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[阅读小分队] 【Native Speaker每日综合训练—31系列】【31-08】文史哲

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楼主
发表于 2014-1-26 23:08:35 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
Part I:   Speaker

John Hockenberry: We are all designers

[Rephrase 1]


[Dialog: 19'44]



Source:
TED
http://www.ted.com/talks/john_hockenberry_we_are_all_designers.html

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沙发
 楼主| 发表于 2014-1-26 23:08:36 | 只看该作者
Part II:   Speed

PRACTICE Makes Better: Self-Improvement Through Game Design
Posted on November 21, 2013 by Ben



[Time 2]

“How do you let people betray each other?”

“How do you handle gay marriage?”

“How do you get people to want to play?”

No, the above aren’t results from a Google auto-complete gone wrong. These were just a few of the questions posed at the Open Problems session at PRACTICE: Game Design in Detail, the NYU Game Center’s annual game design conference held last week. Now in its third year, the weekend conference brings together game designers working in digital games, analog games, and other disciplines of design for a series of in-depth discussions about game design.
Despite talks by name-brand designers like Warren Spector, Michael Brough and Sean Vanaman on emergent narrative, designing experimental games and postmortems on past successes, it was the Open Problems session that truly made the event special.
Between sessions, conference staff set up games referred to in the talks so attendees could contrast the actual game with the speakers’ thoughts.

At Open Problems, designers bring design issues they’re wrestling with to the assembled brain trust for on-the-spot input, and it was at this year’s session that I realized a core truth: Much more so than other mediums, the practice of game design is about relentless, accelerated self-improvement.
Where the writer might have an editor or a group of readers, the sculptor might show works-in-progress to a select few, and the filmmaker might screen a rough cut for production staff, the game designer aims to get a project in front of as many people as possible as soon as possible to test his or her assumptions against reality.

Less subjective than most authored media, the interactive nature of games helps illustrate objective truths through testing.
For example: If players keep running by the exit door and missing it, it’s highly likely that you need to make a change to make the door stand out more.
Only by embracing these truths and changing, bit by bit, can a game improve enough to fulfill its intended function better than it did before.


[340 words]

[Time 3]

The Truths Are Out There

Of course, the search for ways to improve the self-improvement process is not limited to game design and development. The opening talk of the conference, “B-boy Jams: The History and Organization of Breakdance Competitions,” gave attendees a crash course in the history of Hip Hop with regard to breakdancing as well as a new lens through which to consider issues of design.

Yes, the struggling NYC breakdance scene is kind of similar to the equally-small competitive fighting game circuit, as one attendee pointed out. Yes, rule variants for breakdance battles inherently involve aspects of design that aren’t common to video games – like the skill of the contenders, the high level of braggadocious posturing inherent to the activity and the need to keep spectators entertained.

Yes, the design of the events themselves may be a way to enable faster growth for the breakdancing scene – and yes, this would be game design at work.
At the conference’s closing session, involving a – you guessed it – group feedback dialog on what attendees liked, didn’t like, and would like to see next year, there was a clear push for more outside perspectives.

The crowd called for theatrical designers, breakdancers, urban planners, industrial designers and more voices outside traditional game design to share their experiences. Of how they can touch people in their own disciplines, even if they share little in common with traditional games.

The suggestions went on and on. As if by unspoken consensus, the group made it clear: they were hungry for more perspectives than what games themselves had to offer. Hungry to become more informed in what the world had for them.

“Theme park designer,” someone said. “Playground designer,” someone else said.

How many more occupations could we name? How many other perspectives would we want to hear from?

It was almost as if the search for self-improvement, itself, had become a game.


[316 words]

Source: dashjump
http://www.dashjump.com/practice-self-improvement-game-design/

75 Creativity Quotes
by MARELISA



[Time 4]

Creativity quotes can inspire us to get started on our creative endeavors, whether it’s writing a screen play, putting together a presentation for a client, or simply being more creative in everyday life. Here, then, are 75 creativity quotes to get your creative juices flowing.

1. “There is no doubt that creativity is the most important human resource of all. Without creativity, there would be no progress, and we would be forever repeating the same patterns.” — Edward de Bono

2. “There is only one of you in all time, this expression is unique. And if you block it, it will never exist through any other medium and it will be lost.”  — Martha Graham

3. “Creativity is thinking up new things. Innovation is doing new things.” — Theodore Levitt

4. “A new idea is delicate. It can be killed by a sneer or a yawn; it can be stabbed to death by a quip and worried to death by a frown on the right man’s brow.”  — Charles Brower

5. “When we engage in what we are naturally suited to do, our work takes on the quality of play and it is play that stimulates creativity.” –  Linda Naiman

6. “The creative is the place where no one else has ever been. You have to leave the city of your comfort and go into the wilderness of your intuition. What you’ll discover will be wonderful. What you’ll discover is yourself.” — Alan Alda

