Journal articles on the topic 'Creative process and product'

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1

Yang, Monica, and Cong Cheng. "Creative process engagement and new product performance." Academy of Management Proceedings 2018, no. 1 (August 2018): 10854. http://dx.doi.org/10.5465/ambpp.2018.10854abstract.

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Garcês, Soraia, Margarida Pocinho, Saul Neves Jesus, and João Viseu. "The impact of the creative environment on the creative person, process, and product." Revista Avaliação Psicológica 15, no. 2 (July 10, 2016): 169–76. http://dx.doi.org/10.15689/ap.2016.1502.05.

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3

Burch, Gerald F., Jana J. Burch, and John H. Batchelor. "Group Creative Problem Solving: The Role of Creative Personality, Process and Creative Ability." Quality Innovation Prosperity 23, no. 3 (November 30, 2019): 38. http://dx.doi.org/10.12776/qip.v23i3.1286.

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<p><strong>Purpose:</strong> Team creativity is an important factor in developing new ideas for organisations. In spite of years of creativity research, little is known about various team aspects and their affect on team creativity. This study looks at the incremental explanatory value that team creative personality and divergent thinking skill processes have on team creativity.</p><p><strong>Methodology/Approach:</strong> Individual personality, creative personality, and divergent thinking skills were collected from 349 students at a large public university in the southeast US. These students were then randomly assigned to 105 teams where they developed a novel product. Individual attributes were averaged to create team attributes that were used to determine correlations with the product creativity. Hierarchical regression was used to evaluate incremental explanatory values for each of the independent variables.</p><p><strong>Findings:</strong> Group creative personality adds approximately 36 percent more explanatory power than cognitive ability and traditional personality measures in predicting team creativity. Creative processes, like team divergent thinking ability, further increased the R<sup>2</sup> of our model from 0.54 to 0.65 demonstrating that team processes affect team creativity.</p><p><strong>Research Limitation/implication:</strong> The task used in this study was not as complex as problems being considered by organizations. However, the results are expected to be indicative of the process used for more complex problems. It is also difficult to assign causality since correlations were used to verify some of our hypothesis.</p><strong>Originality/Value of paper:</strong> This research expands the findings of team creativity by identifying factors that increase team creativity.
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Valgeirsdottir, Dagny, Balder Onarheim, and Gorm Gabrielsen. "Product creativity assessment of innovations: considering the creative process." International Journal of Design Creativity and Innovation 3, no. 2 (September 8, 2014): 95–106. http://dx.doi.org/10.1080/21650349.2014.954626.

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KRISTENSSON, PER, and TORSTEN NORLANDER. "The Creative Product and Process in Computer-Mediated Groups." Journal of Creative Behavior 37, no. 4 (December 2003): 223–43. http://dx.doi.org/10.1002/j.2162-6057.2003.tb00992.x.

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Katmo, Els Tieneke Rieke, Agus Sumule, Ardha Puspitasari, Diana Irbayanti, Indra Irianti, and Maria I. Arim. "Situasi, Kendala Dan Strategi Pengembangan Ekonomi Kreatif Kuliner Di Kabupaten Fakfak Provinsi Papua Barat." JFRES: Journal of Fiscal and Regional Economy Studies 3, no. 1 (March 30, 2020): 34–49. http://dx.doi.org/10.36883/jfres.v3i1.36.

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Culinary is a potential creative economic sector in Fakfak in enhancing slow economic growth. In comparison to other creative economic sector, creative economic mapping in Fakfak indicated that culinary has highest scores. SWOT analysis that was applied to assess criterias of indicators from three dimentions which are sectors, process and actors indicated that human resources is the main strength but also weaknesses in culinary as well as raw material as resources that naturally provided. National Government policy regarding creative economic is strength in develops creatice economic in Fakfak. Yet, sustainability of culinary as potential creative economic sector depends on sustainability of natural resources and agriculture product. Threfore, increasing production process while improving the use of technology and infrastructure in creation is needed. This followed by market expansion.
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Zhang, Xizhi, and Kuo-Hsun Wen. "A Model Process of Integrating Context of Local Culture for Pre-Development Stage in the Design of Cultural and Creative Products—Using Macao’s Historical Buildings as an Example." Sustainability 12, no. 15 (August 4, 2020): 6263. http://dx.doi.org/10.3390/su12156263.

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In the context of the research on local architectural culture of Macao, this paper explores how architecture’s cultural elements can be integrated into cultural and creative product design at the pre-development stage. Therefore, local culture can be effectively disseminated through the medium of cultural and creative products. However, in the process of product design, seemingly, designers often rely on their experience as the main way to develop ideas and designs. This approach can fall short in generating sufficient cognition and interpretation between culture and product design, and the product may fail to truly reflect cultural and creative values. This paper focuses on the cultural elements and the designer’s cognition in design development of cultural and creative products. It applies theoretical concepts of Kansei engineering theory as the basis, and, combined with the Semantic Differential Method, tries to extract the most powerful product image elements that influence designers for better understanding of the cultural elements in design development. This paper aims to employ scientific methods to enable designers to better develop designs with cultural and creative connotations, thereby improving the success rate of cultural and creative products. It further proposes a model process of image perception to be employed by designers in early design research and the development stage. By enhancing the resonance of cultural elements for cultural and creative products, the model may shorten the perceptual distance between the designer and the local culture, improve the designer’s product development efficiency, and increase consumer satisfaction with the design outcome through added cultural and creative value. As such, the model can optimize the design development for cultural and creative products to achieve the public’s aesthetic and cultural expectations, as well as for a sustainable design approach.
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Itani, Alice, and Fernando Rei. "Workers, producers and the creative experience." Brazilian Journal of Operations & Production Management 15, no. 3 (September 3, 2018): 386–95. http://dx.doi.org/10.14488/bjopm.2018.v15.n1.a5.

