From Customer Innovations to Manufactured Products: A Project Outlook

This paper gives insights into the research project “InnoCyFer” (in the form of an outlook) which is funded by the German Federal Ministry of Economics and Technology. Enabling the integrated customer individual product design as well as flexible manufacturing of these products are the main objectives of the project. To achieve this, a web-based Open Innovation-Platform containing an integrated Toolkit will be developed. This toolkit enables the active integration of the customer’s creativity and potentials of innovation in the product development process. Furthermore, the project will show the chances and possibilities of customer individualized products by building and examining the continuous process from innovation through the customers to the flexible manufacturing of individual products.

The Application of Active Learning to Develop Creativity in General Education

This research is conducted in order to 1) study the result of applying “Active Learning” in general education subject to develop creativity 2) explore problems and obstacles in applying Active Learning in general education subject to improve the creativity in 1780 undergraduate students who registered this subject in the first semester 2013. The research is implemented by allocating the students into several groups of 10 -15 students and assigning them to design the activities for society under the four main conditions including 1) require no financial resources 2) practical 3) can be attended by every student 4) must be accomplished within 2 weeks. The researcher evaluated the creativity prior and after the study. Ultimately, the problems and obstacles from creating activity are evaluated from the open-ended questions in the questionnaires. The study result states that overall average scores on students’ ability increased significantly in terms of creativity, analytical ability and the synthesis, the complexity of working plan and team working. It can be inferred from the outcome that active learning is one of the most efficient methods in developing creativity in general education.

Knowledge Based Chords Manipulation in MES

Chord formation in western music notations is an intelligent art form which is learnt over the years by a musician to acquire it. Still it is a question of creativity that brings the perfect chord sequence that matches music score. This work focuses on the process of forming chords using a custom-designed knowledgebase (KB) of Music Expert System. An optimal Chord-Set for a given music score is arrived by using the chord-pool in the KB and the finding the chord match using Jusic Distance (JD). Conceptual Graph based knowledge representation model is followed for knowledge storage and retrieval in the knowledgebase.

Towards Creating a Nation of Engineerpreneur

New conceptualizations were introduced to address the emerging need to develop innovativeness and creativity attitudes in future engineering professional. Thus, entrepreneurial engineering education needs an environment where future engineers can be formed through practical learning and the interaction with forces, ideas and inspirations, in the final perspective of effectively identifying, acquiring, developing, and transferring technology into new business products and services. This paper aims to investigate the characteristics of a successful entrepreneur for engineering students. A questionnaire was used to measure the level of entrepreneurial competencies. The questionnaire was based on the Personal Entrepreneurial Competence Model, developed by McClelland Individual. Participants were recruited from the final year students of eight programs under the Faculty of Engineering. Of the 432 questionnaires distributed, 210 were collected back, giving a response rate of approximately 49%. Findings suggest that final year engineering students have respectable entrepreneurial attitudes and behaviors, and are competent to be engineerpreneur. The study also recommended that we need an environment that does not insist that engineers become entrepreneurs, but one where the two can meet, and business leaders can organize our nation effectively.

Measuring Creativity in Die Products for Technological Education

Creative design requires new approaches to assessment in vocational and technological education. To date, there has been little discussion on instruments used to evaluate dies produced by students in vocational and technological education. Developing a generic instrument has been very difficult due to the diversity of creative domains, the specificity of content, and the subjectivity involved in judgment. This paper presents an instrument for measuring the creativity in the design of products by expanding the Consensual Assessment Technique (CAT). The content-based scale was evaluated for content validity by 5 experts. The scale comprises 5 criteria: originality; practicability; precision; aesthetics; and exchangeability. Nine experts were invited to evaluate the dies produced by 38 college students who enrolled in a Product Design and Development course. To further explore the degree of rater agreement, inter-rater reliability was calculated for each dimension using Kendall's coefficient of concordance test. The inter-judge reliability scores achieved significance, with coefficients ranging from 0.53 to 0.71.

