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ویرایش:
نویسندگان: Rouxelle de Villiers
سری:
ISBN (شابک) : 9789811921803, 9811921806
ناشر: Springer Nature
سال نشر: 2022
تعداد صفحات: 458
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 15 مگابایت
در صورت تبدیل فایل کتاب The Handbook of Creativity & Innovation in Business: A Comprehensive Toolkit of Theory and Practice for Developing Creative Thinking Skills به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
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Preface: Creative Intelligence for Business Executives Reference How to Use This Book Contents Contributors Part I: The Philosophy, Physiology & Psychology of Creative Intelligence Chapter 1: A World of Creative Intelligence 1.1 The WHAT of Creative Thinking 1.1.1 The History of Human Creativity and the Context of Creative Progression 1.2 The WHO of Creative Thinking 1.2.1 WHO Are Genii? Who Do We Consider Creative? 1.2.2 Defining Creativity Across Multiple Domains and Diverse Individuals 1.2.3 Eight Intelligences 1.2.4 Definitions of Creativity 1.3 The HOW of Creative Thinking 1.3.1 How Do Humans Think Creatively? 1.3.2 The Heart and Mind of Creativity 1.3.3 Divergent Thinking 1.4 The WHY of Creative Thinking? 1.4.1 The Value and Purpose of Creative Thinking 1.4.2 Personal Benefits 1.4.3 Corporate Benefits 1.4.4 Societal Benefits 1.5 Conclusion CREATiViTY LABORatory Activity I: Eight Intelligences References Chapter 2: The Human Brain – Cortex, Lobes, Neural Networks and Problem Solved! 2.1 Introduction 2.2 The (Creative) Brain 2.2.1 The Split Brain: – Hemispheric Specialization 2.2.2 Prefrontal Cortex and Hippocampus 2.2.3 The Long and the Short of Memory 2.2.4 Neurons and How Ideas Jump Between Neural Pathways 2.3 Creative Intelligence vs Expertise 2.3.1 Brain Foods for Cognitive Health 2.3.2 Memory Mental Exercises: Perception & Perspectives 2.4 Memory Improvements 2.4.1 Memory Games and Vocabulary 2.4.2 Trudeau’s Mega Memory Techniques 2.4.3 Tree Lists 2.4.4 Vivid Images Using Chaining 2.4.5 Peg Lists (Aka House & Body Pegs) 2.4.6 Da Vinci’s Three-View Technique 2.4.7 Auto-Suggestion 2.5 Nature vs Nurture (Genetics vs Upbringing/Environment) 2.6 Conclusion CREATiViTY LABORatory Activity I: Auto-suggestions Activity II: Story-Telling & Visualization Activity III: Mental Categories Activity IV: Subconscious Trigger Technique Activity V: Focus and Memory Activity VI: How the brain works Activity VII: Memory Gym References Chapter 3: Creative Genii: Creative Intelligence, Insight and the Six Ps 3.1 Introduction 3.2 Focused and Unfocused Minds 3.2.1 Too Much Focus Is Not Always a Good Thing 3.3 Insight 3.4 Definitions Relating to the 4Ps: Person, Product, Problem, Process 3.4.1 Definitions Related to the Person (Genii) 3.4.2 Creativity as It Relates to the Problem 3.4.3 Definitions Related to the Process of Creative Thinking 3.4.4 Definitions Related to the Outcome or Product of Creativity 3.5 Conclusions About Creative Intelligence (CiQ) CREATiViTY LABORatory Activity I: Divergent Thinking Activity II: Domain Intelligence Activity III: Personal Development Plan Activity IV: Little and Big C Idea Generation Tool Activity V: Tinkertables References Chapter 4: Thinking Modes and Techniques 4.1 Introduction 4.2 The Importance of Creative Thinking 4.2.1 Standardized Education Versus Nurturing Creativity 4.3 Defining Creativity 4.3.1 The Originality