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Creative activities assume a measure of importance within what is known as the creative economy. Little is known, however, about the challenges and prospects that present themselves to those who work in those activities that are considered to be creative. The objective of this paper is to analyze workers' experiences, especially in individual projects. Statements were taken from workers who have already worked in companies. The experiences of these workers were analyzed on the basis of what they express in relation to the items: their relationship with the activity, the product, or the result of the work; their relationship with the time and value of the work; their understanding of creation; their possibility for creating; their mastery of the work process; and their understanding of the work process. It was found that the women in the cases chosen are highly trained for developing their particular activity and have a relationship with it that is highly positive. They recognize that their activity is of value to society. The value of the work, however, is related to the time spent on the activity, which has not been remunerated for a long time. There are challenges for those who depend on the time taken to sell the product, a process that is carried out with little support. Everyone masters and understands the work process undertaken in the activity, and they identify the product, or the result of their work. They realize that there are many possibilities for creation. Even when an idea has been developed before, there is the possibility of innovating.
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Meng, Xianzhe. "Optimization of Cultural and Creative Product Design Based on Simulated Annealing Algorithm." Complexity 2021 (April 5, 2021): 1–10. http://dx.doi.org/10.1155/2021/5538251.

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This paper introduces the basic principle and application process of simulated annealing algorithm and improves the simulated annealing algorithm so that it can converge faster to get the new parameters of cultural and creative product design and make it more in line with the reality of engineering optimization. In the cultural creative industry, it is necessary to use the creatorʼs creativity and technology to derive and develop the original cultural resources with the help of various materialization means, to refine the abstract and profound contents of cultural resources to make them more visualized, and to produce products with both spiritual and economic values through the multiple development and utilization of their intellectual property contents. By studying the feasibility analysis of the cultural and creative design, the design positioning of the cultural and creative products is determined. In this article, we use the simulated annealing method to simulate and analyse the condition values in the design process of cultural creative products. As the Internet era progresses, people have more diversified requirements for cultural and creative products, and they need to have innovative ideas to follow the trend, so the design of cultural and creative products can spread culture through different design expressions and media. As one of the important pillar industries for future development, cultural and creative products are characterized by a wide range of styles and practicality, which meet the aesthetic needs and fashion trends of modern people.
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Hanip, Sepma Pulthinka Nur. "Implementasi Pendekatan 4P Dalam Pembelajaran Pendidikan Islam Kreatif." eL-HIKMAH: Jurnal Kajian dan Penelitian Pendidikan Islam 14, no. 2 (December 29, 2020): 123–40. http://dx.doi.org/10.20414/elhikmah.v14i2.2328.

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This study aims to provide an insight into how the implementation of the 4P approach relies on psychological theory as an effort to develop talent and creativity in Islamic education in order to produce creative students. The focus of the 4P approach is applied in learning in the form of personal, motivational, process, and product as a basic foothold aimed at training and developing talent and creative power. In the perspective of Islamic education, humans are the most perfect creation of Allah. So the teacher is a guide, motivator, and controller in learning and the ultimate goal of Islamic education is our human beings. For this reason, creating a perfect human being must begin by developing his talents and creativity to become creative people using one of the 4P approaches.
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Sari, Dyan Indah Purnama, and Poppy Indriyanti. "IMPLEMENTASI MODEL CREATIVE DANCE PADA PEMBELAJARAN SENI TARI MAHASISWA PGSD UNIVERSITAS SARJANAWIYATA TAMANSISWA." Taman Cendekia: Jurnal Pendidikan Ke-SD-an 3, no. 2 (December 6, 2019): 357. http://dx.doi.org/10.30738/tc.v3i2.5582.

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This article studied the creative dance model implementation in dance teaching for PGSD students, this article is formulated so that (1) PGSD Universitas Sarjanawiyata Tamansiswa students know how to create children dance, (2) PGSD Universitas Sarjanawiyata Tamansiswa students can create children dance by using creative dance model, (3) in the creation process, PGSD Universitas Sarjanawiyata Tamansiswa students can develop their creative idea, (4) PGSD students become active, creative, and innovative students in the process of creating children dances. Additionally, this article also aims at analyzing the role of creative dance model in the creation of children dance in Dancing Art teaching. The creative dance model is often referred to as creation model. The approach used in this research is qualitative research which applied a descriptive analysis method aimed at describing, summarizing various conditions, various situations, or various social reality phenomena in the community. The data collection was conducted by means of observation, interview, and documentation. The product of this research would be a teaching model that can be used as a guide or manual in the process of construction and exploration of children dance to be used by PGSD students, especially PGSD Universitas Sarjanawiyata Tamansiswa students.
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Wang, Xi, and Yongyi Gu. "Study on the Design of Cantonese Cultural and Creative Products using Analytic Hierarchy Process." Mathematical Problems in Engineering 2020 (November 9, 2020): 1–7. http://dx.doi.org/10.1155/2020/8874787.

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In this paper, we have studied the design of Cantonese cultural and creative products. In the design process of the system, we use the Analytic Hierarchy Process to analyze the needs of users and apply the analysis results to the product design practice, so as to design Cantonese cultural and creative products more in line with the needs of tourists.
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Bergmann, Sheryle. "The Process/Product Dichotomy and Its Implications for Creative Dance." Journal of Aesthetic Education 26, no. 2 (1992): 103. http://dx.doi.org/10.2307/3332928.

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Chamakiotis, Petros, and Niki Panteli. "Leading the creative process: the case of virtual product design." New Technology, Work and Employment 32, no. 1 (March 2017): 28–42. http://dx.doi.org/10.1111/ntwe.12081.

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Silveira, Emanuela Lima, and Aguinaldo Dos Santos. "Using Heuristics in the Creative Process of Product+Service System (PSS): Example of a case study using Blueprint Matrix." Strategic Design Research Journal 13, no. 2 (October 29, 2020): 150–68. http://dx.doi.org/10.4013/sdrj.2020.132.04.

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The creative process of Sustainable Product + Service Systems (PSSs) that involve a variety of social, economic and environmental elements is a very complex process that can be characterized as a wicked problem. The following study highlights that, currently, the tools used in PSS assist in the system design process but often explore the design process intuitively based on the designer’s experience. When dealing with complex problems it is important to use a more structured design approach, which involves multidisciplinary teams to explore systematic design techniques. In this sense, a method recognized to assist in the process of creating complex systems is the heuristic. The use of heuristics is considered a cognitive strategy that not only accelerates the creative process, but also generates solutions, regardless of spontaneous creativity. In this article, an analysis of the creative potential of heuristics was carried out with the blueprint tool. The research method used included an unsystematic theoretical survey, followed by an exploratory case study. Therefore, it is intended to contribute to the detection of emphases and gaps in the literature and demonstrate through practical application, the interaction of designers with heuristic principles in the creation process of PSSs.
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Laptev, Georgiy, and Dmitriy Shaytan. "Breakthrough Product Development in Mature Company." Moscow University Economics Bulletin 2015, no. 3 (June 30, 2015): 76–92. http://dx.doi.org/10.38050/01300105201535.

