Analysis Paper
Autor: onemanoneson • March 21, 2015 • Essay • 873 Words (4 Pages) • 976 Views
Analysis Paper
Charlotte Stephenson
PHL/458
March 14, 2015
Analysis Paper
The class was given an assignment. The task involved looking through a half-dozen clips on different subjects. The clips for the assignment were varied, but one clip in particular was enjoyable from beginning to end. One has to admire a man who allows his audience to shoot foam rockets at him. As they zoom past him, he cracks jokes about the ones that fall short and compliments the ones that hit the mark. It is a great way to capture the audience’s attention. His name is Tim Brown.
How the topic of the talk relates to the concepts of imagination and curiosity
Tim Brown, CEO of IDEO, an “innovation and design” firm. Mr. Brown discusses the powerful relationship that exists between creative thinking and play. He gives examples of creative flow that you can try. Filmed in 2008, at the Serious Play conference. IDEO rethinks for companies when they need fresh outlooks on anything from hospitals, fast food corporations, and even high-tech startups. IDEO has created prototypes that include a portable defibrillator (IDEO, 2015).
How the talk's content illuminates some of the stages of creativity
Mr. Brown stated that creativity needs rules for brainstorming, like defer judgment, and go for quantity. The text book for the class shows that research has discovered “a clear relationship between the number of ideas produced and the quality of the ideas” (Ruggiero, 2012). Brown’s emphasis on quantity follows with what the textbook says. Statistically, creative ideas are uncommon (Ruggiero, 2012). The more ideas that someone thinks of, the better the chance are that at least one will be a good one. The text book quotes Alfred North Whitehead as explaining:
“The probability is that nine hundred and ninety-nine of [our ideas] will come to nothing,
either because they are worthless in themselves or because we shall not know how to elicit
their value; but we had better entertain them all, however skeptically, for the thousandth
idea may be the one that will change the world” (Ruggiero, 2012).
These rules help to break the previous rules and norms that might otherwise keep a damper on creativity (Brown, TED). The rules include how, and when to play. Our textbook notes that even Einstein saw playfulness as “the essential feature in productive thought” (Ruggiero, 2012). Working with hands while constructing allows for thoughts to evolve into more three dimensional prototypes, highlighting the pros and cons of the idea. Often, a designer does role playing, trying to see things from a different perspective. This gives the designer a chance to “try on” something different (Brown, TED). Our textbook states that “familiar ideas tend to come first. Nothing can be done to avoid this pattern” (Ruggiero, 2012). It goes on to say that one must expect these, in order to free the mind, allowing for the possibilities, for imagination, creativity and for original thinking. The steps for creativity include playful exploration, playful building and playful role play. Creating involves two different types of operation, divergent and convergent activity. It requires a generative mode to explore options, then coming back around to decide on a solution. Divergence requires more playfulness (Brown, TED). Convergence needs more seriousness. Being able to navigate smoothly between the two allows for the opportunity to be a playful yet serious designer.
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