DEFINING NEW IDEAS
With Creativity, Innovation and Design
A DICTIONARY OF DIVERGENT TERMS
www.creativitychaos.com
DEFINED TERMS [P - R]
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
- P -
Paraconsistent logic: logical system that attempts to deal with contradictions in a discriminating way. Paraconsistent logic is the subfield of logic that is concerned with studying and developing paraconsistent (or "inconsistency-tolerant") systems of logic.
Paradeigma: known as a type of proof. The purpose is to provide an audience with an illustration of similar occurrences. This illustration is not meant to take the audience to a conclusion, however it is used to help guide them there
Paradigm: distinct set of concepts or thought patterns, including theories, research methods, postulates and standards for what constitutes legitimate contributions to a field; in this case a scientific method.
Paradigm paralysis: the inability or refusal to see beyond the current models of thinking. This is similar to what psychologists term confirmation bias.
Paradigm shift - A fundamental change in the basic concepts and experimental practices of a scientific discipline.
Parietal Lobes: One of the four parts of the cerebral cortex. The parietal lobe aids in sensory processes, attention, and language.
Participatory Design: originally co-operative design, now often co-design, it is the practice of collective creativity to design, attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure the result meets their needs and is usable.
Patent: is a granted right to the owner of an invention to exclude others from producing or selling their invention for a limited period of time.
Pattern: a regularity in the world, in human-made design, or in abstract ideas. As such, the elements of a pattern repeat in a predictable manner.
Pensive: comes from the French verb ‘penser’, meaning “to think.” The literal meaning of ‘pensive’ is “thoughtful.” Samuel Johnson defined the word as such in 1755. It can have a more creative meaning like “musingly or dreamily thoughtful,” or a suggestive or melancholy one like in “sad or reflective thoughtfulness.”
Perception: the organization, identification, and interpretation of sensory information in order to represent and understand the presented information, or the environment. Perception is not only the passive receipt of these signals, but it's also shaped by the recipient's learning, memory, expectation, and attention
Perceptual set: also called perceptual expectancy or just set, it is the predisposition to perceive things in a certain way. It is an example of how perception can be shaped by "top-down" processes such as drives and expectations
Performance orientation (aka achievement orientation) - Achievement Orientation refers to how an individual interprets and reacts to tasks, resulting in different patterns of cognition, affect and behaviour.
Perseveration: an inability or impairment in switching tasks or activities ("set-shifting"), or desisting from mental or physical response repetition (gestures, words, thoughts) despite absence or cessation of a stimulus.
Perspective: in the graphic art is an approximate representation, generally on a flat surface (such as paper), of an image as it is seen by the eye.
Phase Gate: also known as Stage-gate and the waterfall model, it is a product innovation process that is divided into different stages and gates. Each idea goes through a predefined set of gates in their development.
Phronesis - Greek word for a type of wisdom or intelligence. It is more specifically a type of wisdom relevant to practical things, requiring an ability to discern how or why to act virtuously and encourage practical virtue, excellence of character, in others.
Plan: typically any diagram or list of steps with details of timing and resources, used to achieve an objective to do something. See also strategy. It is commonly understood as a temporal set of intended actions through which one expects to achieve a goal.
Play-To-Win Strategy Canvas: framework that can be used when making strategic choices. The Strategy Canvas helps determine and validate what needs to be true for these strategic choices to actually be good.
Platform Innovation: innovation that leads to the practical application of fundamental innovations and, often, to creation of a new industry. From a business perspective, platform innovation is about seeking out extensions to the current business and leading changes of significant impact.
Pleasure principle: may be responsible for procrastination; one may prefer to avoid negative emotions by delaying stressful tasks. As the deadline for their target of procrastination grows closer, they are more stressed and may, thus, decide to procrastinate more to avoid this stress. Some psychologists cite such behavior as a mechanism for coping with the anxiety associated with starting or completing any task or decision.
Poetry: is a form of Literature that uses aesthetic and rhythmic qualities of language—such as phonaesthetics, sound symbolism, and metre—to evoke meanings in addition to, or in place of, the prosaic ostensible meaning.
Poetry genre: poetry may then be subdivided into the genres of lyric, epic, and dramatic. The lyric includes all the shorter forms of poetry, e.g., song, ode, ballad, elegy, sonnet. Dramatic poetry might include comedy, tragedy, melodrama, and mixtures like tragicomedy.
