Saturday, 24 March 2018

OUGD501 - Considerations for Essay after Feedback

Additions to essay 

Feedback 

It was said that there was more of a coherency and logic to the whole essay, however it was suggested that a introduction could be included to explain explicitly what the essay was about and the different points that would be discussed. 

It was suggested that it could be said that there were problems with the visual examples chosen in terms of their effectiveness for creativity and their role within effective design process.

Some important viewpoints / considerations included:
- some of the tools, just stimulate 'creativity' and perhaps treat it as an abstract thing that happens during the process of problem solving, which benefits 'creatives'
- every person has the capacity to be creative as thinking and problem solving is needed within day to day life
- in arts and design disciplines these natural creative abilities are directed into situations that perhaps others would not 
- having an effective design process potentially circumvents the need for creative stimulation, as solutions come from understanding, exploration and problem solving.
- it is through rigor not moments of inspiration that good design develops from
- the end goal of good design is to produce work that is effective for clients and the audiences that the work is aimed at.  

It was suggested that I should analyse the resources in terms of whether they have benefit and work effectively in conjunction with design practice

Developing the essay from feedback


An introduction was written outlining all the main themes within the essay and aimed to link the different concepts together whilst, highlighting creativity in the different areas.

After feedback and the highlighted importance of whether the tools function within / alongside design practice, this idea was considered further.

In a final paragraph visual examples were analysed in relation to their effectiveness in aiding creativity.

The question that was asked of each visual was:
How do they work in relation / conjunction with design practice and do they have benefit?


Format


Easy and accessible formats of games show that lateral thinking techniques available to all and that all have the capacity for creativity.

Applicability

The Creative Mind shows a way of reative thinking but does not explian the concepts making it hard to apply these for use at another time.

Disruptus is literal in the process of combining ideas and is not as applicable to the design process however the broad theory is functional but not in this set up.

Triggers stimulates creativity and is supposed to be sued alongside a predefined project and problem to gain an alternate perspective. The questions are open to interpretation so they may mean different things to in various contexts. The selection of questions is aimed at different projects however each may be too focused to apply to any project meanign not every card is suitable for each project, picking ones that are applicable is more useful. 

In Brainspin the context is not directly applicable in conjunction with design process, however there is clear learning of divergent thinking that is used within idea generation. 


Method Kit is the most functional tool alongside the design process and is applicable for all projects in helping define and aide the project. It is used as a brainstorming tool and shows the key aspects of the design process allowing for thought on the different aspects to be considered and developed. It can be used in a variety of different ways including for mindmapping, evaluations, prioritisation etc.

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