48,876 research outputs found

    A dual process account of creative thinking

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    This article explicates the potential role played by type 1 thinking (automatic, fast) and type 2 thinking (effortful, logical) in creative thinking. The relevance of Evans's (2007) models of conflict of dual processes in thinking is discussed with regards to creative thinking. The role played by type 1 thinking and type 2 thinking during the different stages of creativity (problem finding and conceptualization, incubation, illumination, verification and dissemination) is discussed. It is proposed that although both types of thinking are active in creativity, the extent to which they are active and the nature of their contribution to creativity will vary between stages of the creative process. Directions for future research to test this proposal are outlined; differing methodologies and the investigation of different stages of creative thinking are discussed. © Taylor & Francis Group, LLC

    Creativity Training for Future Engineers: Preliminary Results from an Educative Experience

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    Due in part to the increased pace of cultural and environmental change, as well as increased competition due to globalization, innovation is become one of the primary concerns of the 21st century. We present an academic course designed to develop cognitive abilities related to creativity within an engineering education context, based on a conceptual framework rooted in cognitive sciences. The course was held at \'Ecole Polytechnique de Montr\'eal (\'EPM), a world renowned engineering school and a pillar in Canada's engineering community. The course was offered twice in the 2014-2015 academic year and more than 30 students from the graduate and undergraduate programs participated. The course incorporated ten pedagogical strategies, including serious games, an observation book, individual and group projects, etc., that were expected to facilitate the development of cognitive abilities related to creativity such as encoding, and associative analytical thinking. The CEDA (Creative Engineering Design Assessment) test was used to measure the students' creativity at the beginning and at the end of the course. Field notes were taken after each of the 15 three-hour sessions to qualitatively document the educative intervention along the semester and students gave anonymous written feedback after completing the last session. Quantitative and qualitative results suggest that an increase in creativity is possible to obtain with a course designed to development cognitive abilities related to creativity. Also, students appreciated the course, found it relevant, and made important, meaningful learnings regarding the creative process, its cognitive mechanism and the approaches available to increase it.Comment: 10 page

    The Effectiveness of Case-Based Reasoning: An Application in Sales Promotions

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    This paper deals with Case-based Reasoning (CBR) as a support technology for sales promotion (SP) decisions. CBR-systems try to mimic analogical reasoning, a form of human reasoning that is likely to occur in weakly-structured problem solving, such as the design of sales promotions. In an empirical study, we find evidence that use of the CBR-system improves the quality of SP-campaign proposals. In terms of the creativity of the proposals, decision-makers who think highly divergent (i.e., who tend to generate many, and diverse ideas in response to a problem) benefit most from prolonged system usage. Creativity, in turn, is positively related to the (practical) usability of a proposal. These results suggest that the CBR-system is most effective when it is used as an idea-generation tool that reinforces the strength of divergent (creative) thinkers. A convergent thinking style, in which case the CBR-system has a compensating role, even has a negative impact on CBR-system usage. Increasing the decision-maker's personal belief in the usefulness of the system, e.g., by training or education, may help to alleviate this reluctance to use the CBR-system.marketing management support systems;sales promotions;case-based reasoning;weakly-structured decision making

    Where do bright ideas occur in our brain? Meta-analytic evidence from neuroimaging studies of domain-specific creativity

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    Many studies have assessed the neural underpinnings of creativity, failing to find a clear anatomical localization. We aimed to provide evidence for a multi-componential neural system for creativity. We applied a general activation likelihood estimation (ALE) meta-analysis to 45 fMRI studies. Three individual ALE analyses were performed to assess creativity in different cognitive domains (Musical, Verbal, and Visuo-spatial). The general ALE revealed that creativity relies on clusters of activations in the bilateral occipital, parietal, frontal, and temporal lobes. The individual ALE revealed different maximal activation in different domains. Musical creativity yields activations in the bilateral medial frontal gyrus, in the left cingulate gyrus, middle frontal gyrus, and inferior parietal lobule and in the right postcentral and fusiform gyri. Verbal creativity yields activations mainly located in the left hemisphere, in the prefrontal cortex, middle and superior temporal gyri, inferior parietal lobule, postcentral and supramarginal gyri, middle occipital gyrus, and insula. The right inferior frontal gyrus and the lingual gyrus were also activated. Visuo-spatial creativity activates the right middle and inferior frontal gyri, the bilateral thalamus and the left precentral gyrus. This evidence suggests that creativity relies on multi-componential neural networks and that different creativity domains depend on different brain regions

    Context matters: combined influence of participation and intellectual stimulation on the promotion-focus/employee creativity relationship