Pomodoro technique. The Pomodoro technique suggests that working in blocks of 25 minutes, with a short break between each block, can help an individual achieve maximum productivity.
Ponder: think carefully about something. Ponder came to English from a French word with the same meaning, ‘ponderer’, but its ultimate root is the Latin word ‘pondus’, meaning “weight.”
Positive reinforcement: occurs when a desirable event or stimulus is presented as a consequence of a behavior and the chance that this behavior will manifest in similar environments increases.
Postulate: suggestion or assumption of the existence, fact, or truth of something as a basis for reasoning, discussion, or belief. Postulate comes from the Latin ‘postulātum’ meaning “petition, thing requested” and use of past participle ‘postulāre’ meaning “to request, demand” akin to ‘pōscere’ meaning “ to request.”
Praxis - Praxis is the process by which a theory, lesson, or skill is enacted, embodied, or realized.
Predictability: the degree to which a correct prediction or forecast of a system's state can be made either qualitatively or quantitatively.
Prefrontal Cortex (PFC): A region at the front of the frontal lobe involved in the brain’s higher-level functions such as planning, decision-making, working memory, and inhibitory control.
Premise: a statement that an argument claims will induce or justify a conclusion. In other words, a premise is an assumption that something is true.
Preparation: preparatory work on a problem that focuses the individual's mind on the problem and explores the problem's dimensions)
Primary reinforcer (sometimes called an unconditioned reinforcer): stimulus that does not require pairing with a different stimulus in order to function as a reinforcer and most likely has obtained functioning through evolution and its role in species' survival. Examples of primary reinforcers include food, water, and sex.
Process design: refers to the planning of routine steps of a process aside from the expected result. Processes (in general) are treated as a product of design, not the method of design.
Procrastination: is the avoidance of doing a task that needs to be accomplished by a certain deadline. It could be further stated as a habitual or intentional delay of starting or finishing a task despite knowing it might have negative consequences. It is a common human experience involving delay in everyday chores or even putting off salient tasks such as attending an appointment, submitting a job report or academic assignment, or broaching a stressful issue with a partner. Although typically perceived as a negative trait due to its hindering effect on one's productivity often associated with depression, low self-esteem, guilt and inadequacy it can also be considered a wise response to certain demands that could present risky or negative outcomes or require waiting for new information to arrive
Production Design: The relationship between design and production is one of planning and executing. In theory, the plan should anticipate and compensate for potential problems in the execution process.
Prototype: first version of a product or technology that is being tested and from which later versions will be developed.
Priming: exposing people to words, pictures, or activities that activate certain concepts in their minds
Probabilistic logic (also probability logic and probabilistic reasoning): to combine the capacity of probability theory to handle uncertainty with the capacity of deductive logic to exploit structure of formal argument
Procedural knowledge, also known as imperative knowledge: knowledge exercised in the performance of some task
Process Flow: chart or a diagram that illustrates and describes the different phases in an innovation process to solve a specific problem.
Process Innovation: the implementation of a new or significantly improved production or delivery method (including significant changes in techniques, equipment and/or software).
Product Innovation: refers to the development and implementation of a new or significantly improved product.
Proposition: the primary bearers-of truth-value, the objects of belief and other "propositional attitudes" (i.e., what is believed, doubted, etc.), the referents of that-clauses, and the meanings of declarative sentences
Propositional theory - The propositional theory claims that mental representations are stored as propositions rather than as images. This theory states that images occur as a result of other cognitive processes because knowledge is not represented in the form of images, words, or symbols.
Probability: measure quantifying the likelihood that events will occur.
Problem finding: problem discovery. It is part of the larger problem process that includes problem shaping and problem solving. Problem finding requires intellectual vision and insight into what is missing. This involves the application of creativity.
Problem shaping: revising a question so that the solution process can begin or continue. It is part of the larger problem process that includes problem finding and problem solving. Problem shaping (or problem framing) often involves the application of critical sad hoc methods in an orderly manner to find solutions to problems.
Problem solving: consists of using generic or ad hoc methods in an orderly manner to find solutions to problems.
Procedural knowledge: refers to knowledge about doing things. This type of knowledge is displayed as heuristics and strategies. A high degree of procedural knowledge can allow individuals to perform tasks more automatically. This is achieved through a large variety of strategies that can be accessed more efficiently.
