• 제목/요약/키워드: Creative Ideas

검색결과 426건 처리시간 0.02초

Kano 분석과 I-D 매트릭스 활용한 창조적 아이디어 창출방법에 관한 연구 (Generating Creative Ideas using Kana Model and I-D Matrix)

  • 김태영;윤성필;임성욱;조인희
    • 대한안전경영과학회지
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    • 제10권3호
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    • pp.267-274
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    • 2008
  • This paper reports generating creative ideas based on customer needs using Kano Model and Importance-Differentiation Matrix (I-D Matrix). Nowadays, every customer demands creative ideas on product innovations in order to be satisfied her needs. However, most existing methods are limited to get creative ideas that reflect customer needs. Any creative ideas that do not fully reflect customer needs are obviously more difficult to succeed in the market than those that reflect customer needs. This paper distinguishes each quality elements the customer needs in terms of Kano Model. And it presents the effective ways of generating creative ideas by I-D Matrix in order to overcome current uppermost limits.

간호사의 창의적 간호실무가 직무만족 및 조직몰입에 미치는 영향 (Effects of Creative Nursing Practice on Hospital Nurses' Job Satisfaction and Organizational Commitment)

  • 강소영
    • 간호행정학회지
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    • 제18권2호
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    • pp.234-243
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    • 2012
  • Purpose: This study was done to: (a) examine relationships between creative nursing practice and job satisfaction, and organizational commitment that nurses perceive in a hospital, and (b) identify creative nursing practice factors affecting job satisfaction and organizational commitment. Method: Using self-report questionnaires including 25 items of the Creative Nursing Practice Index, a descriptive study was conducted with a sample of 387 nurses working in the nursing care units of a general hospital in Seoul, Korea. Data were analyzed, using independent t-test, ANOVA, Pearson correlation, and hierarchical multiple regression analysis. Result: The mean score for nurses performance of creative practice was $2.29{\pm}0.46$ (range 1 to 4). Creative nursing practice had positive correlation with nurses' job satisfaction (r=.427, p<.001) and organizational commitment (r=.433, p<.001). Creative nursing practice factors influencing job satisfaction were implementing customized care (${\beta}$=.158, p=.010), making new knowledge (${\beta}$=.257, p<.001), and searching ideas (${\beta}$=.209, p<.001). Nurses' organizational commitment was influenced by implementing customized care (${\beta}$=.192, p=.002), making new knowledge (${\beta}$=.158, p=.028), searching ideas (${\beta}$=.254, p<.001), sharing ideas (${\beta}$=.250, p=.003), and validating ideas (${\beta}$=.189, p=.036). Conclusions: The results indicate a need to develop nurses' creative competency to pursue quality care as well as increase nurses' job satisfaction and organizational commitment.

Establishment of a Platform for Supporting the Start-Ups of Outstanding Ideas under the Creative Economy: 6-Month Challenge Platform Program for the Creative Economy

  • Seo, Jun Seok
    • World Technopolis Review
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    • 제4권4호
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    • pp.238-246
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    • 2015
  • This paper reviews the 6-Month Challenge Platform Program, a short-term intensive start-up supporting program in Korea, which will be launched late 2015 to promote economic growth by taking new ideas and transforming them into new products and start-ups in connection with the Creative Economy Town and the Creative Economy Innovation Centers under the Creative Economy Policy.

IT분야의 창의적 발상을 위한 비주얼 커뮤니케이션의 필요성 (The Necessity of Visual Communication for Creative Thinking in the field of IT)

  • 권효정
    • 한국멀티미디어학회논문지
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    • 제17권11호
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    • pp.1345-1353
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    • 2014
  • In a situation where the demand for creative talent creating new values and ideas is increasing day by day in the 21st century, students dealing with technology in the IT field have quite insufficient communication skills of materializing ideas and logically visualizing them. Therefore, the importance of systematic means of expression and methodology that can convey ideas more effectively and sensitively in the IT field is increasing. In this study, we recognized the importance of idea visualization education in the IT field by reviewing the relevant theory and examining creative thinking system cases and sought a more systematic visual communication method by investigating the awareness on creative thinking and expression. The results obtained in this study are considered to not only provide academic value as basic research in building new education programs in the IT sector in the future but be an opportunity for further research associated with creative talent training.

초등학생들의 창의적 과학 문제 해결 과정에서 나타나는 시각화 활동 분석 (Analysis of Elementary Students' Visualization Process of Creative Problem Solving in Science)

  • 김지수;장신호
    • 한국초등과학교육학회지:초등과학교육
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    • 제36권1호
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    • pp.73-84
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    • 2017
  • Cultivating creativity is one of the goals in science education. Previous studies report that students use visualization while they solve the creative science problem and it looks helpful to make them think more. For this study three $6^{th}$ grade students were selected in the consideration of pre-test through the qualitative think-aloud method. The results show that even though students have many ideas in planning stage in problem solving, they appeared to visualize familiar and empirical ideas at first. So if teachers want to watch another creative ideas, they tended to give enough time to visualize many ideas. Students drew lines, circles, "X"marks to select or remove information during their problem solving works. They said these marks seem to be useful to understand question. However, removal marks sometimes turn out to block another chance to re-think. Also students did not have a chance to reflect what they did. It means that they lose the chance to do convergent thinking. The implications of this study include the importance of students' visualization works to facilitate their creative ideas and support their problem solving strategies. In this study, we discuss the meaningful messages for teachers who construct science classroom for creativity.