Component 4.3.2 The Appropriateness Component 4.4 Developing Creative Ideas 4.4.1 The Domain Continuum 4.4.2 The Creative Thinking Process 4.4.3 Divergent thinking Techniques 4.4.4 CreativeIdea Generation Processes: Summary 4.5 Evaluating Creative Ideas or Individual Product(s) 4.5.1 The Difficulty in Evaluating Appropriateness 4.6 Artistry 4.7 Summary References Chapter 5: Using a Metacognitive Model for Creative Work 5.1 Metacognition and Its Relevance to Successful Creative Practice 5.2 What Is Metacognition? 5.3 Autopilot and Awareness 5.4 Conscious Knowing and a Metacognitive Model 5.5 Establishing the Model 5.6 The Scumble Exercise 5.6.1 Caution! 5.6.2 After the Exercise: Reflections of Others 5.7 Metacognitive Model 5.8 Summary CREATiViTY LABORatory References Chapter 6: Metacognitive Exercises That Develop Creative Intelligence 6.1 Introduction to Self-Reflection and Choice 6.2 Choice and Metacognition 6.3 Qualities of Attention 6.3.1 Intersection Exercise 6.3.2 Analysis of Attention 6.3.3 Summary of Attention Exercise 6.4 Knowing More and Differently 6.4.1 ‘Found Object’ Exercise 6.4.2 Analysis of ‘Found Object’ Exercise 6.4.3 Summary of ‘Found Object’ Exercise 6.5 Behavioural Extinction 6.5.1 Behavioural Extinction Exercise 6.5.2 Analysis of Behavioural Extinction Exercise 6.5.3 Summary of Behavioural Extinction Exercise 6.6 Felt Sense and Felt Shift 6.6.1 Face/Vase Exercise 6.6.2 Analysis of Face/Vase Exercise 6.6.3 Summary of Face/Vase Exercise 6.7 Summary References Chapter 7: How the Brain Creates Problems – Malfunctions, Lapses, Bias and Prejudice 7.1 Introduction 7.2 Errors in Thinking 7.2.1 Three Basic Thinking Flaws 7.2.2 Bias(es) 7.2.3 Functional Fixedness (Mental Set Fixation or Impasse) 7.3 Heuristics – Mental Short Cuts or Thinking Bridges 7.3.1 Gut Feelings, Recognition, Anchoring, Consistency 7.3.2 Malfunctions: “Made Up” Truths and Prejudices 7.3.3 When Less Is Not Better: Unconscious Bias, Prejudice and Expertise 7.4 Overcoming Thinking Errors 7.4.1 Useful, Fast Heuristics 7.4.2 The ATR Framework 7.4.3 Insight – Solving Insight Problems Using Six Insight Mechanisms [67] 7.4.4 Checklists for Effective Decisions 7.4.5 Incubation 7.4.6 Expand Knowledge and Acquire Expertise 7.5 Conclusion CREATiViTY LABORatory Activity I: Mental Gymnastics Activity II: Mental Locks & Blocks Activity III: Biases and Perceptions Activity IV: The Da Vinci Challenge Activity V: Rebus Problems of Insight Activity VI: The Walinga Experiments Activity VI.1: Walinga Experiment, Task 1 Activity VI.2: Walinga Experiment, Task 2 Activity VI.3: Walinga Experiment, Task 3 Activity VII: Flying Fish Activity VIII: Check Your Assumptions References Chapter 8: Person: Personality, Affect, and Inventiveness 8.1 Introduction 8.1.1 Personality Traits 8.1.2 Personality Types 8.1.2.1 Autonomy 8.1.2.2 Persistence, Courage & Self-Actualization 8.1.2.3 Playfulness 8.1.2.4 Emotional/Affect 8.1.2.5 Self-Acceptance/Honesty 8.1.2.6 Self-Efficacy 8.1.2.7 Open-Mindedness 8.1.2.8 Imagination 8.1.2.9 Intrinsic Motivation 8.2 The Paradoxical Character of Creatives 8.3 Conclusion CREATiViTY LABORatory Activity I: As Easy as ABC Activity II: What Is Your Creative Style? References Part II: The Process of Creative Endeavours Chapter 9: Creative Thinking: Designed for Humans 9.1 Introduction 9.2 The Creative Thinking Process 9.3 Stage Based Models of Creative Thinking 9.4 The Four Stages of the