Observe, Mimic, Think and Revolutionise

Synopsis

Adequate problem seeking and problem solving are fundamental for creative breakthroughs in design. Creativity is enhanced in systems that nurture, recognise and validate innovation. This paper illustrates the importance of a systematic development of problem seeking methodologies within the framework of User Centered Design, combined with problem solving strategies provided by Biomimicry. A case study describing the development process of a tangible product is used to exemplify the use of both methodologies concurrently. Results suggest that radical innovation can be achieved through the iterative integration of User Centered Design and Biomimicry.



Approximately 450,000 patent applications arrive at the Patent Office in the US every year (1). It is not clear how many of those applications ever become part of a design solution that is relevant, valued, or desired by a broader population.

The importance of relevant innovation
On December 10, 1902, an inventor named Andrew Jackson Jr. applied for a patent for an invention he called "Eye-protector for chickens". The patent was recognised and awarded by the United States Patent Office less than six months later. The invention itself was in fact creative and innovative. Not only that, but the eye protector also solved the problems it was supposed to: it protected the chicken's eyes "but not with pressure sufficient to give (the chicken) pain" (6). Although Mr. Jackson was probably proud of his invention – and he should be – we could not find proof of how much his invention impacted people's lives in a positive way.

As designers, we have to make sure that we can develop a better understanding of the processes that lead us to ground-breaking and relevant ideas.

Creativity and Innovation
Von Stamm (9), when discussing the link between creativity and innovation in design, proposes that creativity - or the generation of new ideas - is only a starting point within the design process, but innovation is the application of these new ideas to current products or services. "Often 'creativity' and 'innovation' are used interchangeably.

However, there are fundamental differences. In fact, creativity is an essential building block for innovation. This is reflected in the now widely accepted definition of innovation equaling creativity plus (successful) implementation. Creativity alone, to come up with ideas, is not enough. To reap the benefits one needs to do something with it. Innovation depends basically on making the new ideas true, in other words, in implementing them". As such, Von Stamm argues that "implementation is about being organized and about using the methodological and systematic approach of a 'hare brain'. It needs to be structured and cannot be left to chance. Time is of the essence – you need to be fast."    This also suggests that a systematic approach to design not only makes the process more effective, but also efficient.

Probably one of the most prominent examples of creativity and innovation occurring concomitantly took place in 1941, when George de Mestral invented hook-and-loop fasteners. During his regular hunting trips to the mountains, De Mestral noticed that some seedpods frequently got stuck to his clothes and his dog's fur, and they wouldn't easily disentangle. The seedpod's hook-and-loop mechanism inspired him to use the same principle to develop a fastener for fabric - widely known today as Velcro (4).

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About the author

Daniel Alenquer graduated in 1995 with a degree in Communication and Marketing at the Federal University of Minas Gerais (UFMG) in Brazil. After working as an Interaction Designer and New Media Director in several companies in Brazil, he moved to the United States where he obtained a Master of Fine Arts degree in Design at the Ohio State University in 2003. Later, he founded the most prominent Interaction Design program in Brazil, held at Pontificia Universidade Catolica de Minas Gerais. For the past 10 years Alenquer has presented lectures and workshops as a visiting lecturer in several universities in Brazil, United States and Singapore. He holds a position as Lead User Experience Designer at ASUS design center in Singapore where he focuses his efforts on understanding and applying user experience and emotional design practices for steady innovation.

Daniel Alenquer
Lead User Experience Designer
ASUS Design Singapore
15A, Changi Business Park Central 1 #05-01 Eightrium
Singapore 486035
t: +65 90606940
f: +65 66228833
w: http://alenquer.mobi
e:

Carlos Alberto Montana Hoyos was born in Bogotá, Colombia. He obtained a BAID in 1997 from Javeriana University. In the past 12 years, his projects have largely focused on environmental and social aspects of design, with experience in design of packages, electric appliances, furniture, lamps, ceramics and handcrafts (in Colombia, Italy, Japan and Singapore). Several of his projects have received diverse design awards and have been exhibited in different countries, and he was recognized as one of the most influential young designers in his country in 2006. He currently works as a design consultant, writes freelance for diverse design related media, and is an Assistant Professor in the ID program of the National University of Singapore. His main research field is Biomimicry as a tool for Design for Sustainability.

Dr. Carlos Alberto Montana Hoyos
Assistant Professor
Industrial Design Program
National University of Singapore, School of Design & Environment
4 Architecture Drive
Singapore 117566
t: +65 65163525
f: +65 67793078
w: www.carlosmontana.com
e:

outcomes
Find out more about the outcomes of the City Move Icsid Interdesign 2009 in Gällivare, Sweden