DEFINING NEW IDEAS
With Creativity, Innovation and Design
A DICTIONARY OF DIVERGENT TERMS
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DEFINED TERMS [A - C]
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
- A -
Abductive Reasoning: form of logical inference which starts with an observation or set of observations then seeks to find the simplest and most likely explanation for the observations. It is a process through which a person tries to show the connection between unrelated facts and uses his intuitive thinking power for the same
Aboulia - A person who is unable to make decisions or take an initiative.
Absent mindedness: is where a person shows inattentive or forgetful behavior. It can have three different causes:
Absorption: A state of profound concentration or stillness in which the mind becomes fully immersed and absorbed in the object of meditation. Absorptions settle our mind and shift our perspective, but can also invoke grandiosity and distorted certainty.
Absorbed: Intensely engaged: engrossed.
Abstract Concepts - Knowledge of states, events, ideas, or qualities that do not have direct physical instantiations; this can be contrasted from concrete concepts, which include knowledge of physical properties of objects and actions
Abstraction: solving the problem in a model of the system before applying it to the real system
Abstract Concepts: knowledge of states, events, ideas, or qualities that do not have direct physical instantiations
Accidental Discovery: new designs, ideas, and developments resulting from unexpected insight, which is obtained either inside or outside the organization.
Action-centric Perspective: label given to a collection of interrelated concepts, which are antithetical to the rational model. It means that:
Action tendencies - Refer to the willingness to act in an expressive manner; examples can be to think of the other, hug the other or to approach the other when in love or to aggress, spit on, or swear at another when angered with someone
Actualization - The process of realizing one's potential.
Adaptive Behavior - The behavior used for adjusting to a different or new situation.
Adaptive Reasoning: refers to a problem solving strategy that adapts thinking to address a problem as it changes and evolves.
Adrenaline rush: a rush of energy that permeates the body when extreme danger is sensed. The actual 'rush' is caused by a release of epinephrine(adrenaline)and norepinephrine From the adrenal glands.
Aesthetic: relating to or characterized by beauty or good taste; a particular taste or approach to the visual qualities of an object.
Affect - The feeling or experience that is associated with an emotion. It’s the act of displaying or exhibiting the emotions through gestures or facial expressions.
Agile: refers to the ability to make quick iterations as well as to move and adapt to changes fast. It emphasizes the importance of frequent reassessment and testing.
Agile Development: Agile refers to a collaborative, cross-functional software development strategy that relies on the principles of agile where solutions are created in a rapid, flexible method to achieve the desired result.
Agitation - The state of restlessness or excitement of emotions.
Aleatoricism: incorporation of chance into the process of creation, especially the creation of art or media.
Altered State of Consciousness - It is used to describe the state of the mind which has undergone temporary change. The beta wave that is used to designate the activity of the brain is altered.
Alternating Attention :The ability of mental flexibility that allows individuals to shift their focus of attention and move between tasks having different cognitive requirements.
Amygdala: emotional center of the brain. Where fear lives, It is responsible for the fight or flight responses. The amygdala plays a role in emotional learning.
Ampliative: a term used mainly in logic, meaning "extending" or "adding to that which is already known".
Analogy: using a solution that solves an analogous problem
Analytic - People with an analytic mindset will tend to focus on objects based on the categories to which they belong and understand behavior using rules such as logic, this mindset is common in many Western cultures
Anchoring - The tendency of the human mind to make use of just one piece of information or trait in order to make decisions.
Animation: A series of illustrations or images that when combined create the appearance of movement.
Applied art: crafts and design are sometimes considered applied art. Some art followers have argued that the difference between fine art and applied art has more to do with value judgments made about the art than any clear definitional difference.
Approach motivation - Involves working toward goals in order to attain or achieve something. Going to the gym to exercise in order to get in shape could be considered approach motivation
Appropriation: an artistic strategy, the intentional borrowing, copying, and alteration of preexisting images, objects, and ideas.
Archetype: it is a statement, pattern of behavior, or prototype (model) which other statements, patterns of behavior, and objects copy or emulate. In Jungian psychology, archetypes constitute the collective unconscious; they are unconscious images of the instincts themselves, in other words...they are patterns of instinctual behavior , or simply, pre-existent forms.
Architectural Innovation: innovation where the core components of the product remain the same but the relationship between these components changes. This type of innovation entails the overall design, system or the way components interact.
Argument: series of statements (in a natural language), called the premises intended to determine the degree of truth of another statement, the conclusion.
Arousal: is a physiological and psychological state of being awakened or of sense organs stimulated to perception. It activates the ascending reticular activating system(ARAS) in the brain, which mediates wakefulness, the autonomic nervous system, and the endocrine system, which leads to increased heart rate and blood pressure and a condition of sensory alertness, mobility, and readiness to respond.
Art: diverse range of human activities in creating visual, auditory or performing artifacts expressing the author's imaginative, conceptual ideas, or technical skill, intended to be appreciated for their beauty or emotional power.
Art Criticism: is the discussion or evaluation of visual art. Art critics usually criticise art in the context of aesthetics or the theory of beauty. A goal of art criticism is the pursuit of a rational basis for art appreciation.
Art Form: refers to the elements of art that are independent of its interpretation or significance.
Art Formalism: is the study of art by analyzing and comparing form and style. Its discussion also includes the way objects are made and their purely visual or material aspects.
Art Movement: a tendency or style in art with a specific common philosophy or goal, followed by a group of artists during a restricted period of time, (usually a few months, years or decades) or, at least, with the heyday of the movement defined within a number of years.
Art Purpose: purpose may be to communicate ideas, such as in politically, spiritually, or philosophically motivated art; to create a sense of beauty, to explore the nature of perception, for pleasure or to generate strong emotions. The purpose may also be nonexistent.
Art Journaling: a visual diary or a place to record your thoughts, memories, and emotions through images, art and words.
Arousal: A physiological state involving a change in the body and brain that motivates behavior and enables a response to stimuli.
Association: refers to a mental connection between concepts, events, or mental states that usually stems from specific experiences.
Attention: behavioral and cognitive process of selectively concentrating on a discrete aspect of information, whether subjective or objective, while ignoring other perceivable information.
Attentional Bias - The tendency to preferentially direct one’s attention and to recognize certain stimuli faster
Attention Span - It is the amount of time for which an individual focuses his attention on a particular thing without getting distracted.
Attention Sources: sources in our brain create a system of three networks: alertness (maintaining awareness), orientation (information from sensory input), and executive control (resolving conflict).
Attentional Capture: has two modes: voluntary and reflexive. The voluntary mode is a top down approach where attention is shifted according to high-level cognitive processes. The reflexive mode is a bottom up approach where attention shifts involuntarily based on a stimulus’s attention attracting properties.
