Dissertations / Theses on the topic 'Geneplore model of creativity'
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Deltner, Johan. "Varaktig förgänglighet : En undersökning av kreativitet inom ramen för ett historiskt tänkande kring kontinuitet och förändring." Thesis, Malmö universitet, Fakulteten för lärande och samhälle (LS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-44286.
Full textKhazanchi, Shalini. "A "Social Exchange" Model of Creativity." Cincinnati, Ohio : University of Cincinnati, 2005. http://www.ohiolink.edu/etd/view.cgi?acc%5Fnum=ucin1115336085.
Full textTitle from electronic thesis title page (viewed Apr. 11, 2006). Includes abstract. Keywords: Creativity; Social Exchange; Fairness; Trust. Includes bibliographical references.
Kong, Jing, and Toyohide Watanabe. "CREATIVITY SUPPORT THROUGH A KNOWLEDGE HANDLING MODEL." INTELLIGENT MEDIA INTEGRATION NAGOYA UNIVERSITY / COE, 2006. http://hdl.handle.net/2237/10435.
Full textQokweni, Noluvuyolwetu. "A creativity model to increase employee productivity." Thesis, Nelson Mandela Metropolitan University, 2016. http://hdl.handle.net/10948/5401.
Full textPerez, y. Perez Rafael. "MEXICA : a computer model of creativity in writing." Thesis, University of Sussex, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.285399.
Full textMollison, Deborah. "Children's musical perception and creativity as a compositional model." Thesis, Middlesex University, 2001. http://eprints.mdx.ac.uk/13636/.
Full textCalonico, Cipriano. "Towards a multidimensional model of creativity: an analysis of six models of creativity and the creative process." Thesis, Malmö högskola, Fakulteten för lärande och samhälle (LS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-32099.
Full textBlain, Peter J., and N/A. "A Computer Model of Creativity Based on Perceptual Activity Theory." Griffith University. School of Information and Communication Technology, 2007. http://www4.gu.edu.au:8080/adt-root/public/adt-QGU20070823.171325.
Full textRiedt, Johanna. "A model of organisational creativity : learning from two creative giants." Thesis, University of Kent, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.498860.
Full textScratchley, Linda Sharon. "Managerial creativity : the development and validation of a typology and predictive model." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/tape15/PQDD_0019/NQ27241.pdf.
Full textTaylor, Aisha Smith. "Transformational Leadership, Diversity, and Creativity at Work: A Moderated Mediation Model." PDXScholar, 2015. https://pdxscholar.library.pdx.edu/open_access_etds/2341.
Full textBhambry, T. K. "Creativity and control : towards a model of authorship in Witold Gombrowicz." Thesis, University College London (University of London), 2013. http://discovery.ucl.ac.uk/1401158/.
Full textAlhajri, Salman. "Developing a pedagogical model to enhance and assess creativity in Omani graphic design education." Thesis, Loughborough University, 2013. https://dspace.lboro.ac.uk/2134/12357.
Full textRutherford, Raché. "A creativity development model to enhance educator security : a labour law perspective / Raché M. Rutherford." Thesis, North-West University, 2009. http://hdl.handle.net/10394/3144.
Full textThesis (Ph.D. (Education))--North-West University, Potchefstroom Campus, 2009.
Vo, Thuc Anh. "Idiomatic creativity : a pragmatic model for creative idiomatic uses in authentic English discourse." Thesis, University of Nottingham, 2011. http://eprints.nottingham.ac.uk/14388/.
Full textKarastathi-Panagiotou, M. "Creativity, the creative school and the greek gymnasium : A conceptual model for a creative gymnasium." Thesis, Lancaster University, 1987. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.379185.
Full textBreslow, Jay. "The Community Creativity Collective: Introducing and Refining a Community-Based Model for Creative Curriculum Development." Thesis, University of Oregon, 2015. http://hdl.handle.net/1794/19195.