Process design: refers to the planning of routine steps of a process aside from the expected result. Processes (in general) are treated as a product of design, not the method of design.
Process of elimination: a logical method to identify an entity of interest among several ones by excluding all other entities.
Process flow: a chart or a diagram that illustrates and describes the different phases in an innovation process to solve a specific problem.
Progressive: an adjective designers use to say they like something
Proof: try to prove that the problem cannot be solved. The point where the proof fails will be the starting point for solving it
Prose: a form or technique of language that exhibits a natural flow of speech and grammatical structure. Novels, textbooks and newspaper articles are all examples of prose.
Prototype: is the first version of a product or technology that is being tested and from which later versions will be developed.
Punishers: serve to decrease behaviors; negative reinforcers are stimuli that the subject will work to be rid of or to end.
Paradeigma: known as a type of proof. The purpose is to provide an audience with an illustration of similar occurrences. This illustration is not meant to take the audience to a conclusion, however it is used to help guide them there
Paradigm: distinct set of concepts or thought patterns, including theories, research methods, postulates and standards for what constitutes legitimate contributions to a field; in this case a scientific method.
Paradigm paralysis: the inability or refusal to see beyond the current models of thinking. This is similar to what psychologists term confirmation bias.
Paradigm shift - A fundamental change in the basic concepts and experimental practices of a scientific discipline.
Parietal Lobes: One of the four parts of the cerebral cortex. The parietal lobe aids in sensory processes, attention, and language.
Participatory Design: originally co-operative design, now often co-design, it is the practice of collective creativity to design, attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure the result meets their needs and is usable.
Patent: is a granted right to the owner of an invention to exclude others from producing or selling their invention for a limited period of time.
Pattern: a regularity in the world, in human-made design, or in abstract ideas. As such, the elements of a pattern repeat in a predictable manner.
Pensive: comes from the French verb ‘penser’, meaning “to think.” The literal meaning of ‘pensive’ is “thoughtful.” Samuel Johnson defined the word as such in 1755. It can have a more creative meaning like “musingly or dreamily thoughtful,” or a suggestive or melancholy one like in “sad or reflective thoughtfulness.”
Perception: the organization, identification, and interpretation of sensory information in order to represent and understand the presented information, or the environment. Perception is not only the passive receipt of these signals, but it's also shaped by the recipient's learning, memory, expectation, and attention
Perceptual set: also called perceptual expectancy or just set, it is the predisposition to perceive things in a certain way. It is an example of how perception can be shaped by "top-down" processes such as drives and expectations
Performance orientation (aka achievement orientation) - Achievement Orientation refers to how an individual interprets and reacts to tasks, resulting in different patterns of cognition, affect and behaviour.
Perseveration: an inability or impairment in switching tasks or activities ("set-shifting"), or desisting from mental or physical response repetition (gestures, words, thoughts) despite absence or cessation of a stimulus.
Perspective: in the graphic art is an approximate representation, generally on a flat surface (such as paper), of an image as it is seen by the eye.
Phase Gate: also known as Stage-gate and the waterfall model, it is a product innovation process that is divided into different stages and gates. Each idea goes through a predefined set of gates in their development.
Phronesis - Greek word for a type of wisdom or intelligence. It is more specifically a type of wisdom relevant to practical things, requiring an ability to discern how or why to act virtuously and encourage practical virtue, excellence of character, in others.
Plan: typically any diagram or list of steps with details of timing and resources, used to achieve an objective to do something. See also strategy. It is commonly understood as a temporal set of intended actions through which one expects to achieve a goal.
Play-To-Win Strategy Canvas: framework that can be used when making strategic choices. The Strategy Canvas helps determine and validate what needs to be true for these strategic choices to actually be good.
Platform Innovation: innovation that leads to the practical application of fundamental innovations and, often, to creation of a new industry. From a business perspective, platform innovation is about seeking out extensions to the current business and leading changes of significant impact.
Pleasure principle: may be responsible for procrastination; one may prefer to avoid negative emotions by delaying stressful tasks. As the deadline for their target of procrastination grows closer, they are more stressed and may, thus, decide to procrastinate more to avoid this stress. Some psychologists cite such behavior as a mechanism for coping with the anxiety associated with starting or completing any task or decision.
