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Ideation: Methodologies of Liveness
We are surrounded by the notion of "liveness"
through media, environments, and space. Designers from multiple
disciplines capture liveness through solutions such as coffee shop
floor-plans, quicktime movies, interactive software, and even static
books. As designers, we spend most of our time perfecting our skills
through experimentations and analysis. However, most of the discourse
around "liveness" comes from the end result, or rather,
the passive and receiving end of the data that's being broadcast.
Designers spend so much time trying to communicate real-time data
and information to audiences on the fly in the most efficient way
possible, that the methodologies of how the solutions were formed
is sometimes forgotten. In other words, we (designers) forget that
the majority of our processes come from our methodologies of ideation.
As we chase after technological advancements and
expanding fields of design study in trans-disciplinary collaborations,
the necessity of perfecting our ideation methodologies becomes increasingly
more important in our practice. These methodologies capture "liveness"
through language and the collective pool of ideas. However, each
discipline has its own vernacular. Perfecting our ideation methodologies
across disciplines will create a common language and process ultimately
resulting in more successful solutions. Additionally, the more we
examine innovation processes across disciplines the better we can
develop tools that capture liveness by enhancing collaborative ideation
methodologies.
Individual Methodologies
Back in 1997, I attended a one-day design conference
in Seattle, Washington. One of the speakers was Rebecca Mendez who
discussed her ideation methodology. During her speech, she explained
how the act of coming up with ideas was like reaching into the depths
of her soul, sifting around, and ripping out the solution that is
presented to the world. She exemplified her methodology through
an experiment she created for an out-of-town lover. She ran her
hand across a scanner and developed an animation that attempted
to "touch" her lover who was on the other side of the
country. Her method of ideation (hand running across scanner) was
captured as her solution. When viewing the animation, one can't
help but see the liveness of her creation.
When Lorraine Wild visited Art Center, she presented
her Greybull Press books that she designed with her partners. The
books consisted of large and bold photographs that seemed to freeze
time in the lives of celebrities and high school teenagers. As she
presented her books, she explained her process of collecting, compiling,
and weeding out the images to optimally express the theory behind
each sequence of pages. This process included methodologies within
her own team of partners as well as the outside world in collecting
content for the books. For example, in her book Rodeo Girl,
consisting of a collection of celebrities around the world, she
sent out an email to hundreds of people requesting images and stories.
To do this, she had to explain her concept in an inciting enough
way to get people to respond with workable content. This was a live
dialogue between her partners and the audience around the world
that would ultimately make up the majority of the book. The easiest
and most accessible media solution she had was email. Without the
content she received from her audience and email as her method of
communicating and exchanging the content, the book would not exist.
In other words, the notion of "liveness" was captured
through the process of collaboratively creating the book through
email as the media choice.
Casey Reas also visited Art Center and presented
his work and process. He presented a number of different types of
work including print and installations, however, his work primarily
focuses on technology. He spends the majority of his time experimenting
with his production tools and manipulating software. In his work
titled "Process", Reas blurs the line between designer
and technologist. With a background in print design, Reas uses his
intuition about form, composition, color, and line in his experiments
with software. Processing, is an open-source amalgamation of algorithmic
formulas, manipulated software, and user input. "[It's] a programming
language and environment built for the electronic arts and visual
design communities. It was created to teach fundamentals of computer
programming within a visual context and to serve as an electronic
sketchbook," (www.processing.org). With today's emerging open-source
design communities, Reas pushes the boundaries of existing software
solutions, providing an avenue to explore and build upon his work.
There is no question that the experimentation
and "liveness" of Reas work results in aesthetically beautiful
compositions. He uses software to capture live algorithms turning
them into undulating and organic lines and shapes. At some points,
the lines are so dense that they appear to be solid shapes. His
experiments capture "liveness" through the use of changing
numeric formulas that shift according to changing data, or user
interaction.
Collaborative Methodologies
In a sense, Casey Reas' experimental process is
a tool that captures liveness through his ideation process. He makes
his work open to the design community putting him at the meta-level
of ideation methodologies. His open-source approach to experimentation
provides the tool to collaborate with other designers from multiple
disciplines, which not only blurs the line between technologists
and designers but provides a collective language. IDEO, one of the
worlds leading industrial design firms, attempts to find a common
language through brainstorming.
