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Creative Thinking Component, Interpretation of the Theory - Report Example

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The paper "Creative Thinking Component, Interpretation of the Theory" discusses that vo- evolution is a good way to explore creativity in the process of conducting the project. It is a need to set up background and influence for the design goals, objective and concept statement…
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Creative Thinking Component, Interpretation of the Theory
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DE1203- Design Thinking Reflection Report ID: Words: There are three areas of knowledge in design thinking as explored in module de1203, which provide the basis for my engagement with the project. These components include creative thinking component; research principles component; contemporary influences component. The purpose of this report is to present personal understanding of design thinking, design creative and design reflection on development myself design skills for the future career. In literature review part, the report will demonstrate an understanding of the theories relevant to these three components. Secondly, the report will discuss the interpretation of the theories in relation to our context practice. Thirdly, it will highlight the evidence that shows the use of theories in the practice at application stage. Finally, the reflection of each component will be detailed on the conclusions ofeach chapter. This report will increase understanding of design thinking process, and provide a good reflection during the project. The report will also entail the development and procedure of my learning journey. Contents Component 1: Creative Thinking Component 1 1-1 Introduction 2 1-2 Literature Review 3 1-3 Interpretation of the theory 4 1-4 Application of the theory into practice 5 1-5 Reflection and Critical Review 6 Component 2: Creative Thinking Component 7 1-1 Introduction 2 1-2 Literature Review 3 1-3 Interpretation of the theory 4 1-4 Application of the theory into practice 5 1-5 Reflection and Critical Review 6 Component 2: Creative Thinking Component 7 1-1 Introduction 2 1-2 Literature Review 3 1-3 Interpretation of the theory 4 1-4 Application of the theory into practice 5 1-5 Reflection and Critical Review 6 Component 2: Contemporary influences component 7 1-1 Introduction 2 1-2 Literature Review 3 1-3 Interpretation of the theory 4 1-4 Application of the theory into practice 5 1-5 Reflection and Critical Review 6 Component 3: Research Principles Component 7 1-1 Introduction 2 1-2 Literature Review 3 1-3 Interpretation of the theory 4 1-4 Application of the theory into practice 5 1-5 Reflection and Critical Review 6 Reference Component 1: Creative Thinking Component 1-1 Introduction In this component, there are a wide range of methods for creative design. Creative thinking component include four parts including the problem space and solution space. These two themes lead to the knowledge of the radiant and integrated mind mapping, as well as lateral thinking. The paper will discuss the interpretation of these theories in practice and highlight the evidence showing the use of creative thinking approaches in the practice. It will also get a reflection and critical review during the process. The aim of this component is to understand the creative thinking methods and effective design practice methods. 1-2 Literature Review 1-2-1 Problem Space Radiant mind mapping Radiant mind mappingis an integrated mind mapping with numerous problems framing perspective. A radiant mind map is a form of tree-diagram of symbols and works that radiates from a core concept (Stuart, 2007). It is the enquiry center where associated ideas and concept branches radiate. Other authors such as Buzan perceives radiant mind mapping as a note-taking method that, through encouraging communication between the right and the left cerebral hemisphere, stimulates the brain. This approach also entails key features such as the use of symbols, colors, and drawn texts in maintaining the attention and interest of the enquiry. Universals This entails “creating universal form: using universals to describe design solution space” (Stuart, 2007). The human need for a secure base for knowledge is met in the Plato’s Platonic Realism of Universal theories. This gives us the basis of a world of numerous shared concepts and shared conceptual reality. These realities are exemplified by our symbols, signs, and language (Jackson 2001; Popper 1973). 1-2-2 Solution Space Concept Generation Stuart (2007) details the creative perception; sensory, conceptual and relational ways of seeing. A concept, in a conceptual communication, is a universal form that is established in the mind and protruded through the human perception process onto the physical world. The generation concept receives ideas starting from brainstorming and ideation. Lateral Thinking According to Richard (2004), “lateral thinking is concerned with changing concepts and perception”. New ideas rely on new conceptual jumps and hypotheses. It is clearly logical, in a system of patterning, to be illogical. This is because the aim of the lateral thinking is to alter perceptions and concepts to generation of new ideas. Majority of lateral thinking provides just a starting point that must be developed in a normal way of logic. 