• Title/Summary/Keyword: 아이디어 창의성

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The Creativity Forecasting of Design Idea Sketches According to the Ambiguity of Visual Stimuli and Idea-Sharing Situations (시각자극의 모호함과 아이디어 교류의 유무에 따른 디자인 아이디어의 창의성 예측)

  • Jang, Sun Hee
    • The Journal of the Korea Contents Association
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    • v.16 no.4
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    • pp.275-288
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    • 2016
  • A decision tree analysis was performed by categorizing the idea sketches produced in the group environment into three different levels of visual stimuli ambiguity (vague, ambiguous, and definite) and two idea-sharing situations (before and after). We then examined the predicted values for the creativity of each group's idea sketches, the factors that led to high creativity scores, and their standards. The results of the analyses indicated that the Resistance to Premature Closure, Originality, Elaboration, ness, and Similarity represented important predictors of the creativity of design idea sketches according to the level of ambiguity of the visual stimuli used and whether ideas were shared or not. The group presented with vague stimuli after sharing ideas scored the highest predicted creativity value and the group presented with definite stimuli after sharing ideas scored the lowest predicted creativity value.

The effect of the 1:1 coaching and the example ideas with the GROW model on the creativity of new product development ideas (GROW모델을 활용한 1:1 코칭과 예시 아이디어가 신제품 개발 아이디어 창의성에 미치는 영향)

  • Hwan, Hyeonhee;Jung, Moon-Sun;Kim, KunBae;Kim, BooMin
    • The Korean Journal of Coaching Psychology
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    • v.5 no.2
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    • pp.1-24
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    • 2021
  • This study is an experimental study to examine the effect of the 1:1 coaching and example ideas with the GROW model on the creativity of new product ideas. Participants were composed of 32 adults who did not know coaching and were not related to new product development-related industries, and the experiment was randomly assigned to 1:1 coaching group, example idea group, and control group. The ideas answered by the participants were evaluated by measuring novelty, appropriateness, and willingness to pay after the experiment, and 30 experimental data and 3 expert group evaluation data were used for the final analysis. As a result of the study, the 1:1 coaching using the GROW model had a significant effect on the creativity of new product ideas, and in particular, had a positive effect on novelty. The example idea group received the lowest score among the three groups, including the control group, in novelty and suitability, and was found to have a negative effect on idea creativity. Based on these results, implications and limitations for the use of coaching in the work or situation of presenting creative ideas were discussed, and suggestions for follow-up studies were made.

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A Study on the Creative Game Design Framework (창의적인 게임아이디어 발상에 관한 방법 연구)

  • Choi, Dong-Seong
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.49-59
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    • 2011
  • The creativity is the important ability required to game designers. But there is few research for the definition of creativity and creative thinking method. This study suggests that what creativity is and how to use creative thinking methods in the game design. In the first, this study analyzes three types of creativity meaning: revolutionary creativity, evolutionary creativity and impromptu creativity. In the second, this study suggests that how to use thinking methods that are mind map, brainstorming, check list and etc. The game designer's creativity can be improved by the suggestion of this study.

The Design of Gamification to Improve Youth's Creativity : The Cases of 'Idea League' and 'Idea Company' (청소년의 창의성 향상을 위한 게이미피케이션 설계 방안 : '아이디어 리그' 및 '아이디어 컴퍼니' 사례)

  • Chung, Do-Bum;Jang, Hye-Jeong;Lee, Kyuhong;Lee, Hwanjoo
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.47-60
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    • 2019
  • This study presents the cases of 'Idea League' and 'Idea Company' designed to improve the creativity of youth, the protagonist of the future startup in 'Idea Maru' platform. The 'Idea League' is a service where youths suggest ideas about questions that require creativity, and it can be fun to compete rankings of ideas or directly evaluate other ideas. Besides, 'Idea Company' is a service for youths to establish a virtual company, and they can receive mentoring and simulated investment for the established virtual company. The result of this study suggests that gamification can be applied in non-game areas, and it will contribute to spreading positive perception of the game.

The Effects of Background Knowledge and Prior-Examples in Creative Problem Solving (창의적 아이디어 산출에 대한 배경지식과 사례의 영향)

  • 이정모;정재학
    • Korean Journal of Cognitive Science
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    • v.13 no.2
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    • pp.47-59
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    • 2002
  • Three experiments were conducted to investigate whether different types (common vs. uncommon) of prior-examples entail different effects in creative problem solving, and whether types/levels (rich or lean. common or uncommon) of background knowledge interact with types of prior-examples. It was found that the example types and the types/levels of background knowledge do interact and have some differential effects on generating novel and useful ideas. In Experiment 1 and 2. uncommon examples had a positive effect - generating many novel and useful ideas. regardless of background knowledge types. while common examples had positive effects, only when the background knowledge was somewhat uncommon In Experiment 3 it was also found that types (irrelevant,. single common. single uncommon, or multiple common + uncommon) of background knowledge seemed to influence differently on the ease of finding solutions: when background knowledge is diverse or not directly related to the task problem, uncommon prior examples produced much greater number of novel ideas than it was with single common or sin91e uncommon background knowledge. Implications of the present study were discussed. in relation to mental sets and fixation.