Attentional Control: refers to an individual's capacity to choose what they pay attention to and what they ignore. It is also known as endogenous attention or executive attention. In lay terms, attentional control can be described as an individual's ability to concentrate. Primarily mediated by the frontal areas of the brain including the anterior cingulate cortex, attentional control is thought to be closely related to other executive functions such as working memory.
Attentional deployment - Directing one’s attention to or away from certain stimuli to more successfully regulate oneself
Attentional Shift: occurs when directing attention to a point to increase the efficiency of processing that point and includes inhibition to decrease attentional resources to unwanted or irrelevant inputs. Shifting of attention is needed to allocate attentional resources to more efficiently process information from a stimulus. Research has shown that when an object or area is attended, processing operates more efficiently. Task switching costs occur when performance on a task suffers due to the increased effort added in shifting attention. There are competing theories that attempt to explain why and how attention is shifted as well as how attention is moved through space.
Attitude Polarization: when people with opposing views interpret new information in a biased way, their views can move even further apart
Audience: one or more demographic profiles that the work impacts. When designing creative content it’s imperative that the output resonates with the audience.
Authorial Intent: refers to an author's intentas it is encoded in their work.
Automatic Behavior - The production of motor or verbal behavior spontaneously without the person being conscious about it.
Automatic Thoughts: self-defeating judgments people make about themselves.
Automaticity: Most broadly defined as the operation of mental processes outside of conscious awareness and guidance; more specific criteria, which can apply one at a time or together, are that automatic process are independent of intentions, hard to control, effortless, and efficient
Automatism: strategies of writing or creating art that aimed to access the unconscious mind.
Avoidance motivation - Describes working to avoid some unpleasant or undesired thing; trying to avoid eating unhealthy food in order to stay in shape could be considered avoidance motivation
Avolition - A psychological state in which a person lacks the desire, motivation or drive that is required to pursue a meaningful goal.
Awareness -The ability or state in which a person can feel, perceive or is conscious about the sensory patterns, objects or events around them.
Awareness: ability to directly know and perceive, to feel, or to be cognizant of events. The state of being conscious of something.
Aboulia - A person who is unable to make decisions or take an initiative.
Absent mindedness: is where a person shows inattentive or forgetful behavior. It can have three different causes:
- a low level of attention("blanking" or "zoning out")
- intense attention to a single object of focus (hyperfocus) that makes a person oblivious to events around him or her;
- unwarranted distraction of attention from the object of focus by irrelevant thoughts or environmental events.
Absorption: A state of profound concentration or stillness in which the mind becomes fully immersed and absorbed in the object of meditation. Absorptions settle our mind and shift our perspective, but can also invoke grandiosity and distorted certainty.
Absorbed: Intensely engaged: engrossed.
Abstract Concepts - Knowledge of states, events, ideas, or qualities that do not have direct physical instantiations; this can be contrasted from concrete concepts, which include knowledge of physical properties of objects and actions
Abstraction: solving the problem in a model of the system before applying it to the real system
Abstract Concepts: knowledge of states, events, ideas, or qualities that do not have direct physical instantiations
Accidental Discovery: new designs, ideas, and developments resulting from unexpected insight, which is obtained either inside or outside the organization.
Action-centric Perspective: label given to a collection of interrelated concepts, which are antithetical to the rational model. It means that:
- Designers use creativity and emotion to generate design
- The design process is improvised,
- No universal sequence of stages is apparent – analysis, design and implementation are contemporary and inextricably linked
Action tendencies - Refer to the willingness to act in an expressive manner; examples can be to think of the other, hug the other or to approach the other when in love or to aggress, spit on, or swear at another when angered with someone
Actualization - The process of realizing one's potential.
Adaptive Behavior - The behavior used for adjusting to a different or new situation.
Adaptive Reasoning: refers to a problem solving strategy that adapts thinking to address a problem as it changes and evolves.
Adrenaline rush: a rush of energy that permeates the body when extreme danger is sensed. The actual 'rush' is caused by a release of epinephrine(adrenaline)and norepinephrine From the adrenal glands.
Aesthetic: relating to or characterized by beauty or good taste; a particular taste or approach to the visual qualities of an object.
Affect - The feeling or experience that is associated with an emotion. It’s the act of displaying or exhibiting the emotions through gestures or facial expressions.
Agile: refers to the ability to make quick iterations as well as to move and adapt to changes fast. It emphasizes the importance of frequent reassessment and testing.
Agile Development: Agile refers to a collaborative, cross-functional software development strategy that relies on the principles of agile where solutions are created in a rapid, flexible method to achieve the desired result.
- Agile methodology is an iterative software development process that involves the use of methodologies such as Scrum, Lean, dynamic systems development method and extreme Programming.
- Agile development benefits include faster time to market, decreased risk of missed objectives, higher quality deliverables, and increased stakeholder engagement and satisfaction.
- Agile developers prototype, innovate and create fully scaled, production-ready digital solutions in the shortest period of time.
Agitation - The state of restlessness or excitement of emotions.
Aleatoricism: incorporation of chance into the process of creation, especially the creation of art or media.
Altered State of Consciousness - It is used to describe the state of the mind which has undergone temporary change. The beta wave that is used to designate the activity of the brain is altered.
Alternating Attention :The ability of mental flexibility that allows individuals to shift their focus of attention and move between tasks having different cognitive requirements.
Amygdala: emotional center of the brain. Where fear lives, It is responsible for the fight or flight responses. The amygdala plays a role in emotional learning.
Ampliative: a term used mainly in logic, meaning "extending" or "adding to that which is already known".
Analogy: using a solution that solves an analogous problem
Analytic - People with an analytic mindset will tend to focus on objects based on the categories to which they belong and understand behavior using rules such as logic, this mindset is common in many Western cultures
Anchoring - The tendency of the human mind to make use of just one piece of information or trait in order to make decisions.
Animation: A series of illustrations or images that when combined create the appearance of movement.
Applied art: crafts and design are sometimes considered applied art. Some art followers have argued that the difference between fine art and applied art has more to do with value judgments made about the art than any clear definitional difference.
Approach motivation - Involves working toward goals in order to attain or achieve something. Going to the gym to exercise in order to get in shape could be considered approach motivation
Appropriation: an artistic strategy, the intentional borrowing, copying, and alteration of preexisting images, objects, and ideas.
Archetype: it is a statement, pattern of behavior, or prototype (model) which other statements, patterns of behavior, and objects copy or emulate. In Jungian psychology, archetypes constitute the collective unconscious; they are unconscious images of the instincts themselves, in other words...they are patterns of instinctual behavior , or simply, pre-existent forms.
- Collectively-inherited unconscious idea, pattern of thought or image universally present in individual psyches
- Constantly recurring symbol or motif in literature, painting, or mythology
Architectural Innovation: innovation where the core components of the product remain the same but the relationship between these components changes. This type of innovation entails the overall design, system or the way components interact.
Argument: series of statements (in a natural language), called the premises intended to determine the degree of truth of another statement, the conclusion.
