Introduction - Serial and Parallel
Thinking
IQ Test Pass out and
take
Look how Dumb Humans
are:
(introduction to Serial/Parallel analogy)
The IQ test - is the pinnacle of intelligence.
Yet that is all we can do.
#1 - big deal, so you could tell the difference between. . .
IQ ONLY WORKS WHEN WE STRING IT TOGETHER
This can be done by working in a team
It can be done by writing it down
This is a strong purpose of culture
IT ALSO WORKS WHEN BE 'BUILD' or 'GROK' a NEW CONCEPT
Then we just 'know it'
THIS MEANS WE CAN NOW USE OUR PARALLEL PROCESSOR
Things just 'feel' right or wrong
WE HAD BETTER USE SOMETHING MORE THAN JUST OUR SERIAL PROCESSOR
Look at a car - it is an assembly of small, little smart ideas.
I
Wishcraft Exercise I "Who do you think you
are?" (From: "Wishcraft" by Barbara Sher, Ballantine 1979)
Slides of Bolas Work.
Conclude with "I
LOVE DESIGN"
It did not matter the subject matter, I just LOVE playing and creating and building and well, DESIGNING
So, this talk will follow:
I
(how do we come to know who are we as individuals?)
Love
(how do we become and stay passionately motivated?)
Design
(how can we better practice the art and science of Design?)
WHAT YOU ARE
FIND WHAT YOU ARE
Willing to try many things and fail many times
Requires conscious effort to remain sensitive and notice
Especially given that there are realities to life as well
Wishcraft - Childhood Discussion and then Exercise two
FOLLOW WHAT YOU ARE
1) Because this is what you are
meant to do - only your brain works this way
2) Shoulds lead to shoulds while wants lead to wants which leads to flow
3) Einstein was not that smart IQ wise (well he was I think but) - he just had a different way of looking at things - that is the parallel side - you gotta stick to it -that is what makes you truly unique.
NURTURE WHAT YOU ARE
Go to school; Do things that make you look (& be) dumb; Go back in status by 20 years
TAKE RESPONSIBILITY FOR WHAT YOU ARE
Scary - one of the reasons we do not do it
"I am the best person in the world to be designing this", Uh Oh.
SIDE BARS:
THE RULE OF 7s (From Waldorff Education)
Major life changes seem to take place at the 'sevens' - go ahead and
make the change.
7 Childhood - Adolescence
14 Teen
21 Graduated College
28 Marriage or Career choice
35 Major even
42 Career change, midlife crisis.
RICH'S QUADRANTS (From Rich Gold's "The Plenitude")
Artist Scientist
Designer Engineer
Love
Passion
Flow
Self
Fun
Play
CONCEPTS OF 'FLOW'
and 'PLAY' and ENERGY
Challenge vs. Skill - boring versus stressed
DEKOVEN PAGES (From
Bernie Dekoven at WWW.DEEPFUN.COM)
YOU NEED TO DO WHAT
YOU ARE NATURALLY WIRED TO DO
This means you should do what you find fun,
This means you should do what you WANT to do
This means you should
not do a should, you should do a want.
From Synectics:
In Synectics theory, play with apparent irrelevancies is used extensively to generate energy for problem-solving and to evoke new viewpoints with respect to problems. Play generates energy because it is a pleasure in itself, an intrinsic end.
Play
While it may be true that final sanction for artist, scientist, inventor is public acceptance of the end-product, overemphasis on the success goal masks the gratification in the creative process itself. Synectic theory implies that not all play is creative, but that all creativity contains play.
"Play" in the creative process means the activity of floating and considering associations apparently irrelevant to the problem at hand. Play in this sense involves the constructive use of illusion, conscious self-deceit, daydreams, and of associations in general which seem to imply no immediate benefit.
