DEFINING NEW IDEAS
With Creativity, Innovation and Design
A DICTIONARY OF DIVERGENT TERMS
www.creativitychaos.com
DEFINED TERMS [D - F]
VIEW DICTIONARY ONLINE
DIRECTORY OF TERMS FROM A TO Z
[A - C] - [D - F] - [G - I] - [J - L] - [M - O] - [P - R] - [S - Z]
DEFINING
Creativity | Creative Flow | Divergent | Mindfulness
View the Table of Contents
DIRECTORY OF TERMS FROM A TO Z
[A - C] - [D - F] - [G - I] - [J - L] - [M - O] - [P - R] - [S - Z]
DEFINING
Creativity | Creative Flow | Divergent | Mindfulness
View the Table of Contents
- D -
Decentration: The ability to focus simultaneously on several aspects of a problem.
Decision-Making: The process of weighing alternatives and choosing among them.
Declarative Knowledge: refers to knowledge about oneself as a learner and about what factors can influence one's performance. Declarative knowledge can also be referred to as "world knowledge".
Declarative Memory: Also called explicit memory, a type of memory that can be consciously retrieved.
Deductive Reasoning: determines whether the truth of a conclusion can be determined for that rule, based solely on the truth of the premises. Example: "When it rains, things outside get wet. The grass is outside, therefore: when it rains, the grass gets wet."
Decision Cycle: sequence of steps used by an entity on a repeated basis to reach and implement decisions and to learn from the results. It categorizes various methods of making decisions, going upstream to the need, downstream to the outcomes, and cycling around to connect the outcomes to the needs.
Decision Theory:
Defeasible Reasoning: a kind of reasoning that is rationally compelling, though not deductively valid. It is reasoning that is strong enough to accept as correct and true, even though it is based on premises that in strict sense have not been demonstrated to be exhaustive and/or deductively valid themselves, and thus at least in theory the defeasible argument could be shown to be false.
Deindividuation - is a psychological state in which the self is arguably lost, individual norms fade out, and impulsive, anti-social behavior follows
Dereistic Thinking: an old descriptive term used to refer to thinking not in accordance with the facts of reality and experience and following illogical, idiosyncratic reasoning.
Derivative Innovation: a secondary product or service derived from a platform innovation. These innovations are slight modifications of the main product.
Descending counter factuality: Comparing consequences of one's procrastinatory behavior with others' worse situations (e.g. "Yes, I procrastinated and got a B− in the course, but I didn't fail like one other student did.")
Descriptive Knowledge (also identified as "knowing-that" or knowledge of fact): embodying concepts, principles, ideas, schemas, and theories. The entire descriptive knowledge of an individual constitutes his understanding of the world and more specifically how it or a part of it works.
Design: plan or specification for the construction of an object or system or for the implementation of an activity or process, and/or the result of that plan or specification in the form of a prototype, product or process.
Design approaches:
Design Brief: a written record describing the elements and scope of a design project.
Design Coevolution: process where the design agent simultaneously refines its mental picture of the design object based on its mental picture of the context, and vice versa
Design Framing: refers to conceptualizing the problem, i.e., defining goals and objectives.
Design History: the study of objects of design in their historical and stylistic contexts. Includes social, cultural, economic, political, technical and aesthetic contexts.
Design Implementation and Prototyping: when the best ideas generated during ideation are turned into something concrete. The core is prototyping which is turning ideas into actual products and services that are then tested, evaluated, iterated, and refined.
Design Innovation: five-phase description of the design innovation process (re)defining the problem, need finding and benchmarking, ideating, building, testing.
Design Inspiration: the design innovation process starts with the inspiration phase: understanding the problem or the opportunity. This understanding can be documented in a brief which includes
Design Methods: procedures, techniques, aids, or tools for designing.
Design Methods Industry Process:
Design Methodology: broader study of method in design: the study of the principles, practices and procedures of designing.
Design Move: a tentative design decision. The evaluation process may lead to further moves in the design.
Design Sensemaking: includes both framing and evaluating moves. Sensemaking can be described as a process of developing sophisticated representation and organizing information to serve a task, for example, decision-making and problem-solving.
Design Theory: a subfield of design research concerned with various theoretical approaches towards understanding and delineating design principles, design knowledge, and design practice.
Design Thinking: refers to the cognitive, strategic and practical processes by which design concepts (proposals for new products, buildings, machines, etc.) are developed by designers and/or design teams.
Design Thinking Process: includes context analysis, problem finding, framing, ideation and solution generating, creative thinking, sketching and drawing, modeling and prototyping, testing and evaluating. Includes abilities to:
Desire - the feeling of wanting to have or do something and thus motivates behavior
Development: the functional part of the organization responsible for converting product requirements into a working product. Phase in the overall concept-to-market cycle in which the new product or service is developed for the first time.
Dialectical Reasoning: process of going back and forth between opposing points of view in order to come up with a satisfactory solution to a problem.
Dichroic listening: is a psychological test commonly used to investigate selective attention within the auditory system. During a standard dichotic listening test, a participant is presented with two different auditory stimuli simultaneously (usually speech). The different stimuli are directed into different ears over headphones. Participants are asked to pay attention to one or both of the stimuli. Later, they are asked about the content of either the message they were asked to attend to or the message that they were not told to listen to. As a result of focusing to repeat the words, participants noticed little of the message to the other ear. At the same time, participants notice when the voice in the unattended ear changed from a male's to a female's, suggesting that the selectivity of consciousness can work to tune in some information.
Diagrammatic Reasoning: reasoning by means of visual representations. Visualizing concepts and ideas with of diagrams and imagery instead of by linguistic or algebraic means
Dialectic or Dialectical Theory: The dialectical theory of creativity begins with the concept that creativity takes place in an interplay between order and chaos. The dynamic interplay is between coherence and incoherence and leads to new and usable networks. Psychology shows how the convergent plays with divergent and leads to new ideas and products. The ‘Big Five’ seem to be intertwined in the creative process: emotional instability vs. stability, extraversion vs. introversion, openness vs. reserve, agreeableness vs. antagonism and disinhibition vs. constraint.