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Situational approach in management and continuous experimentation becomes a style of doing business for creators of breakthrough new products and innovative start-up companies. A company that successfully started with a breakthrough product, and developed into successful structured business, after some time, would start to lose its ability to create breakthrough new products. Internal corporate procedures and business processes, including the process of creating a new product become more formalized. Exploratory type of works at the initial stage, full of uncertainties in the process of new product development, is poorly formalized and requires flexible approach in management. Creative chaos that was on a start-up stage and that feed teams with fresh ideas disappears. Fireplace for creativity fades. Loss of this competitiveness is a serious argument to develop new approaches to arrange process of creating new products in a mature stage of business development. In the article based on experience in new product development we explore this actual problem and propose a novel approach for the passage of the high uncertainty stage, called “the fuzzy front end of innovation”, to create innovative products in matured businesses.
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Santos, Adriana Baraldi Alves dos, Caio Giusti Bianchi, and Felipe Mendes Borini. "Open Innovation and Cocreation in the Development of New Products: the role of design thinking." International Journal of Innovation 6, no. 2 (June 7, 2018): 112–23. http://dx.doi.org/10.5585/iji.v6i2.203.

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Perfumes industry has been exponentially developing due to last decade’s technological development, requiring larger investments and creative capacity from fine chemicals industry. Since creative capacity may be maximized through creation strategies and methodologies such as co-creation and design thinking, the aim of this paper is to analyze the role of design thinking in the process of co-creation among competitors. In order to achieve such aim, a unique case study was conducted in a representative enterprise in the Brazilian perfume industry, which was responsible for a triad co-creation process of a new product, involving two foreign competing companies in the fine chemicals industry. It is possible to assert that the paradigm shift with co-creation and design thinking strategies in such a knowledge and technology intensive industry maximized new products development process
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Sasso, Pasquale, and Ludovico Solima. "The Creative Turn of the Wine Industry." International Journal of Tourism and Hospitality Management in the Digital Age 2, no. 1 (January 2018): 36–47. http://dx.doi.org/10.4018/ijthmda.2018010103.

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This article describes how there is a large amount of research on strategic management literature on wine industry; however, there is insufficient published literature that underlines the importance of wine as a creative product. In the aesthetic economy, specific industries such as food, there is an active contribution to economic growth. In this context, artistic creation plays a fundamental role and creativity and savoir-faire to become symbols of a new way to produce. In this context, wine can be considered an aesthetic product. It is a symbol of quality, civilization and authenticity. Wine is defined as “the liquid art” also, because its production process is a combination of emotions and creativity, but also branding and design. This article aims to understand if wine can really be considered a creative product and if the wine industry can be considered a creative industry with the goal of developing a creative wine business. Finally, this article presents a synthesis of a qualitative analysis based on secondary data, with contributions coming from literature and empirical cases.
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Zhang, Jie, and Ling Xia Bi. "Creative Thinking in Product Innovative Design: A Handcuff Case Study." Applied Mechanics and Materials 635-637 (September 2014): 1969–72. http://dx.doi.org/10.4028/www.scientific.net/amm.635-637.1969.

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In today's era of the pursuit of personalization, the range of product is greatly enriched. Thus, enhancing the level of product innovation and design capabilities is the inevitable requirements of the new era. Based on the bifurcation theory, people’s thinking state in the innovative design process of a product was analyzed. Some innovative design methods that commonly used in modern design theory were introduced.Based on a product design example, two innovative design methods were respectively carried out to realize the design of new products.
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Handayani, Tri, and Rini Arvika Sari. "Ekonomi Kreatif: Pemetaan Kendala dan Analisis Strategi Kebijakan Pemerintah Studi Kasus pada Kota Bengkalis." Jurnal EMT KITA 4, no. 1 (June 7, 2020): 19. http://dx.doi.org/10.35870/emt.v4i1.126.

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This study aims to explain the creative economy phenomenon in Bengkalis City, explain the existing obstacles from the aspects of Administration, Technical, Operations and Management of Creative Industry entrepreneurs, analyze interventions through policies that have been carried out by the government, then describe development strategies that can be carried out by the Bengkalis government. The Research method was exploratory, where the process of mapping the obstacles in the creative economy industrial applications using purposive sampling technique that involves creative Indutri players. then doing descriptive analysis techniques related to government policies and strategies in developing the creative economy in Bengkalis City. The results of the Mapping constraints are from the aspek of ATOM (Administration, Technical, Operasional, anda Management) shows the constraints most felt by Creative Industry players, namely regulation of raw materials, especially the industrial subsector that relies on natural resources (administrative aspecst), high risk due to product failure (goods/ services) offered to the market (technical aspects), the scarcuty and high cost of raw materials to produce their business product (operasional aspects), and the existence of limited creative economy business in getting skilled employees who want to pursue the creative work of the business (management aspects). A number of breakthroughs that have been taken by the government are by implementing provincial or regional scale policies, which provide business protection, create business climate, and develop the creative economy. As well as creating the Riau Creative Network Agency to further optimize the development of the creative economy and aspects of its promotion. The development strategy needs to be done which has the aim so that the existing policies and strategies are more adaptive according to the needs of the city of Bengkalis and respond to existing challenges and constraints. Keywords: Creatice Economy, Goverments strategy, Development Strategy, Small Medium Entreprices (SMEs).
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Armiano, Ioana. "Creative Interfaces." International Journal of Creative Interfaces and Computer Graphics 2, no. 1 (January 2011): 42–67. http://dx.doi.org/10.4018/jcicg.2011010104.

