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So, who got more than five circles figured out?
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ã§ã¯ã 5å以äžã§ãã人㯠ïŒ
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Hopefully everybody? More than 10?
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ããããçããã§ããããã§ã¯10åä»¥äž ïŒ
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Keep your hands up if you did 10.
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10åäœã£ã人ã¯ãæãæããŠãã ããã
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15? 20? Anybody get all 30?
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15å ïŒ 20å ïŒ 30åå
šéšã®äºº ïŒ
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No? Oh! Somebody did. Fantastic.
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ããã£ ïŒ åºæ¥ã人ãããŸãããçŽ æŽããã
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Did anybody to a variation on a theme? Like a smiley face?
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äœãã®ããŒãã«æ²¿ã£ãŠãã£ãäººã¯ ïŒ äŸãã°ãã³ãã³é¡ã«
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Happy face? Sad face? Sleepy face? Anybody do that?
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åãã é¡ãæ²ããé¡ãç ãããªé¡ãšèšãå
·å㫠⊠誰ãããŸãã ïŒ
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Anybody use my examples? The sun and the football?
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ç§ã®äŸã䜿ã£ãäººã¯ ïŒ å€ªéœãšããµãã«ãŒããŒã«ãšã ïŒ
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Great. Cool. So I was really interested in quantity.
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çŽ æŽããããããã§ã¯éãéèŠã§
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I wasn â t actually very interested in whether they were all different.
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å®é1ã€1ã€ãéã£ãŠããããšã¯æ±ããŠããŸãã
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I just wanted you to fill in as many circles as possible.
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åºæ¥ãã ãå€ãåããã åããŠã»ããã£ãã ããªã®ã§ã
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And one of the things we tend to do as adults, again, is we edit things.
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倧人ã«ãªã£ãŠããããã«ãªãã®ã¯ãç·šéã§ã
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We stop ourselves from doing things.
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èªåã§äœãããã®ãæ¢ãã
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We self-edit as we â re having ideas.
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ã¢ã€ãã¢ãæµ®ããã§ãèªå·±æ€é²ããŠããŸã
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And in some cases, our desire to be original is actually a form of editing.
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ãããŠãå€ãã®å Žåãç§éããªãªãžãã«ã§ãããããšæã顿ããå®éã¯ãã®ç·šéã®äžç«¯ãªã®ã§ã
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And that actually isn â t necessarily really playful.
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å®éããã¯ãããªã«éã³ã®ããã«èŠããªããããããŸãã
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So that ability just to go for it and explore lots of things, even if they don â t seem that different from each other, is actually something that kids do well, and it is a form of play.
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é 匵ã£ãŠãã£ãŠã¿ãŠãå€ãã®ããšãäŸãäºãã«ããéã£ããã®ã§ãªããŠãæ¢æ±ãããšããèœåã¯åäŸãã¡ã®é·ããŠããç¹ã§ãããã¯äžçš®ã®éã³ãªã®ã§ã
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So now, Bob McKim did another version of this test in a rather famous experiment that was done in the 1960s.
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ããŠããããããã ã¯1960幎代ã«ããã®å¥ããŒãžã§ã³ã§å°ãæåãªå®éšãè¡ããŸãã
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Anybody know what this is? It â s the peyote cactus.
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ãããäœã ãåãããŸãã ïŒ ããã¯ããšãŒããµããã³ãšåŒã°ããæ€ç©ã§ã
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It â s the plant from which you can create mescaline, one of the psychedelic drugs.
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ãã®æ€ç©ããã¯ã¡ã¹ã«ãªã³ãšåŒã°ããå¹»èŠäœçšããã€æåãæœåºãããŸã
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For those of you around in the '60s, you probably know it well.
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60幎代ãç¥ã£ãŠããæ¹ãªããåç¥ã§ããã
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McKim published a paper in 1966, describing an experiment that he and his colleagues conducted to test the effects of psychedelic drugs on creativity.
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ãããã ã¯ä»²éãšå
±ã«è¡ã£ãè¬ç©ã®åµé æ§ãžã®åœ±é¿ã«é¢ããå®éšã«ã€ããŠè«æã1966幎ã«çºè¡šããŸãã
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So he picked 27 professionals â they were engineers, physicists, mathematicians, architects, furniture designers even, artists â and he asked them to come along one evening, and to bring a problem with them that they were working on.
