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Ferrari, T.G 2017, 'Design and the fourth industrial revolution: Dangers

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Ferrari, T.G 2017, 'Design and the fourth industrial revolution: Dangers

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and opportunities for a mutating discipline

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Abstract

The nature of design has always been related to socio-technological forces. In the twentieth century, the first and second orders of design were central in the establishment of graphic and industrial design. In the early years of the twenty-first century, the third and fourth orders of design were related to interactions and environments. This description can be associated with different phases of the Industrial Revolution: the first two phases allowed the transition from a farming and feudal society to an industrial and capitalist one, a third one was related to a post-industrial or services society. The Fourth Industrial Revolution presents the Internet, 3D printers and genetic algorithms as the main technical achievements and green energies as the energy source. It is related to computers, software, artificial intelligence, the Internet of Things and machine learning. These technological forces will create the space for the most important design jobs of the future.

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Design and the Fourth Industrial Revolution. Dangers and opportunities for a mutating discipline.

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Abstract The nature of design has always been related to socio-technological forces. In the twentieth century, the first and second orders of design were central in the establishment of graphic and industrial design. In the early years of the twenty-first century, the third and fourth orders of design were related to interactions and environments.

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Russell, P; and Buck, L. 2020. Humanitycentred

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Russell, P; and Buck, L. 2020. Humanitycentred

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design – defining the emerging paradigm in design education and practice

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The Design Society - a worldwide community

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DS 104: Proceedings of the 22nd International Conference on Engineering and Product Design Education (E&PDE 2020), VIA Design, VIA University in Herning, Denmark. 10th -11th September 2020
Year: 2020
Editor: Buck, Lyndon; Bohemia, Erik; Grierson, Hilary
Author: Russell, Paul; Buck, Lyndon
Series: E&PDE
Institution: Buckinghamshire New University, United Kingdom
Section: Addressing Ethical and Social Issues in Design Education
DOI number:https://doi.org/10.35199/EPDE.2020.32
ISBN: 978-1-912254-10-1

Abstract

Product Design emerged as a distinct profession in Europe and North America at the end of the Second Industrial Revolution in ~1914 and has been defined by a number of paradigms as it evolved to meet the needs and desires of people, and ways to market pro

Keywords: Humanity-Centred Design; Human-Centred Design; Socially Responsible Design

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HUMANITY-CENTRED DESIGN - DEFINING THE EMERGING PARADIGM IN DESIGN EDUCATION AND PRACTICE

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DS 104: Proceedings of the 22nd International Conference on Engineering and Product Design Education (E&PDE 2020), VIA Design, VIA University in Herning, Denmark.

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Peter Merholz (Consultant & Author, Humanism at Scale) - Design Leadership Is Not Leading Design

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Peter Merholz (Consultant & Author, Humanism at Scale) - Design Leadership Is Not Leading Design

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Peter Merholz (Consultant & Author, Humanism at Scale) - Design Leadership Is Not Leading Design

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Alison Gretz (Founder & Coach, Design by Design) – The Future of Design Leadership

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Alison Gretz (Founder & Coach, Design by Design) – The Future of Design Leadership

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Alison Gretz (Founder & Coach, Design by Design) – The Future of Design Leadership

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How to Claim Your Leadership Power | Michael Timms | TED

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How to Claim Your Leadership Power | Michael Timms | TED

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How to Claim Your Leadership Power | Michael Timms | TED

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Explore the nexus of business, design, and technology at DesignX Community's curated events and conferences. Join us for enriching experiences!

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Personal site for Katrina Alcorn, design executive and author

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Agence, A Dynamic Film about (and with) Artificial Intelligence

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Agence, A Dynamic Film about (and with) Artificial Intelligence

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A New Study of AI Artists for Changing the Movie Industries

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A New Study of AI Artists for Changing the Movie Industries

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A New Study of AI Artists for Changing the Movie Industries - Digital Society

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Due to the rise of artificial intelligence (AI) in the arts, this paper aims to explore the use of AI for reducing film production costs through the creation of realistic images. Additionally, we investigate whether AI can recreate the same character at the same age. Without needing to replace the original actor, qualitative data collection tools were employed to study three distinct population groups within the film industry: film industry professionals, moviegoers, and technologists. Our research reveals that AI, or AI artists in film production, still face limitations in significantly reducing production costs. Furthermore, it is crucial to engage a text expert in the image production process for films who possesses a comprehensive understanding of film principles in order to achieve images that align with the project’s requirements. Moreover, the introduction of the AI artist technique allows for the recreation of a character at the same age portrayed by the same actor, even if that actor may have passed away. Consequently, obtaining consent from the relatives of the actor or actress becomes a necessary step. Furthermore, the aspect of audience acceptance does not hold significant interest, as it demands a greater level of realism in both the image and the actors, surpassing what AI can provide. Therefore, this paper underscores the increasing influence of AI in the arts, particularly within film production, and examines its potential to reduce costs and recreate characters.

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A New Study of AI Artists for Changing the Movie Industries

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A New Study of AI Artists for Changing the Movie Industries

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A New Study of AI Artists for Changing the Movie Industries READ PARAPHRASED

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Analysis of Commercial Film Production in the Age of Artificial Intelligence -Focusing on Alibaba Wo

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Analysis of Commercial Film Production in the Age of Artificial Intelligence -Focusing on Alibaba Wo

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Journal of Next-generation Convergence Information Services Technology

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Analysis of Commercial Film Production in the Age of Artificial Intelligence -Focusing on Alibaba Wood case-

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Analysis of Commercial Film Production in the Age of AI

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Analysis of Commercial Film Production in the Age of AI

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Intelligence -Focusing on Alibaba Wood case-

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Analysis of commercial film production in the age of artificial intelligence

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Jean Epstein, Film-Thinking and the

Speculative-Materialist Turn in

Contemporary Philosophy

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ALGORITHMS

ARTIFICIAL

INTELLIGENCE AND

DISCRIMINATION

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A NEW APPROACH TO

CONTENT CREATION

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Generating a new approach to content creation READ PARAPHRASED

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Artificial Intelligence Systems Impact on Film Sets in the 21st Century

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Artificial Intelligence Systems Impact on Film Sets in the 21st Century

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Intelligent Cinematography: a review of AI research for cinematographic production

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Intelligent Cinematography: a review of AI research for cinematographic production

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Miyazaki Hayao | Biography, Movies, & Facts

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Miyazaki Hayao: Miyazaki Hayao, influential Japanese anime director whose lyrical and allusive works won both critical and popular acclaim. His notable films included Princess Mononoke, Spirited Away, and Howl's Moving Castle. Learn more about Miyazaki's life and career.

