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	<title>Noodleplay &#187; Prototypes</title>
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		<title>There is never a better time to be a designer. What are the best   design schools?</title>
		<link>http://www.ideacouture.com/blog/2010/02/11/there-is-never-a-better-time-to-be-a-designer-what-are-the-best-design-schools/</link>
		<comments>http://www.ideacouture.com/blog/2010/02/11/there-is-never-a-better-time-to-be-a-designer-what-are-the-best-design-schools/#comments</comments>
		<pubDate>Thu, 11 Feb 2010 18:22:34 +0000</pubDate>
		<dc:creator>Idris Mootee</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Featured Articles]]></category>
		<category><![CDATA[Art Center College of Design]]></category>
		<category><![CDATA[College of Creative Studies]]></category>
		<category><![CDATA[Columbus College of Art and Design]]></category>
		<category><![CDATA[Cranbrook]]></category>
		<category><![CDATA[design education]]></category>
		<category><![CDATA[Experimental Design]]></category>
		<category><![CDATA[Interface Design]]></category>
		<category><![CDATA[Parsons]]></category>
		<category><![CDATA[Prototypes]]></category>
		<category><![CDATA[Rhode Island School of Design]]></category>
		<category><![CDATA[Royal College of Art]]></category>
		<category><![CDATA[Savannah]]></category>
		<category><![CDATA[University of Cincinnati]]></category>

		<guid isPermaLink="false">http://ideacouture.com/blog/?p=3545</guid>
		<description><![CDATA[Being a designer is not only a fun job, it is becoming a serious job. They are tasked with the burden of solving many of the world’s wicked problems, doing things they were not even taught in design school. Design education is also at a crossroads. I&#8217;ve had many discussions with design education leaders both [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Being a designer is not only a fun job, it is becoming a serious job. They are tasked with the burden of solving many of the world’s wicked problems, doing things they were not even taught in design school. Design education is also at a crossroads. I&#8217;ve had many discussions with design education leaders both in the UK and US. They all in agreement that the recent shifts in design education theory and practice are forcing design educators to rethink design education in a response to significantly new contexts for design. These changes are the result proliferation of digital connectivity and interfaces, uncertainty of industries, environmental realities and social changes etc.</p>
<p style="text-align: left;"><img class="alignnone size-large wp-image-3578" title="P1000626" src="http://ideacouture.com/blog/wp-content/uploads/2010/02/P10006261-500x281.jpg" alt="" width="500" height="281" /><strong>St</strong><strong>anford’s D-School<span style="font-weight: normal;"> has a very interesting interface design course. Unlike most computer interface design classes, which are constrained by the keyboard, mouse, and screen, the course explore &#8216;beyond-desktop&#8217; interface design. The course, called tangible user interfaces, or &#8220;TUI&#8221; for short, combines theory with a design studio. Students not only study design theories, but also build prototypes of their designs. The idea is to not just talk about ideas, but also really design something new. Only by turning an idea into concrete form can students see the possibilities of their ideas. It helps student to think about the physical affordances of interfaces and translate them to the digital world.</span></strong></p>
<p><strong>The </strong><strong>Royal College of Art</strong> in London also provides a unique joint two-year double Masters with The Imperial College London.  All graduates of this program receive an MA from the RCA and an MSc plus a Diploma from <strong>The Imperial Colleg</strong>e London. It is a fascinating program where students in the first year develop basic skills, and in the second year, students complete two long self-initiated projects; a group project and a solo project. I really like project-based approaches to learning. During the first year students elect into one of three learning strands:</p>
<p><strong>Design for Manufacturing: </strong> DFM is core IDE territory and is about delivering innovative products to the market that work.<br />
