Creating a culture of design research
|I recently read "Design Research: Methods and Perspectives" (Brenda Laurel, Peter Lunenfeld, Eds.). One of the chapter that I found relevant for my work is the one about Creating a Culture of Design Research by Eric Zimmerman.|
The author describes some of the strategies they took at the game development studio called "gameLab", pushing the boundaries of game companies and cultivating a "design culture". It's mostly based on 6 hints:
1. Create a space that encourages design research: "the office space we inhabit is filled to bursting with games, toys, and other play objects" 2. Build a design research library: " retail game titles, books and graphic novels, DVDs and videotapes, magazines (we have many subscriptions), board and card games, and toys of all kinds." 3. Attend and create events: "GameLab has attended films, exhibits, conferences, and other events connected to games, design, and popular culture / we also host our own design research affair" 4. Let them teach 5. Encourage side projects: "We encourage our staff to pursue personal projects." 6. Create contexts for experimentation: "from time to time we create opportunities for our staff to undertake experimental, noncommercial projects as a form of design research. "
Why do I blog this? I was looking for ideas of creative companies, especially in the game industry, I found those highlight relevant and fruitful for future projects. The idea of creating a proper environment, with a culture of design creativity is of interest to me (given that my role in various organization is too nurture designers).