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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Comparison of Students' Product Creativity Using a Computer Simulation Activity versus a Hands-on Activity in Technology Education

Michael, Kurt Y. 23 May 2000 (has links)
The purpose of this study was to compare the effect of a computer simulation activity versus a hands-on activity on students' product creativity, originality, and usefulness. Fifty-eight middle school technology education students from Northern Virginia participated in the study. Subjects were randomly assigned to either a computer simulation or hands-on treatment group. The computer simulation group used a Lego-type brick simulator to construct creative products on the computer; whereas, the hands-on treatment group used real LEGO® bricks to construct their creative products. The hands-on groups' products were collected by the researcher and copied into the computer simulation program. Both groups' products were printed using a color printer. The printed products were evaluated by expert judges using a creative product semantic differential scale. This study showed that there was no significant difference in product creativity scores among the computer simulation and the hands-on treatment group. The null hypothesis was accepted. Findings suggested that it was possible to use a computer simulation activity in place of a hands-on activity and still maintain product creativity, originality, and usefulness. / Ph. D.
2

Design of a modular solar powered outdoor lighting system

Azócar Nordeman, Patrik-Patricio January 2016 (has links)
This reports describes a master thesis project in Industrial Design Engineering at Lulea University of Technology in collaboration with Clas Ohlson.The master thesis was performed during 2015/2016 and is part of a product development project at Clas Ohlson aiming to develop a new kind of solar powered out door light. Clas Ohlson have limited experience with in house product development, and this project could be a pilot project to evaluate future in house product development.This projects main focus is the creative parts of the product development process and the detail development.The product developed resulted in a product with high customisation potential in many aspects including aesthetic, mounting, electronic and packaging.The resulting material, such as CAD-files, is handed over to Clas Ohlson for them to adjust if necessary in order to take the result in to production. The starting point is the company ́s desire to comply with one of their main objectives: provide sustainable products.The desire was for me to develop a solar powered outdoor light.The result is a module based system which can be expanded in multiple ways, from changing the function, to changing the appearance. In the chapter results you also find a suggested launch plan showing the width of the presented solution and the many opportunities the end user would have to upgrade their product without generating excessive waste.
3

Kreativa Produkter : En jämförelse mellan teori och praktik

Govers, Emma January 2008 (has links)
<p>Syftet med arbetet är att skapa en bättre förståelse för vad kreativitet och kreativa produkter är. I arbetet utvärderas även en metod för bedömning av kreativiteten i en produkt. Den metod som utvärderas är Creative Product Semantic Scale (CPSS). Det finns många olika definitioner på kreativitet och några tas upp i det här arbetet. För att kreativitet skall uppstå är även omgivningen och kontexten viktig. Kreativ verksamhet resulterar ofta i en produkt och det kan därför vara bra att kunna bedöma kreativiteten i en produkt. Det finns olika krav som kan ställas på en kreativ produkt. Ett krav som alltid måste vara uppfyllt är kravet på nyhet, andra krav som kan ställas är krav på användbarhet och komplexitet. Arbetet inleddes med sökningar i artikeldatabaser för att hitta fakta om kreativa produkter samt metoder för att avgöra om en produkt är kreativ. Därefter formulerades enkätfrågor och en pilotstudie utfördes med sex deltagare för att se hur enkäten fungerade. Efter vissa justeringar delades enkäten ut till 40 studenter. I enkätundersökningen ombads respondenterna att besvara tre öppna frågor, göra fria bedömningar av fyra produkter med avseende på attributen kreativitet, originalitet, användbarhet, komplexitet samt attraktivitet och välformighet. Dessutom användes metoden Creative Product Semantic Scale för att bedöma kreativiteten i de fyra produkterna. Respondenternas svar på de tre fria frågorna stämde ganska väl med teorin men de nämnde mycket lite om omgivningen och kontexten. En jämförelse mellan respondenternas fria bedömning och bedömningen med hjälp av CPSS gjordes och visade på vissa brister i metoden. Metoden Creative Product Semantic Scale tar ingen hänsyn till vilka av kraven på den kreativa produkten som är uppfyllda. Detta medför att en produkt som inte uppfyller kravet på nyhet ändå kan få ett ganska högt kreativitetsbetyg. Metoden är därför inte helt pålitlig eftersom en produkt som inte uppfyller nyhetskravet inte kan anses kreativ.</p>
4