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Recent developments in process interaction solutions are helping companies and educational institutions to reduce training costs, enhance visualization, and increase communication. Service personnel can make more informed decisions by allowing a broad range of employees to access data instantly. New 3D interactive technologies incorporated into training applications and learning environments together with the introduction of the one projector 3D solution is rapidly changing the landscape for education. Over the last 10 years, virtual reality applications have been applied in various industries; medical, aircraft computer modeling, training simulations for offshore drilling platforms, product configuration, and 3D visualization solutions for education and R&D. This paper examines emergent visualization technologies, their influence on market growth and on new perceptions of learning and teaching. It describes the interrelationship between technology development, technology providers, product launches, R&D, and the motivation to learn and teach new skills. The paper incorporates social, technological, and global markets growth drives, describing the pull and drag synergy between these forces.
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Bakri, Nabil. "THE INTERTEXTUAL SIGNIFICANCE OF DEAR EVAN HANSEN NOVEL ADAPTATION ON THE ORIGINAL BROADWAY MUSICAL." ANAPHORA: Journal of Language, Literary and Cultural Studies 3, no. 2 (February 7, 2021): 54–70. http://dx.doi.org/10.30996/anaphora.v3i2.3662.

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In the process of adaptation, there are major changes in the process and the final project. Changes in creative adaptation is natural. The novel adaptation of Dear Evan Hansen was published in 2017 based on the acclaimed 2015 musical with the same title. Novels often adapted into films and musicals, but an adaptation from a Broadway musical into a novel is extremely rare. Author Val Emmich worked with the creators of the musical to ensure a successful passing of essence from play to novel, ensuring the foundation of the creation of the musical which is the matter of anxiety disorders among teenagers to remain visible throughout the novel. Many scholars consider creative adaptation as less than the source material meaning that a creative adaptation translates into inferior product. This research scrutinized the process of creative adjustment in the novel through three distinct but interrelated perspectives based on the theory of adaptation by Linda Hutcheon: adaptation as a formal entity or product, adaptation as a process of creation, and adaptation as a process of reception. This research concludes that the novel adaptation transforms, deepens, and compliments the musical and its existence is justified as it contains intertextual significance.
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Li, Yufen. "Refinement and Drawing Lessons from Traditional Chinese Cultural Elements for Cultural and Creative Product Design." Proceedings of Business and Economic Studies 4, no. 4 (August 27, 2021): 89–92. http://dx.doi.org/10.26689/pbes.v4i4.2391.

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Chinese culture has been continuously developing for 5000 years of historical development. Its traditional culture has had an impact on social development, and this traditional culture is rooted in the development of the society. The traditional Chinese culture also has certain significance for the design of modern cultural and creative works, which does not only inject vitality for cultural and creative products, but it also enhances the artistry of cultural and creative products. Therefore, based on this, this paper expounds the concept of traditional Chinese culture with cultural and creative products, analyzes the value of traditional culture in cultural and creative products, and explores how to refine and draw lessons from traditional Chinese cultural elements in the process of cultural and creative product design.
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Muhammad Ramadhana Alfaris. "Fragrance Product Quality Improvement Assistance In the Creative Home Industry." Jurnal Pemberdayaan Masyarakat Madani (JPMM) 4, no. 1 (June 15, 2020): 304–22. http://dx.doi.org/10.21009/jpmm.004.1.01.

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This home creative industry is a new entrepreneur which makes deo active (deodorizer) in Pisang Candi village, Malang city. Trying to make simple and useful products by using simple equipment. Therefore it is necessary to be improved from the aspect of knowledge and skill, so that resulting in a quality fragrance product and able to compete in the market. The problems experienced by this partner are quite significant, such as packaging and label design that is less interesting, and then do not yet understand information technology to increase sales of fragrance product. the purpose of this program to improve product quality of fragrance product (deo active) like a deodorizer in Pisang Candi Village, Malang City. The method in this program is carried out comprehensively which is able to inventory the development of mindset in entrepreneurship, provide business facilities and equipment, and marketing through mentoring programs. The results of this program are partner products get better after being designed, the marketing process becomes more effective when through an online marketing system using e-commerce platforms in Indonesia so that increasing sales turnover of product.
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Yan-Jian, Wan, Wang Jun, Wang Yong-Wei, Du Xin-Fa, Xie Sheng-Long, and Chen Zi-Liang. "Research on the process planning and multi-method integration strategy of product conceptual design with cognitive mechanisms." Science Progress 104, no. 3 (July 2021): 003685042110381. http://dx.doi.org/10.1177/00368504211038169.

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Innovative product design is essentially an activity involving creative cognitive thinking. Therefore, research on the innovative design process and of methods, computer-aided innovation tools should be conducted based on systematic exploration based on the principles of innovative cognitive thinking. We aim to uncover some general principles that can serve as a systematic thinking framework for product designers, provide a feasible framework and method of innovative thinking for designers, and provide theoretical and methodological support for further development of computer-aided innovation platforms. This paper summarizes the sources and content of studies on the idea generation and design processes behind product innovation. Specifically, we break down the general innovative design process of products, outlining the cognitive mechanisms and propose an integrated application strategy that incorporates multiple methods. And taking “the solution program to the coking of oily sludge pyrolysis equipment” as an example, this paper demonstrated and verified the effectiveness and practicability of the method and strategy proposed. Based on the results on improvements in the equipment, the designers put forward some creative and implementable design schemes. The entire thinking process was relatively smooth and efficient. The example presented in this paper shows that the proposed method can effectively guide/assist/motivate designers to think creatively.
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Fan, Fan, Wen Qiang Li, and Yan Li. "Knowledge Retrieval Strategy Research for Product Creative Design." Advanced Materials Research 479-481 (February 2012): 1600–1605. http://dx.doi.org/10.4028/www.scientific.net/amr.479-481.1600.

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To make knowledge retrieval better aid designers for product creative design, according to the analysis of the characteristics of various stages of product design, the knowledge was classified. Combined with the characteristics of knowledge resources, aiming at new type, improving type and tracking type, this paper proposed three knowledge retrieval strategies, including function solution, technical solution, special solution, and formed a knowledge retrieval framework. According to the cognitive process of conceptual design, a knowledge retrieval application was discussed.
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LeeJongSuk. "The Study for Sustainable Creative Product Design Process - With Decision Making Theory of 6Sigma Process -." Journal of Korea Design Forum ll, no. 25 (November 2009): 63–72. http://dx.doi.org/10.21326/ksdt.2009..25.006.

