robertogreco + invention 99
Bret Victor - Inventing on Principle on Vimeo
purpose living life insight doing self-discovery experience modelessness causes craftsman problemsolving meaning meaningmaking specialization skills identity rightandwrong ideals richardstallman piaget jeromebruner alankay dougengelbart xeroxparc terrycavanagh larrytesler activism injustice justice morality responsibility animation mediaconnection teletype computing history analogdesign electronics comparisons data space understanding search visualization time braid making ideas programming 2012 connection discovery coding invention creativity principles bretvictor from delicious
february 2012 by robertogreco
purpose living life insight doing self-discovery experience modelessness causes craftsman problemsolving meaning meaningmaking specialization skills identity rightandwrong ideals richardstallman piaget jeromebruner alankay dougengelbart xeroxparc terrycavanagh larrytesler activism injustice justice morality responsibility animation mediaconnection teletype computing history analogdesign electronics comparisons data space understanding search visualization time braid making ideas programming 2012 connection discovery coding invention creativity principles bretvictor from delicious
february 2012 by robertogreco
AU 2011: Otherlab's Saul Griffith, Part 1 - Pneubotics Yields Soft Robots on Vimeo
december 2011 by robertogreco
"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
"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 ]
december 2011 by robertogreco
The Internet, innovation and learning - Joi Ito's Web
december 2011 by robertogreco
"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
november 2011 by robertogreco
"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
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."
november 2011 by robertogreco
MAKE | Zen and the Art of Making
november 2011 by robertogreco
"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
october 2011 by robertogreco
""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
Albert Wenger, in his talk opening the Turing Festival"
october 2011 by robertogreco
Why'd It Take So Long To Invent The Wheel? : Krulwich Wonders... : NPR
september 2011 by robertogreco
"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
<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.""
september 2011 by robertogreco
Mitch Resnick: The Role of Making, Tinkering, Remixing in Next-Generation Learning | DMLcentral
september 2011 by robertogreco
"…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
…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."
september 2011 by robertogreco
Uffe Elbaek on social entrepreneurship | Education Futures
september 2011 by robertogreco
"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
<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."
september 2011 by robertogreco
The Montessori Mafia - Ideas Market - WSJ
july 2011 by robertogreco
"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
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."
july 2011 by robertogreco
Polaroid’s SX-70: The Art and Science of the Nearly Impossible
july 2011 by robertogreco
"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
july 2011 by robertogreco
"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
<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."
july 2011 by robertogreco
Week 315 – Blog – BERG
june 2011 by robertogreco
"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
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."
june 2011 by robertogreco
Prisoners’ Inventions | a guide to prison life « dpr-barcelona
april 2011 by robertogreco
"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
april 2011 by robertogreco
"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
april 2011 by robertogreco
"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
<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…"
april 2011 by robertogreco
Feynman's Nobel Ambition
march 2011 by robertogreco
"Feynman on curiosity-driven learning (or how to recover from burnout)" http://twitter.com/zephoria/status/44450982616248320
richardfeynman
curiosity
passion
learning
play
playethic
burnout
yearoff
education
invention
physics
science
tcsnmy
unschooling
deschooling
motivation
intrinsicmotivation
cv
howwework
howwelearn
toshare
from delicious
march 2011 by robertogreco
The Floor Text I Wrote For The Made Up Exhibition. | Flickr - Photo Sharing!
february 2011 by robertogreco
"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 |
january 2011 by robertogreco
"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
<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 ]
january 2011 by robertogreco
Gamasutra - Features - The Era Of Behaving Playfully
january 2011 by robertogreco
"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
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.]
january 2011 by robertogreco
The Play Ethic: Playing well: ten years of The Play Ethic
january 2011 by robertogreco
"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
…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/ ]
january 2011 by robertogreco
RORY HYDE PROJECTS / BLOG » Blog Archive » ‘Know No Boundaries’: an interview with Matt Webb of BERG London
january 2011 by robertogreco
"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
december 2010 by robertogreco
"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
<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."
