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Institute on Asian
Consumer Insight (ACI)
Creativity and Design
(Day 4)
http://www.aci-institute.com
1
Key ideas from Day 3
• “I guess I should see things in a different perspective now”
• “I almost cried to hear Mr Yeo’s vision”
• “Today has been cathartic for me for so many reasons”
• “Thinking on success and failure was mind blowing”
• “I will challenge existing ways of doing things”
• The application of this is not only in design but also real-life situations”
• “I need to be more gracious about my failures and use them as
opportunities”
• “I will focus not only on success case stories but failures/losers”
• Problem and solution are not ends of the process, it’s a cycle. Problem and
solution = an endless loop
• There is ample amount of space for improvement of new ideas that score
low
• Welcome the resistance
Key ideas from Day 3
• Creativity is a continuous process
• “I loved abductive reasoning”
• Abduction may be dangerous (f) too much confidence
• Abduction can also help analyse reasons of failure
• Use abductive alongside deductive and inductive. All modes of thinking are
equally powerful. We use these all the time without realising
• Action: to build a workflow sheet that incorporates the above learnings. We need
to adapt frameworks
• “I believe in having an evolving framework”
• “This helped me understand why certain people are scared to try” (creative
destruction  success with failure)
• “Do not aim for the best solution, instead start from a ‘better’ solution that can
be improved
• Abstract vs Concrete thinking. Push myself to think more abstract
• Keep the “marshmallow” involved in prototyping
Questions from Day 3
• Why is it so hard to understand abductive reasoning?
• Why is learning difficult?
• What is the “marshmallow” in this problem?
• How can I improve my deductive/inductive/abductive thinking? Which one
is inherently better?
• How to strike a balance between stages?
• Am I going to start my own business?
• How to give certain ownership at teamwork? Is there a tension between
collaboration and ownership?
• How to be more observant and supportive of new ideas?
• How to determine the level of instructions given to individuals?
• Why do start-ups fail to see consequences?
• What is the purpose of my life?
Steven Johnson: Where Good Ideas Come From
http://www.ted.com/talks/steven_johnson_where_good_ideas_come_from.html
https://www.npr.org/2014/06/27/322920914/where-do-good-ideas-come-from
Morning tea
15 minutes
6
ACI design and creativity slides 2019 day4
ACI design and creativity slides 2019 day4
ACI design and creativity slides 2019 day4
https://www.youtube.com/watch?v=fPGPkbsA-8I10
https://www.youtube.com/watch?v=LafDex0L7FM
https://www.flickr.com/photos/lunarcaustic/
http://www.slideshare.net/frogdesign/making-clients-part-of-the-design-process
ACI design and creativity slides 2019 day4
http://99u.com/articles/7224/why-fighting-for-our-ideas-makes-them-better
“People buy into the leader before they buy into the vision”
-- John C. Maxwell
“IKEA effect”: consumers
place a disproportionately
high value on products they
partially created
http://en.wikipedia.org/wiki/IKEA_effect
Beware the objective and subjective aspects
“Plus-ing” at Pixar
https://www.youtube.com/watch?v=QhXJe8ANws8
Activity 5.1: Evaluate new ideas
Pugh Matrix
https://wiki.ece.cmu.edu/ddl/index.php/Ice_cream_maker_redesign
http://www.gaudisite.nl/SESGwhitePaperNovember2009.pdf
http://www.mech.utah.edu/senior_design/07/uploads/Main/Lect12-ConceptSelection.pdf
https://www.ecohelmet.com/
ACI design and creativity slides 2019 day4
Many cities around the world are
investing more in bike share systems as
a form of public transportation. But the
bikes don’t come with helmets, so
riders must either bring their own —
which can be cumbersome to carry
around — or go without.
A new invention, called the EcoHelmet,
may offer a solution. Made of paper, the
device is collapsible, and is designed
with bike share programs in mind.
https://www.businessinsider.com
Crash Tested
Absorbs blows like
traditional styrofoam.
As international winner of the James
Dyson Award 2016, Isis will be awarded
$45,000 to further develop her invention.
“EcoHelmet solves an obvious problem
in an incredibly elegant way. But its
simplicity belies an impressive amount of
research and development,” says James
Dyson.
ACI design and creativity slides 2019 day4
https://hovding.com/
ACI design and creativity slides 2019 day4
Lunch
1 hour
29
(Probably not relevant criteria?)
