Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.

0

Share

Download to read offline

worksheets for oblique innovation models

Download to read offline

a range of fill-in-the-gaps innovation and creativity diagrams, for generating weird offshoots of conventional models.

published as part of installation for stimulus terrain at MOTAT
http://a-small-lab.com/motat/

stimulus terrain for innovation processes is a space at the Idea Collective / Innovation Hub at the Museum of Transport and Technology (Auckland, New Zealand).
This is part of a "dynamic, evolving, collaborative project that celebrates New Zealand's vibrant innovation culture" by pairing five diverse New Zealand innovators with artists and designers to illuminate the activity of innovation, ideation, creation and collaboration.

Related Books

Free with a 30 day trial from Scribd

See all
  • Be the first to like this

worksheets for oblique innovation models

  1. 1. how to use: //fill in the gaps can be downloaded from http://a-small-lab.com/motat
  2. 2. References ● Armstrong, H. and Stojmirovic, Z. 2011. Designing with User- Generated Content. ● Bardini, B. 2011.
  3. 3. ware. ● Basadur, M. 1987.
  4. 4. Needed for Business and Industrial Applications. In Frontiers of Creativity Research. ● Bredies, R., Chow, R. and Joost., G. 2010. Addressing
  5. 5. : A Comparison of Constructivist Design Approaches. The Design Journal, Volume 13, Issue 2:157-180. ● von Busch, O. 2008. Fashion-able: Hacktivism and fashion . ● Buxton, B. 2007. User Experiences: Getting the Design Right and the Right Design. ● Chermayeff, S and Alexander, C. 1965. Community and Privacy: Toward a New Architecture of Humanism. ● Cilliers, P. 1998.
  6. 6. Complexity and Postmodernism: Understanding . ● Csikszentmihalyi, M. 1990. Flow: The Psychology of . ● Elliott, M. A Theoretical . (Supplied by the Author). ● Franssen, M. 2008.
  7. 7. Design, Use, and the . In Philosophy and Design. ● Fukuoka, M. 1985. Natural Way of Farming: The Theory and Practice of Green Philosophy. ● Garrett, J. 2002. The Elements of User Experience: User-Centered Design for the Web. ● Gray, C. and Malins, J. 2004.
  8. 8. : A Guide to the Research Process in Art and Design. ● Hatchuel, A. and Weil, B. A New Approach of Innovative Design: An Introduction to C-K Theory. International Conference on Engineering Design ICED 03 Stockholm, August 19-21, 2003. ● Hayashi. S. 1988. Culture and Management in Japan. ● Hill, D. 2012. Dark Matter and Trojan Horses: A . ● Hundertwasser.
  9. 9. Diagram of The , in e.g. Restany, P. 2003. Hundertwasser: The Painter-King with the Five Skins. ● Ingold, T. 2000. The
  10. 10. : Essays on Livelihood, Dwelling and Skill. ● Ingold, T. 2009. Against Space: . In Boundless Worlds. ● Ingold, T. 2011. Being Alive: Essays on Movement, Knowledge and Description.
  11. 11. ● Kaufmann, G. 2004. - But Which Ones? Creativity and Innovation Management Volume 13, Number 3:154-165. ● Kim, H. and Lee, W. 2014. . International Journal of Design Vol. 8 No. 1 2014. ● Kim, H., Kim, S., and Lee, W. 2013.
  12. 12. A : Finding a Suitable Method to . ● Kotabe, M. and Helsen, K. 2004. Global Marketing Management. ● van Kuijk, J. Interaction, Experience, Usability and User-Centred Design: Learning from Existing Research. In Design for Usability: - A Practitioner’s Guide. ● Lawson, B. 2004. What Designers Know. ● Manzini, E. 2015.
  13. 13. Design, When Everybody Designs: An Introduction to . ● McLean, C. A., 2011. Creativity. In Artist-Programmers and Programming Languages for the Arts. ● Milgram, S. 1992. The : Essays and Experiments. ● Moggridge. B. 2007.
  14. 14. . ● Rapoport, A. 1977. Australian Aborigines and the Definition of Place. In , Sign and Symbol. ● Reos Change Lab. 2013.
  15. 15. . ● Rickards, T. and Moger, S. 2006. : A Decade of Contributions from Creativity and Management Journal. Creativity and Innovation Management Volume 15, Number 1:4-18. ● del Rio, P. and Alvarez, A. 2007. Inside and Outside the Zone of Proximal Development: An Ecofunctional Reading of Vygotsky. In The Cambridge Companion to Vygotsky. ● Rumpfhuber, A. 2013. Architektur immaterieller Arbeit. ● Sanders, E. 2006.
  16. 16. . In Design for Effective Communications: Creativity Contexts for Clarity and Meaning. ● Seok, J., Woo, J., Lim, Y. 2014. Non-Finito Products: A for Personal User Experience. CHI 2014, April 26 - May 01, Toronto, ON, Canada. ● Soleri, P. 1987. The Omega Seed: An Eschatological Hypothesis. ● Sundgren, M., Dimenas, E., Gustafsson, J. and Selart, M. 2005.
  17. 17. : A Path Model of Creative Climate in Pharmaceutical R&D. R&D Management 35, 4: 359-374. ● Tatsuno, S.M. Created in Japan: From to World-Class Innovators. ● Toomey, A. and Kapsali, V. 2014. D-STEM: A to STEM Innovation. 5th STS Italia Conference. A Matter of Design: Making Society through Science and Technology, Milan, 12-14 June 2014. ● Tuan, Y. 1977 (2008).
  18. 18. Space and Place: The . ● van Welie, M. and van der Veer, G. 2003. Pattern Languages in Interaction Design: . Interact 2003. ● Yamamoto, T. 1998. The Theory of the Will of Place as World Thought. In
  19. 19. : ISLA 1
  20. 20. and the Modern Era.

a range of fill-in-the-gaps innovation and creativity diagrams, for generating weird offshoots of conventional models. published as part of installation for stimulus terrain at MOTAT http://a-small-lab.com/motat/ stimulus terrain for innovation processes is a space at the Idea Collective / Innovation Hub at the Museum of Transport and Technology (Auckland, New Zealand). This is part of a "dynamic, evolving, collaborative project that celebrates New Zealand's vibrant innovation culture" by pairing five diverse New Zealand innovators with artists and designers to illuminate the activity of innovation, ideation, creation and collaboration.

Views

Total views

399

On Slideshare

0

From embeds

0

Number of embeds

7

Actions

Downloads

4

Shares

0

Comments

0

Likes

0

×