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"Challenge yourself to a new type of exercise with Creative Sprint! You know that if you practice yoga, guitar, salsa dancing, tennis, or pretty much anything else, you're going to get better at it. In fact, if you practice every day you're going to be pretty darn good! While you might not think of your own creativity as something you can practice, it actually works the same way. In Creative Sprint you'll find an interactive workbook with 30-day challenges designed to build your creative muscles. It's loaded with prompts to get you drawing, journaling, taking photos, and making collages - doing anything creative that you choose to do! The sprints each have a theme, such as Think Small, Work with the Unexpected, and Embrace Limitations. Throughout the book you'll find features focused on fellow sprinters as well as inspirational quotes, and every sprint ends with a recap that encourages reflection. How you use the book is up to you! Complete sprint after sprint, channeling your creativity into new challenges. Or pick up the book every couple of months, whenever you feel like you need a jolt of motivation!"--
A NEW YORK TIMES and WALL STREET JOURNAL bestseller 'A must read for entrepreneurs of all stripes' - Eric Ries, author of The Lean Startup From three partners at Google Ventures, a unique five-day process for solving tough business problems, proven at more than 100 companies. What’s the most important place to focus your effort? How many meetings and discussions does it take before you can be sure you have the right solution? What will your idea look like in real life? How do you start? Now there’s a surefire way to answer these important questions: the sprint. Designer Jake Knapp created the five-day process at Google, where sprints were used on everything from Google Search to Google X. He joined Braden Kowitz and John Zeratsky at Google Ventures, and together they have completed more than one hundred sprints with companies in mobile, e-commerce, healthcare, finance, and more. A practical guide to answering critical business questions, Sprint is a book for teams of any size, from small startups to Fortune 100s, from teachers to nonprofits. It’s for anyone with a big opportunity, problem, or idea who needs to get answers today.
"New Art/Science Affinities" was written and designed in one week by four authors (Andrea Grover, Régine Debatty, Claire Evans, and Pablo Garcia) and two designers (Thumb), using a rapid collaborative authoring process known as a "book sprint." The topic of "New Art/Science Affinities" is contemporary artists working at the intersection of art, science, and technology, with explorations into maker culture, hacking, artist research, distributed creativity, and technological and speculative design. Chapters include: Program Art or Be Programmed, Subvert!, Citizen Science, Artists in White Coats and Latex Gloves, The Maker Moment, and The Overview Effect. 60 international artists and art collaboratives are featured, including Agnes Meyer-Brandis, Atelier Van Lieshout, Brandon Ballengée, Free Art and Technology (F.A.T.), Rafael Lozano-Hemmer, Openframeworks, C.E.B. Reas, Philip Ross, Tomás Saraceno, SymbioticA, Jer Thorp and Marius Watz. ISBN# 0977205347. Details: www.cmu.edu/millergallery/nasabook
A fast and practical visual storytelling method that puts a powerful new toolkit into the hands of leaders, innovators, salespeople, teachers and anyone else who needs to quickly make an impact on increasingly distracted audiences. The Pop-Up Pitch is a radical new approach to help you create the perfect presentation, combining three key elements of persuasive storytelling-simple pictures, clear words, and powerful emotions-that together motivate audiences to pay attention, learn something new, and make effective decisions. The Pop-Up Pitch weaves together the latest insights on visual cognition, behavioral economics, and classic story structures in an easy-to-learn and inspiring storytelling algorithm. In this new era of remote, work and online presenting, it delivers powerful and persuasive outcomes for time-limited professionals dealing with complex ideas, attention-deficit audiences, and the evolving challenges of modern meetings.
IDEO founder and Stanford d.school creator David Kelley and his brother Tom Kelley, IDEO partner and the author of the bestselling The Art of Innovation, have written a powerful and compelling book on unleashing the creativity that lies within each and every one of us. Too often, companies and individuals assume that creativity and innovation are the domain of the "creative types." But two of the leading experts in innovation, design, and creativity on the planet show us that each and every one of us is creative. In an incredibly entertaining and inspiring narrative that draws on countless stories from their work at IDEO, the Stanford d.school, and with many of the world's top companies, David and Tom Kelley identify the principles and strategies that will allow us to tap into our creative potential in our work lives, and in our personal lives, and allow us to innovate in terms of how we approach and solve problems. It is a book that will help each of us be more productive and successful in our lives and in our careers.
