robertogreco + invention   99

AU 2011: Otherlab's Saul Griffith, Part 1 - Pneubotics Yields Soft Robots on Vimeo
"At Autodesk University 2011, Saul Griffith, founder of Otherlab, discusses his pioneering work in Pneubotics. Otherlab is working on soft, fabric-based robots that are actuated by compressed air."

"At Autodesk University 2011, Saul Griffith, founder of Otherlab, talks about inventing and the type of follow-up required to see that invention go out into the world." [ http://vimeo.com/33131553 ]

"Part 3 of our video chat with Saul Griffith, co-founder of Otherlab, at Autodesk University 2011. Griffith answers questions about Theory vs. Making Stuff in education, advice for design students, and how to enable yourself to make truly unique things." [ http://vimeo.com/33131913 ]
design  tools  toolmaking  saulgriffith  education  projectbasedlearning  2011  core77  glvo  making  doing  learning  learningbydoing  advice  robots  invention  failure  howwework  howwelearn  pneubotics  otherlab 
december 2011 by robertogreco
The Internet, innovation and learning - Joi Ito's Web
"Neoteny, one of my favorite words, means the retention of childlike attributions in adulthood. Childlike attributes include learning, idealism, experimentation, wonder, and creativity. In our rapidly changing world, not only do we need to continue to behave more like children - we can teach our children to retain those attributes that will allow them to be the world-changing, innovative adults who will help us reinvent the future."
neoteny  joiito  2011  web  internet  change  innovation  worldchanging  freedom  networkedsociety  networkededucation  learning  curiosity  creativity  invention  unschooling  deschooling  decentralization  hacking  from delicious
december 2011 by robertogreco
“Sometimes the stories are the science…” – Blog – BERG
"About a decade ago – I saw Oliver Sacks speak at the Rockerfeller Institute in NYC, talk about his work.

A phrase from his address has always stuck with me since. He said of what he did – his studies and then the writing of books aimed at popular understanding of his studies that ‘…sometimes the stories are the science’.

Sometimes our film work is the design work.

Again this is a commercial act, and we are a commercial design studio.

But it’s also something that we hope unpacks the near-future – or at least the near-microfutures – into a public where we can all talk about them."
oliversacks  learning  deschooling  unschooling  education  berg  berglondon  mattjones  timoarnall  storytelling  design  understanding  newgrammars  conversation  meaning  meaningmaking  glvo  tcsnmy  classideas  art  paulklee  domains  interdisciplinarity  interdisciplinary  crossdisciplinary  multidisciplinary  crosspollination  perspective  mindset  wbrianarthur  jackschulze  mattwebb  technology  future  dansaffer  rulespace  simulation  believability  materialquality  film  video  invention  creativity  time  adamlisagor  brucesterling  vernacularvideo  victorpapanek  jasonkottke  andybaio  johnsculley  apple  stevejobs  knowledgenavigator  prototypes  prototyping  iteration  process  howwework  howwelearn  communication  from delicious
november 2011 by robertogreco
MAKE | Zen and the Art of Making
"Some of the most talented and prolific people I know have dozens of interests and hobbies. When I ask them about this, the response is usually something like “I love to learn.” I think the new discoveries and joys of learning are the crux of this beginner thing I’ve been thinking about. Sure, when you’ve mastered something it’s valuable, but then part of your journey is over — you’ve arrived, and the trick is to find something you’ll always have a sense of wonder about. I think this is why scientists and artists, who are usually experts, love what they do: there is always something new ahead. It’s possible to be an expert but still retain the mind of a beginner. It’s hard, but the best experts can do it. In making things, in art, in science, in engineering, you can always be a beginner about something you’re doing — the fields are too vast to know it all."
philliptorrone  making  learning  unschooling  curiosity  education  experts  generalists  creativegeneralists  2011  zen  knowledge  expertise  lewiscarroll  makers  electronics  art  artists  science  scientists  tinkering  tinkerers  lifelonglearning  deschooling  mindset  beginners  invention  arduino  fear  risktaking  riskaversion  teaching  lcproject  failure  stasis  yearoff  openminded  children  interestedness  specialists  motivation  intrinsicmotivation  exploration  internet  web  online  constraints  from delicious
november 2011 by robertogreco
Varsity Bookmarking
""Instead, the human story goes somewhat like this “sitting in caves, coming up with language, figuring out farming, inventing steam + electricity, creating the Internet.” The Internet is that important."
Albert Wenger, in his talk opening the Turing Festival"
via:robinsloan  history  internet  online  albertwenger  language  classideas  bigideas  invention  gamechanging  from delicious
october 2011 by robertogreco
Why'd It Take So Long To Invent The Wheel? : Krulwich Wonders... : NPR
"Pop versions of How We Invented The Wheel imagine a single inventor poised over a roundish thing, eyes wide, suddenly seeing what no one else has seen; all around him, people are doubtful, suspicious, then, when the thing starts to actually roll, there's a shout of surprise, then joy, then envy. ("Why didn't I think of that?")<br />
<br />
Maybe this happens sometimes, says Jonnie Hughes. But it doesn't happen often. The invention of the wheel, Hughes suggests, probably took:<br />
<br />
"... thousands of years and scores of human generations. There may well have been the odd genius involved along the way, conducting his or her own mind experiment ... but in the main, the invention of the wheel was a routinely get-rich-slow affair.""
robertkrulwich  wheels  invention  history  classideas  humans  collective  collectivism  collectiveintelligence  2011  from delicious
september 2011 by robertogreco
Mitch Resnick: The Role of Making, Tinkering, Remixing in Next-Generation Learning | DMLcentral
"…best learning experiences come when people are actively engaged in designing things, creating things, & inventing things—expressing themselves.

…if we want people to really be fluent w/ new technologies & learn through their activities, it requires people to get involved as makers—to create things.

…best experiences come when…making use of the materials in the world around you, tinkering w/ things…coming up w/ a prototype, getting feedback…iteratively changing it…making new ideas, over & over…adapting to the current situation & the new situations that arise.

In our after school programs, we see many kids who have been unsuccessful in traditional educational settings become incredibly successful when they are given the opportunity to make, tinker, & remix.

…there are lessons for schools from the ways that kids learn outside of schools…

Over time, I do think we need to rethink educational institutions as a place that embraces playful experimentation."
tcsnmy  mitchresnick  mit  mitmedialab  medialab  scratch  mindstorms  lego  informallearning  learning  unschooling  deschooling  schools  play  prototyping  making  doing  remix  remixing  remixculture  self-expression  technology  lcproject  howardrheingold  makers  creators  iteration  iterative  wedo  lifelongkindergarten  education  experimentation  invention  feedback  2011  toshare  from delicious
september 2011 by robertogreco
Uffe Elbaek on social entrepreneurship | Education Futures
"When posed with the ques­tion of which skills and com­pe­ten­cies are crit­i­cal for suc­cess­ful so­cial en­tre­pre­neur­ship, Uffe cited four key com­pe­ten­cies from the KaosPi­lots pro­gram:<br />
<br />
1. Mean­ing: If you don’t un­der­stand what you’re do­ing and why you are do­ing it, your ac­tiv­ity will fail. It is im­por­tant to cre­ate mean­ing through what we do.<br />
<br />
2. Re­la­tion­ship: To­day’s so­ci­ety re­quires more team­work and so­phis­ti­cated com­mu­ni­ca­tion and prob­lem-solv­ing skills. Build­ing good re­la­tion­ships with the peo­ple you work with is crit­i­cal.<br />
<br />
3. Change: You have to be able to un­learn what you al­ready know so that you can learn what is im­por­tant in a chang­ing world.<br />
<br />
4. Ac­tion: You need to pro­duce solid, vis­i­ble re­sults."
kaospilots  uffeelbaek  johnmoravec  cristobalcobo  2011  socialentrepreneurship  knowmads  meaning  relationships  change  action  socialchange  problemsolving  softskills  education  learning  invention  fourthsector  ngo  from delicious
september 2011 by robertogreco
The Montessori Mafia - Ideas Market - WSJ
"Montessori educational approach might be surest route to joining creative elite…overrepresented by school’s alumni…Google’s founders Page & Brin, Amazon’s Bezos, videogame pioneer Will Wright, & Wikipedia founder Wales, not to mention Julia Child & Sean Combs…