In the book The Art of Innovation, Tom
Kelly of IDEO talks about the importance of the innovation stage
through their infamous brainstorming methodologies. "You can't
quantify the value of letting people's minds run wild. It's the
sort of incorrigible spirit of play that keeps [designers] in tune
and on edge," (p. 63). Kelly would argue that every designer
can get better at brainstorming. And every designer working in a
collaborative setting can get better at working through and documenting
the process of ideation through brainstorming sessions. "...that
sense of spontaneous team combustion is why we've been able to find
so many unusual solutions to seemingly intractable problems."
(p.62) This opens the opportunity to designers to create and improve
solutions that capture the "liveness" of IDEO's ideation
methodologies.
Ideation Tool
The examples employed by Rebecca Mendez, IDEO,
Lorraine Wild, and Casey Reas, although different, express multiple
ways of working with the liveness of the innovation stages across
disciplines. Mendez' technique is a direct representation of capturing
the liveness of her ideation methodologies through the outcome of
the animation. How can this methodology be captured for other designers
to follow? IDEO relies on the collaboration of teams in a brainstorming
session. How can media design engage the liveness of this brainstorming
technique? Wild uses her own audience in a collaborate effort. The
easiest and most accessible media solution she had was email. Without
the content she received from her audience and email as her method
of communicating and exchanging the content, the book would not
exist. Reas manipulates technology as ideation. He uses software
from previous engineers as the basis of experiments. He provides
open source to his experiments allowing anyone to build upon his
knowledge base.
After examining these methodologies, it becomes
necessary as a designer to investigate solutions. What would an
ideation device look like and how would it work to enhance the notion
of "liveness" in a collaborative trans-disciplinary setting?
The following is a possible solution.
Idea Device
The "Idea Device" is a tool used in
a brainstorming session. This tool would help guide designers through
the ideation process and document the process to help communicate,
share, and archive ideas. According to Tom Kelly, "Hot brainstormers
may generate a hundred or more ideas, ten of which may be solid
leads. They can help put a team on course, and the rush of adrenaline
can keep team members buzzing for days. There's a ripple effect.
People talk after brainstormers, sharing wild or practical ideas
that may have come out of a particularly vibrant session. A great
brainstormer gives you a fantastic feeling of possibility, and an
hour later you walk out of the room a little richer for the experience."
(p. 62) In addition, Kelly describes the interior of a brainstorming
room. If a team leader is well prepared for the session, he/she
brings objects relating to the project, reference materials, and
stacks of blank paper. By the end of the session, every wall and
every surface is covered with sketches, rapid prototypes, and related
reference materials. But where does it all go when the session is
over and how are the ideas captured so that they can be used later?
In this type of setting, a useful ideation tool
could be a polygon object in the shape of an octagon. This three-dimensional
object is connected to the internet via wireless capabilities or
mobile technologies. It is cordless and can be thrown, rolled, tossed,
bounced, shouted at, and drawn on. In a fast-paced setting like
IDEO's, the group can use this device to sketch ideas directly onto,
which are then stored in a database for future access as well as
displayed on interactive walls surrounding t he room. If additional
reference material is needed on the fly, the object can be tossed
to the team member who can do a quick internet search by sketching
the desired shape on the surface or writing text. People from other
geographies can be invited to the session and displayed on the surface
as easy as using iChat AV (www.apple.com/ichat). Sounds could be
recorded and played back by the touch of a finger through an imbedded
mic and speakers. All and all, the tool would provide the means
necessary to capture the "liveness" of innovation in a
way that can be easily accessed for future use and documentation.
We spend most of our time reacting to the outcome of
the work we put into the world. We use it, test it, and refine it.
We have become so trained in our methodologies of making that we
forget about our innovation processes. As we invert the focus and
examine innovation processes such as IDEOs, we can start developing
tools that capture liveness by enhancing collaborative ideation
methodologies. |