DEFINING NEW IDEAS
With Creativity, Innovation and Design
A DICTIONARY OF DIVERGENT TERMS
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DEFINED TERMS [G - I]
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
- G -
Gambler’s Fallacy: The false belief that a chance event is more likely if it hasn’t happened recently.
Genre: any form or type of communication in any mode (written, spoken, digital, artistic, etc.) with socially-agreed-upon conventions developed over time. Genre is most popularly known as a category of literature, music, or other forms of art or entertainment, whether written or spoken, audio or visual, based on some set of stylistic criteria, yet genres can be aesthetic, rhetorical, communicative, or functional.
Goal: any type of end state, outcome, or objective that people set and are then motivated to pursue through specific behaviors and thoughts
Gray Matter: Portions of the brain that are gray in color because they are composed mainly of neuronal cell bodies, rather than myelinated nerve fibers, which are white. It includes the cerebral cortex as well as subcortical structures.
Ground: The background in which a figure stands when people organize visual information.
Group Cohesiveness: The strength of the liking and commitment group members have toward one another and to the group.
Group Polarization: The tendency for a dominant point of view in a group to be strengthened to a more extreme position after a group discussion.
Groupthink: psychological phenomenon that occurs within a group of people in which the desire for harmony or conformity in the group results in an irrational or dysfunctional decision-making outcome. Group members try to minimize conflict and reach a consensus decision without critical evaluation of alternative viewpoints by actively suppressing dissenting viewpoints, and by isolating themselves from outside influences.
Guided imagery (also known as Guided Affective Imagery): mind-body intervention by which a trained practitioner or teacher helps a participant or patient to evoke and generate mental images that simulate or re-create the sensory perception.
Genre: any form or type of communication in any mode (written, spoken, digital, artistic, etc.) with socially-agreed-upon conventions developed over time. Genre is most popularly known as a category of literature, music, or other forms of art or entertainment, whether written or spoken, audio or visual, based on some set of stylistic criteria, yet genres can be aesthetic, rhetorical, communicative, or functional.
Goal: any type of end state, outcome, or objective that people set and are then motivated to pursue through specific behaviors and thoughts
Gray Matter: Portions of the brain that are gray in color because they are composed mainly of neuronal cell bodies, rather than myelinated nerve fibers, which are white. It includes the cerebral cortex as well as subcortical structures.
Ground: The background in which a figure stands when people organize visual information.
Group Cohesiveness: The strength of the liking and commitment group members have toward one another and to the group.
Group Polarization: The tendency for a dominant point of view in a group to be strengthened to a more extreme position after a group discussion.
Groupthink: psychological phenomenon that occurs within a group of people in which the desire for harmony or conformity in the group results in an irrational or dysfunctional decision-making outcome. Group members try to minimize conflict and reach a consensus decision without critical evaluation of alternative viewpoints by actively suppressing dissenting viewpoints, and by isolating themselves from outside influences.
Guided imagery (also known as Guided Affective Imagery): mind-body intervention by which a trained practitioner or teacher helps a participant or patient to evoke and generate mental images that simulate or re-create the sensory perception.
- H -
Habits - A repeated behavior that occurs subconsciously i.e. without thinking directly or consciously.
Hack: a quick and dirty approach to problem-solving. To hack is to be a free-thinker and unafraid to break rules in search of the right answer.
Hackathon: an event in which a group of people meet to work on solutions to the challenges the organizer or they themselves face.
Heuristics: to use your gut instinct to solve the problem instead of research. An educated guess that is most often right.
Hierarchical Classification: The ability to classify according to more than one level.
Hierarchy Of Needs Theory: The idea, proposed by Abraham Maslow, that people are motivated by needs on four levels. Maslow believed people pay attention to higher needs only when lower needs are satisfied.
Higher-Order Conditioning: In classical conditioning, the process by which a neutral stimulus comes to act as a conditioned stimulus by being paired with another stimulus that already evokes a conditioned response.
Hindbrain: The most posterior part of the brain, comprising the pons, medulla, and cerebellum.
Hindsight Bias: The tendency to interpret the past in a way that fits the present.
Hippocampus: A seahorse-shaped structure in the brain that is considered an important part of the limbic system. It is involved in learning, memory, and emotion.
Holistic: people with a holistic mindset tend to ‘take in the whole picture’ without resorting to formal logic
Hormones: Chemical messengers secreted by endocrine glands to regulate the activity of cells. They affect executive functions like attention or processing of emotions.