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In Focus Introduction: AI and the Moving Image

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In Focus Introduction: AI and the Moving Image

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Sign in with your organizational account

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The Impact of Artificial Intelligence Technology on Visual

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The Impact of Artificial Intelligence Technology on Visual

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Effects: An Essential Component of Industrialization

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Exploring the state-of-art in how AI is transforming the visual effects (VFX) industry, by Martin Anderson

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Exploring the state-of-art in how AI is transforming the visual effects (VFX) industry, by Martin Anderson

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Exploring the state-of-art in how AI is transforming the visual effects (VFX) industry, by Martin Anderson – S+T+ARTS

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The Impact of AI Revolution in Transforming Film Making Industry for the Digital Age

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The Impact of AI Revolution in Transforming Film Making Industry for the Digital Age

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The Impact of AI Revolution in Transforming

Film Making Industry for the Digital Age

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The Impact of Artificial Intelligence in the Creative Industries: Design and Editing

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The Impact of Artificial Intelligence in the Creative Industries: Design and Editing

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The Impact of Artificial Intelligence in the Creative Industries: Design and Editing

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The rapid development of artificial intelligence has had a significant influence in various ways, one of which is in the creative design and editing industry. The use of AI in the creative sector has multiple impacts and new challenges for the creative industry. AI as a tool can increase the efficiency and productivity of creative workers. However, the rapid development of AI can also cause job displacement, which becomes a challenge for creative workers. Therefore, creative workers need to adapt to the use of AI in the creative industry by equipping themselves with skills and knowledge in operating AI as a collaboration tool. In addition, it is also necessary to consider the ethics of using AI in the creative industry. For example, privacy, copyright, and transparency should be maintained so as not to cause ethical problems such as plagiarism and data biases. This research aims to determine the impact of AI and provide an understanding of its ethical use in the creative industry. This research was conducted using the PRISMA method to collect research papers related to this study. This research also investigates how creative workers deal with the challenges that arise due to the use of AI in the creative industry.

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Animators have always sought for ways to simplify the process of creating animation, to make it faster and more efficient, but not by sacrificing quality and artistry. In this blog post, we take a look at the current state of the art: To what extent can artificial intelligence already support us in the creation of character animations today?

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Integrating AI in VFX (Visual Effects) | Larry Jordan

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GUEST POST: Nicole Hardy is celebrated for her detailed and thoughtful journalism within the realms of education and the arts, with a special emphasis on performing arts education. Hardy earned her Master’s degree in Journalism from the University of Arts, in Philadelphia, PA, with a focus on arts and culture journalism. Here are Larry’s rules on guest posts.

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AI in The Movies: From Scriptwriting to Visual Effects

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AI in The Movies: From Scriptwriting to Visual Effects

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AI in The Movies: From Scriptwriting to Visual Effects

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AI in the movies is revolutionizing filmmaking, from scriptwriting and visual effects to character development and marketing strategies.

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AR for Manufacturing I Magic Leap

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The Magic Leap 2 is Here, With an Interesting Pivot

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The Magic Leap 2 is Here, With an Interesting Pivot

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The Magic Leap 2 is Here, With an Interesting Pivot

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Hi. We're Magic Leap. We can't wait to show you what we've been busy building. Until then, visit our site to learn more about us.

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Filmmakers Are Worried About AI. Big Tech Wants Them to See ‘What's Possible’

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Filmmakers Are Worried About AI. Big Tech Wants Them to See ‘What's Possible’

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Filmmakers Are Worried About AI. Big Tech Wants Them to See ‘What’s Possible’

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Amazon is hosting AI filmmaking competitions. Meta is letting directors test Movie Gen. As tech companies develop new tools, they need filmmakers to show they can be used responsibly.

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Discover how AI is revolutionizing visual affects and animation with cost-effective solutions like automated rotoscoping and image enhancement for maximum ROI

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NVIDIA Announces Major Release of Cosmos World Foundation Models and Physical AI Data Tools

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NVIDIA Announces Major Release of Cosmos World Foundation Models and Physical AI Data Tools

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NVIDIA Announces Major Release of Cosmos World Foundation Models and Physical AI Data Tools

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NVIDIA today announced a major release of new NVIDIA Cosmos™ world foundation models (WFMs), introducing an open and fully customizable reasoning model for physical AI development and giving developers unprecedented control over world generation.

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The founders of Wonder Studio share their goals and their journey

Did you know that AI can now make high-quality 3D animation accessible to filmmakers? In a compelling fireside chat, Nikola Todorovic and Tye Sheridan, co-founders of Wonder Dynamics, shared insights about their journey and the innovative technology behind Wonder Studio, a cloud-based 3D animation and visual effects solution that combines artificial intelligence (AI) with established tools, helping artists more easily animate, light, and compose 3D characters within live-action scenes. They discussed how their frustrations with the costly and complex film industry led them to create a platform that leverages AI to simplify the character animation process, eliminating the need for cumbersome motion capture suits. Their goal is to democratize filmmaking, enabling creators from all over the world to produce studio-quality films on an indie budget. The conversation highlighted the technical challenges they faced, the importance of interdisciplinary collaboration, and the transformative potential of AI in making storytelling more accessible and cost-efficient. Wonder Studio is already making waves in film, TV, gaming, and advertising, promising a future where the next great filmmaker could emerge from anywhere, armed only with an internet connection and a passion for storytelling.

About the speakers

Nikola Todorovic is co-founder of Wonder Dynamics, an Autodesk Company. An entrepreneur, visual effects supervisor, and award-winning filmmaker, Nikola spent most of his career working at the intersection of film and technology.

Tye Sheridan is co-founder and president of  Wonder Dynamics, an Autodesk Company. Sheridan made his on-screen film debut in Terrence Malick's The Tree of Life and has worked with filmmakers including Steven Spielberg, Paul Schrader, George Clooney, Jeff Nichols, and David Gordon Green. His company Wonder Dynamics was acquired by Autodesk in 2024.