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Almajedi, Basim Hasan, and Aymen Abdul hussein Jawad. "In Architecture Inference The role of inference in the development of creative abilities of architecture student." Wasit Journal of Engineering Sciences 5, no. 2 (March 8, 2017): 64–79. http://dx.doi.org/10.31185/ejuow.vol5.iss2.60.

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Inference process is an important part in the architectural design process as well as to realize the different aspects of the product architecture, and plays an important role in bringing new products of an innovator and contrary to traditional productions, through the investment of available data and linking them with the individual and previous expertise and experience for getting creative output in architecture. The research Inference in the architecture field in addition to the other importance of cognitive fields, And the in architecture Special through students from them problems in the weak evidentiary have a base, from here the research problem of (Ambiguity of available knowledge about the role of inference Resources in the development of creative ability with the architecture students), to achieve the goal of research in architectural directed toward investment sources inference in generating solutions to creative problems of design to get into creative output in architecture, to highlight the research hypotheses, was where the hypothesis key b (Whenever inventories increased in the architecture students memory, increased his capabilities and creative skills in design), to be then test these hypotheses through questionnaire to a group of students, where it was found that (The multiplicity of views and reasoning process by the architecture students help him to produce and give many and varied images of processors design solutions, which may contain the common factors that contribute to the formation of a new product of an architect and has a unique and iconic properties).
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Kyratsis, Panagiotis, Athanasios Manavis, César Garcia-Hernadez, and Nikolaos Efkolidis. "Creative Design for Skin and Shape Using Advanced CAD Systems." Applied Mechanics and Materials 657 (October 2014): 1021–25. http://dx.doi.org/10.4028/www.scientific.net/amm.657.1021.

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Design for X (DfX) is a methodology for the definition and implementation of a range of goals which allow the development of an optimal product based on a series of aspects i.e. manufacturing, assembly, reliability, usability, ergonomics. A great amount of research work has been implemented towards improving a product that is designed using different aspects of the design process as a criterion for optimization. The proposed Design for Skin & Shape methodology (DfS&S) is focusing towards the design of creative products and packages, based on a shape and graphic texture that clarifies directly in the customer mind what is the product on the selves. At the same time, it creates a clear optical identity to its mind for the product which is directly associated with the design. An additional advantage of the DfS&S is that it can reduce the product development time since the concept is defined from the beginning of the design cycle. A number of case studies are presented.
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Rybalko, Iryna, Nadiia Chaiun, and Olena Bielova. "PSYCHOLOGICAL ASPECTS OF CREATIVE PERSONALITY AND THEIR INFLUENCE ON ART PROJECT PERFORMANCE." Management of Development of Complex Systems, no. 44 (November 30, 2020): 34–41. http://dx.doi.org/10.32347/2412-9933.2020.44.34-41.

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Any project is first of all a project team that implements it. It is people who have the knowledge, experience and motivation to complete the work, that are the engine without which even a perfectly planned project will remain only on paper. Therefore, project management pays much attention to the formation and methods of the project team management. And an important component in the process of forming and managing a project team is to take into account the psychological traits of each team member and determine their further impact on project implementation. This is especially important for art projects, where the team is creatively gifted people with certain psychological aspects, which are inherent for talented individuals. Identifying and analyzing the specific character traits that are usually inherent in creative people will greatly help the project manager to understand the needs and capabilities of each team member, the motivation of each person and their fears and help create the conditions for full disclosure of each talent. But at the same time, this knowledge is necessary in order to create a coordinated teamwork that will guarantee the success of any art project, regardless of its complexity and size. This is extremely necessary based on the results of the analysis, which gave the understanding that a creatively creative person is not interested in organizational work on the project in general. A creative person is completely absorbed in the creative process of creating a certain product. But organizational issues remain out of the creative person's attention only as long as the organization of the project activity does not directly concern the schedule of its work, the quality of materials or equipment with which the person has to work. Therefore, the project manager needs to build the project management process in such a way that while creating conditions for productive work of the project team, minimize risks to achieve project management goals, namely, get a product of a certain quality on time and budget.
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Herlambang, Agam, Suharto Suharto, and Bagus Susetyo. "Creative Process Of Extracurricular Nasheed Al-Mutazam Integrated Boarding High School In Kuningan Barat Jawa Barat." JURNAL SENI MUSIK 9, no. 1 (June 18, 2020): 58–69. http://dx.doi.org/10.15294/jsm.v9i1.34110.

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Nasyid extracurricular students at SMAIT Al-Multazam are students with a lack of musical experience but produce musical abilities to create nasyid works. The aim of this research is to find out and describe how the creative process of nasyid extracurricular students in creating nasyid works. This research use desciptive qualitative approach. Data collection techniques used were interviews, observation, and study of documents. The results of this study the creative process carried out by nasyid extracurricular students includes 4 stages, namely determining ideas, the process of creating nasyid lyrics, determining the chords in nasyid song lyrics, the method of composing chords on nasyid songs and the creation of a nasyid work. The conclusion is that the Nasyid extracurricular students are still in the learning stage but choose to pursue it to create a nasyid work so that it has a creative process to create nasyid works that can produce a work.
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Summatavet, Kärt, and Mervi Raudsaar. "Cultural heritage and entrepreneurship – inspiration for novel ventures creation." Journal of Enterprising Communities: People and Places in the Global Economy 9, no. 1 (March 9, 2015): 31–44. http://dx.doi.org/10.1108/jec-03-2013-0010.

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Purpose – The purpose of this paper is to study the role of networking, creating community, product development and mentoring in the experiential and entrepreneurial learning process. A close look is taken at the experiential knowledge of entrepreneurs to understand and bridge the gap between local cultures and entrepreneurial communities: how to map and implement the tacit knowledge possessed by an entrepreneur, and what sources help trainees find attractive ideas for a new venture? Design/methodology/approach – After reviewing the key literature, a phenomenological approach has been applied. Data were collected using not only semi-structured interviews but also secondary data. Findings – Creative entrepreneurs consider it important that learning materials are provided according to the learner’s specialist business idea. They need and expect multi-layered support from peers/coaches/mentors and social/local/specialist networks to test the ideas and products and services directly in the community. Originality/value – As the conventional teaching methodology is inapplicable for creative and community entrepreneurs, the key factors of their venture-creation process focus on their personal experience, skills, capabilities and motivation.
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An, Jing Wen, and Ying Liu. "Material Analysis and Innovative Product Design with Process Model in Cultural and Creative Industries." Applied Mechanics and Materials 685 (October 2014): 749–53. http://dx.doi.org/10.4028/www.scientific.net/amm.685.749.