Creative Thinking Process 9.4.1 Functional Fixedness 9.4.2 The Importance of the Four Stages 9.5 Stage One: Problem Definition 9.5.1 The Importance of Problem Framing 9.5.2 Knowledge and Problem Definition 9.5.3 Cross Disciplinary Teams 9.5.4 Polar Opposites 9.5.5 Multiple Projects 9.6 Stage Two: Idea Generation 9.6.1 Environment Factors and Divergent Primes 9.7 Stage Three: Idea Refinement 9.7.1 Small Team Expression 9.7.2 Screening Models 9.8 Stage Four: Idea Expression 9.8.1 Presentation Skills 9.8.2 Expression Traits 9.9 Summary References Chapter 10: Creative Thinking, Problem Solving and Ideation Tools 10.1 Introduction 10.2 Brainstorming & Brainwriting 10.3 Mind Mapping 10.4 Scamper® 10.5 De Bono’s SIX THINKING HATS® 10.6 Lateral Thinking, Random Pictures, Random Word Techniques 10.7 Five WHYs (5Wise Genii) 10.8 Five Whiskeys in a Hotel (5W1H) 10.9 Alphabetical Thinking (Aka the A2Z Tool) 10.10 Role-Play or What Would this Job Do? (WWJD – Functional Perspectives) 10.11 Metaphorical (Analogical) Thinking 10.12 Synectics 10.13 How Might We? (HMW) 10.14 “What If?” Model (WiM) 10.15 CUPPCO (Aka CUPPA Coffee) 10.16 Conclusion CREATiViTY LABORatory Activity I: Self-Directed Brainwriting Activity II: The Problem with Private Property in Public Transport References Chapter 11: Design Thinking as a Problem Solving Tool 11.1 Background 11.2 Mentality 11.3 Thinking Styles 11.4 Practices 11.5 DT Process 11.6 Conclusion CREATiViTY LABORatory Activity I: Cognitive Biases Activity II: Empathy Map References Chapter 12: Elegance of Expression – Aesthetics, Genesis and Persuasion 12.1 Introduction 12.2 Aesthetics & Elegance 12.3 Germinality or Generative Aspects of Creative Ideation 12.4 Putting Image in Imagination: Expression 12.4.1 Visualization 12.4.2 Various Visualization Tools & Techniques 12.5 Conclusion CREATiViTY LABORatory Activity I: Consumer’s Journey Depicted as a Storyboard Activity II: Ferrari & The Mousetrap Ferrari & The Mousetrap References Chapter 13: Intention to Create Meaningful Outcomes: Tenders, Bids and Client Pitches 13.1 Introduction 13.1.1 A Creative, and Highly Collaborative Enterprise 13.1.2 Defining Value 13.1.3 Bid Management 13.1.4 Compelling Tenders and Bids 13.1.4.1 Shaping the Content 13.1.4.2 The Art of Storytelling – A Foundation to Bid Content Development 13.2 Bidding as a Business Function 13.2.1 Overview 13.3 Interpreting the Brief 13.3.1 The High Performing Bid Team 13.3.2 Understanding the Client Requirements 13.3.2.1 Analysing the Brief 13.3.2.2 Format of Response and Other Stipulations 13.3.2.3 Client Needs Analysis – Capture Planning 13.3.3 Creating the Right Environment: Bid Management 101 13.3.3.1 Collaborative Working 13.3.3.2 The Bid Team 13.3.3.3 Roles and Responsibilities 13.3.3.4 Bid Plan and Programme 13.3.3.5 Shaping the Response 13.3.3.6 Agile Project Management (Also See Chapter 18 on Agile Teams) 13.3.3.7 Value Proposition – Unique Sales Proposition (USP) 13.3.3.8 Creating Visual Impact 13.3.3.9 Creativity in Content 13.4 Conclusion Cases & Discussion of Issues CREATiViTY LABORatory: Activity I: Storyboarding Activity II: Bid Plan Activity II: Agile Methodology in Project Teams References Webpage Chapter 14: Idea Testing & Selection 14.1 Introduction 14.2 Idea Clusters or Categories 14.2.1 Sorting Ideas 14.2.2 Concept Classification Tree (CCTree) 14.2.3 Concept Combination Matrix (CCMatrix) 14.2.4 The ROS-Model 14.2.4.1 