Arousal: is a physiological and psychological state of being awakened or of sense organs stimulated to perception. It activates the ascending reticular activating system(ARAS) in the brain, which mediates wakefulness, the autonomic nervous system, and the endocrine system, which leads to increased heart rate and blood pressure and a condition of sensory alertness, mobility, and readiness to respond.
Art: diverse range of human activities in creating visual, auditory or performing artifacts expressing the author's imaginative, conceptual ideas, or technical skill, intended to be appreciated for their beauty or emotional power.
Art Criticism: is the discussion or evaluation of visual art. Art critics usually criticise art in the context of aesthetics or the theory of beauty. A goal of art criticism is the pursuit of a rational basis for art appreciation.
Art Form: refers to the elements of art that are independent of its interpretation or significance.
- Elements include color, contour, dimension, medium, melody, space, texture, and value.
- Form may also include visual design principles, such as arrangement, balance, contrast, emphasis, harmony, proportion, proximity, and rhythm.
Art Formalism: is the study of art by analyzing and comparing form and style. Its discussion also includes the way objects are made and their purely visual or material aspects.
Art Movement: a tendency or style in art with a specific common philosophy or goal, followed by a group of artists during a restricted period of time, (usually a few months, years or decades) or, at least, with the heyday of the movement defined within a number of years.
Art Purpose: purpose may be to communicate ideas, such as in politically, spiritually, or philosophically motivated art; to create a sense of beauty, to explore the nature of perception, for pleasure or to generate strong emotions. The purpose may also be nonexistent.
Art Journaling: a visual diary or a place to record your thoughts, memories, and emotions through images, art and words.
Arousal: A physiological state involving a change in the body and brain that motivates behavior and enables a response to stimuli.
Association: refers to a mental connection between concepts, events, or mental states that usually stems from specific experiences.
Attention: behavioral and cognitive process of selectively concentrating on a discrete aspect of information, whether subjective or objective, while ignoring other perceivable information.
- Voluntary (endogenous) attention is a conscious decision to focus on a particular stimulus.
- Involuntary (exogenous) attention is an unplanned focus on a change in the environment, such as a loud noise or sudden movement.
Attentional Bias - The tendency to preferentially direct one’s attention and to recognize certain stimuli faster
Attention Span - It is the amount of time for which an individual focuses his attention on a particular thing without getting distracted.
Attention Sources: sources in our brain create a system of three networks: alertness (maintaining awareness), orientation (information from sensory input), and executive control (resolving conflict).
Attentional Capture: has two modes: voluntary and reflexive. The voluntary mode is a top down approach where attention is shifted according to high-level cognitive processes. The reflexive mode is a bottom up approach where attention shifts involuntarily based on a stimulus’s attention attracting properties.
Attentional Control: refers to an individual's capacity to choose what they pay attention to and what they ignore. It is also known as endogenous attention or executive attention. In lay terms, attentional control can be described as an individual's ability to concentrate. Primarily mediated by the frontal areas of the brain including the anterior cingulate cortex, attentional control is thought to be closely related to other executive functions such as working memory.
- Disrupted attentional control has been noted not just in the early development of conditions for which the core deficit is related to attention such as ADHD, but also in conditions such as autism and anxiety.
- The patterns of disrupted attentional control relate to findings of disrupted performance on executive functions tasks such as working Memory across a wide number of different disorder groups. The question of why the executive functions appear to be disrupted across so many different disorder groups remains, however, poorly understood
- INHIBITION: prevents stimuli unrelated to a task and responses from disrupting performance.
- SHIFTING: shifting function of attentional control is used to allocate attention to the stimuli that are most relevant to the task.
- UPDATING: is used to update and monitor information in working memory.
Attentional deployment - Directing one’s attention to or away from certain stimuli to more successfully regulate oneself
Attentional Shift: occurs when directing attention to a point to increase the efficiency of processing that point and includes inhibition to decrease attentional resources to unwanted or irrelevant inputs. Shifting of attention is needed to allocate attentional resources to more efficiently process information from a stimulus. Research has shown that when an object or area is attended, processing operates more efficiently. Task switching costs occur when performance on a task suffers due to the increased effort added in shifting attention. There are competing theories that attempt to explain why and how attention is shifted as well as how attention is moved through space.
Attitude Polarization: when people with opposing views interpret new information in a biased way, their views can move even further apart
Audience: one or more demographic profiles that the work impacts. When designing creative content it’s imperative that the output resonates with the audience.
Authorial Intent: refers to an author's intentas it is encoded in their work.
Automatic Behavior - The production of motor or verbal behavior spontaneously without the person being conscious about it.
Automatic Thoughts: self-defeating judgments people make about themselves.
Automaticity: Most broadly defined as the operation of mental processes outside of conscious awareness and guidance; more specific criteria, which can apply one at a time or together, are that automatic process are independent of intentions, hard to control, effortless, and efficient
Automatism: strategies of writing or creating art that aimed to access the unconscious mind.
Avoidance motivation - Describes working to avoid some unpleasant or undesired thing; trying to avoid eating unhealthy food in order to stay in shape could be considered avoidance motivation
Avolition - A psychological state in which a person lacks the desire, motivation or drive that is required to pursue a meaningful goal.
Awareness -The ability or state in which a person can feel, perceive or is conscious about the sensory patterns, objects or events around them.
Awareness: ability to directly know and perceive, to feel, or to be cognizant of events. The state of being conscious of something.
- B -
Backfire Effect: name for the finding that given evidence against their beliefs, people can reject the evidence and believe even more strongly
Basal Ganglia: A group of interconnected structures located deep in the brain that play an important role in voluntary movement, motor skill learning, and habits.
Behavior - The actions and reactions of an individual that they display or exhibit in relation to the surroundings or environment.
Behavioral Confirmation Effect: commonly known as self-fulfilling prophecy, in which a person's expectations influence their own behavior, bringing about the expected result.
Behaviorism - A scientific explanation of actions, thoughts and feelings as behavior, without recourse to subjectivity; no difference is considered to exist between subjective and objective events
Behavior Modification - The improvement in behavior which is brought about by the implementation of behavior change techniques.
Belief - It is a psychological state in which a premise or proposition is held to be true by an individual.
Beta testing: a new-to-the-world product includes a limited group of users outside of the development team or for external products, outside of the business . The goal of a Beta test is get customer feedback on how the product is used and works in the real world.
Biased Interpretation: seeing the initial evidence, people form a working hypothesis that affects how they interpret the rest of the information.
Biomorphic: a term referring to abstract forms or images that evoke associations with living forms such as plants and the human body.
Blog: an abbreviation of the term “web log.” A series of online postings focusing on a single subject and open to multiple users.