Full textNakano, Tatiana de Cássia, Priscila Zaia, and Karina da Silva Oliveira. "Correlational study: verbal creativity and personality according to the Big Five Model in Brazilian students." Pontificia Universidad Católica del Perú, 2016. http://repositorio.pucp.edu.pe/index/handle/123456789/99657.
Full textEn Brasil es escasa la literatura científica acerca de la relación entre los constructos de creatividad, personalidad y el Modelo de los Cinco Factores. A partir de la aplicación del Test de Pensamiento Creativo con Palabras de Torrance (versión brasilera) y la Batería Factorial de Personalidad en 83 estudiantes brasileros de secundaria, con rango de edad de entre 14-18 años (M = 16; DS = .95), se estudia la relación entre la creatividad verbal y la personalidad. Los resultados revelan la existencia de relaciones significativas bajas entre el factor socialización y dos índices creativos verbales (ICV I = .26; ICVII = .26). Se discute la influencia del instrumento y del modelo teórico asumido en los hallazgos.
No Brasil, a escassez de estudos que investigam a relação entre os construtos da Criatividade e Personalidade, principalmente considerando-se o modelo Big Five, pode ser notada. Neste cenário, a partir da aplicação dos testes Pensando Criativamente com Palavras de Torrance (versão brasileira) e a Bateria Fatorial da Personalidade, o presente trabalho pesquisou em uma amostra de 83 estudantes brasileiros do Ensino Médio, com idades entre 14 e 18 anos (M = 16.01, DP = .95) a relação entre os construtos referidos anteriormente. Os resultados indicaram a existência de correlações significativas apenas entre o fator Socialização e os dois índices criativos verbais (ICVI = .26; ICVII = .26), de modo a apontar que, nesta pesquisa, os construtos apresentamse pouco relacionados. Discutese a influência dos instrumentos edo modelo teórico adotado.
Evens, Gabe. "A Model of Collaborative Creativity: The Arrangements of Nelson Riddle for Frank Sinatra and Ella Fitzgerald." Thesis, University of North Texas, 2016. https://digital.library.unt.edu/ark:/67531/metadc849765/.
Full textDavis, Luiza. "The Immortality Phantasy : an extension of the instinctual model of creativity and its application to classic literary texts." Thesis, University of Essex, 2017. http://repository.essex.ac.uk/18932/.
Full textMoore, Deborah Sarah. "Creativity and the New Technologies : Developing a Model of Interaction to Inform Practice and Pedagogy in the Educational System." Thesis, Manchester Metropolitan University, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.504539.
Full textTillman, June Barbara. "Towards a model of the development of musical creativity : a study of the compositions of children aged 3-11." Thesis, University College London (University of London), 1987. http://discovery.ucl.ac.uk/10006544/.
Full textPalmer, Joy A. "Creativity, connoisseurship and change : the application of the connoisseurship model of qualitative evaluation to an investigation into the development of creativity in primary school children and to the process of improving educational practice." Thesis, Durham University, 1989. http://etheses.dur.ac.uk/6737/.
Full textBondeson, Anna, and Sanna Grönlund. "Opportunities and challenges in the management of an innovation laboratory : A case study of Semcon Innovation Lab." Thesis, Uppsala universitet, Industriell teknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-300742.
Full textCandy, Linda. "Creative knowledge work and interaction design." Thesis, Loughborough University, 1998. https://dspace.lboro.ac.uk/2134/6992.
Full textKatz-Buonincontro, Jennifer Leah. "Developing a model for promoting creativity in leaders based on a comparative case study of three arts-based executive institutes /." view abstract or download file of text, 2005. http://wwwlib.umi.com/cr/uoregon/fullcit?p3201687.
Full textTypescript. Includes vita and abstract. Includes bibliographical references (leaves 256-269). Also available for download via the World Wide Web; free to University of Oregon users.
Kilgour, A. Mark. "The Creative Process: The Effects of Domain Specific Knowledge and Creative Thinking Techniques on Creativity." The University of Waikato, 2007. http://hdl.handle.net/10289/2566.