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Through the analysis of the characteristics of design and material in cultural and creative industries, this study focuses on the urgent need for an appropriate product design with process model in cultural and creative industries. An innovative product design with Process Model in cultural and creative industries based on both the specific industrial characteristics and the interaction design idea is proposed. It includes the establishment of cultural elements library (focus on the application of the material symbols), proposition of cultural themes, extraction of cultural elements based on Kansei Engineering and implantation of cultural elements based on design semantics and semiotics, and especially the interaction design.
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HASSAN, ZULKARNIAN, Noor Ashraf Noor Othman, Haslinda Md Nazri, and Yasmeen Arni Jr Jasni Adie. "Dummy Decal: Contemporary Ceramics and Endless Decorative Creative Work." Idealogy Journal 3, no. 2 (September 7, 2018): 87–92. http://dx.doi.org/10.24191/idealogy.v3i2.76.

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Regardless of the type of product or the differences in its basic elements, the product graphic is synonymous with high beauty, uniqueness, and precision. It is parallel with the beautiful ornaments that adorn the surface of the ceramic product, which originate from diverse civilizations and reflect the maker's creative inspiration. The decal is based on the most advanced and widely used ceramic decoration techniques in Europe and China, which serves as an inspiration for the rest of the globe when it comes to putting decoration to their products. Whichever is the case, the manufacturing and distribution expenses of decal decoration techniques are considerable, needing extensive preparation and execution to provide a high-quality result. As a result, the invention of the 'Dummy Decal' decoration process has enabled manufacturers of ceramic products to maintain a consistent level of output while adding differentiation to their designs. Water Based Inkjet Water Transfer Paper is a fresh source of inspiration for creative items and ceramic works. With a modest access fee and the ability to purchase, this decoration serves as a magnet for contemporary products and creative works. This article can be used as a guide and resource for small and medium-sized businesses, as well as individuals, to assist them in developing their creative thinking when it comes to marketing their organic products.
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Li, Song, Yan Li, Wenqiang Li, and Chen Chen. "An extended case-based reasoning method and corresponding product design process." Proceedings of the Institution of Mechanical Engineers, Part C: Journal of Mechanical Engineering Science 233, no. 19-20 (June 9, 2019): 6673–88. http://dx.doi.org/10.1177/0954406219854901.

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During product design process, conventional case-based reasoning (CBR) has shown significant applications in coping with new problems by recalling and reusing solutions in old context. However, conventional CBR still lacks effective methods to assist designers in generating creative design solutions of identified problems during modification stage. To make up for this deficiency, an extended CBR (ECBR) method characterized by two retrieval stages is proposed in this paper. The former retrieval stage is aimed to retrieve the most similar source case for design reusing, and the latter one is designed to assist designers in searching for relevant function units to generate creative design ideas for final design solution. A five-tuple knowledge model of product case is presented. It includes both specific design information for design reusing and abstract function units for generating creative design ideas. To effectively organize these case information, a hierarchy knowledge model of case base is established. It consists of case type layer, product case layer, and function unit layer. A corresponding retrieval strategy is presented to deal with different retrieval goals. To improve the performance of ECBR method in modification stage, the substance-attribute-function-cause analysis model and TRIZ tools are integrated together to aid problem analysis and problem-solving of retrieved product case. Finally, a new product conceptual design process is proposed based on ECBR method and the conceptual design of a smokeless barbecue equipment is employed as an example to verify the feasibility and effectiveness of ECBR method.
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Virta, Sari, and Nando Malmelin. "Ambidextrous tensions: Dynamics of creative work in the media innovation process." Journal of Media Innovations 4, no. 1 (January 12, 2017): 44–59. http://dx.doi.org/10.5617/jmi.v4i1.2410.

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This article analyses creative work in one of Europe’s largest media organizations, in which a newly formed development team was tasked with creating a new multi-platform media product. The objective of this article is to explore the dynamics of team creativity in the process of developing and managing media content innovation. To do this, this study utilizes the concept of ambidexterity for understanding multi-level tensions between the on-going media production work and innovation processes typically co-existing in media operations. The results of the analysis indicate that, due to pressures created by the routine media production, media innovations require specific focus and prioritization to succeed. This requires recognizing, balancing and managing the ambidextrous tensions between exploration and exploitation in creative media work. In addition to practical implications for management of media innovations, this study contributes to research on media innovations, particularly from the perspectives of creative work and organizational creativity.
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Yoosomboon, Sathaporn, and Pallop Piriyasurawong. "Design of an Embedded Engineering Learning on Social Cloud Model to Enhance Creative Thinking and Creative Product." International Journal of Online Engineering (iJOE) 13, no. 01 (January 18, 2017): 33. http://dx.doi.org/10.3991/ijoe.v13i01.5987.

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<p>This research was conducted for research and development an Embedded Engineering Learning on Social Cloud Model (EEL on SC Model) to enhance creative thinking and creative product. The aims of this study were: 1) to design an EEL on SC model to develop the creative thinking and creative product, and 2) to evaluate an EEL on SC Model to develop the creative thinking and creative product. The research method was divided into two phases. The first phase involves the design of the model: 1) study, analyze and synthesize the contents, 2) arranging the Embedded Engineering Learning Model process and 3) summarizing the results, the second phase involves model evaluation. The sample group in this research consisted of seven experts in the field of design embedded system, information technology and instructional design. These experts were selected by purposive sampling. Data was analyzed using arithmetic mean and standard deviation. The research findings were organized as follows: The process of developing an EEL on SC Model consisted of the following has 7 components which have 22 procedures. The model helps to develop creative thinking and creative product of the learners. The experts have agreed with the overall of the model and had a learning activity was appropriate in very good level.</p>
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Andrews, Jonlee, and Daniel C. Smith. "In Search of the Marketing Imagination: Factors Affecting the Creativity of Marketing Programs for Mature Products." Journal of Marketing Research 33, no. 2 (May 1996): 174–87. http://dx.doi.org/10.1177/002224379603300205.

