Your SlideShare is downloading. ×
  • Like

Thanks for flagging this SlideShare!

Oops! An error has occurred.


Now you can save presentations on your phone or tablet

Available for both IPhone and Android

Text the download link to your phone

Standard text messaging rates apply

Synectics & Creativity Ted Kahn


Towards a Creative Thinking & Innovation Pavilion for a Virtual Museum of the Future: Synectics, “Everywhere,” and …? a presentation at the NMC Symposium on Creativity in Second Life (note- sounds …

Towards a Creative Thinking & Innovation Pavilion for a Virtual Museum of the Future: Synectics, “Everywhere,” and …? a presentation at the NMC Symposium on Creativity in Second Life (note- sounds recorded in Second Life was of less than optimal quality!)

Published in Business , Education
  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
    Be the first to comment
No Downloads


Total Views
On SlideShare
From Embeds
Number of Embeds



Embeds 0

No embeds

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

    No notes for slide


  • 1. Towards a Creative Thinking & Innovation Pavilion for a Virtual Museum of the Future: Synectics, “Everywhere,” and …? NMC Creativity Symposium in Second Life Ted M. Kahn, Ph.D. DesignWorlds for Learning, Inc. & DesignWorlds for College NMC Fellow © 2007 by DesignWorlds for Learning, Inc .
  • 2. What is DesignWorlds?
    • 10-year old company dedicated to developing and supporting new kinds of collaborative, creative learning & knowledge-making communities
      • Web-based Lifelong Learning Collaboratories
      • DesignWorlds for College, Grad School and Careers
  • 3. “ Every great advance in science has issued from a new audacity of the imagination” —John Dewey “ Imagination is more important than knowledge.” —Albert Einstein “ Reality leaves a lot to the imagination.”—John Lennon
  • 4. “ The best way to predict the future is to invent it.” Dr. Alan Kay, visionary creator of the first personal computer (Xerox PARC)
  • 5. Why Man Creates…
  • 6.  
  • 7. Creativity Research: 1950’s: J.P. Guilford (USC) 120 Different Intellectual Skills
  • 8. The Act of Creation Arthur Koestler:
  • 9. The Act of Creation Arthur Koestler: “ Bissociation”
  • 10. Creativity Research: 1960’s Creative Personality and Development of Creative Thinking in Education • Institute for Personality Assessment & Research (Psychology Dept., U.C. Berkeley)--funded by Carnegie Corporation • Development of Creative Thinking Curricular Products for K-12 (e.g, Edward de Bono, Covington, Crutchfield, et al.) • Creative Thinking Tests (e.g, Paul Torrance)
  • 11. Creativity: 1970’s • Computer models/simulation of creative thinking and problem-solving (e.g., Newell & Simon’s General Problem-Solver (GPS) program • Birth of Cognitive Science--and dominance of Information Processing Models of all kinds of thinking and cognitive tasks
  • 12. Creativity: 1980’s • Intrinsic Motivation and social psychology of creativity (Teresa Amabile, now at Harvard Business School) • Creative expression tools and explorations using personal computers
  • 13. Creativity: 1990’s •  Creativity and Creative Thinking are situated activities : Social, Temporal and Environmental (IRL/Lave & Wenger: Situated Learning and Cognition; “Communities of Practice”) • Systems views of Creativity and “Flow”: Interactions between Knowledge Domains and Social Practices (Mihalyi Csikszentmihalyi)
  • 14. Most everyday “real world” learning and professional development are social , informal , and situated activities
  • 15.  
  • 16.  
  • 17. Synectics W. J. J. Gordon & Tony Poze (1940’s - 1970’s)
  • 18. Synectics Analogies: Making the Strange Familiar and Making the Familiar Strange • Direct Analogies • Personal/Fantasy Analogies • “ Compressed Conflict” or ”Book Title” (e.g., oxymoron phrases, such as “deafening silence”)
  • 19. Making the Familiar Strange…
  • 20. Synectics Groups: The Process (George Prince)
  • 21. Everywhere (Moshe D. Caspi, 1977) • Different spaces have different qualities to develop and stimulate thinking and creative self-education: • Fantasy Room • Common Sense Room • Room of digging into the past • Room of projecting into the future • Connections/analogy room • etc..
  • 22. Towards a Virtual Museum of the Future A Futures Community-based learning & knowledge garden — co-designed and maintained by teens & college students
  • 23. Some Important Related Web Links & Resources
    • • For more information on the Virtual Museum of the Future and Creativity in Education, Synectics and “Everywhere”:
    • Email: [email_address]
    • Web:
    • Dr. Ted M. Kahn
    • DesignWorlds for Learning, Inc.
    • (408) 252-2285