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]
november 2010 by robertogreco
"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
november 2010 by robertogreco
"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.]
october 2010 by robertogreco
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
<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."
october 2010 by robertogreco
YouTube - Matt Webb - What comes after mobile
october 2010 by robertogreco
"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
october 2010 by robertogreco
"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
<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…"
october 2010 by robertogreco
Glif - iPhone 4 Tripod Mount & Stand by Dan Provost — Kickstarter
october 2010 by robertogreco
"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
<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."
october 2010 by robertogreco
Matt Webb – What comes after mobile « Mobile Monday Amsterdam
september 2010 by robertogreco
"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:…"]
september 2010 by robertogreco
"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
august 2010 by robertogreco
"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 />
<br />
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
<br />
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.)"
august 2010 by robertogreco
EscueLab - OLPC
august 2010 by robertogreco
"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
<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."
august 2010 by robertogreco
www.escuelab.org | creatividad, tecnología y sociedad
august 2010 by robertogreco
"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 />
<br />
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
<br />
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."
august 2010 by robertogreco
Cultural Studies - Crafting Fictional Personas With the Language of Facebook - NYTimes.com
august 2010 by robertogreco
"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
YouTube - Consider Denmark - Education & Innovation
education denmark learning lcproject tcsnmy rote projectbasedlearning play criticalthinking intrinsicmotivation schools universities colleges innovation creativity collaboration arts teamwork invention user-centered business economics knowledge design designthinking from delicious
august 2010 by robertogreco
education denmark learning lcproject tcsnmy rote projectbasedlearning play criticalthinking intrinsicmotivation schools universities colleges innovation creativity collaboration arts teamwork invention user-centered business economics knowledge design designthinking from delicious
august 2010 by robertogreco
Unique Gift Ideas, Creative Gift Ideas, Product and Video Reviews - Daily Grommet
august 2010 by robertogreco
"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
august 2010 by robertogreco
"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
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]
august 2010 by robertogreco
Kobe, Karplus, and Inquiry « Action-Reaction [via: http://twitter.com/jybuell/status/20277278711]
august 2010 by robertogreco
"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.]
august 2010 by robertogreco
"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
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."
august 2010 by robertogreco
The Millions : On Repetition [via: http://www.matthewculnane.co.uk/post/898073563/a-contradictory-set-of-truths-about-books-and]
august 2010 by robertogreco
"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 />
<br />
"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
<br />
"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."
august 2010 by robertogreco
Every user a developer, part II, or: Momcomp « Adam Greenfield's Speedbird
july 2010 by robertogreco
"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
july 2010 by robertogreco
"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
july 2010 by robertogreco
"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
july 2010 by robertogreco
"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
july 2010 by robertogreco
"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
july 2010 by robertogreco
"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
july 2010 by robertogreco
"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
july 2010 by robertogreco
"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
june 2010 by robertogreco
“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
june 2010 by robertogreco
"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
june 2010 by robertogreco
"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
june 2010 by robertogreco
"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
june 2010 by robertogreco
"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.
may 2010 by robertogreco
"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
may 2010 by robertogreco
"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
may 2010 by robertogreco
"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...)
may 2010 by robertogreco
“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
april 2010 by robertogreco
"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
february 2010 by robertogreco
"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
january 2010 by robertogreco
"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
Play a Game with Mundane Imagination « The Usable Learning Blog
november 2009 by robertogreco
"Imagination puts the player into the game by putting the game into the player.
games
imagination
gaming
pretending
russelldavies
videogames
storytelling
invention
tcsnmy
glvo
unschooling
deschooling
narrative
jesseschell
mundaneimagination
via:russelldavies
play
november 2009 by robertogreco
Caterina.net: How that idiot made 10 million dollars: Cities and Genius
september 2009 by robertogreco
"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
Would you lick it? « Rowan Simpson
august 2009 by robertogreco
"From the Wikipedia page about Sugar Substitutes:
aspartame
business
entrepreneurship
invention
risk
curiosity
august 2009 by robertogreco
BERG - "The new name for Schulze & Webb"
august 2009 by robertogreco
"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
august 2009 by robertogreco
"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
august 2009 by robertogreco
"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
Can Do - And the Pursuit of Happiness Blog - NYTimes.com
august 2009 by robertogreco
Maira Kalman on Benjamon Franklin
benjaminfranklin
mairakalman
happiness
invention
creativity
us
america
history
august 2009 by robertogreco
How playtime is responsible for Post-It Notes, Lasik, and more - (37signals)
july 2009 by robertogreco
"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
july 2009 by robertogreco
"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]
june 2009 by robertogreco
"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
june 2009 by robertogreco
"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
june 2009 by robertogreco
"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
may 2009 by robertogreco
"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
august 2008 by robertogreco
"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
july 2008 by robertogreco
"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/]
june 2008 by robertogreco
"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
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june 2008 by robertogreco
girish: Brian Eno's Diary
june 2008 by robertogreco
"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
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june 2008 by robertogreco
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