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Democratizing Visual Effects with AI | Autodesk University

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Did you know that AI can now make high-quality 3D animation accessible to filmmakers? In a compelling fireside chat, Nikola Todorovic and Tye Sheridan, co-founders of Wonder Dynamics, shared insights about their journey and the innovative technology behind Wonder Studio, a cloud-based 3D animation and visual effects solution that combines artificial intelligence (AI) with established tools, helping artists more easily animate, light, and compose 3D characters within live-action scenes.

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The Magic of AI in VFX: Enhancing Visual Effects Like Never Before

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The Magic of AI in VFX: Enhancing Visual Effects Like Never Before

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The Magic of AI in VFX: Enhancing Visual Effects Like Never Before - Numalis

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Visual effects(VFX) comprise many digital techniques, transforming imaginative concepts into captivating visuals. These techniques enable the film and entertainment industry to create special effects that would otherwise be expensive, dangerous, or impossible to capture through physical means alone. The VFX market size was valued at $10 billion in 20231. Artificial…

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AR Cinema: Visual Storytelling and Embodied Experiences with Augmented Reality Filters and Background

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AR Cinema: Visual Storytelling and Embodied Experiences with Augmented Reality Filters and Background

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AR Cinema: Visual Storytelling and Embodied Experiences with Augmented Reality Filters and Backgrounds

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Abstract. Through the simultaneous presence of graphically composed and materially existing elements, augmented reality (AR) offers ephemeral digital content that is the result of the momentary and, thus, unrepeatable alignment of a physical body and world and an AR system. Capturing the performative and embodied angles of screen-based AR through a combined film-analytical and cognitive lens, this paper focuses on how interfaces, content, and AR-manipulated bodies serve as apparatus for cinematic composition as well as storytelling and user engagement. Observing interactions with AR filters and backgrounds, we reflect on how users’ bodies and expressions that are mirrored on screen are translated into an immersive digital storyworld that exists in the temporal and spatial context of the AR experience and the related technology. AR filters and backgrounds’ affective quality, thus, lies in bodily control and in the creative act of choosing and moderating body characteristics, postures, and positions in real time in relation to the surrounding digitally manipulated or recorded environment. By moderating the representations of bodies and spaces as well as their interplay, AR users actively shape the visual composition of the on-screen space and, thereby, the visual narrative.

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Advancing Image Animation: A Comparative Analysis of GAN-Based and Diffusion-Based Models

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Advancing Image Animation: A Comparative Analysis of GAN-Based and Diffusion-Based Models

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Advancing Image Animation: A Comparative Analysis of GAN-Based and Diffusion-Based Models | Applied and Computational Engineering

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This paper provides an in-depth analysis of the latest advancements in image animation, focusing on two prominent models: Motion Representations for Articulated Animation (MRAA) and MagicAnimate. MRAA revolutionizes Generative Adversarial Networks (GANs)-based animation by employing regional descriptors instead of traditional key points, significantly enhancing the accuracy of motion capture and segmentation for complex articulated movements. MagicAnimate, on the other hand, utilizes a diffusion-based framework with temporal attention mechanisms, ensuring high fidelity and temporal consistency across animated sequences. The paper discusses the methodologies, datasets, and preprocessing techniques used in these models, offering a thorough comparison of their performance metrics, on various benchmark datasets. Through this comparative analysis, the paper highlights the strengths and limitations of these cutting-edge technologies, emphasizing MRAA’s superior handling of complex movements and background dynamics, and MagicAnimate’s excellence in identity preservation and temporal coherence. The study concludes by proposing future research directions, such as developing hybrid models that combine the advantages of GANs and diffusion techniques, to further enhance the realism, versatility, and control of image animation systems.

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Advancing Image Animation: A Comparative Analysis of GAN-Based and Diffusion-Based Models

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Advancing Image Animation: A Comparative Analysis of GAN-Based and Diffusion-Based Models

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Hideo Kojima Speaks on Creativity, Business, and Wanting to Be in the LAPD When He Grew Up

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Hideo Kojima Speaks on Creativity, Business, and Wanting to Be in the LAPD When He Grew Up

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Hideo Kojima Speaks on Creativity, Business, and Wanting to Be in the LAPD When He Grew Up

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The Smithsonian American Art Museum celebrated the opening of its new exhibit, The Art of Video Games, this weekend with GameFest, three days’ worth of entertainment and panels with game industry notables. On Saturday, the museum featured a one-hour talk with game design legend Hideo Kojima of Metal Gear Solid fame.

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HIDEO KOJIMA: Progressive Game Design from Metal Gear to Death Stranding

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HIDEO KOJIMA: Progressive Game Design from Metal Gear to Death Stranding

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What’s in InVision’s design maturity study?

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What’s in InVision’s design maturity study?

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What’s in InVision’s design maturity study? TL;DR version

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D esign leadership has always been fascinating to me. What kind of magnetic power can a designer create to keep a team together and endure the worst of the circumstances? What is the magic formula that grants a single individual the capacity to influence a team, a company or a whole design generation?

Even when design leadership is in demand, there is not much information to guide new designers to develop the right leadership skills. We are somehow, at some point of our career, expected to jump from working mostly on design execution to act as a design executive without any formal leadership training. In a lack of better ideas, we end up replicating outdated behaviours without reflecting if they might lead to bad team performance or loss of confidence in the department.

Leadership in design is hard to grasp. Somehow we believe that the traits that make a good business or political figure will automatically translate to a good design leader. Additionally, design is such unique profession with distinctive challenges and motivations, I feel it really requires a specific approach and method to lead designers.

At some point as design professionals, we need to develop our own theory of management. To me, Design Leadership boils down to the flower and the pot leadership styles.

Once in a job interview for a leadership position, my interviewer asked me how do I define leadership, and said:

As a design leader you can be a flower or a pot. If the people below you are dealing with your $hit, you are flower. I prefer to be the pot, and managing the surrounding manure to nurture my team and let them grow.

I did not get the job, but I still stand by my words.

Even before describing it, I am sure you already have a picture of one particular manager in your head. That person leveraged his/her position to the point that with minimum involvement in the work of the team, ends up ripping all the rewards and acknowledgment from their labour. When something fails, there are quick to name names and throw people under the bus. Soon the team gets the message, to avoid trouble the spotlight needs to be on him/her all the time.

Why there are so many flowers in leadership?

Because that is what we teach to young designers.