Human Behavior - The different types of behaviors exhibited by human beings and which are influenced by attitudes, cultures, values, emotions, authority, ethics, hypnosis, rapport, coercion, persuasion, etc.
Hyper focus: is the experience of deep and intense concentration in some people with ADHD. ADHD is not necessarily a deficit of attention, but rather a problem with regulating one’s attention span to desired tasks. So, while mundane tasks may be difficult to focus on, others may be completely absorbing. An individual with ADHD who may not be able to complete homework assignments or work projects may instead be able to focus for hours on video games, sports, or reading. People with ADHD may immerse themselves so completely in an activity that they want to do or enjoy doing to the point that they become oblivious to everything around them.
Hypothesis: A testable prediction of what is going to happen given a certain set of conditions.
Hypothesis testing: assuming a possible explanation to the problem and trying to prove (or, in some contexts, disprove) the assumption
Hack: a quick and dirty approach to problem-solving. To hack is to be a free-thinker and unafraid to break rules in search of the right answer.
Hackathon: an event in which a group of people meet to work on solutions to the challenges the organizer or they themselves face.
Heuristics: to use your gut instinct to solve the problem instead of research. An educated guess that is most often right.
Hierarchical Classification: The ability to classify according to more than one level.
Hierarchy Of Needs Theory: The idea, proposed by Abraham Maslow, that people are motivated by needs on four levels. Maslow believed people pay attention to higher needs only when lower needs are satisfied.
Higher-Order Conditioning: In classical conditioning, the process by which a neutral stimulus comes to act as a conditioned stimulus by being paired with another stimulus that already evokes a conditioned response.
Hindbrain: The most posterior part of the brain, comprising the pons, medulla, and cerebellum.
Hindsight Bias: The tendency to interpret the past in a way that fits the present.
Hippocampus: A seahorse-shaped structure in the brain that is considered an important part of the limbic system. It is involved in learning, memory, and emotion.
Holistic: people with a holistic mindset tend to ‘take in the whole picture’ without resorting to formal logic
Hormones: Chemical messengers secreted by endocrine glands to regulate the activity of cells. They affect executive functions like attention or processing of emotions.
Human Behavior - The different types of behaviors exhibited by human beings and which are influenced by attitudes, cultures, values, emotions, authority, ethics, hypnosis, rapport, coercion, persuasion, etc.
Hyper focus: is the experience of deep and intense concentration in some people with ADHD. ADHD is not necessarily a deficit of attention, but rather a problem with regulating one’s attention span to desired tasks. So, while mundane tasks may be difficult to focus on, others may be completely absorbing. An individual with ADHD who may not be able to complete homework assignments or work projects may instead be able to focus for hours on video games, sports, or reading. People with ADHD may immerse themselves so completely in an activity that they want to do or enjoy doing to the point that they become oblivious to everything around them.
Hypothesis: A testable prediction of what is going to happen given a certain set of conditions.
Hypothesis testing: assuming a possible explanation to the problem and trying to prove (or, in some contexts, disprove) the assumption
- I -
Iconic: having the character of an icon, i.e., an important and enduring symbol, an object of great attention and devotion.
Iconic Memory: Visual sensory memory.
Illusion: A misinterpretation or distortion of a sensory stimulus.
Idea: new suggestion or solution to an existing problem or perceived opportunity.
Ideate: ideate sounds like annoying business jargon, but in fact its use dates back to the 1600s, when it referred to Platonic philosophy, meaning “to form an idea or conception of.” When referring to an abstract or perfect example of something, we also use a word related to an idea, ‘Platonic ideal’ Another related word is ‘ideation’ meaning “the capacity or the act of forming or entertaining ideas.”
Idealism: group of metaphysical philosophies that assert that reality, or reality as humans can know it, is fundamentally mental, mentally constructed, or otherwise immaterial.
Ideation: refers to the formation of new ideas and concepts.
Illumination or insight: the creative idea bursts forth from its preconscious-processing into conscious awareness.
Illusion: an unreal, deceptive, or misleading appearance or image.
