CLASSES

INNOVATION, CREATIVITY, PROTOTYPING & SIMULATION

Exploring creation, innovation and design

Introduction

Creativity and innovation come in many forms whether ink and paper, wires and circuits, digital images or even pure thought. Filmmakers use the storyboard and animatic, product designers use the mockup while web developers use wireframes. In all forms of design and development there are construction building blocks to help creatives express the final product by using intermediate creation tools. Using innovation and creativity as fundamental building blocks this class explores the basic tools that can be brought to bear on solving the complex demonstration of concepts.

Product Design

The class explores the development process of product design using modeling and simulation, digital prototyping and physical prototyping. During this discussion, the concepts of rapid prototyping will be presented and evaluated as a method for problem solving and expression.

Feature Film/Commercial Design

During simulation and design discussions, the class covers the process of developing a feature film from the visual perspective including storyboarding, previsualization and animatics. The use of visual effects is covered as a valuable tool in the creative process using several examples from major feature films.

Interactive/Mobile Design

In the process of developing content for the new platform marketplace, the class discusses and covers the new suite of mobile development tools for prototyping and development. Titanium, Apple’s Xcode and several additional tool suites are discussed in order to give background on the best approach for beginning the creation of mobile content.

Interactive Exercises

During the class, students engage in several hands-on exercises in order to explore facets of the design, development and innovation process.

The first exercise is creative freedom which allows the student the ability to freely explore the creative process while building something fun and interesting without external design direction. Using commonly available office supplies such as cardstock, copy paper, cello tape, duct tape, rubber bands, paper clips, post it notes, construction paper, straws, plastic cups, erasers, pencils, bulldog clips, scissors, pushpins, crayons, clothespins, markers, magnets, post-it note flags, glue sticks, coffee stirrers, cardboard boxes, thumbtacks and other non-linear thinking objects to make something.

This exercise commences during the first portion of the innovation discussion and presentation. Upon completion of this exercise, the student presents their creation to the class.

The second exercise is design enhancement which drives the student to build upon the objects of the previous exercise. Students select an item from another classmate that interests them and then begins to expand, expound and build upon the object. This process creates a foundation for the student to begin at a predefined point in the development cycle and begin to build their own vision upon it. An additional valuable lesson gained in the course of this exercise is the freedom from ownership. Teaching that ideas are not owned and can be shared and collaborated upon, the exercise helps the student free themselves from creative ownership.

This exercise also occurs during presentation and discussion and creates a constructive environment for the student to explore design collaboration. Upon completion of this exercise, the student is also required to present their finished design.

The third exercise is product development. During this process, the student develops a product from conceptual idea to final design. The challenge is that the student (or team) is given a limited timeframe in which they need to complete the process. The product could include a consumer product, interactive design product or collaborative service that would be marketable to the general consumer. This exercise can be tailored to the class depending upon the company’s needs or the team’s experience.

Final products are presented to the class and can include product design elements, illustrations, marketing plans and/or advertising concepts. There are no limits to the results.

Audience

Students for this class include anyone who Is interested in expanding creativity, teamwork, innovation and design skills while learning about industry trends and tools. The class can be developed to specific company needs and goals. In the past students have included directors, producers, creative directors, account execs, administratives, students, programmers, graphic designers, effects artists and everyone in between. The general skills learned in the discussions and exercises will benefit everyone who works with a team or needs to express ideas to others.

Time/Schedule

In the exploration of creativity and innovation, students experience a learning and development cycle that takes them through a wide range of activities. This class can be delivered in a multi-part format over the course of several weeks or in a concentrated format over the course of a single day class. While the class can be any length depending upon student and company requirements, the class requires a minimum of two hours in order to accomplish the presentation and exercise portions.

For more information or to book a class, please contact Joe.