Thinkertoys’ 10 Tips to Become an Idea Person In an age where new ideas quickly becomes commodity, creativity is a must. It is creativity that continuously give us new ideas to keep us ahead in the competition. Regarding this, I recently found an interesting book: Thinkertoys by Michael Michalko. In chapter 2 of the book, Michalko gives us 10 tips to become an idea person which I find very useful and thought-provoking. Here are the summarized explanation of the 10 tips: 1. Set yourself an idea quota for a challenge you are working on, such as five new ideas every day for a week. 2. Fighter pilots say, “I’ve gone tone” when their radar locks onto a target. 3. Deliberately program changes into your daily life. For example: take a different route to work, change your working hours, make new friends, and read fiction if you normally read non-fiction. 4. Creative thinkers read to feed their minds new information and ideas. Select your readings carefully. 5. This is a method of trend spotting. Scan your junk mail before you discard it.
AÇIK MİMARLIK La géographie, ça sert, d’abord, à faire la guerre » le peuple qui manque - a people is missing Exposition du 17 au 24 octobre 2014, Bogota, Colombie Vernissage le 17 octobre, 18h Daniel Eisenberg / Louis Henderson / Sean Snyder / Armin Linke, Francesco Mattuzzi & Decolonizing Architecture / Pierre-Yves Vandeweerd / Wael Nourredine / Cyprien Gaillard Commissariat : Aliocha Imhoff & Kantuta Quirós (le peuple qui manque) Real Remnants of Fictive Wars V de Cyprien Gaillard – Courtesy Bugada & Cargnel Sous forme d’exposition, le programme La géographie, ça sert, d’abord, à faire la guerre présenté à Paris en 2011 à l’invitation du BAL, voyage et se sera présenté à Bogota dans le cadre de la Muestra Internacional Documental de Bogota. Au croisement d’une réflexion sur les politiques de la représentation et les imaginaires géographiques, l’exposition La géographie, ça sert, d’abord, à faire la guerre (1) s’intéresse aux visualités des guerres contemporaines, à ces fictions esthétiques disciplinant l’espace. Kantuta Quirós & Aliocha Imhoff
Edouard François: Eden Bio Eden Bio was a study of the densification of a typical suburban block on the east side of Paris. Three ideas guided the project. The first idea was to respect the surroundings and its history "à la Doisneau". There were pre-existing buildings, full of life and devoid of pretension, some low, others tall. Long and narrow alleyways that are remnant of the area’s agricultural history interrupt the street alignment and spatially define the plot, while vegetation-filled corridors lead the eye into the sun-filled core of the block. The program quickly became clear: to avoid building directly on street alignments, to maintain the disparate suburban alignments, and to respect the alleys as connections that serve the whole complex. The second idea was that of access. The third idea of the project was to allow nature to inhabit the recesses of this “village-like” composition. Finally, to honor the agricultural past of the site, two greenhouses were built. The operation was quickly named Eden Bio.
Games for planning Posted: December 5th, 2013 | Added by: Johan Tré | Filed under: Core Games, Games for decision-making, Games for planning, Games for vision and strategy meetings | Tags: benefit, cost, visual collab | No comments » This game is most probably the most simple collaborative cost benefit analysis ever. It is applicable onto subjects where a group has expert knowledge about costs and/or benefits. A group of developers is such an example. Generation ideas If the list of work items is not existent you can start this exercise by a silent post-up. Clustering Ask the team to group items together by subject in silence. In short: * does everybody know the scope of the clusters? Priories on cost Sorting Next, ask the team to sort them top to bottom on cost. (5 minutes of work) Park the items under discussion aside after all the others are done. Scaling Next hang the lowest sticky way lower and the highest way higher then the rest of the sorted list. Write down on the board some marks of the scale. 2.