Didactic Method: teaching method that follows a consistent scientific approach or educational style to present information to students.
Diffusion of Innovations: process by which an innovation is communicated through certain channels over time among the members of a social system. It attempts to identify what aspects influence the adoption rate of an innovation.
Disruptive Innovation: an innovation that creates a new market and value network and eventually disrupts an existing market and value network, displacing established market-leading firms, products, and alliances.
Discovery: the act of detecting something new, or something previously unrecognized as meaningful.
Distracting factors: regarding focus - sensory and emotional. An example of sensory distracting factor would be, for example, while a person is reading this, he/she is neglecting the white field which surrounds the text. An example of emotional distracting factor would be when a person is focused on answering an email for example, and somebody shouts their name. It would be almost impossible to neglect the voice which is pronouncing it. The attention is immediately directed towards what is being said about this person.
Distractibility: The inability to sustain attention on the task at hand so that it disrupts a person’s concentration.
Distraction: is the process of diverting the attention of an individual or group from a desired area of focus and thereby blocking or diminishing the reception of desired information. Distraction is caused by: the lack of ability to pay attention; lack of interest in the object of attention; or the great intensity, novelty or attractiveness of something other than the object of attention. Distractions come from both external sources, and internal sources. External distractions include factors such as visual triggers, social interactions, music, text messages, and phone calls. There are also internal distractions such as hunger, fatigue, illness, worrying, and daydreaming. Both external and internal distractions contribute to the interference of focus.
Distress - an unpleasant mental state (e.g., sadness, anxiety, loneliness)
Divided attention: there is a single pool of attentional resources that can be freely divided among multiple tasks. When two simultaneous tasks use the same modality, such as listening to a radio station and writing a paper, it is much more difficult to concentrate on both because the tasks are likely to interfere with each other.
Divergent Thinking: thought process or method used to generate creative ideas by exploring many possible solutions. Typically occurs in a spontaneous, free-flowing, "non-linear" manner, such that many ideas are generated in an emergent cognitive fashion. Many possible solutions are explored in a short amount of time, and unexpected connections are drawn. After the process of divergent thinking has been completed, ideas and information are organized and structured using convergent thinking. Divergent thinking is creativity. Creativity is found in people with personality traits such as nonconformity, curiosity, willingness to take risks, and persistence. See convergent thinking.
Divergent Problem: different answers appear to increasingly contradict each other all the more they are elaborated, requiring a different approach involving faculties of a higher order like love and empathy.
Divide and Conquer: breaking down a large, complex problem into smaller, solvable problems
Dopamine: is the most famous and is known as the pleasure chemical. It is a catecholamine neurotransmitter existing in three circuits of the brain. It triggers pleasure which could lead to happiness, a motivational gateway to the reward center or addictive behaviors when seeking those rewards. It also regulates movement, is important for cognition and emotion and regulates the endocrine system.
Adenosine is a neurochemical that inhibits wakefulness by diminishing arousal
Domain Knowledge: the sum of what has been perceived, discovered or learned in a particular field of study or endeavour. Domain knowledge can be deep or broad. Individuals who have developed domain knowledge (through study, work or life experience) in a particular field are specialists in that area. Scientists often develop very detailed and deep domain knowledge in their discipline of interest.
Drama: the specific mode of fiction represented in performance: a play, opera, mime, ballet, etc, performed in a theatre, or on radio or television
Drama Genre: drama into tragedy and comedy derives from Greek drama. This parsing into subgenres can continue: comedy has its own subgenres, including, for example, comedy of manners, sentimental comedy, burlesque comedy, and satirical comedy.
Drawing: a work of art made with a pencil, pen, crayon, charcoal, or other implements, often consisting of lines and marks (noun); the act of producing a picture with pencil, pen, crayon, charcoal, or other implements (verb, gerund).
Dual-process model - a psychological model that posits two kinds of processes (e.g., implicit v. explicit, automatic v. controlled)
Dual-process theory - representing two different modes of thinking: a fast, intuitive and emotional one, and a slow, deliberative and logical one
Decision-Making: The process of weighing alternatives and choosing among them.
Declarative Knowledge: refers to knowledge about oneself as a learner and about what factors can influence one's performance. Declarative knowledge can also be referred to as "world knowledge".
Declarative Memory: Also called explicit memory, a type of memory that can be consciously retrieved.
Deductive Reasoning: determines whether the truth of a conclusion can be determined for that rule, based solely on the truth of the premises. Example: "When it rains, things outside get wet. The grass is outside, therefore: when it rains, the grass gets wet."
- Mathematical logic and philosophical logic are commonly associated with this type of reasoning.
Decision Cycle: sequence of steps used by an entity on a repeated basis to reach and implement decisions and to learn from the results. It categorizes various methods of making decisions, going upstream to the need, downstream to the outcomes, and cycling around to connect the outcomes to the needs.
Decision Theory:
- Normative decision theory, which analyzes the outcomes of decisions or determines the optimal decisions given constraints and assumptions
- Descriptive decision theory, which analyzes how agents actually make the decisions they do.
Defeasible Reasoning: a kind of reasoning that is rationally compelling, though not deductively valid. It is reasoning that is strong enough to accept as correct and true, even though it is based on premises that in strict sense have not been demonstrated to be exhaustive and/or deductively valid themselves, and thus at least in theory the defeasible argument could be shown to be false.
Deindividuation - is a psychological state in which the self is arguably lost, individual norms fade out, and impulsive, anti-social behavior follows
Dereistic Thinking: an old descriptive term used to refer to thinking not in accordance with the facts of reality and experience and following illogical, idiosyncratic reasoning.
Derivative Innovation: a secondary product or service derived from a platform innovation. These innovations are slight modifications of the main product.
Descending counter factuality: Comparing consequences of one's procrastinatory behavior with others' worse situations (e.g. "Yes, I procrastinated and got a B− in the course, but I didn't fail like one other student did.")
Descriptive Knowledge (also identified as "knowing-that" or knowledge of fact): embodying concepts, principles, ideas, schemas, and theories. The entire descriptive knowledge of an individual constitutes his understanding of the world and more specifically how it or a part of it works.
