01 X INFO
02 X TEAM
03 X THE STORY
Mr. Javier is an office worker. He is a respectful, punctual but also atypical person. He works as a computer programs developer but has always thought that a society with less technology can be better.
The company he works for is serious and transparent, without accepting too risky assignments. In this way, the company managed to reach its market niche without the presumption of being able to compete with the giants of the sector.
Business was good until a lean period began and assignments gradually dwindled, while customers were less and less satisfied.
For this reason, the Director decided to bring his employees together to look for the causes of the problem. Some complained about the offices, some about the obsolete computers and equipment, some about the lack of price competitiveness of the company.
At a certain point, Mr. Javier got up from his chair and said that everyone was a little bit creative, because in most cases they limited themselves to re-proposing things already seen to clients.
Yes, it was Mr. Javier himself who uttered those words
“What should we do? Say goodbye?” Exclaimed an employee with an ironic smile.
Because of the embarrassment in the hall, the Director ordered the assembly to be dissolved.
However, Mr. Javier was extremely convinced of what he said. He came back home and got an idea by watching his son playing PlayStation: a virtual creativity simulator.
The next day he was ready to get down to business: he studied every phase of the creative process and what conditions, images and sounds could stimulate the human brain.
He decided that the simulator would improve 6 stages of the creative process, the last one activated manually.
The phases considered were: preparation, observation/orientation, analysis, ideation, incubation and lighting. The verification phase would not have been inserted into the simulator, as the creative process would have ended with the lighting phase.
Mr. Javier devoted day and night to this project.
After three weeks of hard work, “The Simulator of Creativity” could be considered complete.
The next day, Mr. Javier had stayed late at work to complete his project. It was raining strangely outside and he had forgotten his umbrella.
At one point, a legitimate but fatal doubt struck him suddenly: why should technology improve human creativity if Mr. Javier had used “only” his brain to get to the ” Simulator of Creativity “? Is technology really essential for humans to increase creativity?
This doubt invaded poor Mr. Javier, while the projector illuminated the hypothetical images of his project …
04 X PROPOSAL