Order 14.2.4.2 Structure 14.2.4.3 Relation 14.3 Selecting Ideas – Taking Only Some Ideas Further Towards Implementation 14.3.1 Simple Reduction by Voting 14.3.2 Weighted Priority Matrix (aka Weighted Decision Matrix WDM) 14.4 Early Tests for Idea Viability 14.4.1 Stage-Gate System 14.4.2 Idea Funnel 14.5 Resource-Based Idea-selection Decisions (RID) 14.5.1 Net Present Value (NPV) 14.5.2 Economic Value Add (EVA®) 14.5.3 Discounted Cash Flow (DCF) 14.5.4 Strategic Buckets 14.6 Conclusion References Part III: Highly Innovative Organizations, Creative Leadership & Genii Chapter 15: The Creative Organization 15.1 Introduction 15.2 Building a Creative Climate 15.2.1 Is the Operating Environment Conducive to Creative Thought? 15.2.2 Is the Culture One Where Staff Are Encouraged to Think for Themselves? 15.2.3 How Engaged Are the Staff? 15.2.4 How Strong Is the Self-Belief of the Staff? 15.2.5 How Tolerant Are People of Each Other? 15.2.6 Do Your Managers Manage or Do They Facilitate? 15.2.7 How Challenging Is the Work People Do? 15.3 Case Study: Apple’s Innovative Culture 15.4 Organizational Creativity 15.4.1 Creative Culture 15.4.2 Creative Culture Building Blocks 15.4.3 The Creative Ecosystem 15.5 Creativity in Teams 15.5.1 Cooperation 15.5.2 Interaction 15.5.3 Csikszentmihalyi & Flow 15.5.4 Divergent and Convergent Thinking 15.5.5 Process: Young’s Model 15.6 Facilitating a Creative Team 15.6.1 Socratic Questioning 15.6.2 Step 1 – Agree on the Topic 15.6.3 Step 2 – Bloom’s Taxonomy in Questions 15.6.4 Step 3 – Unpacking the Problem 15.6.5 Step 4 – Gather Supporting Evidence 15.6.6 Step 5 – Pros & Cons & Perspectives 15.6.7 Step 6 – Potential Solutions 15.7 Conclusion CREATiViTY LABORatory Activity I: Team Creativity Exercise Activity II: Interaction Checklist Activity III: Creative Cultures Activity IV: Case Analysis Activity V: Facilitating a State of Flow References Chapter 16: A Climate for Creative Endeavours 16.1 Introduction 16.2 Motivating and Inspiring Environments 16.2.1 Determinants Required to Create a Culture Supportive of Creativity 16.2.2 Culture, Behaviours, Values and Norms, Vision and Mission 16.2.3 Organizational Determinants Unpacked 16.2.3.1 Strategy 16.2.3.2 Structure 16.2.3.3 Leadership and Management 16.2.3.4 Teams 16.2.3.5 Support Mechanisms 16.2.3.6 Communication, Risk Taking, Learning and Conflict, Competitiveness 16.2.4 Individual Determinants 16.2.4.1 Intrinsic Versus Extrinsic Motivation 16.2.4.2 Challenging Individuals 16.2.4.3 Skills and Knowledge 16.2.4.4 Leadership and Empowerment 16.2.4.5 Accountability 16.2.4.6 Action Orientation Rather than Bureaucracy Orientation 16.2.5 An Overview of the Determinants Required to Establish a Culture for Creative Endeavours 16.3 Diversity and Cultural Sensitivity 16.4 Making Mistakes, Grapple and Learn 16.5 Barriers & Bridges to Higher Order Thinking and Creativity 16.6 Conclusion CREATiViTY LABORatory Activity I: Your Organization’s Climate Activity II: Discussing the Issues Activity III: Your Turn to Innovate References Chapter 17: Entrepreneurship & Intrapreneurship 17.1 Introduction 17.2 Psychological Capital 17.3 Five Entrepreneurial Traits 17.3.1 Being Proactive 17.3.2 Self-Direction 17.3.3 Risk-Taking Propensity 17.3.4 Achievement Orientation 17.3.5 Resiliency 17.4 Human Capital 17.5 Social Capital 17.5.1 Collaboration 17.5.2 Complexity 17.5.3 Weak Ties 17.6 The Intrapreneurial Employee 17.6.1 Attitudes 17.6.2 Behaviours 17.6.3 Personality Traits 17.7 Case Study: From Intrapreneur to Entrepreneur 17.7.1 Capital Raising 17.7.2 Business Planning 17.7.3 Market Testing 17.7.4 Company Structure 17.7.5 Resource Requirements 17.7.6 Marketing Planning 17.8 Case Study: Serial Entrepreneurs 17.9 A Lasting Legacy? 