Pinhole Camera Gallery Exhibit

A great opening reception at Durand Art Institute tonight by Stefano Cossu. Sparks, ghosts, and Coals. He built his own cameras seen below. All these locations from the Chicago streets at night. Dreamy and full of contrasts that force the viewer to see the landscape and the photograph as physical object at the same time. Wonderful!

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I find the night settings exciting. Forms take on a more dreamy cast with light sources emerging from cocoons of embryonic wombs of id darkness.

Unlike the modern digital renderings from websites that harbor no tracings of production, no context of construction, Cossu's work stands in sharp contrast.
His work celebrates the mechanics and materials of art as much as the idea of sign. Today's digital images are bereft of any birthmarks, nor embody any aspect of the photographer or the mode of production.

It's is Cossu's who brings the conversation back to exposing us in a beautiful way to seeing the simulacra we are building with digital modes of production.

Bravo!


Future of Learning Thoughts

Good diner with the Future of Learning club last night at Aroy Thai.

Some interesting discussion topics

1.Two big challenge for future training is how to wade through large systems level data and designing leadership learning experiences.
2.Customer service can not be taught directly, only as part of some task.
3. Instead of education for individuals - education/schools/learning systems/environments for human machine teams. Augmented humans -- how do we redesign "education" and training for the future of augmented humans?
4. Gamification and the importance of Open Badges and Mozilla. Badging systems like this are even more so effective to signal status and to encourage social promotion. Though a wider badge ecosystem will drive designers crazy.


Exquisite Corpse

Last week at at GameOn team lunch we played Exquisite Corpse - a parlour game in which players write in turn on a sheet of paper, fold to conceal part of the picture, and pass it to the next player to continue with the picture.

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Experience Design (UX) & Experience Points (XP), like peanut butter and chocolate

User experience designers should look "experience points", a gamification concept, to help them build and design better experience.

Experience points, of the different types of point systems in game design and gamification, are the most important element in a gamification framework.

Experience points are how you watch, rank, and guide your player. This gets to the heart of experience design and user centered thinking.

A good exercise would be to go through your webpages and assign experience points to every activity you want users to engage in. This way you make it explicit how important each is in relation to other actions across your entire web presence. This forces you to look at experience design above the level of page design.

See also

Prof Subs Grades for Experience Points

Reward Systems that Drive Engagement


Sketching & merchandising expensive jewelry

Look at how this store sells people by merchandising sketches of the product. Emotive and personal, conveying a different attitude than just a product image might.

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My notes from Steve Jobs by Walter Isaacson

The 7 main take-aways from my reading of Steve Jobs by Walter Isaacson

  • Confidence (and doing the impossible) is sharable.
  • Connect with feelings of the customer to understand their needs.
  • Focus (by eliminating unimportant opportunities.)
  • Impute desired qualities from the first interaction.
  • Creativity comes from spontaneous/random discussions.
  • Remembering that you will be dead soon -- leaves what is truly important. Nothing to lose, already naked, no reason not to follow your heart.
  • Technology is not enough, technology married with the humanities yields the result that makes our hearts sing.

TOP 5 Highlighted Items

"Jobs came to believe that he could impart that feeling of confidence to others and thus push them to do things they hadn’t thought possible."

"Markkula wrote his principles in a one-page paper titled “The Apple Marketing Philosophy” that stressed three points. The first was empathy, an intimate connection with the feelings of the customer: “We will truly understand their needs better than any other company.” The second was focus: “In order to do a good job of those things that we decide to do, we must eliminate all of the unimportant opportunities.” The third and equally important principle, awkwardly named, was impute"

"Despite being a denizen of the digital world, or maybe because he knew all too well its isolating potential, Jobs was a strong believer in face-to-face meetings. “There’s a temptation in our networked age to think that ideas can be developed by email and iChat,” he said. “That’s crazy. Creativity comes from spontaneous meetings, from random discussions. You run into someone, you ask what they’re doing, you say ‘Wow,’ and soon you’re cooking up all sorts of ideas."

"Remembering that I’ll be dead soon is the most important tool I’ve ever encountered to help me make the big choices in life. Because almost everything—all external expectations, all pride, all fear of embarrassment or failure—these things just fall away in the face of death, leaving only what is truly important. Remembering that you are going to die is the best way I know to avoid the trap of thinking you have something to lose. You are already naked. There is no reason not to follow your heart."