1-3 Interpretation of the Theory 1-3-1Problem Space Radiant mind mapping Radiant mind map is a virtual and natural automatic thinking in mind. Radian mind map, through expressingall brain information, encourages the evolutionary development of our process of thinking. Figure (1): Preliminary Wearable Healthcare Technology Mind Map In our mind, we have much information for all kinds of ideas. Using the radiant mind map to develop the ideas was a good method for the creative thinking. Though the radiant mind map helps to develop the ideas, at the same time it is helpful in the analysis of details for problem space. Through use the different symbol and colors to make our mind information clear. Universals Universals are good foundation when the designers want to make the new sense of person’s life. The universals at problem space would bring a range of reality experiences for designers; furthermore, help the designer make new ideas based on real experience at social world. For our project, at the beginning we decided to focus on Peripheral neuropathy condition to design the wearable healthcare technology product, and our target age for 45-75 plus age elder people. This isbecause the condition affects 1 in 10 elderly people in the UK, and NHS spends £9bone of their £90.7 bone budget on diabetes sufferers. Therefore, we went through developing the Sensus technology as the incorporation of printable electronics may increase the efficiency of the manufacture and function of the product with the scope to include remote monitoring. This way can make the elderly people live easy, and bring them comfort in their daily life of Peripheral Neuropathy sufferers. The ideas come from the universals conditions, Based on these conditions, we want to create new designing that can help elder people live easy and comfortable. 1-3-2 Solution Space Concept generation Stuart (2007) details the creative perception; sensory, conceptual and relational ways of seeing. A concept, in a conceptual communication, is a universal form that is established in the mind and protruded through the human perception process onto the physical world. The generation concept receives ideas starting from brainstorming and ideation. Lateral Thinking In tackling the lateral thinking process through our group project, we focus on wearable technology products to do a range of researches, and then reference on other wearable technology products design to create new ideas for our group designing. Nevertheless, we will develop the ideas through analysis functions, problem identification, and social conditions to make the new startingfor our group project. Thereafter, we will explore the new functions and concept for our group product. 1-4 Application of the theory into practice 1-4-1 Problem Space Radiant mind mapping Figure (2)Exploratory Mind Maps In the beginning of design, our group used the wearable technology product in the radiant mind map to analyze wearable technology products, systems, wearable gadget, and future opportunity. Through referencing their functions and finding the opportunity from social conditions, we decided to focus our attention on “Peripheral Neuropathy” to analyze conditions at this area, for example restriction, treatment, symptoms and adapting home. This way it would help to identify stakeholders, those who will benefit from the functions of the innovations and those whose services will benefit the user. The space between is where our solution lies. Therefore, the radiant mind map is a good toolthat can help us to take the notes from our brains, beginning from the center concept and to develop associated concepts and ideas radiate. Universal Figure (3): Expanding the parameters of the problem space At the universals condition, we found the problem identification for sleeping with pain. For example, the pain meets a major consequence for disturbed sleep. At the same, sleep deprivation lowers pain tolerance that makes the existing pain worse, and skin becomes hypersensitive against bed sheets.Based on universal concept, we want to design the product that can reduce the pain during sleep. Through designing this product, we aimto have a good control and treatment for the pain. At the same time, we seek to make the product design comfort, flexible, discreet, and low cost and monitor. 1-4-2 Solution Space Concept generation Like lateral thinking, our product designing ideas come from a range of researches. We reference the ideas from various researchers to create new ideas for our product. We have begun to consider our stakeholders, make systems and functions for the products, and make the product easy for stakeholders’ uses. The product can also make a person’s life easy. Figure (4) Live Easy product Lateral Thinking Like lateral thinking, our product designing ideas come from a range of researches. We reference the ideas from various researchers to create new ideas for our product. We have begun to consider our stakeholders, make systems and functions for the products, and make the product easy forstakeholders’ uses. The product can also make a person’s life easy. Figure (5) Product Summary 1-5 Reflection and Critical Review The creative thinking component, through studied concepts for problem space and solution space, helps us to have a good understanding on radiant and integrated mind map, problem framing, universals, concept generation, and lateral thinking and so on. These methodologies will be used in my design process to provoke the creative thinking. The radiant mind map would help me to take the notes from brain. I will also use all kinds of colors, symbols, and signs to promote the creation of new