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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.
41

- Jag har en idé! - Vad sa du, sa du? : En studie om den kommunikativa förmågans betydelse för kreativitet i stora organisationer / - I have an idea! - What did you say, you say? : A study about the communicative ability’s meaning for creativity in large companies.

Magnusson, Sara, Johanssen-Hagen, Andreas January 2016 (has links)
The purpose of this study is to gain understanding of how the communicative ability affects creativity in an organization. Qualitive research with semi-structured questions with a purpose of collecting material from four respondents. Research Question -How do large organizations work with the communicative ability? -How should organizations work with the communicative ability to increase the creativity among their employees? Conclusion: -Organisations should work with a communication strategy that allows the staff to be a part of the communication ability. -The organisation's staff should have an awareness of how the communication ability work and how to use it by example education. -Clear goals and visions where the staff knows its importance and feel an involvement in the organisation. -Organisations should have an open environment that allows the staffs ideas and creative suggestions. -Using various communication channels as individuals absorb information differently. -A creative channel, a digital tool where the staff can help with creative suggestions. -A leadership that will help the staff to engage in the communication ability. / Syftet med studien är att få en förståelse om hur den kommunikativa förmågan påverkar kreativiteten i stora organisationer.  En kvalitativ forskningsmetod med deduktiv ansats och semi-strukturerade intervjumetoder har använts i uppsatsen. Forskningsfrågor -Hur arbetar stora organisationer med den kommunikativa förmågan? -Hur ska organisationer arbeta med den kommunikativa förmågan för att öka kreativiteten? Slutsats: -Organisationer ska arbeta med en kommunikationsstrategi som tillåter personalen att vara en del av den kommunikativa förmågan. -Organisationens personal ska ha en medvetenhet om hur den kommunikativa förmågan fungerar samt hur den ska användas genom exempelvis utbildningar. -Tydliga mål och visioner där personalen vet sin betydelse och kännner en delaktighet i organisationen. -Organisationer ska ha ett öppet klimat som tillåter personalens idéer och kreativa förslag. -Att använda varierande kommunikationskanaler eftersom individer tar åt sig information olika. -En kreativitetskanal, ett digitalt verktyg där personalen kan bidra med kreativa förslag. -Ett ledarskap som hjälper personalen att engagera sig i den kommunikativa förmågan.
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電腦輔助知識翻新活動對高中生學習環境感知與英文寫作表現之影響 / Effects of Computer-Supported Knowledge Building Pedagogy on High School Students’ Perception of Learning Environment and English Composition Performance

