creative technology
[] readme new(s) workshop(s) project(s) CA1 CA2 CA3 CA4 CA5 course(s) interactive visualization / serious games resource(s) _ / .

talk show tell print

present / print

lost in science -- design as art

A. Eliens


inspiration(s) / perspective(s) / tag(s)


what I talk about when I talk about smart media

question(s)

  1. personal -- what makes life (more) beautiful?
  2. professional -- how can your discipline/expertise help/assist/ contribute in making (digital) life more beautiful?
  3. general -- what is the (greatest) risk of creative technology?

question(s) -- what is creative (design) in creative technology?

slogan(s) -- creative technology / indeed, language is confusing

_ .. / ... / [] / social / process / change(s) / design(s) / space(s) / _ / .

innovation(s) / collaboration(s)

theme(s) / rule(s) / topic(s)

play / change(s) / human(s) / pattern(s) / experiment(s) / cycle(s)


engineer(s) / dream(s) / product(s) / relationship(s) / _ / .

twinkle(s) / difference(s)

structural engineering is the science and art of designing and making, with economy and elegance, buildings, bridges, frameworks and other similar structures so that they can safely resist the force(s) to which they may be subjected.

H. Petroski -- To Engineer is Human


play / physic(s) / math(s) / cycle(s)



media(s) / education(s) / color(s) / relationship(s) / pattern(s) / _ / .

twinkle(s) / difference(s)

being human is not simply a label.

... it is about a set of aspirations. Recognizing those aspirations and striving to realise them can make the world we live in one to celebrate rather than fear.



human(s) / experiment(s) / cycle(s)

_ .. / innovation(s) / theory of mind(s) / secondlife(s) / force(s) / _ / .

twinkle(s) / difference(s)

... relationships are things that happen only in a virtual world, and we are able to move backwards and forwards between the physical world of interactions (real events) and the virtual world in which these events are constituted into relationships in order to be able to understand what the significance of specific actions is or might be, or how two relationships impinge upon eachother. [Robin Dunbar -- The Human Story (p. 66)]

play / rethoric(s) / physic(s) / math(s) / cycle(s)



_ .. / ... / skin(s) / obstacle(s) / place(s) / failure(s) / culture(s) / _ / .

twinkle(s) / difference(s)


form(s) / design = to initiate change in man-made things



methods / guide(s) / student(s) / parent(s) / teacher(s)

play / game(s) / rule(s) / teaching(s) / visual(s) / project(s) / cycle(s)


engineer(s) -- creative explorations of art, science & technology

who-am-i? / moral(s) / _ / .

Who can be interested any longer in that age-old idle talk about good and evil when it has been established that good and evil are not 'constants' at all, but 'functional values', so that the goodness of works depends on the historical circumstances, and the goodness of human beings on the psycho-technical skill with which their qualities are exploited? The world is simply ridiculous if one looks at it from the technical point of view. It is unpractical in all that concerns the relations between human beings, and in the highest degree uneconomical and inexact in its methods.

der man ohne ...? / play / engineer(s) / cycle(s)



dream(s) / theme(s) / force(s) / role(s) / engineer(s) / _ / .

twinkle(s) / difference(s)

it is the process of design, in which diverse parts of the give-world of the scientist and the made-world of the engineer are reformed and assembled into something the like of which nature had not dreamed, that divorces engineering from science and marries it to art.

H. Petroski -- To Engineer is Human / miracle(s)


play / physic(s) / math(s) / cycle(s)


definition(s) -- creativity / challenge(s) / quote(s)

_ .. / method(s) / dream(s) / vision(s) / dilemma(s) / _ / .

  • the product of thinking has novelty or value, either for the thinker or his/her culture.
  • the thinking is unconventional, in the sense that it requires modification or even rejection of previously accepted ideas.
  • the thinking requires high motivation and persistence, taking place over a considerable time span (continuously or intermittently) or at high intensity.
  • the problem as initially posed was vague and ill-defined, so that part of the task was to reformulate the problem itself.

