• 제목/요약/키워드: Creative Idea

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창조적 사고 방법의 공간디자인 적용에 관한 연구 - 트리즈를 중심으로 - (A Study on the Adaption of Creative Thinking Methodologies in the Spatial Design - Focused on TRIZ -)

  • 김성혜
    • 한국실내디자인학회논문집
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    • 제22권4호
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    • pp.33-40
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    • 2013
  • This study aims to recognize that creative thinking methodologies can be adopted in the spatial design. The concept of 'Convergent' and 'Divergent' used in structure of intellect model by Guilford is chosen to understand the character of creative thinking methodologies. Technical and physical contradictions is analyzed for '40 inventive principles' of TRIZ and spatial design works. Through this study, we recognize that the creative thinking methodologies consist of analysis, idea generation and evaluation phase. The psychological inertia that limits the creative thinking should be move away from solving problem, and convergent and divergent thinking have peculiarities to be adopted in condition and to be harmonized, and to set the direction of solving technical problems through to reach the target point integrated way of thinking is needed. '40 inventive principles' by Altshuller are based on engineering and useful in many areas of fields. However some principles are not accepted in design process because these are not considered in design field and paradigm is changed from machine to nature. Nowadays, nature is a prime issue for sustainable human life, because it has sustainable recycle structure and saving energy ways. Thus, creative thinking, including TRIZ is useful in design education and progress, and should be an essential element to get a new design paradigm.

CPS(Creative Problem Solving)를 활용한 창의적 설계 및 실습에 관한 연구 (A Study on Creative Design and Practice using CPS(Creative Problem Solving))

  • 홍성도;허용정
    • 한국실천공학교육학회논문지
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    • 제4권2호
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    • pp.1-6
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    • 2012
  • 전공과목과 더불어 학습자들에게 창의적인 문제 해결 능력을 교육하기 위한 창의적 사고 기법의 중요성이 대두되고 있다. 실무 현장에서도 전공 능력과 창의력의 동시 함양을 강조하고 있다. 창의적 문제 해결 능력이 중요시되고 있는 상황에서 창의적 문제 해결 기법인 CPS는 빠르고 명확한 문제 해결의 가능성이 높은 기법이라고 할 수 있다. 본 연구에서 활용한 CPS는 문제의 원인을 체계적으로 정의하고 단계별 분석을 통해 명확한 아이디어를 도출할 수 있도록 하는 5단계 가이드를 제시한다. 또한, 적용범위가 넓어 실무 현장의 다양한 문제를 분석하고 명확히 평가할 수 있다. 본 연구에서는 CPS 5단계를 활용하여 창의적 문제 해결 능력 배양을 위한 실습교육을 학습자들에게 제공한 결과를 바탕으로 창의적 문제 해결 능력 실습에 필요한 과정을 제안하였다.

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공과대학생의 종합설계에 대한 창의융합 인식 비교 (The Awareness Comparison about Creative Converged Competence for the Capstone Design among Engineering Students)

  • 윤석범;장은영
    • 실천공학교육논문지
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    • 제11권1호
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    • pp.9-15
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    • 2019
  • 졸업 연구작품 제작에 참여한 학생들과 참여하지 않은 학생들에게서 인식되는 창의적 능력, 창의적 성격, 창의적 리더십 및 융합적 사고와 관련된 역량을 파악하였다. 창의적 능력에서는 참여 학과 학생들에게서 다양한 전공 분야의 이해를 통한 아이디어 창출에 대한 부분의 교육에 더 많은 교육과정과 비교과 활동의 운영이 필요하나 전체적으로는 비참여 학생보다는 높은 긍정적 결과를 얻었다. 창의적 리더십 및 융합적 사고에서는 종합설계와 졸업작품을 진행한 학생이 더 긍정적인 면을 보여주었으며 미참여 학과 학생들은 고등사고, 복잡한 현상의 논리적 분석 및 전체적 파악 등에서 창의적 역량이 부족함을 나타내었다.

그룹 아이디어 제너레이션을 위한 시뮬레이션 알고리즘의 개발 (Group Idea Generation and Simulation)

  • 정종호
    • 경영과학
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    • 제26권2호
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    • pp.37-59
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    • 2009
  • Electronic brainstorming (EBS) to improve the process and outcomes of group decision making is an artifact of Information Systems legacy. Despite three decades of research with EBS in an effort to become a key resource of organizational performance, its performance when compared to that of nominal is inconclusive because of the recent debate over its usefulness in terms of productivity. Subsequent researchers have directed our attention to the re-examination of cognitive stimulation, which is considered the major benefit in computer-based idea generation, to explain the performance singularity in computer-based groups. While both cognitive and motivational factors that moderate and mediate the group-interaction process remain unexplored, individual differences that are tightly linked to creative behavior have been largely ignored to account for the discrepancy in performance. Since simulations have been widely used in situations where an outcome does not meet the assumptions, the notion of a group simulator and detailed simulation mechanisms are introduced to examine the potential effects of individual differences on the performance of computer-based idea generation groups. In addition, two prior studies that empirically explored cognitive mechanisms with the group simulator are showcased along with six propositions to initiate future research.