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The profitability of established products is affected greatly by the extent to which they are meaningfully differentiated from competing alternatives. Maintaining meaningful differentiation, in turn, is facilitated by ongoing development of creative marketing programs. Although marketplace observation reveals a general lack of creativity in the way established products are marketed, some product managers are able to devise creative marketing programs for their products. The authors test hypotheses concerning the effects of individual (i.e., product manager) and situational (i.e., planning process) characteristics on marketing program creativity. The findings reveal that marketing program creativity is a function of individual problem-solving inputs (e.g., knowledge of the marketing environment, diversity of experience, diversity of education), motivational factors (e.g., intrinsic motivation, risk taking), and situational factors (e.g., planning process formalization, interaction with others, time pressure).
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Doyle, Charlotte L. "Teaching as Creative Process: Perspectives From Personal Narratives." Creativity. Theories – Research - Applications 4, no. 1 (June 27, 2017): 4–24. http://dx.doi.org/10.1515/ctra-2017-0001.

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Abstract This paper explores the place of teaching in the landscape of creativity. It draws on analyses of interview narratives from dedicated teachers from various educational levels and teaching contexts; none had been singled out as creative by their institutions. Asked when teaching had been experienced as a creative process, rather than describing specific incidents, the teachers told of projects and goals that spanned a semester or year. Daily activities contributed to the projects, making creativity in teaching everyday creativity in both the technical and literal senses. Interview protocols were analyzed into meaning units and categorized into themes. Some themes were similar to those in studies of creative teachers and teaching, though no prior study explicitly put forward all of them. The interviewed teachers described practices previously suggested for nurturing student creativity. Most themes echoed features found in creativity studies of various other domains. Two unique features were the double nature of intrinsic motivation and the nature of the creative “product.”
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40

Suntrayuth, Rasa. "Collaborations and Design Development of Local Craft Products: Service Design for Creative Craft Community." International Journal of Creative and Arts Studies 3, no. 2 (December 29, 2017): 1. http://dx.doi.org/10.24821/ijcas.v3i2.1840.

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Local craft product is one of the key elements in expressing different identities of local culture in different countries. Local craft communities in Thailand have quite unique skills in producing different craft using local materials and techniques. However, the craft production is later facing the problem of missing their own identity. The products are also unable fit to the demand of international market. This research is a result of the co-creation project on developing local craft products which is a part of the research on a service design for creative craft community: A case study of Phanusnikom district, Chonburi province, Thailand. The benefits of this study will stimulate the development and preservation of local craft products and communities in a more sustainable way. This study aims to explore the possible methods of how designers, local craftsmen, academic institutions and local business clusters can collaborate and raise new opportunities for the communities to become a creative craft space. The study has concentrated on a case study of Phanusnikom District, Chonburi Province, Thailand where most of the people are creating wickerwork from bamboo. The data collected within the research come from ethnographic fieldwork, which consists of basic methods such as site visits and interviews. The research also includes the concept of Service design thinking and tools, which can help to analyze the data into different sets of relationship between service users, service providers, and environment. Groups of product design students, local craftsmen, local business clusters, professional designers, and artists are co – creating new craft products. The results express throughout the process which emphasize on presenting the ability of local craftsmen beyond what they are expected; exchanging knowledge; creating a more comfortable collaboration between the stakeholders; and strengthen the local craft community for more future sustainable developments.
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Chen, Kuen Meau. "A Study of Concept Development in Creative Product Design." Applied Mechanics and Materials 311 (February 2013): 328–33. http://dx.doi.org/10.4028/www.scientific.net/amm.311.328.

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The imaginative power of human beings is the reappearance and integration of emotional and perceptional experiences. Therefore, if the personal imagination would like to be further developed, the first thing is to enhance agility of emotional experiences and perception. And also the conceptual combination involves joining of two or more concepts to produce a new meaning that satisfies the representation of each constituent concept. Original concepts may emerge from conceptual combination in imagination. New attributes may also emerge from conceptual combination that cannot be explained by each individual concept. The cognitive processes that produce emergent concepts and attributes in conceptual combination may be viewed as a creative process. This research was conducted through a literature review, case studies, and interviews with experts on award-winning works in international design competitions. Through qualitative analysis of these design projects, we identified several paths leading from imaginative constructs to conceptual development in the design process: thematic relationships, intersecting attributes, the transfer of attributes, inherited attributes, causal relationships, analogical relationships, multi-level inclusive relationships, and the interpretation of contrasting meaning. It is hoped that the results of this study will serve as a useful reference in design education, particularly with regard to the development of imaginative and creative capacity.
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Zhang, Kai, Wu Zhao, and Chun Sheng Zhou. "Knowledge Support Technology of Creative Design for Electromechanical Products." Advanced Materials Research 139-141 (October 2010): 1148–53. http://dx.doi.org/10.4028/www.scientific.net/amr.139-141.1148.

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It has been discussed in this paper that the necessity of knowledge support technology used in creative design of electromechanical products. In order to apply knowledge support technology to creative design of electromechanical products, a relation matrix has been constructed by QFD (Quality Function Deployment) technology between the various performances of electromechanical products and the involved knowledge of them. Thus, the HOQ (House of Quality) about the knowledge–performance of electromechanical products is built. Then, the further demand tracking has been made as well. After that, it has been established that the knowledge model and knowledge application process used in creative design of electromechanical products. Finally, a new method has been proposed which can guide designers to do product creative design by knowledge demand.
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Kuldanov, Nauryz, Svetlana Balagazova, Irina Malakhova, and Mariya Ivanova. "Problem learning method in the context of personal creativity development of a musician teacher." Pedagogy and Psychology 46, no. 1 (March 31, 2021): 152–58. http://dx.doi.org/10.51889/2021-1.2077-6861.21.

