(Edited) Play 1 Introduction (2021 T2) (Class)
(Edited) Play 1 Introduction (2021 T2) (Class)
Invention
1. Introduction
Ted Tschang
Outline for today
• Class matters
• Assessment
• Expectations and format of class
• Purpose, motivation
• Introduction
• what is playful invention
• Play and creativity
Assessment
• 1. Individual essay (35%)
• 3 pages single-spaced (not including refs), due in lesson 14 (TBC)
• Choose from topics or self-proposed, include reflections, connections
• 2. Individual reading reflection essays (on readings) (10%) (15%)
• Reflect on cluster of readings (relate to class, other refs): 2-3 pgs
• Submission deadlines TBA (short)
• 3. Class participation (20%) (15%)
• Including presentations
• Some online may be considered
• 4. Group project (35%) - due lesson 13, brief proposals before
• Design a specific playful process to create a creative experience
• Report on process due in-class – describe process, be creative and
analytical (reflection on process), adapt tools from class or use own
• Short presentation (~12 mins with prototype)
Groups - Expectations
You can form your own groups of 5, but groups should have
• 1. At least two non-business majors (and no more than two from a single
major)
• 2. no more than 2 friends or “familiar others” (i.e. been on a project
before)
• 3. Interests in a diversity of topics – taken from fashion, food, games,
reading and/or writing, entertainment, movies/video production,
theatre/play, or other hobbies
• You may share one interest in common but must have at least four other
interests across the group (interest means, “near hobby level”
• 4. A mix of analytical and creative thinkers
• Creative means “likes thinking creatively or freely” or creates within a domain
(even as a hobby, e.g. playing music)
• Analytical means “likes planning, organizing, searching for info”, etc.
• Those without groups or diversity, please see us as individuals/partial
groups and we’ll assign you to ensure diversity.
Class Daily Schedule and Expectations
• Typical class schedule
• Lecture and discussion (content, readings) ~ 1.5-2 hours
• Videos including discussion ~ 30+ mins
• Exercise ~ 30-45 mins (may be replaced by project work in 1-2 classes)
• Expectations
• Do reading before class (any changes to readings will be posted to
Elearn folder for the upcoming week)
• Understanding of readings is assessed (via class participation, final
reflection essay)
• Note: I don’t have time to go through every line on the slides, so read
to understand (or discuss with groups, me, etc.)
• Class behavior
• Using laptops in class (e.g. during lectures or when your group is
discussing) for non-class work is inappropriate
Housekeeping
• TA, myself
• Final projects
• Ideally not just “another game” or “another fashion” but could
gamified experience or fashion platform
• Should be a new experience, institution or something for a specific
sector.
• Could be meaningful (“serious”) purpose or entertaining one
• Tools: design thinking process (only parts), creative techniques
• Final essay topic
• Reflective does not mean “think and talk” - think deeply and in
relation to theoretical concepts, other refs that support your/add
points
• Be in-depth in your reports, group and individual
When and where did you have your
best ideas? Why?
Motivation of course and themes
• Themes
• Focus on creativity and creative process,
• Using design process as proxy – modified
• removing stress on users (orienting to feedback), clients
• Context (ideas stem from culture)
• Play and creative play as emotive (created from positive
emotions)
• Human-senses, meaning (pathways), expressed verbally,
visually
• Connecting play-to-creativity – can we invent better
through play? Trick is, not instrumentally
• What does it mean to play, or to invent by play?
Notes on innovation, invention
Connecting
Creating
Validating
Combining
Complex problem solving – developed capacities to solve novel, ill-defined problems in
complex, real-world settings
Critical thinking – logic and reasoning to identify strengths and weaknesses of alternative
solutions, conclusions of approaches to problems
Creativity – unusual or clever ideas… or to develop creative ways to solve a problem
Cognitive flexibility – ability to generate or use different sets of rules for combining or grouping
things in different ways
Can these traits involve play?
The Straits Times, 3 April 2017
interdisciplinary
Curiosity (= play?)
Big picture for course – bridging other
disciplines to human means of invention
• In an increasingly AI-driven world…
• What’s left that’s human?
• What can humans do better?
• Broken down into types of work (based on draft of my
paper), what can AI automate?
• Analytical work (how we are trained)
• Decision-making knowledge
• Optimizable work (operations)
• Management (monitoring of human resources)
• Processual work (how we work in the real world)
• Creative work
What happened to education
Qualitative field
research yielding
insights into needs
https://www.ted.com/talks/steven_johnson_the_play
ful_wonderland_behind_great_inventions
WATCH
A modifying the design process (we
subtract, add to this)
Brainstorm
(can happen
e.g. any stage)
Define Create artifacts
Themes, for tangible user
problems experiences Can test at
Any stage
(but try to be a
e.g. Ideate on little systematic)
objects
Define problems,
needs
Or create anew
This year,
• Map to a design process to help us understand how to
improve/improvise the process
• We know the design process works, but it alone may not
lead to inventive ideas
e.g.s of invention
• Helsinki “choir”
• https://www.youtube.com/watch?v=ATXV3DzKv68
• Redesigning meetings
• Banksey’s Dismaland (later)
• Note
• Do not have to use entire design process but let me know
how you picked and chose phases, adapted it, or
replaced it
Playful Invention
What is play?
• Note
• natural human activity without clear economic value
• not concrete or measurable (by what happens in your
daily reality)
Play
• Culturally-situated meaning
• invented from culture (creators’ backgrounds)
• for culture (consumption, appreciable)
• away from culture (new culture)
Other things we emphasize in the
process
meanings
• On
• exercises (reported back to class),
• in essay
• on project (process)
• In relation to
• theories and concepts
• Process, e.g. design (how is something improved,
transformed)
Projects: Timeline
• Misc
• No final exam
• points for reading reflections, in-class participation
Summary
Iterate (change)
Reflect on meanings
(including as we Prototyping (to
share experience) play as you
create)
A third lens:
There is a constant interplay between making new things in
the world and making new ideas in your head. As you make
new things, and get feedback from others (and from
yourself), you can revise, modify, and improve your ideas.
And based on these new ideas, you are inspired to make new
things. The process goes on and on, with making and learning
reinforcing one another in a never-ending spiral.(Resnick,
2013)
(Lifelong Kindergarten, Resnick, MIT Press)
• Note:
• “ideas in head” aka imagination: how do we describe and activate it?
• Historically, visualizing or poetic descriptions (Romance era)
• Recently in cognition, ‘mental simulation’ - but it only gets us so far
Reflection via different academic
disciplines (class discussion, writings)
• History – what happened, how culture came to be
• ‘Play studies’ – what is play and how does it function
• Psychology – creativity, motivation
• Design – how to invent better
• Evolutionary theories – why we are what we are