楊怡婷, Yang, I Ting Unknown Date (has links)
傳統作品導向(product-oriented)英文寫作教學重結果、輕過程,加上傳統學習環境多以教師為中心,重講述、少建構,不僅容易限制寫作內容的創意展現與發展,同時,學生在學習上亦容易處於一個被動獲知的角色。知識翻新理論中的知識建構歷程與想法創化環境,則提供了英文教師與學習者一個另類的教學設計原則以及學習環境感受。因此,研究者希冀能透過知識翻新教學理論之原理原則,設計出一套適用於高中生的英文寫作活動,幫助學生產出想法、發揮創意、提升寫作品質。有鑑於此,本研究旨在探討結合電腦輔助平台(即知識論壇)之知識翻新教學活動對高中生學習環境感知與英文寫作表現之影響。研究方法採個案研究法,研究對象為39名高二文組班學生。   本研究除了探討知識翻新活動對學生學習環境感知與英文作文寫作表現的差異情形之外,更進一步探討學生於構思階段寫作想法的轉變歷程以及教師在進行教學時的反思情形。本研究的資料來源包括:(1)知識創新學習環境問卷;(2)英文寫作成品;(3)構思活動記錄;(4)開放式問卷;(5)教師教學反思記錄。上述資料分析採量化的成對樣本t檢定、Pearson相關、描述性統計、獨立樣本t檢定、與單因子變異數等統計分析以及質性的內容分析,藉以瞭解學生對知識翻新創意氛圍的感知情形與英文寫作表現,以及以知識翻新原則導向的想法演變歷程與教學反思情形。   研究結果顯示:(1)知識翻新有助於提升學生的創意氛圍感知;(2)知識翻新英文寫作活動能提升學生的寫作的內容與表現能力;(3)以知識翻新理論為基礎所設計的英文寫作構思活動,能促使學生發想與精進寫作的想法;(4)知識翻新原則取向所進行的教師教學反思,能幫助教師改進與調整其教學信念與教學模式。最後,根據研究結果,本研究提出相關討論與建議,以供後續英文寫作教學及研究之參考。 / Traditional product-oriented English Composition pedagogy tends to focus on the writing results but not the writing processes. Accordingly, traditional learning environment also tends to be teacher-centered, emphasizing teacher’s lectures rather than students’ knowledge construction. Such pedagogy and environment not only restrain students’ development of creativities, but also turn students into passive learners. In contrast, the emphasis of a process of knowledge construction and idea development in a knowledge building environment has provided teachers and students an innovative pedagogy and an alternative learning environment. Therefore, the researcher in this study decided to employ the principle-based knowledge building theory to design more suitable English composition activities, in order to help students learn how to generate writing ideas, develop creative writing capacity, and eventually improve the quality of their English composition. As such, the purpose of this study was to investigate the effects of computer-supported knowledge building activities on high school students’ perception of learning environment and English writing performance. To this end, this research employed a case study and the participants were 39 second grade high school students. In addition to understanding how students perceived their learning environment and advance their English composition performance, this study further discussed the process and the transformation of writing ideas in three different stages and the condition of teacher reflection during the teaching. The data of this study mainly came from: (1) a knowledge building environment scale; (2) students’ English composition works; (3) the records produced during three ideas generation stages; and (4) the teacher’s teaching reflection. Quantitative and qualitative measures were applied in this study, and data were analyzed through paired-samples t tests, Pearson's product moment coefficient, descriptive statistics, independent-sample t test, one way ANOVA, and content analysis. The main findings were as follow: (1) knowledge building activities improved students’ perception of learning environment; (2) English composition activities which were based on knowledge building theory were able to advance students’ writing contents and performance; (3) brainstorming activities assisted students in idea generation, idea improvement, and idea synthesis; (4) teaching reflection affected teacher’s teaching beliefs (from cognitivism to constructivism) and teaching models (from teacher-centered to student-centered). Based on the results, some suggestions and implications were discussed.
43

The relationship between creativity acumen and visual art creation in Grade 11 learners in Johannesburg, Gauteng / Relationship between creativity acumen and visual art creation in Grade eleven learners in Johannesburg, Gauteng

Lagesse, Daline 07 1900 (has links)
This study explored Visual Art creation by Grade 11 learners in the art classroom and the relationship with attaining creativity acumen. Creativity acumen in this instance is looked upon as the ability to visually conceptualize imaginative ideas and then translate that into an individual rendition of a concept presented. The learners first perceive an idea and then conceive a concept. Visual perception is a function of how the eyes and brain see whole images, but these images are broken down into their visual elements, such as lines and shading during Visual Art creation. The visual elements are then created in forming an art-work, which in turn lends itself to understanding complex concepts and themes. Creativity acumen involves two processes: having ideas (creativity-relevant processes) and then producing a visual exposé of such ideas. A literature review was conducted which provided useful insight into the components of the creative process and the contextual factors influencing creativity acumen within the school environment. An empirical study was conducted with six art learners in Grade 11, selected through purposive sampling. Creativity questionnaires were completed pre- and post-art creation as a self-assessment tool of how effectively individual implementation of the creative process occurred during idea development and artistic expression in attaining creativity acumen during Visual Art production, if at all. The art creations were observed from task presentation through to completion deadline. Photographic records of the art creations were captured as they were produced and completed. Interviews were conducted at the end of the art creative process. The data was descriptively tabulated into photo-sheets and tabulated for qualitative interpretation and description of findings and results. From the empirical study it can be concluded that there is a dialectic relationship between the creativity-relevant processes and art-relevant skills, as set out theoretically by Amabile (1996) when creating Visual Art. The relationship is intertwined and compounded by overlapping factors in acumen to be creative and creating an art-work. Both require openness to new ideas and perspectives and both need perseverance and effort to learn new skills and craftsmanship. The conclusion of this study is that creativity acumen and art creation have variation of outcome and expansion of ideas in common. Creativity acumen is a means of extending one’s outlook and ability to question, look for new information, develop ideas independently while art creation is a means of visual expression in learning to elaborate on a concept through externalised representation which guides further possibilities and understanding of new concepts and perspectives. There is a dialectic relationship between art creation and creativity acumen or ability as one possibly informs and develops the other. / Psychology of Education / M. Ed. (Guidance and Counselling)
44

