943 resultados para e-Creativity


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Is there room for more creativity in information systems? This article grew out of an AWRE'04 panel discussion on creativity in requirements engineering, and the impact of requirements engineering on creativity in systems engineering and systems use. Both panel and article were motivated by the goal of identifying a framework for understanding creativity in a larger context and thus establishing a potential structure for future research. The authors' research backgrounds differ widely and, at times, our views conflict occasionally, quite sharply. We make underlying world views - our own and those of relevant disciplines - explicit; identify the paradox caused by the need to be functionally creative while leaving room for creativity in successive stages; and argue for a multi paradigm framework for resolving this paradox.

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The marketing concept fails to explain marketing behaviour of small firms. Similar comments are now being made of large firms. This gap between theory and practice is even more significant in non-profit and arts organisations where sector specific philosophies often determine how marketing is embraced, with its underlying notions of the customer and profitability. Many of these organisations must overcome severe resource constraints by thinking creatively. This paper investigates the relationship between art, marketing, entrepreneurship and creativity in order to reach a clearer understanding of how creativity can assist both the arts organisation and those involved in researching the sector. There have been increasing calls within the academic marketing community to instil a creative philosophy within the research process. This call has not resulted in much research on the phenomenon within marketing, and certainly not from a nonprofit perspective. This paper discusses creativity as a concept drawing on a diverse range of literatures outside the management discipline. The link between creativity, marketing, entrepreneurship and art is analysed. Justification of the incorporation of creativity in the research process is presented for practitioners and theorists in marketing and the arts, so that they can learn from each others' disciplines. Implications for future research are presented, where creativity is viewed as the centre of a non-linear, free thinking understanding of artistic truth.

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In many disciplines, creativity has been recognised as an important part of problem solving. In business, creativity enables the generation of better solutions and provides an opportunity to gain a competitive advantage. In Information Systems (IS) creativity assists developers in finding solutions to difficult problems by helping to efficiently utilise available resources and allows the more effective planning and running of complex projects. One of the most important aspects of IS development is Requirements Engineering (RE), the development activity aimed at understanding the needs and wants of IS customers. While previous RE researchers suggested that creativity is crucial in building high quality information systems, fostering creative outcomes in RE is difficult as it is affected by the multifaceted socioorganisational context within which IS development commonly takes place. This paper reports findings from an empirical study into creativity in RE. Specifically, it reports various contextual factors which were found to influence the creativity of individuals and their teams

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A fusion of the power of modem information and communication technology with the potential of human creativity provides an important and interesting area for research. In this paper, we outline this general research area that we term ecreativity. In particular, we describe our own focus of interest that we label computer supported creativity and the design of creativity support systems. As this is a largely uncharted territory, further research is of vital importance. We describe our research approach in this area and illustrate this with extracts from a case study of an artist who makes extensive and novel use of information technology in her creation of paintings.

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When he was only twelve, Peter Jackson (director of The Lord of the Rings trilogy) cut fur strips from his mother's stole, and using wire he made a 20 cm model of King Kong. After a long incubation period for his ideas, he devised a modem version of the film King Kong. Research shows that the generation of new ideas (generative mental state) cannot exist at the same time as the non-generative/analytical mental state. This research has implications for technology educators who value creativity. We explored how an incubation period of non-focused thinking affected children's creative ideas for their technological products. Five teachers and 117 children from primary schools in a Victorian regional city and a semirural village participated in the study. The teachers factored in an incubation period that allowed time for the children's attention to wander in a relaxed and uncompetitive environment. We analyzed transcripts of teacher interviews and the children's written evaluations and drawings. We found a correlation between the incubation of ideas and the degree of creativity exhibited by the children. This key finding suggests that teachers of technology should take the incubation period into account in order to enhance creativity in the children's technology designs.

