Information, Knowledge and Agile Creativity

 
 
Standards Information Network (Verlag)
  • 1. Auflage
  • |
  • erschienen am 20. September 2019
  • |
  • 284 Seiten
 
E-Book | PDF mit Adobe-DRM | Systemvoraussetzungen
978-1-119-66343-0 (ISBN)
 
Information, Knowledge and Agile Creativity will enlighten entrepreneurs, and is ideal for facilitating an organization's ability to react and adapt to its environment. Creativity is a system that engenders innovation. While integral at the conception stage, it is also important before and after this phase. This book offers a collection of tools, as well as a methodology, to estimate the agility of an organization to generate and transform ideas into solutions that are not only new but also adapted to their users. To this end, this book presents strategic foresight and problem comprehension methods; tools of sharing and visual information formatting; animation tips for creativity workshops; techniques for generating ideas; and tools for visualizing and mapping ideas, information, and knowledge.
1. Auflage
  • Englisch
  • Newark
  • |
  • USA
John Wiley & Sons Inc
  • Für Beruf und Forschung
  • 10,46 MB
978-1-119-66343-0 (9781119663430)
weitere Ausgaben werden ermittelt
Stephane Goria is Associate Professor at the University of Lorraine, France. He is member of the Mediation research center (Centre de recherche sur les mediations, Crem) and an expert in creative competitive intelligence.

Pierre Humbert is Associate Professor at Universite de Lorraine, Information and Communication Sciences Department director and member of the Crem.

Benoit Roussel is Associate Professor, member of PErSEUs laboratory at Universite de Lorraine. He is an expert in interdisciplinary innovation process for product/service and organization.
  • Cover
  • Half-Title Page
  • Title Page
  • Copyright Page
  • Contents
  • Introduction
  • 1. Creativity for Innovation
  • 1.1. Definitions of creativity
  • 1.2. The different forms of innovation
  • 1.2.1. Incremental innovation and radical innovation
  • 1.2.2. Innovation from the bottom up
  • 1.2.3. Disruptive innovation from the top down
  • 1.2.4. Innovation by market extension
  • 1.2.5. Some other forms of innovation
  • 1.3. The metaphor of the fighter plane to link creativity and innovation
  • 1.3.1. The OODA loop
  • 1.3.2. The space for imagined aerial maneuvers
  • 1.4. Conclusion
  • 2. Recognizing and Questioning the Problem
  • 2.1. Understanding and reformulating a problem
  • 2.1.1. A series of very simple questions
  • 2.1.2. Questioning problems with multiple interpretations
  • 2.1.3. The creation of concepts related to the problem or
  • 2.2. The ideal final result and resources
  • 2.2.1. The ideal final result
  • 2.2.2. Start by considering a closed world
  • 2.2.3. The balance of available resources
  • 2.3. The levels of understanding and frameworks of a problem
  • 2.3.1. The levels of scale of an understanding
  • 2.3.2. Frameworks characterizing the treatment of a problem
  • 2.3.3. The division of frames and related issues
  • 2.3.4. The benefit of this division and these questions
  • 2.4. Conclusion
  • 3. Monitoring and the Intelligence Cycle
  • 3.1. Monitoring and its forms
  • 3.1.1. The main steps in a monitoring process
  • 3.1.2. Monitoring according to their location, users and objectives
  • 3.1.3. Digital, punctual and continuous monitoring
  • 3.1.4. The practice of monitoring expressed in the form of metaphors
  • 3.2. Information search and search engines
  • 3.2.1. Keywords and strings
  • 3.2.2. Relevant search engine responses
  • 3.2.3. Choosing and searching on search engines
  • 3.3. Keywords and search engine searches
  • 3.3.1. Keyword categories
  • 3.3.2. The risks inherent in the use of keywords
  • 3.3.3. Keywords and expressions in texts
  • 3.4. Warning systems
  • 3.4.1. Web alert tools
  • 3.4.2. Content aggregation platforms
  • 3.4.3. Human resources for collective monitoring
  • 3.5. The organization of information collection
  • 3.5.1. The monitoring plan
  • 3.5.2. Human sources
  • 3.5.3. Field observations and trade show visits
  • 3.5.4. Information reports
  • 3.5.5. The comparative study or benchmarking
  • 3.6. The processing, formatting and dissemination of information
  • 4. Visual Communication and Idea Management
  • 4.1. Communication at the heart of the innovation process
  • 4.2. Knowledge mediation and creativity: the intermediary object, the boundary object
  • 4.3. The role of visual artifacts in the management of ideas
  • 4.4. The contributions and limitations of visual communication tools for idea management
  • 4.4.1. Associative representations
  • 4.4.2. Territorial representations
  • 4.4.3. Event and causal representations
  • 4.4.4. Experiential representations
  • 4.5. Conclusion
  • 5. Animating Teams to Stimulate Collective Creativity
  • 5.1. (Collective) creativity: a sought-after skill?
  • 5.2. The "classic" structuring of a collective creativity session
  • 5.2.1. Step 1 of preparing the creativity session
  • 5.2.2. Step 2 of the creativity session
  • 5.2.3. Step 3 of analyzing and reporting all the results of the creativity session
  • 5.3. The important elements of a collective creativity session
  • 5.3.1. The attitudes and state of mind for the facilitator to adopt, and for the group of participants to adopt
  • 5.3.2. Move from analytical to exploratory reasoning
  • 5.3.3. The three levels of divergence-convergence
  • 5.4. The choice of creative tools
  • 5.4.1. The five implementation logics
  • 5.4.2. The notion of "father tools"
  • 5.5. Processing the results of a collective creativity session
  • 5.6. The different forms of production
  • 5.6.1. The embryo of an idea
  • 5.6.2. The idea sheet
  • 5.6.3. The concept and the percept
  • 5.7. The selection of ideas
  • 5.8. Conclusion
  • 6. Some Techniques to Stimulate and Aid Creativity
  • 6.1. Some techniques and tools such as icebreakers or challenges
  • 6.1.1. The human knot/human chain
  • 6.1.2. The enigmas
  • 6.1.3. The marshmallow challenge
  • 6.1.4. Non-musical chairs
  • 6.1.5. The ball point game
  • 6.1.6. Expressing yourself without speaking and using a game
  • 6.1.7. The highest card tower
  • 6.1.8. The curved shot
  • 6.2. Some techniques using associative logic
  • 6.2.1. The magic wand or the machine for exploring the future
  • 6.2.2. Once upon a time - some ideas
  • 6.2.3. Reasons and changes
  • 6.2.4. The big mysterious object bag
  • 6.2.5. Concept serious play
  • 6.3. Some techniques using analog logic
  • 6.3.1. The twisting of ideas or the reversal method
  • 6.3.2. Biostorming
  • 6.3.3. Miniature men
  • 6.3.4. Lego serious play
  • 6.4. Some techniques using combinatorial logic
  • 6.4.1. The discovery matrix
  • 6.4.2. Extensive morphological analysis
  • 6.4.3. Cubification
  • 6.4.4. The scaffolding of ideas
  • 6.5. Some techniques using oneiric logic
  • 6.5.1. The ancient method of the waking dream
  • 6.5.2. Projective exploration
  • 6.5.3. The village of originals
  • 6.6. Some techniques using Aristotelian logic
  • 6.6.1. UX maps
  • 6.6.2. Segmentation
  • 6.6.3. Creative aikido
  • 6.6.4. Simplified axiomatic design
  • 6.7. Conclusion
  • 7. System Mapping and Analysis
  • 7.1. Mapping of the system's tangible and intangible assets
  • 7.1.1. Knowledge management and assets considered
  • 7.1.2. From knowledge assets to ideas
  • 7.1.3. Assets indirectly involved in knowledge creation
  • 7.1.4. The glossary of knowledge creation system assets
  • 7.1.5. Questioning and organizing assets in frameworks
  • 7.2. System analysis
  • 7.2.1. The development of a series of indicators
  • 7.2.2. Beyond the calculation of indicators
  • Conclusion
  • Bibliography
  • Index
  • Other titles from iSTE in Innovation, Entrepreneurship and Management
  • EULA

