NEW BROCHURE on creativity educationTWO
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Transcript of NEW BROCHURE on creativity educationTWO
CREATIVITY IS NOT ONE THING--IT IS AT LEAST 60 THINGSLEARN AND APPLY ALL OF THEM IN THIS COURSE SERIES
THE CREATIVITY FOREST
Learn and Apply 6 Creativity Models inEach of Ten Monthly 3-days-each Courses
Designs that Lead; Leaders that Design.
CREATIVITY IS NOT ONE THING--IT IS AT LEAST 60 THINGSLEARN AND APPLY ALL OF THEM IN THIS COURSE SERIES
THE CREATIVITY FORESTSide Curriculum Woven Throughout the Lectures/Exercises/Projects
30 CREATIVITY & NOVELTY SCIENCES CREATIVITY MODELS 1. Identify new creativity models with which to extend your design
NEW MEDIA & INTERFACES
INTELLECTUAL INTERFACES 2. Shape your design to use, work in, and enable some new interfaces
CAUSAL INTERFACES 3. Shape your design to use, work in, and enable new causal interfaces
SOCIAL INTERFACES 4. Shape your design to use, work in, and enable new social interfaces
CREATION OPERATORS
SELF DYNAMICS 5. Shape your design to enable changing being X to having X
KNOWLEDGE DYNAMICS 6. Shape your design to use and support particular knowledge dynamics
EXPERIMENT & DISCOVERY 7. Shape your design to foster particular experiment & discovery types
ART & INVENTION 8. Shape your design to entice users to invent devices, ways, & arts
EXPRESS & EXPLORE 9. Shape your design to elicit exploring & expressing current unknowns
CREATION OPERANDS
SELF DYNA-MICS
EDUCATEDNESS 10. Shape your design to invite people beyond Initial Factory Settings
CAREERS 11. Shape your design to foster powerful career build dynamics
PARENTING & LEADERSHIP 12 Shape your design to release pent up forces, avalanches of change
KNOW-LEDGE DYNA-MICS
SYSTEMS 13. Shape your design to handle non-linear reactions to its first outputs
CULTURE 14. Shape your design to change, penetrate, improve latent cultures
QUALITY 15. Aim your design at enabling core essences of quality business
EXPERI-MENT & DISCOV-ERY
INNOVATION 16. Identify additional innovation models for your design to embody
FOUNDING VENTURES
17. Identify venture techs your design can commercialize
ART & INVEN-TION
DESIGN 18. Extend to any of 20+ alternative design approaches
COMPOSING19. Extend your design so use of it leads to good composings by users
EXPRESS & EX-PLORE
FASHION 20. Extend your design so it extends brand image identities of users
PERFORMANCE 21. Turn finding, purchase, use, repair, upgrade of your design into performances and shows
EVOLUTION DYNAMICS 22. Turn the evolution dynamics of your design and its use community into stories, comedies, histories, dramas.
REALITY SCIENCES
STORY DYNAMICS 23. Turn the development and use of your design into dramatic stories
COMEDY DYNAMICS 24. Generate amazing incidents and comedic events in your design and commercial release processes
GAME DYNAMICS 25. Embed game dynamics into the design, commercialization, and use dynamics of your product
HISTORY & VALUE DYNAMICS
26. Challenge the fake and harmful product traditions of Coke colas, Wall Street, and other venal horders
COMMONSENSE SHIFT DYNAMICS, biosense, socialware, software 27. Entice users of your design into biologic ways of thinking/operating
CREATIVITY & NOVELTY SCIENCE INTER-RELATION DYNAMICS
THE 30 CREATIVITY SCIENCES--INTER-RELATIONS
228. Link each creativity science your design engages via good interfaces to others
NOVELTY AMOUNTS & TYPES ACHIEVED
29. Design for getting users generating more and better forms of creativity from use of your design
THE MORAL DIMENSIONS Creativity & Innovation Noise Dynamics
30. Design all around and in your product to counter fake “for show”creativities generated by career, product planned obselence systems
Lecture on One Creativity Model:history, examples, steps, results
Exercise: finding examples inhistory and your current field
Assessing Yourself: when haveyou used/can you use the model
Tools for applying the model:changing minds, views, steps
Exercise: applying the modelvia the tools to team project
Lecture on One Creativity Model:history, examples, steps, results
Exercise: finding examples inhistory and your current field
Assessing Yourself: when haveyou used/can you use the model
Tools for applying the model:changing minds, views, steps
Exercise: applying the modelvia the tools to team project
MORNINGSESSION:
AFTERNOONSESSION:
The Structure of Each of the 3-Days of 1 Course:
POSTING by allat any time of: Questions, Learnings, Tools
POSTING by allat any time of: Questions, Learnings, Tools
Partici-pants taketurns doing in-process interviews.
Partici-pants editvideo inter-views into tools,insights, document.
