s wit, experience, and compelling stories create a delightful journey. His masterpiece captures the emotions, mindset, and methods required for designing everything from a product, to an experience, to a strategy in entirely different ways.”

The Design of Business: Why Design Thinking Is the Next Competitive Advantage by Roger Martin (Harvard Business School Press, November 9, 2009). Roger Martin is dean of the Rotman School of Management at the University of Toronto and a professor of strategic management at the school. He has written widely on the intersection of design and business. You can download a free PDF of his Rotman Journal article here.

Design Thinking: Integrating Innovation, Customer Experience, and Brand Value, edited by Thomas Lockwood (Allworth Press, 3rd edition, November 10, 2009). Thomas Lockwood is president of the Design Management Institute (DMI), as well as being the publisher of DMI’s Design Management Review and Design Management Journal. This book is an anthology of essays, intriguing case studies, and practical advice from industry experts. It’s organized into three sections which focus on the use of design for innovation and brand-building, the emerging role of service design, and the design of meaningful customer experiences.

    Videos: Intro to Future of FishIntroducing Synthesis (mostrado aquí), Synthesis: Part Two, Building a Team.

    [Vía Design Thinking Blog: Synthesis in Action, parte 2, Building a Team for Design Thinking]

    Proyecto Future of Fish desarrollado por Central, un grupo de consultores de estrategia que trabajan desde California aplicando el pensamiento de diseño a organizaciones y la resolución de problemas complejos.

    En el caso de Future of Fish aplican los métodos del pensamiento de diseño al análisis de los problemas de la industria pesquera y de los recursos que la soportan y a la generación de ideas para la resolución de problemas. Este proceso lo realizan con la participación activa de los diferentes actores implicados en la industria y la gestión pesquera.

    About:

    Fish are in serious trouble. Environmental decline, over-fishing, and inept fisheries management have led experts to conclude that within 30 to 40 years many wild fish species will be extinct if we don’t change the way we fish and consume. The decimation of fish will have catastrophic effects on the billions of people who rely on fish for livelihood and sustenance, as well as the fragile marine ecosystem. Already, 80 percent of the world’s marine stocks are overexploited or at their catch limits.

    The Future of Fish project—a unique partnership between Ashoka, The David and Lucile Packard Foundation, and Central<, a design strategy firm—takes a new approach in exploring the challenges facing the seafood industry to encourage sustainable methods of fishing that respect species harvest limits, preserve the marine environment, and reduce bycatch.

    our project investigates the vital links between fishermen, processors, distributors, retailers, chefs, and consumers in an effort to map new ways for disparate industry stakeholders to collaborate on groundbreaking solutions to a set of complex problems. These stakeholders include businesses, foundations, scientists, non-profit organizations, and entrepreneurs.

    We’ve coupled an entrepreneurial approach to inventing environmental solutions with design thinking, a problem-solving methodology that is rigorous, iterative, collaborative, and informed by human observation. We use a team of entrepreneurs, anthropologists, design strategists, scientific researchers, and writers to mine the myriad transactions and motivations that comprise the complex system defining how fish go from the water to the plate. Those insights drive an initiative to invent and incubate new approaches to the challenge.

    This project began with a habit: the program officer working on marine fisheries issues at Packard routinely changes the default homepage in her browser to look for new ideas and new partners. She stumbled acrossChangemakers, an Ashoka program that discovers new innovators addresing social and environmental issues. She picked up the phone, and that chat led to this collaboration.

    Tapping In To Creative Potential - George Kembel - WENOVSKI

    George Kembel, co-founder and executive director of the d.school, describes how creativity can be awakened through the design thinking process.

    Steps in a Design Thinking Process
UNDERSTAND. Understanding is the first phase of the design thinking process. During this phase, students immerse themselves in learning. They talk to experts and conduct research. The goal is to develop background knowledge through these experiences. They use their developing understandings as a springboard as they begin to address design challenges. OBSERVE. Students become keen people watchers in the observation phase of the design thinking process. They watch how people behave and interact and they observe physical spaces and places. They talk to people about what they are doing, ask questions and reflect on what they see. The understanding and observation phases of design thinking help students develop a sense of empathy.DEFINE. In this phase of design thinking, students the focus is on becoming aware of peoples’ needs and developing insights. The phrase “How might we&#8230;.” is often used to define a point of view, which is a statement of the:
user + need + insight
This statement ends with a suggestion about how to make changes that will have an impact on peoples’ experiences.
IDEATE. Ideating is a critical component of design thinking. Students are challenged to brainstorm a myriad of ideas and to suspend judgment. No idea is to far-fetched and no one’s ideas are rejected. Ideating is all about creativity and fun. In the ideation phase, quantity is encouraged. Students may be asked to generate a hundred ideas in a single session. They become silly, savvy, risk takers, wishful thinkers and dreamers of the impossible&#8230;and the possible.
PROTOTYPE. Prototyping is a rough and rapid portion of the design process. A prototype can be a sketch, model, or a cardboard box. It is a way to convey an idea quickly. Students learn that it is better to fail early and often as they create prototypes.
TEST. Testing is part of an iterative process that provides students with feedback. The purpose of testing is to learn what works and what doesn’t, and then iterate. This means going back to your prototype and modifying it based on feedback. Testing ensures that students learn what works and what doesn’t work for their users.