Illusionary truth effect: (also known as the validity effect, truth effect, the reiteration effect) is the tendency to believe information to be correct after repeated exposure. When truth is assessed, people rely on whether the information is in line with their understanding or if it feels familiar. The first condition is logical as people compare new information with what they already know to be true. Repetition makes statements easier to process relative to new, unrepeated statements, leading people to believe that the repeated conclusion is more truthful. The illusory truth effect has also been linked to "hindsight bias", in which the recollection of confidence is skewed after the truth has been received.
Imagination: the mental capacity for experiencing, constructing, or manipulating 'mental imagery' (quasi-perceptual experience).
Imagination Neuroscience: The neocortex and thalamus are responsible for controlling the brain's imagination, along with many of the brain's other functions such as consciousness and abstract thought. Since imagination involves many different brain functions, such as emotions, memory, thoughts, etc., portions of the brain where multiple functions occur—such as the thalamus and neocortex—are the main regions where imaginative processing has been documented.
Imagination perspective:
Image: visual representation of a person, animal, thing, idea, or concept
Imagery: visual representation of a story a brand is trying to tell through marketing often in the form of photography or illustration.
Imaginative play: experimentation by children in defining identities and points of view by developing skills in conceiving, planning, making art, and communicating.
Immediate Memory - A phase of memory that is extremely short-lived, with information stored only for a few seconds. It also is known as short-term and working memory.
Implementation: when the best ideas generated during ideation are turned into something concrete. At the core of the implementation process is prototyping: turning ideas into actual products and services that are then tested, evaluated, iterated, and refined.
Implementation goals: sub-goals that specify how you are going to implement your goal; these should give you concrete instructions that help you reach your goal
Implementation intentions: detailed behavioral plans which specify the when, where, and how of what one will do to reach a certain goal
Implicit Attitudes: Beliefs that are unconscious but that can still influence decisions and behavior.
Implicit Memory - Memories that cannot be retrieved consciously but are activated as part of skill or action. They reflect patterns.
Implicit processes: occur automatically, without effort, and without awareness
Imprinting - phase of learning at an early age when a person forms a specific pattern of behavior.
Improvisation: activity of making or doing something not planned beforehand, using whatever can be found. Improvisation, also called extemporization, can lead to the discovery of new ways to act, new patterns of thought and practices, or new structures.
Impulsivity: A condition characterized by making important decisions and taking action without thought of potentially harmful or detrimental consequences.
Image Generation: this involves generating mental imagery, from memory, from fantasy, or a combination of both.
Image Inspection: in this stage, once generated and maintained, a mental image is inspected and explored, elaborated in detail, and interpreted in relation to the participant. This often involves a scanning process, by which the participant directs attention across and around an image, simulating shifts in perceptual perspective.
Image Maintenance: this involves the intentional sustaining or maintaining of imagery, without which a mental image is subject to rapid decay, and does not remain for sufficient duration to proceed to the next stages.
Image Transformation: in this stage, the participant transforms, modifies, or alters the content of generated mental imagery, in such a way as to substitute images that provoke negative feelings, are indicative of suffering and exacerbate psychological pain, or that reaffirm disability or debilitation, for those that elicit positive emotion, and are suggestive of autonomy, ability to cope, and an increased degree of mental aptitude and physical ability.
Inattention: Failure to pay attention to a specified object or task.
Inattentive blindness: (or perceptual blindness) results from a lack of attention that is not associated with vision defects or deficits, as an individual fails to perceive an unexpected stimulus in plain sight. When it becomes impossible to attend to all the stimuli in a given situation, a temporary “blindness” effect can occur, as individuals fail to see unexpected but often salient objects or stimuli.
Incentive: An environmental stimulus that pulls people to act in a particular way.
Incentive theory: Incentive theory is a specific theory of motivation, derived partly from behaviourist principles of reinforcement, which concerns an incentive or motive to do something.
Incremental Innovation: refers to a series of small, gradually built improvements to existing products, processes or methods to maintain competitive position over time.
Inductive Reasoning - involves using specific facts or past experiences to reach a specific conclusion.
Industrial design: field of design concerned with the aesthetics, form, functionality, and production of manufactured consumer objects.
Inferential Statistics: Statistics used to determine the likelihood that a result is just due to chance.
Inferiority Complex: An exaggerated sense of inferiority.
Inferences: steps in reasoning, moving from premises to logical consequences.
Informational Social Influence: An individual’s tendency to conform because a group provides one with information.
Inhibition - A synaptic message that prevents the recipient cell from firing.