ideas. Having a good connection brings information together. Universals concept is like a bridge that connectsthe universals concept and conceptual concept. The report will be based on universals concept to find an opportunity to create new design, develop the ideas and to make it to real design. Concept generation belong with the solution space, when we create the problem space during the design practice, wewill meet the solution space. Through our thinking to solve the solution space problems, we will have a new concept generation. Literal thinking around the design process, during the design practice, always meet problems. Therefore, literal thinking will help our thinking more to think differently and radically to generate new idea at the project. All these methodologies promote the generation of new ideas in the creative thinking component. At the same time, like a stage during the design process, having a good understanding of these theories would help me diverge my thinking of creating new idea. Component 2: Contemporary Influences Component 2-1 Introduction Generating new concept always influence contemporary design innovation. The designer turned insight to find opportunity from future to promote the design. They aim to create value into the design. Before the designer focuses on the discipline to explore new knowledge, the designer would influence the whole system, not to draw boundaries for the design, but to add more discipline technology into the designing, and explore more functions and values into the design. For example, Apple, CPI, NIKE, Google glass, etc. Without their technology, they would also want connection of other technology into their design. 2-2 Literature Review 2-2-1 Global Vision The new education era is meant for findings instead of instructions. Art is perceived as a radar feedback, radar environment, and early system of warning: the race’s aerial (Global Vision, 2010). 2-2-2 CPI Company CPI- the Centre for process innovation is a center of technology innovation based in the UK. The primary goal of the company is to scale up the next generation of processes and products. CPI specializes on a wide range of platforms of technology and provides product development and processes capability with the general objective of creating cleaner, lower waste, more efficient economic product and processes. The company develops printable electronics through the use of rapid prototyping techniques in order to manufacture efficient, high quality parts with minimal waste. The goal of the company is to focus on responsive and efficient customer satisfaction. CPI work across a wide range of platforms of technology, each with the potential to generate a substantial impact on the future of manufacturing. The company provides formulation and flexible manufacturing, process and product facilities and expertise in industrial bio-refining and biotechnology, and printable electronics and biologics with the general goal of creating less waste, cleaner, more economic and more efficient products and processes. The company’s model of open innovation allows their customers to prove processes and develop with a reduced risk. They offer expertise and assets so that their customers can demonstrate the process and prove its feasibility prior to investing substantial amounts of money in training and capital equipment. New processes and products can be proven; on paper, in the plant, and in the lab before industrial scale manufacturing. Through using the company’s proven expertise and assets, companies can take their processes and products to market faster. There is no production down time as all of the process development is completed off-line. The company also helps their customers to produce better products faster with increased performance and quality. They can develop processes reduced manufacturing time, with higher yields, and with faster conversion of raw materials or feedstock to product. CPI allows companies to produce at low cost and low waste manufacturing. They allow companies to reduce manufacturing and capital costs through increased automation, promoting batch to continuous processes, and reduced manufacturing time. They help minimize and reuse wastes, reduce reliance on fossil fuels, and utilize natural materials (Global Vision, 2010). 2-2-3 Less is More The late DetlefMertins recounted van der Rohe, the 21-year-old, in the exceptional monograph Mies, recalled the west’s glazing design, the elevation of the courtyard of the AEG Turbune Factory, which is more utilitarian in character than the street elevation in general. Besides the technical form determinants, Mies asserted that his contribution was almost nothing. Mies first came across, on this elevation; the less is more infamous expression. He recalled that he heard it in the office of Behren for the first time. Mies had to do some drawing for a factory façade. According to him, there was nothing to be done as the columns were 19 feet (5.75 meters). After showing Behren the bunch of drawings of what he could do, he said, “less is more.’ Mies made the phrase his own by returning to it frequently again and again. 