Full textDuncan, Erin. "Design and Critical Thinking: A Process Model to Support Critical, Creative and Empathic Learning in Studio-based Design Education." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1354643684.
Full textSafuanov, Ildar S., and Valery A. Gusev. "Creative mathematical activity of the students in the model of differentiated teaching in Russian Federation." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2012. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-80882.
Full textTolbert, Yvette Roxanne. "Activating and Encouraging Supervisees' Creativity and Intuition through the Clinical Supervisory Relationship." Kent State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=kent1492202838228721.
Full textNorton, Daniel. "Mixing the library : information interaction and the DJ." Thesis, University of Dundee, 2013. https://discovery.dundee.ac.uk/en/studentTheses/0d76d345-7bfc-4487-9d72-ab102a35784a.
Full textAlhusaini, Abdulnasser Alashaal F. "The Effects of Duration of Exposure to the REAPS Model in Developing Students' General Creativity and Creative Problem Solving in Science." Diss., The University of Arizona, 2016. http://hdl.handle.net/10150/613255.
Full textO'Neill, Brian. "A computational model of suspense for the augmentation of intelligent story generation." Diss., Georgia Institute of Technology, 2013. http://hdl.handle.net/1853/50416.
Full textBolin, Irina, and Sandra Magnusson. "Den kreativa personligheten : En socialpsykologisk studie om femfaktormodellens personlighetsdrag och dess samverkan med konstnärlig kreativitet." Thesis, Högskolan i Skövde, Institutionen för hälsa och lärande, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13833.
Full textThe purpose of this study was to investigate personality and it’s potential causality with artistic creativity. The five-factor model was used to investigate the personality traits openness, extraversion and neuroticism. Creativity is described by earlier research and artistic creativity creates the basic of this study. A short pilot-study was performed to evaluate the understanding of the instrument for creativity, that had been translated earlier from english to swedish. The sample used consisted of 89 respondents, who participated in an online-survey posted at a facebook-group named “studenter vid högskolan i Skövde”. The results showed that the personality trait openness predicts artistic creativity. The results of the personality traits extraversion and neuroticism did not show any predictability of artistic creativity. However, the results showed that the facet gregariousness from the personality trait extraversion predicts the artistic creative domain of dance, while the personality trait neuroticism and the facet depression predicts the artistic creative domain creative writing. Thereby the following conclusion could be made: several respondents of this study are expressing themselves in an artistic creative way and what kind of artistic creative expressions they use is defined by the personality of the person.
Šimleša, Milija. "Collectif flow : sociocognitive model of optimal collaboration." Thesis, Sorbonne Paris Cité, 2018. https://wo.app.u-paris.fr/cgi-bin/WebObjects/TheseWeb.woa/wa/show?t=2029&f=14449.
