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February 15, 2009, at 11:55 PM by Georges Grinstein -
Changed lines 7-8 from:
* '''Intro to design and the creative process.'''  In the first 5 weeks of the course, we will have weekly readings, assignments, and class discussions to debunk common ideas about creativity (e.g., brainstorming is a great way to generate useful ideas) and introduce new ones (e.g., IDEO's design process).  Assignments will include for example reviewing an award winning product, conceptualizing a new radical futuristic product and producing a 1-minute ''elevator talk'' radical multimedia presentation of that product and 1 minute presentation to VCs.
to:
* '''Intro to design and the creative process.'''  In the first 5 weeks of the course, we will have weekly readings, assignments, and class discussions about creativity (e.g., why are artists creative? is brainstorming is a great way to generate useful ideas?), the management of creativity and groups (e.g., how to handle gender issues, an overwhelming boss), and introduce new ones (e.g., IDEO's design approach and DeBono's Six Thinking Hats management system).  Assignments will include for example reviewing an award winning product, conceptualizing a new radical futuristic product and producing a 1-minute ''elevator talk'' radical multimedia presentation of that product, a 1 minute presentation to VCs, product design documents, and a microAPI for the product.
Changed lines 11-12 from:
* '''Design the radical product.''' In a small-group format, you will ''design'' a new radical product (possibly different from the earlier one).  Your team will select for its design a highly innovative specific technology demo around a particular theme of interest (e.g., medical devices, home renovation, health, green energy, language and google mashups, ...). This design process will use the modern design and creativity tools we will cover in class.
to:
* '''Design the radical product.''' In a small-group format, you will ''design'' a new radical product (possibly different from the earlier one).  Your team will select for its design a highly innovative specific technology demo around a particular theme of interest (e.g., medical devices, home renovation, health, green energy, language and google mashups, ...). This design process will use the modern design and creativity tools we will cover in class. We may use the Unified Modeling Language for some design specifications.
February 05, 2009, at 08:32 PM by Georges Grinstein - revised to make more up to data based on class decision for futurist products
Changed lines 3-4 from:
This course will encourage students (computer science and other disciplines) to think and work creatively in creating '''radical products'''. The main goal is to have students gain knowledge, insight and expertise in the radical development process for new objects.
to:
This course will encourage students (computer science and other disciplines) to think and work creatively in creating '''radical products'''. The definition of radical is operational. The main goal is to have students gain knowledge, insight and expertise in the radical development process for new objects.
Changed lines 7-14 from:
* '''Intro to design and the creative process.'''  In the first 5 weeks of the course, we will have weekly readings, assignments, and class discussions to debunk common ideas about creativity (e.g., brainstorming is a great way to generate useful ideas) and introduce new ones (e.g., IDEO's design process).  Assignments will include for example reviewing an award winning product, conceptualizing a new radical product and producing a 1-minute ''elevator talk'' multimedia presentation of that product.

* '''Deep dive into hardware and software APIs
.''' An aspect of the strategy for radical design is the composition of diverse software and hardware APIs -- e.g., Google Maps, TiVo, GPS, PayPal, sensor networks, mobile computing, database search, GIS, telephony, LabVIEW, online news, or home monitoring and others.  You will choose and/or be assigned one or several APIs and become fluent with it/them. 

* '''Design the radical product.''' In a small-group format, you will ''
design'' a new radical product (different from the earlier one).  Your student team will select for its design a highly innovative specific technology demo around a particular theme of interest (e.g., bioinformatics, GIS) which will involve merging 6 to 8 of the base technologies from the above set of base product APIs. This design process has similarities to mash-ups, though mash-ups often involve one API + another source of data, and these radical products will involve 3 or more such entities.

