creative technology
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artist(s) -- designer(s) / engineer(s)

role(s) / dream(s) / theme(s) / miracle(s) / force(s)

has an idea and makes something. interests of users and producers do not play a role. she does not start with a specification. big changes of the product are possible throughout the whole creation process, also short before delivery. The interpretation of the result comes only in the end. It is ok if others give it a different interpretation.

Angelika Mader


scenario(s) -- communication

  • web developer -- setting up portal(s)
  • crossmedia architect -- relating all media
  • production agency -- to coordinate delivery
  • strategic planning -- defining targets and goals


scenario(s) -- creative industry

  • entrepreneur -- creating business
  • creative genius -- generating idea(s)
  • content author -- to produce material(s)
  • technical developer -- to write script(s) & program(s)


designer(s) -- engineer(s) / artist(s)

role(s) / dream(s) / theme(s) / miracle(s) / force(s)

the designer gets a much less specified problem, or she has even to invent a problem. he comes pretty fast with a prototype, evaluates the prototype, rejects it or improves it, and comes with a new prototype. doing this, he explores the design space, and eventually she will come with a final product. different interests as aesthetics, simplicity, usability, easy productions are relevant design criteria for the designer.

Angelika Mader


engineer(s) -- designer(s) / artist(s)

role(s) / dream(s) / theme(s) / miracle(s) / force(s)

the engineer gets a problem she has to solve, in the best case as a complete specification. the engineer solves this problem with the means he has learnt, starts with a decomposition, applies standard solutions when possible, invents new solutions when necessary. when finding new solutions the engineer uses in most cases "incremental design", meaning that starting from an existing solution by modifications a new product is made. Less often, an engineer has to apply "radical design" which means inventing something new with no similar thing to build upon (e.g. the first space ships). the engineer tries to finish a prototype early enough to have time for testing, and, if necessary, improvements for the final product.

Angelika Mader


scenario(s) -- entertaiment

  • concept design -- defining new artefacts
  • technical infrastructure -- for realization
  • business plan -- to coordinate the enterprise
  • production manager -- mediating between parties


scenario(s) -- game development

  • theme(s) & storyline(s) -- setting the context
  • style & visual(s) -- creating the appeal
  • asset development -- to embody the game
  • interaction & experience design -- to promote involvement


scenario(s) -- product design

  • visual design -- to give aesthetic appeal
  • concept development -- to accomodate human needs
  • usability & deployment -- making it fit for it's role
  • evangelist -- to promote the (benefits of the) idea

[] readme new(s) masterclass workshop(s) CA1 CA2 CA3 CA4 CA5 project(s) NM1 NM2 NM3 NM4 NM5 resource(s) _ / .

(C) Æiens 09/09/09