Newell & Shaw (1962), from R.L. Glass Software Creativity 2.0


slogan(s) -- room(s)

_ .. / engineer(s) / politic(s) / culture(s) / _ / .

twinkle(s) / difference(s)

As I leant against the wall the University indeed seemed a sanctuary in which are preserved rare types which would soon be obsolete if left to fight for existence on the pavement of the Strand.


Virginia Woolf: A Room of One's Own (1928, p. 9)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


challenge(s) -- the supposed maturity of engineering

the new wave of Web 2.0 -- google(s) / mashup(s) / science(s)

IIPCREATE / interview(s) / _ / .


  yahoo -- developer.yahoo.com
      del.icio.us -- del.icio.us/help/api
          technorati -- www.technorati.com/developers
              flickr -- www.flickr.com/services
                  google -- code.google.com
                      ebay -- developer.ebay.com 
  

REACTIVE ==> CREATIVE!?


ICT challenge(s) [3/5]

concept(s)

  • everything is miscellaneous (video) -- site

model(s)

problem(s)

ICT challenge(s) [5/5]

application(s) -- creative industry

computer science(s) -- magic

creative technology -- target(s)


  • program to enhance students' participation and creativity

random thought(s) -- without thinking / inspiration(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


slogan(s) -- metaphor(s) / towards a new curriculum

... / ground(s) / picnic(s) / network(s) / _ / .

  • a networked world -- you make it work [engineering, management] -- not network maintenance!
  • everything is connected -- you make the connections [mediator, management]
  • everything is intertwinkled (Ted Nelson) -- you make it twinkle [the creative track]
/ knowledge is a (creative)? process / cycle(s)

game(s) -- meaning / C4(X) / engine(s) / space(s)

instruction / second life / climate / mashup(s) / panorama / _ / .

twinkle(s) / difference(s)

gaming is a waste of time / MW2008 / design / game(s) / ximpel

play / war(s) / dynamic(s) / challenge(s) / value(s) / theory


solution(s) -- multimedia/design in context

slogan(s) -- approach / with subtext(s)

_ .. / inspiration(s) / dilemma(s) / _ / .

identity / creativity

  • (cheap) philosophy -- leads to ignorance and self-satisfaction
  • colloquial wisdom -- is an internet commodity
  • common sense -- only results in confusion

creative thinking

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


random thought(s) -- why always square screens?


  rhethorics 
    of    <--   personal challenge
  material
  

  everything else     computation
     is           -->
  subsidiary          interaction
  

slogan(s) -- item(s)/hazard(s) / with subtext(s)

_ .. / ... / [] / social / process / change(s) / design(s) / space(s) / _ / .

twinkle(s) / difference(s)

  • requirements -- kill creativity
  • user studies -- lead to conservatism
  • clear goals -- limit exploration

inspiration(s) / dilemma(s) / game design(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


model(s) -- the creative process

the creative process -- involvement & reflection


  peripheral
   --> unfocussed
   --> subliminal
         attention/awareness model(s)
  

model(s) of dissemination -- dialectic(s) of awareness

pathology


  • viral game(s)/clip(s)
  • creativity is contagious
  • the (digital) seduction of a civilisation

perspective(s) -- aesthetic awareness

perspective(s) -- innovation as an expression of ignorance

  • frankfurt airport -- multimedia walkway
  • shanghai river tunnel -- visual experience
  • shanghai shopping -- full (globe) video
  • etcetera -- visual quilt, PANORAMA, ...

medium is the message -- the aesthetics of our time

9/11 / performance(s) -- tube(s)
XIMPEL .CREATE TV

issue(s) -- creative technology track(s)

slogan(s) -- creative technology / starting from 1st year


_ .. / ... / [] / social / process / change(s) / design(s) / space(s) / _ / .

play / game(s) / project(s) / experiment(s) / cycle(s)

mechanism(s) -- educational element(s)