(Interesting)
Evaluation Criteria
ImportanceRating
Benchmark(Datum)
Newideatype1
Newideatype2
Newideatype3
Existingproduct1
Existingproduct2
Criteria 1 3 S + + - -
Criteria 2 2 - S + + +
Criteria 3 3 + - + S S
Criteria 4 1 S + + - +
Criteria 5 3 - S S + S
Criteria 6 3 - - - - -
Criteria 7 3 + + + + +
Criteria 8 2 S S S S S
Criteria 9 1 - + - - -
Criteria 10 2 + - + + +
Pugh Matrix Template
Solution Alternatives
Concept Selection Legend
Better +
Same S
Worse -
ACI design and creativity slides 2019 day4
Creativity requires clear feedback
Insincere support is poison
“Learn to say 'no' to the good so you can say 'yes' to the best.”
John C. Maxwell
Learn (when) to say ‘no’ to new ideas
https://www.youtube.com/watch?v=U9IV50KiiMI
Top creativity traits: persistence and flexibility
http://www.fastcompany.com/pivot
http://www.fastcompany.com/1836238/how-eric-ries-coined-pivot-and-what-your-business-can-learn-it
Greg Kinnear in Flash of Genius (2008) https://www.youtube.com/watch?v=0Biy-okZ0l8
ACI design and creativity slides 2019 day4
ACI design and creativity slides 2019 day4
ACI design and creativity slides 2019 day4
http://www.innovationmanagement.se/imtool-articles/10-rules-for-creative-teams/
ACI design and creativity slides 2019 day4
https://rework.withgoogle.com/guides/understanding-team-effectiveness/steps/foster-psychological-safety/
ACI design and creativity slides 2019 day4
Key factors to consider…
• Diversity
• Autonomy
• Knowledge
• Culture change
• Breadth-depth trade-off
• Strength of weak ties
• Hierarchies
• Synergies in collaboration
• Sharing: giving and taking
• Exploration-exploitation modes
• Physical space
• Internal, not external motivation
• Walk the talk
• Playful sandbox attitude
• Document success & failure as
learning opportunities
• Stimulate reflection
Creative spaces
Principles to design spaces and organisations that promote creativity
Premises and definition
• Creativity consists of:
• Individual dimension including personality, cognition and emotion
• Group dimension including team dynamics, peer support, social influence,
workplace dynamics
• Cultural dimension including knowledge creation and management, culture,
organisational policies
• Therefore, creative spaces support appropriate individual, group and
cultural processes to create a multi-level system or environment
where creativity can originate, develop and lead to innovation
http://www.inc.com/ss/jessica-stillman/10-office-design-tips-foster-creativity#10
http://blogs.hbr.org/2012/03/five-ways-to-make-corporate-sp/
Menlo Park lab
Ray Eames
Dan Ariely
Moultrie, J., Nilsson, M., Dissel, M., Haner, U. E., Janssen, S., & Van der Lugt, R. (2007). Innovation spaces: towards a framework for
understanding the role of the physical environment in innovation. Creativity and Innovation Management,16(1), 53-65.
Activities that creative spaces should support:
1. Small-group short sessions
2. Individual privacy corners
3. Casual encounters and impromptu interactions
4. Visual walls of early ideas and ongoing work
5. Boards for exchange and feedback
6. Showcase of results
7. Playful making and inspiration areas
7+1. Ad-hoc reconfigurable spaces
1. Small-group short sessions
 Creative meeting rooms (3 to 9 people) for ideation sessions
 Sound-proof and visual privacy
 Booking schedule for half-hour slots with blackout times
 ‘Facilitation’ prompts (clock, board games, dice, etc.)
 Wall space and movable boards
 Preferably adjacent to #5 and #7
2. Individual privacy corners
 Small and cosy individual spaces for tasks that require sustained
concentration
 Assigned on a short and mid-term basis, possibly in shared areas but
with a clear policy of complete silence and independent work (use of
headphones, no food, etc.)
 Customisable by occupants to suit their taste and needs
 Natural light is important
 Separated from public areas, possibly leading to #3
3. Casual encounters and impromptu interactions
 Coffee lounge, sofas, magazines, bookshelves, collection of toys and
products, etc. to encourage conversations
 Social space for functions, extending #6
 Central location linking all other areas
4. Visual walls of early ideas and ongoing work
 Boards and shelves labelled where teams can keep and temporarily
store works in progress
 ‘Experiential walls’ of various projects (including side-projects)
 Intent is to present ‘half-baked’ ideas, gather feedback, catalyse new
projects
 Access may be limited or restricted to members
 Possibly adjacent to #7
5. Boards for exchange and feedback
 Sprinkled around, especially at #1 and #7, these message boards
(cork, felt, white boards for regular announcements and short-term
messages (physical version of “Foundations of SUTD's Creative,
Design Culture”)
 Can also support call for papers, requests, questions, challenges
framed by members, etc.