Interactive Design Interfaces to support Ideation & Rapid Prototyping

Devashri Utpal Vagholkar (11816888) 19 December 2021 (has links)
Generating ideas and creating prototypes of physical products is a highly non-linear and iterative process. Current tools divide this process into multiple discrete steps with different tools to support each of these steps such as CAD modelling, simulation and fabrication. We believe, design interfaces that combine different steps of the process and create different layers of abstraction depending on the type of the user and where they are in the process can support users in generating more creative ideas and creating better functioning prototypes more efficiently. In order to validate this, we developed three interfaces- a sketch-based ideation tool, a live programming interface to create IoT devices and a design tool to support design and fabrication of hand wearables. The foundation of these design interfaces is the layer of abstraction that allows users to focus on idea generation and converting it into a tangible prototype with little or no technical knowledge, and a continuous visual feedback that guides the user to make necessary changes to improve their design. The three tools were evaluated through user testing for supporting creation of different ideas and converting them into functional prototypes.
45

Generating implications for design in practice: How different stimuli are retrieved and transformed to generate ideas

Sun, Ying 15 May 2019 (has links)
Design idea generation is a significant part of a designer’s work and most frequently associated with creative problem solving. However, an outstanding challenge in design is translating empirical findings into ideas or knowledge that inform design, also known as generating implications for design. Though great efforts have been made to bridge this gap, there is still no overall consensus on how best to incorporate fieldwork data into the design idea generation process. The generation of design ideas is a process that is rooted in individual knowledge and is often considered a precedent-based type of reasoning, where knowledge is continuously transformed to produce new knowledge and this creative leap across the divide is very difficult. And it is believed that designers could potentially benefit from external stimuli that would provide a starting point or trigger and make the ideas generation more efficient. Most researchers have examined when and what type of stimuli designers used to support design idea generation. Nevertheless, it is still not clear how the different types of stimuli are retrieved and transformed during idea generation phases, and the knowledge transformation during this phases need to be clarified. In order to resolve this issue I conduct an open-ended semi-structured qualitative interview to learn about student and professional designers’ knowledge on how they select stimuli and transform it into design ideas, then compare with professor’s opinions. The interview would be conducted in terms of one-on-one face to face or online interview depending on the availability and accessibility of the interview respondents which would be audio recorded. Knowing more about how different designers, especially professional designers, to retrieve and transform preferred stimuli into ideas, and the design thinking involved in the process, is a significant step towards investigating the influence of stimuli during idea generation. Ultimately, I intend to build a general mechanism for designers to conduct an appropriate selection of functionally useful stimuli to transfer empirical findings to knowledge that inform design. The results try to help professional designers get more scientific structure, give student designers Visual Knowledge Media more practical guidance, but also help design education refine design idea generation methods and improve resulting techniques to discover a dynamic balance among theory and practice.
46

Can dinosaurs generate unicorns? : -A corporate approach for early stage idea validation