Design: plan or specification for the construction of an object or system or for the implementation of an activity or process, and/or the result of that plan or specification in the form of a prototype, product or process.
Design approaches:
- KISS principle, (Keep it Simple Stupid), which strives to eliminate unnecessary complications
- There is more than one way to do it (TIMTOWTDI), a philosophy to allow multiple methods of doing the same thing
- User-centered design, which focuses on the needs, wants, and limitations of the end user of the designed artifact.
- Critical design, uses designed artifacts as an embodied critique or commentary on existing values, morals, and practices in a culture.
- Service design, designing or organizing the experience around a product and the service associated with a product's use.
- Transgenerational design, the practice of making products and environments compatible with those physical and sensory impairments associated with human aging and which limit major activities of daily living.
- Speculative design, the speculative design process doesn't necessarily define a specific problem to solve, but establishes a starting point from which a design process emerges. The result provokes questions and stimulates discussion
- Participatory design (originally co-operative design, now often co-design), is the practice of collective creativity to design, attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure the result meets their needs and is usable.
Design Brief: a written record describing the elements and scope of a design project.
Design Coevolution: process where the design agent simultaneously refines its mental picture of the design object based on its mental picture of the context, and vice versa
Design Framing: refers to conceptualizing the problem, i.e., defining goals and objectives.
Design History: the study of objects of design in their historical and stylistic contexts. Includes social, cultural, economic, political, technical and aesthetic contexts.
Design Implementation and Prototyping: when the best ideas generated during ideation are turned into something concrete. The core is prototyping which is turning ideas into actual products and services that are then tested, evaluated, iterated, and refined.
Design Innovation: five-phase description of the design innovation process (re)defining the problem, need finding and benchmarking, ideating, building, testing.
Design Inspiration: the design innovation process starts with the inspiration phase: understanding the problem or the opportunity. This understanding can be documented in a brief which includes
- Constraints that gives the project team a framework from which to begin
- Benchmark by which they can measure progress
- Objectives to be realized—such as price point, available technology, and market segment.
Design Methods: procedures, techniques, aids, or tools for designing.
- Exploring possibilities and constraints by focusing critical thinking skills to research and define problem spaces (Brainstorming)
- Redefining the specifications of design solutions which can lead to better guidelines for traditional design activities
- Managing the process of exploring, defining, creating artifacts continually over time
- Prototyping possible scenarios, or solutions that incrementally or significantly improve the inherited situation
- Trendspotting; understanding the trend process.
Design Methods Industry Process:
- In the engineering design process systematic models tend to be linear, in sequential steps, but acknowledging the necessity of iteration.
- In architectural design, process models tend to be cyclical and spiral, with iteration as essential to progression towards a final design.
- In industrial and product design, process models tend to comprise a sequence of stages of divergent and convergent thinking.
Design Methodology: broader study of method in design: the study of the principles, practices and procedures of designing.
Design Move: a tentative design decision. The evaluation process may lead to further moves in the design.
Design Sensemaking: includes both framing and evaluating moves. Sensemaking can be described as a process of developing sophisticated representation and organizing information to serve a task, for example, decision-making and problem-solving.
Design Theory: a subfield of design research concerned with various theoretical approaches towards understanding and delineating design principles, design knowledge, and design practice.
Design Thinking: refers to the cognitive, strategic and practical processes by which design concepts (proposals for new products, buildings, machines, etc.) are developed by designers and/or design teams.
Design Thinking Process: includes context analysis, problem finding, framing, ideation and solution generating, creative thinking, sketching and drawing, modeling and prototyping, testing and evaluating. Includes abilities to:
- Resolve ill-defined or 'wicked' problems
- Adopt solution-focused strategies
- Use abductive and productive reasoning
- Employ non-verbal, graphic/spatial modelling media, for example, sketching and prototyping.
Desire - the feeling of wanting to have or do something and thus motivates behavior
Development: the functional part of the organization responsible for converting product requirements into a working product. Phase in the overall concept-to-market cycle in which the new product or service is developed for the first time.
Dialectical Reasoning: process of going back and forth between opposing points of view in order to come up with a satisfactory solution to a problem.
Dichroic listening: is a psychological test commonly used to investigate selective attention within the auditory system. During a standard dichotic listening test, a participant is presented with two different auditory stimuli simultaneously (usually speech). The different stimuli are directed into different ears over headphones. Participants are asked to pay attention to one or both of the stimuli. Later, they are asked about the content of either the message they were asked to attend to or the message that they were not told to listen to. As a result of focusing to repeat the words, participants noticed little of the message to the other ear. At the same time, participants notice when the voice in the unattended ear changed from a male's to a female's, suggesting that the selectivity of consciousness can work to tune in some information.
Diagrammatic Reasoning: reasoning by means of visual representations. Visualizing concepts and ideas with of diagrams and imagery instead of by linguistic or algebraic means
Dialectic or Dialectical Theory: The dialectical theory of creativity begins with the concept that creativity takes place in an interplay between order and chaos. The dynamic interplay is between coherence and incoherence and leads to new and usable networks. Psychology shows how the convergent plays with divergent and leads to new ideas and products. The ‘Big Five’ seem to be intertwined in the creative process: emotional instability vs. stability, extraversion vs. introversion, openness vs. reserve, agreeableness vs. antagonism and disinhibition vs. constraint.
Didactic Method: teaching method that follows a consistent scientific approach or educational style to present information to students.
Diffusion of Innovations: process by which an innovation is communicated through certain channels over time among the members of a social system. It attempts to identify what aspects influence the adoption rate of an innovation.
Disruptive Innovation: an innovation that creates a new market and value network and eventually disrupts an existing market and value network, displacing established market-leading firms, products, and alliances.
Discovery: the act of detecting something new, or something previously unrecognized as meaningful.
Distracting factors: regarding focus - sensory and emotional. An example of sensory distracting factor would be, for example, while a person is reading this, he/she is neglecting the white field which surrounds the text. An example of emotional distracting factor would be when a person is focused on answering an email for example, and somebody shouts their name. It would be almost impossible to neglect the voice which is pronouncing it. The attention is immediately directed towards what is being said about this person.
