An Innovation Programme designed by Byron John.
This is the introductory portion of the programme.
This framework unpacks the issues of:
(i) How our brains work, how we think
(ii) Creativity and the myths surrounding it
(iii) Innovation and the link between creativity and innovation
(iv) A peak at the Innovation Process
Everything to start creative processes, from understanding to tools, process and applications for professionals and start ups. Discover brainstorming, dialogue and play.
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Blog ▶ https://manabeve.blogspot.com
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A crash course designed to introduce students to the design thinking process, presented during innovation week at the American University of Ras Al Khaimah.
Everything to start creative processes, from understanding to tools, process and applications for professionals and start ups. Discover brainstorming, dialogue and play.
Hi semua, terima kasih sudah berkunjung kesini 😆 Semua file yang diupload adalah materi perkuliahan. Nah... materi ini dari dosen yang dikhususkan untuk teman-teman kelas #manabeve 💚
Biar gampang diakses, yah masukin sini aja kan😆 Sekalian membantu kalian yang mungkin butuh beberapa konten dalam file-file ini.
Jangan lupa di like yah 💙 Kalau mau dishare atau didownload PLEASE MINTA IZIN dulu oke??
Biar ngga salah paham cuy😆
ASK FOR PERMISSION ▶ itsmeroses@mail.ru
Kalau kesulitan untuk mendownload FEEL FREE untuk email ke aku🔝🔝🔝🔝
[DISCLAIMER] Mohon banget kalau udah didownload. Kemuadian ingin dijadikan materi atau referensi. Jangan lupa cantumkan sumbernya. Terima kasih atas pengertiannya💖
------------------------------------------------------------
Materi details :
Coming soon ")
------------------------------------------------------------
MEET CLASS FELLAS💚
Instagram ▶ https://www.instagram.com/manabeve
Blog ▶ https://manabeve.blogspot.com
Email ▶ manabeve@gmail.com
------------------------------------------------------------
LET'S BECOME FRIENDS WITH ME💜
Instagram ▶ https://www.instagram.com/ameldiana3
Twitter ▶ https://www.twitter.com/amlediana3
A crash course designed to introduce students to the design thinking process, presented during innovation week at the American University of Ras Al Khaimah.
Slides presented at the third GameSpace workshop, Helsinki 2007. About creativity and creativity techinques in game design and some tentative results of our ideating techniques research.
Learn more about Innovation and Creative problem-solving at https://www.digitalsurgeons.com/thoughts/
Creativity isn't a discipline for just designers. Ideas and creativity should come from everyone regardless of their role. Creativity can be taught and I've been heavily inspired by Tina Seelig and Tony Schwartz's presentations at the 2013 Behance ideas conference. They both provided jaw-dropping looks into how they see the creative process, which I will never look at the same way again.
That journey inspired me to prepare this presentation which is my attempt at teaching and spreading this infectious process to others who might not understand how creativity works or can find use from such information.
Unique solutions come from innovative problem solving. Having a framework is critical.
Insight. First find and define the problem.
Saturation. This is the information gathering phase chock full of research. Most designers hate this phase because it isn’t “creative” in their mind. From my perspective, the designers I respect most are all about saturating themselves in data and inspiration.
Incubation. This is where you walk away from ideas and thinking altogether, which Schwartz refers to as “thinking aside.” He explains that when you shut your mind off, your brain is able to spark the best creativity, which is why ideas pop in your head during a shower, while walking in nature or when you are dreaming. This is often an area I totally ignored since I’ve never really had the luxury of time, but one I’ll be looking to learn and apply in my ever-changing creative process.
Illumination. This is one step we are likely all familiar with. The infamous a-ha moment that stops you in your tracks.
Verification. This is the point where things start coming together; the part where you make it real. This part reminds me of the great scientists of history having an idea, testing it and learning from it.
Learn, modify and repeat. That being said, creativity isn’t supposed to be easy, as Cal Newport points out, it takes a level of deep work and focused intent to develop skills and solve problems. Malcolm Gladwell talked about 10,000 hours being the time it takes to master a task. Nonetheless, we have scientific data to back how the brain learns things.
Ideas are nothing without execution.
6 thinking hats in change management #2Timothy Wooi
Six Thinking Hats is a simple, effective parallel thinking process that helps people be more productive, focused, and mindfully involved.
