Wednesday, 23 November 2011

Lego Serious Play 17th November

In keeping with the theme of 'Play', last Thursday's Creativity and Concept lesson introduced Lego Serious Play which is described as an "innovative, experimental process designed to enhance innovation and business performance". This definition was certainly brought to life whenever we got playing with the lego, and as we were given different tasks, the outcome of our ideas proved our individuality and versatility. Our first task was to each make a tower and let our imaginations flow, which I found interesting as many different outcomes were produced.
Next we had to make another tower incorporating what each of us brought to a team. So in mine I emphasized how I am a good listener by making an ear-like structure, as the willingness to listen is at the core of a good team.
Lastly, we each made a new model to represent factors which are core to a team, in which I built a machine-like structure symbolizing the importance of co-operation. The cogs show how all components must work together in order to succeed, much like a machine.
Finally we joined all of our models together and structured them in a line, carefully placing them in order of where they each stand in the process of a new idea or challenge.

Tuesday, 15 November 2011

Contemporary Media Issues

Ludology
Today's lesson threw us into the depths of 'play' as both a challenge and a learning platform. In a wider sense, the 'game' has developed a more diverse meaning; The media industry reflects the relevance of this in a modern world where television shows, video games and almost anything that involves user interaction incorporates elements of play.
In our small groups we were each given a different game ranging from basic board games to x-box/wii computerized games, and spent the lesson enjoying the freedom of this in a classroom environment (a rare sight). In my group we decided to play the well-known 'Who am I' game where components aim to guess which famous character they have stuck to their forehead (usually with a post-it note) through asking a series of questions to the other players. Surprisingly I found this game quite challenging and is actually harder than it looks. Specific skill is not needed in this game as there is no definite winner, however, knowledge of the music/tv industry is vital in order to tell a good player from bad. An element of chance could be associated with the game through the guessing factor, but all in all, a knowledgeable brain is vital in order to impress.

Thursday, 3 November 2011

Blog Catch up- Creativity and Concept

In the last few classes we continued to explore the different types of creativity through Divergent and Convergent thinking methods.
3rd Nov
Today we re-capped on the various techniques of generating creativity and in our groups we displayed the different characteristics of these methods of Divergent and Convergent thinking. Below are some examples:
In this session we also discussed IDEO and their approach to the principles of user centered design, and created a solution to an everyday problem encountered by users of the Screen School.
13th Oct
Session Three involved designing a brief to produce a new product for the Screen School. In the Automatic we were introduced to DeBono cards and random word sheets to stimulate ideas in order to come up with a creative and original outcome. We also used Michael Michalco's brainbox technique; all tools for divergent thinking.
In this session we also employed DeBono's Plus, Minus and Interesting technique which is a way of weighing the pros, cons and implications of a decision. I found this to be a lucid and straightforward device for reviewing ideas.
27th Oct
In this session we explored Design Thinking and were given the task of designing a new snowmobile for the imaginary 'Snow Fun' company, which presented us with the challenge of creating an outcome with both original and do-able characteristics. Our next task was to create an additional product for the company and finally a product which was not snow-related at all, through random stimulus. In this class we were also introduced to SCAMPER as a creative thinking technique; I found this approach interesting and effective as it generated an additional body of outcomes upon our initial idea through the following steps:
SSubstitute – components, materials, people.
CCombine – mix, combine with other assemblies or services, integrate.
AAdapt – alter, change function, use part of another element.
MModify – increase or reduce in scale, change shape, modify attributes (e.g. colour).
PPut to another use.
EEliminate – remove elements, simplify, reduce to core functionality.
RReverse – turn inside out or upside down, or use Reversal.