Full textWith the increasing pressure to innovate, companies are led to find solutions how to increase the creativity of the teams working on innovation projects in a sustainable way. Research has shown that the flow (Csikszentmihalyi, 1975-2000), the optimal psychological experience of hyperfocused human functioning has benefits on subjective eudaemonic well-being as well as objective performance. However, the topic is poorly explored when it comes to flow experience in social settings. Therefore we decided to address the concept of collective flow. Funded by a French company SBT Human(s) Matter, this research project has also an applicative goal of gathering more knowledge about flow and team creativity in order to improve sustainable well-being and reach optimal collaboration for SBT's clients. We define collective flow as a state manifesting when a group acts as a whole. The members of the group are absorbed in the common activity, are coordinating efficiently and feel good together. Subsequently, we have built a sociocognitive model that conceptualizes collective flow as a process mainly relying on motivational and social identification processes, and triggered by specific preconditions such as team members' empathy, collective ambition and shared group identity. Six laboratory studies and few field tests allowed us to test our theoretical model and therefore test our hypotheses. The research was mainly conducted with French engineering students working on innovation projects. Results of the first study show that average level of Theory of Mind of group members does not predict neither the collective flow nor the creative output of the groups. This challenges previous findings related to collective intelligence of teams. However, analyses indicate that collective flow can be predicted by intrinsic motivation and social identification relative to group membership. Moreover, we have found that creativity of groups is predicted by individual flow experience. Results of the second, experimental study, which manipulated the level of action identification (high versus low) showed that high level action identification boosts social identification, intrinsic motivation, and flow of individual group members. Also, mediation analysis indicates that the effect of action identification on flow experience is mediated by social identification and intrinsic motivation. Third, experimental study testing the impact of social identity showed that, contrary to our expectations, the salience of social identity cues (wearing special T-shirts) neither impacts collective flow nor the creative output of the teams. Just like in the first study we found that intrinsic motivation and social identification are significant predictors of both individual and collective flow. However, collective flow did not seem to be predicted by the individual flow of group members. Finally, the fourth experimental study exploring flow experience in a Computer-Mediated Communication setting, relying on Social Identity model of Deindividuation Effects, tested online group creativity in anonymous, identified, synchronous and asynchronous virtual environment. Our results show that asynchronous mode of collaboration is not a flow-killer and that synchronous mode is not a flow booster. This means that individuals engaged in a collective task can indeed experience flow even when working remotely and asynchronously. Consistent in all four studies, our results show that flow in group settings is predicted by intrinsic motivation and social identification. Collective team ambition is also likely to considerably increase the experience of flow in team context. Lastly, our results concerning the impact of collective flow on creativity are less clear, indicating that in some cases the experience of individual flow boosts the creativity. However, this might be more complex and therefore provides a good reason to seek further refinement and better understanding
Reynolds, Rebecca K. "Idea, Energy, and Power: Sayers’s Creative Process Model and the Storytelling of Jay O’Callahan." Digital Commons @ East Tennessee State University, 2012. https://dc.etsu.edu/etd/1418.
Full textMonteith, Kristine Perry. "Automatic Generation of Music for Inducing Emotive and Physiological Responses." BYU ScholarsArchive, 2012. https://scholarsarchive.byu.edu/etd/3753.
Full textBaker, Gregory Douglas Ansell. "User creativity in the appropriation of information and communication technologies :$ba cognitivist-ecological explanation from a critical realist perspective." Thesis, University of Canterbury. Accounting and Information Systems, 2014. http://hdl.handle.net/10092/9742.
Full textRiley, Kim. "Capitalising on South Africa's innovation resource through entrepreneurship in the creative industries." Thesis, Stellenbosch : Stellenbosch University, 2012. http://hdl.handle.net/10019.1/20244.
Full textENGLISH ABSTRACT: Capitalising on South Africa’s innovation resource through entrepreneurship in the creative industries. In light of the current global challenges as well as local needs and opportunities, there is a need for improved utilisation of South Africa’s innovation resource. Due to designers possessing creativity and the ability to innovate, it is proposed that an increase in the quality and quantity of entrepreneurship activity in the creative sectors will have notable impacts on the sustainability, competitiveness and value of South Africa’s economic activity. It is argued that designers and creative individuals inherently possess a number of entrepreneurial traits and that design education promotes the development of many entrepreneurial behaviours. Thus, it is necessary to offset and maximise these skills with the requisite businessrelated cognitions, attributes and abilities. For this reason, this study looks at the contextual characteristics and needs of small businesses operating in South African design sectors. The objective is to provide relevant and practical suggestions for improving ‘effective’ entrepreneurial activity in the design industries. The current state of entrepreneurship education in a representative sample of South African entrepreneurship courses is analysed. The outcome of this process is used as a base-line in consulting a number of experts in the South African small- and medium-sized enterprise (SME) sector, in order to ascertain the context-specific ‘success factors’ for small businesses in South Africa. Empirical data is then gathered regarding the current state of entrepreneurship and small business content in design education in South Africa. The results of all these processes are analysed in conjunction with the empirical results regarding the individually perceived abilities and attitudes of designers currently operating small businesses in South Africa. The outcome of this analysis is a framework describing the important elements (and relationships between elements) necessary in the development of effective entrepreneurial ability.