Bottoms Up Processing: also known as stimulus-driven attention or exogenous attention. These describe attentional processing which is driven by the properties of the objects themselves. Some processes, such as motion or a sudden loud noise, can attract our attention in a pre-conscious, or non-volitional way. We attend to them whether we want to or not. These aspects of attention are thought to involve parietal lobe as well as the brainstem.
Brain- the primary neurological center of the body.
Brain plasticity: is the basis of focused attention rehabilitation and other cognitive skills. There are exercises designed to help rehabilitate the deficits in focused attention and other cognitive functions. The brain and neural connections can be strengthened by challenging and working them, so by frequently training these skills, the brain structures related to focused attention will become stronger. This means that when your ears send information to the brain and the brain processes it, the connections will work faster and more efficiently, improving overall your mental focus.
Brainstorming: event in which a group of people meet to generate new ideas and solutions around a specific interest. People think more freely and suggest as many spontaneous new ideas as possible.
Breadboard: a proof-of-concept modeling technique that shows how a product will work but not how it will look.
Break-even Point: point at which revenues exceed expenses.
Breakthrough Innovation: type of innovation that creates new markets. It usually refers to revolutionary change in firms, markets and industries, which provide substantially higher customer benefits relative to current products in the industry.
Build-Measure-Learn Feedback Loop: main component of the Lean Startup Model for building and testing new ideas. The ideology behind the loop is to launch a new idea or concept to the market as quickly as possible to gain experience and gather feedback for further improvement.
Business Case: detailed assessment of a perceived opportunity or problem, its costs, risks, benefits, and organization's capabilities to solve that problem. The purpose of a business case is to decide whether the project is worth proceeding with.
Business Incubation: dynamic process of business enterprise development. Business incubators nurture young firms, helping them to survive and grow during the startup period when they are most vulnerable. The goal of business incubators is to produce healthy firms that create jobs and wealth, strengthen the economy, commercialize new technologies and revitalize communities.
Business Innovation Cycle: the cycle is often broken down into four parts.
Business Model Innovation: about analyzing and confronting your current business model to find new business opportunities. It refers to the ability to find new revenue streams and maintain competitive advantage either by improving an existing business model or by looking for new ways to provide value.
Basal Ganglia: A group of interconnected structures located deep in the brain that play an important role in voluntary movement, motor skill learning, and habits.
Behavior - The actions and reactions of an individual that they display or exhibit in relation to the surroundings or environment.
Behavioral Confirmation Effect: commonly known as self-fulfilling prophecy, in which a person's expectations influence their own behavior, bringing about the expected result.
Behaviorism - A scientific explanation of actions, thoughts and feelings as behavior, without recourse to subjectivity; no difference is considered to exist between subjective and objective events
Behavior Modification - The improvement in behavior which is brought about by the implementation of behavior change techniques.
Belief - It is a psychological state in which a premise or proposition is held to be true by an individual.
Beta testing: a new-to-the-world product includes a limited group of users outside of the development team or for external products, outside of the business . The goal of a Beta test is get customer feedback on how the product is used and works in the real world.
Biased Interpretation: seeing the initial evidence, people form a working hypothesis that affects how they interpret the rest of the information.
Biomorphic: a term referring to abstract forms or images that evoke associations with living forms such as plants and the human body.
Blog: an abbreviation of the term “web log.” A series of online postings focusing on a single subject and open to multiple users.
Bottoms Up Processing: also known as stimulus-driven attention or exogenous attention. These describe attentional processing which is driven by the properties of the objects themselves. Some processes, such as motion or a sudden loud noise, can attract our attention in a pre-conscious, or non-volitional way. We attend to them whether we want to or not. These aspects of attention are thought to involve parietal lobe as well as the brainstem.
Brain- the primary neurological center of the body.
Brain plasticity: is the basis of focused attention rehabilitation and other cognitive skills. There are exercises designed to help rehabilitate the deficits in focused attention and other cognitive functions. The brain and neural connections can be strengthened by challenging and working them, so by frequently training these skills, the brain structures related to focused attention will become stronger. This means that when your ears send information to the brain and the brain processes it, the connections will work faster and more efficiently, improving overall your mental focus.
Brainstorming: event in which a group of people meet to generate new ideas and solutions around a specific interest. People think more freely and suggest as many spontaneous new ideas as possible.
Breadboard: a proof-of-concept modeling technique that shows how a product will work but not how it will look.
Break-even Point: point at which revenues exceed expenses.
Breakthrough Innovation: type of innovation that creates new markets. It usually refers to revolutionary change in firms, markets and industries, which provide substantially higher customer benefits relative to current products in the industry.
Build-Measure-Learn Feedback Loop: main component of the Lean Startup Model for building and testing new ideas. The ideology behind the loop is to launch a new idea or concept to the market as quickly as possible to gain experience and gather feedback for further improvement.
Business Case: detailed assessment of a perceived opportunity or problem, its costs, risks, benefits, and organization's capabilities to solve that problem. The purpose of a business case is to decide whether the project is worth proceeding with.
Business Incubation: dynamic process of business enterprise development. Business incubators nurture young firms, helping them to survive and grow during the startup period when they are most vulnerable. The goal of business incubators is to produce healthy firms that create jobs and wealth, strengthen the economy, commercialize new technologies and revitalize communities.
Business Innovation Cycle: the cycle is often broken down into four parts.
- It starts with articulating ideas around key areas (business models, marketing, process, products and service).
- The cycle moves through diofscovery then onto development and delivery.
- The first phase focuses on the creation and recording of ideas as well as the preliminary evaluation of whether those ideas could produce value.
- The next phase centers on testing the ideas through pilot programs or proofs of concepts, during which ideas and their value are further evaluated.
- The last two phases center on scaling ideas, moving them into production and integrating them into normal business operations.
Business Model Innovation: about analyzing and confronting your current business model to find new business opportunities. It refers to the ability to find new revenue streams and maintain competitive advantage either by improving an existing business model or by looking for new ways to provide value.
- C -
Calculation - The process in which one or more inputs are converted into more than one results.
Canon: group of artistic, literary, or musical works that are generally accepted as representing a field.
Categorization - The process of recognizing, differentiating and understanding objects and ideas.
Cathexis - The process in which an individual invests or spends his emotional or mental energy in an idea, object or another person.
Causality: also referred to as causation or cause and effect, it is one process or state, a cause, contributes to the production of another process or state, an effect.
Censorship: the act, process, or practice of examining books, films, or other material to remove or suppress what is considered morally, politically, or otherwise objectionable.
Cerebration: meaning “mental activity or thought” and the verb that derived from it, ‘cerebrate’ meaning to “use the mind or to think” have the technical, medical, and psychological overtones that are indicative of the Latin-derived vocabulary of a research field, therefore, use is distinctly technical.
Cerebrum: The largest part of the human brain . It is associated with higher order functioning (thinking, perceiving, planning, and understanding language) in addition to the control of voluntary behavior.