    Steps in a Design Thinking Process

    UNDERSTAND. Understanding is the first phase of the design thinking process. During this phase, students immerse themselves in learning. They talk to experts and conduct research. The goal is to develop background knowledge through these experiences. They use their developing understandings as a springboard as they begin to address design challenges. 

    OBSERVE. Students become keen people watchers in the observation phase of the design thinking process. They watch how people behave and interact and they observe physical spaces and places. They talk to people about what they are doing, ask questions and reflect on what they see. The understanding and observation phases of design thinking help students develop a sense of empathy.

    DEFINE. In this phase of design thinking, students the focus is on becoming aware of peoples’ needs and developing insights. The phrase “How might we….” is often used to define a point of view, which is a statement of the:

    user + need + insight

    This statement ends with a suggestion about how to make changes that will have an impact on peoples’ experiences.


    IDEATE. Ideating is a critical component of design thinking. Students are challenged to brainstorm a myriad of ideas and to suspend judgment. No idea is to far-fetched and no one’s ideas are rejected. Ideating is all about creativity and fun. In the ideation phase, quantity is encouraged. Students may be asked to generate a hundred ideas in a single session. They become silly, savvy, risk takers, wishful thinkers and dreamers of the impossible…and the possible.

    PROTOTYPE. Prototyping is a rough and rapid portion of the design process. A prototype can be a sketch, model, or a cardboard box. It is a way to convey an idea quickly. Students learn that it is better to fail early and often as they create prototypes.

    TEST. Testing is part of an iterative process that provides students with feedback. The purpose of testing is to learn what works and what doesn’t, and then iterate. This means going back to your prototype and modifying it based on feedback. Testing ensures that students learn what works and what doesn’t work for their users.

    What struck as fascinating was that Rams was, at first, hired to design stuff but with a different mission that led him to nail down design process:

    “One of my first jobs in the design department was to harmonise the relationship between the designers and the technicians and so build up trust. There was certainly no form to the design process; for example, as yet there were no briefings. Later on we created teams consisting of designers, marketing people and technicians who, from the start, all worked together on a product. Such a framework does have a huge effect on the design process. The design projects then followed the tasks set by each of the individual areas – whether it be hi-fi, body care, health care etc. There was a business director who was at the same level as the technical director and the design director.

    Design Thinking can be used to:

    • Drive strategy
      • Designers can visualize the future, they can show what it can look like.
      • No one knows how to act on strategy from Powerpoint or Excel, etc.
      • Example: HBO used design to envision the future of media distribution
    • Create new markets
      • Design can help create new value.
      • Example: Shimano used design to create a new form of biking, bikes, and messaging
    • Create new offerings
      • Example: Microjet (sub million dollar jet) is more safe and reliable than propeller planes and relies on a simplified pilot and maintenance experience to work
    • Create new business models
      • Design has a large impact on the shift from products to services
      • Build relationships with people vs. selling them products
      • This shifts cost models, revenue models, etc.
    • New application for technology
    • New ways of connecting to customers
    • Develop new partner relationships
      • Example: Kraft’s redesign of their supplier partner process created and additional 50 million dollar difference with one supplier alone

    So what is Design Thinking?

    • It’s a human-centered approach to innovation.
    • Being human-centered is unique to design, Designers think about people first, then the business second. The opposite is true for most companies.
    • In the traditional Venn diagram of People (desirable), Business (viable) & Technical (feasible), design thinking solves the problem from the People perspective
    • Design thinking is supported by a rich set of tools, processes, roles, and environments. Designers work like craftsmen. They know when to use the right tool at the right time.
    • There are 3 important phases for design thinking: Inspiration, Ideation, Implementation
    Our (and Your) RISD. John Maeda: STEM of an IDEA
STEM is an acronym you can see and hear all around the world as the intellectual ad campaign for “Science, Technology, Engineering, Math.” Indeed STEM is an important factor in achieving innovations today, but it’s only half of the puzzle — there needs to be a humanizing force to any invention for it to become relevant and important. What’s missing is theraison d’etre of a STEM outcome. That could only come from an IDEA-based approach — “Intuition, Design, Emotion, Art.” In this new century, whole-innovation will emerge naturally from the marriage of STEM together with IDEA.

    Our (and Your) RISD. John Maeda: STEM of an IDEA

    STEM is an acronym you can see and hear all around the world as the intellectual ad campaign for “Science, Technology, Engineering, Math.” Indeed STEM is an important factor in achieving innovations today, but it’s only half of the puzzle — there needs to be a humanizing force to any invention for it to become relevant and important. What’s missing is theraison d’etre of a STEM outcome. That could only come from an IDEA-based approach — “Intuition, Design, Emotion, Art.” In this new century, whole-innovation will emerge naturally from the marriage of STEM together with IDEA.