2-3 Interpretation of the Theory 2-3-1 Global Vision Influence on contemporary innovation illustrated above literature review promotes my design thinking. Marshall McLuhan thinks that the new age of education is programmed for discovery rather than instruction. His vision reminds me to focus on discovery to explore the design innovation rather than studied knowledge to explore the design innovation. The art as radar environment make sense as if the radar was feeling the environment, listening to the sound around, smelling the fresh air around, and focusing attention on someone. The radar discovers what has been found, what has been heard, smelled, and how to transmit the good feeling. The radar feedback on innovation also made sense. During radar transfer, the feeling of another person, and receiving the feedback from others is a good means for one to have a good foundation for innovation. It helps to feel more, feel differently from the feedback, and then to create new one shared with others. In addition, the antennae of the race, the mean is at now social world innovation speed will be fast. Therefore, the designer needs to think more for those feeling values and functions. They need to make the feeling fresh and attractive, in order to have a competitive advantage over the other designer feelings. 2-3-2 Less is More The effect of less is more is accomplishing better design through simplicity. It is like have more impact from using less. For example, in interior designs, the concern should be to simplify. People naturally go for patterns that aid them in understanding the world. Therefore, visual disjointedness or chaos noticed consciously or not, affects the perception of an interior space. It is important to keep the ideas of simplifying in mind in interior application for color or pattern, adding fixtures and furniture, or the use of way-finding or signage in order to have a good layout supplied unify interior materials, colors, and finishes. It is also essential to have good relation between them. 2-4 Application of the theory into practice 2-4-1 Global Vision Figure (5) Problem Space:Analysing pain against age groups Reference on Marshall McLuhan thinking for the new age of education is programmed for discovery rather than instruction. At our group wearable technology healthcare project, our topic was to focus on peripheral neuropathy to have a range of researches. Through the research, we have discovered that for most elderly people pain conditions are more pressing than in younger people. At the same time, when sensitive pain occurs in peripheral nerves, hypersensitive becomes uncomfortable, making it difficult to fall asleep. Thus, we focus on identification of problem in sleeping in pain. For example in figure (6), bed cradle elevates sheets away from lower legs to help people reduce pain. There is no other technology available; therefore, we want to design the product that can make the stakeholders sleep well without pain. Figure (7) is our product that reduces pain in sleep. The design provides imitates sock with band of conductive material connecting electronics. Low-level electronic pulse technology adapted from SENUS usually located near knee. Toes and ankle cut away to provide ventilation. Middle part remains to provide an anchoring point, preventing the tech from riding up or down the leg. Bigger scope can be controlled with Bluetooth connected app. Figure (6) Bed cradle elevates sheets away from lower legs. Figure (7) Live Easy Product 2-4-2 CPI Company CPI, the center for process innovation at UK, scales up the next generation of products and processes. CPI provides process and product development capability with the overall aim of creating lower waste, cleaner, more efficient economic product and processes. Their printable electronics expand the healthcare field and offers, at lower cost, high performances products, which benefits patients’ experience. For our group design the project for wearable healthcare product, we want to use lower the cost of treatment efficiently, and then develop a solution that utilizes this technology to create an effective solution. In the case of easing the pain while you rest, the satisfaction could come from relief of the pain allowing them to sleep without hesitation or even prevention of the condition in patient that have been diagnosed with diabetes. Figure (8) Sensory nerve damage causes pain leading to a lack of sleep 2-4-3 Less is more The theory ‘less is more’ has been used in the development of the project, nursing house design. I intend to apply the natural elements in the project, make interior space simple, and at the same time impact the lives of the elderly people. Since their sight is not good, I intend to make the interior decoration to help them carry out their daily activities comfortably and live a good life. I will use the material in wood finishes and natural elements to decorate the interiors, and make the heart center special. This way, the signage will help the elderly to know the exact place to get rest, organize activities and even make friends. Thus, the simple interior decoration informs the elderly of what they want, where they are, and provide a clear hierarchy of where to channel their attention. The channeled attention creates a balance between special and natural to help people enjoy the space. 