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åœŒã¯æ§ã
ãªåéã®å°éå®¶27人ãéžã³ãŸãããšã³ãžãã¢ãç©çåŠè
ãæ°åŠè
ã建ç¯å®¶å®¶å
·ãã¶ã€ããŒãã¢ãŒãã£ã¹ããªã©ã§ãããæ©ã«åœŒããéã圌ããåãçµãã§ãã課é¡ãæã£ãŠããŠããããŸãã
|
He gave each of them some mescaline, and had them listen to some nice, relaxing music for a while.
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ãããã ã¯è¢«éšè
ã«ã¡ã¹ã«ãªã³ãäžãå°ãã®éããªã©ãã¯ã¹åºæ¥ã鳿¥œãèããŠããããŸãã
|
And then he did what â s called the Purdue Creativity Test.
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ããã§åœŒã¯ããããããŒãã¥ãŒã¯ãªãšã€ãã£ããã£ãã¹ããšåŒã°ãããã¹ããè¡ããŸãã
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You might know it as, "" How many uses can you find for a paper clip? "" It â s basically the same thing as the 30 circles thing that I just had you do.
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äŸãã°ãããŒããŒã¯ãªããã®ä»ã®äœ¿çšæ³ãããã€èãã€ãã ïŒ ãªã©ã§ãå
ã»ã©è¡ã£ããã 30ã®åãã¹ãããšåºæ¬çã«ã¯åããã¹ãã§ã
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Now, actually, he gave the test before the drugs and after the drugs, to see what the difference was in people â s facility and speed with coming up with ideas.
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圌ã¯ãè¬ç©æçšåãšæçšåŸã«ãããããã¹ããè¡ã被éšè
ã®ã¢ã€ãã¢ã®çºæ³åãšã¹ããŒãéãã調ã¹ãŸãã
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And then he asked them to go away and work on those problems that they â d brought.
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ãã®åŸã圌ãã«æã£ãŠãã課é¡ã«åãçµãããã«èšããŸãã
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And they â d come up with a bunch of interesting solutions â and actually, quite valid solutions â to the things that they â d been working on.
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圌ãã¯èªåã®èª²é¡ã«å¯Ÿãè峿·±ãåæã«æå¹ãªã¢ã€ãã¢ãããããæãã€ããŸãã
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So it was a pretty successful evening.
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ãã®å€ã¹ã¯å€§æåã§ãã
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In fact, maybe this experiment was the reason that Silicon Valley got off to its great start with innovation.
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ããããããšããã®å®éšã¯ã·ãªã³ã³ãã¬ãŒãã€ãããŒã·ã§ã³ã«ãã£ãŠèºé²ããããšã«é¢ä¿ãããã®ãããããŸãã
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We don â t know, but it may be.
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誰ãåãããŸããã
|
We need to ask some of the CEOs whether they were involved in this mescaline experiment.
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CEOãã¡ã«ãã®å®éšã«åå ãããã©ããèããªããŠã¯ãããŸããã
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But really, it wasn â t the drugs that were important; it was this idea that what the drugs did would help shock people out of their normal way of thinking, and getting them to forget the adult behaviors that were getting in the way of their ideas.
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ããããããã§è¬ç©èªäœã¯éèŠã§ã¯ãããŸããè¬ç©ã¯ãã 圌ããæ®æ®µã®èãæ¹ããæãåºãå©ããããã®ã§ããããŠãã¢ã€ãã¢ã®çºæ³ãéªéããå€§äººã®æ¯ãèããå¿ããããã®ã§ã
|
But it â s hard to break our habits, our adult habits.
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ããããç§éã®ç¿æ
£ãã€ãŸã倧人ã®ç¿æ
£ãå€ããããšã¯éåžžã«é£ãããã®ã§ã
|
At IDEO we have brainstorming rules written on the walls.
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IDEOã§ã¯ãç§éã¯ãã¬ã€ã³ã¹ããŒãã³ã°ã®ã«ãŒã«ãå£ã«æžããŠãããŸã
|
Edicts like, "" Defer judgment, "" or "" Go for quantity. "" And somehow that seems wrong.
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äŸãã°ããå€æãæ§ãããã§ãããšããéãæ±ããããªã©ã§ãå€ã«èŠãããããããŸãã
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I mean, can you have rules about creativity?
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åµé æ§ã«ããããã«ãŒã«ãªããŠããã®ã ïŒ
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Well, it sort of turns out that we need rules to help us break the old rules and norms that otherwise we might bring to the creative process.