Kreativa Produkter : En jämförelse mellan teori och praktik

Govers, Emma January 2008 (has links)
Syftet med arbetet är att skapa en bättre förståelse för vad kreativitet och kreativa produkter är. I arbetet utvärderas även en metod för bedömning av kreativiteten i en produkt. Den metod som utvärderas är Creative Product Semantic Scale (CPSS). Det finns många olika definitioner på kreativitet och några tas upp i det här arbetet. För att kreativitet skall uppstå är även omgivningen och kontexten viktig. Kreativ verksamhet resulterar ofta i en produkt och det kan därför vara bra att kunna bedöma kreativiteten i en produkt. Det finns olika krav som kan ställas på en kreativ produkt. Ett krav som alltid måste vara uppfyllt är kravet på nyhet, andra krav som kan ställas är krav på användbarhet och komplexitet. Arbetet inleddes med sökningar i artikeldatabaser för att hitta fakta om kreativa produkter samt metoder för att avgöra om en produkt är kreativ. Därefter formulerades enkätfrågor och en pilotstudie utfördes med sex deltagare för att se hur enkäten fungerade. Efter vissa justeringar delades enkäten ut till 40 studenter. I enkätundersökningen ombads respondenterna att besvara tre öppna frågor, göra fria bedömningar av fyra produkter med avseende på attributen kreativitet, originalitet, användbarhet, komplexitet samt attraktivitet och välformighet. Dessutom användes metoden Creative Product Semantic Scale för att bedöma kreativiteten i de fyra produkterna. Respondenternas svar på de tre fria frågorna stämde ganska väl med teorin men de nämnde mycket lite om omgivningen och kontexten. En jämförelse mellan respondenternas fria bedömning och bedömningen med hjälp av CPSS gjordes och visade på vissa brister i metoden. Metoden Creative Product Semantic Scale tar ingen hänsyn till vilka av kraven på den kreativa produkten som är uppfyllda. Detta medför att en produkt som inte uppfyller kravet på nyhet ändå kan få ett ganska högt kreativitetsbetyg. Metoden är därför inte helt pålitlig eftersom en produkt som inte uppfyller nyhetskravet inte kan anses kreativ.
5

The Paradox of Creativity and Business in Feature Hollywood Filmmaking: The Relationship Between Motion Picture Production and Budgeting

Dean, Adam T. 08 1900 (has links)
This study examines the relationship between movie budgeting and the creative process in Hollywood filmmaking. To understand the effects of this relationship on the creative product, several films are analyzed within the production process where conflicts between the investors and creators are observed. A case study approach is guided by theories of the production of culture, which state that creative products manufactured in the cultural industry must be analyzed in relation to their surrounds society. Findings suggest previous indicators of box office success are becoming primary influences in the filmmaking process. The study also finds that financial standards in Hollywood potentially inhibit innovation among creative participants within a limited Hollywood creative sphere.
6

Creativity in the Classroom: An Ethnographic Study of Classroom Environmental Factors Impacting Gifted Students' Lived Experience with Creativity