When we learn design history, we normally buy the narrative of the extremely talented designer that single-handedly was capable to produce incredible masterpieces. This genius mind in one second designed an iconic paper clip and then switch gears and created a completely functional spaceship. We tent to forget that design is a team effort, and many unknown design heroes collaborated, argued, and refined the final vision. These anonymous collaborators do not get to be in the spotlight unless they went on in their careers to build their own design studio, like Matali Crasset did with Philippe Starck.

This perception is easy to market, but in real life is not helping anyone. Even the most iconic design couple, Charles and Ray Eames had to endure the attention Charles almost exclusively received and balance the narrative without explicit confrontation. They worked together as equals and brought the best of each other for most of their career. At the same time they had an incredibly talented team working around them 24-7.

From the archives of Herman Miller, we get to see a very unconformable interview that works as a perfect example of the dynamics at play at their time.

Arlene Francis, host of NBC's "Home" show, interviewed Charles and Ray Eames in 1956. Ray was introduced as the able woman behind a great man.

Wouldn't be more useful for younger designers to hear more about how Charles and Ray strived and maintained such a long-lasting creative partnership and hear less about beautiful chairs? What kind of managerial tips and tricks do they develop to grow their team in different continents without the internet? How did they get buy-in for their design vision from the largest corporations in the world?

Instead, we have fun photos of them posing with their chair structures. Cool, but not really educational.

That whole genius designer narrative is impossible to truly recreate, and it becomes a game of damaged egos by mismatched expectations.

The flower leader withers the team

The flower leadership style feels familiar because emulates the figure of the master craftsman at the atelier, which puts the seal of approval (and intellectual ownership) to every single piece of work coming out of it. Nowadays, a self-centered almighty leader ends up being unsustainable because the 'waiting for approval' of the genius becomes a bottle-neck in our highly interconnected, interdisciplinary, and fast-paced workplaces.

It is also non-inclusive and partial since it negates the existence of a team, the individual efforts of its members and its involvement behind the successes and failures of a design project. If there is not a team to lead, there is no leadership at all.

Is there anything humbler than a pot? It is very usual to describe its contents (dirt, soil, dust) as something without any intrinsic value. But it is that humbleness what provides the nutrients that keep us all alive. Being called a pot leader, means to be the vessel of such amazing potential and should be an honour.

Generosity is the trademark of this leader. They provide direction, stability and energy to the team. They are seen as the brains behind the operation and understood as contributors capable to withstand the challenges of the profession, feet on the ground in every project and not afraid to get their hands dirty if it is needed.

The origin of the concept

This idea is not mine, and from all weird places, I learned it from an Argentinian Tango instructor. It takes two to dance Tango, there is always a leader and a follower. During one of his lessons, he said:

As a leader your responsibility is to be a pot, and the follower is the flower. If you are bringing attention to you, you are doing it wrong! Nobody should care about the pot! Everybody should be looking at the flower, your partner. Is your job to keep everybody's eyes on her.

Very important note: In Tango the terms "leader" and "follower" are not gender-specific. The usual depiction of dance partners is a male-woman combination, but really, as long as there is agreement on who is leading the dance and not stepping on each other's toes, the rest should not matter.

Switching roles is important in Tango... and everywhere

As a leader, a crucial part of my training was dancing as a follower with another leader, so I could empathize with my dance partners. It was quite revealing to feel when I was being pushed around, taken out of balance or even hurt by a bad leader. I could only feel sorry for the followers and the kind of abuses they sometimes suffered. Also, when I danced with a good leader, I was amazed by how easy it seemed to provide guidance in a way that it felt as the most logical and natural option to follow.

It was very interesting seeing followers trying to lead, hesitating at every step and at the end of the song, admitting that is harder than they thought it was.

To be a good leader and follower we all need to experience good and bad leadership.
*** Thinking about it, we all should be switching roles in many other aspects in life, it would make the world a better place. ***
One of the clearest signs that you have good leader is that at the end of the interaction, you feel elevated and energized towards a noble goal. For designers, this is an absolute must, since we all try to make something valuable that improves the lives of our users. When the chips are down, all a leader needs to do is bringing the right spark that rekindles this passion.

We should give opportunities to individual members of a team to lead initiatives and develop their own design leadership skills. It is always frustrating seeing companies looking for outsiders to fill their leadership positions mainly because they did not invest in their seniors and juniors to fill any sort of leadership gap between teams.

If at some point you feel like you had acted like a flower leader, it is ok, remember that every piece of soil has pieces of a dead flower, it is time to compost your ego and connect with your team in new ways.

The creation of the next generation of design leaders, is the responsibility of today's leaders. Go ahead and plant the right seeds.

The UX Collective donates US$1 for each article published in our platform. This story contributed to UX Para Minas Pretas (UX For Black Women), a Brazilian organization focused on promoting equity of Black women in the tech industry through initiatives of action, empowerment, and knowledge sharing. Silence against systemic racism is not an option. Build the design community you believe in.

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D esign leadership has always been fascinating to me. What kind of magnetic power can a designer create to keep a team together and endure the worst of the circumstances? What is the magic formula that grants a single individual the capacity to influence a team, a company or a whole design generation?

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I’ve always found it ironic that the field of design is dedicated to helping people understand various “things”, when we make the field of…

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Each of us has a distinct leadership style. Whether we're parenting, taking our dog for a walk, coordinating an outing with friends, or setting our own personal goals - we're always exercising some form of leadership.

But, very few of us wake up each morning and explicitly reflect on our leadership philosophy. It just.. kind of happens day to day. We exhibit leadership in the family, at work, or when buying groceries. It happens when we're planning for the future and just listening to others.

What I've realized is that, to truly grow as a leader and to be the most effective version of ourselves, it's critical to reflect on why we do what we do. To understand how we lead, how others respond to our leadership, and - ultimately - how we can apply our leadership philosophy to amplify the work we love: design.

A leadership philosophy is a codified reflection of how our values, beliefs, emotions, principles, and aptitude shape our ability to influence others.

While there are endless definitions of leadership, let's try to craft one specifically for design. Here are some of the prevailing definitions on leadership in general:

Defining leadership

Leadership is a process of social influence, which maximizes the efforts of others, towards the achievement of a goal. - Kevin Kruse

Leadership is the process of persuasion or example by which an individual (or leadership team) induces a group to pursue objectives held by the leader or shared by the leader and his or her followers. -

Leadership is about the ability to drive results, set the vision and share it, create an environment of success, and remove obstacles. - Judy Marks

Leadership is the process by which an individual mobilizes people and resources to achieve a goal. -

Leaders are coaches with a passion for developing people, not players. - Randy Stocklin

Looking at some of the key themes ( bolded), we can see a pattern emerge around people-focused influence towards objectives.

