Creative problem-solving

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Creative problem-solving (CPS) [1] is the mental process of searching for an original and previously unknown solution to a problem. To qualify, the solution must be novel and reached independently. [1] [2] The creative problem-solving process was originally developed by Alex Osborn and Sid Parnes. Creative problem solving (CPS) is a way of using creativity to develop new ideas and solutions to problems. The process is based on separating divergent and convergent thinking styles, so that one can focus their mind on creating at the first stage, and then evaluating at the second stage.

Contents

Creative solution types

The process of creative problem-solving usually begins with defining the problem. This may lead to finding a simple non-creative solution, a textbook solution, or discovering prior solutions developed by other individuals. If the discovered solution is sufficient, the process may then be abandoned. [1] [3]

A creative solution will often have distinct characteristics that include using only existing components, or the problematic factor, as the basis for the solution. However, a change of perspective may in many cases be helpful. [4] A solution may also be considered creative if readily available components can be used to solve the problem within a short time limit.

If a creative solution has a broad application, such that the usage goes beyond the original intent, it may be referred to as an innovative solution, or an innovation (some innovations may also be considered an invention).

Techniques and tools

Many techniques and tools employed for creating effective solutions to a problem are described in creativity techniques and problem-solving articles.

Creative problem-solving technique categories

Idea generation techniques

Creativity processes use these influencing factors as they support the search for ideas, problem solving and evaluation, and selection of ideas via rules, a group of people, and a creative process.

  1. The user as the starting point
  2. Interdisciplinary team
  3. Iterative process
  4. Creative environment. In the design thinking process, the 'customer's needs are first determined through an iterative process and a question is defined, then creative solutions and ideas are generated through brainstorming and visualized via prototypes for user feedback.
  1. Not too resource-intensive
  2. Suitable for workshops
  3. High growth potential
  4. Don't require existing structures or certain age of the company

See also

Related Research Articles

<span class="mw-page-title-main">Creativity</span> Forming something new and somehow valuable

Creativity is a characteristic of someone that forms something novel and valuable. The created item may be intangible or a physical object. Creativity enables people to solve problems in new or innovative ways.

<span class="mw-page-title-main">Brainstorming</span> Group creativity technique

Brainstorming is a creativity technique in which a group of people interact to suggest ideas spontaneously in response to a prompt. Stress is typically placed on the volume and variety of ideas, including ideas that may seem outlandish or "off-the-wall". Ideas are noted down during the activity, but not assessed or critiqued until later. The absence of criticism and assessment is intended to avoid inhibiting participants in their idea production. The term was popularized by advertising executive Alex Faickney Osborn in the classic work Applied Imagination (1953).

Ideation is the creative process of generating, developing, and communicating new ideas, where an idea is understood as a basic element of thought that can be either visual, concrete, or abstract. Ideation comprises all stages of a thought cycle, from innovation, to development, to actualization. Ideation can be conducted by individuals, organizations, or crowds. As such, it is an essential part of the design process, both in education and practice.

Creativity techniques are methods that encourage creative actions, whether in the arts or sciences. They focus on a variety of aspects of creativity, including techniques for idea generation and divergent thinking, methods of re-framing problems, changes in the affective environment and so on. They can be used as part of problem solving, artistic expression, or therapy.

Synectics is a problem solving methodology that stimulates thought processes of which the subject may be unaware. This method was developed by George M. Prince (1918–2009) and William J.J. Gordon, originating in the Arthur D. Little Invention Design Unit in the 1950s.

Product design is the process of creating new products for sale businesses to its customers. It involves the generation and development of ideas through a systematic process that leads to the creation of innovative products. Thus, it is a major aspect of new product development.

Alex Faickney Osborn was an American advertising executive and the author of the creativity technique named brainstorming.

Sidney J. Parnes was an American academic who was professor at Buffalo State College and the co-founder of the International Center for Studies in Creativity. The center is housed within Buffalo State College, one of the few places in the world that offers a Master's of Science degree in creativity. The department also now offers a distance learning version of the degree to students around the world as well as an undergraduate minor in creative studies.

Design methods are procedures, techniques, aids, or tools for designing. They offer a number of different kinds of activities that a designer might use within an overall design process. Conventional procedures of design, such as drawing, can be regarded as design methods, but since the 1950s new procedures have been developed that are more usually grouped together under the name of "design methods". What design methods have in common is that they "are attempts to make public the hitherto private thinking of designers; to externalise the design process".

