المحتوى المقدم من The Dr. Chris Show. يتم تحميل جميع محتويات البودكاست بما في ذلك الحلقات والرسومات وأوصاف البودكاست وتقديمها مباشرة بواسطة The Dr. Chris Show أو شريك منصة البودكاست الخاص بهم. إذا كنت تعتقد أن شخصًا ما يستخدم عملك المحمي بحقوق الطبع والنشر دون إذنك، فيمكنك اتباع العملية الموضحة هنا https://ar.player.fm/legal.
Player FM - تطبيق بودكاست انتقل إلى وضع عدم الاتصال باستخدام تطبيق Player FM !
Host Francesca Amiker sits down with directors Joe and Anthony Russo, producer Angela Russo-Otstot, stars Millie Bobby Brown and Chris Pratt, and more to uncover how family was the key to building the emotional core of The Electric State . From the Russos’ own experiences growing up in a large Italian family to the film’s central relationship between Michelle and her robot brother Kid Cosmo, family relationships both on and off of the set were the key to bringing The Electric State to life. Listen to more from Netflix Podcasts . State Secrets: Inside the Making of The Electric State is produced by Netflix and Treefort Media.…
المحتوى المقدم من The Dr. Chris Show. يتم تحميل جميع محتويات البودكاست بما في ذلك الحلقات والرسومات وأوصاف البودكاست وتقديمها مباشرة بواسطة The Dr. Chris Show أو شريك منصة البودكاست الخاص بهم. إذا كنت تعتقد أن شخصًا ما يستخدم عملك المحمي بحقوق الطبع والنشر دون إذنك، فيمكنك اتباع العملية الموضحة هنا https://ar.player.fm/legal.
The Dr. Chris Show is a daily update filled with guidance and insight into instructional design & instructional technology. With luck, you will be able to make your own course development efforts be even more effective with what you'll learn here.
المحتوى المقدم من The Dr. Chris Show. يتم تحميل جميع محتويات البودكاست بما في ذلك الحلقات والرسومات وأوصاف البودكاست وتقديمها مباشرة بواسطة The Dr. Chris Show أو شريك منصة البودكاست الخاص بهم. إذا كنت تعتقد أن شخصًا ما يستخدم عملك المحمي بحقوق الطبع والنشر دون إذنك، فيمكنك اتباع العملية الموضحة هنا https://ar.player.fm/legal.
The Dr. Chris Show is a daily update filled with guidance and insight into instructional design & instructional technology. With luck, you will be able to make your own course development efforts be even more effective with what you'll learn here.
Get thee to an art museum! With all of this talk the past week about learning from photography I wanted to share an even more effective piece of advice when it comes to the increasing sill with regards to good design. Luckily it’s a simple one. Get thee to an art museum! I’m serious. Find some local art museums and actually put a visit on the calendar, bonus points if you can get your boss to approve an outing on company time, and another set of bonus points if you can move exceptionally slow through the museum by yourself. Our local museum currently has an exhibit on illustrator N.C. Wyeth. With Treasure Island being a favorite in our house I knew I needed to take my boys. And I’m going to be making a return trip solo soon. Because while Wyeth is quoted as saying “Painting [or fine art] and illustration cannot be mixed—one cannot merge from one into the other.” I completely disagree. Exploring the world of fine art can indeed help with improving our design efforts.…
ISO Explained There was a bit of confusing and I received a few questions yesterday regarding ISO and what exactly it is and how it works. In this video, I delve a little deeper. ISO is easiest to visualize when we consider film photography. ISO literally refers to the size of the silver halide crystals that are on the plastic film. The smaller the crystals the smaller the ISO number and the larger the crystals the larger the ISO. So what effect does the size of the crystals have on the images? The larger crystals are more light-sensitive so they can absorb more light and need less light to produce a quality image, the smaller crystals need more light to produce the same image. The trade-off comes in the form of graininess in the image. The original “pixilation” if you will. Now grainy photos can be quite cool, especially if you’re aiming for spooky fall photos but not so cool when you’re trying to get technical details so the ISO choices will largely depend on what you’re trying to achieve in your photography. Generally speaking though the lower the ISO the better with regards to detail. In digital photography, we don’t swap out our light sensor for one that is more or less sensitive to light so what happens is the computer in the camera will computationally boost the values of the light hitting the sensor in low light situations or if the ISO is manually increased. The effect as anyone who’s taken a low light photo with a smartphone will notice is a grainy photo. Since the effect is almost exactly the same as in the film the name and paradigm work well in both instances.…