Improving Creative Design Skills -The Effects of Past Experience on Apparel Design Education-

  • Lee, Yoon Kyung;DeLong, Marilyn
    • 한국의류학회지
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    • 제40권2호
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    • pp.397-408
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    • 2016
  • This study explores factors that influence the development of creative ideas among apparel design students. This research is to understand how past experience (especially in art and design), influences the development of creative ideas in apparel design. The interaction between two related elements of student experience and work process is explored. A design process model based on Wallas's (1926) creative problem-solving process and Koberg and Bagnall's (1974) design process was used in the context of a beginning-level apparel design course comprised of Korean and Chinese students at a university in Seoul, South Korea. The results show that students with past experience in art and/or design performed differently than inexperienced students when faced with the same stimulation. Significant differences were also observed between experienced and inexperienced students in the development of creative ideas.

창의성 방법론이 팀의 아이디어 발생에 미치는 영향 (The Effect of A Creativity Method on Team-level Idea Generation)

  • 조남재;고대경;오승희
    • Journal of Information Technology Applications and Management
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    • 제20권4호
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    • pp.279-291
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    • 2013
  • Companies need to secure strong methods of new product development in a rapidly changing competitive environment. They overly focusing on the perception of consumers can not lead radical changes. They need to generate sufficient creative ideas in the early stages of new product development to make radical change. The purpose of this study is to examine the effect of a creative method on the generation of creative ideas. An enhanced creativity method was designed considering existing methodology and cognitive elements. This study specifically focused on team rather than individual level creativity. This arrangement reflects the fact that companies in practice rely on team unit in NPD process. The contribution of the study is two fold : enhancing existing methodology, and testing the effect of conceptual distance on making of creative ideas. The experimental results showed that appropriate conceptual distance help to make best creative output and that ABIS attribute is proved to be more effective than traditional association.

패션 상품 아이템 개발을 위한 창의적 발상법의 활용 -벨벳 상품의 사례- (Item Development for Fashion Products Using Creative Thinking Methods -A Case of Velvet Products-)

  • 정인희
    • 한국의류학회지
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    • 제37권2호
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    • pp.213-223
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    • 2013
  • This study presents the process of fashion item development with velvet through creative thinking methods. Creativity is one of the most important requirements for a successful job career and education enhancing creative thinking is needed in the area of fabrication, product design, and marketing strategy development. Velvet was selected as a research stimulus because it is a luxurious fabric with various differential properties such as a soft touch, unique luster, excellent drapability, and fine physical properties. The research methodology included creative thinking methods review, the selection of the tools, idea sourcing and listing, sequential idea evaluation and sample product making. After review of the various creative thinking methods, a combination method and forced connection method were employed as research tools to confirm the usefulness of creative thinking training because of their independence of use and application simplicity. A total of 12 university students participated as subjects in this research. After some training, each student derived ten ideas for velvet products that utilized a combination method and forced connection method. A total of 120 ideas were evaluated for novelty, technical possibility, practicality, and marketability; subsequently, 24 ideas were adopted and developed as sample products. The effectiveness of creativity education in fabrication and product design classes was verified through the whole process of product planning.

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.

시각디자인 과정에서 스캠퍼의 활용에 관한 연구 (A Study on the Utilization of SCAMPER in Visual Design Process)

  • 박찬국;김관배
    • 디자인학연구
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    • 제17권1호
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    • pp.221-230
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    • 2004
  • 변화와 경쟁을 전제로 한 지식기반사회, 정보화사회에서는 창의성을 중요시하고 있다. 이러한 현상은 사회 전반에서 나타나고 있으며, 디자인 분야는 그 어느 때보다 창의적인 디자인 개발을 요구받고 있다. 디자이너가 창의적인 아이디어를 발상하고 그것을 더욱 더 창의적으로 발전시키는 데 도움을 줄 수 있는 디자인 사고기법에 관심을 두어야 하는 까닭도 여기에 있다. 이러한 배경에서 본 연구는 창의적인 시각디자인 개발을 위하여 아이디어를 발상하고 발전시키는 데 유용한 사고기법 중의 하나인 스캠퍼의 활용에 관하여 연구하였다. 2차에 걸친 설문조사를 바탕으로 시각디자인 과정에서 창의적 사고기법들과 스캠퍼의 활용 현황을 조사하여 그 결과를 바탕으로 스캠퍼의 활용 가능성을 살펴보았다. 연구 결과로 시각디자인 과정에서 스캠퍼를 효과적으로 활용할 수 있도록 아이디어 발상 및 발전 단계들에 맞추어 스캠퍼의 사고기술들을 분류하고 체계화하여 제시하였다.

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