Hands Thinks?

GEVER TULLEY has only one qualification for training software designers how to become more creative.

...Mr. Tulley does the same thing for dozens of adults who are in the front ranks of software design at Adobe, the big software supplier based in San Jose, Calif.

...about the only thing these folks touch on the job is a computer mouse. Mr. Tulley’s transformation highlights a little-noticed movement in the world of professional design and engineering: a renewed appreciation for manual labor, or innovating with the aid of human hands.

..."A lot of people get lost in the world of computer simulation,” says Bill Burnett, executive director of the product design program at Stanford. “You can’t simulate everything."

...Creative designers and engineers are rebelling against their alienation from the physical world. “The hands-on part is for me a critical aspect of understanding how to design,” said Michael Kuniavsky , a consultant in San Francisco who for three years has convened a summer gathering of leading designers, called “Sketching in Hardware.”

..."All your intelligence isn’t in your brain,” Mr. Burnett says. “You learn through your hands.”

...At Stanford, the rediscovery of human hands arose partly from the frustration of engineering...

...For much the same reason, the Massachusetts Institute of Technology offers a class, “How to Make (Almost) Anything,” which emphasizes learning to use physical tools effectively. Making refinements with your own hands — rather than automatically, as often happens with a computer — means “you have to be extremely self-critical,” says Mr. Sennett, whose book “The Craftsman” (Yale University Press, 2008).

...EVEN in highly abstract fields, like the design of next-generation electronic circuits, some people believe that hands-on experiences can enhance creativity. “You need your hands to verify experimentally a technology that doesn’t exist,” says Mario Paniccia, director of Intel’s photonics technology lab in Santa Clara, Calif.

...Bringing human hands back into the world of digital designers may have profound long-term consequences. Designs could become safer, more user-friendly and even more durable.

...the process of creating things could become a happier one...

...the physical act of making things helps the whole person.

2 commenti:

EgoNemoSum ha detto...

La distinzione tra lavoro manuale e lavoro intellettuale, cosi come l'idea che chi usa le mani svolga un'attività "inferiore", è sempre "puzzata" un po. Recentemente la figura dell'intelletuale e dell'artista concettuale ricordano storie di regime, di una casta di potere. Ma qui la questione coinvolge tutti, riguarda lo scollamento con il mondo delle cose e delle persone, con il mondo concreto. Reale? Stranamente definiamo questo mondo: Digitale.

EgoNemoSum ha detto...

ps: Il "busone" si è già rotto.