Filomena, Melissa, Sarkar, Protik January 2018 (has links)
Companies are always trying to increase their sales and revenue, but nowadays due to technology advancement, competence and the fast moving economy this task becomes more difficult as time goes by. This is where innovation walks in, to find new ways to add value to customers, increasing profit and even find new potential markets. As part of implementing innovative practices, many companies have added corporate entrepreneurship to their structure, to look for new business models that reach diverse customers within the same industry. Getting in the mind of customers, trying to decipher unspoken needs and matching problems to new solutions is part of the insighting process that has to be done when attempting idea incubation. This research seeks to provide a methodology to make the insighting process for early idea validation, in a corporate environment, less manual and more mechanical. For this purpose the Stockholm division of Telia Company was used as study case and main source of data recollection, which brings the research results to a practical use and analysis.
47

A cognitive model of authority in organizations and its effects on idea generation and idea validation performance / En kognitiv modell av auktoritet i organisationer och dess effekt på idégeneration och idévalidering.

Karahan, Marc January 2018 (has links)
An organization constitutes an environment of social relationships. The interdependence of the organization’s members and their nature as human beings create particular effects, which influence social interaction. One of these effects is the focus area of this master thesis – authority. Understanding the dynamics of authority is crucial for designing effective organizations. This thesis contributes to its analysis by performing a qualitative-heuristic literature analysis, which integrates central components of authority into a holistic, cognitive model. These components comprise the origins of authority in organizations, the channels that induce authority, individual characteristics that promote authority, and different categorizations of authority. The cognitive model facilitates the understanding of the process of authority in organizations and allows to deduce its effects on the behavior of organization members. In a second step, the findings on authority are related with two sub-processes of organizational innovation – idea generation and idea validation. Finally, this master thesis concludes six research propositions on the effect of authority on these processes. It argues that authority is likely to constrain idea generation performance, but might facilitate idea selection performance. / En organisation utgörs av en miljö med sociala relationer. Medlemmarnas självständighet inom organisationen och deras sätt att vara människor skapar särskilda effekter som påverkar social interaktion. En av dessa effekter är auktoritet vilket kommer vara huvudämnet för examensarbetet. Att förstå auktoriteters dynamik är avgörande för att kunna utforma effektiva organisationer. Denna uppsats bidrar till ämnet genom en kvalitativ-heuristisk litteratur analys som integrerar centrala delar av auktoritet i en holistisk, kognitiv modell. Dessa komponenter innehåller auktoritetens ursprung inom organisationer, kanaler som inducerar auktoritet, individuella egenskaper som främjar auktoritet och olika kategorier av auktoritet. Den kognitiva modellen underlättar förståelsen och processen av auktoritet inom organisationer. Detta gör det möjligt att härleda effekterna till organisationens medlemmar. Resultaten av att undersöka auktoriteten utmynnar i två delprocesser av innovation i organisationen – idégenerering och idévalidering. Avslutningsvis presenterar uppsatsen sex forskningsförslag angående dess effekt av auktoritet på dessa processer. Resultaten påvisar att auktoriteten kommer begränsa idégenerationens prestanda men kan underlätta idévalets resultat.
48

Enabling Portfolio-driven Idea Generation for Radical Innovation : A Case Study of an Innovation Hub in the Construction Industry / Möjliggörande av portföljstyrd idégenerering av radikala innovationer