2-5 Reflections and Critical Review At the social environment, design innovation ideas of all discipline grow fast. As all discipline designs develop, the designers also meet the problems about boundaries that they are trying to connect with all kinds of discipline systems to make the design smart and flexible. CPI provides process and product development capability with the overall aim of creating lower waste, cleaner, more efficient economic product and processes. Their printable electronics expand the healthcare field and offers, at lower cost, high performances products which benefits patients’ experience. Less is more beyond simple aesthetic selection makes the space have function and be flexible. Like designers try to pack too much functionality into one item, the simplify space will be flexible to help people move or conduct activities. Minimalism is an interior design concept that promotes simplicity, function, and cleanliness in residential space. Use less is more theory to layout the interior space would make the space feel more under control and peaceful. When less for more aesthetic is used in the interior design, it helps designer to easily build special space, and make the stakeholder have attention on special space. Component 3: Research Principles Component 2-1 Introduction ‘ Figure (9) Research principles methodology and approach This chapter seeks to emphasize on philosophical review of design practice positions in research in the process of conducting the project process from the conditions of familiarisation. It develops the conditions to find the problem space, to gain insight of the new generation from problem space identification, and to gain the ideation for the project. The aim of the projects is to promote concept development.At the same, the research would recognize these questions and compare with the concept of design project. Below is the research question for our case: 1. Research design that addresses ontological questions of what defines and good for the design. 2. Research design that addresses epistemological questions of how to gain knowledge of and perform design. 3. Research design that deals with contextual questions of the way design and the world interacts when it meets people’s social systems, cultures, the environment, etc. 4. Research design research that deals with procedural questions of the techniques, tools, and procedures, which are pertinent to the design execution. (NICOLAL STEINO, 2011). 2-2 Literature Review 2-2-1 Research design between design and research One of the most core challenges in design research is precisely in understanding how theoretical and methodological knowledge can be produced through the creation of artefacts. In design research, artefacts refer to prototypes and products, which make the objects of design. Instead, these artefacts are used as tools for the sole purpose of making experiments for the exploration of research questions and/or a research program (Brant& Binder, 2007). The key question for design research relates to obtaining insight of how the research artefacts deliver in the form of conceptual frameworks, theory construction, new technologies, taxonomies, and new techniques (NICOLAL STEINO, 2011). 2-2-2 Empathy on the edge Design empathy approach draws upon the real-world experiences of people in order to address modern challenges. When companies make efforts to understand what the people need and their inspiration, they unlock the capacity of creative innovation. Design empathic artefacts seek to deliver experiences that build empathy for the actual experiences of people in the real world (Battarbee, IEDO). 2-2-3 Co-evolution of problem – solution Figure (10) The co-evolution model of maher et al The Maher et al. proposed creative design model is based on ‘co-evolution’ of the problem space and the solution space and in the process of design. The solution space and the problem space together co-evolve and interchange information between each other. The model illustrates a rough description of what took place in this case. Coherent information was generated in the information of the assignment and helped in crystallising the solution’s idea. This core idea of the solution changed the view of the problem of the designer. The designer redefines the problem and checks if it fit in the original solution, and changes the fledging-solution. The development pattern fits in the Maher model. 2-3 Interpretation of the Theory 2-3-1 Research design between design and research Design research is an important key line in the process of conductinga project. In the beginning, the designer needs find key questions like problem space to develop the project, and obtain insight into the knowledge delivered by the artefacts of the research. Thus, when we do our group project wearable healthcare technology, we are trying, through all kinds of health conditions researches, to find a topic. Through researching NHS health care, care and support else solutions, we found out that most of the people are affected because illness results in pain in their day-to-day activities and life. Therefore, we want to design a product that can reduce the pain in person’s day-to-day activities and life. We initially chose “Peripheral Neuropathy” topic, and focused on the conditions to develop our research field contacts to wearable healthcare technology, CPI Company, and Polyphotonix. 2-3-2 Empathy Design empathy can be used to solve the people’s problems in their daily life and help them live a happy, easy life. For example, the business market uses empathy to seek opportunities through connecting with peoples. At the same time, the designer, through using the empathy,are able to obtain insight that on what the people need. They can also develop the designing concepts, products, service, and help them to createa design product or project. For our group project wearable healthcare technology, we found that the problems for sensory nerve damage causes pain and leads to a lack of sleep. At the same time, the sensory pain receptors close to skin, and predominantly hands and feet. Nevertheless, we found that existing treatment technology include heat/cold treatment, electro, laser, and ultrasound. However, for the SENSUS treatment, needs development are not suitable for sleep now. Furthermore, the NHS had low expenditure to intervene in further developing conditions. Thus, we want to design the product that reduces the pain during sleep. 