Day2
Leading & Managing Change
Leading Change with success
Workshop-Reflection
Six Hats in Innovation &
Creativity
Summary & debrief
The MTL Professional Development Programme is a collection of 202 PowerPoint presentations that will provide you with step-by-step summaries of a key management or personal development skill. This presentation is on "Creative Thinking" and will show you how to become more creative.
Slides presented at the third GameSpace workshop, Helsinki 2007. About creativity and creativity techinques in game design and some tentative results of our ideating techniques research.
Learn more about Innovation and Creative problem-solving at https://www.digitalsurgeons.com/thoughts/
Creativity isn't a discipline for just designers. Ideas and creativity should come from everyone regardless of their role. Creativity can be taught and I've been heavily inspired by Tina Seelig and Tony Schwartz's presentations at the 2013 Behance ideas conference. They both provided jaw-dropping looks into how they see the creative process, which I will never look at the same way again.
That journey inspired me to prepare this presentation which is my attempt at teaching and spreading this infectious process to others who might not understand how creativity works or can find use from such information.
Unique solutions come from innovative problem solving. Having a framework is critical.
Insight. First find and define the problem.
Saturation. This is the information gathering phase chock full of research. Most designers hate this phase because it isn’t “creative” in their mind. From my perspective, the designers I respect most are all about saturating themselves in data and inspiration.
Incubation. This is where you walk away from ideas and thinking altogether, which Schwartz refers to as “thinking aside.” He explains that when you shut your mind off, your brain is able to spark the best creativity, which is why ideas pop in your head during a shower, while walking in nature or when you are dreaming. This is often an area I totally ignored since I’ve never really had the luxury of time, but one I’ll be looking to learn and apply in my ever-changing creative process.
Illumination. This is one step we are likely all familiar with. The infamous a-ha moment that stops you in your tracks.
Verification. This is the point where things start coming together; the part where you make it real. This part reminds me of the great scientists of history having an idea, testing it and learning from it.
Learn, modify and repeat. That being said, creativity isn’t supposed to be easy, as Cal Newport points out, it takes a level of deep work and focused intent to develop skills and solve problems. Malcolm Gladwell talked about 10,000 hours being the time it takes to master a task. Nonetheless, we have scientific data to back how the brain learns things.
Ideas are nothing without execution.
6 thinking hats in change management #2Timothy Wooi
Six Thinking Hats is a simple, effective parallel thinking process that helps people be more productive, focused, and mindfully involved.
Day2
Leading & Managing Change
Leading Change with success
Workshop-Reflection
Six Hats in Innovation &
Creativity
Summary & debrief
The MTL Professional Development Programme is a collection of 202 PowerPoint presentations that will provide you with step-by-step summaries of a key management or personal development skill. This presentation is on "Creative Thinking" and will show you how to become more creative.
연간 Trend Report _ Part1. 2010년 인터넷 트렌드 리뷰 및 2011년 전망DMC미디어
2010년의 인터넷 트렌드 및 온라인 광고를 총 정리한 보고서입니다.
올 한해 인터넷은 '스마트 디바이스, 개인화, 실시간' 등의 다양한 이슈를 겪으면서 많은 변화의 과정을 거쳤습니다.
본 보고서를 통해서 이러한 인터넷 트렌드를 살펴보고 온라인 광고 현황과 향후 전망에 대해 자세히 분석하였습니다.
Design Thinking and Public Sector Innovation Ben Weinlick
Ben Weinlick of Think Jar Collective gave a keynote for the Canada Conference Board Public Sector Innovation conference on how human centered design thinking can be a game changer for service and system innovation in the public and social sectors.
Just like letter writing and report writing, notice writing is also a skill that you should learn and practise as they are writing forms that would be an integral form of communication throughout your academic and professional life. The first question that might pop up in your mind when you see the term would be – what is notice writing or how to write a notice.
This article will help students understand everything they need to know about notice writing. Let’s read the entire article to find out how to write a notice, the format of a notice, and the tips and techniques to be followed to write an informative notice. Check out the sample notices for a clearer idea of the same.
