• 제목/요약/키워드: Inventive Thinking

검색결과 39건 처리시간 0.029초

전뇌 이론과 창의적 사고 도구를 활용한 창의적 지식 창출 모형의 산업적 적용에 관한 연구 (Investigation into Industrial Application of Creative Knowledge Creation Model Using Whole Brain Theory and Creative Thinking Tools)

  • 조주형;양동열;최병규
    • 지식경영연구
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    • 제6권2호
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    • pp.1-22
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    • 2005
  • Knowledge is recognized as the most important asset among enterprises. Therefore, the necessity of knowledge management is ever on the increase nowadays. While many people have endeavored to develop knowledge storage, sharing and usage, knowledge creation is not sufficiently investigated for practical application, because knowledge creation is largely related to creativity and difficult to establish a systematic methodology. In order to overcome such problems, the creative knowledge creation model is proposed by using the whole brain theory and creative thinking tools. First of all, the creative knowledge creation model is based on the Nonaka's knowledge creation model integrated with the whole brain theory. The whole brain theory is then used as a standard to organize a whole brain team that is composed of members who have diverse thinking patterns. For creative thinking tools, the mandal-art and the contradiction matrix of TRIZ are used for a knowledge conversion. Each process of the creative knowledge creation model is sequentially suggested and several terms are defined. In order to verify the effectiveness of the creative knowledge creation model, the proposed model is applied to the development of a dishwasher with a new concept. According to the order of the proposed method, the model is applied twice in the cycle of spiral evolution. Three kinds of dish-washing methods have been developed using the proposed model. The results of the application are then analyzed and presented.

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Role-playing을 적용한 가구 디자인 수업 개발 사례 연구 (Study on Development Process of Furniture Design Class by Applying Role-playing)

  • 인치호
    • 한국가구학회지
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    • 제27권4호
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    • pp.280-290
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    • 2016
  • In design education enhancement of design methodology and creativity can be stimulated through taking on several creative roles within an interactive and enjoyable studio course. To overcome blocks to creativity I developed a intermediate course, 'Furniture Design Studio I' at the sophomore advanced level course. Inventive thinking and a sense of aesthetic are the essential element for all studnets to grow as a professional designer. And to develop their creative thinking skill I introduced a system that utilizes each element into a role-playing type of projects. Students will be able to demonstrate their underlying creativity in a more open environment. Instead of stressing to solve a lot of complicate issues, the main focus is to allow freedom of expression and creativity. Role-playing are executed in a design studio environment rather than in a psychodrama situation. There are two different type of role-playing : Inventor and Designist (Designer + Artist). Students will be able to work in groups, incorporate problem solving into their projects and concentrate on more personal creative form developments. Through this process, students will enhance their problem solving abilities and broaden their scope for innovation. Thus increases the student's participation and creativity. Investigating the problems of domestic design education through these sort of special programs and developing systems that enhance creativity based on the results and the process methods.

공학 시스템 설계를 위한 체계적인 개념 설계 프로세스 구조 개발 (Structure Development of Systematic Conceptual Design Process for Designing Engineering Systems)

  • 박용택;국금환
    • 한국정밀공학회지
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    • 제24권9호
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    • pp.86-94
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    • 2007
  • The design process must be planned carefully and executed systematically in order to support designers who are faced with many engineering design problems. In particular, conceptual design stage is very important than other stages such as detailed design or manufacturing stage on designing engineering systems. When designers are faced contradictory situation in task, conceptual design usually requires inventive thinking which depends on their creativity. And in order to develop good concepts, it is necessary to resolve contradictory situations during conceptual design. This paper presents a structure of systematic conceptual design process for designing engineering systems. And we developed the automatic feeding screw device using the proposed design process structure.