Mr. Page said, “& I think it was part of that training of not following rules & orders, & being self-motivated, questioning what’s going on in the world, doing things a little bit differently.”…

Will Wright…heaps similar praise. “Montessori taught me the joy of discovery. It’s all about learning on your terms, rather than a teacher explaining stuff to youi…”

We can change the way we’ve been trained to think…begins in small, achievable ways, w/ increased experimentation & inquisitiveness. Those who work w/ Bezos, for example, find his ability to ask “why not?” or “what if?” as much as “why?” to be one of his most advantageous qualities. Questions are the new answers."
education  montessori  toshare  unschooling  deschooling  learning  tcsnmy  willwright  jeffbezos  sergeybrin  larrypage  jimmywales  juliachild  seancombs  mariamontessori  creativity  inquisitiveness  inquiry  problemsolving  mindset  rules  rulebreaking  why  whynoy  questions  questioning  cv  teaching  children  montessorimafia  invention  entrepreneurship  2011  self-motivation  self-directedlearning  testing  standardizedtesting  standardization  amazon  google  wikipedia  from delicious
july 2011 by robertogreco
Polaroid’s SX-70: The Art and Science of the Nearly Impossible
"We could not have known and have only just learned–perhaps mostly from children from two to five–that a new kind of relationship between people in groups is brought into being by SX-70 when the members of a group are photographing and being photographed and sharing the photographs: it turns out that buried within all of us–God knows beneath how many pregenital and Freudian and Calvinistic strata–there is latent interest in each other; there is tenderness, curiosity, excitement, affection, companionability and humor; it turns out that in this cold world where man grows distant from man, and even lovers can reach each other only briefly, that we have a yen for and a primordial competence for a quiet good-humored delight in each other: we have a prehistoric tribal competence for a non-physical, non-emotional, non-sexual satisfaction in being partners in the lonely exploration of a once empty planet."
design  technology  art  history  science  polaroid  harrymccracken  edwinland  steevejobs  apple  photography  gadgets  entrepreneurship  tinkering  invention  sx-70  relationships  people  anseladams  normanlocks  andywarhol  OneStep  kodak  consumerelectronics  electronics  instantphotography  cameras  granthamilton  2011  children  companionship  from delicious
july 2011 by robertogreco
metacool: Björgvin Tómasson's Gameleste
"when trying to bring something new to life, you will be faced w/ many challenges. Friends will question your vision, lawyers will come up w/ a million reasons why you shouldn't do what you want to do, & money people will demand the right to dig up your precious little seed of an idea each day to ensure it's growing (they have to be sure to get their full money's worth, you know).<br />
<br />
In response, just start. Plunge in. Create. Excessive talking & planning is a sign that you are stuck in an emotional-intellectual mire of your own making. That mire gets its power from our fear of the unknown. In order to break its grip, you need to start - anywhere. It's hard to break out of, for sure. But we can all do it. How did Björgvin Tómasson manage to figure out what a gameleste would be like when it did not exist? By starting, by making it. & now we all also know what a gameleste is all about, for the person who acts not only brings a new thing to life, but brings all of us along, too."
starting  doing  making  glvo  yearoff  yearoff2  lcproject  diegorodriguez  cv  björgvintómasson  björk  music  musicalinstruments  invention  creativity  creation  entrepreneurship  biophilia  gamelan  celeste  gameleste  persistence  naysayers  tcsnmy  failure  risk  risktaking  from delicious
july 2011 by robertogreco
Week 315 – Blog – BERG
"Your sensitivity & tolerance improve only with practice. I wish I’d been given toy businesses to play w/ at school, just as playing w/ crayons taught my body how to let me draw.

I’ve written in these weeknotes before how I manage three budgets: cash, attention, risk. This is my attempt to explain how I feel about risk, and to trace the pathways between risk and cash. Attention, & how it connects, can wait until another day…

I said I wouldn’t speak about attention, but here’s a sneak peak of what I would say. Attention is the time of people in the studio, & how effectively it is applied. It is affected by the arts of project & studio management; it can be tracked by time-sheets & capacity plans; it can be leveraged with infrastructure, internal tools, and carefully grown tacit knowledge; and it magically grows when there’s time to play, when there is flow in the work, and when a team aligns into a “sophisticated work group.”
Attention is connected to cash through work."
design  business  management  berg  berglondon  mattwebb  attention  flow  groups  groupculture  sophisticatedworkgroups  money  risk  riskmanagement  riskassessment  confidence  happiness  anxiety  worry  leadership  tinkering  designthinking  thinking  physical  work  instinct  frustration  lcproject  studio  decisionmaking  systems  systemsthinking  manufacturing  making  doing  newspaperclub  svk  distribution  integratedsystems  infrastructure  supplychain  deleuze  guattari  cyoa  failure  learning  invention  ineptitude  ignorance  deleuze&guattari  gillesdeleuze  interactive  fiction  if  interactivefiction 
june 2011 by robertogreco
Prisoners’ Inventions | a guide to prison life « dpr-barcelona
"We also have the same feeling that can be recognized on Victoria R. DeRosia‘s book Living inside prison walls, when she wonders what is life in prison like? and she adds that most of the 250 or so million Americans have little idea what life behind bars is all about. Even though some of us may know someone who is doing time, or works inside prisons walls, a realistic picture of prison life is absent for most people. So, trying to imagine how living in prison must be was the leit motif behind the artists’ collective Temporary Services when in 2001, they asked an incarcerated artist named Angelo to share with them the ways in which inmates adapt to their confinement. Angelo responded with over one hundred pages of meticulously detailed ink drawings and text."
prisoners  ingenuity  invention  prisons  inventions  books  prisonlife  howwelive  makedo  making  diy  from delicious
april 2011 by robertogreco
Week 304 – Blog – BERG
"I’m looking forward to travel pausing for a bit, and having everyone back in the same room. There have been lots of changes recently, and the Room – which in my head I’ve started capitalising, Room not room – is nothing if not a culture – a particular stance to design and the world, and shared values – a way to work which is beautiful, popular and inventive – and a network of people in which ideas transmit, roll round and mutate, and come back in new forms and hit you in the back of the head. The Room is what it’s all about. It’s a broth that requires more investment than we’ve been giving it recently. So, yeah, that."
mattwebb  theroom  openstudio  work  howwework  networkedlearning  networks  berg  berglondon  sharedspace  space  place  learningplaces  learningspaces  2011  schooldesign  lcproject  tcsnmy  culture  sharedvalues  invention  creativity  cv  socialemotionallearning  shaedspace  sharedtime  community  communities  howwelearn  from delicious
april 2011 by robertogreco
How To Steal Like An Artist (And 9 Other Things Nobody Told Me) - Austin Kleon
"All advice is autobiographical.<br />
<br />
It’s one of my theories that when people give you advice, they’re really just talking to themselves in the past. This list is me talking to a previous version of myself.<br />
<br />
Your mileage may vary…<br />
<br />
1. Steal like an artist… 2. Don’t wait until you know who you are to start making things…  3. Write the book you want to read… 4. Use your hands… 5. Side projects and hobbies are important… 6. The secret: do good work and put it where people can see it… 7. Geography is no longer our master… 8. Be nice. The world is a small town… 9. Be boring. It’s the only way to get work done… 10. Creativity is subtraction…"
glvo  howto  wisdom  austinkleon  design  creativity  writing  work  howwework  calendars  routine  life  kindness  invention  make  making  do  doing  geography  location  boring  boringness  sharing  cv  projects  sideprojects  hobbies  manual  starting  via:steelemaley  from delicious
april 2011 by robertogreco
The Floor Text I Wrote For The Made Up Exhibition. | Flickr - Photo Sharing!
"If there is anything to be gained from design fiction practice it is the playful optimism that comes from "making things up." Making things up is playful & serious at the same time. It's playful in that one can speculate & imagine without the "yeah, but…" constraints that often come from the dour sensitivities of the way-too-grown-up pragmatists. It's serious because the ideas that are "made up" as little designed fictions—formed into props or little films or speculative objects—are materialized things that hold within them the story of the world they inhabit. There is the kernel of a near future, or a different now, or an un-history that begins the mind reeling at the possibilities of what could be. When an idea is struck into form we have learned to accept that as proof—a demonstration that this could be possible. The translation from an idea into its material form begins the proof of possibility. Props help. Things to think with & things to help us imagine what could be…"
designfiction  julianbleecker  accd  madeup  invention  creativity  tcsnmy  classideas  nearfuture  pragmatism  play  possibility  adjacentpossible  storytelling  2011  from delicious
february 2011 by robertogreco
Exploration | Brain Rules |
"The desire to explore never leaves us despite the classrooms and cubicles we are stuffed into. Babies are the model of how we learn—not by passive reaction to the environment but by active testing through observation, hypothesis, experiment, and conclusion. Babies methodically do experiments on objects, for example, to see what they will do.<br />
<br />
Google takes to heart the power of exploration. For 20 percent of their time, employees may go where their mind asks them to go. The proof is in the bottom line: fully 50 percent of new products, including Gmail and Google News, came from “20 percent time.”"

