Results for 'creative design'

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  1.  13
    Creative Design of Digital Cognitive Games: Application of Cognitive Toys and Isomorphism.Robert Haworth & Kamran Sedig - 2012 - Bulletin of Science, Technology and Society 32 (5):413-426.
    Digital cognitive games (DCGs) are games whose primary purpose is to mediate (i.e., support, develop, and enhance) cognitive activities such as problem solving, decision making, planning, and critical reasoning. As these games increase in popularity and usage, more attention should be paid to their design. Currently, there is a lack of design processes that provide both structure and room for creative development of such games. This article presents a preliminary process for design of DCGs. The (...) process involves the application of cognitive toys and isomorphism. Using this process, designers will use a cognitive toy to be inspired to develop DCGs, and isomorphism is intended to help them produce a diverse set of DCGs based on the same cognitive toy. The resulting DCGs will have deep similarity with the original cognitive toy but are unique in terms of their surface features. (shrink)
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  2.  20
    Designing ethical artifacts has resulted in creative design.Kaira Sekiguchi & Koichi Hori - 2021 - AI and Society 36 (1):101-148.
    Ethical aspects in engineering design have become increasingly important in recent years. A typical example is the recent rise of artificial intelligence ethics. This paper applies user studies of a design support tool to empirically verify that our ethical framework improves the creativity of an engineer’s design activity. The design support tool provides an environment for the promotion of ethical design perspectives and description. The experiments focus on two functionalities: semi-automatic generation and scenario path recommendation. (...)
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  3.  82
    Exploring Creativity in the Design Process: A Systems-semiotic Perspective.Argyris Arnellos, Thomas Spyrou & Ioannis Darzentas - 2007 - Cybernetics and Human Knowing 14 (1):37-64.
    This paper attempts to establish a systems-semiotic framework explaining creativity in the design process, where the design process is considered to have as its basis the cognitive process. The design process is considered as the interaction between two or more cognitive systems resulting in a purposeful and ongoing transformation of their already complex representational structures and the production of newer ones, in order to fulfill an ill-defined goal. Creativity is considered as the result of an emergence of (...)
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  4.  16
    Design My Music Instrument: A Project-Based Science, Technology, Engineering, Arts, and Mathematics Program on The Development of Creativity.Li Cheng, Meiling Wang, Yanru Chen, Weihua Niu, Mengfei Hong & Yuhong Zhu - 2022 - Frontiers in Psychology 12.
    Creativity is an essential factor in ensuring the sustainable development of a society. Improving students’ creativity has gained much attention in education, especially in Science, Technology, Engineering, Arts, and Mathematics education. In a quasi-experimental design, this study examines the effectiveness of a project-based STEAM program on the development of creativity in Chinese elementary school science education. We selected two fourth-graders classes. One received a project-based STEAM program, and the other received a conventional science teaching over 6 weeks. Students’ creativity (...)
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  5. Designing Constructionist E-Books: New Mediations for Creative Mathematical Thinking?C. Kynigos - 2015 - Constructivist Foundations 10 (3):305-313.
    Context: The article discusses design strategies for infusing constructionism and creativity into widely recognised media such as e-books. Problem: E-books have recently included constructionist widgets but we do not yet have creative designs for readers who may want to both read and tinker with an e-book. Method: The generation and study of a community of interest collaboratively designing e-books, with a strong constructionist element. Results: Some first examples of social creativity in the collaborative design process are discussed (...)
     
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  6.  21
    Sketches from a Design Process: Creative Cognition Inferred From Intermediate Products.Saskia Jaarsveld & Cees Leeuwen - 2005 - Cognitive Science 29 (1):79-101.
    Novice designers produced a sequence of sketches while inventing a logo for a novel brand of soft drink. The sketches were scored for the presence of specific objects, their local features and global composition. Self‐assessment scores for each sketch and art critics' scores for the end products were collected. It was investigated whether the design evolves in an essentially random fashion or according to an overall heuristic. The results indicated a macrostructure in the evolution of the design, characterized (...)
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  7.  11
    Désign et médiation créative dans les technologies de l'information.Annie Gentes - 2008 - Hermes 50:83.