* '''Implement it.'''  In the last 4 weeks of the course, you will build your radical product to prototype stage.  This will be demonstrated in
a class open-house near the end of the semester.
to:
* '''Intro to design and the creative process.'''  In the first 5 weeks of the course, we will have weekly readings, assignments, and class discussions to debunk common ideas about creativity (e.g., brainstorming is a great way to generate useful ideas) and introduce new ones (e.g., IDEO's design process).  Assignments will include for example reviewing an award winning product, conceptualizing a new radical futuristic product and producing a 1-minute ''elevator talk'' radical multimedia presentation of that product and 1 minute presentation to VCs.

*
'''Deep dive''' into your selected product to produce a new radical revolutionary view of that product. 

* '''Design the radical product
.''' In a small-group format, you will ''design'' a new radical product (possibly different from the earlier one).  Your team will select for its design a highly innovative specific technology demo around a particular theme of interest (e.g., medical devices, home renovation, health, green energy, language and google mashups, ...). This design process will use the modern design and creativity tools we will cover in class.

* '''Implement it.'''  In the last 4 weeks of the course, you will build your radical product to pseudo-prototype stage.  This will be demonstrated in a presentation at
a class open-house near the end of the semester.
Changed lines 15-16 from:
* '''Generalize it.''' In the last week you will design a generative, micro-API based on your invention (see position paper) that takes your radical design in directions you never imagined.
to:
* '''Generalize it.''' In the last week you will design a generative, micro-API based on your invention (see position paper) that takes your radical design in directions you never imagined.
Changed lines 1-2 from:
Software development is presently in a crisis. As '''tool''' chains continue to evolve, developers are expected to build increasingly complex software systems. Yet, creative and breakthrough applications often only arise from the combination of computing resources from multiple, conflicting domains. A new approach is needed to allow teams of designers—some software engineers, others subject matter experts—to combine their expertise in the design of products based on large, heterogeneous software systems.
to:
Software development is presently in a crisis. As tool chains continue to evolve, developers are expected to build increasingly complex software systems. Yet, creative and breakthrough applications often only arise from the combination of computing resources from multiple, conflicting domains. A new approach is needed to allow teams of designers—some software engineers, others subject matter experts—to combine their expertise in the design of products based on large, heterogeneous software systems.
Deleted lines 0-1:
'''Radical Design -- 91.530, Wednesdays, 5:30 pm, OS 401'''
Changed lines 3-17 from:
This course will encourage students (computer science and other disciplines) to think and work creatively in creating '''radical products'''. The main goal is to have students develop knowledge, insight and expertise in the radical development process for new objects.

'''Course Description'''

Creating revolutionary products requires breaking conceptual boundaries.
  We will explore (r)evolutionary trends in design (e.g.,  pencils, APIs, embedded systems, or clothing), especially designs that combine hardware and software.

We will review the fundamental principles of design by looking briefly at its history
. We will look at the design process and explore innovation in various technologies. We will define new approaches for breaking ground with designing objects.

We will evaluate several existing designs, and explore how both designers and consumers can participate in the development
of more usable products and environments.

We will look at changes due to the effects of, and responses, to revolutionary and often disruptive technology .  We will explore case studies of such technologies in order to identify key elements and opportunities required for successful innovation.

Projects and assignments will include the analysis of a breakthrough product, a deep-dive into various software and hardware
APIs, and the development of a radical product prototype.

Please see [[Main
.Overview | Overview]] for more details, including the project assignments.
to:
This course will encourage students (computer science and other disciplines) to think and work creatively in creating '''radical products'''. The main goal is to have students gain knowledge, insight and expertise in the radical development process for new objects.

The course has the following main five sections:

* '''Intro to design and the creative process
.'''  In the first 5 weeks of the course, we will have weekly readings, assignments, and class discussions to debunk common ideas about creativity (e.g., brainstorming is a great way to generate useful ideas) and introduce new ones (e.g., IDEO's design process).  Assignments will include for example reviewing an award winning product, conceptualizing a new radical product and producing a 1-minute ''elevator talk'' multimedia presentation of that product.