The Exposure Triangle Photography and video are important components of instructional design. As we look at some of the things that photography can help us with regarding good visual design overall as well as good instructional design it would be a mistake not to share one of the more important photography concepts. This is the exposure triangle. We’ve all seen images that were overexposed and a bit too bright and images that were a bit underexposed or a bit dark. So today I wanted to discuss the three elements that make up the exposure triangle in photography. The first element is the shutter speed. This is literally the speed at which the shutter moves out of the way and lets light pass through to the film or these days to the light sensor. The slower the shutter speed the more light but also the more likely that images seem blurry due to movement. The second element is the aperture. The camera’s aperture works just like the pupil in our eyes, it opens and closes to let in more or less light. We discussed this a few days ago when we discussed the depth of field, the trade-off with light and the aperture has to do with the depth of field your image sill have. The third element is ISO. ISO can be a bit confusing but it refers to the light sensitivity of your film or the artificial light enhancement done in the computer part of your digital camera.…
Another bit of photography composition advice that is useful for instructional design is the idea to simplify whenever possible. Remove as much as possible. This allows for focus on the subject, removes unnecessary elements to reduce cognitive load, and gives you a cleaner overall design.
Another important aspect of photography and composition has to do with backgrounds. Essentially the backgrounds in our visual work should not distract our learners. We should be focused on our subject and the backgrounds our images should be used to give context if necessary but we need to be aware of them and not forget to check for distracting or inappropriate items in the background of the media we make. This is also another good analogy for the instructional content. We should include useful background information that can give context but it should not distract our learners.…
Today I wanted to discuss an important photography and videography concept. Depth of field. I’ve been asked quite often about how to get the “blurry background” when photographing or recording video of a subject. In this video, I discuss the concept of depth of field. In essence, the depth of field is how “deep” the field of focus will be in an image. This is controlled primarily through adjusting the aperture. The larger the aperture (ironically the smaller the f-stop number) the more narrow the depth of field and the smaller the aperture (again larger f-stop number) the wider the depth of field will be.…
As we explore the concepts and composition advice from photography that can help us in instructional design one less known one is the advice to not “cut off limbs” of photography subjects. The idea is to give context and not confuse the perspective of the viewer. An important visual concept to remember as we place images in our instructional materials this also works as an important metaphor as well. We should ensure that we give our content context as well so that our learners know where all of this sits.…
As we explore some of the important things we can pull from photography to enhance our instructional design another tip from photography that can help with instructional design is the idea to “fill the frame” with your subject. This, of course, works visually as you should focus on your subject to direct attention and remove distraction but it also makes a good metaphor with regards to filling our content with our subject for much the same reason.…
As we continue to explore the ways we can gain insight from photography and video for use in instructional design I wanted to share the 180-degree rule. The easiest way I have been able to visualize this rule is to imagine a traditional stage for live theater. The actors can come right up to the edge and the audience can also go right up to the edge. But except in rare situations, the audience shouldn’t climb onto the stage and the actors shouldn’t come down off the stage. When filming or doing photography or illustrations for elearning it is important that we not confuse the audience with regards to perspective. If our two actors or characters are facing each other one on the right and the other on the left they should stay on their respective sides and we should be careful when changing our perspective that we don’t confuse the viewer by thinking our actors have traded positions.…
I was at a photography exhibit the other day and was reminded about how many of the concepts of good photography directly impact instructional design. Not only because photography is used in instructional design but because of the very often very visual nature of our work. While it is possible to have 100% life instruction with no physical materials or 100% audio materials more often than not we are going to have a visual element. So I wanted to explore a bit of what we can take from photography either directly or indirectly. Today the idea I wanted to share is the “Rule of Thirds” many cameras and most phones have the option to overly a “grid” over the screen to help in composing our photography. The one I find most valuable is the two vertical and two horizontal lines that break the image into six boxes. This helps us frame using the rule of thirds which states that if we place our main elements on those lines with an emphasis on the for cross points we will end up with a more appealing image and overall better composition. My recommendation today is turn on that grid if you don’t already and try to get in the habit of using it.…