    Dans les projets de recherche, ingénieurs et designers partagent la volonté de créer des objets qui non seulement fonctionnent mais ont du sens pour ceux qui les utilisent. Cette interrogation sur le sens s'incarne, entre autres, dans des récits et des mises en scène qui permettent de définir la technologie émergente, de lui donner ses limites et d'en qualifier les potentiels dans une mise en cohérence narrative où les exigences de figuration contribuent directement à l'invention. Nous avons choisi d'observer ce (...)
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  8.  97
    Designing user interfaces for problem solving, with application to hypertext and creative writing.Harold Thimbleby - 1994 - AI and Society 8 (1):29-44.
    Interactive computer systems can support their users in problem solving, both in Performing their work tasks and in using the systems themselves. Not only is direct support for heuristics beneficial, but to do so modifies the form of computer support provided. This Paper defines and explores the use of problem solving heuristics in user interface design.
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  9.  51
    Sketches from a Design Process: Creative Cognition Inferred From Intermediate Products.Robert L. Goldstone, Steven A. Sloman, David A. Lagnado, Mark Steyvers, Joshua B. Tenenbaum, Saskia Jaarsveld, Cees van Leeuwen, Murray Shanahan, Terry Dartnall & Simon Dennis - 2005 - Cognitive Science 29 (1):79-101.
    Novice designers produced a sequence of sketches while inventing a logo for a novel brand of soft drink. The sketches were scored for the presence of specific objects, their local features and global composition. Self‐assessment scores for each sketch and art critics' scores for the end products were collected. It was investigated whether the design evolves in an essentially random fashion or according to an overall heuristic. The results indicated a macrostructure in the evolution of the design, characterized (...)
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  10.  3
    Human-computer interaction emotional design and innovative cultural and creative product design.Zhimin Gao & Jiaxi Huang - 2022 - Frontiers in Psychology 13.
    To make the interface design of computer application system better, meet the psychological and emotional needs of users, and be more humanized, the emotional factor is increasingly valued by interface designers. In the design of human-computer interaction graphical interfaces, the designer attaches great importance to the emotional design of the interface, and enhances the humanized design of the interface, which cannot only improve the comfort of the interface, but also improve the fun of the interface, to (...)
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  11.  8
    Optimization of Cultural and Creative Product Design Based on Simulated Annealing Algorithm.Xianzhe Meng - 2021 - Complexity 2021:1-10.
    This paper introduces the basic principle and application process of simulated annealing algorithm and improves the simulated annealing algorithm so that it can converge faster to get the new parameters of cultural and creative product design and make it more in line with the reality of engineering optimization. In the cultural creative industry, it is necessary to use the creatorʼs creativity and technology to derive and develop the original cultural resources with the help of various materialization means, (...)
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  12. Quantitative dynamics of design thinking and creativity perspectives in company context.Georgi V. Georgiev & Danko D. Georgiev - 2023 - Technology in Society 74:102292.
    This study is intended to provide in-depth insights into how design thinking and creativity issues are understood and possibly evolve in the course of design discussions in a company context. For that purpose, we use the seminar transcripts of the Design Thinking Research Symposium 12 (DTRS12) dataset “Tech-centred Design Thinking: Perspectives from a Rising Asia,” which are primarily concerned with how Korean companies implement design thinking and what role designers currently play. We employed a novel (...)
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  13.  22
    Creative Anticipatory Ethical Reasoning with Scenario Analysis and Design Fiction.Emily York & Shannon N. Conley - 2020 - Science and Engineering Ethics 26 (6):2985-3016.
    This paper presents an experimental approach for engaging undergraduate STEM students in anticipatory ethical reasoning, or ethical reasoning applied to the analysis of potential mid- to long-term implications and outcomes of technological innovation. The authors implemented two variations of an approach that integrates three key components—scenario analysis, design fiction, and ethical frameworks—into five sections of an introductory course on the social contexts of science and technology that is required of STEM majors. The authors dub this approach Creative Anticipatory (...)
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  14.  19
    Sketches from a Design Process: Creative Cognition Inferred From Intermediate Products.Saskia Jaarsveld & Cees van Leeuwen - 2005 - Cognitive Science 29 (1):79-101.
    Novice designers produced a sequence of sketches while inventing a logo for a novel brand of soft drink. The sketches were scored for the presence of specific objects, their local features and global composition. Self‐assessment scores for each sketch and art critics' scores for the end products were collected. It was investigated whether the design evolves in an essentially random fashion or according to an overall heuristic. The results indicated a macrostructure in the evolution of the design, characterized (...)
