Creativity & Collaboration

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Anatomy Of A Cannes Winner: NTT DoCoMo Xylophone | Fast Company Anatomy Of A Cannes Winner: NTT DoCoMo Xylophone | Fast Company It was one of those passed-along web films that cut through the irony and the cats and stopped people in their tracks. The video depicted a wooden xylophone built and deployed in the middle of a sun-dappled forest. A ball was released at the top, and as it rolled down the sloping instrument and dropped onto each wooden “key,” it played an all-natural performance of Bach’s Cantata 147. No tricks.
Call it a creative supergroup if you like, but please don’t call it an agency. Separately, and in various combinations, Naoki Ito, Masashi Kawamura, Morihiro Harano, Qanta Shimizu, and Hiroki Nakamura have produced an impressive array of distinctive and critically acclaimed work. Earlier this month, the five stars announced they were leaving their respective jobs at ad shops in Tokyo and the U.S. to launch Party, a Tokyo- and New York-based creative company that they prefer not to call an agency. The partners say they want to make Party a creative lab, and do work that marries entertainment, product development, technology, and advertising. They'll work with brands, and on entertainment and self-driven projects across platforms and borders. What Happens When Japanese Creatives Form A Supergroup? Party | Fast Company What Happens When Japanese Creatives Form A Supergroup? Party | Fast Company
Use "Weird Rules" To Boost Your Creativity Ten years ago, Stanford professor Robert I. Sutton wrote a book on how to manage for maximum creativity called Weird Ideas That Work. After studying some of the most innovative people and companies, Sutton concluded that what is right for routine work is consistently wrong for creative work. The best way to manage for creativity, he discovered, is to simply take every tried-and-true management trope and do the opposite. Armed with this epiphany, he laid out his “Weird Rules of Creativity.” In the decade since, many of Sutton’s “Weird Rules” have become, if not standard practice, characteristic of typically innovative companies. Use "Weird Rules" To Boost Your Creativity
Brainstorming 2.0: Making Ideas That Really Happen

Brainstorming 2.0: Making Ideas That Really Happen

One of the most common questions we hear at 99U is: “How do I get more out of my brainstorming sessions?” While brainstorming sessions have become perhaps the most iconic act of creativity, we still struggle with how to give them real utility. The problem of course is that most brainstorming sessions conclude prematurely.