Distractibility: The inability to sustain attention on the task at hand so that it disrupts a person’s concentration.
Distraction: is the process of diverting the attention of an individual or group from a desired area of focus and thereby blocking or diminishing the reception of desired information. Distraction is caused by: the lack of ability to pay attention; lack of interest in the object of attention; or the great intensity, novelty or attractiveness of something other than the object of attention. Distractions come from both external sources, and internal sources. External distractions include factors such as visual triggers, social interactions, music, text messages, and phone calls. There are also internal distractions such as hunger, fatigue, illness, worrying, and daydreaming. Both external and internal distractions contribute to the interference of focus.
Distress - an unpleasant mental state (e.g., sadness, anxiety, loneliness)
Divided attention: there is a single pool of attentional resources that can be freely divided among multiple tasks. When two simultaneous tasks use the same modality, such as listening to a radio station and writing a paper, it is much more difficult to concentrate on both because the tasks are likely to interfere with each other.
Divergent Thinking: thought process or method used to generate creative ideas by exploring many possible solutions. Typically occurs in a spontaneous, free-flowing, "non-linear" manner, such that many ideas are generated in an emergent cognitive fashion. Many possible solutions are explored in a short amount of time, and unexpected connections are drawn. After the process of divergent thinking has been completed, ideas and information are organized and structured using convergent thinking. Divergent thinking is creativity. Creativity is found in people with personality traits such as nonconformity, curiosity, willingness to take risks, and persistence. See convergent thinking.
Divergent Problem: different answers appear to increasingly contradict each other all the more they are elaborated, requiring a different approach involving faculties of a higher order like love and empathy.
Divide and Conquer: breaking down a large, complex problem into smaller, solvable problems
Dopamine: is the most famous and is known as the pleasure chemical. It is a catecholamine neurotransmitter existing in three circuits of the brain. It triggers pleasure which could lead to happiness, a motivational gateway to the reward center or addictive behaviors when seeking those rewards. It also regulates movement, is important for cognition and emotion and regulates the endocrine system.
Adenosine is a neurochemical that inhibits wakefulness by diminishing arousal
Domain Knowledge: the sum of what has been perceived, discovered or learned in a particular field of study or endeavour. Domain knowledge can be deep or broad. Individuals who have developed domain knowledge (through study, work or life experience) in a particular field are specialists in that area. Scientists often develop very detailed and deep domain knowledge in their discipline of interest.
Drama: the specific mode of fiction represented in performance: a play, opera, mime, ballet, etc, performed in a theatre, or on radio or television
Drama Genre: drama into tragedy and comedy derives from Greek drama. This parsing into subgenres can continue: comedy has its own subgenres, including, for example, comedy of manners, sentimental comedy, burlesque comedy, and satirical comedy.
Drawing: a work of art made with a pencil, pen, crayon, charcoal, or other implements, often consisting of lines and marks (noun); the act of producing a picture with pencil, pen, crayon, charcoal, or other implements (verb, gerund).
Dual-process model - a psychological model that posits two kinds of processes (e.g., implicit v. explicit, automatic v. controlled)
Dual-process theory - representing two different modes of thinking: a fast, intuitive and emotional one, and a slow, deliberative and logical one
- E -
Echoic Memory: Auditory sensory memory.
Ego: One of the three elements of the personality according to Freudian theory. The ego is the part that is responsible for managing reality, keeping the other two parts, the id and superego, in line. It controls the basic impulses of the id. And it helps balance out the high ideals of the superego.
Egocentrism: The inability to take someone else’s point of view.
Egoism - is a motivational state with the ultimate goal of increasing one’s own welfare
Elaboration: A type of deep processing in which information being learned is associated with other meaningful material.
Elaboration Likelihood Model: The idea that changes to attitudes tend to be longer lasting when people think about the content of persuasive messages they receive.
Embodied cognition - the theory that sensory and motor processes play an important role in cognition and cognitive processes, such as thinking, reasoning, and memory
Embodied perception - the notion that people’s perceptions of the world around them are influenced by and sensitive to the states of their bodies
Embodiment - the association of an abstract concept with a concrete, perceivable stimulus, for instance, the abstract concept of time can be embodied in the concrete image of something flowing horizontally
Emotion Focused Coping - refers to the individuals’ attempts to alleviate the negative emotions elicited by stressful events; directed at reducing mental distress
Emotional Intelligence - It is the term used to describe the capacity or ability of individuals to manage the emotions of one's self and people in general.
Emotional Reasoning - A cognitive error in which a person, when making a decision in the state of nervousness or anxiousness, relies on the emotional reactions in determining a course of action.
Empathy - an individual’s tendency to take the perspective of another person and/or have tender concerned feelings about that person
Empathic design: understanding the psychological and emotional needs of people—the way they do things, why and how they think and feel about the world, and what is meaningful to them.
Encoding - The initial step in the memory process, where information is processed and categorized to later be converted into memory for storage and retrieval
Engineering design: The application of scientific and mathematical principles to practical ends such as the design, manufacture, and operation of efficient and economical structures, machines, processes, and systems.
Entrepreneurial Creativity: coming up with innovative ideas and turning them into value-creating profitable business activities
Environmentally sustainable design (also called environmentally conscious design, eco design etc.): philosophy of designing physical objects, the built environment, and services to comply with the principles of ecological sustainability.
Epinephrine: A hormone released by the adrenal medulla and specialized sites in the brain. During times of stress, epinephrine, also known as adrenaline, is quickly released into the bloodstream. It then serves to put the body into a general state of arousal, which enables it to cope with the challenge.
Episodic Memory: A type of declarative memory consisting primarily of memory of personal experiences.
Evaluation of ideas: refers to a systematic assessment process to learn about the quality and timeliness of an idea. Evaluation is often done by using pre-defined criteria after which the idea is prioritized based on how well it meets them.
Existing Business: known entity that consists of established organizations. The market has been existing for a while and has clear incumbents competing for market share.
