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1.
林旖柔  王朋娇  张帆 《软件》2020,(2):288-293
培养具有创造性思维的创新性人才是教育新时代的新使命,以3D打印课程为寄托融入STEAM教育理念是培养创新性人才的有效途径。论文以提升小学生的创造性思维为出发点,针对我国STEAM教育教学发展的客观实际提出了小学3D打印课程的全新教学模式。该模式提出了课内学科融合和课外在线互动两个教学环节。其中,课内学科融合中设计了提问引入、分析自学、创造生成、交流反馈四个课堂环节,旨在进行指引、激发、组织思考和反思的教学活动;课外在线互动设计了分享微课资源、展示作品成果、答疑评价四个学习环节,旨在查缺补漏与巩固提高。最后以小学信息技术课程《我的糖果屋》为案例开展教学实践,以期为3D打印课程的实践与研究提供参考,探索培养学生的创造性思维的教学方法,从而助力推动教育改革。  相似文献   

2.
Although there is increasing acknowledgement that consumers can contribute useful ideas during the development of innovative services, there has been little empirical examination of how such users can best be managed in order to contribute their ideas to the ‘fuzzy front end’ of new service development. The present study examines the relationship between the nature of user‐created ideas regarding new technology‐based services and the characteristics of the users supplying the ideas. In particular, the study investigates whether users' ideas become more incremental or more radical depending on the users' awareness of technological restrictions and their utilization of use experience. The results show that idea creators with high use experience who are unaware of any technological restrictions tend to produce service ideas that are more radical in nature, whereas idea creators with high use experience who are aware of technological restrictions tend to produce service ideas that are more incremental in nature. The study provides empirical support that, in order to provide innovative ideas, ordinary users involved in ideation must both have a contextual use experience and not be restricted in their ideation by ‘too much’ technology information and restrictions on potential feasibility.  相似文献   

3.
In a couple of classical studies, Keeney proposed two sets of variables labelled as value‐focused thinking (VFT) and alternative‐focused thinking (AFT). Value‐focused thinking (VFT), he argued, is a creative method that centres on the different decision objectives and how as many alternatives as possible may be generated from them. Alternative‐focused thinking (AFT), on the other hand, is a method in which the decision maker takes notice of all the available alternatives and then makes a choice that seems to fit the problem best. The impact of these two methods on idea generation was measured using a sample of employees. The results revealed that employees in the value‐focused thinking condition (VFT) produced fewer ideas. Thus, value‐focused thinking (VFT) is not only able to facilitate ideation fluency but also to constrain it. Factors such as cognitive effort and motivation may play a part here. However, the quality of the ideas was judged to be higher in terms of creativity and innovativeness. Hence, value‐focused thinking (VFT) seems to have a positive impact on the quality of ideas in terms of creativity and innovativeness regardless of ideation fluency. Implications for the design of idea management systems are discussed.  相似文献   

4.
Sensor self‐validity check is a critical step in system control and fault diagnostics. In this paper, a robust approach to isolate sensor failures is proposed. First, a residual model for a given system is built off‐line and directly based on input‐output measurement data. The residual model outputs are called “primary residuals” and are zero when there is no fault. Most conventional approaches to residual model generation are indirect, as they first require the determination of state‐space or other models using standard system identification algorithms. Second, a new max‐min design of structured residuals, which can maximize the sensitivity of structured residuals with respect to sensor failures, is proposed. Based on the structured residuals, one can then isolate the sensor failures. This design can also be done in an off‐line manner. It is an optimization procedure that avoids local optimal solutions. Simulation and experimental results demonstrated the effectiveness of the proposed method.  相似文献   

5.
Online communities can be an attractive source of ideas for product and process innovations. However, innovative user‐contributed ideas may be few. From a perspective of harnessing “big data” for inbound open innovation, the detection of good ideas in online communities is a problem of detecting rare events. Recent advances in text analytics and machine learning have made it possible to screen vast amounts of online information and automatically detect user‐contributed ideas. However, it is still uncertain whether the ideas identified by such systems will also be regarded as sufficiently novel, feasible and valuable by firms who might decide to develop them further. A validation study is reported in which 200 posts from an online home brewing community were extracted by an automatic idea detection system. Two professionals from a brewing company evaluated the posts in terms of idea content, idea novelty, idea feasibility and idea value. The results suggest that the automatic idea detection system is sufficiently valid to be deployed for the harvesting and initial screening of ideas, and that the profile of the identified ideas (in terms of novelty, feasibility and value) follows the same pattern identified in studies of user ideation in general.  相似文献   