Table of Contents
Jen Gash Powerpoint for OT show 2014 Shaping Meaningful FuturesJen Gash
Jen Gash from OTCoach : presentation at The OT Show 2014. "Shaping Meaningful Futures: Creative, Courageous Occupational Therapists"
For all Occupational Therapists who want to do things differently. Entrepreneurship. Business. Private Practice
Prototype Embrace "Uncase"
Jennifer Aaker
Susie Wise
Corey Ford
Sara Leslie
Margot Sutherland
Enrique Allen
& Many Others
Stanford Graduate School of Business
Hasso Plattner Institute of Design at Stanford
Bug reports, standups, issue queues, retrospectives, pull requests, code reviews, flame-outs. We're constantly communicating and if we don't take the time to stop and think about what state of mind will be most productive, we can sometimes say things that put us further behind. Nothing disrupts flow like unproductive communication! In this session Emma Jane Hogbin Westby will show you a new way of thinking about how people behave in the workplace. She will walk you through three types of thinking strategies; and show you how to apply these strategies to create more productive interactions with your co-workers.
I would like to talk about the role of “heart” tools in our IA/UX practice. Often, our tools and methods are analytical and logic-oriented exercises. In this talk, I would like to suggest a fresh approach to our IA practice. We will explore “heart” tools and methods that are shown to be more persuasive than “head” methods – when push comes to shove.
First, we will discuss reasons heart tools have been left out, where head tools have dominated our field. These include west versus eastern philosophies, traditions, and a brief historical perspective.
We will then look at the different types of heart tools, their origins, and how these practices (often spiritual in nature) can be adapted to our IA practice, including: creative visualization, mental walkthroughs, and the practice of centeredness and connectedness.
Next, we will use real or near-real work-related examples and discuss how heart tools can be used in each situation, and how heart tools will help us get the type of results we want in our deliverables, meetings, workshops, presentations, and client relationships.
I see these ideas as a new layer on top of our current tools, and not as a replacement. Heart tools will elevate our practice to a whole new level of understanding and effectiveness, not only as IA practitioners, but also as engaged people who deeply understand and love our work, ourselves, others, and our world.
Similar to Byron John - An Intro to his Innovation Programme (20)
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
Connect Conference 2022: Passive House - Economic and Environmental Solution...TE Studio
Passive House: The Economic and Environmental Solution for Sustainable Real Estate. Lecture by Tim Eian of TE Studio Passive House Design in November 2022 in Minneapolis.
- The Built Environment
- Let's imagine the perfect building
- The Passive House standard
- Why Passive House targets
- Clean Energy Plans?!
- How does Passive House compare and fit in?
- The business case for Passive House real estate
- Tools to quantify the value of Passive House
- What can I do?
- Resources
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
Technoblade The Legacy of a Minecraft Legend.Techno Merch
Technoblade, born Alex on June 1, 1999, was a legendary Minecraft YouTuber known for his sharp wit and exceptional PvP skills. Starting his channel in 2013, he gained nearly 11 million subscribers. His private battle with metastatic sarcoma ended in June 2022, but his enduring legacy continues to inspire millions.
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANEFebless Hernane
CapCut is an easy-to-use video editing app perfect for beginners. To start, download and open CapCut on your phone. Tap "New Project" and select the videos or photos you want to edit. You can trim clips by dragging the edges, add text by tapping "Text," and include music by selecting "Audio." Enhance your video with filters and effects from the "Effects" menu. When you're happy with your video, tap the export button to save and share it. CapCut makes video editing simple and fun for everyone!
9. Question…
If you see a snake in the forest, do you run because
you’re scared, or are you scared because you’re
running?
Source: William James (1880) – The Theory of Emotions
23. Problem: Retrieval
Source: Philip Graves (2010) – Consumer.ology
“The conscious mind is a powerful tool that, for our
own sanity, is highly practiced at wrapping our
behaviour in a veneer that suits our perception of
ourselves. Generally, people perceive their own
actions as self-generated, well-intentioned, sensible
behaviour.”
27. Problem: Retrieval
Source: Philip Graves (2010) – Consumer.ology
People’s conscious responses is largely a reflection of
how people would like to be perceived. We have this
innate desire to see ourselves as conscious creatures.
We can post-rationalise very well. In fact we are
convinced that consciousness drives our behaviour.
37. Rivers of thinking
We naturally
filter into a river
of thinking
Over time our
river of thinking
becomes so
entrenched we
struggle to get
out of it and
‘cling’ to it
How do we get
out of our river
of thinking and
shift entrenched
‘mindsets’
STIMULUS gets
us out of the
river of thinking
38. “We need to stop studying creativity just in the
labs – and recognize that it’s all around us: in
the stories of great painters and their rivals, in
the meals we cook using a bit of one recipe and
a bit of another, in the games we play with our
kids.”
