Tuesday, April 3, 2012

April 4

Design of Design 19-20
231-Great designs come from great designers not from great processes, quotes from Paulk and Jobs
232-Discussion of which way is the best to create a revolutionary design.
233-He discusses why it is hard to come up with a truly great and innovative design in the corporate design process
234-Further continuation of how the corporate product process is a bad way to design for innovative designs, also using a personal experience of IBM system 360
235- Gives some exceptions to the corporate product process that have been successful , and discuss further the product process and the four effects following a truly innovative design
236- Discussion of follow-on products is continued and how the product process doesn't allow designers to get better.
237- Answer given to the question isn't process needed even for innovative design, and how to balance process to where you get the best of both worlds.
238- Further explanation of how to use process as a benefit by having a good leader to put their people in the correct position and to set up the right environment for good design.
239-Further continuation of how to bring out the best in designers, and to intrust your chief designer with your design
240-notes and references
241-blank
242- John Cocke
243-chp 20-Where do great designers come from? quotes from Fuller and Gibbon
244- The reality of great designs now don't come from one single designer so we say the central people the designs revolve around and talks about how engineers should be taught by critiqued practice.
245-Brooks agrees with the idea that engineers should be able to have critiqued practice and explains why compared to formal education.
246- Discusses recruiting brilliant designer and how to create brilliant designers
247-Discussion of the dual ladder creating designers instead of managers, keeping designers up to date.
248- Education of designers continually is further discussed, he gives an IBM example, and explains how to bring up the young designers to be great.
249-Further talk of education throughout the career, then discussion of John Cocke story.
250-Further talk of Cocke and Gomory, and how to protect great designers from distraction meetings, calls, emails etc..
251- Talk of how to get rid of distractions such as quiet mornings to enhance flow, and protecting the great designer from mediocre or insecure managers.
252-Also, need to protect the designers from having to manage, and how to grow yourself as a designer.
253- Further how to grow yourself for great design by studying exemplars, doing sketches and studying others.
254- Self education project to design floor plan of 1000 ft  house, the program, and journal.
255-notes and references
256-notes and references

Monday, April 2, 2012

Design of Design
Chapter 17-18

203- Chapter 17 -  A Computer Scientist’s Dream for Designing Houses-Mind to Machine.
204- Brooks  suggests a computer interface for designing houses and buildings.
205- Designs start off with ideas not from scratch completely. ie top down design
206- Suggests there should be exemplars the user can start from to use the truthfulness mode method.
207-This method may affect the creativity how do you put thoughts into computer system.  Design can be thought of a noun and verb a rhythm.  
208- diagram of the structure of an imperative sentence; nouns:clicks::verbs:double clicks verb command.
209- Ideally we would like voice commands.  Compares the verbs in the cad program.
210- Objects should be specified by names which can be confusing if you have multiple one with same name.  One object can have different names, and it can be pointed to.
211- To draw a 3D drawing,start off with a 2D drawing, 3D can be complicated but you can imitate it with 2D
212-Text is used for specifications adverbs commands and verbs can be implemented trying to find a amount
213- Specifying the interior of a house is important.   The views can change depending eye height and other factors for 3D design. Walkthrough simulation
214- Allowing the user to walk through 3D in 2D views . All six views need to be seen.  
215- tooth pick viewpointer, a  joystick can help view the exterior of the house being designed.
216- Toothpick is discussed further also a rocking pendulum can give depth perception. 
217- notes and references.
218- A picture of a design workstation
219- Chapter 18 - A Computer Scientist’s Dream System for Designing Houses—Machine to Mind.
220- Concurrent windows, explaining need for 2 way channel for mind to machine. The d view should have an angle, work surface size, resolution, and viewing distance.
221- The display should be spatial.  It should be able to zoom in and out and create or manipulate some local portion explaining 2D context view
222- Virtual environment should be used for the 3D viewing and shows its functionality. Possibly and view pointers and discusses exterior views
223- Explains the workbook view has a picture of cutaway apt
224- There should be specifications for drawings that are stylistic.
225- Audio displays can be used to add depth, and help in design windows and doors.
226- Discussion of the dream system, the can question and how to implement it.
227- notes and references.

RESUMES

I like Mr. Zawacki because he is experienced, has a grad level education and finished in the top of his class in undergrad he seems well rounded also.

Ms, Corwin appears to be a PE, which is one reason I would like to hire her also I like her work experience with NASA and etc..


http://www.jfred.org/resume.html
I would be willing to hire Jason because he has a phd I know he is willing to work hard and he hast a couple patents, I would not have to worry about him finishing whatever I may give him to accomplish as long as it is reasonable.