Creative Problem Solving
Transcription
Creative Problem Solving
Creative Problem Solving Approaches Holistic Education II : Computational Thinking 11 Creativity nature ? nurture ? 22 Creativity from Curiosity 33 Think out of the box 44 Creativity from potential to realization 55 Three components of Creativity 66 Individual Creativity 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 Thus, to build creativity, periodic failures must be rewarded This idea is hard to accept for some managers [Ref.] Irwin/McGraw-Hill, 2000 77 Organizational Creativity 88 Creativity : How to find ideas that currently aren’t out there 1. 2. 3. 4. 5. Brainstorming Six Thinking Hats SCAMPER Synectics Three Dimensional Creativity : Three navigations to extend our thoughts 6. Problem Solving Process 99 1 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. 10 10 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 11 11 Brainstorming Brainstorming provides a free and open environment that encourages everyone to participate. 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. While brainstorming can be effective, it's important to approach it with an open mind and a spirit of non-judgment. During brainstorming sessions, people should avoid criticizing or rewarding ideas. Evaluate ideas at the end of the session – this is the time to explore solutions further, using conventional approaches. 12 12 2 Six Thinking Hats Six Thinking Hats is a self-help book by Edward de Bono Six Thinking Hats and the associated idea parallel thinking 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 13 13 Six Thinking Hats Managing Information Discernment Creativity Emotions Optimistic 14 14 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 15 15 3 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. S = Substitute ? C = Combine ? A = Adapt ? M = Modify ? Magnify ? P = Put to other uses ? E = Eliminate or Reduce ? R = Reverse ? Rearrange ? 16 16 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. 17 17 SCAMMPERR 18 18 SCAMPER S : Substitute C : Combine A : Adapt M : Modify M : Magnify M : Minify P : Put to other uses E : Elimination R : Rearrange R : Reverse 19 19 4 Synectics 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. The name Synectics comes from the Greek and means "the joining together of different and apparently irrelevant elements."[ 20 20 Making the Familiar Strange 21 21 5 Three Navigations to Extend our Thoughts 22 22 Footpath in the forest 23 23 Brain : The most complex system in the universe 24 24 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. 25 25 Three dimension Creativity Space Time Field Field Space Time 26 26 6 Problem Solving Process Mess Finding (MF) Problem Finding (PF) Goal Finding (GF) Solution Finding (SF) Action Finding (AF) 27 27 Learn through Practice 28 28
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