Design thinking refers to the set of cognitive, strategic and practical procedures used by designers in the process of designing, and to the body of knowledge that has been developed about how people reason when engaging with design problems.

The engineering design process, also known as the engineering method, is a common series of steps that engineers use in creating functional products and processes. The process is highly iterative – parts of the process often need to be repeated many times before another can be entered – though the part(s) that get iterated and the number of such cycles in any given project may vary.

<span class="mw-page-title-main">Outline of thought</span> Overview of and topical guide to thought

The following outline is provided as an overview of and topical guide to thought (thinking):

Innovation management is a combination of the management of innovation processes, and change management. It refers to product, business process, marketing and organizational innovation. Innovation management is the subject of ISO 56000 series standards being developed by ISO TC 279.

Systematic Inventive Thinking (SIT) is a thinking method developed in Israel in the mid-1990s. Derived from Genrich Altshuller's TRIZ engineering discipline, SIT is a practical approach to creativity, innovation and problem solving, which has become a well known methodology for innovation. At the heart of SIT's method is one core idea adopted from Genrich Altshuller's TRIZ which is also known as Theory of Inventive Problem Solving (TIPS): that inventive solutions share common patterns. Focusing not on what makes inventive solutions different – but on what they share in common – is core to SIT's approach.

The Creative Education Foundation (CEF) is a non-profit U.S. membership organization dedicated to creativity and problem solving, founded in Buffalo, New York, in 1954.

Marino (Min) Sidney Basadur is a teacher, consultant and researcher best known for his work in applied creativity and as the developer Simplexity Thinking System for improving workplace innovation & creativity. He is president of Basadur Applied Creativity and professor emeritus of organizational behavior and innovation at McMaster University's Michael G. DeGroote School of Business.

<span class="mw-page-title-main">Design sprint</span> Hackathon-like rapid prototyping and testing

A design sprint is a time-constrained, five-phase process that uses design thinking with the aim of reducing the risk when bringing a new product, service or a feature to the market. The process aims to help teams to clearly define goals, validate assumptions and decide on a product roadmap before starting development. It seeks to address strategic issues using interdisciplinary expertise, rapid prototyping, and usability testing. This design process is similar to Sprints in an Agile development cycle.

Applied Imagination is an influential 1953 book on creative ideation by Alex Faickney Osborn, in which he introduces the technique of brainstorming.

Creative education is when students are able to use imagination and critical thinking to create new and meaningful forms of ideas where they can take risks, be independent and flexible. Instead of being taught to reiterate what was learned, students learn to develop their ability to find various solutions to a problem. Coming up with various out-of-the box solutions is known as divergent thinking and there is no one way of cultivating this skill - largely due to the newness of the concept and the limited scientific information on creativity.

Advanced Innovation Design Approach (AIDA) is a holistic approach for enhancing the innovative and competitive capabilities of industrial companies. The name Advanced Innovation Design Approach (AIDA) was proposed in the research project "Innovation Process 4.0" run at the University of Applied Sciences Offenburg, Germany in co-operation with 10 German industrial companies in 2015–2019. AIDA can be considered as a pioneering mindset, an individually adaptable range of strong innovation techniques such as comprehensive front-end innovation process, advanced innovation methods, best tools and methods of the theory of inventive problem solving TRIZ, organisational measures for accelerating innovation, IT-solutions for Computer-Aided Innovation, and other tools for new product development, elaborated in the recent decade in the industry and academia.

References

  1. 1 2 3 Definition of creative problem solving on Alex Osborn's (inventor of the term and process of brainstorming) Creative Education Foundation website.
  2. Michigan State University. "Creative problem solving for teachers".[ dead link ]
  3. Problem definition [ permanent dead link ] in presentation on creative problem-solving, on the University of Arizona website
  4. Mike Vence about the 9 dots as a corporate promotion of creative thinking at the Walt Disney Company (Creative Thinking Association website)
  5. 1 2 3 Fobes, Richard (1993). The Creative Problem Solver's Toolbox: A Complete Course in the Art of Creating Solutions to Problems of Any Kind. Solutions Through Innovation. ISBN   0-9632221-0-4.

Further reading