7. “It is better to have enough ideas for some of them to be wrong, than to be always right by having no ideas at all.” — Edward de Bono

8. “A painter told me that nobody could draw a tree without in some sort becoming a tree; or draw a child by studying the outlines of its form merely . . . but by watching for a time his motions and plays, the painter enters into his nature and can then draw him at every attitude . . .” — Ralph Waldo Emerson


[330 words]

[Time 5]

9. “Genius means little more than the faculty of perceiving in an unhabitual way.” — William James

10. “The creative person wants to be a know-it-all. He wants to know about all kinds of things-ancient history, nineteenth century mathematics, current manufacturing techniques, hog futures. Because he never knows when these ideas might come together to form a new idea. It may happen six minutes later, or six months, or six years. But he has faith that it will happen.” — Carl Ally

11. “Creativity is inventing, experimenting, growing, taking risks, breaking rules, making mistakes, and having fun.” — Mary Lou Cook

12. “You can’t wait for inspiration, you have to go after it with a club.” — Jack London

13. “Every artist dips his brush in his own soul, and paints his own nature into his pictures.” — Henry Ward Beecher

14. “The key question isn’t “What fosters creativity?” But it is why in God’s name isn’t everyone creative? Where was the human potential lost? How was it crippled? I think therefore a good question might be not why do people create? But why do people not create or innovate? We have got to abandon that sense of amazement in the face of creativity, as if it were a miracle if anybody created anything.” — Abraham Maslow

15. “Nothing is done. Everything in the world remains to be done or done over. The greatest picture is not yet painted, the greatest play isn’t written, the greatest poem is unsung. There isn’t in all the world a perfect railroad, nor a good government, nor a sound law. Physics, mathematics, and especially the most advanced and exact of the sciences are being fundamentally revised. . . Psychology, economics, and sociology are awaiting a Darwin, whose work in turn is awaiting an Einstein.” — Lincoln Steffens
[296  words]

[Time 6]

16. “The world is but a canvas to the imagination.”  — Henry David Thoreau

17. “We have come to think of art and work as incompatible, or at least independent categories and have for the first time in history created an industry without art.”  — Ananda K. Coomaraswamy

18. “So you see, imagination needs moodling – long, inefficient, happy idling, dawdling and puttering.”  — Brenda Ueland

19. “Creativity is… seeing something that doesn’t exist already. You need to find out how you can bring it into being and that way be a playmate with God.” — Michele Shea

20. “The most potent muse of all is our own inner child.”
– Stephen Nachmanovitch

21. “As competition intensifies, the need for creative thinking increases. It is no longer enough to do the same thing better . . . no longer enough to be efficient and solve problems” — Edward de Bono

22. “Listen to anyone with an original idea, no matter how absurd it may sound at first. If you put fences around people, you get sheep. Give people the room they need.” — William McKnight, 3M President

23. “Everyone who’s ever taken a shower has had an idea. It’s the person who gets out of the shower, dries off and does something about it who makes a difference.” — Nolan Bushnell

24. “All great deeds and all great thoughts have a ridiculous beginning.” — Albert Camus

25. “You write your first draft with your heart and you re-write with your head. The first key to writing is to write, not to think.” — Sean Connery

26. “Around here, however, we don’t look backwards for very long. We keep moving forward, opening up new doors and doing new things, because we’re curious… and curiosity keeps leading us down new paths.” — Walt Disney

27. “God is really another artist. He invented the giraffe, the elephant and the cat. He has no real style. He just goes on trying other things.” — Pablo Picasso
28. “To draw, you must close your eyes and sing.” — Pablo Picasso

29. “A rock pile ceases to be a rock pile the moment a single man contemplates it, bearing within him the image of a cathedral.” — Antoine de Saint-Exupéry

30. “The wastebasket is a writer’s best friend.” — Isaac Bashevis Singer
[370  words]
Check the rest from the website below

Source: daringtolivefully
http://daringtolivefully.com/creativity-quotes

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板凳
 楼主| 发表于 2014-1-26 23:08:37 | 只看该作者
Part III:   Obstacle

Can Anybody Be a Designer?
By ALICE RAWSTHORN
Published: October 2, 2011



[Paraphrase 7]

LONDON — What do the following have in common? A bucket made out of a basketball? The programming code for a computer virus? An inexpensive prosthetic leg? The logistical plan for a political protest in Cairo? A barcode illustrating a gorilla’s DNA? A cramped metal cage converted into a makeshift home?