Annotation In the world of digital products, the future is difficult to predict and success requires reducing the risk of failure. This book codifies and captures a common language and process for design sprints, making them accessible to anyone, and enabling businesses and teams to build products that are successful.
The co-founder and longtime president of Pixar updates and expands his 2014 New York Times bestseller on creative leadership, reflecting on the management principles that built Pixar’s singularly successful culture, and on all he learned during the past nine years that allowed Pixar to retain its creative culture while continuing to evolve. “Might be the most thoughtful management book ever.”—Fast Company For nearly thirty years, Pixar has dominated the world of animation, producing such beloved films as the Toy Story trilogy, Finding Nemo, The Incredibles, Up, and WALL-E, which have gone on to set box-office records and garner eighteen Academy Awards. The joyous storytelling, the inventive plots, the emotional authenticity: In some ways, Pixar movies are an object lesson in what creativity really is. Here, Catmull reveals the ideals and techniques that have made Pixar so widely admired—and so profitable. As a young man, Ed Catmull had a dream: to make the first computer-animated movie. He nurtured that dream as a Ph.D. student, and then forged a partnership with George Lucas that led, indirectly, to his founding Pixar with Steve Jobs and John Lasseter in 1986. Nine years later, Toy Story was released, changing animation forever. The essential ingredient in that movie’s success—and in the twenty-five movies that followed—was the unique environment that Catmull and his colleagues built at Pixar, based on philosophies that protect the creative process and defy convention, such as: • Give a good idea to a mediocre team and they will screw it up. But give a mediocre idea to a great team and they will either fix it or come up with something better. • It’s not the manager’s job to prevent risks. It’s the manager’s job to make it safe for others to take them. • The cost of preventing errors is often far greater than the cost of fixing them. • A company’s communication structure should not mirror its organizational structure. Everybody should be able to talk to anybody. Creativity, Inc. has been significantly expanded to illuminate the continuing development of the unique culture at Pixar. It features a new introduction, two entirely new chapters, four new chapter postscripts, and changes and updates throughout. Pursuing excellence isn’t a one-off assignment but an ongoing, day-in, day-out, full-time job. And Creativity, Inc. explores how it is done.
In their first book, Ten Rules for Strategic Innovators, the authors provided a better model for executing disruptive innovation. They laid out a three-part plan for launching high-risk/high-reward innovation efforts: (1) borrow assets from the existing firms, (2) unlearn and unload certain processes and systems that do not serve the new entity, and (3) learn and build all new capabilities and skills. In their study of the Ten Rules in action, Govindarajan and Trimble observed many other kinds of innovation that were less risky but still critical to the company's ongoing success. In case after case, senior executives expected leaders of innovation initiatives to grapple with forces of resistence, namely incentives to keep doing what the company has always done--rather than develop new competence and knowledge. But where to begin? In this book, the authors argue that the most successful everyday innovators break down the process into six manageable steps: 1. Divide the labor 2. Assemble the dedicated team 3. Manage the partnership 4. Formalize the experiment 5. Break down the hypothesis 6. Seek the truth. The Other Side of Innovation codifies this staged approach in a variety of contexts. It delivers a proven step-by-step guide to executing (launching, managing, and measuring) more modest but necessary innovations within large firms without disrupting their bread-and-butter business.
"Can't get the creative juices flowing? Unstuck features 52 simple, creativity-generating projects that can fit into any lifestyle. Arranged in order of time commitment--from 30 seconds to several hours--the 52 projects can be done randomly or one per week for an entire year of creativity building. Also included are 12 artist profiles that illuminate what other successful creative people do to stay inspired and productive, along with blank journaling pages to sketch, scribble, and jot down your experiences and ideas. Roll the dice (made from the "custom inspiration dice" template in the book) and see where your creative energy takes you! www.noahscalin.com www.skulladay.blogspot.com www.makesomething365.blogspot.com"--