Dateiformat: PDF
Kopierschutz: Adobe-DRM (Digital Rights Management)

Systemvoraussetzungen:

Computer (Windows; MacOS X; Linux): Installieren Sie bereits vor dem Download die kostenlose Software Adobe Digital Editions (siehe E-Book Hilfe).

Tablet/Smartphone (Android; iOS): Installieren Sie bereits vor dem Download die kostenlose App Adobe Digital Editions (siehe E-Book Hilfe).

E-Book-Reader: Bookeen, Kobo, Pocketbook, Sony, Tolino u.v.a.m. (nicht Kindle)

Das Dateiformat PDF zeigt auf jeder Hardware eine Buchseite stets identisch an. Daher ist eine PDF auch für ein komplexes Layout geeignet, wie es bei Lehr- und Fachbüchern verwendet wird (Bilder, Tabellen, Spalten, Fußnoten). Bei kleinen Displays von E-Readern oder Smartphones sind PDF leider eher nervig, weil zu viel Scrollen notwendig ist. Mit Adobe-DRM wird hier ein "harter" Kopierschutz verwendet. Wenn die notwendigen Voraussetzungen nicht vorliegen, können Sie das E-Book leider nicht öffnen. Daher müssen Sie bereits vor dem Download Ihre Lese-Hardware vorbereiten.

Bitte beachten Sie bei der Verwendung der Lese-Software Adobe Digital Editions: wir empfehlen Ihnen unbedingt nach Installation der Lese-Software diese mit Ihrer persönlichen Adobe-ID zu autorisieren!

Weitere Informationen finden Sie in unserer E-Book Hilfe.


Download (sofort verfügbar)

126,99 €
inkl. 7% MwSt.
Download / Einzel-Lizenz
PDF mit Adobe-DRM
siehe Systemvoraussetzungen
E-Book bestellen