창의적 캡스톤 디자인을 활용한 팀 프로젝트수업 운영에 따른 학습만족도 및 이해도 변화에 관한 연구 (A Study on the Change of Learning Satisfaction and Comprehension of Team Project Instruction Using Creative Capstone Design)

  • 김창희
    • 디지털산업정보학회논문지
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    • 제13권4호
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    • pp.179-191
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    • 2017
  • The purpose of this study is to investigate the change of comprehension degree about learning satisfaction and capstone class by applying the subject which draws idea for team project task in college to creative capstone design program. The Capstone Design Program is designed to train fieldworkers with creative problem solving skills and is widely applied as a problem-solving course in team-based projects. In this paper, based on the case study of the 'fusion capstone design' operated in the first semester of 2015 ~ 2017, the capstone design course was established in the course of designing ideas for problem solving. The results of this study are as follows: First, the questionnaire about capstone design instruction process, instruction method, and learning achievement satisfaction were analyzed. As a result, understanding of capstone design was found to be higher than that of class before class, and satisfaction of performance course, method of teaching performance and learning outcome were obtained.

비교과프로그램으로서의 창의·융합캠프 사례연구 (Case Study of Creative Merged Camp for non-Subject Program Development)

  • 주은숙;김창수;김경환
    • 공학교육연구
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    • 제19권1호
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    • pp.54-60
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    • 2016
  • This paper was built for an activation of a merged education and development of non-subject, new type creative merged education program having effectivities. This program is disciplined a kind of flipped learning and camp program of 2 nights and 3 days. Given a problem which big enough and open-ended problem, multidisciplinary team that composed with engineering and design major students works the capstone design project. For ordinary engineering design process, 'how can we make?' was important. But in this program 'what can we make?' is more serious question. Our program was pursuing an creative idea that can induce innovation. Teaching or interference of professors was minimized and then students solve the problem theirselves by long time and liberal brainstorming. Last products is not real goods and only a proposal for manufacturing. Finally, the results are presented using ppt and board. After not only professors but also students of other teams can ask a question, resolve and comment on that proposal. The benefits of this program are that inner members of university take a whole process from planning and working to last evaluation. Besides economic benefit, they can secure an infrastructure for development of creative merged education program by running for several times and so can improve the program continuously. For an aspect of students, they can respond to recently highlighted creative experiences that required for recruitment.

A Creative Apparel Up-cycling Design Development Using Creative Thinking Methodology

  • Minji Kim
    • 패션비즈니스
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    • 제27권6호
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    • pp.147-159
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    • 2023
  • Fashion is the second most polluting industry. We must strive to transition to a form of industry that does not cause environmental pollution. These efforts drive may fashion brands to produce and sell products with redesigned methods that delight the inventory flow. Accordingly, it is necessary to develop creative apparel up-cycling design using the creative thinking method. This study aims to produce clothing redesign works by introducing design idea types for systematic redesign creation. In this research, we conducted a literature review on the concept of up-cycling design and employed heterotopa spacial concept reflected fashion design creation methodology types. The RE;CODE, a leading domestic up-cycling design brand, was used in case analysis. According to the command of shape transformation, it is spreading, stacking, dropping, inverting and crossing, from the creative thinking method reflecting heterotopia spacial concepts, showing designers a concrete way to transform form into new apparel. Seven works of apparel up-cycling design were developed by conducting process of RE;CODE. Also, to establish an apparel up-cycling design creation process for creating works. In this study, we proposed a systematic method for apparel up-cycling design, including a method for reorganizing two or more different materials to create something new and ultimately reversing the structure. The value and significance of this study is that it proposes a systematic method for apparel up-cycling design to make it new.

