The Briefing Flashcards

1
Q

Define designers.

A

They are people who are able to look at the word with an eye towards changing it. They must be able to see not just what is, but what might be. Designers are also makers. They sketch and build, giving form to ideas. They take that faint glimmer of possibility and make it visible and real to others

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2
Q

What is the process that designers follow fueled by?

A

human empathy

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3
Q

What is the premise of Glimmer?

A

That design is applicable to just about any challenge and its principles are accessible to anyone

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4
Q

Bruce Mau’s definition of design

A

The human capacity to plan and produce desired outcomes

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5
Q

What began the democratization of design?

A

Apple’s Macintosh computer

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6
Q

What is people-powered design?

A

Every-day people using design approaches and techniques to tackle thorny problems involving commerce, transportation, education, and housing

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7
Q

Which other art movements have suggested design can solve the world’s problems?

A

The Arts and Crafts Movement of the late nineteenth century and the modernism and future waves of the early and mid-twentieth

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8
Q

What is featuritis

A

Simply adding in a new color, shape or a lot of new features to appeal to a more fickle and demanding public

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9
Q

What is the innovation gap?

A

the growing chasm faced by companies with the technical wherewithal to produce just about anything but with no idea of what to make

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10
Q

What is heuristic bias?

A

Our natural inclination to think and act in familiar, repetitive ways, simply because the mind wants to follow a path that has already been cleared

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11
Q

How many laws did Mau lay out for achieving good and meaningful design?

A

43

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12
Q

What does Mau believe makes and engineer a designer?

A

when he/she truly begins to empathize with human needs and desires, instead of just making things work mechanically. By this standard, a designer is an engineer with a soul

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13
Q

What is the glimmer moment?

A

the point when a life-changing idea crystallizes in the mind

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14
Q

What are the four areas of concern when problem-solving in design?

A

Universal, Business, Social and Personal

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15
Q

What is within the Universal section?

A

Ask stupid questions; jump fences; make hope visible

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16
Q

What is within the Business section?

A

Go deep; work the metaphor; design what you do

17
Q

What is within the Social section?

A

Face consequences; embrace constraints

18
Q

What is within the Personal section?

A

Design for emergence; begin anywhere

19
Q

What is ‘asking stupid questions’?

A

Taking a step back, look at things differently and question conventional wisdom and accepted realities

20
Q

What is ‘jumping fences’?

A

using abductive reasoning to envision fresh possibilities and forge new mental connections

21
Q

What does asking stupid questions lead to?

A

Jumping fences

22
Q

What is ‘making hope visible’?

A

The designers attempt to visually express and share new ideas in a rough form - through a sketch or 3D form