The Design Ecosystem: Designing for Emergence and Innovation II

In this paper, Beal Institute Chief Scientist Robert K. Logan and Director of Research Greg Van Alstyne explore the roles of designer, client, user, and other parties essential to the design process, and the relationships between them. The authors of https://specialessays.com - SpecialEssays.com one of the best essay writing companies when it comes to providing quality services, interrogate the interactions between bottom-up processes of emergence and those characteristically top-down activities of the designer that together give rise to a design ecosystem, capable of supporting the emergence of innovative design. They describe that environment in which the designer operates and characterize the design ecosystem’s dynamic, interdependent processes. Finally, they seek to understand the design of successful innovations of the past so as to be prescriptive about the future of design.

Designing for Emergence and Innovation: Redesigning Design

by
Greg Van Alstyne
Director of Research, Beal Institute for Strategic Creativity
Associate Professor, Ontario College of Art and Design
and
Robert K. Logan
Chief Scientist, Beal Institute for Strategic Creativity
Emeritus Professor, Department of Physics, University of Toronto

Abstract
This paper reveals the surprising and counterintuitive truth that design is not always at the forefront of innovation; it is a necessary but not a sufficient condition for the success of products and services. The authors argue that design must harness emergence, for it is only through this bottom-up and massively iterative, unfolding process that new and improved products and services are successfully refined, introduced and diffused into the marketplace.

DX Designers in the Classroom program

Launched in Fall 2003, Designers in the Classroom brings professional designers into elementary and secondary school classrooms to develop design projects with students that enrich curriculum and broaden the roles of designers in their communities.

CREATE 2008 conference on creating innovative interactions

CREATE 2008
24-25 June 2008, British Computer Society, Covent Garden, London

CREATE 2008 is a 2-day conference about creating innovative interactions, whether digital consumer products, interactive services or interaction paradigms. A conference where the

SHARCNET Research Day June 6th

The prime yearly event at which SHARCNET researchers (faculty members, postdocs and graduate students) can meet and get direct input on how to put the computational power of SHARCNET to work for them through invited and contributed talks showing individual paths to success, and through the chance of talking one-on-one with programmers, systems staff and experienced users to get personal advice on

Nigel Cross "Designerly Ways of Knowing: Understanding How Designers Think and Work"

KMDI Distinguished Lecture: Nigel Cross ‘Designerly Ways of Knowing: Understanding how Designers Think and Work’

Date: Tuesday, May 20th, 2008
Time: 11:00 am - 12:30 pm
Place: 40 St. George St. Bahen Centre for Information Technology Room 1220 (1st floor)

ACM's Interactions magazine

I'm surprised I didn't know this one already: http://interactions.acm.org/

Interactions is a bimonthly publication of the Association for Computing Machinery (ACM) and is distributed to all members of SIGCHI. Lots of interesting things in here and broader than I expected, e.g.:

If Networked Smart Things Could Draw Self Portraits...

I rediscovered this Boing Boing post that was shared by Mark Kusnicki last year:

Designers Irene Pereyra and Tom Klinkowstein recently exhibited their wall-sized digram called "A Day in the Life of a Networked Designer's Smart Things or A Day in a Designer's Networked Smart Things, 2030." The map not only presents a narrative of how a designer "gets things done with the help of all her smart things" but at a higher level also seems to hint at how we may deal with mass amounts of information in the future.

SummerCamp Dance Party at CiRCA

CaseCamp along with its sponsors transform CiRCA into ground zero for Toronto’s creative communities: art, design, communications, technology, media, social change and entrepreneurship. DJs, interactive art, and the closest friends you haven’t met celebrating their passion for participatory culture, creative practice and society.

Tuesday, April 29, 2008 from 9:00 PM to closing time
CiRCA

Interactivos?'08 · Vision Play: Open call for projects (co-lead by OCAD's Simone Jones)

Medialab-Prado issues a call for the submission of projects to be
carried out as part of the Interactivos?'08: Vision Play event,
which will take place from 30 May to 14 June 2008 in Madrid, Spain. Deadline: 25th April

Project development advanced workshop
Lead by: Álvaro Cassinelli, Simone Jones

With the participation of the research group Light, space and

Another PARC reference for Smart Book

Here's an interesting paper from PARC. I don't buy the premise -- to create a 3D virtual book -- but the paper raises some useful overlaps with our smart book idea, e.g. references, context, vocabulary.

http://citeseer.ist.psu.edu/card04book.html

Abstract: This paper describes the 3Book, a 3D interactive visualization of a codex book as a component for various digital library and sensemaking systems. The book is designed to hold large books and to support sensemaking operations by readers. The book includes methods in which the automatic semantic analysis of the book's content is used to dynamically tailor access. (Update)

Assessing 2D barcodes for Smart Book functionality

One option for 'automating links' in the smartbook might be to use 2D barcodes to link to the virtual version of the book, plus additional resources etc. This post assesses potential for 2D barcodes incl. prelim. SWOT analysis.