Defining design

Now, let's define design, more specifically experience design. What is it?

Design is the process of imagining and planning the creation of objects, systems, buildings, vehicles, etc. - Webster

Experience design is the practice of designing products, processes, services, events, omnichannel journeys, and environments with a focus placed on the quality of the user experience and culturally relevant solutions. - Wikipedia

Experience Design is a design practice focused on human outcomes. - Foolproof

Experience Design is a discipline that develops inclusive holistic experiences of all users across all aspects of service, product or event. - Design&Innovation

The conscious act of coordinating interactions that are controllable, acknowledging interactions that are beyond our control, and reducing negative interactions. - Reiss, n.d.

Experience design centers on people's experiences to drive the design and features of your products, processes, environments, and strategies - Clockwork

Ultimately, combining some of these core themes of leadership and experience design, we can arrive at a definition of design leadership:

Design leadership is the art of impassioning, mobilizing, and developing people to craft experiences that improve human outcomes.

In essence, design leadership is how we influence people to deliver experiences that benefit other people. And, by benefiting people, we in turn accelerate the strategic objectives of our work and team environments.

A leadership philosophy is a codified reflection of how our values, beliefs, emotions, principles, and aptitude shape influence others. Moreover, we can define interactive behavior by how we influence those around us through our actions and decisions - either by direct interaction or by indirect perception.

A solid design leadership philosophy gives us clarity on why we do what we do.. Sure, we need to make a living and support ourselves and our families. But, beyond that, why? And how can we be most effective? How can we impassion, mobilize, and develop our teams? How can we benefit other humans and drive positive outcomes?

Now, we'll take a look at some of the core leadership philosophies. Which ones resonate with you the most? How can you craft your own philosophy as an amalgam of these tenets?

This is not an exhaustive list and barely scratches the surface. I encourage you to delve deeper into any of these styles which resonates the most.

Use these styles as a baseline to understand and develop your own design leadership philosophy. Typically, your personal leadership style will combine two or more of these styles together - and will also evolve over time.

1. Affiliative Design Leadership
"The Empathizer" - People first, always. Core Tenets

Focuses on building emotional connections between teammates.

Stresses the important of continuous communication that seeks to understand core emotional behaviors and motivations.

Applies user-empathy design thinking to team leadership, meaning that Affiliative leaders always seek-to-understand, coach, and motivate above all else.

Promotes a culture of positivity, with the ultimate goal of achieving sustainable harmony between teammates.

Design feedback sessions will generally focus on uplifting and motivating colleagues, with feedback carefully positioned as constructive.

Encourages creativity by allowing for personal reflective space and flexibility to achieve desired outcomes.

Trade-offs
2. Autocratic/Coercive Design Leadership
"The Captain" - Follow my lead. Core Tenets Trade-offs
3. Democratic/Participative Design Leadership
"The Facilitator" - Better together. Core Tenets Trade-offs
4. Laissez-Faire Design Leadership
"The Observer" - Let the team run free. Core Tenets

Pure trust and reliance on the team to deliver the best experiences and outcomes for customers.

Only provide help and feedback when asked, otherwise the team can run fully on their own.

Minimal structure encourages teammates to craft their own ways of working.

Delegates full creative license to each teammate to explore anything.

Allows teammates to fully manage their own design process, time, goals, and prioritization.

Works best for highly performant teams where senior designers can orient and optimize their own end-to-end design processes.

Trade-offs
5. Strategic Design Leadership
"The Visionary" - Drive towards the north star. Core Tenets Trade-offs
6. Transformational Design Leadership
"The Change-maker" - Progress through constant transformation. Core Tenets Trade-offs
7. Transactional Design Leadership
"The Executor" - Clear goals, clear rewards. Core Tenets Trade-offs
You are unique, hence your leadership style is also unique and will continue to evolve over-time. If you're interested in any particular styles, then I recommend just researching further to learn the pros and trade-offs of each philosophy.

The most important take-away is that your leadership philosophy and style should always evolve to the needs of your team and business goals. We should always be asking these questions of ourselves:

What style will unleash the creative potential of my team?

What style will intrinsically motivate each designer to deliver substantial value to the business, but also feel a deep sense of value and purpose?

How will my leadership style need to evolve over time? Is my current style effective?

How will I measure the effectiveness of my leadership style?

Keep learning, keep leading! :)

References

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The 7 Design Leadership Styles - Which one are you?

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Each of us has a distinct leadership style. Whether we're parenting, taking our dog for a walk, coordinating an outing with friends, or setting our own personal goals - we're always exercising some form of leadership. But, very few of us wake up each morning and explicitly reflect on our leadership philosophy.

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Hideo Kojima - Japan's Maestro of Game Design

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Hideo Kojima - Japan's Maestro of Game Design

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Hideo Kojima, a name that resonates deeply within the gaming industry, is celebrated for his pioneering games and unparalleled storytelling. Kojima's unique vision has set him apart since day one, allowing him to escape the constraints of the corporate game industry, shaping the future of modern game design in the process. This article takes a deep dive into the life and career of Kojima, exploring his early influences, significant milestones as well as setbacks on his way to his current status as global master of game design.

In this article

Early Life

Born on August 24, 1963, in Setagaya, Tokyo, Hideo Kojima was the youngest of three children in a somewhat affluent family. His early years were marked by frequent relocations due to his father's job, eventually settling in the Kansai region. Kojima's parents, particularly his father, were avid film enthusiasts, a passion they shared with young Hideo. His family had a nightly ritual of watching movies, regardless of their suitability for children, which deeply ingrained a love for storytelling and cinema in Kojima.

Kojima's father played a significant role in his early life, encouraging his son's interests in both films and model building. Unfortunately, tragedy struck when Kojima was just 13 years old, as his father succumbed to illness. This loss profoundly impacted him, instilling a sense of solitude and an understanding of life's fragility. These themes would later permeate his work, contributing to the emotional depth of his games.

The Road to Game Design

University and Early Career Aspirations

Despite his creative aspirations, financial constraints and societal expectations led Kojima to pursue a degree in economics at university. However, his passion for storytelling never faded. During his college years in the 1980s, Kojima became fascinated by the flourishing video game industry, particularly titles like Super Mario Bros. and Portopia Serial Murder Case. He saw video games as a new medium to tell interactive stories, comparable to making interactive movies.