Poetry: is a form of Literature that uses aesthetic and rhythmic qualities of language—such as phonaesthetics, sound symbolism, and metre—to evoke meanings in addition to, or in place of, the prosaic ostensible meaning.
Poetry genre: poetry may then be subdivided into the genres of lyric, epic, and dramatic. The lyric includes all the shorter forms of poetry, e.g., song, ode, ballad, elegy, sonnet. Dramatic poetry might include comedy, tragedy, melodrama, and mixtures like tragicomedy.
Pomodoro technique. The Pomodoro technique suggests that working in blocks of 25 minutes, with a short break between each block, can help an individual achieve maximum productivity.
Ponder: think carefully about something. Ponder came to English from a French word with the same meaning, ‘ponderer’, but its ultimate root is the Latin word ‘pondus’, meaning “weight.”
Positive reinforcement: occurs when a desirable event or stimulus is presented as a consequence of a behavior and the chance that this behavior will manifest in similar environments increases.
Postulate: suggestion or assumption of the existence, fact, or truth of something as a basis for reasoning, discussion, or belief. Postulate comes from the Latin ‘postulātum’ meaning “petition, thing requested” and use of past participle ‘postulāre’ meaning “to request, demand” akin to ‘pōscere’ meaning “ to request.”
Praxis - Praxis is the process by which a theory, lesson, or skill is enacted, embodied, or realized.
Predictability: the degree to which a correct prediction or forecast of a system's state can be made either qualitatively or quantitatively.
Prefrontal Cortex (PFC): A region at the front of the frontal lobe involved in the brain’s higher-level functions such as planning, decision-making, working memory, and inhibitory control.
Premise: a statement that an argument claims will induce or justify a conclusion. In other words, a premise is an assumption that something is true.
Preparation: preparatory work on a problem that focuses the individual's mind on the problem and explores the problem's dimensions)
Primary reinforcer (sometimes called an unconditioned reinforcer): stimulus that does not require pairing with a different stimulus in order to function as a reinforcer and most likely has obtained functioning through evolution and its role in species' survival. Examples of primary reinforcers include food, water, and sex.
Process design: refers to the planning of routine steps of a process aside from the expected result. Processes (in general) are treated as a product of design, not the method of design.
Procrastination: is the avoidance of doing a task that needs to be accomplished by a certain deadline. It could be further stated as a habitual or intentional delay of starting or finishing a task despite knowing it might have negative consequences. It is a common human experience involving delay in everyday chores or even putting off salient tasks such as attending an appointment, submitting a job report or academic assignment, or broaching a stressful issue with a partner. Although typically perceived as a negative trait due to its hindering effect on one's productivity often associated with depression, low self-esteem, guilt and inadequacy it can also be considered a wise response to certain demands that could present risky or negative outcomes or require waiting for new information to arrive
Production Design: The relationship between design and production is one of planning and executing. In theory, the plan should anticipate and compensate for potential problems in the execution process.
- Design involves problem-solving and creativity.
- Production involves a routine or pre-planned process.
Prototype: first version of a product or technology that is being tested and from which later versions will be developed.
Priming: exposing people to words, pictures, or activities that activate certain concepts in their minds
Probabilistic logic (also probability logic and probabilistic reasoning): to combine the capacity of probability theory to handle uncertainty with the capacity of deductive logic to exploit structure of formal argument
Procedural knowledge, also known as imperative knowledge: knowledge exercised in the performance of some task
Process Flow: chart or a diagram that illustrates and describes the different phases in an innovation process to solve a specific problem.
Process Innovation: the implementation of a new or significantly improved production or delivery method (including significant changes in techniques, equipment and/or software).
Product Innovation: refers to the development and implementation of a new or significantly improved product.
Proposition: the primary bearers-of truth-value, the objects of belief and other "propositional attitudes" (i.e., what is believed, doubted, etc.), the referents of that-clauses, and the meanings of declarative sentences
Propositional theory - The propositional theory claims that mental representations are stored as propositions rather than as images. This theory states that images occur as a result of other cognitive processes because knowledge is not represented in the form of images, words, or symbols.
Probability: measure quantifying the likelihood that events will occur.