6.
Design intelligence, namely, artificial intelligence to solve creative problems and produce creative ideas, has improved rapidly with the new generation artificial intelligence. However, existing methods are more skillful in learning from data and have limitations in creating original ideas different from the training data. Crowdsourcing offers a promising method to produce creative designs by combining human inspiration and machines’ computational ability. We propose a crowdsourcing intelligent design method called ‘flexible crowdsourcing design’. Design ideas produced through crowdsourcing design can be unreliable and inconsistent because they rely solely on selection among participants’ submissions of ideas. In contrast, the flexible crowdsourcing design method employs a cultivation procedure that integrates the ideas from crowd participants and cultivates these ideas to improve design quality at the same time. We introduce a series of studies to show how flexible crowdsourcing design can produce original design ideas consistently. Specifically, we will describe the typical procedure of flexible crowdsourcing design, the refined crowdsourcing tasks, the factors that affect the idea development process, the method for calculating idea development potential, and two applications of the flexible crowdsourcing design method. Finally, it summarizes the design capabilities enabled by crowdsourcing intelligent design. This method enhances the performance of crowdsourcing design and supports the development of design intelligence.  相似文献   

7.
To create a breakthrough service innovation, firms need to go beyond current customers' needs and tap into the needs of the future market. As marketing theory favours customer‐centric approaches, customer‐led ideation and co‐creation of innovation seem natural candidates for extracting the ‘sticky’ information nested in some of the most innovative customers' minds. Grounded in the service innovation literature, this paper extracts innovative service ideas from ordinary users (n = 388) in three different service domains and seeks to identify the salient characteristics of the most innovative customers. Past research shows that innovative users are more likely to be service defectors, frequently switching from firm to firm, and motivated by their predisposition to seek variety. Using a structural modelling strategy, variety seeking is tested as a mediating factor between the subjective knowledge level and the presence of high level unmet needs leading to the generation of innovative service ideas. The results show that variety seeking fully mediates the relationship between subjective knowledge and unmet needs. Several interpretations of the role of variety seeking on customers' behaviour are explored within the context of capturing innovative service ideas.  相似文献   

8.
We contribute in this study a first step in theory-based understanding on how creativity in collaborative design sessions relates to the elements that are present in a creative act. These elements include group composition, objects present, practices used, and previous knowledge of the participants. The context of this study was our search for lightweight methods for technology design with children, which can be used in a school context with large groups, will require as little amount of training as possible, and can be set up quickly. We formed a mixed group, consisting of young children, an older child and an adult, with the aim of involving children in creative collaborative brainstorming during the very early phases of design, so as to come up with fruitful ideas for technology development. We report our process and examine the implications of our results in relation to different elements that trigger and affect creativity in the collaborative design process. Use of Vygotsky’s cycle of creativity as our theoretical lens together with timeline analysis method presented in the paper were essential for seeing beneath the surface of what happened in this complex, collaborative creative process. Our results can be used for further methodological development of creative collaborative sessions, both with children and adults.  相似文献   

9.
Microfluidics has been an important method in providing answers to a wide variety of research questions in chemistry, biochemistry, and biology. Microfluidic designers benefit from instructional textbooks describing foundational principles and practices in developing microfluidic devices; however, these texts do not offer guidance about how to generate design concepts for microfluidic devices. Research on design in related fields, such as mechanical engineering, documents the difficulties engineers face when attempting to generate novel ideas. For microfluidic device designers, support during idea generation may lead to greater exploration of potential innovations in design. To investigate successful idea generation in microfluidics, we analyzed successful microfluidic US patents, selecting those with the key word “microfluidic” over a 2-year period. After analyzing the features and functions of 235 patents, we identified 36 distinct design strategies in microfluidic devices. We document each strategy, and demonstrate their usefulness in a concept generation study of practitioners in microfluidic design. While some of the identified design strategies may be familiar to microfluidic designers, exposure to this large set of strategies helped participants generate more diverse, creative, and unique microfluidic design concepts, which are considered best practices in idea generation.  相似文献   