AFRIKAANSE OPSOMMING: Benutting van Suid-Afrika se innovasie hulpbron deur middel van entrepreneurskap in die kreatiewe bedrywe. In lig van die huidige wêreldwye uitdagings, insluitend die plaaslike behoeftes en geleenthede, is daar ‘n noodsaaklikheid vir die beter benutting van Suid-Afrika se innovasie-hulpbron. As gevolg van die feit dat ontwerpers oor kreatiwiteit en die vermoë om te innoveer beskik, word daar voorgestel dat ‘n verhoging in die gehalte en hoeveelheid entrepreneuriese aktiwiteite in die kreatiewe sektore ‘n beduidende impak op die volhoubaarheid, mededingendheid en waarde toevoeging van Suid-Afrika se ekonomiese aktiwiteite sal hê. Daar word geredeneer dat ontwerpers en kreatiewe individue oor ‘n bepaalde aantal intrinsieke entrepreneuriese eienskappe beskik en verder dat ‘n aantal entrepreneuriese gedragspatrone deur ontwerp onderwys ontwikkel en bevorder kan word. Dit is daarom nodig om hierdie vaardighede met die vereiste sake beginsels, eienskappe en vermoëns te versterk en optimeer. Om hierdie rede ondersoek hierdie studie die kontekstuele eienskappe en behoeftes van klein sake-ondernemings in die Suid-Afrikaanse ontwerp sektore. Die doel is om toepaslike en praktiese voorstelle vir die verbetering van ‘effektiewe’ entrepreneuriese aktiwiteite in die ontwerp nywerhede te voorsien. Die huidige stand van entrepreneurskap-onderwys is bepaal deur ‘n verteenwoordigende steekproef van die Suid-Afrikaanse entrepreneurskap kursusse te ontleed. Die uitkoms van hierdie proses word gebruik as ‘n basis-lyn in die raadpleging van ‘n aantal deskundiges in die Suid- Afrikaanse klein sake-sektor, ten einde die konteks-spesifieke ‘sukses faktore’ vir klein ondernemings in Suid-Afrika vas te stel. Empiriese data word dan versamel met betrekking tot die huidige stand van die entrepreneurskap en kleinsake inhoud wat in die ontwerp onderwys van Suid-Afrika vervat word. Die resultate van al hierdie prosesse is ontleed tesame met die empiriese resultate wat verkry is ten opsigte van die vermoëns en houdings wat gekoppel word aan ontwerpers wat tans werksaam is in die klein ondernemings in Suid-Afrika. Die uitkoms van hierdie analise poog om ‘n raamwerk daar te stel vir die beskrywing van die belangrikste elemente (en verhoudings tussen elemente) wat benodig word in die ontwikkeling van effektiewe entrepreneuriese vermoëns.
Lederman, Jonathan E. "Ethical applications of free culture applied for art education : piloting chinavine as an interactive model." Honors in the Major Thesis, University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/1444.
Full textBachelors
Arts and Humanities
Philosophy
Lee, Judith. "Melancholy, the muse and mental health promotion : an analysis of the complex relationship between mood disorder and creativity, developing a scientific model of mental health promotion." Thesis, University of Ulster, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.428346.
Full textHanke, Ralph C. M. "Team creativity a process model /." 2006. http://www.etda.libraries.psu.edu/theses/approved/WorldWideIndex/ETD-1242/index.html.
Full textStokes, Dustin R. "Minimal creativity : a cognitive model." Thesis, 2006. http://hdl.handle.net/2429/18575.
Full textArts, Faculty of
Philosophy, Department of
Graduate
i, Chang Cheng, and 張政義. "Technological Creativity Instruction Model and its Practical Research." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/93996049092014783012.