Joining Konami

Encouraged by his mother to follow his dreams despite societal pressures, Kojima joined Konami in 1986, a decision influenced by Konami's status as the only game company listed on the Japanese stock exchange at the time. Initially assigned to the MSX team, Kojima faced skepticism from his colleagues due to his lack of technical skills and unconventional ideas. His breakthrough came with Metal Gear in 1987, where he introduced the revolutionary concept of stealth gameplay, transforming the technical limitations of the MSX2 into a feature rather than a hindrance.

Rise to Stardom with Metal Gear

The success of Metal Gear laid the foundation for what would become one of the most iconic franchises in gaming history. Kojima's vision of blending gameplay with cinematic storytelling reached new heights with the release of Metal Gear Solid for the PlayStation in 1998. The game was a critical and commercial success, praised for its narrative depth, complex characters, and innovative mechanics. It established Kojima as an international star in the gaming community and solidified his reputation as a visionary.

Kojima's relentless pursuit of perfection and his desire to push the boundaries of what video games could achieve led to the development of Metal Gear Solid 2: Sons of Liberty. Released in 2001, the game was notable for its advanced graphics, intricate plot, and exploration of themes such as information control and reality manipulation-concepts that were ahead of their time.

He treated his games as interactive movies, crafting every aspect to ensure a cinematic experience. This was evident in Metal Gear Solid 3: Snake Eater, released in 2004, which drew inspiration from Cold War espionage films and the James Bond franchise. The game was a commercial and critical success, often hailed as one of the greatest games of all time.

Despite his initial desire to conclude the series with Snake Eater, fan demand and personal ambition led Kojima to direct Metal Gear Solid 4: Guns of the Patriots. Released in 2008, the game featured groundbreaking graphics, extensive cutscenes, and a deeply emotional narrative, setting a new standard for cinematic storytelling in video games.

The Metal Gear series, particularly Metal Gear Solid, has left an incredible mark on the gaming industry. Kojima's innovative use of stealth mechanics, cinematic storytelling, and complex character development set new standards for game design. The series' influence can be seen in numerous titles that followed, inspiring a generation of game developers to experiment with narrative-driven gameplay.

Diversifying Portfolio and Experimentation

After the success of Metal Gear, Kojima sought to diversify his portfolio. In 1988, he developed Snatcher, a cyberpunk adventure game heavily inspired by films like Blade Runner. Despite its limited initial success, Snatcher became a cult classic, praised for its deep narrative and atmospheric world. Kojima continued this trend with Policenauts in 1994, exploring themes of space travel and human biology, further showcasing his knack for integrating complex storytelling with gameplay.

Kojima's versatility was evident as he ventured into new genres. In 2001, he released Zone of the Enders, a mecha-based action game that garnered a dedicated following. Simultaneously, he explored the action RPG genre with Boktai: The Sun Is in Your Hand, an innovative game that incorporated real-world sunlight into its gameplay mechanics.

Clash with the Corporate Game Industry

Tensions with Konami

Throughout his career, Kojima faced numerous challenges, particularly with corporate management at Konami. Despite the success of his games, Kojima's creative vision often clashed with the company's profit-driven approach. This tension culminated in a high-profile fallout during the development of Metal Gear Solid V: The Phantom Pain. The game, despite its critical acclaim and commercial success, was marred by reports of cut content and rushed production due to Konami's internal pressures.

Kojima's relationship with Konami became increasingly strained over time. The company's shift towards mobile gaming and profit-driven strategies clashed even further with Kojima's creative aspirations. This conflict ultimately led to Kojima's departure from Konami in 2015. Kojima's departure from Konami was filled with controversy. The fallout highlighted the tensions between creative freedom and corporate interests, a struggle that many developers face in the industry.

The Birth of Kojima Productions

Undeterred by his departure from Konami, Kojima re-established Kojima Productions as an independent studio in 2015. Free from corporate constraints, he Partnered with Sony Entertainment, where he was granted the creative freedom he had long sought. This partnership paved the way for the development of Death Stranding, a game that would reflect Kojima's personal experiences and philosophies.

The Creation of Death Stranding

Death Stranding, starring Norman Reedus, Léa Seydoux, Mads Mikkelsen, and featuring collaborations with Guillermo del Toro and other Hollywood talents, was Kojima's first project as an independent developer. The game was Kojima's response to the divisive and fragmented nature of contemporary society. He envisioned a game that would emphasize the importance of building connections in a disconnected world. This theme of "stranding" inspired not only the title but also the core gameplay mechanics, where players are tasked with reconnecting a fractured America by delivering supplies and establishing communication networks.

Upon its release in November 2019, Death Stranding received a mix of praise and criticism. The game's innovative mechanics, stunning visuals, and intricate storyline were praised by many, while others found its slow-paced gameplay polarizing. Despite this, Death Stranding was a commercial success, selling over five million copies by July 2021.

The game's impact extended beyond sales figures. It sparked conversations about the future of interactive storytelling and the potential for video games to address complex social issues. Despite the polarized opinions, the game reinforced Kojima's reputation as a visionary willing to take risks and push the boundaries of the medium.

Pioneering the Game Industry

Hideo Kojima's influence on game development is profound and enduring. His willingness to experiment with new ideas, challenge conventions, and integrate deep narrative themes into his games has inspired countless developers. Kojima's legacy is not just in the games he has created but in the way he has shaped the industry's approach to storytelling and design.

Kojima's games are renowned for their cinematic quality, seamlessly blending cutscenes and gameplay to create a cohesive narrative experience. This approach has been emulated by many developers, leading to the rise of narrative-driven games that prioritize storytelling alongside gameplay mechanics. Titles such as The Last of Us, Uncharted, and Red Dead Redemptio n owe a debt to Kojima's pioneering work in this area.

Kojima has always been a proponent of blurring the lines between different forms of media. In recent years, he has expressed interest in exploring virtual reality (VR) and augmented reality (AR) as potential platforms for storytelling. His fascination with these emerging technologies suggests that future projects may push the boundaries of interactive entertainment even further.

Double Edged Sword

While Kojima's innovative approach has garnered critical acclaim, it has also presented challenges.
His games are often complex and demanding, both in terms of gameplay and narrative comprehension leaving you with games that can be esoteric and complex in nature. This complexity can be intimidating for casual gamers or those new to his work, potentially limiting his audience.