Problem finding: problem discovery. It is part of the larger problem process that includes problem shaping and problem solving. Problem finding requires intellectual vision and insight into what is missing. This involves the application of creativity.
Problem shaping: revising a question so that the solution process can begin or continue. It is part of the larger problem process that includes problem finding and problem solving. Problem shaping (or problem framing) often involves the application of critical sad hoc methods in an orderly manner to find solutions to problems.
Problem solving: consists of using generic or ad hoc methods in an orderly manner to find solutions to problems.
Procedural knowledge: refers to knowledge about doing things. This type of knowledge is displayed as heuristics and strategies. A high degree of procedural knowledge can allow individuals to perform tasks more automatically. This is achieved through a large variety of strategies that can be accessed more efficiently.
Process design: refers to the planning of routine steps of a process aside from the expected result. Processes (in general) are treated as a product of design, not the method of design.
Process of elimination: a logical method to identify an entity of interest among several ones by excluding all other entities.
Process flow: a chart or a diagram that illustrates and describes the different phases in an innovation process to solve a specific problem.
Progressive: an adjective designers use to say they like something
Proof: try to prove that the problem cannot be solved. The point where the proof fails will be the starting point for solving it
Prose: a form or technique of language that exhibits a natural flow of speech and grammatical structure. Novels, textbooks and newspaper articles are all examples of prose.
Prototype: is the first version of a product or technology that is being tested and from which later versions will be developed.
Punishers: serve to decrease behaviors; negative reinforcers are stimuli that the subject will work to be rid of or to end.
- Q -
Qualitative innovation metrics: refer to metrics that provide a deeper knowledge of the quality of the innovations or innovation related activities made.
Quantitative Metrics: metrics that can be quantified.
Quantitative Metrics: metrics that can be quantified.
- R -
R&D: Research & Development refers to the series of activities an organization does for improving its existing products and ways of working.
Radical Innovation: happens when a new technology completely disrupts existing business or economy and creates a new business model.
Randomness: the lack of pattern or predictability in events. A random sequence of events, symbols or steps has no order and does not follow an intelligible pattern or combination.
Rapid Eye Movement (REM) Sleep: The part of the sleep cycle when active dreaming takes place. This state is accompanied by paralysis of the body's muscles; only the muscles that allow breathing and control eye movements remain active.
Ratiocination: the Latin root word that ‘ratio’ and ‘rational’ derived from also created the word ‘ratiocination’, meaning “the process of exact thinking” or “a reasoned train of thought.” In Latin, ‘ratio’ means “reason” or “computation,” and the mathematical connotation makes it perfect for describing a “machine like” thinking process
Rational Design
- 1. designers attempt to optimize a design candidate for known constraints and objectives,
- design process is plan-driven,
- design process that is understood in terms of a discrete sequence of stages
Rational Design Process - Pre-production design
- Design brief or Parti pris – an early (often the beginning) statement of design goals
- Analysis – analysis of current design goals
- Research – investigating similar design solutions in the field or related topics
- Specification – specifying requirements of a design solution for a product (product design specification)[13] or service.
- Problem solving – conceptualizing and documenting design solutions
- Presentation – presenting design solutions
- Design during production
- Development – continuation and improvement of a designed solution
- Testing – in situ testing of a designed solution
- Post-production design feedback for future designs
- Implementation – introducing the designed solution into the environment
- Evaluationand conclusion – summary of process and results, including constructive criticism and suggestions for future improvements
- Redesign – any or all stages in the design process repeated (with corrections made) at any time before, during, or after production.
Reflection-in-action Design: designers alternate between "framing", "making moves", and "evaluating moves".
Revolutionary business innovation: yields a drastic change in a product, service, process, etc., which often destroys or supplants an existing business model. This is also known as radical innovation.
Rationalization (also known as making excuses): defense mechanism in which controversial behaviors or feelings are justified and explained in a seemingly rational or logical manner to avoid the true explanation, and are made consciously tolerable—or even admirable and superior—by plausible means.
Reasoning: the capacity of consciously making sense of things, applying logic, and adapting or justifying practices, institutions, and beliefs based on new or existing information. Reasoning is the means by which rational individuals understand sensory information from their environments, or conceptualize abstract dichotomies such as cause and effect, truth and falsehood, or ideas regarding notions of good or evil. Reasoning, as a part of executive decision making, is also closely identified with the ability to self-consciously change, in terms of goals, beliefs, attitudes, traditions, and institutions, and therefore with the capacity for freedom and self-determination.
