Let’s explore how designers can deal with Uncertainty and Ambiguity, while using tools to help them tackle complex problems more effectively.

Read more articles about “Innovation” at { design@tive } information design
Let’s explore how designers can deal with Uncertainty and Ambiguity, while using tools to help them tackle complex problems more effectively.
Learn some Conflict Resolution techniques to channel the energy of conflict into constructive disagreement and open exchange of ideas.
In this post, I’ll talk about how designers can step up to the plate and become skilled facilitators that help teams create choices.
Edward de Bono, the academic and doctor who developed global fame for his thinking methods, died on Wednesday. He was 88. Born in 1933 and educated at St Edward’s College, de Bono graduated as a doctor from the University of Malta before studying physiology and psychology at Oxford as a Rhodes Scholar and a Phd […]
Bill Albert explains how critical is the role of metrics to any UX strategy, and how to leverage data to design experiences and drive product innovation.
Learning to explore Lateral Thinking is, almost by definition, counterintuitive. Fortunately, de Bono developed some practical techniques for developing this overlooked capability […]
What are the ways to guarantee the best user experience when you are not meeting in person with other team members? In this talk at IxDA’s Interaction’18, Luciana Terceiro shares her learnings on the problems and solutions on remote collaboration and shows how to keep to an effective, productive and asynchronous way of work […]
Chip Kidd explains the two techniques designers use to communicate instantly and when, why and how they work […]
Don Norman explains his Emotional Design Theory about how designers create the perfect products: knowing your emotions […]
The last issue of The Sandman came out a decade ago. A couple of years ago author Neil Gaiman returned to Sandman with a prequel series, called The Sandman: Overture. Gaiman talks about his creative process, collaborating with artists, and how boredom propelled Sandman from horror to other things.