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  15.  45
    The Impact of Analogies on Creative Concept Generation: Lessons From an In Vivo Study in Engineering Design.Joel Chan & Christian Schunn - 2015 - Cognitive Science 39 (1):126-155.
    Research on innovation often highlights analogies from sources outside the current problem domain as a major source of novel concepts; however, the mechanisms underlying this relationship are not well understood. We analyzed the temporal interplay between far analogy use and creative concept generation in a professional design team's brainstorming conversations, investigating the hypothesis that far analogies lead directly to very novel concepts via large steps in conceptual spaces . Surprisingly, we found that concepts were more similar to their (...)
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  16.  21
    Creativity and design to articulate difference in the conflicted city: collective intelligence in Bogota’s grassroots organisations.Leonardo Parra-Agudelo, Jaz Hee-Jeong Choi, Marcus Foth & Carlos Estrada - 2018 - AI and Society 33 (1):147-158.
    This paper presents a critical reflection on insights into the ongoing endeavours for community engagement by Ayara and MAL; two urban grassroot organisations in Bogota, Colombia, where a long history of internal conflicts has resulted in diverse human right violations. The paper presents examples of the grassroots organisations’ unique methods of engagement that promotes building collective intelligence from the bottom–up through creative collaboration and design processes, leading to rebuilding social fabrics that support the common good for the people (...)
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  17.  15
    Looking at the Process: Examining Creative and Artistic Thinking in Fashion Designers on a Reality Television Show.Jillian Hogan, Kara Murdock, Morgan Hamill, Anastasia Lanzara & Ellen Winner - 2018 - Frontiers in Psychology 9:397032.
    We examine creativity from a qualitative process rather than a quantitative product perspective. Our focus is on “habits of mind” (thinking dispositions) used during the creative process, and the categories we used were those of the eight Studio Habits of Mind observed in visual arts classrooms (Hetland, Winner, Veenema, & Sheridan, 2007, 2013). Our source of data was footage from a popular reality television show, Project Runway, in which nascent fashion designers are given garment design challenges. An entire (...)
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  18.  10
    A critical theory of creativity: utopia, aesthetics, atheism and design.Richard Howells - 2015 - New York, NY: Palgrave-Macmillan.
    Visions and derisions of utopia -- Ernst Bloch and utopian critical theory -- Homo aestheticus -- Case study: Navajo design, culture and theology -- Archetypes, the unconscious and psychoanalysis -- Roger Fry and the language of form -- From Genesis to Job -- Homo absconditus.
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  19.  19
    Bio matter in creative practises for fashion and design.Galina Mihaleva - 2021 - AI and Society 36 (4):1361-1365.
    Through an examination of the bacteria that produce the cellulose, an investigation of the growing process and properties, and a discussion of an artistic exploration, one can fully grasp bio cellulose’s potential in becoming a synergist for sustainable fashion. This new creative and radical approach re-imagines the future materials for fashion and other fields requiring textile applications that are grown and renewable. Questions how textile can be created to be sustainable, biodegradable and infinitely reusable and mainly what the paradigms (...)
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  20.  23
    Creativity and Conflict: How theory and practice shape student identities in design education.Jane Tynan & Christopher New - 2009 - Arts and Humanities in Higher Education 8 (3):295-308.
    By exploring the role of student identities in shaping attitudes to learning, this study asks how design students draw on experience to work across theory and practice. It explores how a specific group of design undergraduate students in a UK university perform on two distinct learning experiences on their course: work placement and dissertation. In particular, it considers the context for learning: the value placed on practice and scholarship; the role of social identity; links between art and (...) education. Using Bourdieu’s concept of ‘habitus’ the discussion considers the role of experience and motivation in learning in design education, and questions how useful historical divisions drawn between theory and practice are to student learning in design education. By questioning the value of internal disciplinary conflicts to student learning, it asks how we distinguish between vital pedagogic processes and divisive practices in higher education. (shrink)
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  21.  37
    Virtues in Participatory Design: Cooperation, Curiosity, Creativity, Empowerment and Reflexivity. [REVIEW]Marc Steen - 2013 - Science and Engineering Ethics 19 (3):945-962.