Design Meets Research Article by Debbie Millman & Mike BainbridgeFebruary 22, 2008 True story. At Sterling Brands in New York, we have a wonderful cleaning woman named Marta who comes to the office every night around seven o'clock to clean the place up. One evening not so long ago, we had a client review that ran rather late into the night. Most designers have been in this type of situation—whether our client wants to get the opinion of a lovely cleaning woman, a dogwalker, a mother-in-law or an executive assistant. A consumer drawing from market research representing Target. What our clients are seeking in today's incredibly competitive marketplace is some sense of safety—an insurance policy of sorts—a “gee, if Marta likes this design, it must be good” mentality to create a sense of confidence that the direction being taken with a new design is indeed a correct and meaningful choice. But unfortunately, it isn't quite as easy as this. A consumer drawing representing Starbucks. Ethnographic Research Focus Groups
Hypercities La géographie, ça sert, d’abord, à faire la guerre » le peuple qui manque - a people is missing La géographie, ça sert, d’abord, à faire la guerre 20 septembre 2011 – 10 décembre 2011 Programmation cinéma hors-les-murs du BAL auCinéma des Cinéastes, Paris Curatée par Aliocha Imhoff & Kantuta Quiros Et en parallèle de l’exposition Topographies de la guerre (curatée par Diane Dufour et Jean-Yves Jouannais) au BAL, Paris. Pierre-Yves Vandeweerd / Francis Alÿs / Basma Al-Sharif / Marine Hugonnier / Armin Linke, Francesco Mattuzzi & Decolonizing architecture / Lida Abdul / Louidgi Beltrame / Cyprien Gaillard / John Smith / Renzo Martens / Sean Snyder / Waël Noureddine / Edouard Beau / Internacional Errorista (Groupe Etcétera) / Jon Thomson & Alison Craighead / Dominic Angerame / Emanuel Licha / Daniel Eisenberg Lida Abdul – White House, courtesy the artist and Anna Schwartz Gallery Kantuta Quirós & Aliocha Imhoff / le peuple qui manque
YA+K, lauréat du Palmarès des jeunes urbanistes 2016 (8/8) Dévoilé le 5 juillet 2016, le Palmarès des jeunes urbanistes récompense huit équipes parmi 65 candidatures reçues. Ce palmarès entend, tous les deux ans depuis 2005, renouveler l’urbanisme contemporain en mettant en avant une profession complexe et innovante au service des territoires. Les huit lauréats recevront leur prix, par le ministre du Logement et de l’Habitat durable, lors de la cérémonie de remise du Grand Prix de l'urbanisme 2016 en décembre prochain. Présentation des huit lauréats. photo n° 1/4 Articles Liés Atelier Altern, lauréat du Palmarès des jeunes urbanistes 2016 (1/8) Romain Champy, lauréat du Palmarès des jeunes urbanistes 2016 (2/8) Grau, lauréat du Palmarès des jeunes urbanistes 2016 (3/8) Depuis 2010, architectes, urbanistes, artistes et designers s’associent pour former le collectif YA+K. www.yaplusk.org/ Bon été 29/07/2016 Actualités La rédaction d’AMC vous souhaite un bel été et vous donne rendez-vous en septembre pour de nouvelles actualités. Galerie
Transition town A transition town is a grassroot community project that seeks to build resilience in response to peak oil, climate destruction, and economic instability. Local projects are usually based on the model's initial '12 ingredients' and later 'revised ingredients'. The first initiative to use the name was Transition Town Totnes, founded in 2006. The socioeconomic movement is an example of fiscal localism. History Etymology The term, "transition town", was coined by Louise Rooney and Catherine Dunne. The transition model can be applied to different types of place where people live, such as villages, regions, islands and towns. Influences Totnes, England In 2004, permaculture designer Rob Hopkins set his students at Kinsale Further Education College the task of applying permaculture principles to the concept of peak oil. Hopkins moved to his hometown of Totnes, England, where he and Naresh Giangrande developed these concepts into the transition model.
Visualizing the Creative Process As I coach new developers, I've taken to scribbling out the same useful diagram for visualizing the creative process again and again on coffee-ringed napkins. In order to limit my future abuse of culinary paper wares, I've reproduced my images in a more formal fashion in this essay. The conversation usually starts with the following statement: "Creativity is like a snake swallowing a series of tennis balls." And when confused looks inevitably result, I sketch some variant of this odd little picture: Using this as a starting point, we start chatting about joys and pitfalls of creativity.The Brainstorming PhaseFailures in brainstormingThe Culling PhaseFailures in cullingCyclingFailures in cycling The Brainstorming Phase We all start with an idea. Brainstorming starts out small and expands over time There are several activities that occur during this phase:Ideas: Generate new ideas related to your initial insight. A multitude of experiments arise during brainstorming Problems with brainstorming