Commitment with “Research for Innovation” implies to do both, innovating, market driven, and at the same time contributing with new knowledge. So, accordingly, Alfa Projects may be defined as new applications, systems or models, which offer functionalities or approaches not existing before. Moreover, Alfa Projects offers a “live space” to people looking for opportunities of learning in an ambient of real innovation and research.
i-cell team managers
Barcelona |JM Monguet, México DF |Marco Ferruzca,
Design may be an excellent link to connect knowledge production and companies. Difficulties to approach technological research with market are well known and are more significant when the dimension of companies is not large. Design research intended at the connection between SME’s and technological research institutions, can provide useful insights and ideas to convert design management in a channel for technology and knowledge transfer to firms.
IDID. Promoting Design Research | Post
II Foro de Economia y cultura | Post (es)
2050. Not that far. | Post (es)
The “dRD” program from BCD, proposes the Barcelona Design System as link between the innovation demand of companies and the research system.| BCD | La Vanguardia 13.01.2013
Creativity, Design and Innovation in Mexico City: An Scoreboard Approach. Proposes a list of indicators that facilitate to understand the behavior of creativity, design and innovation in Mexico City, and define its level of creative and design performan. |Post
Living Lab Research Landscape: Part II. 2012 | Post
dRD. 2011 | Post
Incremental Design. 2010 | Post
The design system of Mexico city. 2008 | Post
Disseny_Cat. 2006.| Post
This notes are intended for beginners in the ‘transdisciplinary world’ of innovation and may result useful for practitioners update.
Design: |Creativity. |Methods of design. |Innovation.
Business: |Entrepreneurship. |Quinary evolution. |Practice of innovation.
Research: |Collective knowledge. |Mode 2 Research. |Project management.
We want to share this notes with the innovation community, especially with those who are involved in education and research, students as well as tutors. By spreading our notes through this site, we wish to contribute to education, returning to the community a little part of what we had the opportunity to learn thanks to our students, projects and the network.
Hoping to be useful
Design Beach is a space for innovation learning, lead by a group of students and professors. |Post.
Latest notes published
Notes to be shared about Methods of Design …|Post.
Research on going
BCD has given the first step of the project “Design Vision 2050″…|Post.
i-cell team managers:
Barcelona |JM Monguet, México DF |Marco Ferruzca,
We share insights, ideas, experience and theory in a diversity of educational programs.
Current course. Desing and Technology Postgrade Programme UPC/Telefonica | Access
- UPC System and Project Engineering |Program.
- UAM-A Design (New technologies) |Program.
- Universidad de Caldas Ph.D. program in Design and Creation | Program.
- Business, Design and Technology. Produced between UPC and TLS. The Barcelona Tech and Telefonica share the challenge of building up talent for emerging areas in the information and communication technology field. | Post | Blog
- UPC Engineering Design. Basic Design | Web .
- UAM-A Industrial Design. Terminal option issues I | Web
- Presentation of the subject Basic Design | Pres
Disseny i la Geltrú: Conferences held in UPC Vilanova | Blog (Català)
According with the work “Educating higher education students for innovative economies: what international data tell us”, the critical skills for the most innovative jobs are:
1. Come with news ideas/solutions
2. Willingness to question ideas
3. Present ideas in audience
4. Alertness to opportunities
5. Analytical thinking
6. Coordinate activities
7. Acquire new knowledge
8. Mobilize capacities of others
9. Make your meaning clear
10. Master of your own field
“Design thinking has inspired various tertiary education institutions and programmes in the world, be they degree-granting or not. Examples include the d.school at Stanford University (United States), the design factory at Aalto University (Finland), the i-school at Tokyo University (Japan), or the Master’s in innovation, design, entrepreneurship and arts (IDEA) at EMLyon business school and Ecole Centrale de Lyon (France), the Srishti School of Art, Design and Technology in Bangalore (India). Numerous other innovative initiatives try to develop all sets of skills for innovation by rethinking their teaching and make sure that students can get deeper and broader learning.”
