Tim Brown: Tales of creativity and play

Tim Brown: Tales of creativity and play

Introduction to Bob McKim and the Exercise

This section introduces Bob McKim, a creativity researcher, and his exercise of drawing one's neighbor quickly. The speaker mentions that David Kelley, founder of IDEO, studied under McKim at Stanford.

Bob McKim and the Drawing Exercise

  • Bob McKim was a creativity researcher in the '60s and '70s.
  • He led the Stanford Design Program.
  • David Kelley, founder of IDEO, studied under McKim at Stanford.
  • McKim conducted an exercise where students had to draw their neighbor quickly.

Instructions for the Drawing Exercise

The speaker explains how to do the drawing exercise and asks the audience to participate.

Instructions for Drawing Exercise

  • Each person has a piece of cardboard with circles on it.
  • Flip over the cardboard to find a blank side.
  • Use the provided pencil to draw your neighbor seated next to you.
  • You have 30 seconds to complete the drawing.

Reactions and Embarrassment after Drawing Exercise

The speaker observes people's reactions after completing the drawing exercise and highlights feelings of embarrassment.

Reactions after Drawing Exercise

  • There is laughter and embarrassment among participants.
  • Many people say "sorry" for their drawings.
  • This fear of judgment from peers leads us to be conservative in our thinking.

Fear of Judgment and Conservatism in Thinking

The speaker discusses how fear of judgment from peers causes us to be conservative in our thinking. Children are less affected by this fear compared to adults.

Fear of Judgment and Conservatism in Thinking

  • Bob McKim found that students consistently reacted with embarrassment during this exercise.
  • We fear showing our ideas to those we consider as peers.
  • This fear limits our willingness to share wild ideas.
  • Children, on the other hand, are less embarrassed and freely share their creations.
  • Studies show that kids who feel secure in a trusted environment are more free to play.

Creating a Secure Environment for Creativity

The speaker emphasizes the importance of creating a secure environment for creativity and taking risks. Friendship and trust play key roles in fostering creativity.

Creating a Secure Environment for Creativity

  • To foster creativity, it is important to create a place where people feel secure.
  • Kids who feel secure in trusted environments are more free to play.
  • David Kelley wanted IDEO to be a company where all employees are his best friends.
  • Friendship is a shortcut to play and fosters trust.
  • Trust allows for creative risks necessary in design.

Symbols of Playfulness in Creative Workplaces

The speaker discusses how creative workplaces often incorporate symbols of playfulness to create permissive environments.

Symbols of Playfulness in Creative Workplaces

  • Creative companies often have symbols that remind people to be playful.
  • Examples include unique meeting rooms, decorated workspaces, and recreational facilities like volleyball courts or slides.
  • These symbols contribute to creating a permissive environment for creativity.

IDEO's Symbol: Finger Blaster Toy

The speaker introduces IDEO's symbol of playfulness, the "finger blaster" toy, and conducts an experiment with the audience using the toy.

IDEO's Symbol: Finger Blaster Toy

  • IDEO's symbol of playfulness is the "finger blaster" toy.
  • It was created by IDEO as a toy several years ago.
  • The audience members each have one taped under their chairs.
  • The speaker runs an experiment with the finger blasters.

Timestamps are provided for each section to help locate the corresponding part of the video.

Importance of Playfulness

In this section, the speaker discusses the importance of playfulness in our lives and how it can contribute to better creative solutions and job performance.

Playfulness as a Tool for Creativity

  • Playfulness is important because it helps us find better creative solutions.
  • It also improves job performance and makes us feel better about our work.

The Tendency to Categorize

  • As adults, we have a tendency to quickly categorize new situations.
  • This is because we want to settle on an answer and understand what's going on around us.
  • Evolutionary biologists may have various reasons for why we do this.

Openness and Exploratory Play

  • Children are more engaged with open possibilities when encountering something new.
  • They not only ask "What is it?" but also "What can I do with it?"
  • This openness leads to exploratory play, where children often find more value in simple objects like boxes than the toys inside them.

The 30 Circles Test

The speaker introduces an exercise called the "30 Circles Test" as a way to encourage quantity over quality in generating ideas.

The Exercise

  • Participants are given a sheet of paper with 30 circles printed on it.
  • They are asked to adapt as many circles as possible into objects within one minute.
  • Quantity is emphasized over uniqueness or originality.

Self-editing and Exploration

  • Adults tend to self-edit their ideas, limiting their exploration.
  • Being too focused on being original can hinder playful exploration.

Psychedelic Drugs and Creativity Experiment

The speaker mentions an experiment conducted by Bob McKim in the 1960s that explored the effects of psychedelic drugs on creativity.