Certification theory: Creativity is not intrinsically related to intelligence. Instead, individuals are required to meet the requisite level intelligence in order to gain a certain level of education/work, which then in turn offers the opportunity to be creative. Displays of creativity are moderated by intelligence.
Chaos: a state of disorder; a confused or amorphous mixture or conglomeration.
Chaos Theory: interdisciplinary theory stating that within the apparent randomness of systems, there are underlying patterns, constant feedback loops, repetition, self-similarity, fractals, and self-organization.
Choice: decision making. It can include judging the merits of multiple options and selecting one or more of them.
Choice blindness - Failure to detect changes in a decision outcome when the choice was covertly manipulated
Chunking: process by which individual pieces of an information set are broken down and then grouped together. A chunk is a collection of basic familiar units that have been grouped together and stored in a person's memory.
Classical Art: branches of art are considered classic like painting, sculpture and architecture.
Classical conditioning - Learning that “one event predicts another”; or more specifically, a type of associative learning in which “a neutral stimulus comes to elicit a response when it is associated with a stimulus that already produces that response”
C-Model of Creativity: the “four C" model of creativity:
Clearing: when someone needs to get things off his or her chest before starting on a task.
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.
Cogitate: means “to think carefully and seriously about something,” and it comes from the Latin ‘cogitare’ meaning “to think,” itself formed from the combination of ‘co’ meaning “together” and ‘agitare’ meaning “to drive” or “to agitate,” the root of agitate in English and, in this case, another figurative use of language, since it could also mean “to turn over in the mind” in Latin.
Cognition: is the mental action or process of acquiring knowledge and understanding through thought, experience, and the senses. It includes intellectual functions and processes such as attention, the formation of knowledge, memory and working memory, judgment and evaluation, reasoning and "computation", problem solving and decision making, comprehension and production of language. Cognitive processes use existing knowledge and generate new knowledge.
Cognitivism: the study of how people mentally represent information processing.
Cognitive accessibility - The ease with which a given concept comes to mind
Cognitive capture: Cognitive capture or, cognitive tunneling, is an inattentional blindness phenomenon in which the observer is too focused on instrumentation, task at hand, internal thought, etc. and not on the present environment. For example, while driving, a driver focused on the speedometer and not on the road is suffering from cognitive capture.
Cognitive conflict: It can be broadly defined as the mental discomfort produced when someone is confronted with new information that contradicts their prior beliefs and ideas.
Cognitive decline - Refers to a decreasing ability to perform well on tasks that require speedy, analytical, or creative thinking due to aging
Cognitive dissonance - Psychological discomfort that is caused by people’s awareness of inconsistency among important beliefs, attitudes, or actions; people have a motivational drive to reduce dissonance
Cognitive motivation: Cognitive theories of motivation assume that behaviour is directed as a result of the active processing and interpretation of information.
Cognitive Reframing: Changing one’s focus away from active problem-solving and towards a creative solution set.
Cognitive science: The study of thought, learning, and mental organization, which draws on aspects of psychology, linguistics, philosophy, and computer modelling.
Collaboration: refers to working together with internal or external partners to solve a problem or to achieve a common goal.
Collaborative Strategy Process: involves employees in strategy work. This can include defining or clarifying the mission and vision of the organization as well as other actions that advance the company strategy.
Commercial Art: the skill is being used in a commercial or industrial way.
Commercialization of Innovation: component of product innovation process that converts ideas and prototypes into viable products.
Common sense - The ability to perceive, understand and judge practical matters with little reflection or argument; this is generally assumed to be a universal human ability
Compensatory control theory - Was developed to understand how people maintain the belief that they live in an orderly and stable world when experiencing fluctuations in perceived personal control; when personal control is perceived to be low, people can compensate by affirming beliefs in external sources of control, such as supernatural agents and governmental bodies
Competence - Means being intelligent, skillful, and able
Composition: arrangement of the individual elements within a work of art so as to form a unified whole; also used to refer to a work of art, music, or literature, or its structure or organization.
Conceptual Art: art emphasizing ideas and theoretical practices rather than the creation of visual forms.
Concept: a clearly written and possibly visual description of the new product idea that includes its primary features and consumer benefits, combined with a broad understanding of the technology needed.
Concept Activation: a process by which general ideas (like “action” or “inaction”) are mentally triggered, sometimes resulting in an impact on associated behaviors.
Concept activation - The process by which general ideas (like “action” or “inaction”) are mentally triggered, sometimes resulting in an impact on associated behaviors
Concept Conceptual Diagram: a diagram that depicts suggested relationships between concepts. It is a graphical tool that instructional designers, engineers, technical writers, and others use to organize and structure knowledge.
Conceptual Blending: also called conceptual integration, it includes elements and vital relations from diverse scenarios as "blended" in a subconscious process, which is assumed to be ubiquitous to everyday thought and language.
Conceptual Metaphors: refers to the idea that people use concrete sensory information to understand dissimilar abstract information
Concern with future consequences - An individual’s tendency to be concerned with immediate vs. future consequences, and base one’s decisions on those consequences that are important to the individual
Conditional Knowledge: refers to knowing when and why to use declarative and procedural knowledge.
Conceptual Model: representation of a system, made of the composition of concepts which are used to help people know, understand, or simulate a subject the model represents. It is also a set of concepts.
Conditioned response - A response to a conditioned stimulus; a response that has been learned
Conditioned stimulus -!A stimulus that elicits a response only after learning has taken place
Confabulation - A confusing imagination with memory
Confirmation bias: Confirmation bias is the tendency to search for, interpret, favour, and recall information in a way that confirms one’s pre-existing beliefs or hypotheses, while giving disproportionately less consideration to alternative possibilities.
Conformity: the act of matching attitudes, beliefs, and behaviors to group norms or politics. Norms are implicit, specific rules, shared by a group of individuals, that guide their interactions with others.
Conformity: The process of giving in to real or imagined pressure from a group.
Crystallized Intelligence - Intelligence based on the knowledge and skills accumulated over the life span.
Conjecture: the formation or expression of an opinion or theory without sufficient evidence for proof. From the Middle English Latin ‘conjectūra’ (< Middle French) meaning “inferring, reasoning” and the past participle of ‘conjicere’ meaning to “throw together, form a conclusion.”
Consciousness: is the state or quality of sentience or awareness of internal or external existence. It has defining factors like qualia, subjectivity, the ability to experience or to feel, wakefulness, having a sense of selfhood or soul, the fact that there is something 'that it is like' to 'have' or 'be' it, and the executive control system of the mind.
Conscious Thought: thought processes one is aware of and can introspect on
Constructivism: Constructivism is a philosophy of learning founded on the premise that, by reflecting on our experiences, we construct our own understanding of the world we live in.
Constructive Imagination: denotes the process resulting in formation of novel mental images, as opposed to simple recall that refers to remembering of a previously seen picture
Contemporary: a solution that is fresh and appropriate to the current marketplace. A classy, slightly longer-term version of trendy. The opposite of retro.