With all of the "cool kids" at DevLearn this week I wanted to take a moment to share my personal list of conferences in the area of Instructional Technology, Instructional Design, Distance Education and the like. The list has a good dose of K12, Higher Ed, and Industry so feel free to take a look. It's organized chronologically by month so if there are times that are a bit more free than others it's a good way to search. Smaller regional conferences are also great ones to check out as well for those of us who can't travel as much as we'd like. I'm sorry for my international friends the list is quite US Centric but I'd love suggestions for international conferences to add. It will be a few years before I'm able to get much international travel in but once I am able to travel more that is something I want to prioritize. Link to my list of conferences: https://docs.google.com/document/d/1MLwLCXfD133NVpa4dJHBp48_GKCpaEoT4aFRpXbrEAI/edit?usp=sharing…
The TPACK model is extremely valuable for Instructional Designers. It offers an excellent way to articulate what we bring to the table regarding education and training. And it can help shed some light on how the role of the ID can shift in different circumstances. The TPACK model represents a ven diagram of Technology knowledge, Pedagogical knowledge, And Content Knowledge. The magic, of course, is in the overlap. So it's not enough to know about technology and the content someone needs to understand how technology applies to the content area. It's not enough to understand pedagogy and the content one needs to understand how pedagogy can be leveraged to teach the specific content, and again with technology and pedagogy. Understanding how the technology works but not being able to apply it to help students learn is of little value. And of course in the center where all of the three domains where all of the integrated understanding can be applied to best help the leaners. One of the misunderstandings regarding the TPACK model is that one person needs to master all of these all of the time. Most of the time the core function of the instructional designers is to round out these necessary skills for our Content Knowledge expert. So while our subject matter expert may spend 15 or 20 years to become an expert in the content we should put just as much effort into understanding the technology and pedagogy so that we can be flexible enough to adapt to whatever they throw our way. The TPACK model also highlights were sensitivity is sometimes required when someone also perceives themselves to be an expert in more than just the content, and especially when they are an expert. A veteran teacher of 25 years may not need as much pedagogical support as we may be excited to offer. For more on the TPACK model be sure to visit https://TPACK.org…
There are several elements in storytelling that are important to consider when trying to make your story relatable with your learners. Conflict: Keep your conflict realistic, if your learners can't see themselves ever needing to rise to a similar challenge your story will seem out of touch. Characters: Your learners will need to see themselves in the main character of your story, and will need to see their coworkers and customers in the other characters you have. Learning about your learner's actual working environment can go a long way here. Setting: Similar to needing characters to be relatable the setting should be relatable as well. While it is possible to have your call center set on the moon having the call center set in your actual call center or one that looks quite similar, even if set on the moon, can go a long way. Language: The language, vocabulary, and communication style should match the actual working environment. This goes for both the level of jargon used in the environment, the tone, as well as the actual language. This is when having access to a quality translator can come in handy if you are not a fluent speaker in all of the languages your learners speak.…
Today I have three solid tips to help you create a more effective story for instructional purposes. 1. Analyze the content: Telling a good story means having a good story to tell and having a package that is most compatible with the content. You can use anecdotes, historical narratives, case studies, scenarios, or even a good mystery to solve but you should ensure the format fits the content. 2. Grab learners’ attention: Classic storytelling hooks could include something surprising, interesting, a question, or a problem that can help keep your learners attention. 3. Stimulate your learner's imagination: A good story will engage the imagination either through creating an emotional connection or starting up your learner's problem-solving mindset. In either case, you will need to ensure that your learners care about the characters and the situation in your story.…