10.
This paper explores ideation capabilities in large organizations. Based on the dynamic capabilities framework, it is seen that ideation capabilities are managerial and organizational processes for the stimulation, identification, selection and implementation of ideas. In order to explore how these capabilities are manifested and used in firms, case studies of four Swedish companies have been performed. The results of the study show that there are different approaches to ideation. In terms of the nature of innovative ideas, the observations lead to the suggestion that ideation presents some seemingly paradoxical issues to management. Firms with an explicit focus on building ideation practices experience that there are some negative consequences of the resultant formalization. Furthermore, the extent to which many employees should be involved in ideation is a difficult aspect, even though new technologies make this more viable. Also the degree to which the search for ideas should be directed is a non‐trivial question, as the ideation processes can be facilitated by both freedom and limitations. It is nevertheless seen that firms can benefit from more deliberate approaches to ideation, in particular if these are broad and balanced and focus on both building capabilities that formalize the informal, in terms of establishing explicit processes, roles and systems, and building capabilities needed to manage informal structures in new ways.  相似文献   

11.
Following the concepts of crowdsourcing, co‐creation or open innovation, companies are increasingly using contests to foster the generation of creative solutions. Currently, online idea and design contests are enjoying a resurgence through the usage of new information and communication technologies. These virtual platforms allow users both to competitively disclose their creative ideas to corporations and also to interact and collaborate with like‐minded peers, communicating, discussing and sharing their insights and experiences, building social networks and establishing a sense of community. Little research has considered that contest communities both promote and benefit from simultaneous co‐operation and competition and that both types of relationships need to be emphasized at the same time. In this article, it is argued that the firm‐level concept of co‐opetition might also be relevant for an innovation's success on the individual level within contest communities. Our concept of ‘communitition’ should include the elements of competitive participation without disabling the climate for co‐operation, as numerous user discussions and comments improve the quality of submitted ideas and allow the future potential of an idea to shine through the so‐called ‘wisdom of the crowd’.  相似文献   

12.
The quality of initial ideas is considered a critical determinant for successful new product development (NPD). This study presents an ideation method for generating new product ideas. The aims of the proposed method are (1) to clarify and identify potential problems involved in the knowledge domain of the product design through the Su-field enhanced concept mapping diagram; (2) to abstract inventive problems and generate novel product ideas by means of the theory of inventive problem solving (TRIZ) methodology; and, (3) to develop an effective decision aiding method for evaluating alternative ideas and determining promising product ideas using fuzzy linguistic evaluation techniques. The applicability of the ideation method is demonstrated through a case study of an air purifier design. The theoretical and practical implications of the ideation method are also discussed.  相似文献   

13.
In current competitive times, product manufacturers need not only to retain their existing customer base, but also to increase their market share. One way they can achieve this is by generating new ideas and developing novel products with new features. As highlighted in the literature, in generating new ideas to develop novel and innovative products, it is important that product designers satisfy the needs of both current customers and new customers. However, despite the large number of existing studies that identify novel features in the ideation phase, product designers do not have a systematic framework that utilises additional information relating to products from either far-field or related domains to generate such new ideas in the ideation phase. This paper presents our proposed framework FEATURE which provides just such a systemic framework for product designers in the ideation phase of new product development. FEATURE has three phases. The first phase identifies and recommends to the product designers novel features that can be added to the next version of a reference product. In order to incorporate the customer's voice into the ideation phase, the second phase ascertains the popularity of the proposed features by using social media. The third phase ranks the proposed features based on the designer's decision criteria to select those that should be considered further in the next phases of new product development. We explain the importance of each phase of FEATURE and show the working of its first module in detail.  相似文献   

14.
A customer journey map (CJM) is a widely used tool to represent user experience with a service. Although numerous companies have used this tool to improve existing services or to develop new services, the maps are neither consistent nor mutually compatible because no clear design process for a CJM has been presented. This study aimed to develop a design process and rule sets for a CJM based on a human factors approach. The 10‐step process and the rule sets were built on case studies of 25 categories of mobile services. Large‐scale case studies were conducted with mobile service providers and combined with the result of a user diary method that collected users’ daily activities and the difficulties that the user perceived when performing a task. We suggested various methods for using the CJM to generate new service opportunities. The proposed design process and the way for opportunity discovery can help service designers to develop unified CJMs and to identify innovative service ideas.  相似文献   

15.
16.
This paper explores the relation between creativity, innovation and new product development in multidisciplinary and multisectoral settings. We claim that the development of innovative products benefits from the generation of a high number of creative ideas. Moreover, we argue that the idea generation process can be particularly fruitful within collaborative multidisciplinary environments, where firms and Science and Technology institutions coexist and cooperate. Our approach draws on existing literature to investigate the creativity and idea generation process within the frame of multisectoral and multidisciplinary cooperation initiatives, involving firms and Science and Technology related institutions. We then call upon our own empirical work to identify conditions favourable to those processes and some issues that affect the fulfilment of the creative potential that exists in multidisciplinary groups.  相似文献   