Experimentation: practical measure, set of measures or tests to investigate a phenomenon or causal inference between variables by directly manipulating subjects’ values on the independent variable and measuring changes in the values on the dependent variable.
Epistemology: the study of the nature of knowledge, justification, and the rationality of belief. Epistemology centers on four areas:
Embodied cognition: the theory that sensory and motor processes play an important role in cognition and cognitive processes, such as thinking, reasoning, and memory
Embodied perception: the notion that people’s perceptions of the world around them are influenced by and sensitive to the states of their bodies
Emerging Business: group of organizations that have a new idea or concept, often centered around new technology, that's in its early stages of development. In the beginning, there's naturally less competition in emerging businesses compared to the existing ones.
Emotional intelligence (EI), emotional leadership (EL), emotional quotient (EQ) and emotional intelligence quotient (EIQ): the capability of individuals to recognize their own emotions and those of others, discern between different feelings and label them appropriately, use emotional information to guide thinking and behavior, and manage and/or adjust emotions to adapt to environments or achieve one's goal(s).
Emotional reasoning: cognitive process by which a person concludes that his/her emotional reaction proves something is true, regardless of the observed evidence.
Empathic Design: a five-step method for uncovering customer needs and sparking ideas for new concepts. It involves going to a customer’s work site and watching as he or she performs functions associated with the customer needs your firm wants to solve.
Empirical evidence: the information received by means of the senses, particularly by observation and documentation of patterns and behavior through experimentation.
Endorphins: Neurotransmitters produced in the brain that generate cellular and behavioral effects like those of morphine. They cause the runners high or what happens during the eureka moment of creative flow.
End-user: person who ultimately uses a product or service. For example in software business, there's often a difference between the customer and the end user. The end user is the employee who uses the product whereas the customer is the one who makes the decisions to purchase the software.
Engagement: attentive participation in an activity of imagining, exploring, and making
Epistemology: the study of the nature of knowledge, justification, and the rationality of belief.
Epistemic coherentism: beliefs are justified if they cohere with other beliefs a person holds, each belief is justified if it coheres with the overall system of beliefs
Evaluation of ideas: refers to a systematic assessment process to learn about the quality and timeliness of an idea. Evaluation is often done by using pre-defined criteria after which the idea is prioritized based on how well it meets them.
Evidence: the strongest type of evidence is that which provides direct proof of the truth of an assertion.
Existing Business: known entity that consists of established organizations. The market has been existing for a while and has clear incumbents competing for market share.
Evolutionary or incremental innovation: involves smaller, more continuous improvements that, while important, are not drastic enough to shift a company or market into a new paradigm.
Executive functions - a set of cognitive functions with which people control and regulate their behavior in complex situations under the consideration of environmental factors (for example the selection of goals and the planning of actions)
Exnovation: can occur when products and processes that have been tested and confirmed to be best-in-class are standardized to ensure that they are not innovated further
Expectation: what is considered the most likely to happen. An expectation, which is a belief that is centered on the future, may or may not be realistic. A less advantageous result gives rise to the emotion of disappointment. If something happens that is not at all expected, it is a surprise.
Experiential Intelligence: The ability to adapt to new situations and produce new ideas.
Experiment: practical measure, set of measures or tests to investigate a phenomenon or causal inference between variables by directly manipulating subjects’ values on the independent variable and measuring changes in the values on the dependent variable.
Experimenter Bias: A source of error that arises when researchers’ preferences or expectations influence the outcome of research.
Experimenter effect - effect showing that the expectations we hold affect the responses we obtain. This concerns various areas, such as research, teaching, adjudication and lineup administrations
Experimentation: practical measure, set of measures or tests to investigate a phenomenon or causal inference between variables by directly manipulating subjects’ values on the independent variable and measuring changes in the values on the dependent variable.
Explicit Attitudes: Conscious beliefs that can guide decisions and behavior.
Explicit knowledge (also expressive knowledge): knowledge that can be readily articulated, codified, stored and accessed. It can be easily transmitted to others. Most forms of explicit knowledge can be stored in certain media.
Explicit Memory: Conscious, intentional remembering of information.
Expression: a facial aspect indicating an emotion; also, the means by which an artist communicates ideas and emotions.
Expressionism: Art that emphasizes intense personal expression.
External Locus Of Control: The tendency to believe that circumstances are not within one’s control but rather are due to luck, fate, or other people.
Externalism: outside sources of knowledge can be used to justify a belief
Extinction: classical conditioning, the gradual weakening and disappearance of a conditioned response when a conditioned stimulus is not followed by an unconditioned stimulus. In operant conditioning, it’s the gradual disappearance of a response after it stops being reinforced.
Extraneous Variable: variable other than the independent variable that could affect the dependent variable. It is not part of the hypothesis.
Extraversion - one of the Big Five personality factors ranging from extreme extraversion characterized by traits such as sociability and assertiveness, to extreme introversion, characterized by reserve and passivity. Extraverts are "outward-turning" and tend to be action-oriented, enjoy more frequent social interaction, and feel energized after spending time with other people.
Extrinsic Motivation: The motivation to act for external rewards.
Ego: One of the three elements of the personality according to Freudian theory. The ego is the part that is responsible for managing reality, keeping the other two parts, the id and superego, in line. It controls the basic impulses of the id. And it helps balance out the high ideals of the superego.
Egocentrism: The inability to take someone else’s point of view.
Egoism - is a motivational state with the ultimate goal of increasing one’s own welfare
Elaboration: A type of deep processing in which information being learned is associated with other meaningful material.
Elaboration Likelihood Model: The idea that changes to attitudes tend to be longer lasting when people think about the content of persuasive messages they receive.
Embodied cognition - the theory that sensory and motor processes play an important role in cognition and cognitive processes, such as thinking, reasoning, and memory
Embodied perception - the notion that people’s perceptions of the world around them are influenced by and sensitive to the states of their bodies
Embodiment - the association of an abstract concept with a concrete, perceivable stimulus, for instance, the abstract concept of time can be embodied in the concrete image of something flowing horizontally
Emotion Focused Coping - refers to the individuals’ attempts to alleviate the negative emotions elicited by stressful events; directed at reducing mental distress
Emotional Intelligence - It is the term used to describe the capacity or ability of individuals to manage the emotions of one's self and people in general.
