Creative Problem Solving

Transcription

Creative Problem Solving
Creative Problem Solving Approaches
Holistic Education II : Computational Thinking
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Creativity
 nature ?
 nurture ?
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Creativity from Curiosity
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Think out of the box
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Creativity from potential to realization
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Three components of Creativity
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Individual Creativity
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Organizations can build an environment supportive of
creativity
 Many of these issues are the same as for the learning
organization
 Managers must provide employees with the ability to
take risks
 If people take risks, they will occasionally fail
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Thus, to build creativity, periodic failures must be rewarded
 This idea is hard to accept for some managers
[Ref.] Irwin/McGraw-Hill, 2000
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Organizational Creativity
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Creativity : How to find ideas that currently aren’t out there
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Brainstorming
Six Thinking Hats
SCAMPER
Synectics
Three Dimensional Creativity : Three
navigations to extend our thoughts
6. Problem Solving Process
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Brainstorming
Brainstorming is a group creativity technique by which efforts are made
to find a conclusion for a specific problem by gathering a list of ideas
spontaneously contributed by its members.
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Brainstorming rules
1. One idea at a time
2. Encourage wild ideas
3. Go for quantity
4. Be visual
5. Headline
6. Build on others’ ideas “yes, and”
7. Defer judgement
8. Marking and sifting
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Brainstorming
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Brainstorming provides a free and open environment that encourages
everyone to participate.
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It can also help you get buy-in from team members for the solution
chosen – after all, they're likely to be more committed to an approach if
they were involved in developing it.
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While brainstorming can be effective, it's important to approach it with
an open mind and a spirit of non-judgment.
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During brainstorming sessions, people should avoid criticizing or
rewarding ideas.
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Evaluate ideas at the end of the session – this is the time to explore
solutions further, using conventional approaches.
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Six Thinking Hats
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Six Thinking Hats is a self-help book by Edward de Bono
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Six Thinking Hats and the associated idea parallel thinking
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Colored hats are used as metaphors for each direction.
The six thinking hats indicate problems and solutions about
an idea the thinker may come up with.
Which describes a tool for group discussion and individual
thinking involving six colored hats.
provide a means for groups to plan thinking processes in a
detailed and cohesive way, and in doing so to think
together more effectively.
[Ref.] Edward de Bo, 1985
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Six Thinking Hats
Managing
Information
Discernment
Creativity
Emotions
Optimistic
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Six distinct directions are identified and assigned a color
 Managing Blue - what is the subject? what are we thinking
about? what is the goal?
 Information White - considering purely what information is
available, what are the facts?
 Emotions Red - intuitive or instinctive gut reactions or
statements of emotional feeling (but not any justification)
 Discernment Black - logic applied to identifying reasons to
be cautious and conservative
 Optimistic response Yellow - logic applied to identifying
benefits, seeking harmony
 Creativity Green - statements of provocation and
investigation, seeing where a thought goes
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SCAMPER
 SCAMPER is a checklist of ideas-spurring questions.
 Some of the questions were first suggested by Alex Osborn,
a pioneer teacher of creativity.
 They were later arranged by Bob Eberle into this mnemonic.
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S = Substitute ?
C = Combine ?
A = Adapt ?
M = Modify ? Magnify ?
P = Put to other uses ?
E = Eliminate or Reduce ?
R = Reverse ? Rearrange ?
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To use SCAMPER
1. Isolate the challenge or subject you want to think about.
2. Ask SCAMPER questions about each step of the challenge
or subject and see what new ideas emerge.
[Ref.] Thinkertoys: A Handbook of Business Creativity, Michael Michalko,
published by Ten Speed Press, Berkeley, California.
 [verb] scamper : When people or small animals scamper
somewhere, they move there quickly with small, light steps.
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SCAMMPERR
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SCAMPER
 S : Substitute
 C : Combine
 A : Adapt
 M : Modify
 M : Magnify
 M : Minify
 P : Put to other uses
 E : Elimination
 R : Rearrange
 R : Reverse
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Synectics
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Synectics is a problem solving methodology that
stimulates thought processes of which the subject may be
unaware. This method was developed by George M.
Prince (1918 - 2009) and William J.J. Gordon, originating
in the Arthur D. Little Invention Design Unit in the 1950s.
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The name Synectics comes from the Greek and means
"the joining together of different and apparently irrelevant
elements."[
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Making the Familiar Strange
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Three Navigations to Extend our Thoughts
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Footpath in the forest
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Brain : The most complex system in the universe
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Synapses of the nervous system
In the nervous system, a synapse is a structure that permits a neuron (or
nerve cell) to pass an electrical or chemical signal to another neuron.
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Three dimension Creativity
Space
Time
Field
Field
Space
Time
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Problem Solving Process
Mess Finding (MF)
Problem Finding (PF)
Goal Finding (GF)
Solution Finding (SF)
Action Finding (AF)
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Learn through Practice
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