Full text國立花蓮教育大學
國民教育研究所
97
The Purpose of this research is for discussing Technological Creativity Instruction Model (TCIM) applied to the teaching effect of science and life technology program in the elementary school, to establish the operation guide of scientific instruction practice. This research collects and analyzes the related theories of technological creativity and the instruction to form the basic framework of TCIM, and then to proceed the teaching experiment according to Quasi-experimental research. The study introduces STAT (Sternberg Triarchic Abilities Test), CIA (Cogitation Idea Assessment), PCA (Product Creative Assessment) as the examine instrument, to compare the quality of teaching effect between TCIM and the traditional instruction model. In the meanwhile, to learn the creation course of the experimenting students in TCIM by the interview, the learning result, the design and the works. Moreover, “Design and Practice” is developed and cultivated as the equipment of TCIM in this research, and the experimental study shows that: 1. TCIM may promote students’ technological creativity. 2. TCIM on “Design and Practice” course may promote the elementary students’ abilities in the analysis, the creativity and the application. 3. The development of the technological creativity is a spiral dynamic dialectical course. Through the analysis, the creativity and the application thought, the students in TCIM may interpret the cognition course and the constructivist framework of technological creativity development in the writing, the design and the skill. The TCIM, carries out operative teaching development of technological creativity and integrates the complex scientific education theory and the practice access, can be the instruction principle on the science and life technology program in the elementary school. As an innovative instruction model, TCIM deserves to be introduced widely.
Tai, Chia-yi, and 戴嘉儀. "Constructing and Empirical testing a Stimulating Creativity Model." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/72895215411657830984.
Full text大同大學
資訊經營學系(所)
99
Living in this rapidly changing era, each enterprise must use creativity to resolve different problems or strain new challenges. It seems that creativity has become the pronoun of enterprise's competitiveness, even above the traditional factors of production including land, capital and labor. In order to reveal the mysterious veil of creativity, and then to stimulate creativity, we constructed the integrated model to excite creativity. In this model, there is creative input, processing, and output, that has four dimensions including person, situation, process, and product. Among them, we take human motivation, expertise, creative thinking skills, and social environment as the elements of creative inputs. It is based on Amabile’s components of creativity. The greater interaction between the four components, the higher creativity is. In addition, we proposed four components and nine steps of creative problem solving (CPS) as creative process. It is based on three components and six stages of CPS, which was modified by Isaksen, Dorval, and Treffinger in 2011. We added the fourth component: Incorporate the society, and the component within the three stages: authenticated by gatekeepers, infusing into domain, generating new culture. It is not only extend the scope of research to social science, but also highlight the originality and usefulness in creativity, and emphasize the importance that the creative product must have be passed down along time. Finally, we put Wii's creativity as a typical case into this model to deduction and empirical. The results show that the model is logically. In the innovation process, it can help individuals or businesses according it to stimulate creativity.
Hsu, Yu-Ching, and 許玉靜. "A Study of Interactionist Model of Organizational Creativity." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/997ydd.
Full text長榮大學
經營管理研究所
96
“Innovation” was the one and only way for corporate success. As the new era comes, the rapid changing environment seriously shocked the conventional thinking style. To conquer the coming challenges, the growth and sustainable operation of an enterprise was determined by whether it may satisfy the inherent customers and create new customers with new ideas, products and services. As the environment became gradually complicated, the individuals or teams usually provided several kinds of skills relating to each other, to create a completely new innovative mode through internal operation, and further enhanced the organizational capability and competitive advantages in the industry. This research compiled “scale of individual creativity”, “scale of team creativity” and “scale of organizational creativity” through literature review and deliberate statistics analysis. The employees and directors in Taiwan’s financial and insurance industry were selected as research subjects, 300 portions of questionnaires delivered through purpose sampling, 200 portions of questionnaires recycled with a valid recycle rate of 72%. ANOVA, regression analysis, hierarchical regression analysis were also adopted to verify the assumption of this research. The following results and conclusions were gained from the statistical analysis: 1. Individual creativity had significantly positive relationship with organizational creativity, and caused significant positive influence on it; 2. Team creativity had significantly positive relationship with organizational creativity, and caused significant positive influence on it; 3. Individual creativity influenced by the moderating effect resulted from team creativity would have significantly positive impact on organizational creativity. At last, this research conducted in-depth discussion through conclusion and managerial intuition, and presented concrete contributions and practical recommendations as reference for the academic field and industry.