Innoball: strategic simulation game known as
"Innovation Football" helps to improve the business model and business strategies of an innovation project, train and evaluate the strength of the innovation team, and make investment decisions.
Innovation: the implementation of a new or significantly improved product (good or service), or process, a new marketing method, or a new organizational method in business practices, workplace organization or external relation.
Incubation: temporary break from creative problem solving that can result in insight
Inducing a change of perspective: efficiently entering a fresh perspective may result in a solution that thereby becomes obvious. This is especially useful for solving particularly challenging problems.
Inductive reasoning: attempts to support a determination of the rule. It hypothesizes a rule after numerous examples are taken to be a conclusion that follows from a precondition in terms of such a rule.
Inference: pulling together a set of elements and stating their meaning as a whole; going from the specific to the general
Information processing: approach to the goal of understanding human thinking in relation to how they process the same kind of information as computers
Inhibition: inhibition results from having two alternative positions, could result from moving attention away from a cued stimulus back to the fixation point, and may occur because the efficiency in some part of the pathway from the cued location is reduced by the cuing.
Inhibition of return (IOR): refers to an orientation mechanism that briefly enhances (for approximately 100–300 milliseconds (ms)) the speed and accuracy with which an object is detected after the object is attended, but then impairs detection speed and accuracy (for approximately 500–3000 milliseconds)
Innovation: new idea, creative thoughts, new imaginations in form of device or method.
Innovation decision process: a series of steps that include:
Innovation Engine: The creative activities and the people who actually think of new ideas. It represents the synthesis phase in which someone first recognizes that customer and market opportunities can be translated into new product ideas.
Innovation Management: refers to handling all the activities needed to innovate, such as creating ideas, developing, prioritizing and implementing them, as well as putting them into practice.
Innovation matrix: describes and illustrates the four main types of innovations. It includes: incremental innovation, radical innovation, sustainable innovation and disruptive innovation.
Innovation Metrics: is a measurement that describes either the quality or quantity of the innovation. Innovation metrics can measure either the inputs or outputs of the innovation process.
Innovation process: term used to describe the steps involved in the process of generating, exploiting and applying new ideas. The process is not linear, nor is there just one process. The steps generally include:
Innovative thinking: Imagining or and conceiving something new and unexpected, including fresh ideas and ways of looking at things and new approaches to old problems as well as formulating new problems.
Insight: the understanding of a specific cause and effect within a specific context. The term insight can have several related meanings:
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, benchmarks by which they can measure progress, and a set of objectives to be realized—such as price point, available technology, and market segment
Intellection: literally means “the act of the intellect” or “exercise of the intellect,” a word for thought and reasoning. The emotional distance of many Latin-derived words makes intellection a perfect term for “dispassionate analysis,” and it has been this way in theological writing and literary criticism for centuries. Outside of this context, intellection is a way of emphasizing thought or thinking in a positive way.
Intellectual functioning: refers to the general mental ability that includes reasoning, planning, problem solving, abstract thinking, comprehending complex ideas, learning quickly and learning from experience
Intelligence: the potential relationship between creativity and intelligence has been of interest since the late 1900s and researchers are interested not only if the constructs are related, but also how and why. There are multiple theories accounting for their relationship, with 3 main theories accepted.
Another theory proposed a framework of 5 possible relationships between creativity and intelligence:
Interaction Design: practice of designing digital environments, products, systems, and services for human interaction.
Integrative Thinking: the process of integrating intuition, reason and imagination in a human mind.
Interest: A feeling of wanting to learn more about something or to be involved in something. A quality that attracts your attention and makes you want to learn more about something or to be involved in something. Something (such as a hobby) that a person enjoys learning about or doing.
Interference theory: Extremely high intelligence might interfere with creative ability.
Internalism: the believer must be able to justify a belief through internal knowledge
Interference theory: Interference occurs in learning when there is an interaction between the new material and transfer effects of past learned behaviour, memories or thoughts that have a negative influence in comprehending the new material. Bringing to memory old knowledge has the effect of impairing both the speed of learning and memory performance
Interpretive bias or interpretation bias: l an information-processing bias, the tendency to inappropriately analyze ambiguous stimuli, scenarios and events.
Interthinking: means using talk to think collectively, to engage with others’ ideas through oral language. The notion that as well as thinking individually, under certain conditions humans are able to use talk to think creatively and productively together. In these conditions, talk can be viewed as a social mode of thinking.