Smart Book concept precedent: Mark Weiser at PARC (of course)

Kevin Kelly's prescient 1994 book Out of Control is online its entirety, searchable, linkable etc. This chapter covers the smart book concept as envisioned early on, naturally enough by one of the progenators of dataspace: Mark Weiser at Xerox Parc

http://www.kk.org/outofcontrol/ch10-b.html

The research labs of Xerox in Palo Alto, California (PARC), invented, but unfortunately never exploited, the signature elements of the first friendly Macintosh computers. Not to be burned twice, PARC intends to fully exploit yet another radical (and potentially profitable) concept brewing in their labs now. Mark Weiser, young and cheerful, is director of a Xerox initiative to view the office as a superorganism -- a networked being composed of many interlinked parts.

The glassy offices of PARC perch on a Bay Area hill overlooking Silicon Valley. When I visit Weiser he is wearing a loud yellow shirt flanked by red suspenders. He smiles constantly, as if inventing the future was a big joke and I'm in on it. I take the couch, an obligatory furnishing in hacker dens, even posh hacker dens like these at Xerox. Weiser is too animated to sit; he's waving his arms -- a marker in one hand -- in front of a huge white board that runs from the floor to the ceiling. This is complicated, his arms say, you are going to need to see it. The picture Weiser begins drawing on the white board looks like a diagram of a Roman army. Down at the bottom are one hundred small units. Above it are ten medium-size units. Perched at the top level is one large unit. The army that Weiser is drawing is a field of Room Organisms.

What I really want, Weiser is telling me, is an mob of tiny smart objects. One hundred small things throughout my office that have a uniform, dim awareness of each other, of themselves, and of me. My room becomes a supercolony of quasi-smart bits. What you want, he says, is every book on your shelf to have a chip embedded in it so that it keeps track of where it is in the room, when it was last open, and to what page. The chip might even have a dynamic copy of the book's index that will link itself to your computer database when you first bring the book into the room. The book now has a community presence. All information stored on a shelf as, say, books or videotapes are implanted with a cheap chip to communicate both where they are and what they are about.

SmartBook 2

The “Smart Tagged” Book that is Smart, Readable and Searchable:
A Third Option for Publishers and a Potential Motorola – Google – Lulu.com – Beal Centre Collaboration

Prepared by Robert K. Logan ()

SmartBook 1

The “Smart Tagged” Book that is Smart, Readable and Searchable:
A Third Option for Publishers

A Potential Motorola – Google – Lulu.com – Beal Centre Collaboration

Abstract: We are proposing a book that is smart, searchable and readable. We will analyze this opportunity using the New Product Filter developed at the Beal Centre.

Re: Show and Tell contribution on Sustainability and Innovation

Contribution to Jennifer Courts Work in progress:

SUSTAINABILITY AND INNOVATION:
DESIGN, PROGRESS AND INNOVATION

York University
Environmental Studies

Show & Tell: February 21, 2008

1) Beal researchers contribute their thoughts and ideas to a collective presentation on Innovation & Sustainability. Guest contributions are welcome. (Contact: )


Family Inchoate – version 03-28-3008

Family Inchoate:
Coterminous Kinship in Emergent Game Worlds

Prepared by Mark Outhwaite | March 2008.

Tags:
37 varieties of SERIOUS GAMES | Precursor to a discussion with Rafael Fajardo

37 varieties of SERIOUS GAMES |

Precursor to a discussion with Rafael Fajardo – 02-06-2008

1) What is serious about serious games?

________________________________________

2) From event to game? (explain your views on Serious Games as platforms supportive of – citizen journalism – mass media and message manipulation)

How will serious games affect the time-to-market of truth, distortion, crisis, warnings, advisories, significant socioeconomic shifts? Might serious games provide for a computer, Internet and games-literate population a form of early-warning radar?

If so, do you see such an adaptation of the traditional role of media as being potentially beneficial, were the use of serious games to progress towards becoming a dominant mode of information, communications and cultural dialog/discourse? What would be some of the elements of a user experience which combines the instantaneous feedback of the news blog
with the richness, multivalency* of a 2D/3D game world?

(* “having or susceptible to many applications interpretations or meanings”)

Tags:
GVA speaking next Fri in Together Elsewhere: Toronto/Montreal/Lille

On Friday Feb. 1st, I'll be speaking in this Ryerson University-organized international conference:

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