Creativity: A Motivational Tool for Interest and Conceptual Understanding in Science Education

This qualitative, quantitative mixed-method study explores how students- motivation and interest in creative hands-on activities affected their conceptual understanding of science. The objectives of this research include developing a greater understanding about how creative activities, incorporated into the classroom as instructional strategies, increase student motivation and their learning or mastery of science concepts. The creative activities are viewed as a motivational tool, a specific type of task, which have an impact on student goals. Pre-and-post tests, pre-and-post interviews, and student responses measure motivational-goal theory variables, interest in the activity, and conceptual change. Implications for education and future research will be discussed.

Cross-Industry Innovations–Systematic Identification of Ideas for Radical Problem Solving

Creativity is often based on an unorthodox recombination of knowledge; in fact: 80% of all innovations use given knowledge and put it into a new combination. Cross-industry innovations follow this way of thinking and bring together problems and solution ideas from different industries. Therefore analogies and search strategies have to be developed. Taking this path, the questions where to search, what to search and how to search have to be answered. Afterwards, the gathered information can be used within a planned search process. Identified solution ideas have to be assessed and analyzed in detail for the success promising adaption planning.

The Willingness of Business Students on T Innovative Behavior within the Theory of Planned Behavior

Classes on creativity, innovation, and entrepreneurship are becoming quite popular at universities throughout the world. However, it is not easy for business students to get involved to innovative activities, especially patent application. The present study investigated how to enhance business students- intention to participate in innovative activities and which incentives universities should consider. A 22-item research scale was used, and confirmatory factor analysis was conducted to verify its reliability and validity. Multiple regression and discriminant analyses were also conducted. The results demonstrate the effect of growth-need strength on innovative behavior and indicate that the theory of planned behavior can explain and predict business students- intention to participate in innovative activities. Additionally, the results suggest that applying our proposed model in practice would effectively strengthen business students- intentions to engage in innovative activities.

A Framework to Support the Design of Mobile Applications

This paper introduces a framework that aims to support the design and development of mobile services. The traditional innovation process and its supporting instruments in form of creativity tools, acceptance research and user-generated content analysis are screened for potentials for improvement. The result is a reshaped innovation process where acceptance research and usergenerated content analysis are fully integrated within a creativity tool. Advantages of this method are the enhancement of design relevant information for developers and designers and the possibility to forecast market success.

FPGA-based Systems for Evolvable Hardware

Since 1992, year where Hugo de Garis has published the first paper on Evolvable Hardware (EHW), a period of intense creativity has followed. It has been actively researched, developed and applied to various problems. Different approaches have been proposed that created three main classifications: extrinsic, mixtrinsic and intrinsic EHW. Each of these solutions has a real interest. Nevertheless, although the extrinsic evolution generates some excellent results, the intrinsic systems are not so advanced. This paper suggests 3 possible solutions to implement the run-time configuration intrinsic EHW system: FPGA-based Run-Time Configuration system, JBits-based Run-Time Configuration system and Multi-board functional-level Run-Time Configuration system. The main characteristic of the proposed architectures is that they are implemented on Field Programmable Gate Array. A comparison of proposed solutions demonstrates that multi-board functional-level run-time configuration is superior in terms of scalability, flexibility and the implementation easiness.

Evaluation Techniques of Photography in Visual Communications in Iran

Although a picture can be automatically a graphic work, but especially in the field of graphics and images based on the idea of advertising and graphic design will be prepared and photographers to realize the design using his own knowledge and skills to help does. It is evident that knowledge of photography, photographer and designer of the facilities, fields of reaching a higher level of quality offers. At the same time do not have a graphic designer is also skilled photographer, but can execute your idea may delegate to an expert photographer. Using technology and methods in all fields of photography, graphic art may be applicable. But most of its application in Iran, in works such as packaging, posters, Bill Board, advertising, brochures and catalogs are. In this study, we review how the images and techniques in the chart should be used in Iranian graphic photo what impact has left. Using photography techniques and procedures can be designed and helped advance the goals graphic. Technique could not determine the idea. But what is important to think about design and photography and his creativity can flourish as a tool to be effective graphic designer in mind. Computer software to help it's very promotes creativity techniques shall graphic designer but also it is as a tool. Using images in various fields, especially graphic arts and only because it is not being documented, but applications are beautiful. As to his photographic style from today is graphics. Graphic works try to affect impacts on their audience. Hence the photo as an important factor is attention. The other hand saw the man with the extent of forgiving and understanding people's image, instead of using the word to your files, allows large messages and concepts should be sent in the shortest time. Posters, advertisements, brochures, catalog and packaging products very diverse agricultural, industrial and food could not be self-image. Today, the use of graphic images for a big score and the photos to richen the role graphic design plays a major.