陳姿汝. "A design creativity model for peer-group interactions." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/28068160355278640442.
Full text國立交通大學
土木工程學系
101
Creativity comes from diverse interaction processes. There is great correlation between creativity and design activities. They all pursue the goal of creative thinking and emphasize the value of group dynamics. In design practice it could be found that expert designers spent a lot of time and efforts on talking with the specific consultants and peers. This showed that it was important to interact with each other in design activities. However, in the design field, few researchers discussed the effect of the interaction among designers on creativity in a group design process. Therefore, the paper would like to research what the creative process of peer-group interactions is and how the sharing of the design ideas influences the creative thinking of the designers in a peer-group. The objective of this research is to get a design creativity model for peer-group interactions from a pool of empirical data. The methodologies and steps in this study were divided into two main parts. Step one used the method of observations and case studies to observe two practical design cases and shape a preliminary design creativity model of group interaction first. The second step is to discuss the detail cognitive process in a design group using protocol analysis and then build a final design creativity model for peer-group interactions. The results are to understand the interaction of creative thinking in a group. It is useful not only for people to realize the process of group creativity, but also for designers to master their own creative thinking in the process which is interacted with others.
Tsai, Yi-Yi, and 蔡怡怡. "A Study of Senior Artists' Creativity-Analysis via the Perspective of Csikszentmihayi's Systems Model for Creativity." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/6wh87x.
Full text國立臺灣師範大學
社會教育學系
104
The main purpose of this research is to investigate the changes of creativity for aging artist painters, the internal and external factors affecting such changes and the painters’ responding strategies, and their practice for developing sustainable creativity. In this research, four outstanding Taiwanese senior painters were purposively sampled. In-depth interview was the major method of this study, supplemented by collecting artists’ painting-albums and books, reviewing art critics and documentaries, visiting relevant exhibitions, and attending their speeches. In addition, in order to enhance the reliability and creditability of this research, three professional painters were invited to participate in assessing these painters’ changes of paintings. Basically, this research analyzed the artists’ sustainable creativity via the systems model developed by Csikszentmihalyi. After inspecting the materials of the four cases, the findings of this research are as follows : 1. The relations of the changes of creativity and relevant factors: (1) Painters believe artistic break-through are still possible even in aged period; (2) The quantities of their creation do not decrease even though in old age. If there is any decrease, it is due to less passion for certain topics, changes of painting media, or important life events; (3) The quality of the artworks gets better and more even with the painters’ more mature skills, techniques and experiences. (4) Before their aged period, the painters tended to develop unique techniques/skills by “associated thinking” as their artistic approach. After that, the artists use their own integrated and unique skills to directly express their thoughts. (5) After the aged period, the painters tend to have different mindsets and visions, and thus create different artwork. 2. Based on creativity systems model created by Csikszentmihalyi, this research found that the systems model is partially applicable to the development of creativity for senior painters. Among the three systems, “individual”, which includes artistic faith, successful aging, important life events and their understanding about life, is the most important system that affects the senior artists’ creativity transformation. The painters’ art creations, representing explicitly their creativity, are the connection between the “individual” and the “field” systems. Other gatekeepers in the “field”, such as collectors, students and peer artists, may embrace, interpret, and/or propagate the creativity messages passed by the senior painters, and are influenced by the senior painters with their leadership. In the aspect of the “domain” system, the senior painters have been seeking their own personal breakthroughs, while they continue absorbing but from other knowledge domain and hope to infuse these into their artworks. Nevertheless, whether these creativity showed by the painters’ artworks will last permanently in the domain or not is up to the future domain gatekeepers to decide. On the “field” and “domain” systems with respect to the senior painters’ creativity, this research concludes: (1) Virtuous interaction with the “field” helps them to strengthen their motivation for art creation; (2) The painters tend not to interact with uninteresting people or matters and those cause negative feelings; (3) They gradually pay less attention to the gatekeepers in the field; (4) They are influenced less by surrounding environment but are eager to absorb interdisciplinary knowledge extensively. 