공교육 딜레마 해결을 위한 신교수법 설계 : 패러독스 경영 프로세스를 통한 분석 (A Design of a New Learning Method to Solve the Public Education's Dilemma : through Paradox Management Process)

  • 송창용
    • 산업경영시스템학회지
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    • 제37권4호
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    • pp.162-167
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    • 2014
  • This study is to solve the public education's dilemma between the standardized education to maximize learning efficiency and the personalized education to maximize learning effectiveness, using the paradox management process. The process is based on combining the TOC (Theory Of Constraints) and TRIZ (Russian Theory of Inventive Problem Solving), which is a creative way of thinking to draw the synergic effect by pursuing simultaneously the conflicting elements. Through this research, a new concept of learning method can be suggested on a public course. Further research should be performed to develop a learning guideline based on the students' empirical study results.

패러독스 경영을 위한 TOC와 TRIZ의 활용 (Application of Toe and TRIZ for Paradox Management)

  • 송창용;이덕수;신성환
    • 산업경영시스템학회지
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    • 제33권2호
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    • pp.72-80
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    • 2010
  • Recently, paradox management is a new paradigm to solve the management dilemmas. This is a new perspective and a creative way of thinking to draw the synergic effect by pursuing simultaneously the conflicting elements. As one method for the paradox management, this paper proposes a process of combining the TOC (Theory Of Constraints) and TRIZ (Russian Theory of Inventive Problem Solving) and applies to a dilemma case in business environments.

제작기법에 따른 종이가구 연구 (A Study in Paper Furniture depending on Production Method)

  • 장은진
    • 한국가구학회지
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    • 제17권1호
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    • pp.73-81
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    • 2006
  • Since early times, paper has been the leading means of expression in human civilization. Along with the development of languages, people have used paper as their major intermediation measures to flourish the culture. At this point of time when studies in latest design are various and abundant, these fixed ideas on paper should be eliminated first for inventive thinking and freedom of expression. Because breaking the established notion helps to diversify the function of paper. We can see furniture made of paper come in useful to our ancestors in their daily life with the development of "Hanjiquot;. Each piece of paper furniture had its own function and beauty depending on processing method. Not only has been used for materials of basic modeling in the process of modern furniture designing, paper has also been used for the main material for the purpose of a new trial. If we try to find out the ways to take diverse characteristics of paper and develop them, while overcoming the defects of the material, paper has great potentiality for many kinds of use in furniture industry.

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아이디어의 창의성과 고객만족의 측정에 관한 연구 (Measuring Creativity of Ideas and the Corresponding Customer Satisfaction)

  • 강익선;송해근;박영택
    • 품질경영학회지
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    • 제44권1호
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    • pp.139-152
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    • 2016
  • Purpose: This study is aimed to introduce the OPA-Kano method, an integrated version of OPA(Originality Practicality Analysis) and Kano's customer satisfaction method, and to examine its applicability. Methods: 30 ideas for smart phone accessories are generated using brainstorming and SIT(Systematic Inventive Thinking) and they are analyzed through the OPA-Kano method. For analysis, correlation method between OPA and Kano's results is applied for the ideas. Results: The results show that there is significant correlation between the OPA and Kano's approach, and the effectiveness of the proposed method is verified through the case of smart phone accessories. Conclusion: From the result of this study, we conclude that the proposed OPA-Kano method can be used for the evaluation of ideas and customer satisfaction.

트리즈 기반의 창의적 문제해결 프로세스 (TRIZ-based Creative Problem Solving Process)