For example, Death Stranding was praised for its originality and artistic vision but also criticized for its slow-paced gameplay and abstract narrative. The game's mechanics, which involved delivering supplies across a desolate landscape while managing various physical and environmental challenges, were unlike anything seen before. While some players appreciated the game's meditative and reflective nature, others found it tedious and difficult to engage with.

Kojima's commitment to intricate storytelling can also be a double-edged sword. The deep, multi-layered narratives of his games require significant investment from players to fully appreciate. This can be a barrier for those who prefer more straightforward, action-driven games. Additionally, Kojima's penchant for long cutscenes and extensive dialogue can disrupt the flow of gameplay for some, making it harder for them to stay immersed in the game world.

Future Projects

Building on the success of Death Stranding, Kojima Productions is working on its sequel, titled Death Stranding 2. While details about the project remain scarce, Kojima has hinted at expanding the game's universe and exploring new themes. The anticipation surrounding the sequel highlights the enduring interest in Kojima's unique approach to game design.

In addition to Death Stranding 2, Kojima Productions is rumored to be working on several unannounced projects, potentially involving collaborations with other media forms such as film and television, building on his everlasting desire to expand his creative vision beyond traditional gaming platforms.

Hideo Kojima's path to becoming a master of game design is a story of passion, innovation, and resilience. From his early influences and formative years to his groundbreaking work at Konami and the establishment of his independent studio, Kojima has consistently pushed the boundaries of what video games can achieve. His influence on the industry is profound, shaping modern game design and inspiring a new generation of developers. As he continues to explore new creative frontiers, the gaming world eagerly anticipates the next chapter in the extraordinary saga of Hideo Kojima.

Hideo Kojima, a name that resonates deeply within the gaming industry, is celebrated for his pioneering games and unparalleled storytelling. Kojima's unique vision has set him apart since day one, allowing him to escape the constraints of the corporate game industry, shaping the future of modern game design in the process. This article takes a deep dive into the life and career of Kojima, exploring his early influences, significant milestones as well as setbacks on his way to his current status as global master of game design.

In this article

Early Life

Born on August 24, 1963, in Setagaya, Tokyo, Hideo Kojima was the youngest of three children in a somewhat affluent family. His early years were marked by frequent relocations due to his father's job, eventually settling in the Kansai region. Kojima's parents, particularly his father, were avid film enthusiasts, a passion they shared with young Hideo. His family had a nightly ritual of watching movies, regardless of their suitability for children, which deeply ingrained a love for storytelling and cinema in Kojima.

Kojima's father played a significant role in his early life, encouraging his son's interests in both films and model building. Unfortunately, tragedy struck when Kojima was just 13 years old, as his father succumbed to illness. This loss profoundly impacted him, instilling a sense of solitude and an understanding of life's fragility. These themes would later permeate his work, contributing to the emotional depth of his games.

The Road to Game Design

University and Early Career Aspirations

Despite his creative aspirations, financial constraints and societal expectations led Kojima to pursue a degree in economics at university. However, his passion for storytelling never faded. During his college years in the 1980s, Kojima became fascinated by the flourishing video game industry, particularly titles like Super Mario Bros. and Portopia Serial Murder Case. He saw video games as a new medium to tell interactive stories, comparable to making interactive movies.

Joining Konami

Encouraged by his mother to follow his dreams despite societal pressures, Kojima joined Konami in 1986, a decision influenced by Konami's status as the only game company listed on the Japanese stock exchange at the time. Initially assigned to the MSX team, Kojima faced skepticism from his colleagues due to his lack of technical skills and unconventional ideas. His breakthrough came with Metal Gear in 1987, where he introduced the revolutionary concept of stealth gameplay, transforming the technical limitations of the MSX2 into a feature rather than a hindrance.

Rise to Stardom with Metal Gear

The success of Metal Gear laid the foundation for what would become one of the most iconic franchises in gaming history. Kojima's vision of blending gameplay with cinematic storytelling reached new heights with the release of Metal Gear Solid for the PlayStation in 1998. The game was a critical and commercial success, praised for its narrative depth, complex characters, and innovative mechanics. It established Kojima as an international star in the gaming community and solidified his reputation as a visionary.

Kojima's relentless pursuit of perfection and his desire to push the boundaries of what video games could achieve led to the development of Metal Gear Solid 2: Sons of Liberty. Released in 2001, the game was notable for its advanced graphics, intricate plot, and exploration of themes such as information control and reality manipulation-concepts that were ahead of their time.

He treated his games as interactive movies, crafting every aspect to ensure a cinematic experience. This was evident in Metal Gear Solid 3: Snake Eater, released in 2004, which drew inspiration from Cold War espionage films and the James Bond franchise. The game was a commercial and critical success, often hailed as one of the greatest games of all time.

Despite his initial desire to conclude the series with Snake Eater, fan demand and personal ambition led Kojima to direct Metal Gear Solid 4: Guns of the Patriots. Released in 2008, the game featured groundbreaking graphics, extensive cutscenes, and a deeply emotional narrative, setting a new standard for cinematic storytelling in video games.

The Metal Gear series, particularly Metal Gear Solid, has left an incredible mark on the gaming industry. Kojima's innovative use of stealth mechanics, cinematic storytelling, and complex character development set new standards for game design. The series' influence can be seen in numerous titles that followed, inspiring a generation of game developers to experiment with narrative-driven gameplay.

Diversifying Portfolio and Experimentation

After the success of Metal Gear, Kojima sought to diversify his portfolio. In 1988, he developed Snatcher, a cyberpunk adventure game heavily inspired by films like Blade Runner. Despite its limited initial success, Snatcher became a cult classic, praised for its deep narrative and atmospheric world. Kojima continued this trend with Policenauts in 1994, exploring themes of space travel and human biology, further showcasing his knack for integrating complex storytelling with gameplay.

Kojima's versatility was evident as he ventured into new genres. In 2001, he released Zone of the Enders, a mecha-based action game that garnered a dedicated following. Simultaneously, he explored the action RPG genre with Boktai: The Sun Is in Your Hand, an innovative game that incorporated real-world sunlight into its gameplay mechanics.