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ããããå€ãã«ãŒã«ãèŠç¯ãç§ãã¡ã®åµé ããã»ã¹ã«å
¥ã蟌ãã®ãé²ãããã«ã¯ã«ãŒã«ãå¿
èŠã ãšããããšãåãããŸãã
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And we â ve certainly learnt that over time, you get much better brainstorming, much more creative outcomes when everybody does play by the rules.
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ç§éãåŠãã ã®ã¯ã«ãŒã«ã«æ²¿ã£ãŠéã¶ããšã§ãã¬ã€ã³ã¹ããŒãã³ã°ãåµé çãªçµæãããã£ãšè¯ããã®ã«ãªããšããããšã§ã
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Now, of course, many designers, many individual designers, achieve this is in a much more organic way.
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ãã¡ãããå€ãã®ãã¶ã€ããŒã¯ãã£ãšç·©ãããªåœ¢ã§ãããè¡ã£ãŠããŸã
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I think the Eameses are wonderful examples of experimentation.
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å®éšãšããããšã«é¢ããŠã€ãŒã ãºã¯çŽ æŽãããäŸã§ã
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And they experimented with plywood for many years without necessarily having one single goal in mind.
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圌ãã¯é·ãéãã¯ã£ãããšããç®æšãæããããŠããã€æ¿ã§å®éšãç¹°ãè¿ããŸãã
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They were exploring following what was interesting to them.
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圌ãã¯è峿·±ããšæããã®ãæ¢æ±ããŠããã®ã§ã
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They went from designing splints for wounded soldiers coming out of World War II and the Korean War, I think, and from this experiment they moved on to chairs.
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圌ãã¯ç¬¬äºæ¬¡äžç倧æŠãæé®®æŠäºæã®è² å·ããå
µå£«ã®ããã®æ·»ãæšããã¶ã€ã³ããçµéšããæ€
åãžãšçæ³ãç§»ããŠãã£ãã®ã§ã
|
Through constant experimentation with materials, they developed a wide range of iconic solutions that we know today, eventually resulting in, of course, the legendary lounge chair.
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çŽ æã®å®éšãçµ¶ããç¶ããäžã§ç§ãã¡ã仿¥ç¥ã£ãŠããç¬ç¹ãªè£œåãåºãéçºãæçµçã«ã¯ããã®äŒèª¬ç㪠â ã©ãŠã³ãžãã§ã¢ãçãã ã®ã§ã
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Now, if the Eameses had stopped with that first great solution, then we wouldn â t be the beneficiaries of so many wonderful designs today.
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ããã€ãŒã ãºããã®æåã®çŽ æŽãããã¢ã€ãã¢ã«æºè¶³ããŠããŸã£ãŠãããç§éã¯ä»æ¥ã®å€ãã®èŠäºãªãã¶ã€ã³ã®æ©æµãåŸãããšãåºæ¥ãªãã£ãã§ããã
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And of course, they used experimentation in all aspects of their work, from films to buildings, from games to graphics.
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ãããŠã圌ãã¯ã©ããªå Žé¢ã§ãå®éšãçšããŸãã建ç©ããæ ç»ãã°ã©ãã£ãã¯ã¹ããã²ãŒã ã«ããããŸã§
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So, they â re great examples, I think, of exploration and experimentation in design.
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ãããã¯ããã¶ã€ã³ã«ãããæ¢çŽ¢ãšå®éšã®å®äŸãã®ãã®ã§ã
|
Now, while the Eameses were exploring those possibilities, they were also exploring physical objects.
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ã€ãŒã ãºã¯ããããã£ãå¯èœæ§ãæ¢çŽ¢ããŠããäžæ¹ã§ç©è³ªçãªãã®ãæ¢çŽ¢ããŠããã®ã§ã
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And they were doing that through building prototypes.
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ãããã¿ã€ããçµã¿ç«ãŠãããšã§åžžã«æ¢çŽ¢ãããŸãã
|
And building is the next of the behaviors that I thought I â d talk about.
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ãããŠãã®çµã¿ç«ãŠããšããè¡åã«ã€ããŠã次ã«ã話ãããŸã
|
So the average Western first-grader spends as much as 50 percent of their play time taking part in what â s called "" construction play. "" Construction play â it â s playful, obviously, but also a powerful way to learn.