"It’s in Apple’s DNA that technology alone is not enough. We believe that it’s technology married with the humanities that yields us the result that makes our heart sing."


Creative Director for GameOn

I am looking for a Creative Director to join my GameOn team at Sears.

Here is the posting on the Sears site

Title: Creative Director

Location: Downtown Chicago Illinois

Job Description:
Functional Visual Design expertise is mandatory along with team management and client facing skills. Requires the capabilities to direct and enhance the efforts of the creative teams focusing on gaming experiences and consisting of design managers, designers and copywriters in an online gaming environment.

We are searching for a highly conceptual team leader who is constructive, fearless, charismatic, smart, self-possessed and committed to a vision. Passion, perspective, innovation and impact are the Sears core values a potential candidate will be expected to embody.

The successful candidate will have a well-rounded understanding of:
• Mapping out and implementing game play logic
• Graphic design, information architecture, usability, technology, and experience design
• Applied conceptual strategy, brainstorm facilitation, day-to-day shepherding of a project to completion
• Team collaboration with engagement managers, production, and technology leads
• Creating backgrounds, characters, objects, and UI
• Leading and directing cross-disciplinary development and execution of short-term (project specific) and long-term (engagement specific) creative strategies.
• Representing and communicating Sears creative and business philosophy, methodology and capabilities to larger organization, as well as across all departments, business units and service lines
• Seeking out opportunities to collaborate across the Sears network with the OBU

Key Job Responsibilities:
• Fulfills leadership tasks and deliverables of a CD in support of the office of the Executive Producer. Specifically, leads and directs across disciplines, the development and execution of short term (project specific) and long term (account specific) creative strategies.
• Ensures creative scope, schedule and budget are accurate. Develops and signs-off on creative estimates and ensures high quality, profitable execution of creative deliverables.
• Provide strategic program direction and leadership, team management and stewardship for idea through implementation, of the various existing and evolving company’s business systems, solutions and processes, including the emerging commercial products space.
• Develops and executes account growth strategies with account core team members to meet account goals set by the engagement lead
• Coordinates with group director and resource manager in projections for, and assignment of, creative discipline group members to projects
• Maintains an awareness of status and project deliverables of all discipline group members' project work
• Provide visual direction during the pre-production, production, and post-production phases of game development
• Oversee all aspects of creative design including particle effects, animation, color choices, logo treatments, etc.
• Supervise a team of internal/external artists, identifying the appropriate needs and resources to support the growing business
• Inspire creativity and style that will continue to innovate how art can be used in a game
• Participates constructively in inter-department and cross-service line communications
• Contributes to the evolution and maintenance of each creative discipline workflow

Knowledge, Skills, and Abilities:
Eight to ten years of professional experience - six years minimum as a senior level professional in at least two of the following areas: game interface design, interactive design, advertising, interactive advertising, marketing, publishing, broadcast, film or television
• High level of creativity whose art choices will appeal to the casual gamer market
• Clear understanding of how to integrate backgrounds, characters, objects, and UI to ensure continuity, clarity, and enhanced game play
• Strong technical knowledge to integrate art into a game
• Strong creative and conceptual vision for interactive, and the ability to execute high quality integrated interactive communications against strategic business objectives
• Solid ability to weave game play with storytelling art
• Is an expert in graphic design; demonstrated ability to mentor and guide other graphic designers
• Strong comprehension of information architecture and editorial disciplines and methodologies
• Mastery of project concept creation, site architecture, user-interface specification, functionality specification and interactive design
• Strong understanding of front-end interactive design solutions for back-end data systems. Working knowledge of capabilities of different platforms and browsers, and their design constraints on the Web
• Ability to direct creative teams including flash designers, designers, and writers
• Bachelors degree or higher in a relevant creative discipline (experience and training may be substituted)
• Online portfolio review required
• Has successfully directed/ managed multidisciplinary creative teams in the production of Interactive and web based products, and has worked in multi-disciplinary teams that included project managers, artists, designers, writers, and engineers


Do sculpture think about the food festivals that will surround their works?

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Did Picasso ever wonder about the wide array of different activities that would take place under his work?


Our new Sears Mobile Ape

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Fresh Nap with Wall Street Journal

At the newsstand this morning I got a WSJ and they gave me a Fresh Nap to clean my hands from the black ink.

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