 Policy: to be cleaned bi-weekly unless a date is given in a “Erase by:
____” magnet.
6. Showcase of results
 Exhibition space supports:
 A1 posters
 Portfolios
 Video screens
 Physical models
 Photography sessions
 Demos, poster sessions and product launch events
 Located at the main entrance, open to the public
7. Playful making and inspiration areas
 Tinkering spaces and artefacts
 Material library
 Serious games
 Embodied techniques (bodystorming)
 Showcase of failures (product forensics)
 Techno-cultural probes
 Mechanisms and other ‘functional post-mortems’
 Adjacent to #4 and #3
Activity 4.3: How would you start
reconfiguring your teams and
spaces?
Duration: 15 minutes
Think – Pair – Share
Afternoon tea
15 minutes
56
https://www.youtube.com/watch?v=hLltkC-G5dY
Ideation and facilitation
Idea variation: more important than idea generation?
ACI design and creativity slides 2019 day4
ACI design and creativity slides 2019 day4
ACI design and creativity slides 2019 day4
Ideation golden rules
1. Prepare carefully
2. Take turns, contribute and let encourage others to contribute
3. Go for quantity: a stream a storm a typhoon of ideas “think aloud”
4. Don’t criticise ideas, avoid any reference to their feasibility at this
stage
5. Bad ideas are allowed are welcome are encouraged
6. Connect ideas
7. Practice active listening: rephrase, inquire, build-upon, combine
8. Follow-up with participants and reflect on process
Ideation recommendations
• Explore the problems as well as the solutions
• Don’t praise ideas either, accept and “plus” them
• Look for gaps in the sequence of ideas, themes, types of ideas
• It’s not a competition, it’s not a place to shine, avoid ownership of ideas
• Don’t overdo it: 20-30 minute blocks with breaks
• Be mindful of the “second half gain”: less obvious ideas emerge after the box has
been defined with commonplace ideas
• Don’t expect every session to be successful
• Create mutual trust, a safe space: no hierarchies, level playing field
• Model the process
• Ideation is like Karaoke: https://www.timeout.com/los-angeles/clubs/the-10-rules-
of-karaoke
Facilitation
1. Questions to ask before a session: Is this necessary? Who should be invited? Where?
When? How long? Goals? Outcomes? Resources? Training? Information or prep work
required? Agenda? How can I creatively prepare the session? What techniques? What
can I prototype about this session? Define the session: explorative, generative,
associative, provocative, intuitive…
2. Things to worry about during the session: Is this working? Is the atmosphere
conducive? Do we need a break or to stop? Who is missing? What next? Are ideas
flowing? Are we learning?
3. Decisions after the session: Document and reflect, share results, next steps, lessons
learned, new questions, practice-practice-practice…
4. Recommended:
1. Creative Facilitation, Marc Tassoul, VSSD, Delft (2009):
http://www.delftacademicpress.nl/bij/b005extract.pdf
2. The Systems Thinking Playbook: Exercises to Stretch and Build Learning:
http://www.chelseagreen.com/the-systems-thinking-playbook
Activity 5.3: Post-survey
Duration: 15 minutes
Mode: Individual

More Related Content

ACI design and creativity slides 2019 day4

  • 1. Institute on Asian Consumer Insight (ACI) Creativity and Design (Day 4) http://www.aci-institute.com 1
  • 2. Key ideas from Day 3 • “I guess I should see things in a different perspective now” • “I almost cried to hear Mr Yeo’s vision” • “Today has been cathartic for me for so many reasons” • “Thinking on success and failure was mind blowing” • “I will challenge existing ways of doing things” • The application of this is not only in design but also real-life situations” • “I need to be more gracious about my failures and use them as opportunities” • “I will focus not only on success case stories but failures/losers” • Problem and solution are not ends of the process, it’s a cycle. Problem and solution = an endless loop • There is ample amount of space for improvement of new ideas that score low • Welcome the resistance
  • 3. Key ideas from Day 3 • Creativity is a continuous process • “I loved abductive reasoning” • Abduction may be dangerous (f) too much confidence • Abduction can also help analyse reasons of failure • Use abductive alongside deductive and inductive. All modes of thinking are equally powerful. We use these all the time without realising • Action: to build a workflow sheet that incorporates the above learnings. We need to adapt frameworks • “I believe in having an evolving framework” • “This helped me understand why certain people are scared to try” (creative destruction  success with failure) • “Do not aim for the best solution, instead start from a ‘better’ solution that can be improved • Abstract vs Concrete thinking. Push myself to think more abstract • Keep the “marshmallow” involved in prototyping
  • 4. Questions from Day 3 • Why is it so hard to understand abductive reasoning? • Why is learning difficult? • What is the “marshmallow” in this problem? • How can I improve my deductive/inductive/abductive thinking? Which one is inherently better? • How to strike a balance between stages? • Am I going to start my own business? • How to give certain ownership at teamwork? Is there a tension between collaboration and ownership? • How to be more observant and supportive of new ideas? • How to determine the level of instructions given to individuals? • Why do start-ups fail to see consequences? • What is the purpose of my life?