3. The relations of aging and the changes of the painters’ creativity: (1) all four painters are approaching toward “successful aging,” in terms of physiological aging, psychological aging, and social aging; (2) Resilience plays an important role in developing creativity during the aging period; (3) Strengthening cognitive function help maintaining and promoting creativity; (4) Spirituality is the main emphasis of their creativity, and wisdom is the shinning spot of such creativity; (5) Artistic creation and continuous learning help to achieve successful aging and vice versa. 4. In additional to the decline of physical conditions and psychological aging such as memory deterioration, the painters currently also face many challenges not related to aging, like computer literacy or time management. To cope these imminent need in their old age, they adopt four specific strategies: (1) establishing supporting systems; (2) adjusting their mindsets; (3) always having alternatives or only focusing on what they are good at; (4) learning. From the study of the four cases, this research also found that the painters take the following practices to sustain their development of creativity: (1) maintaining good health and keeping creating artworks with their own unique self-discipline; (2) continuing self-learning -- focusing on peacefulness and concentration; (3) exerting moderate self-pressure to sustain creating artworks; (4) taking more pondering; (5) continuing to engage in their favorite matters. Finally, this research found the meaning of creativity in old age, exemplified by these painters, are: (1) Creativity, influenced by internal motivation, expresses the painters’ inner feelings and spiritual vision; (2) The painters try to pass on their legacy and have influence through their creations; (3) They continue to absorb interdisciplinary knowledge extensively in order to make self-breakthrough; (4) Their art creations have been contributing to human cultures and societies.
Murray, Anna Marie. "Training teachers to foster creativity using the 4MAT model." 1992. https://scholarworks.umass.edu/dissertations/AAI9233118.
Full textChia-LingChang and 張嘉玲. "User Creativity-Oriented Design Process and Searching Model for Knowledge." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/42990818290712572589.
Full text國立成功大學
工業設計學系碩博士班
101
With rising of the open innovation notion, satisfying user’s creative needs of becomes a focus in new product development. Products which facilitate user’s creativity can be regarded as a kind of creative platform. Extending the concept of user innovation, this study explored two issues based on user creativity orientation. First, a design process based on user's creativity platform (UCP) is proposed for enterprises, which includes eight steps: (1) Explore user's creativity needs, (2) Classify functionality of the product, (3) Develop primary and secondary components, (4) Design creativity-friendly interface, (5) Prototype components, (6) Examine UCP product features, (7) Evaluate user’s creation experience, and (8) Assess creativity potential of user’s outcomes. Through the process, three products allowing user successive design are developed, including a set of EVA toys, storages for fresh worker and furniture for pre-school children. The process can elevate the idea of design from pure product design to the level of creative platform and experience design, assist industries to develop platform products, and meet the users’ needs for self-accomplishment. Additionally, in order to explore the user’s search behaviour for design knowledge in self-design activity, this study proposes a methodology and tools and takes the highly-involved LEGO players as the subjects to construct a “model of user's search behaviour for design knowledge”. With the proposed method, the users can be categorized by length of involvement and breadth of experience content into four kinds of status types of users, and nine essential knowledge attributes and eight key search approaches can be gained. According to the constructed model, the enterprise’s role as enabler and users’ role as designer can be further explored in design research and marketing strategy of products. The design knowledge and skills of highly-involved users will advance form a few individual hobby to a creative experience industry. It is also anticipated to offer enterprises with effective applications of users’ design resources and create new energy on knowledge economy.