Strategic Creativity

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Strategic Creativity


Strategic Creativity

STRATEGIC CREATIVITY Creative people often feel somewhat guilty if asked about how they managed to come up with something because they simply “saw” it. It seemed obvious to them after a while. This is due to their ability to 1) associate prior experiences and 2) synthesize them, creating different ones. The reason they are able to do this is that they have had more experiences or have thought more about them than other people. Unfortunately, this is not common. Many people in our industries have not enjoyed diverse experiences which means they don't have enough “dots” to be able to connect them. They end up designing solutions that are too "linear", without a broad enough perspective with regards to the challenge before them. As Steve Jobs told Wired magazine in February of 1995: "The broader our understanding of the human experience, the better design we will have."


Strategic Creativity

The Strategic Creativity module, designed by Pedro Soler and Xavier Manzanares, introduces all kinds of exercises and new inspirations from the artistic and commercial points of view, always stimulating for our students' creative development. The main areas covered are: "New Media Art", "Digital Entertainment", "Cognitive Psychology", "Creative Visual Communication" and "Social Innovation". Creativity, i.e. the invention of “the new�, cannot be explained, by definition. But we can create an environment in which this, the most singular and important factor for professional success, emerges. And it is this objective which this module pursues. The module will feature the presentation of papers, visits by artists and access to current research. In short, examples of Creativity in the fields of Neuroscience, Biology and Psychology. All this will serve to shape students' own concepts and projects, whether alone or in groups, always incorporating the exercises completed throughout the learning process.



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Strategic Creativity

Learning Objectives SPECIFIC SKILLS Developing a capacity for analysis, synthesis and critical judgment, identifying and explaining causes and contexts.

Identifying, evaluating and applying knowledge about Creativity and the skills learned in this context to new technologically related applications and developments.

Identifying, evaluating, and using current and novel methods for the completion of projects featuring a high degree of creativity and research on their design. Taking on research and knowledge transfer activities in the professional world.

Integrating new knowledge and connecting apparently unrelated ideas, even when they come from fields different from one's background.

Working individually and on transdisciplinary teams, establishing those relationships which can help the most to foster and sustain potential collaborative efforts.


Strategic Creativity

Learning Objectives PERSONAL SKILLS Bringing creativity to any challenge or context.

Working both independently and on teams, exhibiting a capacity to undertake and think critically about functions and responsibilities.

Ability to generate new ideas from complex relationships, whether individually or in a group.

Critically reviewing and applying knowledge to a wide range of projects and applications.

Developing and demonstrating oral, visual and written communication skills and techniques.

Managing and taking responsibility for one's work.

Demonstrating a critical awareness of current and public issues.



Content 1 Creativity course description. 2 Activities and exercises to encourage creative development. 3 Collaboration tools. 4 Introduction to the literature on Creativity. 5 Emergency - Biology and Creativity. 6 Neuroscience: Where does Creativity come from? Creativity and the brain. 7 Artificial Intelligence, emergent systems in Programming. Limits. 8 Art and space. Body and Time. 9 Project maps. Mind maps. 10 The cutting edge. Net art. Art and Technology. 11 Interactivity, interfaces, and Videogames. 12 Circuits and Electronics, the Creativity of circuits. Hackers, philosophy and practice. Sound and noise. Biocircuits. Metaphorical circuits. Soft circuits. 13 Basic needs. Creative challenges of the real world. Technological intervention, Smart Cities, energy. Business. 14 Public Art. Street Art / Advertising: Open walls, Signs, Ads, Free Money, Urban Movements. 15 Architecture. Mapping. 16 Economy. Culture and Accounting. Numerical Creativity. Creative spreadsheet research. 17 Collective intelligence and cultural practices.


Educational Estrategies Duration of the module 5 full-day (8h) sessions and 12 half-day (4h) sessions. Teaching Two teachers with Artist and Developer profiles. Educational activities Lecture and participatory classes (1.5 ECTS). Analysis and case studies (0.5 ECTS). Practical classes and the writing of reports (3 ECTS). Searching for information, teamwork and the presentation of papers (1.5 ECTS). The completion of exercises and simulations (1 ECTS). Attendance at seminars (0.5 ECTS).

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Tutoring and Evaluation Criteria A global project will be carried out, overseen by the module's tutors. These will focus on the acquisition of both "hard skills" and "soft skills," as previously cited in this document.



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