  • 김은경
    • 한국실천공학교육학회논문지
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    • 제2권1호
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    • pp.28-34
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    • 2010
  • 본 논문에서는 공학교육을 통해 학생들의 창의적 문제해결 능력을 개발하기 위해서, 트리즈 기반의 창의적 문제해결 프로세스를 제안하고, 그 가운데 특히 문제 정의 및 아이디어 창출 방법에 대해 소개하였다. 트리즈는 러시아의 알트슐러가 창안한 창의적 문제해결 이론으로, 지금까지 많은 실무에 적용되어 이미 그 우수성이 입증된 이론이다. 창의성을 방해하는 주요 요인으로 크게 심리적 타성, 지식 부족, 잘못된 문제 설정 및 모순 해결 회피를 들 수 있는데, 트리즈는 이 네 가지를 모두 해결할 수 있는 많은 해법을 제시하고 있다. 따라서 교육을 통해서 학생들의 창의적 문제해결 능력을 개발함에 있어서 트리즈를 활용하는 것이 매우 유용할 것으로 판단된다. 특히 문제정의가 잘못되면 아무리 좋은 해결안을 도출해도 시간 낭비일 뿐이며, 이런 점에서 정확한 문제정의 능력은 공학도에게 매우 중요한 능력이며, 문제해결을 위한 창의적 아이디어를 반복적으로 도출할 수 있는 능력 역시 매우 필수적이라고 할 수 있다. 본 논문에서는 특히 트리즈의 모순 개념을 활용하여 인식된 문제의 근본 원인을 분석해서 진짜 문제를 정의하고, 분리원리를 활용하여 모순을 적극적으로 해결함으로써 보다 창의적인 아이디어를 창출할 수 있는 방법에 초점을 맞추어 기술하였다.

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데페이즈망의 표현기법을 활용한 패션디자인 개발 (Fashion Design Development applying Expressive Techniques of Depaysement)

  • 허승연;이연희
    • 한국의상디자인학회지
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    • 제16권4호
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    • pp.15-25
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    • 2014
  • The purpose of this study is to promote the artistic value and formative aesthetic of clothes in daily life through a proposal of inventive fashion design by utilizing Depaysement of Surrealism, which visualizes a more realistically and more specifically than fact in illogical and unfamiliar situation, Focused on details of Korean traditional costume silhouette. The method of this study, the literature and existing researches related to Depaysement were analyzed through theoretical review for establish the expressive techniques of Depaysement expressed in contemporary fashion. Conclusions from this study are as follows: first, the expressive techniques of Depaysement are derived that are 'change of scale', 'change of materials', 'combination of heterogeneous objects', 'arrangement of object in a strange space', 'overlapped object', 'paradoxical image', 'variable awareness of boundary.' Second, expressive techniques of Depaysement present a new methodology which can express an irrational thinking, which is not controled by reason such as unconsciousness, dream, and fantasy etc, in a way that is easier and more realistic rather than thinking centered on an art which is ruled by consciousness. Third, unique and free-form fashion design, which destroys a general idea, was could develop by using abundant materials and composing items borrowed various silhouette for expressive the techniques of Depaysement. Forth, Through this study, the concept of Korean fashion design, that was limited by the standard form when we approach Korean fashion design as identity of social culture, ideology of reflection and expression, object of commercial expression, was could think outside of the box.

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플립드 러닝과 마인드 원더링이 아이디어 창출에 미치는 영향: SIT와 BCC의 활용을 중심으로 (The Effects of Flipped Learning and Mind-Wandering on Idea Generation: Focusing on the use of SIT & BCC)

  • 여형석;박영택
    • 공학교육연구
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    • 제20권5호
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    • pp.23-33
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    • 2017
  • It is examined that how flipped learning and mind-wandering affect an idea generation task. For the purpose, the participants in the idea generation task are divided into two groups to learn SIT(Systematic Inventive Thinking) and BCC(Business Creativity Codes) as idea generating tools in advance. One group learned the tools in a classroom, and the other group through an online education program. The creativity level of an idea is evaluated in the dimensions of originality, practicality, and realizability. The creativity levels of the ideas from the two groups are not statistically different in all the three creativity dimensions. To examine the effect of mind-wandering, another group generated ideas two hours a day in four days instead of eight hours in one day. The creativity levels of the ideas from the third group are higher in the dimensions of originality and practicality. This shows that the effectiveness of flipped learning is not so different from the face-to-face learning in a classroom, and mind-wandering has a positive effect in the learning.