  • 5. Steven Johnson: Where Good Ideas Come From http://www.ted.com/talks/steven_johnson_where_good_ideas_come_from.html https://www.npr.org/2014/06/27/322920914/where-do-good-ideas-come-from
  • 15. http://99u.com/articles/7224/why-fighting-for-our-ideas-makes-them-better “People buy into the leader before they buy into the vision” -- John C. Maxwell “IKEA effect”: consumers place a disproportionately high value on products they partially created http://en.wikipedia.org/wiki/IKEA_effect Beware the objective and subjective aspects
  • 23. Many cities around the world are investing more in bike share systems as a form of public transportation. But the bikes don’t come with helmets, so riders must either bring their own — which can be cumbersome to carry around — or go without. A new invention, called the EcoHelmet, may offer a solution. Made of paper, the device is collapsible, and is designed with bike share programs in mind. https://www.businessinsider.com
  • 24. Crash Tested Absorbs blows like traditional styrofoam.
  • 25. As international winner of the James Dyson Award 2016, Isis will be awarded $45,000 to further develop her invention. “EcoHelmet solves an obvious problem in an incredibly elegant way. But its simplicity belies an impressive amount of research and development,” says James Dyson.
  • 30. (Probably not relevant criteria?) (Interesting) Evaluation Criteria ImportanceRating Benchmark(Datum) Newideatype1 Newideatype2 Newideatype3 Existingproduct1 Existingproduct2 Criteria 1 3 S + + - - Criteria 2 2 - S + + + Criteria 3 3 + - + S S Criteria 4 1 S + + - + Criteria 5 3 - S S + S Criteria 6 3 - - - - - Criteria 7 3 + + + + + Criteria 8 2 S S S S S Criteria 9 1 - + - - - Criteria 10 2 + - + + + Pugh Matrix Template Solution Alternatives Concept Selection Legend Better + Same S Worse -
  • 32. Creativity requires clear feedback Insincere support is poison “Learn to say 'no' to the good so you can say 'yes' to the best.” John C. Maxwell Learn (when) to say ‘no’ to new ideas https://www.youtube.com/watch?v=U9IV50KiiMI
  • 33. Top creativity traits: persistence and flexibility http://www.fastcompany.com/pivot http://www.fastcompany.com/1836238/how-eric-ries-coined-pivot-and-what-your-business-can-learn-it Greg Kinnear in Flash of Genius (2008) https://www.youtube.com/watch?v=0Biy-okZ0l8
  • 41. Key factors to consider… • Diversity • Autonomy • Knowledge • Culture change • Breadth-depth trade-off • Strength of weak ties • Hierarchies • Synergies in collaboration • Sharing: giving and taking • Exploration-exploitation modes • Physical space • Internal, not external motivation • Walk the talk • Playful sandbox attitude • Document success & failure as learning opportunities • Stimulate reflection
  • 42. Creative spaces Principles to design spaces and organisations that promote creativity
  • 43. Premises and definition • Creativity consists of: • Individual dimension including personality, cognition and emotion • Group dimension including team dynamics, peer support, social influence, workplace dynamics • Cultural dimension including knowledge creation and management, culture, organisational policies • Therefore, creative spaces support appropriate individual, group and cultural processes to create a multi-level system or environment where creativity can originate, develop and lead to innovation
  • 45. Menlo Park lab Ray Eames Dan Ariely
  • 46. Moultrie, J., Nilsson, M., Dissel, M., Haner, U. E., Janssen, S., & Van der Lugt, R. (2007). Innovation spaces: towards a framework for understanding the role of the physical environment in innovation. Creativity and Innovation Management,16(1), 53-65.