    In this essay several virtues are discussed that are needed in people who work in participatory design (PD). The term PD is used here to refer specifically to an approach in designing information systems with its roots in Scandinavia in the 1970s and 1980s. Through the lens of virtue ethics and based on key texts in PD, the virtues of cooperation, curiosity, creativity, empowerment and reflexivity are discussed. Cooperation helps people in PD projects to engage in cooperative curiosity and (...)
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  22.  66
    Evolving discourses on design thinking: how design cognition inspires meta-disciplinary creative collaboration.Tilmann Lindberg, Christine Noweski & Christoph Meinel - 2010 - Technoetic Arts 8 (1):31-37.
    Originating within research on design cognition, the term design thinking has been growing in popularity over the past three decades, and has become a matter in a variety of discourses, assuming diverse and not necessarily congruent notions. In this article we suggest how to differentiate those discourses on design thinking and discuss its evolution into a meta-disciplinary concept.
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  23.  32
    Researcher Practice: Embedding Creative Practice Within Doctoral Research in Industrial Design.Mark Andrew Evans - 2010 - Journal of Research Practice 6 (2):Article M16.
    This article considers the potential for a researcher to use their own creative practice as a method of data collection. Much of the published material in this field focuses on more theoretical positions, with limited use being made of specific PhDs that illustrate the context in which practice was undertaken by the researcher. It explores strategies for data collection and researcher motivation during what the author identifies as "researcher practice." This is achieved through the use of three PhD case (...)
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  24.  22
    Style and Creativity in Design.Chiu-Shui Chan - unknown
    Studies of style can be approached from two directions: the end and the means. From the end point of view, a style is a cluster of features present in artifacts; scholars usually classify the features in products to differentiate styles. Similar approaches used to examine features for further exploring the nature of style, the degree between styles, and the systematic measurement within style were extensively covered in Chap. 3. From the means point of view, a style is a mode by (...)
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  25.  12
    Life Design for Youth as a Creativity-Based Intervention for Transforming a Challenging World.Luca Fusco, Anna Parola & Luigia Simona Sica - 2021 - Frontiers in Psychology 12.
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  26.  38
    The WALL: participatory design workspace in support of creativity, collaboration, and socialization. [REVIEW]Renate Fruchter & Petra Bosch-Sijtsema - 2011 - AI and Society 26 (3):221-232.
    A key challenge faced by organizations is to provide project teams with workspaces, information, and collaboration technologies that fosters creativity and high-performance team productivity. This requires understanding the relation between and impacts of (1) workspace, (2) activity and content that is created, and (3) social, behavioral, and cognitive aspects of work. This paper describes an exploratory study of everyday activities in the context of knowledge work in a shared workspace used by a high-tech global design team that explores future (...)
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  27.  5
    Structure and Form in Design: Critical Ideas for Creative Practice.Michael Hann - 2012 - Berg.
    Introduction -- The fundamentals and their role in design -- Underneath it all -- Tiling the plane without gap or overlap -- Symmetry, patterns and fractals -- The stepping stone of Fibonacci and the harmony of a line divided -- Polyhedra, spheres and domes -- Structures and form in three dimensions -- Variations on a theme: modularity, closest packing and partitioning -- Structural analysis in the decorative arts, design and architecture -- A designer's framework.
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  28.  25
    Ways of Knowing: The Creative Process and the Design of Technology.Simon Glynn - 1993 - Journal of Applied Philosophy 10 (2):155-163.
    ABSTRACT This paper draws upon the already extensive epistemology of science, both to provide a yardstick of comparison for the emergent epistemology of design, and to establish some starting points from which we might begin to construct the epistemology of design. In approaching the problem of how designers design, the paper employs Heidegger's distinction between ‘know‐how’and ‘knowledge‐that’, popularised by Ryle, and shows it to be central to the distinction between the implicit processes of design employed by (...)
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  29.  4
    As If by Design: How Creative Behaviors Really Evolve.Edward A. Wasserman - 2021 - Cambridge University Press.
    The eureka moment is a myth. It is an altogether naïve and fanciful account of human progress. Innovations emerge from a much less mysterious combination of historical, circumstantial, and accidental influences. This book explores the origin and evolution of several important behavioral innovations including the high five, the Heimlich maneuver, the butterfly stroke, the moonwalk, and the Iowa caucus. Such creations' striking suitability to the situation and the moment appear ingeniously designed with foresight. However, more often than not, they actually (...)