“Given these developments and the skills needs of economies driven by innovation, a research agenda for the higher education community is to evaluate whether these programmes actually manage to develop a broader mix of skills for innovation and whether their graduates end up in highly innovative jobs….”
“… While the Bologna process has already led to a certain shift towards more skills-based approaches to higher education programmes,a new challenge is to remould the disciplinary culture of the faculties that remains predominant in higher education into a skillsbased culture.”
The growing complexity of the economy, globalization and competition in business models makes it very relevant the interaction between all assets of knowledge and creativity. So, it should be considered as a priority the promotion of activities that can help to develop a Design Research space, that meet the demands of market innovation.
The models of research have been evolving during the last years, the mode 2 concept was a first step to break the rigid scientific research paradigm, but in 10 years “it has been raining so much”. How many books are published daily? How often technical knowledge doubles? Which is the limit of bandwith?
If is true, that a personal computer may surpass the computational capabilities of the whole human race in 2050, there is no doubt that lots of research work will be needed, and a part of this research, will be related with the connection of business challenges and technology with design: culture, thinking and management.
Presentation 21 October 2013, ACC1Ó wider.
Tracking more than 1 million anonym patients and their relatives, from Swedish population, confirmed that certain mental illness, like bipolar disorder, is more prevalent in the group of people with artistic or scientific professions. Authors, particularly, were more common among schizophrenia, depression or anxiety and were approximately 50 per cent more likely to commit suicide than the general population.
According to Dr. Kyaga, the study’s lead author, the creative personality, the process and product of creativity are strongly linked to behaviour. If one is a little manic may get more and wider ideas, or if one is truly ambitious is actively trying to create new and meaningful stuff, and at the end, all this may relate with mental sanity.
The study argues against the tendency to look at patients as either sick or well, because even “sickness” might confer advantages, e.g. creativity, and because of this, Dr. Kyaga says that doctors need to think twice before administering standard drug treatments.
Mental illness, suicide and creativity: 40-year prospective total population study. Kyaga S et al. Karolinska Institutet. J Psychiatr Res. 2013 Jan.
More than 40 years separated this two images. The first one is a picture of the prototype of the mouse invented by Engelbart, while the second one is a system presented recently by Jinha Lee in a TED conference. While the mouse, patented in 1970, is an interface, the transparent computer that allows users to reach inside and touch digital content, is a no-interface. Jinha Lee has been working on a 3D Space that allows people to interact with machines in the same way they do with solid objects. The system. that could be of general use in less than 10 years, is based on a transparent LED display with built-in cameras, tracking the user’s gestures and eye movements. The model is based on Spatial memory, where the body intuitively remembers where things are. In Lee words, “The gap between what the designer thinks and what the computer can do is huge. If you can put your hands inside the computer and handle digital content you can express ideas more completely,”
Lee, graduate at Massachusetts Institute of Technology, is currently serving his military obligation in South Korea at Samsung Electronics, where he is working on TV interfaces.
24, 25 y 26 de septiembre de 2013
La Academia de Arte y Patrimonio Cultural de la Universidad Autónoma de la Ciudad de México (UACM), la Facultad de Economía de la UNAM y el Departamento de Investigación y Conocimiento de la División de Ciencias y Artes para el Diseño, UAM-Azcapotzalco, organizan el II Foro de Economía y Cultura.
Los tópicos de las mesas de discusión son:
1. Emprendimientos/emprendizajes culturales: experiencias, problemas, contradicciones y propuestas.
2. Desarrollo y cultura: nuevos modelos de intervención desde la Economía Solidaria.
3. Debates y disputas actuales sobre propiedad de los bienes culturales.
4. Diseño y economía: aproximaciones prácticas y teóricas.
5. Proyecto cultural y creativo: (iniciativa individual o colectiva): empresa, organización, red, hub, crew, cluster, etc., constituido formalmente o no.
Más información en: http://www.economiaycultura.org/