[via: http://twitter.com/adversarian/status/29358290395725824 ]
exploration  google20%  unschooling  deschooling  brainrules  learning  invention  curiosity  tcsnmy  lcproject  openstudio  experimentation  teaching  education  brain  from delicious
january 2011 by robertogreco
Gamasutra - Features - The Era Of Behaving Playfully
"Playing is behaving. From childhood experimentation & role-play to the competitive simulations of adults, it's impossible to separate even the most abstract forms of play from human expression. Yet video game design is dominated by the perceived need for win conditions.

If an interaction can't be parsed into passing or failing it can't be counted as fun. Without the threat of failure there is no fun. Yet, it's not victory that drives the invented play of kids on a playground, nor friends laughing over an inside joke.

Video games built around behavior aren't often given the same attention more competitively oriented games are, but they're no less important a part of the industry.

Games like The Sims 3, Heavy Rain, Nintendogs, Façade, Animal Crossing, & Harvest Moon are all made for the pleasures of expression. These are games played for their creative experiences more than their victory conditions."

[See also the Comment from Bart Stewart.]
videogames  gaming  play  gamedesign  roleplaying  simulations  invention  inventiveplay  animalcrossing  thesims  harvestmoon  nintendogs  creativity  games  from delicious
january 2011 by robertogreco
The Play Ethic: Playing well: ten years of The Play Ethic
"wanted a new generation of "soulitarians" to exult in flexibility of new kinds of employment, be excited about transformative power of digitality & networks, recover child-like sense of optimism & creativity…very energies of play - not exclusively our own as a species, but something we uniquely retain right to end of our lives - shows we are a radical animal. Play gives us capacity to flexibly respond to almost any situation our environment throws at us. My aim now is still to explore what an "ethic" for play might be - but one which picks through its wide range of potentiating options, & tries to develop best ones for sustainable society.

…rise of "maker" culture…moved from coding to concrete reality - is an example of a dimension of play that could really help us get beyond a wastefully consumerist society. Makers promote a sociable tinkering, where we use hi-tech to skill ourselves and provide for ourselves more and more, rather than a lazy, brand-directed consumption."