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    In this paper, we examined the interactive effects of two contexts — participation and intellectual stimulation, and promotion focus on creativity. On the basis of a multi-organization sample of 213 employees, we tested and found that although promotion focus was positively related to creativity, the relationship between promotion focus and creativity was most positive when both participation and leader intellectual stimulation were high. We discuss the way contexts in combination influence employee creativity for promotion-oriented individuals, through increasing decision latitude as well as stimulating and promoting creativity

    What can managers do for creativity? : brokering creativity in the creative industries

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    'Creativity' has become a fashionable term in the contemporary managerial and political lexicon, signalling generalised approval in education, business and the arts. In Britain, 'creative industries' has replaced 'cultural industries' as the umbrella term for artistic and cultural production and distribution, and 'creativity' has been incorporated into the national tourism brand . In business, managers and academics use 'creativity' to indicate an organisation's capacity for innovation, flexibility and autonomy; these 'creative' values are seen to have replaced operational efficiency and strategic planning as the primary source of 'competitive advantage' in business. In education, creativity has spread beyond its original context of arts based subjects and is used to refer to a generalised ability to solve problems and generate new concepts across the entire curriculum. The term creativity has become so all-embracing as to lose any clearly defined meaning and value. Ask any organisation, industry or individual whether they would ever admit to being 'uncreative' and the corruption of meaning is only too apparent. It seems that we are all creative now. Creativity has become both the language and currency of today's knowledge economy

    Experimentation and Representation in Architecture: analyzing one’s own design activity

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    Architects materialize ideas on physical supports to register their thoughts and to discover new possibilities from hints and suggestions in their own drawings. Uncertainty is inherent to creative processes encouraging the production of different ideas through testing. This research brings to light that the re-examination of artefacts from new points of view allows for the review and generation of design ideas and decisions, capacitating students to make yet new discoveries from what they have done so far. Tacit knowledge aids specific decisions. Student reports become analytical records of their material registers (sketches, physical and virtual models) making it explicit that which is implicit in those artefacts. This apparently confirms previous studies that suggest that knowledge per se not always triggers or controls decisions in design. Many physical as well as perceptive actions actually lead the initial steps and play a crucial role in the whole course of production. Besides serving as external representations, sketches and models provide visual hints that will be checked later, favouring the upcoming of the unexpected, stimulating creativity. The intent here is to point out how these different means of representation and expression contribute in a peculiar manner to the whole process of discovery and solution to problems in architecture. The authors propose here a reflection on the process of design and its uncertainties in its initial phase, concentrating on sketches and real models as experimentations. They consider these means not from a graphic and physical register stand point, but in terms of conception and concepts they embody, as records of students thinking and knowledge. Keywords: Experimentation; Uncertainty; Representation; Design Process; Cognition; Education</p

    Rethinking Invention: Cognition and the Economics of Technological Creativity

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    Economists have typically not devoted much attention to the act of invention. This paper attempts to redress this situation by exploring a form of cognition, analogical transfer, which is thought by some researchers to lie at the heart of successful creativity. An analogical transfer is said to have occurred when information and experiences from one known situation is retrieved and utilized in the search for the solution to an entirely different situation. This paper shows how such analogical thought can give rise to a theoretical framework, in which disparate factors pertaining to technological creativity can be pieced together to yield an explanation of the level of inventive output experienced.invention, technological change, technological creativity, problem solving, learning.

    Summer Camp as a Force for 21st Century Learning: Exploring Divergent Thinking and Activity Selection in a Residential Camp Setting

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    This study investigated change in divergent thinking (DT), an indicator of creative potential, at two gender-specific residential summer camps. Additionally, this study examined whether the change in DT varied by gender and by the type of activities campers self-select. Quantitative methods, using a quasi-experimental design was used in order to understand differences in camper scores. A total of 189 youth, 100 girls, 89 boys, between the ages of 9 and 14 years participated in the current study. Participants were administered a modified version of Guilford\u27s (1967) alternate uses task, a measure of DT, in which respondents were asked questions such as name all of the uses for a brick or name all of the uses for a plate before the camp session started, and then again at the end of the two-week session. Results indicate overall mean significant increases in DT across all scoring methods of fluency, flexibility, and originality. Participants who self-selected one or more artistic activities (e.g., drama, arts and crafts, dance) had significant increases on the tasks as opposed to participants who did not select any artistic activities (e.g., basketball, baseball, archery). Finally, girls significantly increased across all scoring methods, whereas boys slightly increased in fluency and flexibility but not in originality. These results indicate residential summer camp may provide a creativity benefit for youth in attendance, especially those who participate in certain activities. Practitioners should use this study to understand their own programming in terms of creativity, activity offerings, and camp cultur
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