<strong> Experimental Design:</strong> EXP is for design innovation at a fundamental level, which may incorporate the exploration of new technologies, new product categories or new contexts.<br />
<strong> Design Enterprise:</strong> DE is about the commercial elements around a product – the effective design and launch proposal of a new business venture, system or service.</p>
<p style="text-align: center;">
<p>So what are the best design schools? I’ve written a lot about the best business schools, here’s what I think about design schools. I&#8217;ll start with US schools. I’ll include the best US schools for product design as well as specialties like transportation, fashion and advertising etc</p>
<p><strong>Rhode Island School of Design</strong> – this is the top school, a good balance between art and design. Most prestige and Rhode Island is nice;<br />
<strong> Cranbrook</strong> – treats design very seriously, good theoretical training and applying the highest standard;<br />
<strong> University of Cincinnat</strong>i- solid and affordable, great co-op program, well respected;<br />
<strong> Art Center College of Design</strong>- rigorous program, great reputation, good alumni network, strong in industrial design, photography and transportation too;<br />
<strong> C</strong><strong>leveland Institute of Art</strong>- relatively inexpensive, very friendly and caring faculty, doesn’t have the brand names like others;<br />
<strong> C</strong><strong>ollege for Creative Studies</strong>- highly networked and mostly within the auto industry;<br />
<strong> Columbus College of Art and Design</strong>- great value for money;<br />
<strong> Academy of Art College</strong>- advertising design school as its core, emphasis on practical skills. San Francisco is popular choice for designers;<br />
<strong> Pratt</strong>- more of an art school than design school. Great network because of the NY thing.  Strong ID and interactive dept. Good graduate programs;<br />
<strong> Parsons </strong>– great fashion, illustration and interior design programs. NY for fashion, that’s makes sense. Good network too;<br />
<strong> Rochester Institute of Technolog</strong><strong>y</strong> – a lot of emphasis on functional training with the latest tools;<br />
<strong> Savannah</strong> – advertising and digital arts are their strengths.</p>
<p><a href="http://ideacouture.com/blog/wp-content/uploads/2010/02/cia2jpg-37aba7033d5f3b6a1.jpg"><img class="aligncenter size-large wp-image-3563" title="30eCIA9.jpg" src="http://ideacouture.com/blog/wp-content/uploads/2010/02/cia2jpg-37aba7033d5f3b6a1-500x340.jpg" alt="" width="500" height="340" /></a></p>
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		<title>The Beauty of Ugly Prototypes</title>
		<link>http://www.ideacouture.com/blog/2009/11/30/the-beauty-of-ugly-prototypes/</link>
		<comments>http://www.ideacouture.com/blog/2009/11/30/the-beauty-of-ugly-prototypes/#comments</comments>
		<pubDate>Mon, 30 Nov 2009 08:19:56 +0000</pubDate>
		<dc:creator>Andrew Swanson</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Featured Articles]]></category>
		<category><![CDATA[Industrial Design]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Prototypes]]></category>
		<category><![CDATA[Ride]]></category>
		<category><![CDATA[Tony Hawk]]></category>

		<guid isPermaLink="false">http://ideacouture.com/blog/?p=3299</guid>
		<description><![CDATA[It is always amazing to look upon a final product out in the market, and know that at one point, it was nothing more than an idea in someones&#8217; head (or multiple persons&#8217; heads).  At some point that idea has to be taken into the &#8216;real world&#8217; of  three dimensions, and that is one of [...]]]></description>
			<content:encoded><![CDATA[<p>It is always amazing to look upon a final product out in the market, and know that at one point, it was nothing more than an idea in someones&#8217; head (or multiple persons&#8217; heads).  At some point that idea has to be taken into the &#8216;real world&#8217; of  three dimensions, and that is one of the more interesting phases of design for me.  Understanding the methods and approaches that companies or individuals take, and seeing the phsyical forms that the prototype and proof of concept designs that are employed gives great insight into the thought process behind.  One recent example that made me take note of its simplicty was that for a video game peripheral, designed around the Tony Hawk video game franchise.</p>