There are six elements of storytelling and they tie quite well into instructional design, which is probably why storytelling is such an effective instructional technique. 1. Setting: Where does the story take place? Often in our learner's performance context. 2. Characters: Our learner, or a surrogate, should most often be the main character. 3. Plot. What is the actual story? We should let the learning strategy form our plot. 4. Conflict: Whatever form our conflict or challenge takes it should directly be tied to the overall learning objectives. 5. Theme: The theme of the story is the main idea or underlying meaning and it should tie back to our performance objectives. 6. Narrative Arc: We covered a great deal of the narrative arch in previous videos when we discussed the hero's journey. The narrative arch is what keeps the story moving and keeps our learners engaged.…
As we consider how much the learner's journey and the hero's journey overlap (which makes sense because our learners are the hero of our stories), how can we as instructional designers leverage what the hero's journey can tell us to better help our learners. Today I want to share how we can apply the three stages of the hero's journey that typically fit into Act 3 in a 3-Act structure. Those stages are: 10. The Road Back 11. Resurrection 12. Return with the Elixer The road back is the opposite of the "call to adventure" this is when our hero decides to go home and to use what they've learned there. The resurrection refers to the final battle the largest challenge where our hero comes the closest to death. And for our learners, this is most often applying what they've learned on the job. And finally "Returning with the Exlixer" is the final stage where our hero returns to their "normal life" but transformed in some way. And this is what we hope for out of our training programs. That our learners return to work having proven that they can apply what they have learned and then having that application just become part of their normal every day.…
As we consider how much the learner's journey and the hero's journey overlap (which makes sense because our learners are the hero of our stories), how can we as instructional designers leverage what the hero's journey can tell us to better help our learners. Today I want to share how we can apply the five stages of the hero's journey that typically fit into Act 2 in a 3-Act structure. Those stages are: 5. Crossing the Threshold 6. Tests, Allies, & Enemies 7. Approaching the Innermost Cave 8. The Ordeal 9. The Reward or "Seizing the Sword" Crossing the threshold refers to when our hero, either willingly or being pushed commits to the adventure. And in our case, since our learner is our hero it is when they commit to our program. Tests, Allies, & Enemies refers to the array of escalating challenges to overcome that our hero is faced with. As instructional designers this can be interpreted as the sequencing and scaffolding we need to put into place to ensure that our hero has the proper cognitive struggle to ensure learning but is still able to meet the challenges. Approaching the innermost cave represents when our hero is faced with doubt regarding just how big the overall goal is. As instructional designers, we should anticipate this moment of doubt and build in clarity regarding our overall learning goals and offer support as our hero gets ready for the next phase in their journey. The "Ordeal" in the hero's journey refers to the "Supreme Ordeal" where everything is on the line and it often parallels the summative evaluation in a learning experience. While I'm no a fan of a "test" as a summative evaluation I do think that this analogy with the hero's journey works well. Our summative evaluation should indeed test our hero. Finally, act two concludes with the "reward" often referred to as "seizing the sword" and in this phase of the hero's journey, our hero is transformed. She has learned a secret knowledge, new insight, and has been transformed by obtaining some treasure. As instructional designers, we need to ensure that there truly is a treasure at the end of Act 2 for our learners. If we fail to attend to this critical stage in our hero's journey we miss the whole point of the journey.…
As we consider how much the learner's journey and the hero's journey overlap (which makes sense because our learners are the hero of our stories), how can we as instructional designers leverage what the hero's journey can tell us to better help our learners. Today I want to share how we can apply the first four stages of the hero's journey. Those stages are: 1. The Ordinary World 2. The Call to Adventure 3. The Refusal of the Call 4. Meeting the Mentor In the first phase of the hero's journey, we see our soon to be hero in their ordinary world. This is where we learn about their true nature, their capabilities, and their overall outlook on life. The lesson for instructional design is that we should get to know our learners just as well. It doesn't matter how formal your learner analysis is but you need to learn about your leaner. The second phase of the hero's journey is the call to adventure where there is something that disrupts the status quo. This can be something dramatic or mundane but whatever it is the call to adventure highlights a challenge to be overcome. As instructional designers, this parallels the needs analysis quite well. We need to identify if there is even a call to adventure and if there is it needs to be presented in a way that the challenge to be overcome is clearly presented. The third phase of the hero's journey is the Refusal of the Call. I think this one is clear when it comes to training