Emotional Reasoning - A cognitive error in which a person, when making a decision in the state of nervousness or anxiousness, relies on the emotional reactions in determining a course of action.
Empathy - an individual’s tendency to take the perspective of another person and/or have tender concerned feelings about that person
Empathic design: understanding the psychological and emotional needs of people—the way they do things, why and how they think and feel about the world, and what is meaningful to them.
Encoding - The initial step in the memory process, where information is processed and categorized to later be converted into memory for storage and retrieval
Engineering design: The application of scientific and mathematical principles to practical ends such as the design, manufacture, and operation of efficient and economical structures, machines, processes, and systems.
Entrepreneurial Creativity: coming up with innovative ideas and turning them into value-creating profitable business activities
Environmentally sustainable design (also called environmentally conscious design, eco design etc.): philosophy of designing physical objects, the built environment, and services to comply with the principles of ecological sustainability.
Epinephrine: A hormone released by the adrenal medulla and specialized sites in the brain. During times of stress, epinephrine, also known as adrenaline, is quickly released into the bloodstream. It then serves to put the body into a general state of arousal, which enables it to cope with the challenge.
Episodic Memory: A type of declarative memory consisting primarily of memory of personal experiences.
Evaluation of ideas: refers to a systematic assessment process to learn about the quality and timeliness of an idea. Evaluation is often done by using pre-defined criteria after which the idea is prioritized based on how well it meets them.
Existing Business: known entity that consists of established organizations. The market has been existing for a while and has clear incumbents competing for market share.
Experimentation: practical measure, set of measures or tests to investigate a phenomenon or causal inference between variables by directly manipulating subjects’ values on the independent variable and measuring changes in the values on the dependent variable.
Epistemology: the study of the nature of knowledge, justification, and the rationality of belief. Epistemology centers on four areas:
- The philosophical analysis of the nature of knowledge and how it relates to such concepts as truth, belief, and justification, various problems of skepticism
- The sources and scope of knowledge and justified belief, and the criteria for knowledge and justification.
- Epistemology addresses such questions as: "What makes justified beliefs justified?"
- What does it mean to say that we know something, and fundamentally "How do we know that we know?"
Embodied cognition: the theory that sensory and motor processes play an important role in cognition and cognitive processes, such as thinking, reasoning, and memory
Embodied perception: the notion that people’s perceptions of the world around them are influenced by and sensitive to the states of their bodies
Emerging Business: group of organizations that have a new idea or concept, often centered around new technology, that's in its early stages of development. In the beginning, there's naturally less competition in emerging businesses compared to the existing ones.
Emotional intelligence (EI), emotional leadership (EL), emotional quotient (EQ) and emotional intelligence quotient (EIQ): the capability of individuals to recognize their own emotions and those of others, discern between different feelings and label them appropriately, use emotional information to guide thinking and behavior, and manage and/or adjust emotions to adapt to environments or achieve one's goal(s).
Emotional reasoning: cognitive process by which a person concludes that his/her emotional reaction proves something is true, regardless of the observed evidence.
Empathic Design: a five-step method for uncovering customer needs and sparking ideas for new concepts. It involves going to a customer’s work site and watching as he or she performs functions associated with the customer needs your firm wants to solve.
Empirical evidence: the information received by means of the senses, particularly by observation and documentation of patterns and behavior through experimentation.
Endorphins: Neurotransmitters produced in the brain that generate cellular and behavioral effects like those of morphine. They cause the runners high or what happens during the eureka moment of creative flow.
End-user: person who ultimately uses a product or service. For example in software business, there's often a difference between the customer and the end user. The end user is the employee who uses the product whereas the customer is the one who makes the decisions to purchase the software.
Engagement: attentive participation in an activity of imagining, exploring, and making
Epistemology: the study of the nature of knowledge, justification, and the rationality of belief.
Epistemic coherentism: beliefs are justified if they cohere with other beliefs a person holds, each belief is justified if it coheres with the overall system of beliefs
Evaluation of ideas: refers to a systematic assessment process to learn about the quality and timeliness of an idea. Evaluation is often done by using pre-defined criteria after which the idea is prioritized based on how well it meets them.
Evidence: the strongest type of evidence is that which provides direct proof of the truth of an assertion.
Existing Business: known entity that consists of established organizations. The market has been existing for a while and has clear incumbents competing for market share.
Evolutionary or incremental innovation: involves smaller, more continuous improvements that, while important, are not drastic enough to shift a company or market into a new paradigm.
Executive functions - a set of cognitive functions with which people control and regulate their behavior in complex situations under the consideration of environmental factors (for example the selection of goals and the planning of actions)
- These functions modulate and regulate information processing in the cognitive system and several sub-processes in the control of behavior; such behavior control is required for simple and distinct tasks (e.g., typing a word on a computer keyboard), as well as complex and global tasks (e.g., planning a family party)
Exnovation: can occur when products and processes that have been tested and confirmed to be best-in-class are standardized to ensure that they are not innovated further
Expectation: what is considered the most likely to happen. An expectation, which is a belief that is centered on the future, may or may not be realistic. A less advantageous result gives rise to the emotion of disappointment. If something happens that is not at all expected, it is a surprise.
Experiential Intelligence: The ability to adapt to new situations and produce new ideas.
Experiment: practical measure, set of measures or tests to investigate a phenomenon or causal inference between variables by directly manipulating subjects’ values on the independent variable and measuring changes in the values on the dependent variable.
Experimenter Bias: A source of error that arises when researchers’ preferences or expectations influence the outcome of research.
Experimenter effect - effect showing that the expectations we hold affect the responses we obtain. This concerns various areas, such as research, teaching, adjudication and lineup administrations
Experimentation: practical measure, set of measures or tests to investigate a phenomenon or causal inference between variables by directly manipulating subjects’ values on the independent variable and measuring changes in the values on the dependent variable.
Explicit Attitudes: Conscious beliefs that can guide decisions and behavior.