[via: http://magicalnihilism.com/2010/12/31/leg-godt/ ]
play  work  patkane  playethic  makers  doers  hackers  hackerculture  well-being  flexibility  education  unschooling  deschooling  ethics  tcsnmy  learning  sustainability  society  consumerism  consumption  tinkering  glvo  lcproject  teaching  experimentation  joy  janemcgonigal  gamification  hideandseek  happiness  policy  briansutton-smith  competition  gamers  videogames  gaming  games  environment  innovation  invention  narcissism  freedom  openness  from delicious
january 2011 by robertogreco
RORY HYDE PROJECTS / BLOG » Blog Archive » ‘Know No Boundaries’: an interview with Matt Webb of BERG London
"we attempt to invent things and create culture. It’s not just enough to invent something and see it once, you have to change the world around you, get underneath it, interfere with it somehow, because otherwise you’re just problem solving. And I wont say that design has an exclusive hold over this – you can invent things and change culture with art, music, business practices, ethnography, market research; all of these are valid too – design just happens to be the way we do it…our things should be hopeful, and not just functional…beautiful, inventive and mainstream…you could see our work as experimental, or science-fiction, or futuristic…our design is essentially a political act. We design ‘normative’ products, normative being that you design for the world as it should be. Invention is always for the world as it should be, and not for the world you are in…Design these products and you’ll move the world just slightly in that direction."
mattwebb  berg  berglondon  design  invention  hope  culture  change  purpose  innovation  scifi  sciencefiction  designfiction  beauty  future  inventingthefuture  speculative  speculativedesign  fractionalai  ai  brucesterling  evolutionarysoup  storytelling  isaacasimov  arthurcclarke  argoscatalog  schooloscope  behavior  evocativeobjects  collaboration  functionalism  technology  architecture  people  structure  groups  experience  interdisciplinary  tinkering  multidisciplinary  play  playfulness  crossdisciplinary  flip  gamechanging  from delicious
january 2011 by robertogreco
Achievement, Performance and Statistics « The Free School Apparent
"It was mentioned at the end of the film that we are at a tipping point. But I think we have already crashed. Part of changing this diversion of balance is to reevaluate education. What does it mean to learn? How does one learn? We need to look at all the things that have been cast aside by this modern institution: play, free time, boredom, curiosity, creativity, social interaction, self motivation. These are what made the leaders of the past. Inventions come from people who get time to sit around and just think. I once read about a guy who invented a computer game by staring at his bathroom floor tiles while sitting on the toilet. Where is the space in all this racing around to get a reward that is not there?<br />
<br />
It is truly a race to nowhere. And we need to erase the blackboard and start again. We need to stop looking at the statistics, and start looking at the children."
education  learning  lcproject  charters  achievement  performance  statistics  standardizedtesting  standardization  racetonowhere  children  schools  schooliness  policy  curiosity  invention  boredom  creativity  unschooling  deschooling  self-motivation  intrinsicmotivation  from delicious
december 2010 by robertogreco
How College Kills Creativity; Nothing Succeeds Like Failure - The Chronicle of Higher Education [text here: http://www.stevepavlina.com/forums/personal-effectiveness/55236-nothing-succeeds-like-failure-how-college-kills-creativity.html]
"If the sources of genius remain something of a riddle, Robinson is emphatic about what does not contribute to creative excellence: higher education…academy's emphasis on specialization & its "inherent tendency to ignore or reject highly original work that does not fit existing paradigm" is an impediment to creativity…points to several intriguing studies. One, by Dean Keith Simonton, a professor of psych at UC Davis, suggests that creativity flourishes best among those w/ equivalent of 2 years of an undergraduate education—no less, no more. Csikszentmihalyi, a professor of psychology at Claremont Graduate U, has also looked at the relationship btwn education & innovation. In his 1996 book, Creativity: Flow & the Psychology of Discovery & Invention, he argued that formal education has historically had little effect on the lives of creative people. "If anything," he wrote, "school threatened to extinguish the interest & curiosity that the child had discovered outside its walls.""
creativity  education  practice  psychology  mihalycsikszentmihalyi  learning  unschooling  deschooling  flow  failure  colleges  universities  schools  schooling  innovation  specialization  generalists  curiosity  interested  lcproject  formaleducation  schooliness  invention  discovery  adversity  highereducation  highered  from delicious
november 2010 by robertogreco
Blaise Agüera y Arcas, the Mind Behind Bing Maps | Creating - WSJ.com
"applied a coat of blackboard paint to the wall himself because he dislikes odor of whiteboard marker…manages about 60 people…most stimulating meetings…are "jam sessions," in which people riff on each others' ideas…Prototypes are crucial…most productive moments often occur outside office, w/out distraction of meetings. After he has dinner & puts children to bed…he & wife, neuroscientist at UW, often sit side-by-side working on laptops late into night…Though…greater management responsibilities over years…still considers it vital to find time to develop projects on his own. "You see people who evolved in this way, & sometimes it looks like their brains died"…finds driving a car "deadening," so he takes a bus to work from his home, reading or working on his laptop…When young…dismantled things both animal & inanimate, from cameras to guinea pigs, so that he could see how they worked"
blaiseagüerayarcas  meetings  distraction  microsoft  bing  maps  mapping  nightowls  management  administration  leadership  brainstorming  iteration  prototyping  ommuting  cv  buses  cars  driving  howthingswork  detachment  attention  work  howwework  creativity  invention  from delicious
november 2010 by robertogreco
Frank Chimero - How to Have an Idea [The sequence quoted here is like the difference between standardized testing and formative assessment.]
A computer's brain: "You bough socks on Amazon! You'll *love* these sock monkey dolls! (erm, no, I won't …)" [You scored in the top ten percent of kids in the nth grade nationally. You must be smart!]<br />
<br />
Human brain: "You bought socks! This reminds me of this one time that my friend Mitch and I… (illogical, but hopefully meaningful)" [You helped out a classmate. And you mentioned how their predicament reminded you of something you struggled with over the summer, something that was completely unrelated except for the emotional reaction that it got out of you. Watching and helping your classmate gave you a better understanding of yourself and motivated you to share how you have changed. You are a thoughtful and caring person.]<br />
<br />
"Our brains are not computers. Effectiveness is measured by the quality of the illogical connections, not logical ones."
creativity  howto  invention  mindmapping  frankchimero  brain  human  computing  ideas  thinking  tcslj  topost  to  share  from delicious
october 2010 by robertogreco
YouTube - Matt Webb - What comes after mobile
"Matt Webb talks about how slightly smart things have invaded our lives over the past years. People have been talking about artificial intelligence for years but the promise has never really come through. Matt shows how the AI promise has transformed and now seems to be coming to us in the form of simple toys instead of complex machines. But this talks is about much more then AI, Matt also introduces chatty interfaces & hard math for trivial things."
mattwebb  mobile  phones  future  scifi  toys  2010  berg  berglondon  momo17  productinvention  invention  from delicious
october 2010 by robertogreco
Steven Johnson's Where Good Ideas Come From: multidisciplinary hymn to diversity, openness and creativity - Boing Boing
"if you want to be innovative, you need to put yourself into innovative environments: places where lots of contradictory ideas from many disciplines are crossing paths, where institutions and governments don't over-regulate or conspire to crush new ideas; where existing platforms stand ready to have new platforms built atop them, as TCP/IP, SGML and various noodling experiments over many decades let Tim Berners-Lee invent the Web (itself a platform that many others invent atop of).<br />
<br />
This is stirring stuff: a strong defense of open networks, shared ideas, serendipity (he even cites Boing Boing as a counter to doomsayers who say that the net's directed search creates a serendipity-free echo chamber) and minimal control over ideas so that they can migrate to those who would use them in ways their "creators" can't conceive of. These are axioms for many of us who grew up with the Internet and the Web…"
innovation  ideas  stevenjohnson  corydoctorow  invention  crosspollination  tcsnmy  lcproject  unschooling  deschooling  web  internet  boingboing  from delicious
october 2010 by robertogreco
Glif - iPhone 4 Tripod Mount & Stand by Dan Provost — Kickstarter
"Hello there! Thanks for visiting our Kickstarter page. With your help, we'd love to release a product into the world that we think is pretty swell.<br />
<br />
Glif is a simple iPhone 4 accessory with two primary functions: mounting your iPhone to a standard tripod, and acting as a kickstand to prop your iPhone up at an angle. From these two functions emerge numerous uses: hands-free FaceTiming, watching videos, making movies, using your iPhone as an alarm clock, and many others.<br />
<br />
So why do we need YOUR help? Simply put, manufacturing is expensive. We want to use a process called 'injection molding' to create the Glif at a level of quality we deem acceptable, but unfortunately this requires a hefty set up cost. By pledging at least twenty dollars, you will be essentially pre-ordering a Glif, and helping turn our little project into a reality."
tripod  accessories  iphone4  kickstarter  invention  iphone  manufacturing  2010  photography  videography  glif  from delicious
october 2010 by robertogreco
Matt Webb – What comes after mobile « Mobile Monday Amsterdam
"Matt Webb talks about how slightly smart things have invaded our lives over the past years. People have been talking about artificial intelligence for years but the promise has never really come through. Matt shows how the AI promise has transformed and now seems to be coming to us in the form of simple toys instead of complex machines. But this talks is about much more then AI, Matt also introduces chatty interfaces & hard math for trivial things." [via: http://preoccupations.tumblr.com/post/1157711285/what-comes-after-mobile-matt-webb ]
mattwebb  berg  berglondon  future  mobile  technology  ai  design  productinvention  invention  spacebinding  timebinding  energybinding  spimes  internetofthings  anybot  ubicomp  glowcaps  geography  context  privacy  glanceableuse  cloud  embedded  chernofffaces  understanding  math  mathematics  augmentedreality  redlaser  neuralnetworks  mechanicalturk  shownar  toys  lanyrd  from delicious
september 2010 by robertogreco
The Way We Live Now - Home-Schooling for the Techno-Literate - NYTimes.com ["Here is the kind of literacy that we tried to impart:…"]
"Every new tech will bite back. The more powerful its gifts, the more powerfully it can be abused. Look for its costs. • Technologies improve so fast you should postpone getting anything you need until last second. Get comfortable w/ fact that anything you buy is already obsolete. • Before you can master device, program or invention, it will be superseded; you will always be beginner. Get good at it. • Be suspicious of any tech that requires walls. If you can fix, modify or hack it, that is a good sign. • The proper response to a stupid tech is to make a better one, just as proper response to stupid idea is not to outlaw it but to replace it w/ better idea. • Every tech is biased by its embedded defaults: what does it assume? • Nobody has any idea of what a new invention will really be good for…crucial question: what happens when everyone has one? • The older the tech, the more likely it will continue to be useful. • Find minimum amount of tech that will maximize your options."
teaching  parenting  literacy  learning  education  technology  kevinkelly  glvo  tcsnmy  obsolescence  homeschool  schools  criticalthinking  utility  unschooling  lcproject  abuse  costs  hackability  modification  fixability  invention  homework  stress  self-directedlearning  autodidacts  learningtolearn  from delicious
september 2010 by robertogreco
List of fictional books - Wikipedia, the free encyclopedia
"A fictional book is a non-existent book created specifically for (i.e. within) a work of fiction. This is not a list of works of fiction (i.e., actual novels, mysteries, etc), but rather imaginary books that do not actually exist.<br />
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Uses: Such a book may (1) provide the basis of the novel's plot, (2) add verisimilitude by supplying plausible background, or (3) act as a common thread in a series of books or the works of a particular writer or canon of work. A fictional book may also (4) be used as a conceit to illustrate a story within a story, or (5) be essentially a joke title, thus helping to establish the humorous or satirical tone of the work. (Fictional books used as hoaxes or as purported support for actual research are usually referred to as false documents.)"
borges  umbertoeco  michaelchabon  italocalvino  neilgaiman  philipkdick  aldoushuxley  johnirving  kafka  georgeorwell  orhanpamuk  thomaspynchon  vonnegut  wikipedia  writing  fiction  lists  literature  books  meta  invention  verisimilitude  from delicious
august 2010 by robertogreco
EscueLab - OLPC
"Through a partnership of ATA and the Prince Claus Fund (Netherlands), the EscueLab space/project is beeing supported for the next three years.<br />
<br />
The mission of EscueLab is to provide a space/infrastructure that has been missing for young researchers/artists of the Andean Region to develop projects bridging the gap between technology & society.<br />
<br />
Our interests span over a wide range of subjects related to technology appropiation, artistic & technological practices, technology in education, technology recycling, among others...<br />
<br />
The planned activities of EscueLab include conference hosting, open workshops, project incubation, & a creators-in-residence program.<br />
<br />
The infrastructure provided by EscueLab for those activities includes:<br />
<br />
*three rooms for conference hosting,<br />
*a hardware hack lab & warehouse,<br />
*one PC lab, for programming workshops<br />
*communications lab for video documentation of activities.<br />
*dorms, kitchen & ateliers for up to eight creators in residence."
escuelab  perú  olpc  medialab  creativity  electronics  art  technology  edtech  e-learning  education  elearning  society  lima  lcproject  schools  schooling  unschooling  deschooling  projectbasedlearning  multidisciplinary  transdisciplinary  crossdisciplinary  crosspollination  invention  innovation  hackerspaces  hackerculture  from delicious
august 2010 by robertogreco
www.escuelab.org | creatividad, tecnología y sociedad
"No hay cultura sin cambio y no hay cambio sin experimento e innovación. Escuelab es un espacio en el centro de una capital latinoamericana que busca incentivar a creadores, teóricos y activistas jóvenes a proyectar sus ideas, nacidas del presente, para diseñar y construir futuros posibles en los que con imaginación se abordará la brecha entre tecnología y sociedad.<br />
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Escuelab ofrece un concepto de estudios dinámico y modular, enfocado al emprendimiento de proyectos, donde se integran disciplinas que suelen desarrollarse aisladamente. Esta línea de acción facilita el conocimiento transdisciplinario en los campos del arte, ciencia, tecnología y nuevos medios fuera de las clasificaciones habituales y las divisiones convencionales."
escuelab  perú  olpc  medialab  creativity  electronics  art  technology  edtech  e-learning  education  elearning  society  lima  lcproject  schools  schooling  unschooling  deschooling  projectbasedlearning  multidisciplinary  transdisciplinary  crossdisciplinary  crosspollination  invention  innovation  hackerspaces  hackerculture  from delicious
august 2010 by robertogreco
Cultural Studies - Crafting Fictional Personas With the Language of Facebook - NYTimes.com
"In “My Darklyng’s” intriguing meta-commentary, there is a certain cross-pollination of what might be considered real life and fiction. Ms. Mechling and Ms. Moser hired a 15-year-old, Hannah Grosman, to be featured in photographs and videos for the character Natalie’s Facebook page. There are real people commenting on Natalie’s page; Hannah uses one of the photos from a photo shoot of herself as Natalie with another actress as the profile picture on her real Facebook page. A video of a kiss at the World Cup was posted on Natalie’s page just minutes before one of Hannah’s real friends posted the same thing. So it is no longer art imitating life, or life imitating art, but the two merging so completely, so inexorably that it would be impossible to disentangle one from the other, rather elegantly making the point that these media, YouTube, Twitter, Facebook, all this doodling in the ether, involve wholesale inventions of self, not projections."
invention  self  identity  facebook  fiction  twitter  media  reallife  performance  writing  youtube  2010  from delicious
august 2010 by robertogreco
Unique Gift Ideas, Creative Gift Ideas, Product and Video Reviews - Daily Grommet
"At the heart of it, we're a bunch of regular folks with a passion for finding Grommets; wonderful products--with interesting stories--that people would love to know about. We're independent—no one pays us to select a product. In fact, the best thing is, lots of people help us by sharing their own favorite discoveries. We're enabling Citizen Commerce™. Our “team” is anyone who believes that we can make a difference by celebrating the useful, innovative, and beautifully crafted Grommets we collectively discover." [See also: http://www.nytimes.com/2010/08/08/business/08proto.html]
dailygrommet  diy  invention  marketplace  gifts  crowdsourcing  shopping  business  entrepreneurship  ecommerce  design  products  from delicious
august 2010 by robertogreco
About Flow: Doors of Perception 7 on Flow
"But an equally important use of information is much more vague. It’s why we read newspapers every day, exchange idle gossip or attend conferences. It’s why we suffer an education. We’re not seeking a specific piece of information. We’re accumulating a semi-random collection of data, ideas and gut feelings which have no immediate or apparent use.