Heuring, Jeanna Marie January 2020 (has links)
No description available.
7

創意管理機制與創意商品開發績效之研究:演化理論觀點

鄭仲興, Cheng, Chung-hsing Unknown Date (has links)
創意商品的開發一般而言不但要兼顧新奇、效率而且還要面對較高的不確定性、較短的開發期。像工業設計,是一種需要不斷產生產品變異的同時,又要維持一定開發速度與產品風格的開發方式。由於創意商品的生產具有不確定性特徵,即投入產出之間的關係不再是簡單的線性關係,而是非常複雜的多元關係。 過去的產品開發研究,大都未考慮到不確定性問題,某些研究雖考慮到不確定性問題,但是卻沒有兼顧新奇問題的探討,更有一些研究強調過去經驗的重要性,但是進一步將過去經驗納入管理機制中的研究也不多見。由於創意商品開發的特性,有別於過去生產線式的產品開發,若以一般的管理型態並無法完全掌握這些特殊性,且在工業設計對企業的重要性和密切關係與日俱增之下,設計活動似乎有必要加以有效的管理。 基於上述原因,本研究主要是以演化觀點為理論基礎,透過演化因素的探討,並藉由創意產生機制(變異)、評價機制(選擇)與共同知識的結構及存量(保留),以說明創意產業中知識或創意的變異、選擇與保留之管理,以及這些因素對於創意商品開發績效的影響。簡單地說,整個創意商品的開發過程,可以視為是一個創意元素受演化因素影響,達到改變其商品效果與開發速度的過程。而組織中經理人的角色便在於藉由操控演化影響因素,有意識地管理創意活動過程,進而提高組織生存與發展的機率。 本研究針對國內設計服務業為研究對象,進行問卷調查研究。從結果中發現,首先,在創意產生機制中的平行專案(水平變異)和團隊交換(垂直變異)的目的,前者是藉由加入複數之個人將創意之池擴大;後者是透過團隊交換的方式增加創意碰撞的機會,以擴大創意之池。而由統計分析可知,兩者在一定程度上都有助於擴大創意之池,進而提高產出符合品質要求的設計成果之機率。 其次,在評價機制部分,藉由設計過程中頻繁地查核及多重評價準則的篩選,有助於符合條件的設計創意加速脫穎而出,但是其彼此間的關係並不是單純的線性關係,而是先升後降的倒U型關係。再者,共同知識的精細化程度越高,越能促進創意產生機制中創意發想的開展,而知識存量越高,越能促進評價機制對於開發速度的正向影響。本研究的貢獻,在於補充了產品開發研究中,缺乏處理模糊前端的問題、對於創新與創造力研究,補足缺乏有效管理機制的問題、對於組織內層次演化觀點之研究,提供了可操作性的量化研究、對於設計產業的創意管理提供了初步的解答。 / Generally speaking the development of the creative products should not only give consideration to the novelty, efficiency and face higher uncertainty, shorter life cycle. Like the industry design, it is one kind of development way, while needing to produce the products and make a variation constantly, and also it is need to keep develop speed and products style. Because the production of the creative products has uncertain characteristics, that relation between the input and output is no longer simple linear relations, but very complicated multiple relations. Products developmental research in the past, not mostly considering the uncertain problem, some studies may consider the uncertain problem, but there is not discussion which gives consideration to the novel request, some studies may puts emphasis on the importance of experience even more, but they seldom put the previous experience into the mechanism of management. Because the development characteristic of the creative products, is different from the product development of the production line type, if with the general management type will be unable to completely keep the particularity, and under the circumstances that the industry design, more and more to the importance of enterprises, it need to manage effectively in design activity. As stated above, this research is mainly to regard the evolutionary view as the theoretical foundation, through the discussion of the evolutionary factors, and the mechanism of creative generation (variation), the mechanism of evaluation (selection), and the structure and stock of common knowledge (retention), in order to explain the creative management of variation, selection and retention in creative industry, and the influence of the performance on the creative products in these factors. To put it shortly, Development process of the creative products, it is a creative element that is influenced by the factor of evolution, and change the outcome of the product effect and developing speed. And the manager's role is to enhance the probability that evolutionary process will generate organizational survival and prosperity. This research carries on the questionnaire and makes investigations to design company as the research object at Taiwan. Find from the result, at first, the purpose of the parallel project (horizontal variation) and the team exchange (vertical variation) in the mechanism of creative management, the former expands the pool of idea by joining the plural individual; The latter offers more opportunities that the idea collides by way of team exchange, in order to expand the pool of idea. And can know by statistical analysis, the two both contribute to expanding the pool of idea, and then improve the probability of design achievement that the output accords with the quality request. Secondly, in the evaluation mechanism, the screening of frequently checking and multiple evaluation criterion in the design process, that promote the suitable creative to appear with higher speed, but its relation between each other is not the simple linear relations, but the inverted-U relation. Moreover, when the categorical degree of common knowledge is higher, can promote the expansion of the idea in the mechanism of creative generation, and knowledge is the higher in stock, can promote the influence of the mechanism of evaluation on developing speed. The Contribution of this research, is supplement to study on new product development, which lack the problem of dealing with fuzzy front, study with creativity and innovation, fill the gap which lacks the effective mechanism of management under study creativity and innovation, to the research that the intra-organization evolutionary perspectives, have offered effective quantity studied, offered the preliminary answer to the creative management in design industries.
8

Effects of Group Interactive Brainstorming on Creativity

Park-Gates, Shari Lane 03 September 2001 (has links)
Corporations spend a great deal of time and money trying to facilitate innovation in their employees. The act of introducing something new, a product or a service that is viable and innovative is often increased by enhancing or nurturing creativity.This experimental study investigated the effect of group verbally interactive brainstorming (social interaction) on creativity, not by comparing the number of ideas generated on a simple task in a brainstorming session, but by assessing creativity in the final product of a complex heuristic task. The purpose of this study was to compare the effect of group interactive brainstorming to individual brainstorming on individual creativity assessed in the final product.The hypothesis which was tested in this study was that participation in group verbally interactive brainstorming prior to developing a design solution would not facilitate creativity in the final product more than individual brainstorming. Indeed, it was hypothesized that individuals brainstorming in teams.Participants were 36 interior design students in a FIDER accredited program at Virginia Tech. The Multidimensional Stimulus Fluency Measure (MSFM) was administered before beginning the experiment in order to determine individual differences in creativity. Subjects were randomly assigned to either a treatment group than participated in group verbally interactive brainstorming prior to developing a product individually, or a control group that participated in an individual brainstorming session. All subjects then created a design project individually that was assessed for creativity by judges who were recruited from professional interior design organizations. Creativity was measures using the Consensual Assessment for Interior Design Creativity (Barnard, 1992). A post session questionnaire also was used to measure attitudes and perceptions of the subjects about the creative process.Analysis of variance revealed no significant differences when creativity scores were compared between two brainstorming groups. That is, projects developed by interior design students did not differ significantly in creativity systematically between the two brainstorming techniques. When scores on the two dependent variables of secondary interest (novelty and appropriateness) were compared between groups they also did not differ significantly.Responses to post-session questionnaires indicated that although students found it more difficult to generate ideas in a group, they still believed they would generate more ideas and preferred to generate ideas in a group rather than alone. However, when developing a project students preferred to work independently.This study supports past research which suggests that group verbally interactive brainstorming does not enhance creativity. In this study, interactive brainstorming neither enhanced nor constrained creativity in the final product. The creativity scores were higher for those in the individual brainstorming condition, although not significantly so. This study also supports findings which indicate that people still believe they will generate more ideas in a group and that they prefer to generate ideas as a group. / Ph. D.

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