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Master in Design, Creativity and Technology http://www.eramcollege.com/crossmedia-courses/strategic-creativity
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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.
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.
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
www.eramcollege.com
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.
Learning Objectives
Strategic Creativity
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.
Learning ObjectivesPERSONAL SKILLS
Bringing creativity to any challenge or context.
Critically reviewing and applying knowledge to a wide range of projects and applications.
Ability to generate new ideas from complex relationships, whether individually or in a group.
Working both independently and on teams, exhibiting a capacity to undertake and think critically about functions and responsibilities.
Developing and demonstrating oral, visual and written communication skills and techniques.
Demonstrating a critical awareness of current and public issues.
Managing and taking responsibility for one's work.
Learning Objectives
Strategic Creativity
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 EstrategiesDuration of the module
5 full-day (8h) sessions and 12 half-day (4h) sessions.Teaching
Two teachers with Artist and Developer profiles.Educational activitiesLecture 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 CriteriaA 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.
Educational EstrategiesDuration of the module
5 full-day (8h) sessions and 12 half-day (4h) sessions.Teaching
Two teachers with Artist and Developer profiles.Educational activitiesLecture 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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