Creativity Rules from Master Builder, Master Designer Thomas Heatherwick
In this month's Wired UK print magazine a superb insight into the working and creativity habits of London bus and Olympic flame designer, Thomas Heatherwick. In it, Wired's editors pull out his 'rules' for designing and making. They are a real validation of what Team NoTosh have been pulling out from our creative work and parsing through educational research, stimulating some ingenius practices in the schools with whom we work:
- QUESTION: "We have found that we tend to guide ourselves towards ideas by finding a few key questions to ask ourselves." (Tom Barrett's début book, Can Computers Keep Secrets, is all about this curiosity-mongering, and how parents and teachers can protect that curiosity for life. With schools, we want to help students ask higher order questions, and we do this through the creation of provocative generative statements).
- ZOOM IN, ZOOM OUT: "Our role is to pull right back and see something in its biggest context, but then zoom in until you're analysing the close detail, then pull back again. To never let one thing get disconnected from context and meaning." (This zoom in-out process is the purpose of a teacher-curated, student-led research or immersion phase, where it's not the pace of the class or teacher that determines what you look at next, but your interest, where it's been piqued. To pique that interest, teachers need to get savvy about planning rich immersions on the back of their provocative generative statement.)
- ELIMINATE: "You don't know what the outcome will be, but it feels like we're trying to solve a crime. You're eliminating options from your enquiries. Then you're left with something, and it's probably not what you expected." (In synthesis, using thinking tools and curative technologies such as Evernote or social bookmarking, young people can eliminate obvious solutions to problems, to see if there's an ingenious way to explore, explain or solve something.)
- MAKE: "Making is a way to do practical analysis. Anyone can relate to models. But it's not a tool for others, it's to show yourself, to make sure you're not fooling yourself." (Kids who 'prototype' one or two versions of their work aren't prototyping at all. Kids whose early prototypes are graded, assessed too early by their peers or teachers, don't have a chance to show themselves whether their ideas stand up. They need more than a few goes at getting things right, and several of those attempts have to be made for the purposes of self-assessment above all.)
If you want to learn more about how my team and I are putting design thinking into action in schools (beyond the shop class and post-it note facile stuff that you find on your average "design thinking education" Google search), then check out our NoTosh Lab, or 'Like' our Facebook page to get some regular updates from the schools, creative cos, hospitals, Governments and agencies with whom we're working around the world.