2-3-3 Co-evolutions Co- evolution is a good way to explore creativity in the process of conducting the project. At the beginning of the design, we need to set up background and influence for the design goals, objective and concept statement. This may form a problem space for the designer project. However, the ideas always change during the project process. The reason may be the designer having a new insight and creativity into project. In addition, the designer may make the wrong way for the project. When the designer is conducting the project during the process of design, through solving the problem, it helps the design process to keep moving. Therefore, the problem space and solution space are always linked together with information interchange between the two spaces. 2-4 Application of the theory into practice 2-4-1 Design research between design and research At the beginning of the group project, we did a range of researches in order to think of a question. We came up with this question; do the stakeholders involved get benefits from the wearable technology? This is one of the overarching questions driving this creative design project. 2-4-2 Empathy For our group work, we collected information about “peripheral Neuropathy. ” we noted that it affects one out of 50 people in the UK, and one out of ten people in the aging population. The condition also affects over 20 million in America. The cost of treatment in the US is about 10.9 billion dollars per annum. The disease has been associated with causes such as physical injury, systemic diseases, and viral infections. While the most common cause is diabetes, side effects of certain medication also cause the condition. We also did research on NHS cost on the pain annually. We did identify the pain specifications, through knowing the existing productsto find the new opportunity for pain reduction product, and the product functions. In addition, Sensus as a product seeks to relieve pains associated with nerve damage. The device can be used alongside medication for pain relief. The lightweight strap, which is often fitted around the lower leg, delivers a low level electric current that stimulates the nerves and decreases the level of the pain. At our group project, wearable healthcare technology, we want to make the product compatible, light, discreet, low cost, monitor, comfortable and flexible for use. We have a range of sketches for the product design. For example, smart shirt for back pain, smart slipper and pillow remote, adapted SENSUS, Spacer, Wrist monitor with input, and wrist monitor. The product design helps people to control the pain during their daily lives. At the same time, we want to create an appropriate treatment technology for the chosen concept and possibility of others. We also intend to conduct research to identify the existing technology and what can be applied to the situation. In addition, we can develop more concepts for suitable materials that can be used during sleep. Figure (11) Potential Solutions 2-3-3 Co-evolutions Through thedevelopment of the project, we found a problem for our topic “Peripheral Neuropathy”. This type nerve damage affects the motor, sensory and autonomic nerves in predominantly the hands and feet. However, because the field is big, we did not have pertinence for the treatment. Therefore, we needto go back to problem space, to re-thinking about topic, and create a new one that can make the product to have pertinence for the pain of the people. We found out that sensory nerve damage causes pain leading to a lack of sleep. Therefore, we have a new definitionfor our topic, “sleep easy,”which focuses on the diabetes pain. The technology product will ease the pain while you rest. Figure (12)The pain limitation Figure (13) Sensory nerve damage causes pain leading to a lackof sleep 2-5 Reflections and Critical Review Through conducting this project, it helps us to identity the research methodologies to use in order to develop the designer’s creativity. In turn, it models the value proposition that can be compared to other case study propositions.At the same time, it can use all kinds of methodologies in this case to help the designers to get a good understanding of how to use research methodology and decision-making processes in achieving value proposition for a creative project production. Conclusion The design component report has examined the themes that are associated with the questions in various sections such as creative thinking, contemporary influences, and research methods. Under every theory section, the report analyses the implications of the project and compares them before the description of how they can be applied in a particular undertaken creative project production. References Stuart G English. (2007).Integrated mind mapping: multiple perspective problemframing. Northumbria University, Newcastle, UK. Stuart G English. (2007). Mapping key factors in value innovation. Northumbria University, Newcastle, UK. Stuart G English. (2007). DE1203Design Thinking, Creating Universal Form: Using Universals to Describe Design Solution Space.Northumbria University, Newcastle, UK. Read More
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