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The purpose of my research is to reinvigorate educational leadership through improved understandings of women primary principals in Independent schools, thereby rethinking the current directions. By 'reinvigorate' I mean investigate what serves as inspiration for current women primary leaders and explore how this might be better used to generate the kinds of educational change that lead to more dynamic primary school leadership. These 'improved understandings' are expected to suggest a reconceptualizing of primary school leadership by, what I coin 'response-ability'. By 'response-ability' I mean to expose untapped potentials in primary leadership performance so that the leader utilizes the full range of their knowledge, skills and values.

There are acknowledged gaps in the primary school Independent sector concerning women in leadership both theory and practice and in this instance the Victorian context. Considerable research surrounds educational leadership [Peter Hill (2003), Neil Cranston (2001), Frances Townsend (1999),Helen Telford.(1996) and Caldwell & Spinks (1992)]. In particular Jill Blackmore's, (1999) research analysed a number of projects focusing on women secondary principals. As a critique of leadership her research exposed the gendered influences reinforced through culture, values and language

However there has been limited research into women in primary leadership and the implications for the Independent sector. In summary this research aims to understand women in primary educational leadership and investigate the significance of their untapped knowledge, skills, attitudes and values. Furthermore to propose what may constitute 'Response-able' leadership that could serve to highlight ethical principles, authenticity and creativity.

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Technology education provides children with opportunities to be creative as they engage in problem solving and make products that address human needs. When thinking creatively, children generate new ideas through remote associations and brainstorming and this type of thinking is enhanced when attention is allowed to wander in a relaxed and uncompetitive environment. Research shows that the two mental states (generative and nongenerative/analytical) cannot exist simultaneously (Howard-Jones 2002). It follows that at some point in the technological process a child’s generative mental state needs to give way to a nongenerative, analytical state so that the child can focus on analysing information. This research project aims to investigate the impact of analytical thinking on creativity in the context of technology education in young children.

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Creativity is important in the discovery and analysis of user and business requirements to achieve innovative uses of information and communication technologies. This paper builds a theoretical framework for understanding creativity in requirements engineering. The framework provides a systematic means of understanding creativity in requirements engineering and comprises five elements (product, process, domain, people and socio-organisational context). The framework provides researchers with a sound basis for exploring how the five elements of creativity can be incorporated within RE methods and techniques to support creative requirements engineering. It provides practitioners with a systematic means of creating environments that nurture and develop creative people, cognitive and collaborative processes and products.

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This article explores the development and creative practices of an online  community within an Australian university. The authors argue that creativity can be enhanced and supported by the development and implementation of purpose-specific learning environments, such as an online learning community. Within such a community the participants are exposed to a number of requisite elements designed to support the exploration of their own learning process and the development of creativity. The following study discusses the establishment of such a community and the social, cultural and learning practices of the student participants.

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This paper explores the implementation of a creativity support system (CSS) for tertiary students studying Games Design and Development at Deakin University, Victoria, Australia. The students at the centre of this study are the ‘next’ generation of learners and are often called the Internet generation because of their pre-imposed for ‘online’ and being ‘connected’. The CSS for the games students is designed within a context that encompasses a ‘whole’ system, as focusing on only one component to augment a person’s creativity does not take into consideration the multitude of factors, for example social factors, that are pertinent on a person ability to grow their creative behaviours. This study will present a set of factors that each CSS should employ to facilitate creative abilities within people, with particular focus on how social activities help to enhance creativity.

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This paper proposes a new approach to engaging and stimulating users in the requirements analysis process when developing a new information system – an ICT innovation for business. The approach is based on a synthesis of a constructivist learning theory and a creativity education theory. In contrast to previous approaches in which the systems analyst elicits requirements from the user, in the proposed approach, the user is engaged and stimulated to become a proactive and creative learner in the process of identifying and discovering their business problem as well as exploring opportunities to apply ICT innovations to solve the problem.

Two experiential digital simulations are described as a proof of concept to demonstrate the proposed approach a learning environment. Learning from the case study suggests that both systems analyst and business users can be stimulated to be active learners in their discovery of problem, creative ideas and problem solutions in requirements elicitation and discovery.

