Domain Generality and Specificity in Creative Design Thinking

Author(s):  
Matthew Worwood ◽  
Jonathan A. Plucker
2020 ◽  
Vol 1 (1) ◽  
pp. 82-86
Author(s):  
Arif Sugiono

SMK Industri Kreatif (Dahulu SMKN 5 Bandar Lampung), setiap tahunnya meluluskan tenaga terampil di bidang industri kreatif, khususnya sub sektor kriya. Namun, pada umumnya, setelah lulus para lulusannya masih berorientasi pada job seeker, dan mengalami kegagalan pada saat memulai sebuah usaha. Di sisi lain, jumlah start up entrepreneur di bidang Industri Kreatif di Indonesia pada umumnya, dan Kota Bandar Lampung pada khususnya masih kekurangan. Berangkat dari kondisi tersebut, maka pelatihan tentang start up entrepreneur dan design thinking dalam memulai bisnis menjadi penting dan relevan untuk dilakukan di SMK Industri Kreatif, khususnya siswa kelas XII. Metode yang digunakan adalah diskusi, ceramah dan membahas kasus-kasus yang menarik, tentang start up entrepreneur. Dengan diadakannya pelatihan ini, diharapkan akan terbentuk motivasi yang kuat untuk menjadi seorang yang merintis sebuah bisnis baru / startup entrepreneur; pemahaman design thinking yang baik dan benar tentang bagaimana mendirikan dan menjadi start up entrepreneur di industri kreatif dan mendesain model bisnis start up yang baik. Setelah dilakukan kegiatan pengabdian dengan metode diatas, hasil pre-test dan post-test menunjukkan adanya peningkatan pemahaman peserta pelatihan tentang materi pelatihan.


2021 ◽  
Vol 12 (1) ◽  
pp. 26-32
Author(s):  
Siriporn Chouyluam ◽  
◽  
Panita Wannapiroon ◽  
Prachyanun Nilsook ◽  

This research is research and development aims to develop a creative design thinking learning (CDTL) model integrated immersive experiential marketing to enhance digital entrepreneurs’ competence. The research methodology are as follows: study CDTL process integrated immersive experiential marketing, study digital entrepreneurs, develop CDTL models, develop CDTL systems, and evaluate digital entrepreneurs' competence. The samples were 30 vocational diploma students of the business computer program of Intrachai Commercial College. The instrument was the digital entrepreneurs’ competence evaluation forms. Data were statistically analyzed with mean and standard deviation. The results indicated that (1) the CDTL process has 3 steps: preparation, implementation, and evaluation; (2) digital entrepreneur’s competence has 3 competence: digital entrepreneurship competence, digital competence, creative digital economy innovation; (3) the learning model efficiency score was at the highest level; (4) the students study through the learning model obtained digital entrepreneurship competence score at the highest level and creative digital economy innovation at a high level.


2020 ◽  
Vol 11 (3) ◽  
pp. 67-77
Author(s):  
Tong Li ◽  
Larry E. McCalla

This design case introduces a design and development process of using magic performance as a method to facilitate students’ creative design thinking in user-centered design. Magic performance is used not only as a creativity stimulus for facilitating design flexibility but also as a guiding tool for facilitating the design process. Specifically, three design iterations are presented along with design challenges, design solutions, and a discussion of student experiences. A goal of this design case is to inspire other designers to develop similar interventions based on unexplored but meaningful activities, such as magic performance.


Author(s):  
José P. Duarte ◽  
Gabriela Celani ◽  
Regiane Pupo

This chapter describes two case studies concerning the introduction of computational design methods and technologies in new undergraduate architectural curricula, one in Portugal and the other in Brazil. In both cases, the immediate goal was to introduce state-of-the-art technologies in the curriculum to promote creative design thinking. The ultimate goals were to fulfill the criteria of intellectual satisfaction, acquisition of specialized professional skills, and contribution for the economic development of society that should underlie university education. The chapter describes the theoretical framework, the various courses and labs that were devised and implemented, as well as the strategies used to implement them. Then it presents the final results and concludes with a discussion of the pros and cons of each strategy. The main lesson drawn from both efforts was that cultural and organizational aspects are at least as important as technical aspects for the successful integration of computer media in architectural education.


2014 ◽  
Vol 2014 (0) ◽  
pp. _S2010303--_S2010303-
Author(s):  
Hiroyuki SATO ◽  
Hiroyuki KIMURA ◽  
Shuji TAKANO ◽  
Ryoko AKAGI

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