The answer is that they are all identified as unsung examples of design in “Unnamed,” an exhibition running through Oct. 23 at the Gwangju Design Biennale in South Korea. Curated in absentia by the Chinese artist and political activist Ai Weiwei, who was imprisoned during the final phase of research and banned from leaving China to participate in the installation, “Unnamed” explores the role of design in projects with which it would not traditionally have been associated. The show argues that design is not solely the preserve of professional designers but can also be the work of scientists, activists, computer programmers, hackers and anyone else who applies ingenuity, originality, strategic thinking and other qualities that are indispensable to good design.
The concept of design as a fluid, instinctive process, open to everyone, is increasingly popular. Some of the projects in “Unnamed” also feature in other current design shows, including “Talk to Me” at the Museum of Modern Art in New York and “Power of Making” at the Victoria & Albert Museum in London. The thinking behind “open design” sounds sensible, as well as being generous and inclusive, but what are its implications? Is there anything to be gained by redefining things that have long been described, seemingly successfully, as scientific, political, technological or just plain resourceful as design? And could anything be lost by doing so?

Historically, design was wholly fluid, instinctive and usually anonymous. The word “design” comes from the Latin verb “designare,” which meant to trace, describe and plan. But the process we now recognize as design was practiced long before, whenever prehistoric men and women sought to improve their surroundings: say by making a clay bowl to drink from, rather than cupping their hands.

The first definition of “design” in the Oxford English Dictionary is dated 1548, as a verb meaning to “indicate” or “designate.” Nearly a century later, “design” was identified in a professional context as “a preliminary sketch for a work of art: the plan of a building, or part of it.” Since the start of the Industrial Revolution in the late 1700s, design’s professional role has expanded incessantly and numerous disciplines have surfaced: graphics, product, software, transport, multimedia and so on. The word “design” has remained both a noun and a verb, and retained its original instinctive meaning, but has been used primarily in a commercial context.

Over the years, a growing number of designers have objected to the commercial dominance of design. They argue that although commercialization has made design appear more important by giving it a particular status, it has also constrained it by limiting designers to designated roles. The same restrictions, or so they claim, prevent society from recognizing design’s potential to tackle substantial social, political and environmental challenges.

The maverick American designer-inventor-architect-engineer R. Buckminster Fuller mounted this argument as long ago as the 1920s. Later he proposed the creation of a new genre of “comprehensive designer” charged with anticipating future needs and organizing resources for everyone’s benefit. Fuller also called for the years from 1965 to 1975 to be designated the “World Design Science Decade.”

His plans didn’t quite come off (nor did his proposals for a floating city and flying car) but Fuller’s vision of a more meaningful role for design has endured. His influence is evident in “Massive Change,” a series of publications, exhibitions and debates begun by the Canadian designer Bruce Mau in 2004. Similar themes have since been explored elsewhere. The argument in favor of expanding the definition of design beyond its professional application is now broadly accepted (despite the efforts of a grumpy bunch of old-school design “professionals” to rebuff it) but to what end?

One benefit is that the once anonymous designers of ingenious devices like the basketball-cum-bucket can finally be celebrated. It would seem churlish to ignore them, though I wonder how scientists and computer programmers feel about being hailed as “designers.” Possibly like a physicist friend who, after being congratulated by a sculptor on “really being an artist,” said: “Thank you, but I’m happy being a scientist.”

Another benefit, at least for designers, is that they should be able to work more widely, say, by addressing social problems or being integrated into scientific research programs. The old-school grumps complain that this will de-professionalize design, but “open” designers are willing to risk that for the chance to tackle challenging issues. They also argue that society as a whole stands to gain from more extensive use of design. As social design groups, like Participle and Project H, have demonstrated, applying elements of the design process can help to find more effective ways of caring for the elderly and motivating young people.

A possible problem with accepting an open-ended definition of design is deciding where to draw the line. Otherwise just about anything with a whiff of creativity, lateral thinking, innovation or any other characteristics of design can be deemed to be “designed.” If you follow a recipe when cooking, you cannot claim to be “designing the food,” but you could if you improvise. The critical question is whether the food will taste better? Will design’s inclusion in the development process make a positive difference?

If not, “open design” risks seeming pointless. But the successful social design projects have proved that design can be useful in that field. And when it comes to scientific research, specialist knowledge is undoubtedly the most important factor, but the involvement of designers can help to identify constructive applications for the results. As for the food, will it be tastier if the cook is bolder and more imaginative? Not necessarily, but maybe.
[982  words]


Source: the nytimes
http://www.nytimes.com/2011/10/03/arts/design/can-anybody-be-a-designer.html?pagewanted=2&_r=2&&%2359;pagewanted=all?src=tp

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地板
发表于 2014-1-26 23:15:53 | 只看该作者
沙发!哈哈  谢谢penny

Speaker
bad design: not thinking
good: supplying intent
wheelchair with light: the difference is intent, changes the picture completely, covering the tragic tone with something different
we are supposed to act with intent. do things by design.
react to the given
an object in built with intent: it has power, it's treasure, we are drawn to it
w/o intent: random, imitative, piece of junk
Live with intent!
John had no option, but to make up, he lived by design, covering the original with something better.

