Watchmaker Stefan Sarpaneva's Moon Machine, MB&F
"An idea is not a design A design is not a prototype A prototype is not a program A program is not a product A product is not a business A business is not profits Profits are not an exit And an exit is not happiness." Mike Sellers, 2011 - a Quora answer.
A chef is intimate with the anatomy, and growth conditions of the ingredients he uses. This is a second set of keyholes I stumbled upon during my [unfinished] concept try. Unpretentiously put, in a place of finite time, resources and space - understanding the context one's concept can roam in will influence its organs' design.
Choice of instruments
- Choosing software tools with a pool of filters and use cases can save search time.
- Equipped collaboration spaces for you and your co-conspirators to relate more directly to ideas and each other.
- Multi-tiered communities offer more insights on the interests your concept should manage to align. They also improve selective listening - we're shifting from an industrial economy to a participatory/circular one.
- Prototyping should be at all levels of efforts a familiar art.
- Reviewing (see learner plan): what defines success to company profiles you'd eventually see as partners.
- You could need an extra head at times. If things take enough structure and intellectual property can't take large risks, it's a decent handbrake.
- We're in the mist of influencing one another with ideas. A few ploy ruses can smooth how you'll draw the convincing...I mean learning curve.
The urban architect Dan Norihiko's quote reflects these points in a compact way:
"The city and the natural environment is full of conflicts created on the boundaries between different patchworks. Yet these conflicts evoke the relatedness between alienated fields"
Consider the screen - a 'world' representing those multiple 'patchworks'. 'Unrelated' domains are finally present in one place, and secrecy won't always conceal the relatedness.