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ãšãŒãããã®å¹³åçãªïŒå¹Žçã¯éã³æéã®50% ãäœããäœãéã³ã«è²»ãããŸãäœãéã³ãšããã®ã¯ããã¡ããéã³ã§ããåæã«åŠç¿ã«ãããŠéåžžã«æå¹ãªããŒã«ã§ã
|
When play is about building a tower out of blocks, the kid begins to learn a lot about towers.
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ç©ã¿æšã§ã¿ã¯ãŒãçµã¿ç«ãŠããšãåäŸã¯ã¿ã¯ãŒã«ã€ããŠå€ããåŠã³ãŸã
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And as they repeatedly knock it down and start again, learning is happening as a sort of by-product of play.
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厩ããŠã¯äœãçŽãã®ãäœåºŠãç¹°ãè¿ãäžã§éã³ã®å¯ç£ç©ã®æ§ãªãã®ãšããŠåŠç¿ãè¡ãããŸã
|
It â s classically learning by doing.
|
ããã¯å
žåçãªè¡åã«ããåŠç¿ãªã®ã§ã
|
On one of his earliest projects, the team was kind of stuck, and they came up with a mechanism by hacking together a prototype made from a roll-on deodorant.
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åœŒã®æåã®ããã®ãããžã§ã¯ãã®äžã€ã§ãããŒã ã¯è¡ãè©°ãŸã圌ãã¯ããŒã«ãªã³åŒã®ããªãã©ã³ããããããã¿ã€ããäœãåºããŸãã
|
Now, that became the first commercial computer mouse for the Apple Lisa and the Macintosh.
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ãããŠãããã¯Appleã®ãªãµãšãããã³ããã·ã¥ã®æåã®åçšã®ããŠã¹ãšãªã£ãã®ã§ã
|
So, they learned their way to that by building prototypes.
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圌ãã¯ãããã¿ã€ãã«ããããã®ããã€ã¹ãçã¿åºãæ¹æ³ãæãã€ããã®ã§ã
|
Another example is a group of designers who were working on a surgical instrument with some surgeons.
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ãã®ä»ã®äŸãšããŠãå€ç§å»ãšå
±ã«æè¡åšå
·ã®éçºã«æºãã£ããã¶ã€ããŒã®ã°ã«ãŒãã§ã
|
They were meeting with them; they were talking to the surgeons about what it was they needed with this device.
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圌ãã¯å€ç§å»ãã¡ãšäŒã£ãŠãå€ç§å»ãã¡ã«ãã®åšå
·ã«äœãå¿
èŠãå°ããŸãã
|
And all of a sudden a productive conversation was happening about design around a tangible object.
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æã«åãããã®ãå·¡ã£ãŠæ¥ã«ãã¶ã€ã³ã«ã€ããŠã®çç£çãªäŒè©±ã掻çºã«è¡ãããããã«ãªã£ãã®ã§ã
|
And in the end it turned into a real device.
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ãããŠæåŸã«ã¯å®éã«å»çåšå
·ãšãªã£ãã®ã§ã
|
And so this behavior is all about quickly getting something into the real world, and having your thinking advanced as a result.
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ãã®è¡åã¯çŽ æ©ãäœããå®éã«äœã£ãŠã¿ãŠçµæãšããŠèããåé²ãããã®ã§ã
|
At IDEO there â s a kind of a back-to-preschool feel sometimes about the environment.
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IDEOã®è·å Žç°å¢ã«ã¯å¹Œçšåã«æ»ã£ããããªé°å²æ°ããããŸã
|
The prototyping carts, filled with colored paper and Play-Doh and glue sticks and stuff â I mean, they do have a bit of a kindergarten feel to them.
|
ãããã¿ã€ãã³ã°ã®éå
·ç®±ã«ã¯è²ã®ã€ããçŽãç²åãã¹ãã£ãã¯ã®ããšãã§ãã£ã±ãã§ãã€ãŸãããããã¯äœããã幌çšåã®æèŠãçã¿åºãã®ã§ã
|
But the important idea is that everything â s at hand, everything â s around.
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ããããéèŠãªã®ã¯å
šãŠãæã®å±ãäœçœ®ã«ããããšã§ã
|
So when designers are working on ideas, they can start building stuff whenever they want.
|
ãã¶ã€ããŒãã¢ã€ãã¢ãç·Žã£ãŠãããšããã€ã§ãäœããäœãå§ããããšãåºæ¥ãã®ã§ã
|
They don â t necessarily even have to go into some kind of formal workshop to do it.
|
ãããã¯å¿
ãããã¡ãããšããäœæ¥éšå±ã«è¡ãå¿
èŠã¯ãªãã®ã§ã
|
And we think that â s pretty important.
