One would be foolish to consider oneself better, or even different…

“One would be foolish to consider oneself better, or even different, merely because one could claim something others could not. The crowdedness of family life and the faithfulness of solitude – both brave decisions, or both decisions of cowardice- make little dent, in the end, on the profound and perplexing loneliness in which every human heart dwells.”

Kinder than solitude (2014), Page 61. Yiyun Li (1972).

Description XI

“Yes I feel the same way, we connected deeply and that is very meaningful for me in this world so full of superficiality. Looking forward to more experiences together that the future will bring!

Glad to hear you are enjoying Malta, I think you will find that you are just at the beginning of something greater than you had imagined, just continue to be honest, healthy, and put one foot in front of the other and you will surprise yourself later with what you have accomplished.

I liked both poems that you sent, both very honest well spoken and relatable.

Berlin is going along just fine. Same mandala of craziness and peace spinning in my brain. The summer has been beautiful, I’ve really let go of a lot of negative energies and am happy to be seeing some evidence of progress with myself in my goals of becoming a better human being. Releasing an EP of electronic music in late October which will be a load off my mind to be finished with, and hoping to have a very creatively productive fall and winter.

Thank you for the invitation! Let’s see how im feeling come the dark cold months here in Berlin and maybe you might be able to convince me to come for a little while to visit after all ahaha, until then lots of love from Berlin!”

Alex – 29.09.2016

Quotes about Design Thinking*

Empathy

  • “In order to design for your users, you must build empathy for who they are and what is important to them.”
  • “The best solutions come out of the best insights into human behavior. But learning to recognize those insights is harder than you might think. Why?”
  • “Because our minds automatically filter out a lot of information in ways we aren’t even aware of. We need to learn to see things “with a fresh set of eyes”– tools for empathy, along with a human-centered mindset, is what gives us those new eyes.”
  • “The stories that people tell and the things that people say they do—even if they are different from what they actually do—are strong indicators of their deeply held beliefs about the way the world is. Good designs are built on a solid understanding of these kinds of beliefs and values.”

 

Define

  • “Define…to come up with an actionable problem statement: your point of view (POV). Your point of view should be a guiding statement that focuses on specific users…”
  • “Your point of view is your unique design vision…”
  • “…it explicitly expresses the problem you are striving to address through your efforts. In order to be truly generative, you must first craft a specific and compelling problem statement to use as a solution-generation springboard.”
  • “A good POV is one that:

– Provides focus and frames the problem

– Inspires your team

– Provides a reference for evaluating competing ideas

– Empowers your team to make decisions independently in parallel

– Guides your innovation efforts”

 

Ideate

  • “The goal of ideation is to explore a wide solution space – both a large quantity of ideas and a diversity among those ideas.”
  • “…From this vast depository of ideas you can build prototypes to test with users.”
  • “You ideate in order to transition from identifying problems into exploring solutions for your users.”
  • “Create fluency (volume) and flexibility (variety) in your innovation options”
  • “Get obvious solutions out of your heads, and drive your team beyond them”
  • “Regardless of what ideation method you use, the fundamental principle of ideation is to be cognizant of when you and your team are generating ideas and when you are evaluating ideas – and mix the two only intentionally.”

 

Prototype

  • “Prototyping is getting ideas and explorations out of your head and into the physical world.”
  • “A prototype can be anything that takes a physical form…”
  • “In early explorations keep your prototypes rough and rapid to allow yourself to learn quickly and investigate a lot of different possibilities.”
  • “Prototypes are most successful when people (the design team, the user, and others) can experience and interact with them.”
  • “But prototyping is used for many reasons, including these…

– Empathy gaining

– Exploration

– Testing

– Inspiration

– Learn

– Solve disagreements

– Start a conversation

– Fail quickly and cheaply”

 

Test

  • “Testing is the chance to refine our solutions and make them better.”
  • “Prototype as if you know you’re right, but test as if you know you’re wrong.”
  • “Test to…

– To refine our prototypes and solutions.

– To learn more about our user.

– To test and refine our POV.”

 

 

*http://dschool.stanford.edu/use-our-methods/the-bootcamp-bootleg/