114 resultados para theorising creativity


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Despite over 20 years of intervention programmes, the gender balance in the computing profession is not improving. It has been suggested that the problem with much of the research on gender and computing is that it is under-theorised. The contribution of this study is an evaluation framework, designed to evaluate gender and computing interventions, which will advance the theorisation of research through programme evaluation. This study was undertaken in three phases: The first involved theory building through an extensive review of the literature resulting in a conceptual framework for intervention programme evaluation. The second phase consisted of a multiple-case study of 14 major intervention programmes in Australia. Subsequent modifications to the conceptual framework resulted in the gender and computing intervention evaluation framework. The value of the framework was confirmed in phase three by intervention experts and showed that applying the framework will help programme champions to evaluate their programmes more thoroughly. The dissemination of sound evaluation results will then enable a deeper theorisation of the issues surrounding gender and computing interventions.

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Requirements engineering (RE) often needs creativity in a form where interactions among stakeholders are particularly important: collaborative creativity. However, few studies have explicitly concentrated on understanding collaborative creativity in RE, resulting in a lack of well-founded advice for practitioners on how to support this aspect of RE. Through an online survey, this paper seeks empirical validation for a framework of factors characterising collaborative creative processes in RE. Within the limits of the validity of the study, the results show support for the utility of the framework: collaborative creativity seems to be a linear function of the mean score to all factors in the framework. Factors can be grouped, and the specific impact of each group on collaboration, value and novelty can be assessed.

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Grounded upon research in Cambodia, a theory of ‘reintegration’ is proposed for victims of sex-trafficking and benchmarks for assessing success. Drawing upon a cosmopolitan conception of shared vulnerability, it is argued that a life lived with dignity chiefly depends upon access to either modernist or traditional forms of reciprocal recognition.

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This paper draws on David Harvey’s theories of absolute and relational space in order to critique geographically bound school choices of the gentrified middle-class in the City of Melbourne, Australia. The paper relies on interviews with inner-city school choosers as generated by a longitudinal ethnographic school choice study. I argue that the participants construct their class-identity in relation to their geographical (or residential) positioning and this influences their schooling choices. In the light of this argument, I theorise geo-identity in thinking about how geographies inform and instruct identity and choice. This paper contributes by offering a focused analysis of Harvey’s spatial theories and class-identity in processes of choice.

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Requirements engineering (RE) often entails interdisciplinary groups of people working together to find novel and valuable solutions to a complex design problem. In such situations RE requires creativity in a form where interactions among stakeholders are particularly important: collaborative creativity. However, few studies have explicitly concentrated on understanding collaborative creativity in RE, resulting in limited advice for practitioners on how to support this aspect of RE. This paper provides a framework of factors characterising collaborative creative processes in RE. These factors enable a systematic investigation of the collaboratively creative nature of RE. They can potentially guide practitioners when facilitating RE efforts, and also provide researchers with ideas on where to focus when developing methods and tools for RE. © 2013 IEEE.

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 “Creativity in-transit” is a series of artworks and exegesis that explore how movements undertaken while transiting draw attention to everyday and collaborative encounters. Packing a bag is analysed as a situation where travellers negotiate a range of material, spatial, and environmental interactions, attuning travellers to collective experiences of movement.

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Creativity and innovation are often seen as being important in terms of organisations, not only dealing with large amounts of change, but also being able to flourish in uncertain times. Yet, despite large amounts of creativity research, it continues to be a contested subject and fragmented field which leaves researchers without clear direction. Thus the approach to studying creativity needs to be rethought in order to develop new insights into the phenomenon. This research contributes to the debate on creativity by developing concepts around how creativity unfolds within a specific social context. It does this by approaching the study of creativity from a critical perspective and conducting a series of case studies into creativity in organisations. This research finds that, while the production of an artefact is a prerequisite, creativity is not an enduring feature of a given artefact. Rather, creativity exists when an artefact is labelled creative within a particular social system. In addition, as part of the interpretive research process, aspects of identity work emerged. Exploration of creativity as part of the process of identity work provides novel insight into creativity and a conceptual map which may be utilized as part of ongoing research into creativity. This research makes a significant contribution to the understanding of creativity by unpacking the processes of creativity, in three diverse organisational settings, and showing how creativity may be conceptualised as a contextually bound, socially constructed label which is underpinned by identity related motives.

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Despite the large amount of creativity research which exists the nature of the phenomenon and how it comes about remains contested. Mainstream research assumes creativity is the result of a creative individual's efforts and is an inherent feature of an artefact. An alternate view postulates that creativity is contextual, occurs due to social processes, is subjective and contingent. Lack of agreement has ramifications for practitioners who are faced with a dilemma as to how to approach creativity within organisations. This research looks at creativity within an advertising agency through an alternative lens to see if this is useful and to assess whether it is able to contribute to the debate by providing new insight into the phenomenon. Findings show a number of social processes involved in the construction of creativity in this environment. This paper concludes by arguing that having an in-depth understanding of how creativity happens can provide practitioners with a basis for reflection and the foundation for development of an action plan around the management of creativity.