Intimation: the creative person gets a "feeling" that a solution is on its way.
Intrinsic Motivation - type of motivation when a person is inwardly motivated to perform any specific work or activity. People are said to be intrinsically motivated if they perform any activity for self satisfaction rather than monetary or other gains.
Interference Theory: States that people forget information because of interference from other learned information.
Intermittent Reinforcement: A reinforcement schedule in which reinforcement happens only on some of the occasions a particular response occurs. It is also called partial reinforcement.
Internal Attribution: An inference that an event or a person’s behavior is due to personal factors such as traits, abilities, or feelings. It is also called dispositional attribution.
Introspection: refers to the manner in which we gather information about ourselves through cognition and emotions. Although we might not know why we think or feel a certain way we are still able to know what it is we are feeling. Introspection is a way of gaining knowledge about yourself through your inner emotions and thoughts, however it is a conscious part of the brain. The automatic part of the brain can make us do a lot of unconscious acts that people have no reasoning for.
Intuition: the ability to acquire knowledge without recourse to inference or conscious reasoning. The voice of your inner wisdom. Learning how to connect with your intuition is a key skill for successful Creative Dreaming. You need the brilliant advice of your intuition wisdom to build your Creative Dream Path.
Inquiry: any process that has the aim of augmenting knowledge, resolving doubt, or solving a problem
Invention: is a unique or novel device, method, composition or process. The invention process is a process within an overall engineering and product development process. It may be an improvement upon a machine or product or a new process for creating an object or a result. An invention that achieves a completely unique function or result may be a radical breakthrough. Such works are novel and not obvious to others skilled in the same field. An inventor may be taking a big step in success or failure.
Iterate: Iteration of ideas, designs and concepts is an ongoing process of refining and improving them to achieve a desired quality and outcome.
Iconic Memory: Visual sensory memory.
Illusion: A misinterpretation or distortion of a sensory stimulus.
Idea: new suggestion or solution to an existing problem or perceived opportunity.
- Idea Category: ideas can be divided into different idea categories based on predefined criteria.
- Idea Challenge/Campaign: a focused form of innovation to raise a desire, concern or area of improvement with the hopes of finding creative solutions.
- Idea Exchange: a divergent thinking technique that provides a structure for building on different ideas in a quiet, nonjudgmental setting in order to encourage reflection.
- Idea's Life-Cycle: refers to the journey of an idea from the initial thought to a refined concept.
- This process consists of four stages; ideation, development, prototyping and idea validation.
- Idea Management: a structured process of gathering, developing, and implementing promising new ideas for the purposes of innovation.
- Idea Pipeline (or idea/innovation funnel): a process for managing, refining and implementing new ideas and concepts. It is a structured innovation model which illustrates the life cycle on an idea or innovation.
Ideate: ideate sounds like annoying business jargon, but in fact its use dates back to the 1600s, when it referred to Platonic philosophy, meaning “to form an idea or conception of.” When referring to an abstract or perfect example of something, we also use a word related to an idea, ‘Platonic ideal’ Another related word is ‘ideation’ meaning “the capacity or the act of forming or entertaining ideas.”
Idealism: group of metaphysical philosophies that assert that reality, or reality as humans can know it, is fundamentally mental, mentally constructed, or otherwise immaterial.
- Epistemologically, idealism manifests as a skepticism about the possibility of knowing any mind-independent thing.
Ideation: refers to the formation of new ideas and concepts.
Illumination or insight: the creative idea bursts forth from its preconscious-processing into conscious awareness.
Illusion: an unreal, deceptive, or misleading appearance or image.
Illusionary truth effect: (also known as the validity effect, truth effect, the reiteration effect) is the tendency to believe information to be correct after repeated exposure. When truth is assessed, people rely on whether the information is in line with their understanding or if it feels familiar. The first condition is logical as people compare new information with what they already know to be true. Repetition makes statements easier to process relative to new, unrepeated statements, leading people to believe that the repeated conclusion is more truthful. The illusory truth effect has also been linked to "hindsight bias", in which the recollection of confidence is skewed after the truth has been received.
Imagination: the mental capacity for experiencing, constructing, or manipulating 'mental imagery' (quasi-perceptual experience).
- Imagination is also regarded as responsible for fantasy, inventiveness, idiosyncrasy, and creative, original, and insightful thought in general, and, sometimes, for a much wider range of mental activities dealing with the non-actual, such as supposing, pretending, 'seeing as', thinking of possibilities, and even being mistaken.
