手册

数学

Discovery

Andrius Kulikauskas

  • ms@ms.lt
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  • My work is in the Public Domain for all to share freely.

Lietuvių kalba

Introduction E9F5FC

Understandable FFFFFF

Questions FFFFC0

Notes EEEEEE

Software

Book.20171117Gamestorming-Draft istorija

Paslėpti nežymius pakeitimus - Rodyti galutinio teksto pakeitimus

2017 lapkričio 19 d., 08:07 atliko AndriusKulikauskas -
Pridėtos 1-113 eilutės:
[[20171117Gamestorming | Paper]]

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[+Working on Draft of Presentation+]

* What is the structure in common to all games? Do they all ask and answer a question?
* What is the role of the conscious and the unconscious in serving each other?
* What is the role of joint intentionality - in each game and all together - and what maintains it?

Introduction
* I will talk about innovation games...
* These are games that we can make up...
* As an example, I will ask you for your deepest value and your investigatory question...
* My own deepest value in life is living by truth..
* My own questions are How do people behave? and How should they behave?
* In my talk today, I will show how I'm learning from real life examples of innovation games...
* I am trying to describe human experience. I think there are three languages...
* Each language establishes a shift...
** matter is shift in what happens -
** meaning is shift in what matters -
** happens is shift in what is meant -
* Compare with the three questions in a moral system...
* What should we be doing?
* Why should we be doing it? (and this is good for discovering your deepest value)
* How should we get ourselves to do it? (asking questions)

* Our goal: Creation of meaning
* Why innovation games are interesting: and this is important for managing innovation: What make us human is not our cleverness but rather our joint intentionality.
* Synchronized movement - compare groups of apes - autistic people - regular people.
* Evolution - singing, drumming, dancing, and more broadly, playing games - drove the evolution of vocal chords, human hands and upright posture.
* Ethiopian children singing and dancing https://www.youtube.com/watch?v=yr6FNKI_IfU
* Autism spectrum
* Balancing the unconscious mind (System 1 - what we know - our answer - our deepest value) and the conscious mind (what we don't know - our question).

every game is joint attention

every game is a riddle a question and an answer linked by an investigation
* sentence what do we know about the subject we know the predicate
* word what does that means it means such and such

Each game frames a context, opens up a question and gets an answer.

every game is made up of games and they all have the same structure the ways of figuring things out

* circumscribe create a game
* relax allow for a game within a game
* distill identify the meaning
* three cycle clarify the meaning
* level and metalevel ground the meaning
* six reorganizations and visualizations making sense of the meaning
* four why enter honor the purpose
* four what exit honor the result


* Consent
* Care
* Understand
* Transform
* Innovate
* Validate
* Commit

Dave Gray
* Gamestorming, "like brainstorming but with games".
* There's no direct process for creativity.
* was a book, a Collection of the Best Practices for workplace collaboration - games used in Silicon Valley since the 1970s - Xerox Park - like brothers Grimm did with fairy tales.
* Keep it simple, easy, rugged and fun to use for people at work. Only stuff you could do with the stuff in your supply cabinet - and designed for total chaos - be able to improvise quickly.

Mammals play flight. Game is more than just play. It is not just practicing life, but it is building a model of life. And there are roles which means, for example, that the captain of an imaginary boat can be anyone.

What is a game? An ideal version, toy model of life.
* Boundaries in time and space.
* Goal - objective - shared or in competition.
* Rules
* Artifacts
* Players
* Journey - go from A to B.

In innovation, (or imagination), we don't know what B looks like. A game is a possibility generator, creativity generator. Fuzzy goals - sensory tangible artifacts, emotional passion generates momentum, movement is progressive. We learn as we go along.

A play: beginning, middle and end.
* Divergent - step into the game, emergent - open up that world, convergent - climb back out of game.
* Opening: Set the stage, develop themes, stay loose, get a sense of where people want to go. Be dumb - get in touch with your ignorance. Sense what they want to do, to contribute. Light a fire - ask a question, fill in the blank.
* Explore - get physical - up and moving, try out options, experiment. Manage the altitude and speed.
* Conclusion - decision and action - the next step - focus on the artifacts, the deliverables.


* Opening and closing
* Fire starting - questions
* Artifacts
* Node generation
* Meaningful space
* Sketching and model making
* Randomness, reversal and reframing
* Improvisation
* Selection
* Try something new



[+Main ideas and new ideas+]
* Consider relationship between Gamestorming and joint intentionality...
* Consider roles of the explicit unconscious and implicit conscious
* Consider the climax, where the innovation arises
* Which of the three languages does it relate to: argumentation, verbalization, narration, or all three?

[+Notes+]


[[http://www.curthanksdesign.com | Curt Hanks]]

[[http://journals.plos.org/plosone/article?id=10.1371/journal.pone.0027344 | Ontogenetic Trajectories of Chimpanzee Social Play: Similarities with Humans]]

20171117Gamestorming-Draft


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