  • (art) inspiration(s) -- item(s) of beauty
  • (periodic) de-construction(s) -- discover (un)truth(s)
  • (technical) exploration(s) -- trial(s) without error(s)
  • (creative) workshop(s) -- to boost the imagination(s)

control(s) -- layered mentorship

  • supervision(s) -- from multiple perspectives
  • (peer) reviews -- with mild competitive edge
  • (public) exhibition(s) -- for external exposure

slogan(s) -- do you want to make a difference

de Waag / open source


  • technology to innovate social processes
  • social processes to innovate technology
in every scientist there is an artist, in every artist there is a scientist

slogan(s) -- creative technology

_ .. / ... / [] / social / process / change(s) / design(s) / space(s) / _ / .

identity / creativity

expressive processing

play / game(s) / lyric(s) / network(s) / design(s) / cycle(s)

slogan(s) -- fun application(s) / de wereld gaat aan vlijt ten onder / time

_ .. / ... / [] / social / process / change(s) / design(s) / space(s) / _ / .

innovation(s) / collaboration(s)

UTwente/EWI doctrine(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


slogan(s) -- media art(s) / computer augmented artefact(s)

_ .. / ... / [] / social / process / change(s) / design(s) / space(s) / _ / .

twinkle(s) / difference(s)

  • emotional response -- enrich experience
  • intellectual challenge -- avoid boredom


shift of paradigm(s) / reading(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


slogan(s) -- shift of paradigm(s) / innovation by re-creation(s)

_ .. / ... / [] / social / process / change(s) / design(s) / space(s) / _ / .

innovation(s) / collaboration(s)

  • taking (media) artists as a role model for creative engineers, following the recommendation of IIP/CREATE
  • combining disciplinary courses with creative applications, to ensure a solid technical level
  • looking for inspiration in the art(s), as the ultimate source of human value(s)

course(s) / twente(s) / science(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


dialectic(s) -- literacy / spark(s)

slogan(s) -- dilemma(s) / how to teach attitude(s) & creativity

_ .. / ... / [] / social / process / change(s) / design(s) / space(s) / _ / .

  1. implicit -- confusion is the origin of (all) creativity -- there is no theory / creativity killers / hacking the human / spark(s) / pattern(s)
  2. explicit -- (amateur) course(s) on creativity, philosophy, psychology -- computational art / new media / meaning / planning / workshop(s)
  3. by example(s) -- invite artist(s) & pioneer(s) -- teaching creativity / project(s) / dead media / tube(s)
  4. design case(s) -- facets of fun -- on the design of computer augmented entertainment artefacts [offline!?] -- a long read, indeed!
  5. target(s) -- generation Y / rip it / creative thinking / loser(s) / leader(s) / vision(s) / definition(s)

slogan(s) -- known(s) / ignorance 2.0

creativity / ... / vision(s) / science / quality / _ / .

innovation(s) / collaboration(s)

... in science only one thing is more wonderful than how much we know, and that is how much we do not know.

I. Svitak -- Man and his world / quest(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


culturalization -- in the context of information technology


_ .. / research / question(s) / artist(s) / _ / .

... culturalization within the broader context of information technology (IT) can also be read as a moment of anticipation, a tactical sidetrack in response to the long-term decline of the engineering class in the West. The hegemonic role of computer scientists as inventors can easily been understood, but wasn't going to last forever. Different fields of knowledge, from human computer interaction to usability and new media studies, have ll in their own ways proclaimed the coming of the cultural turn.

MyCreativity: A critique of Creative Industries

designer vs developer -- culture(s) / question(s)


_ .. / practice(s) / change(s) / vision(s) / _ / .

identity / creativity

... no, at the personal level, you should accept no less than the title of artist and aspire to earn the right to carry the title. And earning this right is influenced not so much by your accomplishments as by your approach: a relentless pursuit of perfection, where the journey is the destination.

www.bit-101.com / from: as3 animation -- making things move

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


creative technology -- ethic(s)

value(s) / socio-digital landscape(s) / _ / .


     ethically informed
                    morally inclined
  
divina comedia
www.nmc.org

aesthetic(s) -- new media

skill(s) / truth(s) / beauty / miracle(s) / place(s) / screen(s) / _ / .

twinkle(s) / difference(s)

the skin is the deepest part of man.