Explicit knowledge (also expressive knowledge): knowledge that can be readily articulated, codified, stored and accessed. It can be easily transmitted to others. Most forms of explicit knowledge can be stored in certain media.
- Explicit knowledge is often seen as complementary to tacit knowledge.
Explicit Memory: Conscious, intentional remembering of information.
Expression: a facial aspect indicating an emotion; also, the means by which an artist communicates ideas and emotions.
Expressionism: Art that emphasizes intense personal expression.
External Locus Of Control: The tendency to believe that circumstances are not within one’s control but rather are due to luck, fate, or other people.
Externalism: outside sources of knowledge can be used to justify a belief
Extinction: classical conditioning, the gradual weakening and disappearance of a conditioned response when a conditioned stimulus is not followed by an unconditioned stimulus. In operant conditioning, it’s the gradual disappearance of a response after it stops being reinforced.
Extraneous Variable: variable other than the independent variable that could affect the dependent variable. It is not part of the hypothesis.
Extraversion - one of the Big Five personality factors ranging from extreme extraversion characterized by traits such as sociability and assertiveness, to extreme introversion, characterized by reserve and passivity. Extraverts are "outward-turning" and tend to be action-oriented, enjoy more frequent social interaction, and feel energized after spending time with other people.
Extrinsic Motivation: The motivation to act for external rewards.
- F -
Fact: thing that is known to be consistent with objective reality and can be proven to be true with evidence.
Fallacy: the use of invalid or otherwise faulty reasoning, or "wrong moves" in the construction of an argument. A fallacious argument may be deceptive by appearing to be better than it really is.
Fantasy: A fantasy loosely refers to an imagined situation that expresses certain desires or aims of the imagining individual. It can occur at the conscious level, also known as a daydream, or unconsciously, sometimes referred to as phantasy.
Feature: The solution to a consumer need or problem
Feature integration theory (FIT): FIT posits that objects are retrieved from scenes by means of selective spatial attention that picks out objects' features, forms feature maps, and integrates those features that are found at the same location into forming objects.
Feminine: Any design that is tasteful
Fine art: refers to a skill used to express the artist's creativity, or to engage the audience's aesthetic sensibilities, or to draw the audience towards consideration of more refined or finer work of art.
Firefighting: an unplanned diversion of scarce resources and the reassignment of some of them to fix problems discovered late in a product’s development cycle.
Flat: unattractive design
Flexible thinking: roughly similar to (but not synonymous with) creativity.
Flow state: (also known colloquially as being in the zone) is the mental state of operation in which a person performing an activity is fully immersed in a feeling of energized focus, full involvement, and enjoyment in the process of the activity. In essence, flow is characterized by complete absorption in what one does, and a resulting loss in one's sense of space and time. There are six factors as encompassing an experience of flow Intense and focused concentration on the present moment
Flow state: can be entered while performing any activity, although it is most likely to occur when one is wholeheartedly performing a task or activity for intrinsic purposes. Passive activities like taking a bath or even watching TV usually do not elicit flow experiences as individuals have to actively do something to enter a flow state. While the activities that induce flow may vary and be multifaceted. Flow theory postulates three conditions that have to be met to achieve a flow state:
Fluency: subjective experience of ease with which people process information
Fluid intelligence or fluid reasoning: is the capacity to reason and solve novel problems, independent of any knowledge from the past.
Focalization: is the concentration of consciousness.
Focus: requires paying attention to something for an extended period of time while tuning out other stimuli. It is an act of will rather than reflex and a skill that is learned and improved with practice rather than innate.
Focused attention: is a type of attention that makes it possible to quickly detect relevant stimuli. We use focused attention, or mental focus, to attend to both internal stimuli (feeling thirsty) and external stimuli (sounds) and is an important skill that allows us to carefully and efficiently carry out tasks in our daily lives. Our ability to keep attention on a stimulus or activity can vary depending on different factors:
Focused mode thinking: Contrasted with ‘diffuse mode’, ‘focused mode thinking’ is just as it sounds – a concentrated, focused form of thinking.
Forgetting: or disremembering is the apparent loss or modification of information already encoded and stored in an individual’s long term memory.
Forgetting curve: The forgetting curve hypotheses the decline of memory retention in time.
Framing: refers to conceptualizing the problem, i.e., defining goals and objectives.
Frankensteining: the combination of the best parts of multiple independent concepts into a single uber-concept.
Free Association: A creative method for brainstorming or for use in psychoanalytic therapy in which the patient is to say anything that comes into their mind, no matter how trivial, unrelated or embarrassing.
Freethought (or "free thought"): a philosophical viewpoint which holds that positions regarding truth should be formed only on the basis of logic, reason, and empiricism, rather than authority, tradition, revelation, or dogma.
Free writing: prewriting technique in which a person writes continuously for a set period of time without regard to spelling, grammar, or topic. It produces raw, often unusable material, but helps writers overcome blocks of apathy and self-criticism.
Fresh: a synonym for something that feels new
Frontal Lobe: One of the four parts of the cerebral cortex. It controls movement and aids in the planning and coordinating of behavior.
Functional fixedness: which is a difficulty conceiving new uses for familiar objects.
Futurism: celebrate new technology and modernization while advocating for a violent and decisive break from the past.
Fallacy: the use of invalid or otherwise faulty reasoning, or "wrong moves" in the construction of an argument. A fallacious argument may be deceptive by appearing to be better than it really is.
Fantasy: A fantasy loosely refers to an imagined situation that expresses certain desires or aims of the imagining individual. It can occur at the conscious level, also known as a daydream, or unconsciously, sometimes referred to as phantasy.
Feature: The solution to a consumer need or problem
Feature integration theory (FIT): FIT posits that objects are retrieved from scenes by means of selective spatial attention that picks out objects' features, forms feature maps, and integrates those features that are found at the same location into forming objects.
Feminine: Any design that is tasteful
Fine art: refers to a skill used to express the artist's creativity, or to engage the audience's aesthetic sensibilities, or to draw the audience towards consideration of more refined or finer work of art.
Firefighting: an unplanned diversion of scarce resources and the reassignment of some of them to fix problems discovered late in a product’s development cycle.