Design
|
DSP |
Filter Circuits |
Vibration/Damping/Control |
|
DESIGN STYLE |
HACKING/BOTTOMUP |
TOPDOWN |
|
AESTHETIC |
CONSIDERATIONS |
BEAUTY |
|
CONCEPTUAL |
BLOCK |
DESIGN |
|
Design Code |
Design Circuit |
Design Part |
|
Write Code |
Solder PC Board |
Machine Part |
Domain independent -
Design at a certain level, cares not about the discipline
Observations on the
brain - we have no memory, what is this good for:
Brainstorming example
ADD ideations an synecting
Need tools to provide persistance
Writing is a tool
Mind mapping is a tool
When all is up in short term, do not stop, run until you drop
Recognize these states and don't let them go
Techniques to help
synect
HOW IDEAS REALLY TAKE SHAPE - LEVELS OF DESIGN
LOOK! THERE IS ROOM FOR EVERYONE TO PLAY
From engineer to concept gal to build it guy - they all fit because it is at all levels
Design cuts across these levels, horizontally, not vertically
Synectics Lecture
and Theory:
Synectics, from the Greek means the joining together of different and apparently irrelevant elements.
The aim of Synectics research (since 1944) has been to uncover the psychological mechanisms basic to creative activity. They used observational methods.
This summary is from "Synectics" by William J.J. Gordon, Harper 1961
did it by watching and recording people.
Spring/Altimeter
Example (page 16):
1a) Detachment
1b) Involvement
2) Deferment
3) Speculation
4) Autonomy of Object
Basic Synectic
Process:
1) Make the Strange
Familiar
Understand the problem - analytical phase. Understand the problem until you are at home with it.
2) Make the Familiar
Strange
Distort, invert or transpose the everyday ways of looking and responding.
A South Sea Islander's pigeon-English description of a three-masted, screw steamer with two funnels: "thlee-pieces bamboo, two-pieces puff-puff, walk-along inside, no-can-see"
Techniques to Make the Familiar Strange
a) Personal Analogy - see yourself as the spring
b) Direct Analogy - use animals or other devices
c) Symbolic Analogy - use constructs or symbols
d) Fantasy Analogy - invent something that could be used as an analogy
Intuition, Deferment, Empathy, Play, Use of Irrelevance, Involvement; Detachment - these are abstract and thus difficult to teach. The four mechanisms outlined above can lead a person toward these key, abstract, psychological states.
Play and Irrelevance:
In Synectics theory, play with apparent irrelevancies is used extensively to generate energy for problem-solving and to evoke new viewpoints with respect to problems. Play generates energy because it is a pleasure in itself, an intrinsic end.
Play
While it may be true that final sanction for artist, scientist, inventor is public acceptance of the end-product, overemphasis on the success goal masks the gratification in the creative process itself. Synectic theory implies that not all play is creative, but that all creativity contains play.
"Play" in the creative process means the activity of floating and considering associations apparently irrelevant to the problem at hand. Play in this sense involves the constructive use of illusion, conscious self-deceit, daydreams, and of associations in general which seem to imply no immediate benefit.
Irrelevance
1) Irrelevant Perception, Ideas, and Generalities - sustain a dynamic balance between distraction and learning. Page 133 - Ant Distraction Example
2) Hedonic Response: An Irrelevance Filter - if it begins to feel good, keep going.
Synectics theory holds that there is an excitement and feeling of pleasure accompanying the selection of and signaling a valid intuition, and that people can be taught to watch for the feeling of excitement within them. It is termed a "Hedonic Response"
3) Autonomy of Object - when the solution begins to have a life of its own
4) Accident - effectively irrelevance in motion
A Social Application - Choosing People to Work
With:
1) Metaphoric Capacity
2) Attitude of Assistance
3) Kinesthetic Coordination
4) Risk (constructive vs. destructive)
5) Emotional Maturity (integration of childishness into constructive acts)
6) The Capacity to Generalize
7) Commitment
8) Non-status Oriented
9) Complementary Aspect (does the person fit within the existing group)
(? Social Software's role in all this)