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Design Generation Methodology For Creative Design Thinking (창의적 사고를 통한 아이디어 발상 방법론)

  • Hong, Jeong-Pyo;Jeong, Su-Gyeong;Jo, Dong-Min
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2007.05a
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    • pp.81-84
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    • 2007
  • 소비자들이 상품에 대한 미학적인 측면을 점점 더 중요시 하게 됨에 따라 현대 디자인은 기존의 개념을 탈피하여 새롭고 부드러우며 유연한 감성이 요구되고 있다. 디자인의 궁극적인 목표가 '소비자의 꿈을 현실로 만들어 주는 것'이라면 이러한 목표에 이르기 위한 '창의적 아이디어발상' 은 디자이너가 갖추어야 할 가장 중요한 능력 중의 하나이다. 따라서 본 연구는 창의적 아이디어 발상법에 대한 선행연구의 프로세스와 방법론의 문제점을 파악하고, 이를 보완한 새로운 디자인 방법론을 제시하고자 한다. 이와 같은 연구목적을 이루기 위해 사례연구로써 컴퓨터를 이용한 창의적 아이디어 발상법을 제안하여 디자이너에게 실제 디자인현장에서 활용할 수 있도록 하며 창의적 아이디어발상법의 개발에 대한 효과와 새로운 가능성을 제시하고자 한다.

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A Validation Study of the Creative School Environment Perceptions Scale and A Study of Group Differences (창의적 학교환경에 대한 인식 척도의 타당성 검증 및 집단 차이 연구)

  • Jo, Son-Mi
    • Journal of Gifted/Talented Education
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    • v.22 no.3
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    • pp.663-677
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    • 2012
  • The purpose of the study was to verify validity of Creative School Environment Perceptions (CSEP) scale developed based on the scale developed in 2010 by Mayfield and Mayfield. Factor analysis was used to assess construct validity. Another purpose of the study was to investigate factors related to students' perception of creative school environment through use of the group differences. The research participants were 203 elementary school students and all of them were 5th and 6th grade students. Factor analysis indicated that CSEP scale consist of three factors: creativity support, work characteristics, and creativity blocks. In addition the correlation between CSEP scale and the previous scale were investigated to verify the validity of CSEP scale. The results showed that the convergent validity were obtained. Independent-sample t test was performed to test for specific loci of significant between group differences in gender, grade, and the level of ideational behavior. The finding showed that 6th grade students said that their environment hinder creativity. Students with the high level of ideational behavior perceived their school environment was supportive while students with the low level of ideational behavior perceived their school environment was obstructive. Therefore teachers should understand students' perception of creative school environment using CSEP scale and should change students' perception of creative school environment through considering grade and the level of ideational behavior.

Creative idea generation methods by analogical association and shape elements reconstruction (유추적 연합과 형태요소 재구성에 의한 창의적 아이디어 발상법)

  • Hong, Jung-Pyo;Choi, Eun-Hee
    • Science of Emotion and Sensibility
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    • v.10 no.3
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    • pp.443-450
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    • 2007
  • Design is a realm one should have brought out creativity. So designers have continuously struggled for creating something new. In respects of that the essence of design work is making novel and creative things, and in design process' creative idea generation' to reach a final design solution is one of important capability that designers must have. In this study two different substantial methods for creative idea generation are suggested. One is existing' analogical association', an essential form widely used in association process, another is 'shape elements reconstruction' similarly operated 'shape grammar'. Therefore in this study for finding methods to reinforce designers' creative idea generation both of paper-based and computer-based design method are suggested substantially. In Both there is a common feature that existing or quiet new elements are organizationally associated or reconstructed in idea generation procedure.

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A STUDY ON THE APPLICATION OF BRAINSTORMING TO PRODUCT DESIGN CLASS (제품디자인수업의 창의성 제고를 위한 브레인스토밍기법의 응용방안)

  • 김유석
    • Proceedings of the Korea Society of Design Studies Conference
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    • 1999.10a
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    • pp.6-7
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    • 1999
  • 디자인 활동은 개인의 상상을 현실에 적합하도록 하는 작업이다. 창의력을 바탕으로 전개된 아이디어를 통해 새로운 창작물을 만들어 내고 결과를 얻는 디자인은 무엇보다도 창의적 사고 기능을 요구한다. 그래서 디자인의 기본적인 교육은 창의적인 사고력에 대한 동기부여 및 개발에 중점을 두어야 하며, 이미 국내외에서는 창의적인 아이디어를 현실화할 수 있는 미래지향적 디자이너 양성에 대한 중요성이 부각되고 있다.(중략)

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해커톤 기반 창업교육이 창업의지에 미치는 효과: 기업가정신, 창의성, 창업준비의 매개효과 검증

  • Kim, Su-Jin;Kim, Jong-Seong
    • 한국벤처창업학회:학술대회논문집
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    • 2019.04a
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    • pp.149-152
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    • 2019
  • 청년 실업률이 9%대를 넘나들고 있는 상황에서 정부는 일자리 창출을 위한 다양한 정책을 내놓고 있으며, 그 핵심에는 '벤처창업 활성화정책'이 있다. 이를 뒷받침 하듯이 각 대학에서는 창업론,벤처창업론 등 창업관련한 기초과목을 개설하고 있으며, 특히 창업지원단을 중심으로 학생들의 창업아이디어를 독려하기 위해 아이디어톤, 해커톤, 경진대회 등 다양한 창업교육프로그램을 운영하고 있다. 그러나 각 대학마다 이렇게 다양한 창업교육프로그램을 운영하고 있음에도 불구하고 이에 대한 효과성 검증에 대한 연구는 미비한 수준에 머무르고 있다. 본 연구는 이러한 연구 공백을 채우고자 해커톤 창업교육이 창업의지에 미치는 영향요인을 검증해 보는데 있다. 각기 다른 분야의 팀원들이 팀을 이루어 문제점을 발견하고 이를 창의적인 방법으로 해결해 나가는 창업교육방식인 '해커톤 창업교육'이 기업가 정신, 창의성, 창업준비에 영향을 미쳐 궁극적으로 창업의지를 높인다는 가설을 설정하고 이를 검증해보고자 한다.

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