Iterate : ten lessons in design and failure / John Sharp and Colleen Macklin ; illustrated by Steven Davis with Yu Jen Chen ; diagrams by Tuba Ozkan and Carla Molins Pitarch.
Publisher: Cambridge, MA : The MIT Press, 2019Description: xiv, 299 pages : illustrations ; 23 cmContent type:- text
- unmediated
- volume
- 9780262039635
- 23 745.4 Sh23 2019
- NK1520 .S47 2019
Item type | Current library | Collection | Call number | Status | Barcode | |
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Senior High School Library General Circulation Section | GC | GC 745.4 Sh23 2019 (Browse shelf(Opens below)) | Available | SHS000677 |
Includes bibliographical references and index.
Section I: creativity, failure, and iteration
Creativity
Failure
Iteration
Ten perspectives on iteration
Section II: ten perspectives
Material contexts: Allison Tauziet, winemaker
Reflective contexts: Matthew Maloney, Animator
Targeted intentions: Radiolab
Exploratory intentions: Chef Wylie Dufresne
Methodological processes: Nathalie Pozzi, architect, and Eric Zimmerman, game designer
Improvisational processes: Andy Milne, musician
Internal evaluation, Amelia Brodka, professional skateboarder
External evaluation: Baratunde Thurston, comedian
Convergent outcomes: Cas Holman, toy designer
Divergent outcomes: Miranda July, artist
Section III: failing better
Failing better
Postscript: iterating on Iterate
How to confront, embrace, and learn from the unavoidable failures of creative practice; with case studies that range from winemaking to animation. Failure is an inevitable part of any creative practice. As game designers, John Sharp and Colleen Macklin have grappled with crises of creativity, false starts, and bad outcomes. Their tool for coping with the many varieties of failure: iteration, the cyclical process of conceptualizing, prototyping, testing, and evaluating. Sharp and Macklin have found that failure - often hidden, covered up, a source of embarrassment - is the secret ingredient of iterative creative process. In Iterate, they explain how to fail better. After laying out the four components of creative practice - intention, outcome, process, and evaluation - Sharp and Macklin describe iterative methods from a wide variety of fields. They show, for example, how Radiolab cohosts Jad Abumrad and Robert Krulwich experiment with radio as a storytelling medium; how professional skateboarder Amelia Bródka develops skateboarding tricks through trial and error; and how artistic polymath Miranda July explores human frailty through a variety of media and techniques. Whimsical illustrations tell parallel stories of iteration, as hard-working cartoon figures bake cupcakes, experiment with levitating office chairs, and think outside the box in toothbrush design ("let's add propellers!"). All, in their various ways, use iteration to transform failure into creative outcomes. With Iterate, Sharp and Macklin offer useful lessons for anyone interested in the creative process
Senior High School Humanities and Social Sciences (HUMSS)
In English
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