We build up this semi-random cloud of mental stuff to equip ourselves with a continually updated ‘feel’ for events—so that, when in the hazy future a need or opportunity arises, facts and intuitions will hopefully fuse into patterns that allow us to take actions appropriate to their context. We also hope that, while wandering and wondering in this space, we might stumble across valuable facts or ideas which, had we sought them, might not have been found. Let’s call this imaginary cloud ‘a space for half-formed thoughts’."

[via: http://plsj.tumblr.com/post/938736809/a-space-for-half-formed-thoughts]
creativity  cyberculture  cyberspace  media  technology  theory  flow  williamgibson  sensemaking  patterns  patternrecognition  information  memory  generalists  crosspollination  crossdisciplinary  interdisciplinary  multidisciplinary  alberteinstein  philliptabor  2002  half-formedthoughts  thinking  knowledge  data  retrieval  context  words  logic  play  expression  understanding  invention  design  psychology  imagination  space  substance  robertomatta  matta-clark  spacial  vagueness  fluidity  from delicious
august 2010 by robertogreco
Kobe, Karplus, and Inquiry « Action-Reaction [via: http://twitter.com/jybuell/status/20277278711]
"This video (taken from the Win/Fail Physics collection) is the beginning and the end of a mini learning cycle during my projectile motion unit. At the beginning of the unit, it’s the hook. At the end of the unit, it’s the assessment."
physics  wcydwt  science  teaching  exploration  invention  application  from delicious
august 2010 by robertogreco
Frank Chimero - Lazy Hammer [Too much to quote here. Read the whole thing. Don't miss Franks memory from childhood that opens and closes the essay.]
"maybe we should be risky. Many designers waste an opportunity to make new, meaningful things by instead letting someone else pretend for them and making work that is overly referential. Instead of that, designers can use their skills to collaborate with others to create new things. We can pick up that dinosaur toy and play with it a bit instead of the He-Man toy.

Rather than spin our wheels because we’re left without content, we should partner with others who have a message but not the savvy to properly communicate it. It’s combustion through collaboration…