Habberstad, Helena, Lövgren, Klara January 2022 (has links)
Innovation has proven to be an important way for companies to be competitive and relevant in a dynamic market. The construction industry has tended to focus on incremental innovations and is not as familiar with methods for developing radical innovations. Scenario-based portfolio management is a way of structuring radical innovation projects according to possible future scenarios. Within these portfolios, it is necessary to assign the different areas a priority order where the most prioritized areas require a sufficiently high inflow of ideas. The purpose of this study was therefore to investigate how the innovation hub of a large Swedish company in the construction industry can steer the idea generation of radical innovations towards specific areas of development. By conducting internal and external semi-structured interviews, difficulties and opportunities in the company's idea generation could be identified. The results showed that the case company is missing specific methods to increase the number of generated ideas and that there is a lack of communication of the priority domains that exist in the innovation portfolio. It was also shown that there are some organizational difficulties for innovation in the construction industry. An analysis based on the results and a detailed literature study resulted in a number of recommendations. These recommendations demonstrate how open innovation as well as communication and changes in organizational structure should be implemented to achieve an increased number of ideas for the priority areas in a company's innovation portfolio. The recommendations from this study apply to large companies in the construction industry that work actively with innovation. / Innovation har visat sig vara ett viktigt sätt för företag att vara konkurrenskraftiga och relevanta på en dynamisk marknad. Byggindustrin har haft en tendens att fokusera på inkrementella innovationer och saknar i många fall utarbetade metoder för utveckling av radikala innovationer. Scenariobaserad portföljhantering är ett sätt att strukturera radikala innovationsprojekt efter möjliga framtidsscenarion. Inom dessa portföljer är det nödvändigt att tilldela de olika områdena en prioriteringsordning där de mest prioriterade områdena kräver ett tillräckligt högt inflöde av idéer. Syftet med denna studie var därför att undersöka hur innovationshubben på stort svenskt företag inom byggbranschen kan styra idégenerering av radikala innovationer mot ett specifikt utvecklingsområde. Genom att utföra interna samt externa semistrukturerade intervjuer kunde svårigheter och möjligheter i företagets idégenerering identifieras. Resultatet visade att det saknas specifika metoder för att öka mängden idéer som genereras, samt att det finns en brist på kommunikation av de prioriterade domäner som existerar i företagets innovationsportfölj. Det påvisades även att det finns vissa organisatoriska svårigheter för innovation kopplade till byggbranschen. En analys baserad på resultatet samt en utförlig litteraturstudie resulterade i ett antal rekommendationer. Dessa rekommendationer påvisar hur öppen innovation samt kommunikation och förändringar i organisationsstruktur bör implementeras för att uppnå en ökad mängd idéer till de prioriterade områdena i ett företags innovationsportfölj. Rekommendationerna från denna studie är applicerbara på stora företag inom byggbranschen som arbetar aktivt med innovation.
49

Exploring the Impact of Virtual Environments on the Creativity of Remote Designers During Brainstorming / Utforska påverkan av naturliga virtuella miljöer på kreativiteten hos fjärrdesigners under idégenerering

Thomas, Ritty January 2023 (has links)
The growing adoption of virtual reality (VR) technologies has sparked interest in exploring their impact on creativity and remote collaboration within design processes. This study investigates the influence of different virtual environments on creative outputs and collaborative dynamics among designers. Utilizing a mixed-methods approach, quantitative analysis examines fluency and originality in idea generation, while qualitative analysis delves into participants’ experiences and perceptions during VR-based brainstorming sessions. The results from the quantitative analysis, while not statistically significant, indicate higher mean values for fluency and originality in the forest environment compared to an office environment, aligning with prior research. The qualitative analysis reveals a thematic pattern of "Immersion and Creativity," suggesting that the forest environment’s calming and immersive nature enhances participants’ focus, engagement, and creativity. Notably, participants engage in playful interactions beyond conventional brainstorming, further emphasizing VR’s potential to augment collaborative processes. Challenges associated with technical aspects and discomfort from prolonged headset use are acknowledged. Overall, this study contributes to the understanding of how VR environments may positively impact creativity and remote collaboration in design contexts, while highlighting areas for improvement and further exploration. / Den ökande användningen av virtuell verklighet (VR) har väckt intresse för att utforska deras påverkan på kreativitet och samarbete inom designprocesser. Denna studie undersöker inflytandet av olika virtuella miljöer på kreativa resultat och samarbetsdynamik bland designers. Genom att använda en mixed-methods approach undersöker kvantitativ analys flöde och originalitet i idgenerering, medan kvalitativ analys går djupare in i deltagarnas upplevelser och uppfattningar under VR-baserade hjärnstormningssessioner. Resultaten från den kvantitativa analysen, även om de inte är statistiskt signifikanta, indikerar högre medelvärden för flöde och originalitet i skogsmiljön jämfört med en kontorsmiljö, vilket överensstämmer med tidigare forskning. Den kvalitativa analysen avslöjar ett tematiskt mönster av "Immersions och Kreativitet," vilket antyder att skogsmiljöns lugnande och immersiva karaktär förstärker deltagarnas fokus, engagemang och kreativitet. Intressant nog deltar deltagare i lekfulla interaktioner bortom konventionell hjärnstormning, vilket ytterligare betonar VR: s potential att förstärka samarbetsprocesser. Utmaningar som är förknippade med tekniska aspekter och obehag från långvarig användning av headset erkänns. Sammantaget bidrar denna studie till förståelsen av hur VR-miljöer kan påverka kreativitet och samarbete positivt inom designsammanhang, samtidigt som områden för förbättring och ytterligare utforskning lyfts fram.
50