Clash with the Corporate Game Industry

Tensions with Konami

Throughout his career, Kojima faced numerous challenges, particularly with corporate management at Konami. Despite the success of his games, Kojima's creative vision often clashed with the company's profit-driven approach. This tension culminated in a high-profile fallout during the development of Metal Gear Solid V: The Phantom Pain. The game, despite its critical acclaim and commercial success, was marred by reports of cut content and rushed production due to Konami's internal pressures.

Kojima's relationship with Konami became increasingly strained over time. The company's shift towards mobile gaming and profit-driven strategies clashed even further with Kojima's creative aspirations. This conflict ultimately led to Kojima's departure from Konami in 2015. Kojima's departure from Konami was filled with controversy. The fallout highlighted the tensions between creative freedom and corporate interests, a struggle that many developers face in the industry.

The Birth of Kojima Productions

Undeterred by his departure from Konami, Kojima re-established Kojima Productions as an independent studio in 2015. Free from corporate constraints, he Partnered with Sony Entertainment, where he was granted the creative freedom he had long sought. This partnership paved the way for the development of Death Stranding, a game that would reflect Kojima's personal experiences and philosophies.

The Creation of Death Stranding

Death Stranding, starring Norman Reedus, Léa Seydoux, Mads Mikkelsen, and featuring collaborations with Guillermo del Toro and other Hollywood talents, was Kojima's first project as an independent developer. The game was Kojima's response to the divisive and fragmented nature of contemporary society. He envisioned a game that would emphasize the importance of building connections in a disconnected world. This theme of "stranding" inspired not only the title but also the core gameplay mechanics, where players are tasked with reconnecting a fractured America by delivering supplies and establishing communication networks.

Upon its release in November 2019, Death Stranding received a mix of praise and criticism. The game's innovative mechanics, stunning visuals, and intricate storyline were praised by many, while others found its slow-paced gameplay polarizing. Despite this, Death Stranding was a commercial success, selling over five million copies by July 2021.

The game's impact extended beyond sales figures. It sparked conversations about the future of interactive storytelling and the potential for video games to address complex social issues. Despite the polarized opinions, the game reinforced Kojima's reputation as a visionary willing to take risks and push the boundaries of the medium.

Pioneering the Game Industry

Hideo Kojima's influence on game development is profound and enduring. His willingness to experiment with new ideas, challenge conventions, and integrate deep narrative themes into his games has inspired countless developers. Kojima's legacy is not just in the games he has created but in the way he has shaped the industry's approach to storytelling and design.

Kojima's games are renowned for their cinematic quality, seamlessly blending cutscenes and gameplay to create a cohesive narrative experience. This approach has been emulated by many developers, leading to the rise of narrative-driven games that prioritize storytelling alongside gameplay mechanics. Titles such as The Last of Us, Uncharted, and Red Dead Redemptio n owe a debt to Kojima's pioneering work in this area.

Kojima has always been a proponent of blurring the lines between different forms of media. In recent years, he has expressed interest in exploring virtual reality (VR) and augmented reality (AR) as potential platforms for storytelling. His fascination with these emerging technologies suggests that future projects may push the boundaries of interactive entertainment even further.

Double Edged Sword

While Kojima's innovative approach has garnered critical acclaim, it has also presented challenges.
His games are often complex and demanding, both in terms of gameplay and narrative comprehension leaving you with games that can be esoteric and complex in nature. This complexity can be intimidating for casual gamers or those new to his work, potentially limiting his audience.

For example, Death Stranding was praised for its originality and artistic vision but also criticized for its slow-paced gameplay and abstract narrative. The game's mechanics, which involved delivering supplies across a desolate landscape while managing various physical and environmental challenges, were unlike anything seen before. While some players appreciated the game's meditative and reflective nature, others found it tedious and difficult to engage with.

Kojima's commitment to intricate storytelling can also be a double-edged sword. The deep, multi-layered narratives of his games require significant investment from players to fully appreciate. This can be a barrier for those who prefer more straightforward, action-driven games. Additionally, Kojima's penchant for long cutscenes and extensive dialogue can disrupt the flow of gameplay for some, making it harder for them to stay immersed in the game world.

Future Projects

Building on the success of Death Stranding, Kojima Productions is working on its sequel, titled Death Stranding 2. While details about the project remain scarce, Kojima has hinted at expanding the game's universe and exploring new themes. The anticipation surrounding the sequel highlights the enduring interest in Kojima's unique approach to game design.

In addition to Death Stranding 2, Kojima Productions is rumored to be working on several unannounced projects, potentially involving collaborations with other media forms such as film and television, building on his everlasting desire to expand his creative vision beyond traditional gaming platforms.

Hideo Kojima's path to becoming a master of game design is a story of passion, innovation, and resilience. From his early influences and formative years to his groundbreaking work at Konami and the establishment of his independent studio, Kojima has consistently pushed the boundaries of what video games can achieve. His influence on the industry is profound, shaping modern game design and inspiring a new generation of developers. As he continues to explore new creative frontiers, the gaming world eagerly anticipates the next chapter in the extraordinary saga of Hideo Kojima.

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Hideo Kojima - Japan's Maestro of Game Design │Yokogao Magazine

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Dive into the journey of Hideo Kojima, Japan's game design maestro. Learn about his rise to fame with Metal Gear, his creative battles, and how he continues to revolutionize the gaming industry with Death Stranding.

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Norman Reedus & Hideo Kojima interview | Countdown To Death Stranding

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Norman Reedus & Hideo Kojima interview | Countdown To Death Stranding

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Norman Reedus & Hideo Kojima interview | Countdown To Death Stranding

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                                                                               How Hideo Kojima Became a Genius 

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                                                                               How Hideo Kojima Became a Genius 

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How Hideo Kojima Became a Genius

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What inspired Hideo Kojima to create Death Stranding? 

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What inspired Hideo Kojima to create Death Stranding? 

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What inspired Hideo Kojima to create Death Stranding?

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What inspired Hideo Kojima to create Death Stranding?

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The Design Philosophy of Hideo Kojima | The History of Metal Gear Solid

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The Design Philosophy of Hideo Kojima | The History of Metal Gear Solid

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The Design Philosophy of Hideo Kojima | The History of Metal Gear Solid

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How to know your life purpose in 5 minutes | Adam Leipzig | TEDxMalibu

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How to know your life purpose in 5 minutes | Adam Leipzig | TEDxMalibu

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How to know your life purpose in 5 minutes | Adam Leipzig | TEDxMalibu