- The meaning of the word ‘reason’ in senses such as "human reason" also overlaps to a large extent with ‘rationality’ and the adjective of ‘reason’ in philosophical contexts is normally ‘rational’ rather than ‘reasoned’ or "reasonable". Some philosophers also used the word ‘ratiocination’ as a synonym for "reasoning".
- Reasoning is associated with thinking, cognition, and intellect. The field of logic studies ways in which humans reason formally through argument.
- Reasoning may be subdivided into forms of logical reasoning (forms associated with the strict sense)
- deductive reasoning
- inductive reasoning
- abductive reasoning
- intuitive reasoning
- verbal reasoning
Recollection: vivid mental images, sounds, details, etc, of a memory
Reduction: transforming the problem into another problem for which solutions exist
Rehearsal - The cognitive process in which information is repeated over and over as a possible way of learning and remembering it. A person can do this by saying aloud or thinking of material repeatedly until it becomes a part of the working memory. However, the material may fade from the working memory quickly.
Reinforcers: serve to increase behaviors. Positive reinforcers are stimuli that the subject will work to attain.
Relation: the real or perceived connection, dependency, influence or involvement between two or more things
Relativism: was accepted as an unavoidable truth, which led to the period of contemporary art and postmodern criticism, where cultures of the world and of history are seen as changing forms, which can be appreciated and drawn from only with skepticism and irony.
Repetition priming - Repetition priming refers to improvements in a behavioural response when stimuli are repeatedly presented. The improvements can be measured in terms of accuracy or reaction time, and can occur when the repeated stimuli are either identical or similar to previous stimuli.
Reproductive imagination (also known as simple memory recall): an activity in which previously seen objects or images are recalled from memory and reproduced in front of the mind's eye.
Research: employing existing ideas or adapting existing solutions to similar problems
Resistance: the enemy of the Creative Dreamer. Resistance shows up as:
- Being too busy
- Indulging in activities that don't move you towards your dream
- Not making time for your dream
- Believing the things your inner critic says about how you can't do it anyway or that you have to wait for something outside of you to change first.
- Resistance happens when you've got a stuck or an inner critic stirring.
Reverse Innovation: refers to innovations that are first seen and used in emerging markets and only after that introduced to the developed markets.
Reward system: a collection of brain structures and neural pathways that are responsible for reward-related cognition, including associative learning (primarily classical conditioning and operant reinforcement), incentive salience (i.e., motivation and "wanting", desire, or craving for a reward), and positively-valenced emotions, particularly emotions that involve pleasure (i.e., hedonic "liking").
Rewards: known as incentives that induce behavior.
- Primary rewards are for the survival of one's self and offspring.
- Intrinsic rewards are unconditioned rewards that are attractive and motivate behavior because they are inherently pleasurable.
- Extrinsic rewards (e.g., money or seeing one's favorite sports team winning a game) are conditioned rewards that are attractive and motivate behavior, but are not necessarily pleasurable. Extrinsic rewards derive their value as a result of a learned association or conditioning. Extrinsic rewards may also elicit pleasure after being classically conditioned with intrinsic rewards.
Rigidity: refers to an obstinate inability to yield or a refusal to appreciate another person's viewpoint or emotions characterized by a lack of empathy. It can also refer to the tendency to perseverate, which is the inability to change habits and the inability to modify concepts and attitudes once developed.
Risk: an event or condition that may or may not occur but that, if it does occur, will impact the ability to achieve a project’s objectives. In new product development, risks may take the form of market, technical, or organizational issues.
Roleplay simulation - Roleplay simulation is an experiential learning method in which either amateur or professional roleplayers (also called interactors) improvise with learners as part of a simulated scenario.
Root cause analysis: identifying the cause of a problem
Ruminate: We sometimes “weigh” thoughts, or “turn them over," and they give us something to “chew on." The verb ‘ruminate’ literally means “to chew the cud,” like the cows do. It comes from the Latin word ‘ruminari’ which references a cow’s first stomach. ‘Rumen’ is the root of the word ‘ruminants’ which refers to mammals with 3- or 4-chambered stomachs and two-toed feet like found in cattle, deer, giraffes, goats, and sheep.
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.