r+d

Posts on innovation, user experience, research and design 
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Modern ads

I continue to think that ads are the best part of television these days. As with all great creative and innovative endeavors, perhaps it is the constraint of time and resources that mandates editing and re-editing and re-re-editing, all of which refines the product down to a punchy, effective message.

The Honda CRV ad making the rounds today is a great example of this. Nothing groundbreaking, but it's a great call to the right demographic. Parents who grew up loving Ferris Bueller who are now in the market for a mom/dad SUV (or minivan). And the beauty of this ad? It's basically the best parts of a two hour classic movie distilled down to about two minutes... amd then turned into an SUV ad.

Then there are ads that I can only describe as ambient ads - ads that take place in the background or against the backdrop of everyday life. Luckily they are filmed for everyone's enjoyment via YouTube, whether you were there or not. I saw a good example of this today. Check out these RC planes rigged up to look like people flying through the air around the Brooklyn Bridge. All part of an ad awareness for the upcoming Chronicle movie.

And there are still plenty of these fake-but-made-to-look authentic ads that studios throw together to try to generate virality. Some are pedestrian. Others have a more authentic feel about them. One of my favorites in this vein was this video for Limitless, which I still think is pretty realistic. It seems just real enough to be plausible.

 

Man, I feel like buying something.

Filed under  //   Chronicle   Ferris Bueller   Honda   Limitless   advertising   creativity   innovation  

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Metropolis II

Beautiful short documentary on art installation Metropolis II, which features 1,200 custom-made matchbox cars in a city-like environment. My son is going to love this...

Burden and Cook added some clever design solutions to control the traffic flow and minimize catastrophes. The subtlest, says Burden, are lane-dividing medians on the tiny roadways that taper to a point from the bottom to the top edge on straightaways, but remain fully vertical in curves. The reason: braking. When the cars enter a curve, the walls of the medians touch with rims of their wheels and the friction slows them down; when they come out of the curve, the tapered medians don't touch the wheel rims anymore, allowing the cars to pick up speed again on straightaways and keep the flow moving swiftly. When they reach the bottom, magnets in the track catch on and pull them back up a slope to the top like a roller coaster, where they are released once again to gravity's pull.

Read more here 

Filed under  //   creativity   design   imagination   matchbox cars   urban planning  

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The world's largest model airport

I can't help but think my son (and daughter) would go bananas over this. Nothing like years of hard work and attention to detail coming to life and rekindling that sense of childhood joy. As it turns out, this is just one of eight installments at one of Germany's most visited tourist attractions - Miniatur Wunderland.

About the video:
Frederik and Gerrit Braun, energetic twin brothers with no shortage of dreams, have just finished construction of the world's largest model airport. With 40,000 lights, 15,000 figurines, 500 cars, 10,000 trees, 50 trains, 1000 wagons, 100 signals, 200 switches, 300 buildings and 40 planes, Knuffingen Airport is both a wonder to behold as well as a technological tour de force. The best part of Knuffingen is that it's alive. Forty planes and 90 vehicles move about autonomously. Located in Hamburg, Germany, the model is based on Hamburg Airport.

Read more about this amazing model airport and the other miniaturized cityscapes of Miniatur Wunderland here:

Filed under  //   Minatur Wunderland   airplane   airport   creativity   model   toys  

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Skillz

Go ahead. Try not to be impressed with the creativity on display here. I dare you. You can mute it though, you won't be missing anything.

Filed under  //   athletics   creativity   double dutch   fun   jump rope  

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Worn out

Interesting little movie from Ryan Kothe. Where this ties in to innovation is from the post on Core77 where I found this video in which the poster remarks on the quality and restorability of a 1938 Singer sewing machine:

I recently restored a 1938 Singer sewing machine as a friend's birthday gift. The gears are all metal, which explains why I was easily able to get the 73-year-old machine running like it was brand-new. Singer's plastic-geared machines from the 1960s, on the other hand, would not be so easy to restore. The plastic gears can simply rot.

There's a maxim that everyone today seems to adhere to about new products being more cheaply made than their predecessors; that everything now is designed with a shelf life whereas in the past they were built to last. What are we making today that is designed to last more than a few years? With electronics, it's on the order of months and weeks.

via

Filed under  //   art   creativity  

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LEGO + OASIS from Intel

This reminds me of some of the work I've seen at emerging-tech think tanks like the MIT Media Lab (Tangible Media comes to mind), only this uses LEGO. As someone who played incessantly with LEGO toys and blocks growing up, this is right up my alley. Seems to be a great example of digital and physical elements coalescing to create a more magical playtime experience. I know for a fact my 3 year old twins would go bananas for this type of thing.

via

Filed under  //   Intel   LEGO   MIT Media Lab   OASIS   creativity   innovation   play  

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Data-driven design as hill-climbing

This is probably the best analogy I've read for data-driven design versus creative design. It comes from our favorite design luminary, Don Norman, in his Design Without Designers article in Core77 this week.
 