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In this article the authors consider the phenomenon of creativity as an integrative personal quality of a music teacher, characterizing him from the standpoint of internal freedom, harmony, well-developed creative imagination, readiness to make choices in non-standard situations, independence of own opinion, ability to independently lead productive activity and focus on its result – creation of an original creative product. The obtained qualitatively unique result should be distinguished by novelty, which is the main sign or indicator of creative activity in general. Consequently, in order to develop the creativity of an individual in the process of organizing educational activities, it becomes necessary to use creative teaching methods. The process of developing creativity in course of increasing vocal experience consists of purposeful interaction of musical art, co-creation of a teacher together with a student in adequate conditions with the use of effective methods of problem-based learning and choosing situations for realizing the creative potential of a student.
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44

Kumar, Nishant, Ali Yakhlef, and Fredrik Nordin. "Validation of organizational innovation as a creative learning process." Journal of Business & Industrial Marketing 34, no. 3 (April 1, 2019): 643–50. http://dx.doi.org/10.1108/jbim-02-2017-0026.

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Purpose Previous studies on innovation tend to view innovation as consisting of a creative phase of novel and useful ideas, and a non-creative, or at least a less creative phase, as this considered to be the mere implementation and validation of the initially created ideas. In contrast, this paper aims to stress on the significance of the process of validating a new idea as being a creative, learning, exploratory process that shapes the degree of novelty of the innovation as a whole. Design/methodology/approach In driving this argument, this study deductively builds on a theoretical pre-understanding derived from extant literature related to management innovation and organizational legitimacy, and inductively draws on information gleaned from three in-depth case studies. Findings The study shows that the validation phase in the innovation process is a creative process, rather than just being a set of activities that relate to the mere execution of the created ideas. Viewing the validation process as an exploratory search for new knowledge, this study establishes a relationship between the form of knowledge mobilized, vertically within an organization or horizontally from outside, and the form of legitimation required. Validation based on internally generated knowledge is effective in terms of achieving pragmatic (efficiency-driven) objectives. Inter-organizational knowledge inflows are associated with cognitive legitimacy – a form of legitimacy that leads to changes in the stakeholders’ beliefs about a the product. In contradistinction, horizontal, socio–cultural inflows of knowledge are likely to improve on the product itself, thereby generating more traction for validation. Research limitations/implications This research is based on data collected from three firms only. Practical implications The idea developed here can provide business organizations a better understanding of the validation process of management innovations. This study suggests that successful innovation often requires managers to be prepared to seek knowledge beyond the confines of their own organizations. Originality/value This study contributes in three ways: it submits that there is a dynamic interplay between the moments of creation and validation, which is largely shaped by the novelty of the mobilized knowledge, depending on whether it is internal top–down or external horizontal; relatedly, the effectiveness of validation is shaped by the novelty of the knowledge garnered to justify the initial ideas; and the present paper has extended Suchman’s (1995) framework by linking the effectiveness of the various forms of legitimacy to the source of knowledge mobilized in the validation process.
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Dampérat, Maud, Florence Jeannot, Eline Jongmans, and Alain Jolibert. "Modeling a cocreative process: The contributions of design and management." Recherche et Applications en Marketing (English Edition) 34, no. 3 (June 13, 2019): 111–37. http://dx.doi.org/10.1177/2051570719851712.

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This research focuses on the understanding of a team creative process (or co-creative process) by adding design and management inputs to the marketing approach. It proposes and empirically tests a co-creative process based on the three stages of the design thinking method: (1) need definition, (2) idea generation, and (3) solution prototyping. This model also includes the influence of individual variables –empathy, domain-relevant familiarity, and task involvement –at different stages of the co-creative process. The results validate the mediating role of idea generation between need definition and solution prototyping and the influence of the selected individual variables. The predictive validity of the co-creative process has been tested via the evaluation of the solution by experts. Several actions are proposed at each stage of the co-creative process to enable organizations to stimulate the creativity of their new product development teams.
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46

Lin, Cheng-Yi. "The reputation-building process and spatial strategies of creative industries: A case study of product design firms in Taipei." Environment and Planning A: Economy and Space 49, no. 1 (September 28, 2016): 186–204. http://dx.doi.org/10.1177/0308518x16667297.

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Extant research has increasingly recognized that local reputation determines creative firms’ competitiveness. However, current research over-emphasizes that the spatial cluster facilitates the innovation dynamic of creative industries rather than investigating whether the trans-local dynamic of trade fairs and competitions underpins the reputation-building process of local creative industries. This paper contributes to exploring the reputation-building process and spatial strategy of creative industries through a case study of product design firms in Taipei. Drawing on a qualitative methodology, this paper analyses 35 in-depth interviews with product design company executives, concluding that the spatial strategy of product design firms situated in the Taipei city context must acknowledge local strategic advantage and increasingly build a reputation through connections to trans-local design fairs and competitions. Meanwhile, the reputation-building process reflects that product design firms must capture and negotiate symbolic value through a strategic co-presence in local, regional, and global temporary event spaces. Finally, the process and strategies imply that the design industry needs a new form of intervention in latecomer cities to respond to the uneven development of the global design economy.
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Finch, James E. "Product Innovation and the Process of Creative Destruction in the U.S. Pharmaceutical Industry." Journal of Pharmaceutical Marketing & Management 3, no. 4 (January 1989): 3–20. http://dx.doi.org/10.3109/j058v03n04_02.

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민경찬 and Kang,Sung-Lyong. "The Concept of TIP, a Creative New Product Development Process, and Related Cases." Journal of Product Research 31, no. 2 (April 2013): 15–28. http://dx.doi.org/10.36345/kacst.2013.31.2.002.

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Magal-Royo, T., B. Jorda-Albiñana, J. Gonzalez del Rio, O. Ampuero Canellas, and J. L. Gimenez-López. "Online Collaborative Environments in the Creative Process of Product Development for Engineering Students." Procedia - Social and Behavioral Sciences 51 (2012): 677–81. http://dx.doi.org/10.1016/j.sbspro.2012.08.223.

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Finch, James. "Product Innovation and the Process of Creative Destruction in the U.S. Pharmaceutical Industry." Journal of Pharmaceutical Marketing & Management 3, no. 4 (September 14, 1989): 3–20. http://dx.doi.org/10.1300/j058v03n04_02.

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