- Imagination is a cognitive process used in mental functioning and sometimes used in conjunction with psychological imagery. It is considered as such because it involves thinking about possibilities.
Imagination Neuroscience: The neocortex and thalamus are responsible for controlling the brain's imagination, along with many of the brain's other functions such as consciousness and abstract thought. Since imagination involves many different brain functions, such as emotions, memory, thoughts, etc., portions of the brain where multiple functions occur—such as the thalamus and neocortex—are the main regions where imaginative processing has been documented.
Imagination perspective:
- Involuntary (the dream from the sleep, the daydream)
- Voluntary (the reproductive imagination, the creative imagination, the dream of perspective)
Image: visual representation of a person, animal, thing, idea, or concept
Imagery: visual representation of a story a brand is trying to tell through marketing often in the form of photography or illustration.
Imaginative play: experimentation by children in defining identities and points of view by developing skills in conceiving, planning, making art, and communicating.
Immediate Memory - A phase of memory that is extremely short-lived, with information stored only for a few seconds. It also is known as short-term and working memory.
Implementation: when the best ideas generated during ideation are turned into something concrete. At the core of the implementation process is prototyping: turning ideas into actual products and services that are then tested, evaluated, iterated, and refined.
Implementation goals: sub-goals that specify how you are going to implement your goal; these should give you concrete instructions that help you reach your goal
Implementation intentions: detailed behavioral plans which specify the when, where, and how of what one will do to reach a certain goal
Implicit Attitudes: Beliefs that are unconscious but that can still influence decisions and behavior.
Implicit Memory - Memories that cannot be retrieved consciously but are activated as part of skill or action. They reflect patterns.
Implicit processes: occur automatically, without effort, and without awareness
Imprinting - phase of learning at an early age when a person forms a specific pattern of behavior.
Improvisation: activity of making or doing something not planned beforehand, using whatever can be found. Improvisation, also called extemporization, can lead to the discovery of new ways to act, new patterns of thought and practices, or new structures.
Impulsivity: A condition characterized by making important decisions and taking action without thought of potentially harmful or detrimental consequences.
Image Generation: this involves generating mental imagery, from memory, from fantasy, or a combination of both.
Image Inspection: in this stage, once generated and maintained, a mental image is inspected and explored, elaborated in detail, and interpreted in relation to the participant. This often involves a scanning process, by which the participant directs attention across and around an image, simulating shifts in perceptual perspective.
Image Maintenance: this involves the intentional sustaining or maintaining of imagery, without which a mental image is subject to rapid decay, and does not remain for sufficient duration to proceed to the next stages.
Image Transformation: in this stage, the participant transforms, modifies, or alters the content of generated mental imagery, in such a way as to substitute images that provoke negative feelings, are indicative of suffering and exacerbate psychological pain, or that reaffirm disability or debilitation, for those that elicit positive emotion, and are suggestive of autonomy, ability to cope, and an increased degree of mental aptitude and physical ability.
Inattention: Failure to pay attention to a specified object or task.
Inattentive blindness: (or perceptual blindness) results from a lack of attention that is not associated with vision defects or deficits, as an individual fails to perceive an unexpected stimulus in plain sight. When it becomes impossible to attend to all the stimuli in a given situation, a temporary “blindness” effect can occur, as individuals fail to see unexpected but often salient objects or stimuli.
Incentive: An environmental stimulus that pulls people to act in a particular way.
Incentive theory: Incentive theory is a specific theory of motivation, derived partly from behaviourist principles of reinforcement, which concerns an incentive or motive to do something.
Incremental Innovation: refers to a series of small, gradually built improvements to existing products, processes or methods to maintain competitive position over time.
Inductive Reasoning - involves using specific facts or past experiences to reach a specific conclusion.
Industrial design: field of design concerned with the aesthetics, form, functionality, and production of manufactured consumer objects.
Inferential Statistics: Statistics used to determine the likelihood that a result is just due to chance.
Inferiority Complex: An exaggerated sense of inferiority.
Inferences: steps in reasoning, moving from premises to logical consequences.
Informational Social Influence: An individual’s tendency to conform because a group provides one with information.
Inhibition - A synaptic message that prevents the recipient cell from firing.
