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Which clippings match 'Creative Thinking' keyword pg.1 of 2
29 MARCH 2014

An extensive online resource for creating new ideas

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TAGS

absence thinking • action verbs • areas of key value • art streaming • assumption busting • attribute listing • braindrawing • brainmapping • brainstorming • brainwriting • breakdown • challenge • chunking • conflict • Crawford slip method • create new ideas • creative ideas • creative method • creative methods • creative skills • creative stimulus • creative techniques • creative tension • creative thinkingcreative toolscreativity • creativity toolbox • creativity tools • David Straker • day in the life • decomposition • deep analysis • delphi methoddoodlingdrawing • essential qualities • expand thinking • explore ideas • extended ideas • focused thinking • forced conflict • forcing combinations • gain consensus • gradually unfolding • group doodlin • guided imagery • hierarchical breakdown and exploration • how to • how-how diagram • idea generationimagineering • incomplete doodles • incubation • lateral thinking • looking at the problem backwards • lotus blossom • mind-mapping • minimal personal interaction • modelling • morphological analysis • nominal group technique • non-verbal stimulation • online resourcepausepost-it notes • post-up • problem plus stimulus equals idea • provocation • random word • random words • real problem • remembering solutions • remembrance • reversal • reverse brainstorming • rightbraining • role-play • rubber-ducking • scamper • Six Thinking Hats • stimulate the subconscious • stimuli • storyboarding • subconscious • take a break • talk and talk • talk streaming • the Kipling method • think more deeply • thinking sideways • toolbox • triz contradiction analysis • unblock • unconscious assumptions • unfold the flower • unfolding • value engineering • visioning • visual story • wishing • write and write • write streaming

CONTRIBUTOR

Simon Perkins
07 AUGUST 2012

Creative Tools: a handbook of 15 methods for design practice

"Creative Tools was co–authored by Alex Fung, Alice Lo and Mamata N. Rao based on their teaching and students' learning experiences in the Design Thinking subject. Foreword by Dr. Edward de Bono, this handbook is a comprehensive guide to 15 creative tools that help develop students' creative thinking, not only for design by other disciplines. Each tool has an introduction followed by a demonstration of its use with reflection."

(香港理工大學/Hong Kong Polytechnic University)

Alex Fung, Alice Lo, Mamata N. Rao (2005). "Creative Tools", School of Design, Hong Kong Polytechnic University.

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2005 • Alex Fung • Alice Lo • art and designcreative problem solvingcreative thinkingcreative tools • Creative Tools (book) • creativitydesign methoddesign methodsdesign pedagogydesign principlesdesign processdesign studentdesign thinkingEdward de Bonohandbook • HK PolyU School of Design • Hong KongHong Kong Polytechnic Universityhow designers think • Mamata Rao • methods for design practicepolytechnic • PolyU • problem-solving • School of Design (PolyU) • student learning experiences • teaching • tools for creative thinking

CONTRIBUTOR

Simon Perkins
10 JULY 2012

KAOSPilot: enterprising leader creating value for you and others

"The KaosPilots was founded in 1991 in Århus, Denmark. It grew out of a youth organization called the Front Runners, a truly novel initiative, who worked with cultural and social projects.

The KaosPilots is a self–governing institution comprised of two parts: the school and a consultancy. The purpose of the KaosPilots is 'positive social change through personal growth'.

The consultancy offers the same capabilities that are offered to the students to companies, NGO's and public organizations, but adapted to suit their specific need. For examples of clients please click here.

The program is a three–year long education where the focus lies upon learning by doing through client assignments, from entrepreneurs, consultants, leaders and thought leaders.

The program consists of the disciplines Creative Enterprising Design, Creative Project Design, Creative Process Design and Creative Leadership Design and the education is designed around and operates according to the values Streetwise, Risk–taking, Balance, Compassion, Real World and Playful.

Based on the written application approximately 70 individuals are invited to attend a unique three–day workshop in the spring every year. Through a variety of assignments the applicant provides information to the staff and students who in the end will select a diverse team of about 35 aspiring KaosPilots to begin the program in the fall.