The Experiences of South-African High-School Girls in a Fab Lab Environment

This paper reports on an effort to address the issue of inequality in girls- and women-s access to science, engineering and technology (SET) education and careers through raising awareness on SET among secondary school girls in South Africa. Girls participated in hands-on high-tech rapid prototyping environment of a fabrication laboratory that was aimed at stimulating creativity and innovation as part of a Fab Kids initiative. The Fab Kids intervention is about creating a SET pipeline as part of the Young Engineers and Scientists of Africa Initiative.The methodology was based on a real world situation and a hands-on approach. In the process, participants acquired a number of skills including computer-aided design, research skills, communication skills, teamwork skills, technical drawing skills, writing skills and problem-solving skills. Exposure to technology enhanced the girls- confidence in being able to handle technology-related tasks.

What Creative Industries Have to Offer to Business? Creative Partnerships and Mutual Benefits

In the time of globalisation, growing uncertainty, ambiguity and change, traditional way of doing business are no longer sufficient and it is important to consider non-conventional methods and approaches to release creativity and facilitate innovation and growth. Thus, creative industries, as a natural source of creativity and innovation, draw particular attention. This paper explores feasibility of building creative partnerships between creative industries and business and brings attention to mutual benefits derived from such partnerships. Design/approach - This paper is a theoretical exploration of projects, practices and research findings addressing collaboration between creative industries and business. Thus, it concerns creative industries, arts, business and its representatives in order to define requirements for creative partnerships to work and succeed. Findings – Current practices in engaging into arts-business partnerships are still very few, although most of creative partnerships proved to be highly valuable and mutually beneficial. Certain conditions shall be provided in order to benefit from arts-business creative synergy. Originality/value- By integrating different sources of literature, this article provides a base for conducting empirical research in several dimensions within arts-business partnerships.

Fabric Printing Design, an Inspired from the Five-Color Porcelain (Benjarong)

The study is about the designed and decorative fabric printing that derived from the Five-color porcelain (Benjarong). The researcher examined the pattern and creativity of the decorative design of the Five-color porcelain (Benjarong) by the artists in order to apply for contemporary arts so that young generation will acknowledge the importance of the Five-color porcelain (Benjarong). The research methodology is both quantitative and qualitative. The researcher conducted an in-depth interview with the operator of five-color porcelain (Benjarong) at Ampawa, Samutsongkram. The information from the interview can be useful and implemented for designing the fabric patterns. The researcher found that there were many formats and designs of the Five-color porcelain (Benjarong) from the past to the present. Its unique design can be applied for the fabric patterns and ready-to-wear clothes properly. After advertising and showing the work of the Five-color porcelain (Benjarong) publicly, there were more young people interested in the Five-color porcelain (Benjarong) than expected which exceeded the objective with positive attitudes towards the Five-color porcelain (Benjarong).

A Comparative Study on the Creativity of Organizations in Office Management and Secretarial Work and the Assessment of Creativity among Students Training in This Field

Today, the working areas put forward the administration of change. In order to provide this; it is required from the organizations to be creative. Professional creativity in offices depends on an environment that enables the development of the organization only after the individual or collective exertions within the organization. By providing this environment, the organization will gain efficiency, productivity, and work pleasure. In order to bring up the workforce appropriate to the related expectations, the professional creativity of the office management and secretarial profession candidates should be evaluated, education programs appropriate to this and related directly with the service quality should be prepared and the future of this profession should be directed. The aim of this study is to ensure the attention to improve the prepared education program as well as the creative thoughts and their applications, when carrying out an office management and secretarial training. 144 students took place in this research and a questionnaire of 48 questions was carried out.