Contemporary Art: the art of today, produced in the second half of the 20th century or in the 21st century. Contemporary artists work in a globally influenced, culturally diverse, and technologically advancing world.
Content: information for audience consumption via various mediums such as video, audio, written or other arts. Content is a key component of storytelling.
Contextual interference: The contextual interference effect is a learning phenomenon where interference during practice is beneficial to skill learning.
Continuous Improvement: making an ongoing effort to enhance processes, products or services. It is often used to describe incremental changes made in order to improve operational efficiency, reduce costs or increase the know-how within an organization.
Consciousness: state or quality of awareness of being aware of an external object or something within oneself.
Conscientiousness - one of the Big Five personality factors, characterized by traits such as organization, thoroughness, reliability, and practicality, and their relative absence of careless, negligence, and unreliability
Consolidation - Consolidation happens when new information is transferred from short-term memory (which can be easily disturbed) to long-term memory (which is more stable). Memory consolidation requires time.
Convergent Thinking: a technique used late in the early phase of idea generation. It helps reduce the high volume of ideas created through divergent thinking to a small group of ideas or a single idea on which more effort and analysis will be focused. See divergent thinking.
Copy: written text for the purpose of marketing a product, service, content, or a campaign.
Concept Maps: Mind maps differ from concept maps in that mind maps focus on only one word or idea, whereas concept maps connect multiple words or ideas
Convention: General agreement on or acceptance of certain practices or attitudes; a widely used and accepted device or technique, as in drama, literature, or visual art.
Convergent Problems: attempted solutions gradually converge on one solution or answer.
Core Innovation: refers to small, incremental improvements to existing products or services that are the main sources of revenue, and is something companies do daily.
Counterfactual: something physically implausible or nonexistent; in psychology mostly known for counterfactual thinking which is pondering about what would have happened if one had done something different at a certain point in time; the phenomenon can easily be thought about, it’s just impossible in the present reality
Counterintuitive - phenomena that are at odds with factual or logical reasoning; ironically, counterintuitive can also stand for phenomena at odds with gut feelings and intuition, which are often disproven; take the earth for an example, the idea that the earth is flat is an intuitive idea; the discovery that the earth was a round spheroid, is therefore a counterintuitive idea; yet, this doesn’t mean that the idea isn’t true: it’s just unlikely to be thought
Covert spatial attention: refers to attention that can change spatially without any accompanying eye movements. To investigate covert attention, it is necessary to ensure that the observer's eyes remain fixated at one location throughout the task. In spatial cueing tasks, subjects are instructed to fixate on a central fixation point.
Create: to cause to exist, bring into being, originate, to give rise to, bring about, produce. An original product of human invention or imagination.
Creative: characterized by originality and expressiveness, imaginative. See creativity.
Creative Arts (art as discipline): collection of disciplines which produce artworks (art as objects) that are compelled by a personal drive (art as activity) and convey a message, mood, or symbolism for the perceiver to interpret (art as experience).
Creative Conceptual Expansion: the process of extending the conceptual boundaries of an existing concept by synthesizing it with other seemingly irrelevant concepts.
Creative Crowdsourcing: a designer crowd performs a creative task. The customer supplies information about the desired design on a specific platform and stipulates the final price. The designers accept the contract and the customer selects the winning design that is then paid for. This method is commonly used to create company names, slogans, business cards or web designs.
Creative Engineering:
Creative Flow: a mental state in which a person is fully immersed in an activity with a feeling of energized focus, full involvement, and enjoyment in the process of the activity.
Six factors of flow: those aspects can appear independently. In combination they compose a flow experience.
Three other components as being a part of the flow experience:
Creative Journaling: being creative in your journal as a way of activating your inner creative genius
Creative Personality: research has suggested that the creative profile can be explained by four primary creativity traits,
Creative Problem Solving: mental process of searching for an original and previously unknown solution to a problem. To qualify, the solution must be novel and reached independently
Creative Process:
Creativity: an act of making something new. It is a mental and social process involving the generation of new ideas or concepts, or new associations of the creative mind between existing ideas or concepts.
Critical Design: uses designed artifacts as an embodied critique or commentary on existing values, morals, and practices in a culture.
Critical Path: the most important things you need to pay attention to in a design.
Critical Thinking: the process of actively and skillfully conceptualizing, applying, analyzing, synthesizing, and evaluating information to reach an answer or conclusion
Crisp: A design with tight edges and materials.
Crowdsourcing: the practice of obtaining information or input into a task or project by enlisting the services of a large number of people, either paid or unpaid, typically via the Internet. Also known as “Wisdom of the Crowd.”
Crystallized Intelligence: discrete factors of general intelligence. Relies on specific, acquired knowledge. Correlates with abilities that depend on knowledge and experience, such as vocabulary, general information, and analogies.
Cued recall - A memory test in which people are asked to provide answers, assisted by memory cues (e.g., specific questions, cues, hints, etc.)
Curiosity: a quality related to inquisitive thinking such as exploration, investigation, and learning
Canon: group of artistic, literary, or musical works that are generally accepted as representing a field.
Categorization - The process of recognizing, differentiating and understanding objects and ideas.
Cathexis - The process in which an individual invests or spends his emotional or mental energy in an idea, object or another person.
Causality: also referred to as causation or cause and effect, it is one process or state, a cause, contributes to the production of another process or state, an effect.
Censorship: the act, process, or practice of examining books, films, or other material to remove or suppress what is considered morally, politically, or otherwise objectionable.
Cerebration: meaning “mental activity or thought” and the verb that derived from it, ‘cerebrate’ meaning to “use the mind or to think” have the technical, medical, and psychological overtones that are indicative of the Latin-derived vocabulary of a research field, therefore, use is distinctly technical.
Cerebrum: The largest part of the human brain . It is associated with higher order functioning (thinking, perceiving, planning, and understanding language) in addition to the control of voluntary behavior.
Certification theory: Creativity is not intrinsically related to intelligence. Instead, individuals are required to meet the requisite level intelligence in order to gain a certain level of education/work, which then in turn offers the opportunity to be creative. Displays of creativity are moderated by intelligence.
Chaos: a state of disorder; a confused or amorphous mixture or conglomeration.
Chaos Theory: interdisciplinary theory stating that within the apparent randomness of systems, there are underlying patterns, constant feedback loops, repetition, self-similarity, fractals, and self-organization.
- The butterfly effect describes how a small change in one state a system can result in large differences in a later state (for example a butterfly flapping its wings in Brazil can cause a hurricane in Texas).
Choice: decision making. It can include judging the merits of multiple options and selecting one or more of them.
Choice blindness - Failure to detect changes in a decision outcome when the choice was covertly manipulated
Chunking: process by which individual pieces of an information set are broken down and then grouped together. A chunk is a collection of basic familiar units that have been grouped together and stored in a person's memory.