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Sustainability is a critical aim of Malaysian public policy and an important aim in education. Nonetheless, what sustainability means as it relates to education and the relationship between education and a sustainable future is unclear. In this paper I shall investigate the role that Universities in Malaysia play in shifting the practice and culture of innovation and creativity towards more sustainable values and outcomes. Sustainable education is based on ensuring that the capacities of students and the broader society are reengaged and empowered through connecting education to the needs and aspirations of civil society and moving away from neoliberal ideas of education as a practice of consumption towards, sustainable values of advancing human dignity.

Creativity and innovation within such an educational framework are goals and practices deeply connected and embedded within sustainable commitments to social justice, the public good, as well as individual growth and development which provide a critical legitimizing principle for university research and teaching. One of the key theoretical influences in making this argument will draw from the arguments of Amartya Sen whose theorization of capability may provide us with a way of thinking about social growth and development that is not possessively individualistic but rather socially concerned. I will discuss this in reference to the approach of University Sains Malaysia which provides an example of a public University seeking to engage sustainability and tie educational creativity and innovation back to the common good and a sustainable future.

The philosophical aim of this paper is to show how universities can pursue creativity and innovation as socially useful practices for advancing humane and sustainable values throughout Malaysian society and avoid the fusion of creativity with possessive individualism, consummerization and social irresponsibility. In this respect this paper addresses directly the theme of the conference: ‘Thinking Minds: Nurturing the Design of a Better Future'. '

To realise our national aspirations, a concerted effort is needed to increase our nation’s competitiveness, productivity and innovativeness. Attributes such as desire for knowledge, innovative thinking, creativity and competitiveness must be imbued within our people. The inculcation of moral values, progressiveness and performance-based cultures must also be instilled if we are to nurture successful individuals of the highest quality. This will determine our success as a knowledge-based economy.’ (Badawi 2007)

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This thesis asks: ‘How can tertiary education nurture entrepreneurial creativity?’ Entrepreneurship is considered to be a vital determinant of economic growth and the entrepreneur is understood as someone who innovates and commercialises their own innovation. The setting is New Zealand which is struggling to make the shift from relying on primary production to becoming a ‘creative economy.’ The creative individual has been identified as a new mainstream but it is argued that in New Zealand, education provision is inadequate for supporting the development of the practice of entrepreneurship. The problem is not unique. Various writers are critical of business education generally, and of the mismatch between the passion and chaos in entrepreneurs’ lives and the way education programs are typically organised as a linear sequence of discipline-based courses with prescribed content, activities and outcomes. Rich data were gathered from in-depth interviews with twelve nascent, new or experienced entrepreneurs and two associates (one a marketer, the other a scientist). Each participant was drawn from a different area of economic endeavour. They were asked to share their stories and views about creativity, the connections between creativity and entrepreneurship, business success, formal and informal education, and ways to improve tertiary education programs. The research found that a suitable environment for nurturing creativity will most likely have structure but will also enable chaos. It will present opportunities for experiencing diversity, and will stimulate unconscious and conscious mental processes. It will provide scope for hard work that is fun and involves authentic risk-taking, and will enable both individual and purposeful teamwork. The study also found that business success is not based on knowledge but is rather about being resourceful. The becoming of the creative entrepreneur thus includes developing capability to network with peers and mentors and communicate with customers and staff, and developing passion for and resilience in the pursuit of a dream. The findings suggest that in an age of uncertainty, nurturing entrepreneurial creativity and resourcefulness requires learning to be viewed as a practice-based community process where knowing and doing are interwoven with being. It is argued that this needs to align with Ronald Barnett and Kelly Coate’s (2005) notion of ‘a curriculum for engagement.’ It is suggested that an entire program might simply invite students to work collaboratively to identify and exploit an entrepreneurial opportunity by producing and commercialising an appropriate product/service innovation; to undertake this work as two separate projects – one within an existing organisation, and the other as a new venture; and to theorise their work. It is proposed that a suitable framework lies in William Doll’s (2002) advocacy for a curriculum based on a matrix of five Cs: ‘currere,’ complexity, cosmology, conversation, and community. To these, creativity is added as a sixth C.