Framtidens e-handel och hur den kan förbättras / The future of online shopping and how it can improve

Persson, Henrik January 2023 (has links)
E-handel är ett problem för miljön som ständigt ökar samtidigt som det öppnar upp för nya svårigheter. Det störst växande problemet är hur enkelt det är att handla online. Detta leder till andra konsekvenser, såsom underpackning. Syftet med denna studie är att undersöka framtida lösningar för att minska E-handel genom att försvåra processen och minska mängden underpackning som sker.   E-handeln är ett ständigt ökande problem för miljön som bidrar med flera problemområden. De största problemen är den låga fyllnadsgrad som sker men framför allt hur man kan motverka enkelheten att handla online (Hellström & Olsson, 2017).  Studien undersöker dessa problem för att komma fram till en spekulativ lösning som är framtidsanpassad.   Projektet har förhållit sig till Ceschin & Gaziulusoy (2016) teori kring design för hållbart beteende för att bygga en förståelse hur man kan påverka individen till en förändring inom hållbar utveckling. Detta arbetades med i en spekulativ designprocess som tog utgångspunkt i en djup litteraturstudie för att hitta designöppningar.    Litteraturstudien togs sedan vidare och utvecklades till fyra scenarion som sattes mot varandra i en polarity mapping för att belysa varje scenarios problem och kunna väga dessa mot varandra (Futures Design Toolkit, 2021).   Dessa scenarion användes i en generativ idégenereringsworkshop för att se hur användare hanterar de olika framtidsscenarierna. Resultatet av detta blev ett intressant utfall där återanvändning av emballage sågs som mest intressant och passande för framtiden då det motverkar nyproduktion. Dessa idéer arbetades sedan vidare med i en skissprocess där det togs fram ett koncept som även blev en del av kunskapsbidraget.   Kunskapsbidraget till designbranschen är en ny approach som belyser dagens problem som även visar upp vägen för att kunna påbörja en positiv förändring på området som börjar i att minska E-handeln. / Online shopping is a problem for the environment that continuously gets worse and opens up for other areas of problems. The largest growing problem is the simple process in order to shop online. This leads to other problems, such as underpacking. The purpose of this study is to explore future solutions in order to reduce online shopping by making it more difficult to order and reduce the underpacking that occurs.    The project has revolved around Ceschin and Gaziulusoy´s (2016) study regarding design for sustainable behavior in order to build an understanding how to make an impact on the individual to make a change regarding online shopping. This was then used in a speculative design process that started in a deep literature study that was used to find design openings.   This study was then developed further into four scenarios that were put up against each other in a polarity mapping in order to find the problems within each scenario. The scenarios were then used in a generative idea generation workshop in order to see how different users would act in order to find a solution for each scenario.    The result of this was an interesting case where the most interesting scenario was reusable packaging. This was seen as the most interesting and best suited for the future due to it minimizing production of new packaging. The ideas were continued in a sketching process that resulted in a concept of a new packaging.

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