Discover Bio-Design Thinking


Book Description

Our minds are organized into a certain mind-set based on our perception of the reality we develop in our socialization into society. I believe that because we are living and operating a new creative paradigm filled with new ideas, concepts, and laws, we must begin to challenge our existing mind-set and seek creative concepts and methods that will allow us to see this new alternative reality that many refuse to recognize and accept. We can look at nature as a composite of isolated snapshots showing its beauty, or we can view the incredible and intelligent design and function behind every plant, tree, and living creature. The intended goal of the book is to provoke your mind to see this incredible bio design from which we can begin to develop a higher level of understanding and meaning. We will soon realize that we will discover and recognize new patterns as we process new information. We will begin to connect ideas and concepts previously not connected. We will raise the quality of our perceptions and thinking using the intelligent design found in nature.




Design Thinking at Work


Book Description

The result of extensive international research with multinationals, governments, and non-profits, Design Thinking at Work explores the challenges that organizations face when developing creative strategies to innovate and solve problems. Now available for the first time in paper, Design Thinking at Work explores how many organizations have embraced "design thinking" as a fresh approach to fundamental problems, and how it may be applied in practice. Design thinkers constantly run headlong into challenges in bureaucratic and hostile cultures. Through compelling examples and stories from the field, Dunne explains the challenges they face, how the best organizations, including Procter & Gamble and the Australian Tax Office, are dealing with these challenges, and what lessons can be distilled from their experiences. Essential reading for anyone interested in how design works in the real world, Design Thinking at Work challenges many of the wild claims that have been made for design thinking, while offering a way forward.




The Unknown Genius Creative Abilities of Leonardo Da Vinci


Book Description

This publication was written in the belief that Leonardo's study of his natural surroundings, his advanced perceptual skills and his continued interest in learning, all played a significant role in developing his creativity. He challenged established mindsets with the conviction that all earthly things are connected. He spent years observing nature's secrets ,documenting his observations and the creative thinking that resulted. While much has been written about Leonardo's incredible scientific discoveries, his futuristic inventions and his great works of art, we fail to realize that Leonardo da Vinci developed incredible creative thinking that needs to be understood and applied in this new creative paradigm where creative ideas are the currency of the future.




Biodesign in high schools


Book Description

Traditional education, which is mainly based on evaluating theoretical content at the end of a course, is not in keeping with the skillset we require in the twenty-first century. Today, we need creative and innovative individuals who can think critically, who are capable of learning to learn, and who have complex problem-solving skills. We need people who can work collaboratively using transdisciplinary communication skills. We need citizens who are aware of local needs but have a global vision. They must make decisions not only based on their own well-being, but also in the best interests of the community and the planet. They must understand that the solution requires a balance. People can acquire these skills through design thinking, which builds the learning process by carrying out projects, and theorizes based on set challenges. Biodesign for High Schools is a pedagogical proposal that combines scientific topics with a creative approach; it offers a plethora of possibilities to prepare future high school graduates to respond to the needs of today's world.




Interactivity and Game Creation


Book Description

This book constitutes the refereed post-conference proceedings of the 9th International Conference on Interactivity and Game Creation, ArtsIT 2020, held in Aalborg, Denmark, in December 2020. Due to COVID-19 pandemic the conference was held virtually. The 28 revised full papers presented were carefully selected from 60 submissions. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology, including open related topics like interactivity and game creation. They are grouped in terms of content on art, installation and performance; games; design; intelligence and creativity in healthcare; wellbeing and aging.




Biodesign


Book Description

Recognize market opportunities, master the design process, and develop business acumen with this 'how-to' guide to medical technology innovation. Outlining a systematic, proven approach for innovation - identify, invent, implement - and integrating medical, engineering, and business challenges with real-world case studies, this book provides a practical guide for students and professionals.




Design-Based Concept Learning in Science and Technology Education


Book Description

Design-Based Concept Learning in Science and Technology Education brings together contributions from researchers that have investigated what conditions need to be fulfilled to make design-based education work.




Creative Confidence


Book Description

IDEO founder and Stanford d.school creator David Kelley and his brother Tom Kelley, IDEO partner and the author of the bestselling The Art of Innovation, have written a powerful and compelling book on unleashing the creativity that lies within each and every one of us. Too often, companies and individuals assume that creativity and innovation are the domain of the "creative types." But two of the leading experts in innovation, design, and creativity on the planet show us that each and every one of us is creative. In an incredibly entertaining and inspiring narrative that draws on countless stories from their work at IDEO, the Stanford d.school, and with many of the world's top companies, David and Tom Kelley identify the principles and strategies that will allow us to tap into our creative potential in our work lives, and in our personal lives, and allow us to innovate in terms of how we approach and solve problems. It is a book that will help each of us be more productive and successful in our lives and in our careers.




Creativity, Inc. (The Expanded Edition)


Book Description

The co-founder and longtime president of Pixar updates and expands his 2014 New York Times bestseller on creative leadership, reflecting on the management principles that built Pixar’s singularly successful culture, and on all he learned during the past nine years that allowed Pixar to retain its creative culture while continuing to evolve. “Might be the most thoughtful management book ever.”—Fast Company For nearly thirty years, Pixar has dominated the world of animation, producing such beloved films as the Toy Story trilogy, Finding Nemo, The Incredibles, Up, and WALL-E, which have gone on to set box-office records and garner eighteen Academy Awards. The joyous storytelling, the inventive plots, the emotional authenticity: In some ways, Pixar movies are an object lesson in what creativity really is. Here, Catmull reveals the ideals and techniques that have made Pixar so widely admired—and so profitable. As a young man, Ed Catmull had a dream: to make the first computer-animated movie. He nurtured that dream as a Ph.D. student, and then forged a partnership with George Lucas that led, indirectly, to his founding Pixar with Steve Jobs and John Lasseter in 1986. Nine years later, Toy Story was released, changing animation forever. The essential ingredient in that movie’s success—and in the twenty-five movies that followed—was the unique environment that Catmull and his colleagues built at Pixar, based on philosophies that protect the creative process and defy convention, such as: • Give a good idea to a mediocre team and they will screw it up. But give a mediocre idea to a great team and they will either fix it or come up with something better. • It’s not the manager’s job to prevent risks. It’s the manager’s job to make it safe for others to take them. • The cost of preventing errors is often far greater than the cost of fixing them. • A company’s communication structure should not mirror its organizational structure. Everybody should be able to talk to anybody. Creativity, Inc. has been significantly expanded to illuminate the continuing development of the unique culture at Pixar. It features a new introduction, two entirely new chapters, four new chapter postscripts, and changes and updates throughout. Pursuing excellence isn’t a one-off assignment but an ongoing, day-in, day-out, full-time job. And Creativity, Inc. explores how it is done.




The Vital Question


Book Description

A game-changing book on the origins of life, called the most important scientific discovery 'since the Copernican revolution' in The Observer.