According to a comprehensive survey conducted in 2005 approximately 30% of the graduated KaosPilots work as an entrepreneur.

A KaosPilot is an enterprising leader who creates value for themselves and others."

(Christer Windeløv–Lidzélius)

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1991action learning • alternative action • Arhus • autonomousbusiness leaderschange • Chaos Pilots • classical education system • compassionconsultancyconsultant • create value • creative enterprise • creative enterprising design • creative leadership • creative leadership design • creative process • creative process design • creative project design • creative projectscreative thinkingcreativity in the classroom • cultural projects • Denmarkdesign thinkingdivergent thinkingeducation • educational programme • enterprising leader • entrepreneurship • Front Runners (organisation) • information and communication • innovative educational programme • KAOSPilot • Kaospilot Aarhus • knowledge constructionleadershiplearning by doing • live clients • management education • network of professionals • new jobs • new pressures • novel initiative • personal development • personal growth • playfulness • private educational programme • project management • rapidly changing society • real worldrisk-takingschools • self-designed projects • self-governing institution • social changesocial construction of knowledge • social inventiveness • social projects • streetwise • thought leaders • ways of thinkingyoung peopleyouth organisation

CONTRIBUTOR

Simon Perkins
02 JULY 2012

Bauhaus: Art as Life (design exercises)

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a world in a painting • activity exercises • activity-based learning designsBarbican Centre • bare necessities • Bauhaus School • colour light play • creative exercises • creative thinkingcreative toolscreativity skillsdesign education • design exercises • hearing pictures • hearing pictures and seeing sound • learning resource • make a celebration • make a gift • make a sculpture of • make your manifesto • manifestomask-making • object was designed for • picturing the utopia • reflecting on utopia • remaking the game • reorganising reality • seeing sound • shadow maps • taking a line for a walk • the colour-shape test • the invisible tool • utopia • what voice do letters speak in • words without meaning • writing on the wa

CONTRIBUTOR

Simon Perkins
08 MAY 2011

The regionalisation of knowledge in Korean design education

"Multimedia techniques change very quickly in Korea. All of the universities have made new departments for interactive media and have had more instructors who are involved in high technology such as Web design, game character design, motion graphics, and moving image design. After the development of the Internet and multimedia games and products, many companies have needed designers with new skills. Today, some schools are combining all of their art departments into one college. For example, one university usually has three colleges of art: one devoted solely to music, one devoted to art and design, and another devoted to human movement and performance. With the development of multimedia technologies, the distinctions between these various field are disappearing. Now, it's common to use motion graphics with dance. Many universities want to expand the art fields while at the same time trying to unite them. It's a good change. If the different arts are all in one college, collaboration is easier. Students can learn new skills from each other and think about their works in other creative ways. There are problems that remain to be addressed ... Most education is based on practical business. Many instructors are second–generation designers, meaning that they learned design from the first generation of Korean designers, who didn't have a sufficient basis for study. Many instructors teach design founded on their direct experiences in the design field rather than on theory, methodology, or intensive creative thinking and experiment. Some design programs focus on multimedia classes instead of teaching basic principals of design–technology is more important than ideas."

(HyunSoo Lim, 13 December 2006)

Fig.1 Minsun Eo (2008). 'Typography and the Rules'; 210 x 297 mm (folded), 594 x 841 mm (unfolded), Inkjet Printing Booklet/Poster; Exhibition at Hongdesign Gallery in Seoul, South Korea

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2006AIGAart and designcharacter design • colleges of art • creative thinkingdesign businessdesign educationdesign experimentationdesign fieldsdesign graduatesdesign methodologydesign principlesdesign theorydesignersemployersgraphic design discipline • human movement • interactive mediaKoreamotion graphics • moving image design • multimedia • multimedia games • multimedia techniques • new departments • new skillspedagogyperformanceregionalisation of knowledgeSouth Koreauniversityweb design

CONTRIBUTOR

Simon Perkins
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