Workshop Title: Digital Prototyping for Consumer Products CHRIS HALL
In this workshop we are going to look at the process of creating a consumer product from the concept phase through to the mold created for manufacturing. We will look at various products that help us create an accurate representation of our model for decision making as well as how to make sure the materials that we use for the product in the manufacturing process are environmentally friendly.
High school students today are hungry and ready to learn. Upon graduation, young adults are often expected to direct their life without requisite knowledge and skills. During this creative working session, a small group of high school students from the Waukegan Alternative/Optional Educational Center will join us at the conference with the aim of exploring and designing career directions. The purpose of the workshop is to empower students with design thinking and 21st century learning skills as wayfinding tools that can be used throughout life. Conference attendees and students will engage in a guided and collaborative learning experience using a Learn.Think.Do approach. This session requires pre-registration by Wednesday, April 11. Space is limited to 10 conference attendees. Please inquire as to availability by sending an email message to firstname.lastname@example.org
Session Title: Designing for a Lasting Consumer Relationship JIM WICKS
As the mobile devices landscape continues to rapidly evolve, technology companies need to differentiate themselves beyond the latest and greatest product gadgetry at an accelerating speed. Jim Wicks, head of Motorola Mobility’s Consumer Experience Design team, will discuss how Motorola is focused on using design inventiveness to build long-term relationships with consumers by leveraging key consumer-driven marketplace insights to develop products that solve real consumer problems. He’ll also discuss key insights into the importance of material and software design the company discovered through development of their DROID and Motorola RAZR franchises.
The problems we solve for clients are tough. The clients themselves can be tougher. It's easy to get overwhelmed (we are often overwhelmed). What works? It would be presumptuous to say there's only one way to break through, but we humbly propose the following. Take a deep breath. Relax the death-grip on your mouse. Drop that stack of Post-its where you stand. Stop talking. Start making.
Unlike previous generations, the future of design education will consist of providing guidance to students that learn using a wide variety of tools. Quick learning through tutorials on the Internet, social networking for relationships and partnerships, content management systems for production and job opportunities are all undermining traditional education practices. The challenge for educational institutions will be to identify methodologies that constantly promote a desire for learning and a culture of innovation. This session focuses on case studies of integrated practical learning. Traditional procedures and real world experiences are blended in an attempt to develop techniques that prepare graduates to effectively respond to changing market demands.
This session focuses on portfolio development presentation for students, young professionals, educators and job seekers. This presentation will cover the soft and hard skills that should be communicated in your portfolio. We will discuss content, layouts and all things portfolio. If time permits, we will break out into groups to review student portfolios. You may have seen this presentation before but it's always helpful to see it again. Every year there are new students and attendees to bring up to speed, so if you have mastered the art of portfolio development, come again and help with the breakout session.
Workshop Title: Sketching Heuristics: Why They Work and How They Work KEVIN HENRY
The workshop explores 10 crucial rules of thumb (heuristics) for good design sketching. Participants will learn why they work (cognitively) as well as how they work (technically). The lecture component combines richly illustrated and animated explanations of visual phenomena, while the hands-on component applies that information directly to practical exercises. Although the primary focus is on analog sketching, computer modeling and digital rendering will be included in the larger discussion.
Workshop Title: Using Improv to Enhance the Effectiveness of Brainstorming ELIZABETH GERBER
Group brainstorming is a popular ideation method, yet outcomes vary greatly. This method depends on individuals working collectively to generate ideas, and group dynamics determine whether the method succeeds or fails. This workshop explores how we can use techniques from theatrical improvisation and adhere to the rules of brainstorming to enhance group interactions while collaborating. The usefulness of improvisation for brainstorming stems from the similarity of improvisation and brainstorming goals, the similarity of the recurrent problems that actors and designers encounter when collaborating, and the distinctness of the ways each have devised to resolve the problems that block the group’s performance.
Session Title: The Design-It-Together (DIT) Movement: The Case of Design for America GERBER, ELIZABETH
Challenges don’t solve themselves. Innovators are needed. Domain expertise, creative and analytical thinking skills are not enough. People must believe in their ability to innovate. I propose that we can change people’s beliefs in themselves through work practices, online tools and extracurricular design-based learning. We can then design in ways that make people more confident about their ability to innovate and therefore more effective innovators. This talk will present a new initiative called Design for America that encourages students to work on local and social challenges in their communities. I will present design principles guiding this initiative as it spreads across the country in support of the Design-It-Together movement.