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  30. Research on Ecological Innovation Strategy of Commercial Illustration in Cultural and Creative Packaging Design.Xiao Ye & Fei Jiang - 2023 - European Journal for Philosophy of Religion 15 (4):255-279.
    The progress and development of the new era has given commercial illustration a new vitality, expanding and enhancing its commercial value and cultural connotation.However, under the influence of traditional mechanistic philosophical thought, there is a tendency of utilitarianization, mechanization, absolutization and fragmentation in China's commercial illustration in general, resulting in various reform measures facing difficulties and resistance, especially not conducive to the healthy and comprehensive development of packaging design.Ecological philosophy, as a systematic, holistic, processual and connected idea, is now (...)
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  31.  21
    The aesthetics of Utopia: Creation, creativity and a critical theory of design.Richard Howells - 2014 - Thesis Eleven 123 (1):41-61.
    This article combines critical, visual and aesthetic theory to argue that the very act of design is a Utopian process. Crucially, the Utopian dimension is not simply a matter of subject matter or utility. Rather, it lies in the act of formal arrangement and composition, and therefore can apply to visual texts with no apparent subject matter at all. The argument is grounded in Ernst Bloch’s critical theory of Utopia, which sees Utopia as a process rather than a destination. (...)
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  32.  46
    Teaching ethical decision making: Designing a personal value portrait to ignite creativity and promote personal engagement in case method analysis.Pamela A. Gibson - 2008 - Ethics and Behavior 18 (4):340 – 352.
    The case method approach to introducing ethical issues is a traditional tool for applying critical thinking skills to a specific dilemma (Beauchamp & Childress, 2001). It allows for personal reflection and clarification of an individual's conceptual framework for deciding what is and is not ethical behavior. However, it also affords the student distance from the story line and may, through providing a retrospective critique, prevent sufficient challenge to the student to articulate and defend personal value assessments in addressing the ethical (...)
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  33. Exploring factors contributing to creativity performance among entrepreneurs using the Bayesian Mindsponge Framework.Quan-Hoang Vuong, Tam-Tri Le, Tao Zhang, Viet-Phuong La, Quang-Loc Nguyen, Giang Hoang & Minh-Hoang Nguyen - manuscript
    Creativity is a crucial aspect of entrepreneurship. However, research on the information processing mechanism of creativity in relation to entrepreneurship is still very limited. To explore factors contributing to creativity performance among entrepreneurs in terms of information processing, we applied the Bayesian Mindsponge Framework. We used the Serendipity-Mindsponge-3D (SM3D) knowledge management theory to construct models and conducted Bayesian analysis on the most comprehensive and well-designed dataset of 3071 Vietnamese entrepreneurs up to date. We found that entrepreneurs who give more time (...)
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  34.  4
    Engineering Design.Peter Kroes - 2012 - In Jan Kyrre Berg Olsen Friis, Stig Andur Pedersen & Vincent F. Hendricks (eds.), A Companion to the Philosophy of Technology. Malden, MA: Wiley-Blackwell. pp. 112–117.
    This chapter contains sections titled: General Characterization A Design The Design Process Rationality and Creativity in Engineering Design References and Further Reading.
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  35.  12
    Changing Perspective: Building Creative Mindsets.Yung-Yi Juliet Chou & Barbara Tversky - 2020 - Cognitive Science 44 (4):e12820.
    The search for new ideas often frustratingly cycles back to old ones, a phenomenon known as fixation. Recent research has shown ways to kick‐start finding new uses for familiar objects, a prototypical creativity task: wandering in the mind or the world or working on a messy desk. Those techniques seem to succeed by helping break fixation, but do not guide the search for new ideas. The perspective‐taking or human‐centric or empathic mindset championed by many in HCI and in design (...)
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  36.  65
    Creativity, Virtue and the Challenges from Natural Talent, Ill-Being and Immorality.Matthew Kieran - 2014 - Royal Institute of Philosophy Supplement 75:203-230.
    We praise and admire creative people in virtually every domain from the worlds of art, fashion and design to the fields of engineering and scientific endeavour. Picasso was one of the most influential artists of the twentieth century, Einstein was a creative scientist and Jonathan Ive is admired the world over as a great designer. We also sometimes blame, condemn or withhold praise from those who fail creatively; hence we might say that someone's work or ideas tend (...)