Collaborative Design System based on Object-Oriented Modeling of Supply Chain Simulation: A Case Study of Thai Jewelry Industry

The paper proposes a new concept in developing collaborative design system. The concept framework involves applying simulation of supply chain management to collaborative design called – 'SCM–Based Design Tool'. The system is developed particularly to support design activities and to integrate all facilities together. The system is aimed to increase design productivity and creativity. Therefore, designers and customers can collaborate by the system since conceptual design. JAG: Jewelry Art Generator based on artificial intelligence techniques is integrated into the system. Moreover, the proposed system can support users as decision tool and data propagation. The system covers since raw material supply until product delivery. Data management and sharing information are visually supported to designers and customers via user interface. The system is developed on Web–assisted product development environment. The prototype system is presented for Thai jewelry industry as a system prototype demonstration, but applicable for other industry.

Modeling of Knowledge-Intensive Business Processes

Knowledge development in companies relies on knowledge-intensive business processes, which are characterized by a high complexity in their execution, weak structuring, communication-oriented tasks and high decision autonomy, and often the need for creativity and innovation. A foundation of knowledge development is provided, which is based on a new conception of knowledge and knowledge dynamics. This conception consists of a three-dimensional model of knowledge with types, kinds and qualities. Built on this knowledge conception, knowledge dynamics is modeled with the help of general knowledge conversions between knowledge assets. Here knowledge dynamics is understood to cover all of acquisition, conversion, transfer, development and usage of knowledge. Through this conception we gain a sound basis for knowledge management and development in an enterprise. Especially the type dimension of knowledge, which categorizes it according to its internality and externality with respect to the human being, is crucial for enterprise knowledge management and development, because knowledge should be made available by converting it to more external types. Built on this conception, a modeling approach for knowledgeintensive business processes is introduced, be it human-driven,e-driven or task-driven processes. As an example for this approach, a model of the creative activity for the renewal planning of a product is given.

Development and Assessment of the Competence Creativity Applied to Technical Drawing

The results obtained after incorporating the competence “creativity" to the subject Technical Drawing of the first course of the Degree in Forestry, Technical University of Madrid, are presented in this study.At first, learning activities which could serve two functions at the same time -developing students- creativity and developing other specific competences of the subject- were considered. Besides, changes in the assessment procedure were made and a method which analyzes two aspects of the assessment of the competence creativity was established. On the one hand, the products are evaluated by analyzing the outcomes obtained by students in the essays suggested and by establishing a parameter to assess the creativity expressed in those essays. On the other, an assessment of the student is directly carried out through a psychometric test which has been previously chosen by the team.Moreover, these results can be applied to similar or could be of general application.

Collaborative Design System based on Object- Oriented Modeling of Supply Chain Simulation: A Case Study of Thai Jewelry Industry

The paper proposes a new concept in developing collaborative design system. The concept framework involves applying simulation of supply chain management to collaborative design called – 'SCM–Based Design Tool'. The system is developed particularly to support design activities and to integrate all facilities together. The system is aimed to increase design productivity and creativity. Therefore, designers and customers can collaborate by the system since conceptual design. JAG: Jewelry Art Generator based on artificial intelligence techniques is integrated into the system. Moreover, the proposed system can support users as decision tool and data propagation. The system covers since raw material supply until product delivery. Data management and sharing information are visually supported to designers and customers via user interface. The system is developed on Web–assisted product development environment. The prototype system is presented for Thai jewelry industry as a system prototype demonstration, but applicable for other industry.

[The] Creative Art [of] Education

In our current political climate of assessment and accountability initiatives we are failing to prepare our children for a participatory role in the creative economy. The field of education is increasingly falling prey to didactic methodologies which train a nation of competent test takers, foregoing the opportunity to educate students to find problems and develop multiple solutions. No where is this more evident than in the area of art education. Due to a myriad of issues including budgetary shortfalls, time constraints and a general misconception that anyone who enjoys the arts is capable of teaching the arts, our students are not developing the skills they require to become fully literate in critical thinking and creative processing. Although art integrated curriculum is increasingly being viewed as a reform strategy for motivating students by offering alternative presentation of concepts and representation of knowledge acquisition, misinformed administrators are often excluding the art teacher from the integration equation. The paper to follow addresses the problem of the need for divergent thinking and conceptualization in our schools. Furthermore, this paper explores the role of education, and specifically, art education in the development of a creatively literate citizenry.