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  2. John E. Arnold - Wikipedia

    en.wikipedia.org/wiki/John_E._Arnold

    John E. Arnold circa 1955, showing prop used in Arcturus IV case study for Creative Engineering course. John Edward Arnold (né Paulsen; [1] March 14, 1913 – September 28, 1963) was an American professor of mechanical engineering and professor of business administration at Stanford University.

  3. Teresa Amabile - Wikipedia

    en.wikipedia.org/wiki/Teresa_Amabile

    Her research encompasses creativity, productivity, innovation, and inner work life – the confluence of emotions, perceptions, and motivation that people experience as they react to events at work. [1] Amabile's most recent discoveries appear in her book, The Progress Principle: Using Small Wins to Ignite Joy, Engagement, and Creativity at ...

  4. Design thinking - Wikipedia

    en.wikipedia.org/wiki/Design_thinking

    In their book Creative Confidence, Tom and David Kelley note the importance of empathy with clients, users, and customers as a basis for innovative design. [33] [34] Designers approach user research with the goal of understanding their wants and needs, what might make their life easier and more enjoyable and how technology can be useful for them.

  5. Systematic inventive thinking - Wikipedia

    en.wikipedia.org/wiki/Systematic_inventive_thinking

    Systematic inventive thinking (SIT) is a thinking method developed in Israel in the mid-1990s.Derived from Genrich Altshuller's TRIZ engineering discipline, SIT is a practical approach to creativity, innovation and problem solving, which has become a well known methodology for innovation.

  6. ARC Centre of Excellence for Creative Industries and Innovation

    en.wikipedia.org/wiki/ARC_Centre_of_Excellence...

    The ARC Centre of Excellence for Creative Industries and Innovation (CCI) was an Australian research centre that undertook research in media studies, cultural studies, communication studies, law, education, economics, business technology, and information technology, related to the creative economy, [1] between 2005 and 2013.

  7. Computational creativity - Wikipedia

    en.wikipedia.org/wiki/Computational_creativity

    Edmond de Belamy, an artwork generated by a generative adversarial network. Computational creativity (also known as artificial creativity, mechanical creativity, creative computing or creative computation) is a multidisciplinary endeavour that is located at the intersection of the fields of artificial intelligence, cognitive psychology, philosophy, and the arts (e.g., computational art as part ...

  8. Neuroesthetics - Wikipedia

    en.wikipedia.org/wiki/Neuroesthetics

    Experience of the sublime, as opposed to the beautiful, results in a different pattern of brain activity; [59] moreover, where it comes to judgment, although aesthetic and perceptual judgments leads t activity in the same brain areas, the pattern of activity is also different between the two, one of the most marked differences being the ...

  9. ThinkBlocks - Wikipedia

    en.wikipedia.org/wiki/ThinkBlocks

    ThinkBlocks can be used in multiple ways. Children can play with them as with other blocks, attaching and detaching different blocks with one another and nesting smaller blocks within larger blocks. They are also designed to be used in conjunction with the Patterns of Thinking method, as a so-called "tactile manipulative" used to model ideas. [7]