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  37. Creative action in mind.Peter Carruthers - 2011 - Philosophical Psychology 24 (4):437 - 461.
    The goal of this article is to display the attractiveness of a novel account of the place of creativity in the human mind. This is designed to supplement (and perhaps replace) the widespread assumption that creativity is thought-based, involving novel combinations of concepts to form creative thoughts, with the creativity of action being parasitic upon prior creative thinking. According to the proposed account, an additional (or perhaps alternative) locus of creativity lies in the assembly and activation of action-schemata, (...)
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  38. Creativity for problem solvers.René Victor Valqui Vidal - 2009 - AI and Society 23 (3):409-432.
    This paper presents some modern and interdisciplinary concepts about creativity and creative processes specially related to problem solving. Central publications related to the theme are briefly reviewed. Creative tools and approaches suitable to support problem solving are also presented. Finally, the paper outlines the author’s experiences using creative tools and approaches to: Facilitation of problem solving processes, strategy development in organisations, design of optimisation systems for large scale and complex logistic systems, and creative design (...)
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  39. Imagination and Creativity.Dustin Stokes - 2016 - In Amy Kind (ed.), The Routledge Handbook of the Philosophy of Imagination. New York: Routledge.
    This paper surveys historical and recent philosophical discussions of the relations between imagination and creativity. In the first two sections, it covers two insufficiently studied analyses of the creative imagination, that of Kant and Sartre, respectively. The next section discusses imagination and its role in scientific discovery, with particular emphasis on the writings of Michael Polanyi, and on thought experiments and experimental design. The final section offers a brief discussion of some very recent work done on conceptual relations (...)
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  40.  73
    Creativity: theory, history, practice.Rob Pope - 2005 - New York: Routledge.
    Creativity: Theory, History, Practice offers important new perspectives on creativity in the light of contemporary critical theory and cultural history. Innovative in approach as well as argument, the book crosses disciplinary boundaries and builds new bridges between the critical and the creative. It is organized in four parts: · Why creativity now? offers much-needed alternatives to both the Romantic stereotype of the creator as individual genius and the tendency of the modern creative industries to treat everything as a (...)
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  41.  10
    Creative unity.Rabindranath Tagore - 1922 - New York,: The Macmillan company.
    Creative Unity This book is a result of an effort made by us towards making a contribution to the preservation and repair of original classic literature. In an attempt to preserve, improve and recreate the original content, we have worked towards: 1. Type-setting & Reformatting: The complete work has been re-designed via professional layout, formatting and type-setting tools to re-create the same edition with rich typography, graphics, high quality images, and table elements, giving our readers the feel of holding (...)
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  42.  13
    Creative reasoning in formal discussion.Erik C. W. Krabbe - 1988 - Argumentation 2 (4):483-498.
    Systems of formal dialectics articulate methods of conflict resolution. To this end they provide norms to regulate verbal exchanges between the Proponent of a thesis and an Opponent. These regulated exchanges constitute what are known as formal discussions.One may ask what moves, if any, in formal discusions correspond to arguing for or against the thesis. It is claimed that certain moves of the Proponent's are properly designated as arguing for the thesis, and that certain moves of the Opponent purport to (...)
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  43. Creativity and the Machine. How Technology Reshapes Language.Fabio Fossa - 2017 - Odradek 3 (1-2):178-208.
    In scientific communications, journal articles, and philosophical aesthetic debates the words “art”, “creativity”, and “machine” are put together more and more frequently. Since some machines are designed to, or happens to, imitate human artistic creativity, it seems natural to use the same words to talk about human artists and machines which imitate them. However, the evolution of language in light of technology may conceal specific features of the phenomena it is supposed to describe. This makes it difficult to understand what (...)
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  44.  15
    The Authored Voice: Emerging approaches to exegesis design in creative practice PhDs.Welby Ings - 2015 - Educational Philosophy and Theory 47 (12):1277-1290.
    In 2004, Robert Nelson noted in creative, practice-led research degrees that the exegesis had been reconceptualised as a cultural contribution to scholarship. He suggested that the challenge this posed was the need for writing to interface effectively with the nature and calibre of the creative work. A decade on from his observation, this article employs a case study to discuss emerging approaches to the exegesis in the work of graphic design doctoral candidates at AUT University in New (...)