and development. This phase is where however eager our hero is to undertake the adventure there are still lingering fears or concerns that need addressing. We need to do our best to identify these fears. In the fourth phase of the hero's journey, the hero meets their mentor. In this phase, the mentor helps to dispel the fears, addresses any concerns, and gives the hero the tools and resources they need to begin. This is our responsibility as the learning professional in our learner's journey. We need to help to dispel their fears, address any concerns, and give our learners the tools and resources they need to begin. Tomorrow we'll continue with a few more of the 12 phases of the hero's journey and explore their parallel to the learner's journey and how we as learning professionals can apply this.…
Joseph Campbell describes 12 steps in The Hero's Journey. And when we look at these steps we can see not only how they fit within the 3 act structure but also how they describe the typical learner's journey as well. The 12 steps are: 1. Ordinary World 2. Call To Adventure 3. Refusal Of The Call 4. Meeting The Mentor 5. Crossing The Threshold 6. Tests, Allies, Enemies 7. Approach To The Inmost Cave 8. Ordeal 9. Reward (Seizing The Sword) 10. The Road Back 11. Resurrection 12. Return With The Elixir These steps can be used to craft a good story, examine our own personal journey, and also to proactively build supports in place for our learners to anticipate their needs as they progress along a similar journey we call the leaner's journey. In the video, I walked through the steps using a Scrivener file that I use as a template from time to time. If you'd like a copy of the VERY BASIC template you can find it here: https://www.dropbox.com/sh/u8hrzswr05pjnjw/AAAiNnM_9jzZx2joQb8mUEZLa?dl=0…
When we take a closer look at the three-act structure it can be difficult not to see the parallels between it and a quality learning experience. Both start in Act I with an introduction to all of the characters, the setting, and any needed backstories. Both move onto Act II where our Hero starts to lean and apply there learning until they master the challenge before them. And both end with Act III with a Hero who has mastered the challenge and then returns home, hopefully, changed for the better. This parallel is so strong that I may have on more than one occasion broken courses up and labeled them Act I - Act II - Act III There is also a similar parallel between the Hero's Journey and the Learner's Journey. Which we will start to explore a bit in the coming days.…
I've always loved comic books and graphic novels. In addition to being works of art, they can also be an effective instructional medium that can leverage storytelling and scenario really well. One great example of this is the comic "Radio an Illustrated Guide" by Ira Glass and Jessica Abel. In addition to teaching a bit about radio production and audio editing the comic also discusses good storytelling in audio. Unfortunately, the paper copy is out of print, there are some used ones on Amazon but you can get a digital copy for $2 from the This American Life website. https://store.thisamericanlife.org/ProductDetails.asp?ProductCode=RADIO%3AANILLUSTRATEDGUIDEPDF While I was pulling the comic off my shelves I also decided to share another book about the art of Instructional design that is out of print and I only share with those I think deserve it. NO link for that book but if you watch the video or listen to the podcast you'll get the name of the book so you can hunt for it on Amazon.…
Storytelling has been used to teach for as long as there has been language. We know this and we also know that human beings are natural storytellers. Yet there are still so many times as instructional designers when we find ourselves with an instructional goal our storytelling skills just can't be found. This highlights the importance of critically examining what makes a good story and practicing those skills. If we're going to support our learners along their learning journey it can help to understand what this type of journey entails. So my tip of the day is to review "The Hero's Journey" specifically by reading or watching "The Power of Myth" with Joseph Campbell and Bill Moyers (which rumor has it can be found on Netflix).…
Two of the more practical learning theories are Operant Conditioning and Spaced Repetition. And when they are combined you can use what they teach us as a solid strategy for boosting learner engagement and retention in your instructional design work. The lesson from Spaced Repetition is that in order to retain information we need to review it periodically. When we learn something new we don't hold onto it forever instead we begin to slide down the "forgetting curve" and reviewing what we've learned before we lose too much can reduce the effects of that forgetting curve. One of the lessons from Operant Conditioning is that rewards work and that rewards at unpredictable intervals work wonders. This can offer instructional designers a useful strategy. Return to important information regularly but not too regularly so that the interval is a bit unpredictable and offer a reward when the information is remembered. In animal studies food was most often used so while a cookie is always an option human beings are a bit more flexible, positive feedback, encouragement, and recognition can also work wonders.…