Designers are excellent producers. We do well to steer and hone other people’s creative impulses, we can fine-polish ideas, and craft successful ways to communicate and tell stories. So, I’d say the next time you’ve got the impulse to make something but don’t have a message or story of your own, consider collaboration."
interestingness  content  frankchimero  collaboration  creativity  storytelling  childhood  toys  play  memory  meaning  imagination  tcsnmy  classideas  writing  clients  personalwork  craft  meta-content  fanart  culture  risk  risktaking  advice  design  message  thewhy  dangermouse  grayalbum  music  brianburton  thinking  source  sourcematerial  invention  crosspollination  crossmedia  sharing  anthropology  interdisciplinary  multidisciplinary  crossdisciplinary  graphics  communication  from delicious
august 2010 by robertogreco
The Millions : On Repetition [via: http://www.matthewculnane.co.uk/post/898073563/a-contradictory-set-of-truths-about-books-and]
"A contradictory set of truths about books and publishing in the abstract: don’t repeat yourself, and don’t write books that are too different from one another. Other writers will pillory you for the first, and publishers will be more than happy to pigeonhole you from the moment you achieve anything like success. Blow out your advance? Great. Now write the same exact book again."<br />
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"Art should never be the result of habit, it should strive eternally for the fresh and the new even when we work in forms we did not invent. Craft, we should vigilantly remind ourselves, means to make something absolutely new where before there was nothing at all."
writing  repetition  books  creativity  advice  craft  art  invention  from delicious
august 2010 by robertogreco
Every user a developer, part II, or: Momcomp « Adam Greenfield's Speedbird
"The things which I’ve painted as trivial here are admittedly anything but. But they are, I sincerely believe, how we’re going to handle — have to handle — the human interface to this so-called Internet of Things we keep talking about. Each of the networked resources in the world, whether location or service or object or human being, is going to have to be characterized in a consistent, natural, interoperable way, and we’re going to have to offer folks equally high-level environments for process composition using these resources. We’re going to have to devise architectures and frameworks that let ordinary people everywhere interact with all the networked power that is everywhere around them, and do so in a way that doesn’t add to their existing burden of hassle and care.
programming  future  internetofthings  development  design  adaptive  ux  ui  tools  momcomp  usability  android  everyware  adamgreenfield  participation  google  appinventor  interaction  invention  literacy  computing  content  mobile  making  technology  alankay  hypercard  jefraskin  bencerveny  junrekimoto  tednelson  dougengelbart  spimes 
july 2010 by robertogreco
Hold Schools Accountable, but Don't Standardize Learning - Room for Debate - NYTimes.com
"But will national standards rekindle student progress, or prove to be an illiberal reform from a progressive president? Arne Duncan, Obama’s education secretary, points to Germany and Japan, where centralized standards and national tests coincide with strong student performance. Yet correlation does not prove causality. And these societies are eager to undo rote learning and nurture greater inventiveness among their graduates – a key driver of technological advances and value-added returns to the national economy.
education  standards  standardization  policy  us  japan  germany  creativity  curiosity  learning  schools  tcsnmy  innovation  progressive  criticalthinking  conformity  authoritarianism  arneduncan  2010  rttt  nclb  invention 
july 2010 by robertogreco
Playful Inventions and Explorations: What’s to Be Learned from Kids? | Architectradure
"With their boundless curiosity, fertile imagination, and natural mastery of the art of self-directed learning, children have much to teach adults about creativity and innovation. That’s perhaps even more true with today’s “digital natives,” says developmental psychologist Edith Ackermann, whose work explores—and exploits—the intersections of play, learning, design, and technology. An educator and researcher, Ackermann has consulted for LEGO and the LEGO Learning Institute for more than 20 years and worked under the direction of Jean Piaget, the Swiss psychologist renowned for his studies on children at play, at the Centre International d’Epistémologie Génétique. She has taught at Harvard, MIT, and other universities."
play  curiosity  lego  jeanpiaget  imagination  creativity  innovation  invention  tinkering  digitalnatives  self-directedlearning  tcsnmy  lcproject  unschooling  deschooling  autodidacts  edithackermann  design  technology  children 
july 2010 by robertogreco
Every user a developer: A brief history, with hopeful branches « Adam Greenfield's Speedbird
"the corpus of people able to develop functionality, to “program” for a given system, has been dwindling as a percentage of interactive technology’s total userbase…Alan Kay’s definition of full technical literacy, remember, was the ability to both read & write in a given medium — to create, as well as consume. And by these lights, we’ve been moving further & further away from literacy & the empowerment it so reliably entrains for a very long time now. … we need to articulate a way of thinking about interactive functionality & its development that is appropriate to an era in which virtually everyone on the planet spends some portion of their day using networked devices; to a context in which such devices & interfaces are utterly pervasive in the world, & the average person is confronted with a multiplicity of same in the course of a day; and to the cloud architecture that undergirds that context. Given these constraints, neither applications nor “apps” are quite going to cut it"
android  everyware  adamgreenfield  participation  google  appinventor  interaction  invention  literacy  computing  content  design  development  programming  mobile  making  technology  alankay  hypercard  jefraskin  bencerveny  junrekimoto  tednelson  dougengelbart 
july 2010 by robertogreco
Gamasutra - Features - Persuasive Games: Plumbing the Depths
"Imagine if tennis worked like video games. Every 5 years, latest gizmos dreamed up by engineers would be revealed...To be sure, results might be awesome. But that new awesomeness would likely never produce a result like Isner-Mahut match, which required a century...to reveal itself...
design  games  2010  tennis  play  videogames  gamedesign  ianbogost  art  depth  creativity  innovation  invention 
july 2010 by robertogreco
Design Fancy: Berit Kalmar - Core77
"While at the TCSA, one of Berit's main tasks was to use the technology that was being developed in-house for quirky products that normal people could use. Like a lot of people, she thought that the fact that humans called balls of dust "dust bunnies" was great. At the time, the TCSA was working with ink that could hold a static charge. She took this technology and created the dust bunny print-out. It was a piece of paper with the special TCSA ink and a charging stick. These were sold in the mid 1990's in Western Europe and parts of the Southern US. For a brief period they were also sold in SkyMall."
core77  fiction  mattbrown  beritkalmar  writing  invention  storytelling  design  humor  skymall  designfancy 
july 2010 by robertogreco
Design Fancy: Kurt Manchild - Core77
"If the toys were a failure, then the video game was a disaster. It was never sanctioned by NES, was played during sleep, and nine times out of ten got stuck on a horrifying screen that featured a portrait of Manchild saying "Good Morning Tobias". The game came with a unique pillow controller. The idea was that someone would put the game in the system, lay down on the pillow, sleep, then wake up in the morning to see what happened in the game. The pillow was supposed to monitor alpha waves as well as movement although most people that have tried it would disagree. Both the video game cartridge and pillow controller are extremely rare."
design  invention  fiction  mattbrown  humor  videogames  games  gaming  kurtmanchild  core77  storytelling  designfancy 
july 2010 by robertogreco
Whatever we call it, let’s teach more of it | GlimmerSite
"Whatever we choose to call it—engineering, design, invention—what we’re talking about is teaching people the skills to confront a problem or challenge; envision and sketch out a solution; and then begin to develop and refine that solution. It’s a way of thinking creatively and then building upon ideas to make them real. And it’s something that can be used throughout your life (can we say that about everything that gets taught in schools?)
tcsnmy  problemsolving  projectbasedlearning  design  designthinking  lcproject  teaching  schools  innovation  engineering  invention  classideas  prototyping  curiosity  risktaking  observation  research  failure 
july 2010 by robertogreco
Near Future Laboratory » Partial Truths: To Do Something Interdisciplinary
“Interdisciplinary work, so much discussed these days, is not about confronting already constituted disciplines (none of which, in fact, is willing to let itself go). To do something interdisciplinary it’s not enough to choose a “subject” (a theme) and gather around it two or three sciences. Interdisciplinarity consists in creating a new object that belongs to no one.” –Roland Barthes, “Jeunes Chercheurs”
rolandbarthes  interdisciplinary  crossdisciplinary  multidisciplinary  invention  creativity  julianbleecker 
june 2010 by robertogreco
What’s a media inventor? > Robin Sloan
