full transcript

From the Ted Talk by Tim Brown: Tales of creativity and play


Unscramble the Blue Letters


In fact, maybe this experiment was the reason that Silicon Valley got off to its geart start with itoinnovan. We don’t know, but it may be. We need to ask some of the CEOs whether they were involved in this mescaline experiment. But really, it wasn’t the drugs that were important; it was this idea that what the drugs did would help shock people out of their normal way of thnkiing, and getting them to fregot the adult behaviors that were getting in the way of their ideas. But it’s hard to break our habits, our adult habits.

At IDEO we have bnmioisnrtrag rules written on the walls. Edicts like, "Defer judgment," or "Go for quantity." And somehow that seems wrong. I mean, can you have rules about creativity? Well, it sort of turns out that we need rules to help us berak the old reuls and norms that otherwise we might bring to the creative process. And we’ve certainly lnraet that over time, you get much better brainstorming, much more creative outcomes when everybody does play by the rules. Now, of course, many designers, many individual designers, achieve this is in a much more organic way.

Open Cloze


In fact, maybe this experiment was the reason that Silicon Valley got off to its _____ start with __________. We don’t know, but it may be. We need to ask some of the CEOs whether they were involved in this mescaline experiment. But really, it wasn’t the drugs that were important; it was this idea that what the drugs did would help shock people out of their normal way of ________, and getting them to ______ the adult behaviors that were getting in the way of their ideas. But it’s hard to break our habits, our adult habits.

At IDEO we have _____________ rules written on the walls. Edicts like, "Defer judgment," or "Go for quantity." And somehow that seems wrong. I mean, can you have rules about creativity? Well, it sort of turns out that we need rules to help us _____ the old _____ and norms that otherwise we might bring to the creative process. And we’ve certainly ______ that over time, you get much better brainstorming, much more creative outcomes when everybody does play by the rules. Now, of course, many designers, many individual designers, achieve this is in a much more organic way.

Solution


  1. brainstorming
  2. innovation
  3. forget
  4. rules
  5. break
  6. learnt
  7. thinking
  8. great

Original Text


In fact, maybe this experiment was the reason that Silicon Valley got off to its great start with innovation. We don’t know, but it may be. We need to ask some of the CEOs whether they were involved in this mescaline experiment. But really, it wasn’t the drugs that were important; it was this idea that what the drugs did would help shock people out of their normal way of thinking, and getting them to forget the adult behaviors that were getting in the way of their ideas. But it’s hard to break our habits, our adult habits.

At IDEO we have brainstorming rules written on the walls. Edicts like, "Defer judgment," or "Go for quantity." And somehow that seems wrong. I mean, can you have rules about creativity? Well, it sort of turns out that we need rules to help us break the old rules and norms that otherwise we might bring to the creative process. And we’ve certainly learnt that over time, you get much better brainstorming, much more creative outcomes when everybody does play by the rules. Now, of course, many designers, many individual designers, achieve this is in a much more organic way.

Frequently Occurring Word Combinations


ngrams of length 2

collocation frequency
bob mckim 2
psychedelic drugs 2
building prototypes 2



Important Words


  1. achieve
  2. adult
  3. behaviors
  4. brainstorming
  5. break
  6. bring
  7. ceos
  8. creative
  9. creativity
  10. designers
  11. drugs
  12. edicts
  13. experiment
  14. fact
  15. forget
  16. great
  17. habits
  18. hard
  19. idea
  20. ideas
  21. ideo
  22. individual
  23. innovation
  24. involved
  25. judgment
  26. learnt
  27. mescaline
  28. normal
  29. norms
  30. organic
  31. outcomes
  32. people
  33. play
  34. process
  35. quantity
  36. reason
  37. rules
  38. shock
  39. silicon
  40. sort
  41. start
  42. thinking
  43. time
  44. turns
  45. valley
  46. walls
  47. written
  48. wrong