The Experiment Setup

  • McKim selected 27 professionals from various fields and gave them mescaline, a psychedelic drug.
  • Participants were asked to bring a problem they were working on and listen to relaxing music.
  • The Purdue Creativity Test was conducted to measure their creative thinking.

The Purdue Creativity Test

  • The test involved finding multiple uses for a paper clip.
  • This test was used to assess the effects of psychedelic drugs on creativity.

The transcript provided does not contain further sections or timestamps.

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This section discusses the interesting solutions and achievements that individuals came up with during an experiment, including new building designs, solar space probe experiment, redesign of electron accelerator, engineering improvement to a magnetic tape recorder, completion of a line of furniture, and a new conceptual model of the photon.

Experiment Results

  • Individuals came up with valid solutions in various fields such as architecture, engineering, and design.
  • Achievements included new commercial building designs and accepted house designs by clients.
  • Other accomplishments were a design for a solar space probe experiment and a redesign of the linear electron accelerator.
  • An engineering improvement was made to a magnetic tape recorder.
  • A line of furniture was completed as part of the experiment's outcomes.
  • A new conceptual model of the photon was developed.

The Impact of Drugs on Creativity

This section explores the idea that drugs can help break people out of their normal way of thinking and adult behaviors that hinder creativity.

Breaking Habits for Creative Thinking

  • The experiment aimed to shock people out of their normal way of thinking by using drugs.
  • The goal was to overcome adult behaviors that impede creative ideas.
  • IDEO has brainstorming rules written on walls to guide creative thinking.
  • Rules like "Defer judgment" and "Go for quantity" help break old rules and norms during brainstorming sessions at IDEO.

Exploration and Experimentation in Design

This section highlights how exploration and experimentation play crucial roles in design, using the Eameses as examples.

The Eameses' Approach to Design

  • The Eameses were known for their exploration and experimentation with materials.
  • They started by designing splints for wounded soldiers and later moved on to chairs.
  • Through constant experimentation, they developed a wide range of iconic solutions in various fields such as films, buildings, games, and graphics.
  • Their approach involved following what was interesting to them rather than having a specific goal in mind.

Thinking with Your Hands: Prototyping

This section discusses the importance of prototyping and building physical objects as a way to advance thinking and problem-solving.

Learning through Prototyping

  • Building prototypes is referred to as "thinking with your hands" by David Kelley.
  • Low-resolution prototypes are quickly made using found elements to reach a solution.
  • Prototyping can lead to unexpected breakthroughs, such as creating the first commercial computer mouse from a roll-on deodorant prototype.
  • Rapidly getting ideas into the real world helps advance thinking and problem-solving.

The Power of Construction Play

This section emphasizes the importance of construction play in learning and how it relates to design.

Learning through Building

  • Construction play is a powerful way for children to learn about structures while playing.
  • Building towers out of blocks helps children understand concepts related to towers through repeated trial and error.
  • Designers also engage in "thinking with your hands" by making low-resolution prototypes quickly using various materials.

The Importance of a Playful Environment

This section discusses the significance of creating a playful environment for designers to encourage creativity and prototyping.

Creating a Playful Environment

  • IDEO fosters a back-to-preschool feel in its environment, with prototyping carts filled with colored paper, Play-Doh, and glue sticks.
  • Having materials readily available allows designers to start building prototypes whenever they want without formal workshops.
  • Preschools provide an ideal environment for playful and building modes of thinking, which often diminishes as children progress through the school system.

The Power of Prototyping in Design

In this section, the speaker discusses the importance of prototyping in design and how it can enhance communication and understanding between different stakeholders.

Prototyping with Physical Objects

  • Using simple prototypes, such as a plasticine model, allows for more effective communication about desired features and functionalities.

Testing Ideas with Quick Prototypes

  • Building quick prototypes enables faster testing of ideas with users and consumers compared to describing them through words.

Role-play for Designing Experiences

  • When designing non-physical entities like services or experiences, role-play can be used to imagine how an interaction might feel over time.
  • Acting out scenarios helps identify flaws in design and gain a better understanding of user experiences.

Role-playing in Serious Problem-solving

  • Role-playing is particularly valuable when addressing serious problems like education, security, finance, or health.
  • Adults may be reluctant to engage in role-play due to embarrassment or skepticism about its validity. However, research suggests that role-playing is worth taking seriously.

Learning Social Scripts through Role-play

  • Children follow social scripts closely during role-play, which they have learned from adults. This helps them understand social interactions and recognize when rules are broken.
  • As adults, we have internalized a vast set of social scripts from our own experiences, providing intuition about the authenticity of interactions during role-play.