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ç§éã¯ããããšãŠãéèŠã ãšèããŠããŸã
|
And then the sad thing is, although preschools are full of this kind of stuff, as kids go through the school system it all gets taken away.
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ãããæ²ããããšã«å¹Œçšåã§ã¯ãã®ãããªéå
·ã§ãã£ã±ããªã®ã«ãæè²ã·ã¹ãã ãé²ãã«ã€ããŠãããã¯ç¡ããªã£ãŠããã®ã§ã
|
They lose this stuff that facilitates this sort of playful and building mode of thinking.
|
éã³åœ¢åŒãçµã¿ç«ãŠåœ¢åŒã®èãæ¹ãä¿é²ãããããã®éå
·ããåäŸãã¡ã¯å€±ã£ãŠããŸãã®ã§ã
|
And of course, by the time you get to the average workplace, maybe the best construction tool we have might be the Post-it notes. It â s pretty barren.
|
ããããŠãå¹³åçãªè·å Žã«å°±ãé ã«ã¯ç§éã«ãšã£ãŠäžçªããäœãããã®éå
·ã¯ Post-itããŒãã«ãªãã®ã§ããããããã¯å³æ°ãªã
|
But by giving project teams and the clients who they â re working with permission to think with their hands, quite complex ideas can spring into life and go right through to execution much more easily.
|
ãããžã§ã¯ãããŒã ãšã¯ã©ã€ã¢ã³ããäžç·ã«ãªã£ãŠæã§èããããšã«ãã£ãŠè€éãªã¢ã€ãã¢ã§ãèŒãã ããã容æã«çµæãšããŠçã¿åºãããã®ã§ã
|
This is a nurse using a very simple â as you can see â plasticine prototype, explaining what she wants out of a portable information system to a team of technologists and designers that are working with her in a hospital.
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ãã®çè·å©Šããã¯ãèŠãŠåããããã«ç°¡åãªç²åã®ãããã¿ã€ããäœãç
é¢ã§åœŒå¥³ãšå
±ã«åãçµãæè¡è
ãšãã¶ã€ããŒã®ããŒã ã«æºåž¯æ
å ±ã·ã¹ãã ã«æããã®ã説æããŠããŸã
|
And just having this very simple prototype allows her to talk about what she wants in a much more powerful way.
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ãã®ã·ã³ãã«ãªãããã§åœŒå¥³ãæããã®ããšãŠã説åŸåã®ãã圢ã§è©±ããããã«ãªã£ãã®ã§ã
|
And of course, by building quick prototypes, we can get out and test our ideas with consumers and users much more quickly than if we â re trying to describe them through words.
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çŽ æ©ããããã¿ã€ããçµã¿ç«ãŠãããšã§èšèã§èª¬æããããé¥ãã«å¹ççã«æ¶è²»è
ããŠãŒã¶ãŒãšç§éã®ã¢ã€ãã¢ããã¹ãããããšãåºæ¥ãããã«ãªãã®ã§ã
|
But what about designing something that isn â t physical?
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ã§ã¯ãç©è³ªçã§ãªããã®ããã¶ã€ã³ããæã¯ã©ããªã®ã ïŒ
|
Something like a service or an experience?
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äŸãã°ããµãŒãã¹ã§ãã£ããããšã¯ã¹ããªãšã³ã¹ã
|
Something that exists as a series of interactions over time?
|
é·æéã«ãããäžé£ã®ããåããªã©ã¯ã©ãã§ããã ïŒ
|
Instead of building play, this can be approached with role-play.
|
çµã¿ç«ãŠãéã³ã®ãããã«ãããŒã«ãã¬ã€ãããããšã§åãçµãããšãåºæ¥ãŸã
|
So, if you â re designing an interaction between two people â such as, I don â t know â ordering food at a fast food joint or something, you need to be able to imagine how that experience might feel over a period of time.
|
äŸãã°ããã¡ã¹ãããŒãåºã§æ³šæããããšãã 2人ã®éã®çžäºé¢ä¿ããã¶ã€ã³ããå Žåãã®ãšã¯ã¹ããªãšã³ã¹ã¯æéã®çµéã®äžã§ã©ã®ããã«æããããããæ³åããå¿
èŠããããŸã
|
And I think the best way to achieve that, and get a feeling for any flaws in your design, is to act it out.
