Wednesday, February 23, 2011

Are You An Armchair Creative?

OR

I really relate to this article because I do my best work away from my computer. I am not a great armchair designer but I am a decent running designer. Mark McGuinness puts it best when he wrote, “The armchair takes me into a different space, where my mind can drift and I can see the big picture of the projects I'm working on, notice the patterns that emerge and my gut feeling about the best way forward. When I get up from the armchair, everything is clearer and sharper. My body feels lighter, and more energized. And I get a hell of a lot done when I return to the other chair.” I feel similarly about when I go running.

The article goes on to encourage the reader to keep track of where the reader’s best ideas come to him/her. I am fascinated with this too because I am interested in makes me to be creative and how to become more creative and productive and the way to do that is to track it and look for the patterns in my work.

This article is a short summary of the ideas I have been kicking around for my thesis next year:

1.Where does creativity come from?

2.How come I am more productive after I have done something physical? and where does play fit into my design practice?

3. What do people do to organize and design their lives to function better?

He didn’t give me any real answers to the question but just reaffirms to me that they are interesting and valid questions a lot of people would like to know the answer to, and maybe I will spend next year trying to find my own answers to one or some of those questions…Sounds like fun to me.




1 comment:

  1. thanks, Aaren. Re your thesis, I recommend you think of it not only as a way to explore these intriguing questions, but also as a means of demonstrating your skills and creativity to future employers. I advise several 2nd year students on their thesis work, and those that do well explore these type of questions within a more market-centric project like designing a chair that improves fitness or creating a means to channel game developers' skills into non-profit sectors.

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