Empathy Through Experience

In this section, the speaker explores how designers can create empathy by immersing themselves in the experiences they are designing for.

Projecting into Experiences

  • Designers can gain a deeper understanding of experiences by putting themselves through the same situations they are designing for.
  • Role-playing and experiencing scenarios firsthand help designers empathize with users and uncover valuable insights.

Using Video to Create Empathy

  • Video documentation of role-played experiences enhances empathy, allowing viewers to project themselves into the situation and feel the uncertainty or emotions involved.

Analogous Experiences for Empathy

  • Designers can also engage in analogous experiences, such as having their chest waxed to understand the pain chronic care patients go through during dressing removal.
  • Analogous role-play helps designers try on different identities and gain a better understanding of specific experiences.

Playful Exploration in Design

In this section, the speaker emphasizes the importance of playfulness in design and how it leads to insights and exploration.

Play as an Empathy Tool

  • Playful exploration, building, and role-play are essential tools used by designers to gain insights about user experiences.
  • Designers who embrace play demonstrate a willingness to explore and surrender themselves unselfconsciously to the experience, leading to valuable discoveries.

The transcript is already in English language format, so no translation is required.

New Section

In this section, the speaker discusses the importance of following a script or set of rules in order to have productive play.

The Role of Rules in Play

  • The speaker explains that when people agree to follow a script or set of rules, it leads to productive play.
  • An example is given where friends agree to play a game while sketching portraits at a pub, with the worst artist buying drinks. This framework of rules turns an embarrassing situation into a fun game.
  • It is emphasized that there are not only rules about how to play, but also rules about when to play. Just like kids transition in and out of play, designers need to be able to transition between different modes of operation.
  • Teachers spend time thinking about how to move kids through different play experiences, and as designers, we need to consider how we can transition between generative and convergent modes in our work.
  • Design involves two distinctive modes: generative (exploring many ideas) and convergent (finding solutions). Playfulness is particularly important in the divergent mode.
  • It's important to recognize that being playful doesn't mean being unserious. One can be both serious and playful at different times.

New Section

In this section, the speaker highlights the connection between trust, creativity, and behaviors learned from childhood.

Trust and Creativity

  • Trust is identified as a key factor for both playing and being creative. There is a connection between trust and creativity.
  • Behaviors learned as children, such as exploration (going for quantity), are useful for designers. These behaviors include being curious, taking risks, and embracing failure.
  • Playfulness allows for more creative thinking and problem-solving. It helps in generating new ideas and perspectives.
  • The speaker emphasizes the importance of creating an environment that fosters trust and playfulness in order to enhance creativity.

New Section

In this section, the speaker discusses the benefits of incorporating playfulness into design processes.

Benefits of Playfulness in Design

  • Playfulness can lead to more innovative solutions by encouraging exploration and experimentation.
  • It helps in breaking free from rigid thinking patterns and encourages out-of-the-box ideas.
  • Playful approaches can create a positive work culture that promotes collaboration, engagement, and enjoyment.
  • Incorporating playfulness into design processes can result in better user experiences and more impactful designs.

New Section

In this section, the speaker provides practical tips on how to incorporate playfulness into design practices.

Practical Tips for Incorporating Playfulness

  • Create a safe space where people feel comfortable expressing their ideas without fear of judgment or criticism.
  • Encourage open-mindedness and curiosity among team members to foster a playful mindset.
  • Embrace failure as an opportunity for learning and growth. Encourage risk-taking without the fear of negative consequences.
  • Use brainstorming techniques that promote divergent thinking, such as mind mapping or random word association.
  • Incorporate playful elements into the physical workspace or design tools to inspire creativity and playfulness.
  • Foster a culture of collaboration and teamwork, where ideas are shared and built upon collectively.
  • Regularly engage in activities that promote playfulness, such as team-building exercises or creative challenges.

New Section

In this section, the speaker concludes by emphasizing the importance of playfulness in design and encourages designers to embrace it.

Embracing Playfulness in Design

  • Playfulness is not just for children; it has valuable applications in design processes.
  • By incorporating playfulness into our work, we can enhance creativity, innovation, and overall design outcomes.
  • The speaker encourages designers to embrace their playful side and explore new possibilities through a playful mindset.
  • Playfulness should be seen as an essential tool for designers to unlock their full potential and create meaningful experiences.
Channel: TED
Video description

http://www.ted.com At the 2008 Serious Play conference, designer Tim Brown talks about the powerful relationship between creative thinking and play -- with many examples you can try at home (and one that maybe you shouldn't).