Classical Art: branches of art are considered classic like painting, sculpture and architecture.
Classical conditioning - Learning that “one event predicts another”; or more specifically, a type of associative learning in which “a neutral stimulus comes to elicit a response when it is associated with a stimulus that already produces that response”
C-Model of Creativity: the “four C" model of creativity:
- Mini c - transformative learning involving personally meaningful interpretations of experiences, actions, and insights.
- Little c everyday problem solving and creative expression
- Pro-C - exhibited by people who are professionally or vocationally creative though not necessarily eminent
- Big-C - creativity considered great in the given field
Clearing: when someone needs to get things off his or her chest before starting on a task.
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.
Cogitate: means “to think carefully and seriously about something,” and it comes from the Latin ‘cogitare’ meaning “to think,” itself formed from the combination of ‘co’ meaning “together” and ‘agitare’ meaning “to drive” or “to agitate,” the root of agitate in English and, in this case, another figurative use of language, since it could also mean “to turn over in the mind” in Latin.
Cognition: is the mental action or process of acquiring knowledge and understanding through thought, experience, and the senses. It includes intellectual functions and processes such as attention, the formation of knowledge, memory and working memory, judgment and evaluation, reasoning and "computation", problem solving and decision making, comprehension and production of language. Cognitive processes use existing knowledge and generate new knowledge.
Cognitivism: the study of how people mentally represent information processing.
Cognitive accessibility - The ease with which a given concept comes to mind
Cognitive capture: Cognitive capture or, cognitive tunneling, is an inattentional blindness phenomenon in which the observer is too focused on instrumentation, task at hand, internal thought, etc. and not on the present environment. For example, while driving, a driver focused on the speedometer and not on the road is suffering from cognitive capture.
Cognitive conflict: It can be broadly defined as the mental discomfort produced when someone is confronted with new information that contradicts their prior beliefs and ideas.
Cognitive decline - Refers to a decreasing ability to perform well on tasks that require speedy, analytical, or creative thinking due to aging
Cognitive dissonance - Psychological discomfort that is caused by people’s awareness of inconsistency among important beliefs, attitudes, or actions; people have a motivational drive to reduce dissonance
Cognitive motivation: Cognitive theories of motivation assume that behaviour is directed as a result of the active processing and interpretation of information.
Cognitive Reframing: Changing one’s focus away from active problem-solving and towards a creative solution set.
Cognitive science: The study of thought, learning, and mental organization, which draws on aspects of psychology, linguistics, philosophy, and computer modelling.
Collaboration: refers to working together with internal or external partners to solve a problem or to achieve a common goal.
Collaborative Strategy Process: involves employees in strategy work. This can include defining or clarifying the mission and vision of the organization as well as other actions that advance the company strategy.
Commercial Art: the skill is being used in a commercial or industrial way.
Commercialization of Innovation: component of product innovation process that converts ideas and prototypes into viable products.
Common sense - The ability to perceive, understand and judge practical matters with little reflection or argument; this is generally assumed to be a universal human ability
Compensatory control theory - Was developed to understand how people maintain the belief that they live in an orderly and stable world when experiencing fluctuations in perceived personal control; when personal control is perceived to be low, people can compensate by affirming beliefs in external sources of control, such as supernatural agents and governmental bodies
Competence - Means being intelligent, skillful, and able
Composition: arrangement of the individual elements within a work of art so as to form a unified whole; also used to refer to a work of art, music, or literature, or its structure or organization.
Conceptual Art: art emphasizing ideas and theoretical practices rather than the creation of visual forms.
Concept: a clearly written and possibly visual description of the new product idea that includes its primary features and consumer benefits, combined with a broad understanding of the technology needed.
Concept Activation: a process by which general ideas (like “action” or “inaction”) are mentally triggered, sometimes resulting in an impact on associated behaviors.
Concept activation - The process by which general ideas (like “action” or “inaction”) are mentally triggered, sometimes resulting in an impact on associated behaviors
Concept Conceptual Diagram: a diagram that depicts suggested relationships between concepts. It is a graphical tool that instructional designers, engineers, technical writers, and others use to organize and structure knowledge.
Conceptual Blending: also called conceptual integration, it includes elements and vital relations from diverse scenarios as "blended" in a subconscious process, which is assumed to be ubiquitous to everyday thought and language.
Conceptual Metaphors: refers to the idea that people use concrete sensory information to understand dissimilar abstract information
Concern with future consequences - An individual’s tendency to be concerned with immediate vs. future consequences, and base one’s decisions on those consequences that are important to the individual
Conditional Knowledge: refers to knowing when and why to use declarative and procedural knowledge.
Conceptual Model: representation of a system, made of the composition of concepts which are used to help people know, understand, or simulate a subject the model represents. It is also a set of concepts.
Conditioned response - A response to a conditioned stimulus; a response that has been learned
Conditioned stimulus -!A stimulus that elicits a response only after learning has taken place
Confabulation - A confusing imagination with memory
Confirmation bias: Confirmation bias is the tendency to search for, interpret, favour, and recall information in a way that confirms one’s pre-existing beliefs or hypotheses, while giving disproportionately less consideration to alternative possibilities.
Conformity: the act of matching attitudes, beliefs, and behaviors to group norms or politics. Norms are implicit, specific rules, shared by a group of individuals, that guide their interactions with others.
Conformity: The process of giving in to real or imagined pressure from a group.
Crystallized Intelligence - Intelligence based on the knowledge and skills accumulated over the life span.
Conjecture: the formation or expression of an opinion or theory without sufficient evidence for proof. From the Middle English Latin ‘conjectūra’ (< Middle French) meaning “inferring, reasoning” and the past participle of ‘conjicere’ meaning to “throw together, form a conclusion.”
Consciousness: is the state or quality of sentience or awareness of internal or external existence. It has defining factors like qualia, subjectivity, the ability to experience or to feel, wakefulness, having a sense of selfhood or soul, the fact that there is something 'that it is like' to 'have' or 'be' it, and the executive control system of the mind.
Conscious Thought: thought processes one is aware of and can introspect on
Constructivism: Constructivism is a philosophy of learning founded on the premise that, by reflecting on our experiences, we construct our own understanding of the world we live in.
Constructive Imagination: denotes the process resulting in formation of novel mental images, as opposed to simple recall that refers to remembering of a previously seen picture
Contemporary: a solution that is fresh and appropriate to the current marketplace. A classy, slightly longer-term version of trendy. The opposite of retro.
Contemporary Art: the art of today, produced in the second half of the 20th century or in the 21st century. Contemporary artists work in a globally influenced, culturally diverse, and technologically advancing world.
Content: information for audience consumption via various mediums such as video, audio, written or other arts. Content is a key component of storytelling.
Contextual interference: The contextual interference effect is a learning phenomenon where interference during practice is beneficial to skill learning.