Innoball: strategic simulation game known as
"Innovation Football" helps to improve the business model and business strategies of an innovation project, train and evaluate the strength of the innovation team, and make investment decisions.
Innovation: the implementation of a new or significantly improved product (good or service), or process, a new marketing method, or a new organizational method in business practices, workplace organization or external relation.
- The minimum requirement for an innovation is that the product, process, marketing method or organizational method must be new (or significantly improved) to the firm.
- The classic definitions of Innovation include:
- the process of making improvements by introducing something new
- the act of introducing something new: something newly introduced
- the introduction of something new
- a new idea, method or device
- the successful exploitation of new ideas
Incubation: temporary break from creative problem solving that can result in insight
Inducing a change of perspective: efficiently entering a fresh perspective may result in a solution that thereby becomes obvious. This is especially useful for solving particularly challenging problems.
Inductive reasoning: attempts to support a determination of the rule. It hypothesizes a rule after numerous examples are taken to be a conclusion that follows from a precondition in terms of such a rule.
- Example: "The grass got wet numerous times when it rained, therefore: the grass always gets wet when it rains." While they may be persuasive, these arguments are not deductively valid, see the problem of induction. Science is associated with this type of reasoning.
Inference: pulling together a set of elements and stating their meaning as a whole; going from the specific to the general
Information processing: approach to the goal of understanding human thinking in relation to how they process the same kind of information as computers
Inhibition: inhibition results from having two alternative positions, could result from moving attention away from a cued stimulus back to the fixation point, and may occur because the efficiency in some part of the pathway from the cued location is reduced by the cuing.
Inhibition of return (IOR): refers to an orientation mechanism that briefly enhances (for approximately 100–300 milliseconds (ms)) the speed and accuracy with which an object is detected after the object is attended, but then impairs detection speed and accuracy (for approximately 500–3000 milliseconds)
Innovation: new idea, creative thoughts, new imaginations in form of device or method.
- Innovation is often also viewed as the application of better solutions that meet new requirements, unarticulated needs, or existing market needs. Such innovation takes place through the provision of more-effective products, processes, services, technologies, or business models that are made available to markets, government and society.
- An innovation is something original and more effective and, as a consequence, new, that "breaks into" the market or society.
- Innovation is related to, but not the same as, invention, as innovation is more apt to involve the practical implementation of an invention (ie new / improved ability) to make a meaningful impact in the market or society, and not all innovations require an invention.
- Innovation often manifests itself via the engineering process, when the problem being solved is of a technical or scientific nature.
Innovation decision process: a series of steps that include:
- knowledge
- forming an attitude
- a decision to adopt or reject
- implementation and use
- confirmation of the decision
Innovation Engine: The creative activities and the people who actually think of new ideas. It represents the synthesis phase in which someone first recognizes that customer and market opportunities can be translated into new product ideas.
Innovation Management: refers to handling all the activities needed to innovate, such as creating ideas, developing, prioritizing and implementing them, as well as putting them into practice.
Innovation matrix: describes and illustrates the four main types of innovations. It includes: incremental innovation, radical innovation, sustainable innovation and disruptive innovation.
Innovation Metrics: is a measurement that describes either the quality or quantity of the innovation. Innovation metrics can measure either the inputs or outputs of the innovation process.
Innovation process: term used to describe the steps involved in the process of generating, exploiting and applying new ideas. The process is not linear, nor is there just one process. The steps generally include:
- Coming up with the idea
- Choosing and developing the idea
- Researching, developing and testing
- Marketing the product or service based on the idea
- Seeing the product or service being used or adopted by others.
Innovative thinking: Imagining or and conceiving something new and unexpected, including fresh ideas and ways of looking at things and new approaches to old problems as well as formulating new problems.
- It is the act or result of understanding the inner nature of things or of seeing intuitively the power of acute observation and deduction, discernment, and perception, called intellection understanding of cause and effect based on identification of relationships and behaviors within a model, context, or scenario (see artificial intelligence)
Insight: the understanding of a specific cause and effect within a specific context. The term insight can have several related meanings:
- a piece of information
- the act or result of understanding the inner nature of things or of seeing intuitively
- an introspection
- the power of acute observation and deduction, discernment, and perception, called intellection
- an understanding of cause and effect based on identification of relationships and behaviors within a model, context, or scenario
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, benchmarks by which they can measure progress, and a set of objectives to be realized—such as price point, available technology, and market segment
Intellection: literally means “the act of the intellect” or “exercise of the intellect,” a word for thought and reasoning. The emotional distance of many Latin-derived words makes intellection a perfect term for “dispassionate analysis,” and it has been this way in theological writing and literary criticism for centuries. Outside of this context, intellection is a way of emphasizing thought or thinking in a positive way.