17.10 Developing an Entrepreneurial Mindset 17.10.1 Intelligence Gathering 17.10.2 Identifying Trends 17.10.3 Become an Expert on Risk 17.10.4 Educate Yourself 17.10.5 Build a Collaborative Network 17.11 Conclusion CREATiViTY LABORatory Activity I: Uber Case Study Activity II: Building Entrepreneurial Capital Activity III: Identifying Market Gaps Activity IV: Traits or Behaviours? Activity V: Creative Cultures Activity VI: Reflection Activity VII: Applying Knowledge References Chapter 18: Highly Innovative Organizations: Entrepreneurs, Intrapreneurs, Teams & Crowds in Partnership 18.1 Introduction 18.2 Corporate Entrepreneurship and Intrapreneurs 18.3 The Highly Innovative Organization – Practices, Policies and Intrapreneurship 18.3.1 Key Factors Influencing Organizational Innovation 18.4 Innovation Implementation Processes 18.4.1 Six Sigma (6σ) 18.4.2 Kaizen 18.4.3 Agile 18.5 HRM Practices to Build a Culture of Innovation 18.6 Innovation Teams 18.6.1 Self-Managed Work Teams 18.6.2 Team Creativity & Social Web of Experts 18.6.3 Crowd Sourcing 18.7 Conclusion CREATiViTY LABORatory Activity I: Metaphorical Thinking Activity II: More-or-Less Wheel References Chapter 19: Leadership & Creativity 19.1 Introduction 19.2 Leadership in the Twenty-First Century 19.3 Creative Leadership 19.3.1 Facilitating Aspect of Creative Leadership 19.3.2 Directing Aspect of Creative Leadership 19.3.3 Integrating Aspect of Creative Leadership 19.4 Role of a Creative Leader in Inspiring Creativity 19.5 Creative Leadership During Crisis 19.6 How Can Leaders Inspire Creativity in an Organization? 19.6.1 Creative Corporate Restructuring 19.6.2 Incentivizing Creativity 19.6.3 Immunity 19.6.4 Mission 19.6.5 Creativity Champions 19.7 Ethics in Creative Leadership 19.8 Conclusion CREATiViTY LABORatory Activity I: Prioritizing Leadership Strategies Activity II: Your Natural Creative Leadership Style Activity III: Areas of Improvement References Chapter 20: Nurture the Genii: Possibilities 20.1 Introduction 20.2 Find Your “Happy Place” 20.2.1 Less Focus, More Quiet Mind 20.2.2 Getting Out and About 20.2.3 Travel to New Places 20.2.4 Exercise Your Senses (and Your Eyeballs) 20.3 Physical Environment 20.3.1 Colour 20.3.2 Lightness Vs Darkness 20.3.3 No Visuals; No Visual Distractions 20.4 More Playing–Less Adulting 20.5 Games, Puzzles and Simulations 20.5.1 Lego™ 20.5.2 Word, Visual and Mind Puzzles and Virtual Games 20.5.3 Music 20.5.4 Laugh – The Joy of the Absurd, the Funny, the Unusual 20.5.5 Write, Record, Draw – BY HAND! 20.6 Altered States and Mind-Altering Drugs 20.6.1 Hypnosis 20.6.2 Cannabis or Marijuana 20.6.3 Alcohol 20.6.4 Micro-Dosing with Psychedelic Substances 20.7 Fewer Right Answers – Get Comfortable with Ignorance and Mistakes 20.8 Possibilities 20.8.1 Possibility Thinking – Benign and Future-Forward 20.8.2 Possibilities – Malevolent and Harmful 20.9 Finally… CREATiViTY LABORatory Activity I: Puzzles, Role-Playing Games, and Playful Mental Challenges Activity II: Do you Get out and about Enough? Here’s a Little Test… Activity III: Fishbowl Drawing Exercise References Index