* '''Deep dive into hardware and software APIs.''' An aspect of the strategy for radical design is the composition of diverse software and hardware APIs -- e.g., Google Maps, TiVo, GPS, PayPal, sensor networks, mobile computing, database search, GIS, telephony, LabVIEW, online news, or home monitoring and others.  You will choose and/or be assigned one or several APIs and become fluent with it/them.

* '''Design the radical product
.''' In a small-group format, you will ''design'' a new radical product (different from the earlier one).  Your student team will select for its design a highly innovative specific technology demo around a particular theme of interest (e.g., bioinformatics, GIS) which will involve merging 6 to 8 of the base technologies from the above set of base product APIs. This design process has similarities to mash-ups, though mash-ups often involve one API + another source of data, and these radical products will involve 3 or more such entities.

* '''Implement it.'''  In the last 4 weeks of the course, you will build your radical product to prototype stage.  This will be demonstrated in a class open-house near the end of the semester.

* '''Generalize it.''' In the last week you will design a generative, micro-API based on your invention (see position paper) that takes your radical design in directions you never imagined
.
Changed lines 1-2 from:
'''Radical Design -- 91.530, Wednesdays, 5:30 pm, OS 311'''
to:
'''Radical Design -- 91.530, Wednesdays, 5:30 pm, OS 401'''
Changed lines 9-16 from:
Most companies focus on developing a competitive advantage within constraints imposed by perceived beliefs, often conservative beliefs. Creating revolutionary products, whether these products are pencils, software, processes, or clothing, requires breaking conceptual boundaries.

We
will explore (r)evolutionary trends in design, especially software and hardware.

We will review the fundamental principles of
design by looking briefly at the history of design. We will look at the design process and explore innovation in various technologies. We will define new approaches for breaking ground with designing objects.

We will review different design principles, use these to
evaluate several existing designs, and explore how both designers and consumers can participate in the development of more usable products and environments.
to:
Creating revolutionary products requires breaking conceptual boundaries.  We will explore (r)evolutionary trends in design (e.g.,  pencils, APIs, embedded systems, or clothing), especially designs that combine hardware and software.

We
will review the fundamental principles of design by looking briefly at its history. We will look at the design process and explore innovation in various technologies. We will define new approaches for breaking ground with designing objects.

We will
evaluate several existing designs, and explore how both designers and consumers can participate in the development of more usable products and environments.
Changed lines 17-18 from:
Finally we will apply these topics specifically to information, software and product design.
to:
Projects and assignments will include the analysis of a breakthrough product, a deep-dive into various software and hardware APIs, and the development of a radical product prototype.
Added lines 1-2:
'''Radical Design -- 91.530, Wednesdays, 5:30 pm, OS 311'''
Changed line 19 from:
Please see [[Main.Overview]] for more details, including the project assignments.
to:
Please see [[Main.Overview | Overview]] for more details, including the project assignments.
Added lines 18-19:

Please see [[Main.Overview]] for more details, including the project assignments.
August 27, 2006, at 02:52 PM by ggg - removed things we will not cover given the one semester plan
Changed lines 1-4 from:
Software development is presently in a crisis. As tool chains continue to evolve, developers are expected to build increasingly complex software systems. Yet, creative and breakthrough applications often only arise from the combination of computing resources from multiple, conflicting domains. A new approach is needed to allow teams of designers—some software engineers, others subject matter experts—to combine their expertise in the design of products based on large, heterogeneous software systems.

This course will encourage students (computer science and other disciplines) to think and work creatively in creating radical products. The main goal is to have students develop knowledge, insight and expertise in the radical development process for new objects.
to:
Software development is presently in a crisis. As '''tool''' chains continue to evolve, developers are expected to build increasingly complex software systems. Yet, creative and breakthrough applications often only arise from the combination of computing resources from multiple, conflicting domains. A new approach is needed to allow teams of designers—some software engineers, others subject matter experts—to combine their expertise in the design of products based on large, heterogeneous software systems.