  • 47. Activities that creative spaces should support: 1. Small-group short sessions 2. Individual privacy corners 3. Casual encounters and impromptu interactions 4. Visual walls of early ideas and ongoing work 5. Boards for exchange and feedback 6. Showcase of results 7. Playful making and inspiration areas 7+1. Ad-hoc reconfigurable spaces
  • 48. 1. Small-group short sessions  Creative meeting rooms (3 to 9 people) for ideation sessions  Sound-proof and visual privacy  Booking schedule for half-hour slots with blackout times  ‘Facilitation’ prompts (clock, board games, dice, etc.)  Wall space and movable boards  Preferably adjacent to #5 and #7
  • 49. 2. Individual privacy corners  Small and cosy individual spaces for tasks that require sustained concentration  Assigned on a short and mid-term basis, possibly in shared areas but with a clear policy of complete silence and independent work (use of headphones, no food, etc.)  Customisable by occupants to suit their taste and needs  Natural light is important  Separated from public areas, possibly leading to #3
  • 50. 3. Casual encounters and impromptu interactions  Coffee lounge, sofas, magazines, bookshelves, collection of toys and products, etc. to encourage conversations  Social space for functions, extending #6  Central location linking all other areas
  • 51. 4. Visual walls of early ideas and ongoing work  Boards and shelves labelled where teams can keep and temporarily store works in progress  ‘Experiential walls’ of various projects (including side-projects)  Intent is to present ‘half-baked’ ideas, gather feedback, catalyse new projects  Access may be limited or restricted to members  Possibly adjacent to #7
  • 52. 5. Boards for exchange and feedback  Sprinkled around, especially at #1 and #7, these message boards (cork, felt, white boards for regular announcements and short-term messages (physical version of “Foundations of SUTD's Creative, Design Culture”)  Can also support call for papers, requests, questions, challenges framed by members, etc.  Policy: to be cleaned bi-weekly unless a date is given in a “Erase by: ____” magnet.
  • 53. 6. Showcase of results  Exhibition space supports:  A1 posters  Portfolios  Video screens  Physical models  Photography sessions  Demos, poster sessions and product launch events  Located at the main entrance, open to the public
  • 54. 7. Playful making and inspiration areas  Tinkering spaces and artefacts  Material library  Serious games  Embodied techniques (bodystorming)  Showcase of failures (product forensics)  Techno-cultural probes  Mechanisms and other ‘functional post-mortems’  Adjacent to #4 and #3
  • 55. Activity 4.3: How would you start reconfiguring your teams and spaces? Duration: 15 minutes Think – Pair – Share
  • 59. Idea variation: more important than idea generation?
  • 63. Ideation golden rules 1. Prepare carefully 2. Take turns, contribute and let encourage others to contribute 3. Go for quantity: a stream a storm a typhoon of ideas “think aloud” 4. Don’t criticise ideas, avoid any reference to their feasibility at this stage 5. Bad ideas are allowed are welcome are encouraged 6. Connect ideas 7. Practice active listening: rephrase, inquire, build-upon, combine 8. Follow-up with participants and reflect on process
  • 64. Ideation recommendations • Explore the problems as well as the solutions • Don’t praise ideas either, accept and “plus” them • Look for gaps in the sequence of ideas, themes, types of ideas • It’s not a competition, it’s not a place to shine, avoid ownership of ideas • Don’t overdo it: 20-30 minute blocks with breaks • Be mindful of the “second half gain”: less obvious ideas emerge after the box has been defined with commonplace ideas • Don’t expect every session to be successful • Create mutual trust, a safe space: no hierarchies, level playing field • Model the process • Ideation is like Karaoke: https://www.timeout.com/los-angeles/clubs/the-10-rules- of-karaoke
  • 65. Facilitation 1. Questions to ask before a session: Is this necessary? Who should be invited? Where? When? How long? Goals? Outcomes? Resources? Training? Information or prep work required? Agenda? How can I creatively prepare the session? What techniques? What can I prototype about this session? Define the session: explorative, generative, associative, provocative, intuitive… 2. Things to worry about during the session: Is this working? Is the atmosphere conducive? Do we need a break or to stop? Who is missing? What next? Are ideas flowing? Are we learning? 3. Decisions after the session: Document and reflect, share results, next steps, lessons learned, new questions, practice-practice-practice… 4. Recommended: 1. Creative Facilitation, Marc Tassoul, VSSD, Delft (2009): http://www.delftacademicpress.nl/bij/b005extract.pdf 2. The Systems Thinking Playbook: Exercises to Stretch and Build Learning: http://www.chelseagreen.com/the-systems-thinking-playbook
  • 66. Activity 5.3: Post-survey Duration: 15 minutes Mode: Individual