Yesterday I shared some recommendations regarding Mind Mapping software and received a few questions asking for some information about what exactly a mind map is and when or how you would use one. Today I wanted to jump in with a screencast of the Mind Node software I mentioned yesterday as we go a bit "meta" and use a Mind Map to explore what a Mind Map is and where it can help.…
One organizational technique I use often is that of Mind Mapping. A mind map is a visual way of breaking down ideas and concepts hierarchically. A mind map starts with a central idea or concept and then branching out from that central idea are the keywords that represent the different aspects of that central idea, and, and out until the concept is fully explored or you've run out of space on your paper. While I've done paper mind maps for years I have had great luck with using software to rapidly develop mind maps for a variety of purposes such as in project planning and especially in working through a task or concept analysis for instructional design projects. The two pieces of software that I have used and enjoyed are MindMeister and MindNode. MindMeister is a free cloud-based tool found here: https://www.mindmeister.com which has some excellent collaboration abilities. MindNode is a MacOS and iOS software that syncs between devices but doesn't really have the collaborative component the same way MindMeister does. It's also a bit pricy coming in at about $55 if you go all in. https://mindnode.com/ I'd encourage you to try your hand at mind mapping your current project or challenge. It's a lovely technique that can help get things organized.…
Self Confidence, Self-Acceptance, and a Supporting Belief System. Now you may be asking yourself.. This seems like such a fundamental and foundational pillar of creativity why is it the last one we are talking about? I have a good reason. It can be easy to share platitudes. Believe in yourself. Really? For me believe often comes with success. It is my hope that by working through the homework for each of the other pillars will help you build that confidence. Self-acceptance comes with accepting where you are now. It doesn't matter if you are a skilled artist. What matters is that you acknowledge where you are on the continuum and move in the direction you want to go. Anyone can do anything and you can increase your creativity by believing in your potential enough to put in the effort regarding the 12 pillars of creativity. The supporting believe the system is that of a growth mindset. Your skills and your creativity can grow. I hope that you have discovered that through the exercises. It is not easy, it takes work, but it is very much worth the effort. And finally, self-confidence comes with practice and accomplishment.…
It is difficult to express your creativity in a project if you are unable to make any choices regarding how the project is done. Eventually in order to create something new you will need to leverage your own autonomy and make choices regarding your project. This is not to say you need a total lack of constraints or limits in order to be creative. Quite the opposite. Having a strong set of constraints and limits while still preserving the ability to make choices within those boundaries is where you can find your creativity jump. This pillar can be leveraged in two steps. The first is recognizing the areas of autonomy and the choices that we have. Over the course of the week watch for the areas within your work where you are making choices. Acknowledge those choices. There is often a layer of choices that we defer either by habit or avoidance. I found there was a tremendous amount of decisions I was deferring out of conflict avoidance as I was going through this exercise. Watch the choices you make each day for a few days. Especially the ones you make by default, habit, or out of avoidance. You don’t need to change the decisions you make, just acknowledge them as you make them. The second step is to critically review your choices one at a time. Now, this step takes some energy. Once you acknowledge the bounds you have and the freedom you have within the constraints of your work you will need to start to exercise some of those choices. If you are working on your own project this is significantly easier than if you are working at a job or for a client since you will need to do the work in a way that the client or boss will approve. If your decisions require approval, try, ask, and sometimes take a chance. That said if you are being micromanaged in your work and can’t afford to be fired, you may need to find another outlet for your creative energies. And if you are a boss with employees you would like to see be more creative you can’t micromanage them. They will need autonomy and the ability to make choices.…