This course will encourage students (computer science and other disciplines) to think and work creatively in creating '''radical products'''. The main goal is to have students develop knowledge, insight and expertise in the radical development process for new objects.
Added lines 7-8:
Most companies focus on developing a competitive advantage within constraints imposed by perceived beliefs, often conservative beliefs. Creating revolutionary products, whether these products are pencils, software, processes, or clothing, requires breaking conceptual boundaries.
Changed lines 11-19 from:
We will review the fundamental principles of design by looking at the history of design. We will look at the design process and explore innovation in various technologies. We will define new approaches for breaking ground with designing objects.

Most companies focus on developing a competitive advantage within constraints imposed by perceived beliefs, often conservative beliefs. Creating revolutionary products, whether these products are pencils, software, processes, or clothing, requires breaking conceptual boundaries.

We
will study the fundamental characteristics of, and major figures in, a variety of important design fields, including those in product, industrial, architecture, fashion, multimedia, and information design.
We will review different design principles, including the classic seven design principles (which include equitability, flexibility, simplicity, and minimization requirements), use these to evaluate several existing information designs and explore how both designers and consumers can participate in the development of more usable products and environments.

We will look at how the effects of and responses to revolutionary and often disruptive technology changes.  We
explore case studies of such technologies in order to identify key elements and opportunities required for successful innovation.
to:
We will review the fundamental principles of design by looking briefly at the history of design. We will look at the design process and explore innovation in various technologies. We will define new approaches for breaking ground with designing objects.

We will review different design principles, use these to evaluate several existing designs, and explore how both designers and consumers can participate in the development of more usable products and environments.

We
will look at changes due to the effects of, and responses, to revolutionary and often disruptive technology .  We will explore case studies of such technologies in order to identify key elements and opportunities required for successful innovation.
Added lines 1-18:
Software development is presently in a crisis. As tool chains continue to evolve, developers are expected to build increasingly complex software systems. Yet, creative and breakthrough applications often only arise from the combination of computing resources from multiple, conflicting domains. A new approach is needed to allow teams of designers—some software engineers, others subject matter experts—to combine their expertise in the design of products based on large, heterogeneous software systems.

This course will encourage students (computer science and other disciplines) to think and work creatively in creating radical products. The main goal is to have students develop knowledge, insight and expertise in the radical development process for new objects.

'''Course Description'''

We will explore (r)evolutionary trends in design, especially software and hardware.

We will review the fundamental principles of design by looking at the history of design. We will look at the design process and explore innovation in various technologies. We will define new approaches for breaking ground with designing objects.

Most companies focus on developing a competitive advantage within constraints imposed by perceived beliefs, often conservative beliefs. Creating revolutionary products, whether these products are pencils, software, processes, or clothing, requires breaking conceptual boundaries.

We will study the fundamental characteristics of, and major figures in, a variety of important design fields, including those in product, industrial, architecture, fashion, multimedia, and information design.
We will review different design principles, including the classic seven design principles (which include equitability, flexibility, simplicity, and minimization requirements), use these to evaluate several existing information designs and explore how both designers and consumers can participate in the development of more usable products and environments.

We will look at how the effects of and responses to revolutionary and often disruptive technology changes.  We explore case studies of such technologies in order to identify key elements and opportunities required for successful innovation.

Finally we will apply these topics specifically to information, software and product design.
Deleted lines 0-11:
Welcome to PmWiki!

A local copy of PmWiki's
documentation has been installed along with the software,
and is available via the [[PmWiki/documentation index]]. 

To continue setting up PmWiki, see [[PmWiki/initial setup tasks]].

The [[PmWiki/basic editing]] page describes how to create pages
in PmWiki.  You can practice editing in the [[wiki sandbox]].

More information about PmWiki is available from http://www.pmwiki.org .
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Page last modified on February 15, 2009, at 11:55 PM