<div id="attachment_3301" class="wp-caption aligncenter" style="width: 510px"><a href="http://ideacouture.com/blog/wp-content/uploads/2009/11/img_1827_project8.jpg"><img class="size-large wp-image-3301" title="Tony Hawk's Video Game Franchise" src="http://ideacouture.com/blog/wp-content/uploads/2009/11/img_1827_project8-500x375.jpg" alt="Tony Hawk's Video Game Franchise" width="500" height="375" /></a><p class="wp-caption-text">Tony Hawk&#39;s Project 8: One of the many, many games in the Tony Hawk video game franchise</p></div>
<p>The franchise, while extremely successful, was in need of a &#8216;reboot&#8217; of sorts.  It had explored all the available terrain and the development team was looking for a way to bring something new to the franchise.  What they arrived at, was a skateboard peripheral to play the game that more <a href="http://ideacouture.com/blog/wp-content/uploads/2009/11/tony_hawk_ride_video_game.jpg"><img class="alignright size-medium wp-image-3305" title="Tony Hawk plays his own game, Tony Hawk: Ride" src="http://ideacouture.com/blog/wp-content/uploads/2009/11/tony_hawk_ride_video_game-210x155.jpg" alt="Tony Hawk plays his own game, Tony Hawk: Ride" width="210" height="155" /></a>closely paralleled the act of skateboarding in real life.  What they created was a peripheral that forced the user to act in a very similar fashion to a skateboarder in order to be successful in the game.  The end product is a very slick, functional peripheral that allows a <a href="http://www.engadget.com/2009/11/23/the-engadget-show-003-drew-bamford-joystiqs-chris-grant-ad/" target="_blank">fairly capable skater</a> to jump right in and get the hang of the game fairly quickly.  What I find perhaps even more interesting than the end result however, is the interim stage that allowed the developers to truly believe that the idea was a viable one that would catch on in the mainstream, similar to the insanely popular <a href="http://hub.guitarhero.com/" target="_blank">Guitar Hero franchise</a> and <a href="http://www.rockband.com" target="_blank">Rockband</a> franchise.</p>
<div id="attachment_3307" class="wp-caption aligncenter" style="width: 510px"><a href="http://ideacouture.com/blog/wp-content/uploads/2009/11/ride-prototype-board.jpg"><img class="size-full wp-image-3307" title="Tony Hawk Ride Prototype" src="http://ideacouture.com/blog/wp-content/uploads/2009/11/ride-prototype-board.jpg" alt="The Tony Hawk Ride Prototype " width="500" height="302" /></a><p class="wp-caption-text">The Tony Hawk Ride Prototype </p></div>
<p>While at first glance, it would be very easy to dismiss this prototype as the garbage Frankenstein of a video game obsessed skateboarder, the sheer beauty lies in it&#8217;s ability to forgo any sort of attention to physical beauty.  The prototype&#8217;s ugliness belies the fact that is doing its job and collecting all the necessary sensory information to fine tune and prove that the idea is viable.  Sensors instead of wheels capture weight distribution information, buttons on key areas of the grip tape capture information relative to feet positioning for both tricks and just general riding.  The prototype isn&#8217;t complex.  It&#8217;s down and dirty, composed of elements that the developers had at their studio, not sent away for manufacturing at some third party.  This allows them to efficiently use their time and have more time to gather information and refine the product use before moving to more final prototype designs.  Whenever I see prototypes like this, I&#8217;m reminded of a design school example that was constantly brought up.  When designers went to improve the scalpel for surgeons, they didn&#8217;t use expensive prototypes, but rather a couple pencils with some elastics.  Using these low tech prototypes, they were able to mock up the best angle for the surgeon to handle precisely, and with longevity in mind.  The stripped down nature of the prototypes allows designers to quickly and easily get results, iterate the design based on the feedback, and quickly move the design forward.  None of those would be possible without the &#8216;ugly&#8217;, low tech approach to prototyping.</p>
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