Quite seriously it takes a lot of work to be creative. There is effort and as we learned earlier there is quite a bit of failure and the need for perseverance. In order to sustain this level of energy over the long term, you need to have the motivation to keep going and the ambition needed to focus on your improvement. There are times when external forces can work on our motivation, these external motivators can be money or obligation. Usually, for me the external motivation tends to be an obligation, obligation to my family mostly. Even the tasks from an external boss tend to filter through my need to be a provider for my family. Internal motivation is another important source of energy. The internal motivation can come from having a connection to your “strong purpose” from pillar two. It can also come from exploration and discovering the areas where you have that natural curiosity from pillar nine. Quite simply it is difficult to be creative if you do not want to be creative. if you're here then you have demonstrated in motivation and an ambition to be creative. Motivation though can ebb and flow in our lives. Over time our ambitions and goals can change. The key step to mastering this pillar of creativity is listening to your heart, connect to your larger goals, and remember to dream. Your homework is to dream what are your motivations and what is your honest ambition I suggest a vision board or a writing exercise that explores this question. Choose your medium and dream big. How far do you want to go?…
I am a firm believer that people are naturally curious. The area where you find yourself the most curious is generally the area where you are the most creative. But how can we increase our curiosity or even evaluate our curiosity? That is why I have the concept of a “Tolerance of Ambiguity” included. There are ways to increase our tolerance for ambiguity. For those most part, this involves a combination of looking at things from multiple perspectives as well as stepping into situations of uncertainty. Take a different path, explore, talk to a stranger. There are all things that you can do to help strengthen your tolerance for ambiguity and build your curiosity. We spoke earlier about the importance of routine. And this does not mean you should abandon routine for ambiguity but rather that you should plan in times to strengthen your tolerance and to explore the world. In many ways, creativity as a concept involves generating new ideas and crossing into new territory. For those without some experience sailing off the map as it were, this can be a difficult thing to do. It may seem easier and safer to stay in your comfort zone. Being able to step outside of your comfort zone with a minimal amount of discomfort can significantly improve your creative output. Learn to explore the world in as many ways as you can. Every time you find yourself saying or thinking “but what if I don’t like it” fight the urge to step back and try. The idea is not that you will enjoy and like everything you try but rather that you will discover what you do like and what you don’t like. Take the training wheels off. Your homework this week is to go exploring. Remember to start easy. Choose an area of your life that you enjoy, be that food, fishing, bike riding, or quilting. Whatever the context explore a different perspective. A different restaurant, different fishing spots, a different bike path, or different techniques. Remember to continually try new things and new experiences. You don’t need to like them all, or even most of them, it’s a big world. Explore. And learn to enjoy the discoveries. This can strengthen your creativity by enhancing your exposure to the world and sparking connections. It can also help you explore different aspects and be curious about your area of focus.…
Out of all of the different pillars of creativity, incubation times the one I struggle with the most. So what exactly is incubation time? incubation time is the time you set aside to allow your unconscious mind space to work on the problem at hand. This is the time when creatives need to take a step back walk away from that project and let go. it's a simple concept, but one that requires a reminder. Going for a walk and giving yourself time to breathe, to think, to let go, and to rest is indeed part of the creative process. Most people have heard the story of Archimedes, or have at least heard the word EUREKA! “I have found it!” The story of eureka is a story of incubation time. In the story Archimedes yells out “EUREKA” as he was getting into the bath and finally understood the mathematical concept of displacement. The important part here is that the sudden realization came when he was getting into the bath, not working in his studio, workshop, or office. There are times we need to step away and let our ideas steep like a cup of tea. There are many ways we can do this, the classic warm bath in the style of Archimedes, a walk in the style of Henry David Thoreau, or whatever you need to power down and give your ideas and problem and chance to settle into your unconscious and to let that unconscious mind do what it needs to do. The unconscious works in different ways and you may find that sudden rush of insight comes at unexpected times. Keep a notebook or your cell phone handy, but remember this is a time to unplug so don’t forget to put that cell phone in “airplane mode” so you are not disturbed.…
مرحبًا بك في مشغل أف ام!
يقوم برنامج مشغل أف أم بمسح الويب للحصول على بودكاست عالية الجودة لتستمتع بها الآن. إنه أفضل تطبيق بودكاست ويعمل على أجهزة اندرويد والأيفون والويب. قم بالتسجيل لمزامنة الاشتراكات عبر الأجهزة.