"Fun­da­men­tally, I think, a media inven­tor is some­one who isn’t sat­is­fied with the suite of for­mats that have been handed down to him by his cul­ture (and econ­omy). Novel, novella, short story; album, EP, sin­gle; RPG, RTS, FPS—a media inven­tor doesn’t like those choices. It turns out a media inven­tor feels com­pelled to make the con­tent and the container.
media  stories  mediainventors  robinsloan  identity  moldbreaking  gamechanging  containers  content  writing  creativity  invention  format 
june 2010 by robertogreco
SSRN-Idea Generation and the Quality of the Best Idea by Karan Girotra, Christian Terwiesch, Karl Ulrich
"In a wide variety of organizational settings, teams generate a number of possible solutions to a problem, and then select a few for further investigation. We examine the effectiveness of two creative problem solving processes for such tasks - one, where the group works together as a team (the team process), and the other where individuals first work alone and then work together (the hybrid process). ... In our experimental set-up, we find that groups employing the hybrid process are able to generate more ideas, to generate better ideas, and to better discern their best ideas compared to teams that rely purely on group work. Moreover, we find that the frequently recommended brainstorming technique of building on each other’s ideas is counter-productive: teams exhibiting such build-up neither create more ideas nor are the ideas that build on previous ideas better."
brainstorming  collaboration  development  creativity  innovation  teams  psychology  invention  tcsnmy  classideas  research  groups  ideas  thinking  leadership  management  individual 
june 2010 by robertogreco
stevenberlinjohnson.com: Where Good Ideas Come From
"book tries to grapple with question of why certain environments seem to be disproportionately skilled at generating & sharing good ideas...about space of creativity. Part of the fun of it is that I look at both cultural & natural systems in the book. So I look at human environments that have been unusually generative: architecture of successful science labs, information networks of Web or Enlightenment-era postal system, public spaces of metropolitan cities, even notebooks of great thinkers. But I also look at natural environments that have been biologically innovative: the coral reef and the rain forest, or the chemical soups that first gave birth to life’s good idea.
2010  innovation  invention  stevenjohnson  creativity  history  ideas  lcproject  tcsnmy  toread  books  web  internet 
june 2010 by robertogreco
Art History : Gallery & Glossary : Eugene Delacroix
"The very people who believe that everything has already been discovered and everything said, will greet your work as something new, and will close the door behind you, repeating once more that nothing remains to be said." ... "Newness is in the mind of the artist who creates, and not in the object he portrays." 14 May 1824
eugenedelacroix  art  creativity  creation  newness  invention 
june 2010 by robertogreco
a m l - want to look ahead? look around instead.
"when new high-tech & high-priced gizmos like kindle & its much hipper cousin ipad came out, the blogosphere was very excited. nevermind that hacker websites from russia to south america have been scanning & posting pdfs for consumption of rest of the world that does not have a library around the corner nor easy access to jstor et al. the ipad is not the revolution, digital text is. it is less important how you read it, than the possibility of being able to read it at all! ingenuity finds uses for technology other than those originally intended, & this often happens because of need. think of cell phones used as micro loan mechanisms in india. think of the development of the bus rapid transit system in curitiba, transforming the bus into a dedicated line system resulting in an affordable mass transportation system that has been replicated in several cities in south america. christopher hawtorne thinks we should look at medellin… he is, of course, a bit late, but hey, we’ll take it."
thestreetwillfindause  medellin  colombia  india  streetuse  technology  ipad  kindle  libraries  text  digitaltext  anamaríaleón  cities  suburbia  travel  jetset  sustainability  green  latinamerica  southamerica  jaimelerner  pdf  learning  information  hacks  hacking  microloans  rapidtransit  christopherhawthorne  architecture  urban  urbanism  planning  future  decline  invention  thefutureishere 
may 2010 by robertogreco
The Technium: Two Kinds of Generativity
"There is a natural arc by which each invention moves from generative openness in a new-born to refined generativity of a well defined idea. Some folks mistakenly believe that modern regime of manufacturing & consumerism inevitably closes off all cool inventions to first kind of generativity, but this maturity has always happened, long before industrial age. Technology's natural cycle is merely being accelerated now.
hackability  ipad  kevinkelly  maturity  technium  technology  development  innovation  opensource  generativity  progress  gamechanging  closedsystems  opensystems  manufacturing  consumerism  invention  cylces  commoditization 
may 2010 by robertogreco
The Places I Have Come to Fear the Most « Snarkmarket
"I have a reflex­ive dis­like of sub­urbs. I grew up in Orlando, in one of its sub­urbs stacked on sub­urbs, all in dis­tant orbit around a tiny cen­ter of faux-urbanity we called down­town. (Which in turn hov­ered in dis­tant orbit around a giant cen­ter of faux-reality we called Dis­ney World.)
mattthompson  snarkmarket  cities  suburbs  2005  orlando  boston  washingtondc  schools  parenting  urban  sustainability  nyc  suburbia  vibrancy  efficiency  invention  renaissance  creativity 
may 2010 by robertogreco
Blog: Frank Chimero (I never liked the kids who raised their hands in...)
“I never liked the kids who raised their hands in class. I sat at the back, sulking, bored, & probably drawing something…Paying attention in class required effort, bravery, & a feeling of inclusion. That last one is the biggest. Owning problems, & showing vulnerability while you work on them is a big deal…I just assumed somebody smarter, older, & probably somebody dead for 100s of years had already figured it out. Why bother? Speaking up would just invite somebody to say “well Pythagorus once said…” The internet feels like that sometimes. You start to talk about a new idea for an interface, & somebody says “But Jakob Neilsen says…"…No matter who said what, it’s possible they were wrong, & even if they were right, sometimes pursuing your own divergent ideas lead to something brand new.”...“I don’t like hard rules at all. I think they’re all bullshit."
frankchimero  edcatmull  pixar  ideas  rules  divergence  thinking  schools  schooling  invention  creativity  jakobneilsen  design  problemsolving  hardrules  risk  risktaking  vulnerability  lcproject  tcsnmy 
may 2010 by robertogreco
Ping - At TechShops, Do-It-Yourselfers Get to Use Expensive Tools - NYTimes.com
"Then they will direct their disposable income and free time toward making things — stuff like chairs, toys and, say, synthetic diamonds. They will do this because the tools needed to make really cool things have become cheaper and because humans feel good when they make really cool things.
techshop  hackerspaces  markhatch  lcproject  tinkering  make  do  making  invention  us 
april 2010 by robertogreco
Week 245 – Blog – BERG
"found ourselves having to refer very precisely to weird abstract concepts that arose from data. To have conversations w/out misunderstandings, made up words & put long dictionary on wall w/ title “Teach yourself Dutch.”...project lingo...
culture  language  berg  berglondon  mattwebb  community  management  leadership  ecologicalmanagement  conversation  invention  creativity 
february 2010 by robertogreco
Working Together to Create a National Learning Community - O'Reilly Radar
"Research shows that hands-on learning is powerful and effective. In the well-meaning efforts to create standards in education, context, creativity, and our natural inclinations to explore and play, have been replaced with mountains of homework and a curriculum that is unlikely to effectively prepare youth for the 21st century. In schools, failure is stigmatized, emotionally disabling, and has become a label and a measure rather than part of a feedback system supporting iteration and exploration. The most productive scientists and inventors will tell you that they fail constantly, all day long. ... With hands-on learning, failure is iteration, in the spirit of how the most accomplished scientists and inventors work. In the somewhat misguided efforts to “teacher proof” the educational system, we have lost what good teachers bring to the system: passion, curiosity, love of learning, and an ability to create a learning ecosystem in a classroom, a school and a community."
tcsnmy  education  unschooling  deschooling  handson  learning  iteration  lcproject  gamechanging  lindastone  nationallabday  science  passion  curiosity  creativity  invention  teaching  play  failure  edtech  loveoflearning  context  via:preoccupations  tinkering  projectbasedlearning  labs 
january 2010 by robertogreco
Caterina.net: How that idiot made 10 million dollars: Cities and Genius
"it may be that creativity and invention are more dependent on the networks in which the creator participates than their individual genius or their willingness to put in the hours. As we've so often seen, great ideas occur where there is a confluence of ideas taken from the environment surrounding the creator or creators. Thus, Silicon Valley. Even people designing office spaces have discovered that creating little meeting spaces and sitting areas at the junctures between hallways increase communication between different departments in an organization and increase cross-fertilization of ideas and intra company relationships.