Flat: unattractive design
Flexible thinking: roughly similar to (but not synonymous with) creativity.
Flow state: (also known colloquially as being in the zone) is the mental state of operation in which a person performing an activity is fully immersed in a feeling of energized focus, full involvement, and enjoyment in the process of the activity. In essence, flow is characterized by complete absorption in what one does, and a resulting loss in one's sense of space and time. There are six factors as encompassing an experience of flow Intense and focused concentration on the present moment
- 1. Merging of action and awareness
- 2. A loss of reflective self-consciousness
- 3. A sense of personal control or agency over the situation or activity
- 4. A distortion of temporal experience, one's subjective experience of time is altered
- 5. Experience of the activity as intrinsically rewarding, also referred to as autotelic experience
Flow state: can be entered while performing any activity, although it is most likely to occur when one is wholeheartedly performing a task or activity for intrinsic purposes. Passive activities like taking a bath or even watching TV usually do not elicit flow experiences as individuals have to actively do something to enter a flow state. While the activities that induce flow may vary and be multifaceted. Flow theory postulates three conditions that have to be met to achieve a flow state:
- One must be involved in an activity with a clear set of goals and progress. This adds direction and structure to the task.
- The task at hand must have clear and immediate feedback. This helps the person negotiate any changing demands and allows them to adjust their performance to maintain the flow state.
- One must have a good balance between the perceived challenges of the task at hand and their own perceived skills. One must have confidence in one's ability to complete the task at hand.
- Some of the challenges to staying in flow include states of apathy, boredom, and anxiety. Being in a state of apathy is characterized when challenges are low and one's skill level is low, producing a general lack of interest in the task at hand. Boredom is a slightly different state in that it occurs when challenges are low, but one's skill level exceeds those challenges causing one to seek higher challenges. Lastly, a state of anxiety occurs when challenges are so high that they exceed one's perceived skill level causing one great distress and uneasiness. These states in general differ from being in a state of flow, in that flow occurs when challenges match one's skill level.
- Specific personality traits may be better able to achieve flow more often than the average person. These personality traits include curiosity, persistence, low self-centeredness, and a high rate of performing activities for intrinsic reasons only. People with most of these personality traits are said to have an autotelic personality.
Fluency: subjective experience of ease with which people process information
Fluid intelligence or fluid reasoning: is the capacity to reason and solve novel problems, independent of any knowledge from the past.
- It is the ability to analyze novel problems, identify patterns and relationships that underpin these problems and the extrapolation of these using logic.
- It is necessary for all logical problem solving. Fluid reasoning includes inductive reasoning and deductive reasoning.
Focalization: is the concentration of consciousness.
Focus: requires paying attention to something for an extended period of time while tuning out other stimuli. It is an act of will rather than reflex and a skill that is learned and improved with practice rather than innate.
Focused attention: is a type of attention that makes it possible to quickly detect relevant stimuli. We use focused attention, or mental focus, to attend to both internal stimuli (feeling thirsty) and external stimuli (sounds) and is an important skill that allows us to carefully and efficiently carry out tasks in our daily lives. Our ability to keep attention on a stimulus or activity can vary depending on different factors:
- Personal Factors: Level of activation, motivation, emotion, or sensory modality that processes the stimulus. We're more likely to process a stimulus correctly when we're awake and motivated, rather than sad or tired, or if the stimulus is boring
- Environmental Factors: It's easier to pay attention to a stimulus or target activity if there are few environmental distractions, and it becomes more difficult to concentrate with more frequent or intense distractions.
- Stimulus Factors: Novelty, complexity, duration, or salience of the stimulus. If there is only one single, simple, obvious stimulus, it will be easier to detect it.
Focused mode thinking: Contrasted with ‘diffuse mode’, ‘focused mode thinking’ is just as it sounds – a concentrated, focused form of thinking.
Forgetting: or disremembering is the apparent loss or modification of information already encoded and stored in an individual’s long term memory.
Forgetting curve: The forgetting curve hypotheses the decline of memory retention in time.
Framing: refers to conceptualizing the problem, i.e., defining goals and objectives.
Frankensteining: the combination of the best parts of multiple independent concepts into a single uber-concept.
Free Association: A creative method for brainstorming or for use in psychoanalytic therapy in which the patient is to say anything that comes into their mind, no matter how trivial, unrelated or embarrassing.
Freethought (or "free thought"): a philosophical viewpoint which holds that positions regarding truth should be formed only on the basis of logic, reason, and empiricism, rather than authority, tradition, revelation, or dogma.
- According to the Oxford English Dictionary, a freethinker is "a person who forms their own ideas and opinions rather than accepting those of other people, especially in religious teaching
Free writing: prewriting technique in which a person writes continuously for a set period of time without regard to spelling, grammar, or topic. It produces raw, often unusable material, but helps writers overcome blocks of apathy and self-criticism.
Fresh: a synonym for something that feels new
Frontal Lobe: One of the four parts of the cerebral cortex. It controls movement and aids in the planning and coordinating of behavior.
Functional fixedness: which is a difficulty conceiving new uses for familiar objects.
Futurism: celebrate new technology and modernization while advocating for a violent and decisive break from the past.
A SERIES OF BEAUTIFUL WORDS
Series of Books and Blogs By www.bykairos.com
DEFINING NEW IDEAS DICTIONARY
Presented by Creativity Chaos in association with Defining the Brain - A Beautiful Word - Logophile Lexicon
VIEW MY BLOGS, BOOKS & BEAUTIFUL WORDS
or visit my writer’s workshop for a full index of work
About Me | My Style | Books | Blogs | Downloads
Original Content Copyright, 2020 Kairos.
Series of Books and Blogs By www.bykairos.com
DEFINING NEW IDEAS DICTIONARY
Presented by Creativity Chaos in association with Defining the Brain - A Beautiful Word - Logophile Lexicon
VIEW MY BLOGS, BOOKS & BEAUTIFUL WORDS
or visit my writer’s workshop for a full index of work
About Me | My Style | Books | Blogs | Downloads
Original Content Copyright, 2020 Kairos.