Intellectual functioning: refers to the general mental ability that includes reasoning, planning, problem solving, abstract thinking, comprehending complex ideas, learning quickly and learning from experience
Intelligence: the potential relationship between creativity and intelligence has been of interest since the late 1900s and researchers are interested not only if the constructs are related, but also how and why. There are multiple theories accounting for their relationship, with 3 main theories accepted.
- Threshold Theory – intelligence is a necessary, but not sufficient condition for creativity. There is a moderate positive relationship between creativity and intelligence until IQ ~120.
- 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.
- Interference Theory - extremely high intelligence might interfere with creative ability.
Another theory proposed a framework of 5 possible relationships between creativity and intelligence:
- Creativity is a subset of intelligence
- Intelligence is a subset of creativity
- Creativity and intelligence are overlapping constructs
- Creativity and intelligence are part of the same construct (coincident sets)
- Creativity and intelligence are distinct constructs (disjoint sets)
Interaction Design: practice of designing digital environments, products, systems, and services for human interaction.
Integrative Thinking: the process of integrating intuition, reason and imagination in a human mind.
Interest: A feeling of wanting to learn more about something or to be involved in something. A quality that attracts your attention and makes you want to learn more about something or to be involved in something. Something (such as a hobby) that a person enjoys learning about or doing.
Interference theory: Extremely high intelligence might interfere with creative ability.
Internalism: the believer must be able to justify a belief through internal knowledge
Interference theory: Interference occurs in learning when there is an interaction between the new material and transfer effects of past learned behaviour, memories or thoughts that have a negative influence in comprehending the new material. Bringing to memory old knowledge has the effect of impairing both the speed of learning and memory performance
Interpretive bias or interpretation bias: l an information-processing bias, the tendency to inappropriately analyze ambiguous stimuli, scenarios and events.
Interthinking: means using talk to think collectively, to engage with others’ ideas through oral language. The notion that as well as thinking individually, under certain conditions humans are able to use talk to think creatively and productively together. In these conditions, talk can be viewed as a social mode of thinking.
Intimation: the creative person gets a "feeling" that a solution is on its way.
Intrinsic Motivation - type of motivation when a person is inwardly motivated to perform any specific work or activity. People are said to be intrinsically motivated if they perform any activity for self satisfaction rather than monetary or other gains.
Interference Theory: States that people forget information because of interference from other learned information.
Intermittent Reinforcement: A reinforcement schedule in which reinforcement happens only on some of the occasions a particular response occurs. It is also called partial reinforcement.
Internal Attribution: An inference that an event or a person’s behavior is due to personal factors such as traits, abilities, or feelings. It is also called dispositional attribution.
Introspection: refers to the manner in which we gather information about ourselves through cognition and emotions. Although we might not know why we think or feel a certain way we are still able to know what it is we are feeling. Introspection is a way of gaining knowledge about yourself through your inner emotions and thoughts, however it is a conscious part of the brain. The automatic part of the brain can make us do a lot of unconscious acts that people have no reasoning for.
Intuition: the ability to acquire knowledge without recourse to inference or conscious reasoning. The voice of your inner wisdom. Learning how to connect with your intuition is a key skill for successful Creative Dreaming. You need the brilliant advice of your intuition wisdom to build your Creative Dream Path.
Inquiry: any process that has the aim of augmenting knowledge, resolving doubt, or solving a problem
Invention: is a unique or novel device, method, composition or process. The invention process is a process within an overall engineering and product development process. It may be an improvement upon a machine or product or a new process for creating an object or a result. An invention that achieves a completely unique function or result may be a radical breakthrough. Such works are novel and not obvious to others skilled in the same field. An inventor may be taking a big step in success or failure.
Iterate: Iteration of ideas, designs and concepts is an ongoing process of refining and improving them to achieve a desired quality and outcome.
A SERIES OF BEAUTIFUL WORDS
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DEFINING NEW IDEAS DICTIONARY
Presented by Creativity Chaos in association with Defining the Brain - A Beautiful Word - Logophile Lexicon
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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.