43. Myths about Innovation
Source: Clampitt (2001)
(i) Innovations are always products of revolutionary ideas
(ii) Formed by a small number of brilliant, gifted people
(iii) Innovation can be understood as being identical with creativity
(iv) Innovations are always product-focused
52. Because a lack of process
INNOVATION
Insight
Interpretation
Design
Metrics
Ideation
Prototyping
53. Insight Interpretation
Design
Metrics
Ideation Prototyping
I have a challenge
how do I approach
it?
I learned
something – how
do I interpret it?
I have buy-in –
how will I stay
focussed?
I see an
opportunity –
what do I create?
I have an idea –
how do I build it?
Understand the
challenge
Dig for deeper
meaning
Identify user
needs
Prepare Make it real
Prepare Research
Re-frame the
challenge
Measure
everything
Facilitate
Work through the
detail
Gather inspiration Ideate Evaluate
Select
Refine
Describe
Innovation process
54. Understand the Challenge
• What’s the problem?
• What is the background to this problem?
• What else currently exists that we’re trying to do?
• Why now?
• What have we done before?
• Is the solution a device, product, service, idea, process – what is it?
• What are the dimensions of the solution?
• What context will the solution play out?
• Why would people be interesting in having this problem/challenge solved?
• I already know…
• I want to know more about…
• Is there an aspect of this problem we need to focus on?
• Who are we doing this for?
• What do they actually need?
• Why do they need this problem solved?
• Why?
• Why?
• What will the work produce?
• What are the measures of success?
• What are the constraints?
55. Prepare Research
• Research Participant Map
• Research Planning Survey
• User Research Plan
• 5 Human Factors (PCSCE)
• Field Visit
56. Gather Inspiration
Projective Techniques
Word associations
Sentence completion
Story completion
Third person techniques
Picture interpretation
Consumer drawings
Cartoon caption completion
Role-playing
Brand analogies
Photo sorts
Shadowing
User experience/immersion
Metaphor Elicitation Technique
Observe Everything
Identify Problems and Needs
Buzz Reports
Media Scan
Key Facts
Sourcebooks
Trends Expert Interviews
Keyword Analysis
Ten Types of Inn. Framework
Innovation Landscape
Trends Matrix
Convergence Map
From-To Exploration
Opportunity Map
Eras Map
Financial Profile
SWOT Analysis
Cultural Artifacts
Our mind does not store information referenced in memory in an absolute way.
We store them as memes (Richard Dawkins) or cultural unit s of information.
Proof: Does anyone think in text, or words? No. You think in pictures, metaphors, stories, emotions, associations and experiences – memes.
Well our unconscious mind is brilliant and collecting data BUT it isn’t able to tell our conscious mind very well.
A test was conducted on people eating dinner at a restaurant setting. They were asked to rate the meal. The independent variable in this test was the wine’s price and packaging being offered. Although it was the exact same wine, the researchers offered two different prices & packaging, one seemingly more prestigious than the other. Participants in the study consistently gave higher ratings to the meal when the more expensive wine was being offered (50% more). Using brain scan technology in a similar setting, the brain area for encoding pleasure (dopamine) spiked when told the price was higher). What this also proves is that marketing is about associations.
MARKETING IS ALL ABOUT ASSOCIATIONS!!
Professor Timothy Wilson’s (University of Virginia) research on pantyhose. Respondents were asked to tell them which were the best quality and explain why. Although exactly the same, their appears to be what Wilson refers to as ‘statistically significant position effect’ i.e. A= 12%, B= 17%, C= 30%, D=40%
Antonio Demasio (Professor of Neuroscience and the University of California) - conducted a study with David who had severe damage to both temporal lobes in the brain which affects learning and memory. 50 First Dates anyone? This is exactly what happened to David. To be precise, his is incapable of learning any new fact! So if he met you at length today, tomorrow he would not be able to recognize you, nor recall any part of your voice or things you may have said. Demasio wanted to test the link between the conscious brain and emotions. David experience 3 distinct types of interactions from 3 different people over a couple of days: (i) One consistently positive (ii) One neutral and (iii) One unpleasant. A day later, David was shown sets of photographs, each containing one of the previous individuals and asked who he would go to for help and who was his friend. Despite not being able to recognise or even remember ever meeting these people, David selected in a way that proved he had factored in his subconscious experiences from the previous day and yet he is unable to provide a basis for his selection.
Well our unconscious mind is brilliant and collecting data BUT it isn’t able to tell our conscious mind very well.