genius  circumstance  davidbyrne  cities  environment  networks  enhancement  invention  creativity  caterinafake 
september 2009 by robertogreco
BERG - "The new name for Schulze & Webb"
"BERG is a design consultancy, working hands-on with companies to research and develop their technologies and strategy, primarily by finding opportunities in networks and physical things." [introduction here: http://berglondon.com/blog/2009/08/19/this-is-berg/]
mattwebb  jackschulze  design  uk  invention  berg  berglondon  development  products  schulzeandwebb 
august 2009 by robertogreco
Reviving the Lost Art of Naming the World - NYTimes.com
"We are, all of us, abandoning taxonomy...willfully...losing the ability to order & name & therefore losing a connection to & a place in the living world. No wonder so few of us can really see what is out there. Even when scads of insistent wildlife appear with a flourish right in front of us...we barely seem to notice. We are so disconnected from the living world that we can live in the midst of a mass extinction...rapid invasion...of new & noxious species, entirely unaware that anything is happening....changing all this...easy. Just find an organism...get a sense of it, its shape, color, size, feel, smell, sound...meditate, luxuriate in its beetle-ness, its daffodility...find a name for it. Learn science’s name...folk names...make up your own. To do so is to change everything, including yourself...once you start noticing organisms, once you have a name for particular beasts, birds & flowers, you can’t help seeing life & the order in it, just where it has always been, all around you."
via:preoccupations  taxonomy  language  observation  words  naming  names  nature  life  order  sustainability  earth  living  awareness  curiosity  engagement  learning  biology  science  tcsnmy  glvo  edg  srg  invention  meaning  connections  understanding  animals  plants 
august 2009 by robertogreco
The Technium: Progression of the Inevitable
"The procession of technological discoveries is inevitable. When the conditions are right...the next adjacent technological step will emerge as if on cue...The recurring forms of simultaneous inventions in human history are dots on a long connected line that stretches from the big bang to the deep future. The parallel tracks of independent technological development on different continents trace & re-trace & re-trace again similar trajectory — of a semi-autonomous system headed somewhere...technium is not a random meandering...not an accident of human preferences, foibles & once-in-a-millennial genius...has a direction...leaning towards increasing complexity, sentience, consilience, specialization, possibilities & choices. As it flows in that direction it unfolds its inevitable progression. Yet at the micro scale, volition rules. Our choice is to align ourselves with this direction, to expand choice & possibilities for everyone & everything & to play out the details w/ grace & beauty."
progress  invention  technium  kevinkelly  technology 
august 2009 by robertogreco
How playtime is responsible for Post-It Notes, Lasik, and more - (37signals)
"Most of the smart, creative, successful people I know spend a good deal of time looking for inspiration, tracking down ideas and doing research.
culture  business  play  creativity  work  management  administration  learning  leadership  productivity  innovation  coudalpartners  jimcoudal  google  3m  ibm  37signals  lifestyle  invention  tcsnmy 
july 2009 by robertogreco
Imaginary Gadgets 0005: The fantastic machines of Leonardo | Beyond The Beyond
"He makes no effort to advance learning in general. If a project fails to find financing, he abandons it. In certain especially hasty sketches, he seems to be ridding himself of nagging ideas in order to free himself to turn his attention to something more mentally refreshing."
leonardodavinci  invention  renaissance  history  design  art  mechanics  tcsnmy  creativity  machines  tinkering  thinking  failure  learning 
july 2009 by robertogreco
Scope (Schulze & Webb) [Slide 43 is his "100 hours challenge"] [video here: http://video.reboot.dk/video/486775/matt-webb-scope]
"Design, culture, scale, space, superpowers. Key concepts: design and contributing to culture; ourselves as individuals and the big picture; taking action." From slide 43: "put aside 100 hours over this summer...Now for the next two days, go to talks and start conversations with people you don’t know, and choose what to spend your 100 hours on. I guarantee that everyone in this room can produce something or has some special skill, and maybe they’re not even aware of it. Ask them what theirs is, find out, because you’ll get ideas about what to learn yourself, and decide what to spend your 100 hours on. Do that for me. Because when you contribute, when you participate in culture, when you’re no longer solving problems, but inventing culture itself, that is when life starts getting interesting."
mattwebb  design  culture  glvo  cv  schulzeandwebb  superpowers  imagination  creativity  tcsnmy  make  do  diy  definitions  books  wholeearthcatalog  stewartbrand  brunomunari  macro  bigpicture  generalists  risk  macroscope  ideas  thinking  designthinking  jackschulze  change  gamechanging  invention  futurism  reinvention  perspective  johnthackara  iterative  victorpapanek  informallearning  learning  zefrank  cognitivesurplus  plp  berg  berglondon 
june 2009 by robertogreco
Jeff Bezos at Wired Disruptive by Design conference - O'Reilly Radar
"There are a few prerequisites to inventing.... You have to be willing to fail. You have to be willing to think long term. You have to be willing to be misunderstood for long periods of time. If you can't do those three things, you need to limit yourself to sustaining innovation.... You typically don't get misunderstood for sustaining innovation." "At the end of the day, you don't end your strategy because other people don't understand it. Not if you have conviction." [via: http://snarkmarket.com/blog/snarkives/briefly_noted/how_to_invent/]
jeffbezos  innovation  gamechanging  risk  failure  entrepreneurship  disruption  disruptive  business  strategy  tcsnmy  invention  courage 
june 2009 by robertogreco
Is MIT Obsolete? § SEEDMAGAZINE.COM
"A few hundred top universities with a few thousand students each can hope to host only millions out of the billions of people on the planet, but insight and invention do not stop there. The MITs of the world are far from obsolete, but instead of draining brains away from where they are most needed, these institutions can now share not just their knowledge but also their tools, by providing the means to create them. Rather than advanced technological development and education being elite activities bounded by scarce space in classrooms and labs, they can become much more widely accessible and locally integrated, limited only by the most renewable of raw materials: ideas."
mit  invention  innovation  collaboration  prototyping  engineering  education  colleges  universities  media  community  technology  manufacturing  fabrication  funding  obsolescence  learning  autodidacts  deschooling  unschooling 
june 2009 by robertogreco
An exploration of seminal novelist Italo Calvino, through his writing - Times Online
"There is a fear now, voiced by neuroscientists such as Susan Greenfield and Norman Doidge, that by training the brain on the concrete - vocational education, the simple reward system of video games and mass entertainment, the simplification of language towards information and away from metaphor - that we are breeding dull, mechanical people who cannot manage abstract or conceptual thought and who are baffled by imagination. “Reality” is becoming seriously unreal.
italocalvino  reality  literature  metaphor  invention  science  sciencefiction  scifi  writing  ideas 
may 2009 by robertogreco
The asymmetry of the indescribable :: Architectures of Control :: Dan Lockton
"If you’re in search of a term, how about ‘Philological Cladistics’ to describe the exploration of ways in which knowledge/fields-of-study can be compartmentalised (also see http://en.wikipedia.org/wiki/Dewey_decimal ), and ‘Philological determinism’ to describe how any compartmentalisation inhibits interdisciplinary exploration."
research  interdisciplinary  crossdisciplinary  multidisciplinary  neologisms  terminology  taxonomy  categorization  invention  innovation  academia  language  description  compartmentalization 
august 2008 by robertogreco
Conceptual Trends and Current Topics - How to Make New Things
"To sum up: Simple, iterative solutions to overlooked problems that someone cares about. There are other ways to make new things. But in my experience, Grahams approach is the most reliable and rarely fails. "
paulgraham  kevinkelly  invention  creativity  innovation  ideas  solutions  problemsolving  process 
july 2008 by robertogreco
Bill Buxton: Innovation vs. Invention [pdf] [via: http://liftlab.com/think/nova/2008/06/11/innovation-versus-invention/]
"innovation is far more about prospecting, mining, refining and adding value than it is about pure invention. Rather than focusing on the invention of the ‘brand new’, one might better strive for creative insights on how to combine, develop and levera
innovation  billbuxton  invention  creativity  experience  interaction  ux  user  ixd  filetype:pdf  media:document 
june 2008 by robertogreco
girish: Brian Eno's Diary
"One of the reasons I'm attached to this idea is that it is capable of dignifying many more forms of human innovation under its umbrella than the old idea of genius, which exemplifies what I called the “Big Man” theory of history—where events are ch
brianeno  scenius  definitions  genius  innovation  invention  community 
june 2008 by robertogreco
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