창조도시 담론의 비판 : 생성의 로컬리티 탐색 (Critical Study on the Discourses of Creative City : Becoming Locality as an Alternative Thinking and Practice)

  • 박규택;이상봉
    • 한국지역지리학회지
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    • 제19권1호
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    • pp.60-74
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    • 2013
  • 창조도시 담론이 서구 자본주의 국가를 중심으로 진행된 세계화 혹은 탈산업화 사회 속에서 도시 발전 혹은 재생을 위한 정책수단으로 활용됨에 따라 다양한 논의가 진행되고 있다. 현실적으로 세계의 많은 국가의 도시들이 창조도시에 관한 충분한 검토를 결여한 채 도시 발전 혹은 재생 정책으로 채택하여 실천하고 있다. 본 연구는 창조도시, 특히 창조산업과 창조계급에 관한 문헌을 비판적으로 검토한 뒤 새로운 틀로 생성의 로컬리티를 제시하고자 한다. 이 틀은 창조성 혹은 창조도시와 관련된 문화 예술, 창조 행위자, 장소에 토대를 두고 있으며, 기존의 창조도시 논의를 생성하는 로컬리티 측면에서 새롭게 해석하고 나아가 도시 및 지역이 직면한 현실 문제들을 해결하는 데 도움을 줄 것이다. 생성의 로컬리티로서 창조도시는 세 가지 요소가 지속적으로 상호작용하는 관계 속에서 존재한다. 향후 제시된 틀은 다양한 창조도시 이론의 비판적 검토와 사례 연구를 통해 보완되고 정교화될 필요성이 있다.

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광고비주얼의 아이디어발상을 위한 압축$\cdot$확장법의 제안 (Proposal of a condensing & amplification method for conceiving a good advertising visual idea)

  • 박용원
    • 디자인학연구
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    • 제20권
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    • pp.185-196
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    • 1997
  • 광고디자인에서 비 주얼 아이디어를 구할 때, 기존의 발상법이 여러 가지가 있지만 활용도 및 만족도가 떨어지는 경향이 있다. 또한 섬 네일 스케치 단계에서 그림 요소로만 아이디어를 구하는 경향이 많아 기존의 자료문헌에 대한 의존도가 높아 근본적인 독창성의 추구에 문제점이 있을 수밖에 없다는 것이다. 아울러 디자이너와 카피라이터의 공용의 발상법이 있다면 매우 효과적이라는 배경 아래 언어 지향적인 접근 방법을 통해 광고 인텔리 전스의 논리적 체계를 유지하며 동시에 창의적 시각화가 용이한 압축·확장 법이라는 비 주얼 아이디어 발상법을 제안하고자 한다. 압축·확장 법은 광고 인텔리 전스((Intelligence)에 의한 소구내용을 문장과 구절을 경유하여 단어로 압축한 다음 그 단어에 대한 다양한 베리 에이션을 전개하고 그 결과 중에서 가장 독창적인 단어를 골라 구절과 문장으로 확장한 결과를 바탕으로 섬 네일 스케치에 들어가는 발상법이다.

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식물원 야외체험학습에서 활용 가능한 과학 창의성 과제 개발 - 초등과학영재학생에의 적용 - (Development of the Scientific Creativity Task for a Field Trip to Botanical Garden - Application to Science-Gifted Elementary Students -)

  • 김민주;김현주;임채성
    • 한국초등과학교육학회지:초등과학교육
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    • 제39권4호
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    • pp.506-521
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    • 2020
  • This study aims to develop a scientific creativity task which science-gifted elementary students can conduct on a field trip to a botanical garden, and to analyze the results from conducting the task. For this, 38 science-gifted fifth-graders from the Science-Gifted Education Center, located at the Office of Education, participated in a field trip to a botanical garden, as a part of their program. Prior to the program, researchers developed a scientific creativity task for outdoor education program, along with science education specialists and teachers. The tasks were to observe plants, and to create something new and useful, or, in other words, scientifically creative, based on the plants' characteristics. The students could submit at most three ideas. Also, they assessed their own ideas, and selected an idea that they thought was the most creative. The results were analyzed by using the scientific creativity formula. The main findings from this study are as follows. First, it was found that the scientific creativity formula had an upward bias in assessing originality. Second, the students tended to assess the usefulness of their own ideas more generously. Third, the correlation between self-assessment results and scores from the scientific creativity formula for originality was r=.43. Fourth, in formula-based assessments, the correlation between originality scores and usefulness scores was relatively high, at r=.56. Fifth, the correlation between a student's scientific creativity score and the number of his or her ideas was very low, at r=.23. Sixth, when the ideas chosen as the most creative by students were compared with the ideas that had the highest scores in formula-based assessments, it was shown that 8 out of 19 students (42.1%) did not choose the idea that appeared to be the most creative when graded by the formula. This study is concluded by discussing the lessons from the scientific creativity task analysis for primary science education and gifted education.