4. My Creativity Resource II
• Place
Many visiting professors
• Inspiration Spot
Badmanner Cofe’
• Collaborator
Rob Saunders http://people.arch.usyd.edu.au/~rob
pp p y
• Supervisor
Vision
Vi i
Direction
10. Defining Creativity II
• Personal definitions of creativity
Processes, Personality, Products
•
• Socio-cultural definitions of creativity
individual, field,
individual field domain
•
• Objective definitions of creativity
j y
The creation of original and useful work
•
Key characteristics: novelty and value
•
14. Psychometric Approach
• Oldest approach
• Creativity is a measurable mental trait
• Divergent thinking
• Torrance Tests of Creative Thinking
Originality(獨創性):變化
Fluency(流暢性):數量
Flexibility(變通性):差異
Elaboration(精進力):細節
15. IQ Versus Creativity
• Disagreement
• Not correlated with IQ above 120
• Highly intelligent individuals not necessarily
highly creative
gy
16. The Creative Personality
• Aware of being creative
• Imaginative
• Independent
• Risk taking
• High levels of personal energy
• Curiosity
y
• Attracted to complexity and novelty
• Aesthetic sense
• Open-minded
• Need for privacy
• Tolerance for ambiguity
• Persistent
17. Experimental Approach
• Cognitive psychology
3H3O problem
• Th
Thought processes i
ht involved i solving creativity
l d in l i ti it
problems
• Creativity viewed as cognitive processing (and
therefore normative)
• Focus on components involved in creative
p
thinking tasks
18. Geneplore Model (Finke, Ward, and Smith, 1992)
Generation of Preinventive
Preinventive Exploration
Structure and Interpretation
Product
Constraints
The novelty of design situation: a single geneplore cycle
The novelty of design situatedness: multiple geneplore cycles
20. Biographical Approach
• Life histories of creative people
• Focus on identifying the developmental
experiences personality traits environmental
experiences, traits,
factors that contribute to exceptional creative
achievement
22. Creativity Factors
• Birth order
• Intellectual precocity
• Childhood trauma
• Family background
• Education/training
g
• Role models
23. Developmental Cycle
• 10 years to master your domain
• Breakthroughs every 10 years
• Fit between the person and domain
24. Biological Approaches
• Assumes psychological (心理的) traits have a
biological (生物的) basis
• Looks at physiological differences between
creative and less creative people
• Biometric & neurometric
• Th Effects of Positive and Negative Mood on
The Eff t f P iti dN ti M d
Divergent-Thinking Performance
• DNA, Brain Activities
25. Findings
• Creative people has used a variety of bizarre
methods that they believe have helped them to
be more creative (these methods do not include
self-control)
• High states of arousal inhibit creative thinking
f
• Alternating need for solitude and stimulation
• Music, marijuana, hypnotic states increases
creativity
27. How to Proceed Brainstorming
• Defer judgment
• One conversation at a time
• Encourage wild ideas
• Go for quantity
• Write and Draw
28. Enhancing Creativity in the Classroom
Establish purpose and intent
Encourage acquisition of d
E i iti f domain-specific k
i ifi knowledge
ld
Stimulate & reward curiosity and exploration
Build internal motivation (perceived locus of control)
Encourage confidence and a willingness to take risks
Provide opportunities for choice and discovery
Develop self-management skills
Teach by example
Teach techniques and strategies for facilitating creative
performance
Focus on mastery and self-competition
Promote supportable beliefs about creativity
29. Contextual Research Approach
• Organizational Creativity
Expertise (technical, procedural & intellectual
knowledge),
Creative thinking skills (how flexibly and imaginatively
people approach problems)
problems),
Motivation (especially intrinsic motivation).
• The Deep Dive
33. Computational Approach
• Using computational programs to mimic human
creativity
• Next
Artificial Creativity
S creativity
S-creativity in the design process
Using Chinese poem to stimulate creativity
Team members and creativity