|
ãããå®çŸãããã¶ã€ã³ã«ååšããæ¬ é¥ãçµéšããã«ã¯ãããŒã«ãã¬ã€ããã®ãæåã ãšèããŠããŸã
|
So we do quite a lot of work at IDEO trying to convince our clients of this.
|
IDEOã§ã¯å€ãã®ä»äºã§ãã®ããæ¹ãã¯ã©ã€ã¢ã³ãã«èªããŠããã£ãŠããŸã
|
They can be a little skeptical; I â ll come back to that.
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圌ãã¯ãããæççã§ãããããã¯åŸã«è©±ããŸããã
|
But a place, I think, where the effort is really worthwhile is where people are wrestling with quite serious problems â things like education or security or finance or health.
|
ãããç§ãæãã«ã人ã
ãé£é¡ã«ç«ã¡åãã£ãŠããç°å¢ã§ãããã®è©Šã¿ã®äŸ¡å€çãŸããã®ã§ãäŸãã°ãæè²ãã»ãã¥ãªãã£ãéèãå»çãªã©ãæããããŸã
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And this is another example in a healthcare environment of some doctors and some nurses and designers acting out a service scenario around patient care.
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But you know, many adults are pretty reluctant to engage with role-play.
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ãããã倧人ã®å€ãã¯ããŒã«ãã¬ã€ã«ã»ãšãã©æ°ä¹ãããŸãã
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Some of it â s embarrassment and some of it is because they just don â t believe that what emerges is necessarily valid.
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They dismiss an interesting interaction by saying, you know, "" That â s just happening because they â re acting it out. "" Research into kids' behavior actually suggests that it â s worth taking role-playing seriously.
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ããŒã«ãã¬ã€ã ãããããªã£ãã ãã ãšèšã£ãŠè峿·±ãçžäºäœçšãåŠå®ããŠããŸãåäŸã®è¡åã«é¢ããç ç©¶ã¯ããŒã«ãã¬ã€ã«çå£ã«åãçµãããšãéèŠã§ããããšã瀺ããŠããŸã
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Because when children play a role, they actually follow social scripts quite closely that they â ve learnt from us as adults.
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If one kid plays "" store, "" and another one â s playing "" house, "" then the whole kind of play falls down.
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So they get used to quite quickly to understanding the rules for social interactions, and are actually quite quick to point out when they â re broken.
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So when, as adults, we role-play, then we have a huge set of these scripts already internalized.
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ç§é倧人ãããŒã«ãã¬ã€ãããšãã«ã¯æ¢ã«åžåããŠããèšå€§ãªã¹ã¯ãªãããæã£ãŠããŸã
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We â ve gone through lots of experiences in life, and they provide a strong intuition as to whether an interaction is going to work.
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So we â re very good, when acting out a solution, at spotting whether something lacks authenticity.
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解決çãæŒããŠã¿ããšãç§éã¯æ¬ ããŠããäœããèŠã€ããããšã«é·ããŠããã®ã§ã
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So role-play is actually, I think, quite valuable when it comes to thinking about experiences.
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Another way for us, as designers, to explore role-play is to put ourselves through an experience which we â re designing for, and project ourselves into an experience.
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ç§éãã¶ã€ããŒãããŒã«ãã¬ã€ã§æ¢çŽ¢ããããïŒã€ã®æ¹æ³ã¯èªåãã¡ã®ãã¶ã€ã³ããŠãããšã¯ã¹ããªãšã³ã¹ã®äžã«èº«ã眮ããŠèªãäœéšãããšããããšã§ã
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So here are some designers who are trying to understand what it might feel like to sleep in a confined space on an airplane.
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And so they grabbed some very simple materials, you can see, and did this role-play, this kind of very crude role-play, just to get a sense of what it would be like for passengers if they were stuck in quite small places on airplanes.
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èŠãŠã®éãåçŽãªææãã䜿ã£ãŠããŸãããã®ãããªãšãŠã倧éæãªããŒã«ãã¬ã€ã«ãã£ãŠä¹å®¢ãé£è¡æ©ã®çãå Žæã«è©°ã蟌ãŸããæã«ãã©ã®ããã«æããŠããã®ãç¥ãããšãã§ããŸã
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