Continuous Improvement: making an ongoing effort to enhance processes, products or services. It is often used to describe incremental changes made in order to improve operational efficiency, reduce costs or increase the know-how within an organization.
Consciousness: state or quality of awareness of being aware of an external object or something within oneself.
Conscientiousness - one of the Big Five personality factors, characterized by traits such as organization, thoroughness, reliability, and practicality, and their relative absence of careless, negligence, and unreliability
Consolidation - Consolidation happens when new information is transferred from short-term memory (which can be easily disturbed) to long-term memory (which is more stable). Memory consolidation requires time.
Convergent Thinking: a technique used late in the early phase of idea generation. It helps reduce the high volume of ideas created through divergent thinking to a small group of ideas or a single idea on which more effort and analysis will be focused. See divergent thinking.
Copy: written text for the purpose of marketing a product, service, content, or a campaign.
Concept Maps: Mind maps differ from concept maps in that mind maps focus on only one word or idea, whereas concept maps connect multiple words or ideas
Convention: General agreement on or acceptance of certain practices or attitudes; a widely used and accepted device or technique, as in drama, literature, or visual art.
Convergent Problems: attempted solutions gradually converge on one solution or answer.
Core Innovation: refers to small, incremental improvements to existing products or services that are the main sources of revenue, and is something companies do daily.
Counterfactual: something physically implausible or nonexistent; in psychology mostly known for counterfactual thinking which is pondering about what would have happened if one had done something different at a certain point in time; the phenomenon can easily be thought about, it’s just impossible in the present reality
Counterintuitive - phenomena that are at odds with factual or logical reasoning; ironically, counterintuitive can also stand for phenomena at odds with gut feelings and intuition, which are often disproven; take the earth for an example, the idea that the earth is flat is an intuitive idea; the discovery that the earth was a round spheroid, is therefore a counterintuitive idea; yet, this doesn’t mean that the idea isn’t true: it’s just unlikely to be thought
Covert spatial attention: refers to attention that can change spatially without any accompanying eye movements. To investigate covert attention, it is necessary to ensure that the observer's eyes remain fixated at one location throughout the task. In spatial cueing tasks, subjects are instructed to fixate on a central fixation point.
Create: to cause to exist, bring into being, originate, to give rise to, bring about, produce. An original product of human invention or imagination.
Creative: characterized by originality and expressiveness, imaginative. See creativity.
Creative Arts (art as discipline): collection of disciplines which produce artworks (art as objects) that are compelled by a personal drive (art as activity) and convey a message, mood, or symbolism for the perceiver to interpret (art as experience).
Creative Conceptual Expansion: the process of extending the conceptual boundaries of an existing concept by synthesizing it with other seemingly irrelevant concepts.
Creative Crowdsourcing: a designer crowd performs a creative task. The customer supplies information about the desired design on a specific platform and stipulates the final price. The designers accept the contract and the customer selects the winning design that is then paid for. This method is commonly used to create company names, slogans, business cards or web designs.
Creative Engineering:
- Novel functionality (solutions that satisfy a novel need or solutions that satisfy an old need in an entirely new way,)
- Higher performance levels of a solution,
- Lower production costs
- Increased salability
Creative Flow: a mental state in which a person is fully immersed in an activity with a feeling of energized focus, full involvement, and enjoyment in the process of the activity.
- Characterized by complete absorption in what you are doing and a resulting loss in your sense of space and time.
- The flow state has been described as the "optimal experience" in which one gets high gratification from the experience.
- Achieving this experience is considered to be personal and depends on the ability of the individual.
Six factors of flow: those aspects can appear independently. In combination they compose a flow experience.
- Intense and focused concentration on the present moment
- Merging of action and awareness
- A loss of reflective self-consciousness
- A sense of personal control or agency over the situation or activity
- A distortion of temporal experience, one's subjective experience of time is altered
- Experience of the activity as intrinsically rewarding, also referred to as autotelic experience
Three other components as being a part of the flow experience:
- Immediate feedback
- Feeling that you have the potential to succeed
- Feeling so engrossed in the experience, that other needs are not important
Creative Journaling: being creative in your journal as a way of activating your inner creative genius
Creative Personality: research has suggested that the creative profile can be explained by four primary creativity traits,
- Idea Generation - Fluency, Originality, Incubation and Illumination
- Personality - Curiosity and Tolerance for Ambiguity
- Motivation- Intrinsic, Extrinsic and Achievement)
- Confidence - Producing, Sharing and Implementing)
Creative Problem Solving: mental process of searching for an original and previously unknown solution to a problem. To qualify, the solution must be novel and reached independently
Creative Process:
- Preparation - preparatory work on a problem that focuses the individual's mind on the problem and explores the problem's dimensions.
- Incubation - where the problem is internalized into the unconscious mind and nothing appears externally to be happening.
- Intimation - the creative person gets a "feeling" that a solution is on its way.
- Illumination or insight - where the creative idea bursts forth from its preconscious processing into conscious awareness.
- Verification - where the idea is consciously verified, elaborated, and then applied.
Creativity: an act of making something new. It is a mental and social process involving the generation of new ideas or concepts, or new associations of the creative mind between existing ideas or concepts.
- A "new" idea is a combination of old elements. Being able to devise new combinations depend on your ability to discern relationships between seemingly disparate items.
- Creativity is the juxtaposition of ideas which were previously thought to be unrelated. It is your ability to combine ideas in a unique way or to make useful associations among ideas.
Critical Design: uses designed artifacts as an embodied critique or commentary on existing values, morals, and practices in a culture.
Critical Path: the most important things you need to pay attention to in a design.
Critical Thinking: the process of actively and skillfully conceptualizing, applying, analyzing, synthesizing, and evaluating information to reach an answer or conclusion
- Disciplined thinking that is clear, rational, open-minded, and informed by evidence
- Purposeful, self-regulatory judgment which results in interpretation, analysis, evaluation, and inference.
- Use of reason in the formulation of beliefs
- The skill and propensity to engage in an activity with reflective skepticism
- Thinking about one's thinking in a manner designed to organize and clarify, raise the efficiency of, and recognize errors and biases in one's own thinking.
- An appraisal based on careful analytical evaluation
Crisp: A design with tight edges and materials.
Crowdsourcing: the practice of obtaining information or input into a task or project by enlisting the services of a large number of people, either paid or unpaid, typically via the Internet. Also known as “Wisdom of the Crowd.”
Crystallized Intelligence: discrete factors of general intelligence. Relies on specific, acquired knowledge. Correlates with abilities that depend on knowledge and experience, such as vocabulary, general information, and analogies.
Cued recall - A memory test in which people are asked to provide answers, assisted by memory cues (e.g., specific questions, cues, hints, etc.)
Curiosity: a quality related to inquisitive thinking such as exploration, investigation, and learning
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.