17.
A procedural pattern generation process, called multi‐scale “assemblage” is introduced. An assemblage is defined as a multi‐scale composition of “multi‐variate” statistical figures, that can be kernel functions for defining noise‐like texture basis functions, or that can be patterns for defining structured procedural textures. This paper presents two main contributions: 1) a new procedural random point distribution function, that, unlike point jittering, allow us to take into account some spatial dependencies among figures and 2) a “multi‐variate” approach that, instead of defining finite sets of constant figures, allows us to generate nearly infinite variations of figures on‐the‐fly. For both, we use a “statistical shape model”, which is a representation of shape variations. Thanks to a direct GPU implementation, assemblage textures can be used to generate new classes of procedural textures for real‐time rendering by preserving all characteristics of usual procedural textures, namely: infinity, definition independency (provided the figures are also definition independent) and extreme compactness.  相似文献   

18.
Is cognitive conflict detrimental to the development of innovative ideas in design teams, or is it a precondition for innovative performance? Assuming that there is a relationship between cognitive conflict and innovation, what kind of strategies do teams use in situations of cognitive conflict and what are the consequences for creativity? This paper reports on a study analysing how design teams cope with cognitive conflict during idea generation in an experiment. The design process was captured in protocols that were generated from video recordings. We report the results of the analysis of verbal protocols according to the five styles of (cognitive) conflict behaviour: competing, collaborating, compromising, avoiding and accommodating. Out of six teams, the results of the two highest and two lowest scoring teams are compared as regards innovation and functionality, which we see as the two components of creative outcomes. We show that design teams, even in a laboratory environment, encounter a considerable amount of cognitive conflict. A statistical comparison between the groups with the highest and the lowest innovative/functional design concept scores reveals significant differences in their conflict behaviour styles. The high innovation and high functionality groups used a more competing and a more compromising style, whereas groups rated low on the same parameters used a more collaborating style. The high rating groups on both creativity components used a more associating and rejecting behaviour style; the high innovation groups also generated more new ideas than the low innovation groups. The low rating groups on both innovation and functionality tended to repeat ideas more frequently. The main finding is that, in contrast with reports in previous research, the groups with higher innovation and functionality scores collaborated less than their peers in the low rating groups on these parameters. We interpret these results as signifying that creative performance in teams is not achieved mainly by agreement but needs cognitive confrontation.  相似文献   

19.
This paper takes a closer look at the existing multi‐step diamond shaped models for creative problem solving (CPS). A case history of a real‐life technical problem in which CPS techniques were used is our source of inspiration for some new ideas about approaching CPS. We propose three concurrent processes: Content finding, Acceptance finding and Information finding. In concrete in‐company projects, these three processes need to be managed simultaneously, which leads to a fourth overarching process: project management. Content finding is concerned with the process the creative session members are going through based on people's own active knowledge and ideas and on sharing their mental models to get new ideas. Acceptance finding is concerned with the co‐creation of new and additional mental systems that are needed for bringing new ideas into good currency within the existing organization and goes beyond agreement on implementation plans. Information finding is concerned with gathering additional knowledge on the ideas that are not readily available during the session. Finally, Project management is concerned with organizing and leading the creative session and in the embedding of the project into the larger organization.  相似文献   

20.
Empowerment, creativity, and organizational memory are constructs that have been researched in MIS. While each construct has received individual attention, we have found relatively little research linking them. One of the major edicts of empowerment is delegation of decision making authority to lower-level employees. Increased authority allows employees more freedom to be creative. However, if creative thought is generated but not captured, innovative ideas may be lost. Organizational memory can capture creative ideas as they are generated so that empowered teams can draw upon positive creative experiences. We developed a theoretical model to illuminate the relationships between organizational memory, worker empowerment, and creativity. The model portrays the linkages between empowerment and creativity, creativity and organizational memory, and organizational memory and empowerment. The model was developed based on the literature in each respective area and an interview-based study concerning “empowered” systems development project teams and organizational memory. Analysis of the interview data revealed that empowered workers generate creative solutions to problems. However, creative solutions can only be used for future projects if they are somehow recorded into organizational memory. Organizations that empowered their workforce and embraced creativity reported increased customer satisfaction, waste reduction, and some quality gains. In contrast, those that did not empower reported little or no change. Organizations that recorded creative solutions to problems believe that retrieval of this information could be potentially useful for future projects. Potential challenges faced by organizations classified into each cell are also presented. This classification scheme should prove useful as a guide to organizations examining the potential benefits and pitfalls of worker empowerment and organizational memory.  相似文献   

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