Paul Valery / color(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)



_ .. / artist(s) / developer(s) / skin(s) / beauty / _ / .

twinkle(s) / difference(s)

it is skill surmounting difficulty, and beauty triumphing over skill

(art) ..., to snatch this grace beyond the reach of art is then the height of art -- where fine art begins, and where mechanical skill ends.

William Hazlitt -- THE PLEASURE OF HATING / TED

dynamic(s) / flow(s) / theme(s) / flower(s) / cycle(s)


engineer(s) -- create technology?

_ .. / create / common(s) / art(s) / _ / .

twinkle(s) / difference(s)

the 20th century is the century of engineers ...



Der Man ohne Eigenschaften / human(s) / scenario(s)

skin(s) / project(s) / room(s) / problem(s) / screen(s) / cycle(s)


we need a paradigm shift

the aesthetics/literacy of our time(s)


game(s) -- active learning / rethoric(s)

_ .. / create / common(s) / art(s) / _ / .

identity / creativity

  • experiencing the world in new ways
  • forming new affiliations
  • preparation for future learning

situated cognition in a semiotic domain
experiment(s) / critical learning

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


answers(s) -- message 2.0

_ .. / create / common(s) / art(s) / _ / .



in our digital age the message determines the selection of the medium

Æ


space(s) / dream(s) / vision(s) / _ / .



we will watch



brother(s) / experiment(s) / screen(s) / experience(s)


...


game play, model-based simulation, exploration


_ .. / create / common(s) / art(s) / _ / .

  • game cycle -- turns in subsequent rounds
  • simulation(s) -- world (climate) model
  • exploration -- by means of interactive video

game elements / XIMPEL

structure(s) -- creative explorations of art, science & technology

who-am-i?
  1. disciplinary courses -- traditional approach, with regular courses and assignments
  2. project-based work -- lectures to support active exploration of topics by students
  3. creative applications -- challenges, to produce viable solutions for real world applications

slogan(s) -- creative problem(s) / compute / media / smart / math / design

_ .. / ... / [] / social / process / change(s) / design(s) / space(s) / _ / .

twinkle(s) / difference(s)


  problem solving
  
          problem finding
  
                  problem creation
  

educational goal(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


design -- art, science or form of mathematics?

role(s) / life(s) / form(s) / HCI / obstacle(s) / science / _ / .


divergencetransformationconvergence
communityexperience...value analysis
system(s)brainstorming......
product(s)......dependency graphs
component(s)......requirements

John Chris Jones -- Design Methods



design(s) -- attitude(s) to innovation / resistance to change


_ .. / ... / change(s) / method(s) / obstacle(s) / instinct(s) / target(s) / _ / .

innovation(s) / collaboration(s)

... the main conclusion that follows from our description of attitudes to innovation, except at the very ends of the chain, there is an inherent resistance to the kinds of radical change at the systems level that seems to be necessary to solve the major design and planning problems of our time ...

John Chris Jones -- Design Methods

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


design(s) -- invention vs innovation

_ .. / how to / design(s) / relation(s) / method(s) / obstacle(s) / _ / .

twinkle(s) / difference(s)

  • invention -- engineering solution at system level
  • innovation -- meets demands in (envisioned) context


John Chris Jones -- Design Methods

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


slogan(s) -- creative application(s): format(s) / target(s)

_ .. / rethoric(s) / place(s) / _ / .


                   We Create Identity
          Living and Working Tomorrow
        Have Fun and Play!
     Ambient Screen(s)
  Hybrid World(s)
  
what are (y)our dreams?

resource(s) -- creative technology


[] readme new(s) workshop(s) project(s) CA1 CA2 CA3 CA4 CA5 course(s) interactive visualization / serious games resource(s) _ / .

(C) Æliens 09/09/09
creativetechnology.eu