Data-driven design is "hill-climbing," a well-known algorithm for optimization. Imagine standing in the dark in an unknown, hilly terrain. How do you get to the top of the hill when you can't see? Test the immediate surroundings to determine which direction goes up the most steeply and take a step that way. Repeat until every direction leads to a lower level.

But what if the terrain has many hills? How would you know whether you are on the highest? Answer: you can't know. This is called the "local maximum" problem: you can't tell if you are on highest hill (a global maximum) or just at the top of a small one.

When a computer does hill climbing on a mathematical space, it tries to avoid the problem of local maxima by initiating climbs from numerous, different parts of the space being explored, selecting the highest of the separate attempts. This doesn't guarantee the very highest peak, but it can avoid being stuck on a low-ranking one. This strategy is seldom available to a designer: it is difficult enough to come up with a single starting point, let alone multiple, different ones. So, refinement through testing in the world of design is usually only capable of reaching the local maximum. Is there a far better solution (that is, is there a different hill which yields far superior results)? Testing will never tell us.

Here is where creative people come in. Breakthroughs occur when a person restructures the problem, thereby recognizing that one is exploring the wrong space. This is the creative side of design and invention. Incremental enhancements will not get us there.

via Core77

Filed under  //   Apple   Don Norman   Google   creativity   design  

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Work and creativity. . .

As a creative person, you've been given the ability to build things from nothing by way of hard work over long periods of time. Creation is a deeply personal and rewarding activity, which means that your work should also be deeply personal and rewarding. If it's not, then something is amiss.

Creation is entirely dependent on ownership.Ownership not as a percentage of equity, but as a measure of your ability to change things for the better. To build and grow and fail and learn. This is no small thing. Creativity is the manifestation of lateral thinking, and without tangible results, it becomes stunted. We have to see the fruits of our labors, good or bad, or there's no motivation to proceed, nothing to learn from to inform the next decision. States of approval and decisions-by-committee and constant compromises are third-party interruptions of an internal dialog that needs to come to its own conclusions.

via kottke via Ben Pieratt

Filed under  //   creativity   entrepreneurship   innovation   inspiration   motivation  

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Visualizing cognitive surplus

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Innovation and Imaginary Tigers

Ch951231

Like many people around the world, reading Calvin and Hobbes was always the highlight of the Sunday morning paper. The weekly strips were good, but those sprawling comic masterpieces on Sunday were worth every penny of the newspaper by themselves. The strip's creator, Bill Watterson, has always been known for being a legendary recluse so when he stopped writing the strip in 1995 (final comic shown above), Calvin and Hobbes went off the grid. Completely. This was a sad day for me. While the final comic itself was a fittingly poignant end to a wonderful work of art, it didn't dull the harsh reality that Calvin and Hobbes was over. Sort of like watching Jordan's last championship as a Chicago Bull, it was the end of an era. You just couldn't savor enough of the experience. What was I supposed to read next Sunday?

Now, 15 years after the last strip ran, Watterson has emerged for a brief interview with the local press. While the interview is short, there is a great passage in there that speaks to creativity and passion, which is applicable to all innovators and creatives:
I just tried to write honestly, and I tried to make this little world fun to look at, so people would take the time to read it. That was the full extent of my concern. You mix a bunch of ingredients, and once in a great while, chemistry happens. I can't explain why the strip caught on the way it did, and I don't think I could ever duplicate it. A lot of things have to go right all at once.
There's a lot to glean in that one little passage. Honesty, understanding your audience, meticulous craftsmanship, experimentation. All of these things coalesce in the portfolio of any great brand, artist or innovator. And he's right, even if you have a great product and understand your market better than anyone, sometimes you still need a little luck to go your way. Lucky for us, all the stars aligned for Calvin and Hobbes.

Bonus: There's more in the interview about going out on top of one's game (easier said than done) and life continuing on for all the days after you've had your all-time best seller (reminds me of a fantastic recent TED talk by Elizabeth Gilbert). Worth a read.

Filed under  //   Calvin and Hobbes   creativity   innovation  

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