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  45. Enhancing user creativity: semantic measures for idea generation.Georgi V. Georgiev & Danko D. Georgiev - 2018 - Knowledge-Based Systems 151:1-15.
    Human creativity generates novel ideas to solve real-world problems. This thereby grants us the power to transform the surrounding world and extend our human attributes beyond what is currently possible. Creative ideas are not just new and unexpected, but are also successful in providing solutions that are useful, efficient and valuable. Thus, creativity optimizes the use of available resources and increases wealth. The origin of human creativity, however, is poorly understood, and semantic measures that could predict the success of (...)
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  46.  39
    Creativity and Innovation Affairs: Are They or Are They Not...?Katja Tschimmel, Andrzej Klimczuk, Daniel Santos, Daniela Marzavan, Dirk Loyens, Fátima Pombo, Fernando Mendes, Gijs van Wulfen, Jens Unger, Joana Alves dos Santos, Joana Moreira, Joăo Menezes, Joăo Petiz, Juan Fernando de Laiglesia, Julio Martins, Kärt Summatavet, Laura Ferreira, Maria Stashenko, Mariana Serra, Renata Gastal Porto, Rocío Cervino, Rui Coutinho, Rute Sousa, Shujoy Chakraborty, Tomás Gamboa, Violeta Clemente, Virpi Kaartti & Wiebke Borgers - 2022 - Porto: Mindshake.
    This book is dedicated to clarify ambiguous concepts from the world of creativity and innovation. One of the initial triggers for the development of the book was the perceived ambiguity of the binomials Design vs. Design Thinking and Innovation vs. Invention. Frequently, designers and innovation consultants are questioned by their clients about the relationships between these kind of concepts. Has the second emerged through the first, or vice-verse? Is one part of the other? Where are the similarities and (...)
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  47.  12
    A Study on Maker Teaching Activity Design in Senior High School General Technology Course for Creativity Cultivation.Hongjiang Wang, YuanFen Ye, Xiaoling Liao, Zuokun Li & Yingli Liang - 2022 - Frontiers in Psychology 13.
    General Technology Course in senior high school focuses on skill training and the connection and comprehensive application of interdisciplinary knowledge, and it is a compulsory course for cultivating students' creative potential. However, GTC in domestic senior high school has low teaching efficiency and fails to cultivate students' creativity well. Fortunately, after years of theoretical and practical research in China, the Maker Education, which focuses on cultivating students' innovative ability, has produced well-recognized applied research results. For this reason, this paper (...)
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    Creative Practices Embodied, Embedded, and Enacted in Architectural Settings: Toward an Ecological Model of Creativity.Laura H. Malinin - 2016 - Frontiers in Psychology 6.
    Memoires by eminently creative people often describe architectural spaces and qualities they believe instrumental for their creativity. However, places designed to encourage creativity have had mixed results, with some found to decrease creative productivity for users. This may be due, in part, to lack of suitable empirical theory or model to guide design strategies. Relationships between creative cognition and features of the physical environment remain largely uninvestigated in the scientific literature, despite general agreement among researchers that (...)
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  49.  35
    Education, Creativity and the Economy of Passions: New Forms of Educational Capitalism.Michael A. Peters - 2009 - Thesis Eleven 96 (1):40-63.
    This article reviews claims for creativity in the economy and in education distinguishing two accounts: 'personal anarcho-aesthetics' and 'the design principle'. The first emerges in the psychological literature from sources in the Romantic Movement emphasizing the creative genius and the way in which creativity emerges from deep subconscious processes, involves the imagination, is anchored in the passions, cannot be directed and is beyond the rational control of the individual. This account has a close fit to business as a (...)
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  50.  15
    Design thinking in medical ethics education.David Marcus, Amanda Simone & Lauren Block - 2020 - Journal of Medical Ethics 46 (4):282-284.
    Background Design thinking is a tool for generating and exploring ideas from multiple stakeholders. We used DT principles to introduce students to the ethical implications of organ transplantation. Students applied DT principles to propose solutions to maximise social justice in liver transplant allocation. Methods A 150 min interactive workshop was integrated into the longitudinal ethics curriculum. Following a group didactic on challenges of organ donation in the USA supplemented by patient stories, teams of students considered alternative solutions to optimise (...)
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