Speed
Time2: 2:11:14 340
The practice of games design is about self-improvement. Games helps illustrate objective truths through testing.
Time3: 2:04:80 316
The search for ways to improve the self-improvement process is not limited to game design and development, but the search for self-improvement became a game.
Time4: 1:44:47 330
Time5: 1:39:83 296
Time6: 1:58:22 370
Thirty quotes about the definition and the importance of creativity and some encouragement to be creative.

Obstacle 7:24:45 982
Design is not limited to professional designers, but can be the work of anyone who applies ingenuity, originality, strategic thinking and other qualities that are indispensable to good design.
The author introduces the definition and the development of design.
The open-ended definition of design brings some benefits, but where should we draw the line?
5#
发表于 2014-1-26 23:25:04 | 只看该作者
占座!!!!!
Speaker: Design--a life with intent!
Time 1: 2'01''
Time 2: 1'40''
Time 3: 1'34'' Good qutos, love it!
Time 4: 1'35'' Nice, bravo!
Time 5: 1'54'' I love this sentence--You write your first draft with your heart and you re-write with your head. The first key to writting is the write, not to think.
Obstacle: 5'46''
6#
发表于 2014-1-26 23:25:37 | 只看该作者
Nite~.               Thx, penny~
---------------------------------------------------------------------------------------
Speaker:
JH brings us a calibre for design. That is to design with intent. His dad has ever influenced him a lot and given him a lot of advice about design.       P.S. I don't totally agree with his opnion about the definition of a good design. A design with intent may be just the first basic step of a real design. JH surely told the audience a moving story about the special relationship between he and his father, but there's still a long way to the real beautiful design.
7#
发表于 2014-1-26 23:39:57 | 只看该作者
又没有沙发了5555感谢Penny

Speaker:Good design supply intent.Design is a kind of universal language.People may suppose to do sth by design and internt.Life with intent and design will be better one.The speaker learnt a lot from his father and loves him.

01:51
Only by embracing these truths and changingcan a game improve enough to fulfill its intended function better than it did before.

01:34
The self-improvement process is not limited to game design and search for self-improvement becomes a game.

01:20
01:28
01:43
30 quotes about creativity.

06:12
Main Idea:Everyone can be a designer since the defination of design has changed.
Design now is not only preserve of professional designers,but everyone can be a designer.
The concept of design is a fluid instinctive process.But the defination of design was changin with the time goes by.
Now it opens to everyone,if redefining old things can also be a kind of design.
The meaning of design is was an argument,and now one argument wants to expand the defination of design.
Obviously the expandation may bring many benefits and problems.And it seems that the risk is pointless.
8#
发表于 2014-1-27 00:02:22 | 只看该作者
占坑~~谢谢Penny~~
最近每天回来都好晚。。。。
混乱的生物钟略自责,总觉得寒假该干点什么.....
可是不知不觉
寒假快过一半了  = = +
Speaker:

bad design --people didn't think
Adding intend can really make a difference.
Speed:
Time2:1'26
Through various examples to prove that we must embrace the truths and
keep improving ourselves bit by bit.
Time3:1'02
We find out the way to improve the self-improvement process, even by
doing this research.
Time4:0'56
Time5:0'48
Time6:1'13
THX for sharing~~
My favorite one is
There is only one for you in all time, this expression is unique.
Obstacle:6'35
Everyone can be a designer.
9#
发表于 2014-1-27 06:50:57 | 只看该作者
Speaker
His dad said good designer is for intent
wheels inlfuenced speaker's life
Design element reflect designer's intent
intent is very importn to vaule people's behavior
human life needs an intent

Speed
1-- 01:57 340words
Much more so than other mediums, the practice of game design is about relentless, accelerated self-improvement

2-- 01:50 316words
Hungry to become more informed in what the world had for them.

3-- 01:19 330words
Letters about creativity

4--01:28 296words
Letters about creativity

5--01:45 370words
Letters about creativity
The one I like--Curiosity keeps leading us down new paths

Obstacle
05:46 982words
Definition of designer and relative influences
10#
发表于 2014-1-27 07:43:26 | 只看该作者
2’28
The NYU Game Center’s annual game design conference held last week, brings together game designers working in different types of game.
2’16
The search for ways to improve the self-improvement process is not limited to game design and development.
Those designers want more and more information than the game itself can offer.
2’10
The article mentioned some quotes about creativity.
1’57
Quotes from NO. 9 to NO.15.
2’24
7’01
How the definition of design comes from?
Designers should not be limited in the field of commerce. And the definition of design ought to beyond its application. (2 benefits)
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