DINNER-TIME--One new team, mix of above, makes comedy,another makes songs, on New Creativity Education insightsof the day, and of the course thus far--performed 3rd day.
BUILDING IS NOT ENOUGH--Schools as rows of sitters, memorizers,isolated from work and the world, making trash (homework thrownaway)--are the WORST POSSIBLE preparation for contributing to life.SO design work in class FEELS creative, but just making things, howeverfun, does not reach the level of creativity till it changes a field.MAKING IS FUN, CREATING IS TOUGH--Think Edison testing light bulbmaterial 8,994, 8,995, 8996--was he having lots of fun?THE DESPAIR DOORWAY--only when all that you know and have triedfails, again and again, when you are CERTAIN, you as presently con-stituted cannot solve a problem, reach a goal, so something in YOUis going to have to change if you are to create--THEN you truly create.All creating is, in this deep way, self-transformation. THE EDUCATEDNESS CONNECTION--teaching/learning induces you into a world, already there; educating draws you (e-duco in Latin)out of the world of parents-peers-media-teachers that raised you,into Confucius’ multi-decade journey of making your own self contents.Creating in the beyond-craft beyond-impressing-friends sense, requireseducatedness--being able to see, feel, think beyond where others do so. STRUCTURAL COGNITION TOOLS--(found by Richard Greene at MIT-Harvard) enable ordinary mental operators to be applied to 40 to 100 ideas at a time, not just 4 to 6 at a time = the fantastic levels of pro-duction that enable lots of diverse tries that become true creations.
SOME SURPRISES ABOUT CREATIVITY EDUCATING:
ENVIRONMENT SUPPORTS CANCEL MORE CREATIVITY THAN THEY HELPfor firms imagine only 1 or 2 familiar models of creating, with supportsfor them, but those supports hinder a dozen other, unknown unusedso-far, models of creating. Also more creativity comes from trying newor unused models of creating than from doing known models better.
creativity is tough
you must change to create
building things & fun are not enoughuneducated people
tools for vast increases inmental productivity
make not create
supports reduce more creating than they foster
GRIT out-creates
creative people
CREATIVITY IS NOT ONE THING--IT IS AT LEAST 60 THINGSLEARN AND APPLY ALL OF THEM IN THIS COURSE SERIES
THE CREATIVITY FOREST
What made Steve Jobs’ APPLE the world’s most valuable company was Steve’ssimultaneous deployment of five or more Creativity Sciences, where others proudlydeployed only one. The product-announcement PERFORMANCES, the white clearcollegial retail store choreographed COMPOSITIONS, the unused space in phonesfilled with liquid batteries INVENTION, the failing music industry new business modeliTunes SYSTEM, the elegant, lean, clutter-less interface ART
Stratified Responding
Conversations
Social Design
Automata
Fractal Model Expansions
Response to Response Matrices
Tipping
PointFinding
ContradictionPoint
Inventing
TuningInteracting
IdeaPopulations
Dimensions of
DifferenceInterpolations/
Extrapolations
8 of Many
NEW TOOLS
introduced &used in the courses
NEW TOOLS FORTHOUGHTbecome
INCREASES IN YOUR
MENTALPRODUCTIVITY
Fractal of Contents
Are You Creative?60 Models of Creativity and the 960 Ways to Improve Your Creativity that They Suggest
By Richard Tabor Greene
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272829
30
SO
CIA
L
KNOWLEDGE
EVOLUTION
Compilation
FractalRecurrence
Cycle
SystemModel
60Models of
CreativityCopyright 2002 by
Richard Tabor GreeneAll Rights Reserved
US Government Registered
11
23
4
56
CATALOGRecommen-dations
Traits
Question Finding
Darwinian Systems
CombinedThought
TypesGarbage Can
27
8
9
10
11
12
BLEN
D
Culture
Mixing
Disci-pline
Com-bines
Tuning
Paradox
Door-way
ScaleBlend
IdeaMarket-
ing
3 13
14
15
16
17
18
Com-munity
ofIdeas
SocialCompu-tation
Social
Move-ment
SpaceShare
Parti-cipatoryArt & Design
419
20
21
22
23
24
GR
OU
P
MassSolving
ProcessDeploy-
ment
OptimizeIdealFlow
Meta-
SocialConnec-tion-ism
Demyst-
ification 525
26
272829
30
KNOWLEDGE
EVOLUTIONRelocating
Idea
ProgramsSimple
Dialectics
FractalRecurrence Idea
Waves
631
3233
3435
36
EXPERIMENT
Solution
Culture
Policy by Experiments
Creation Events
FractalModelExpan-
sion
SocialAutomata
Create by Balancing
7373839
40
41
42
SYST
EM
Non-
Linear Systems
Darwin-ian
System
Effects
Surprise
AdjacentBeyond
PopulationAutomaton
843
44
45
46
47
48
PU
RIT
Y
Sub-creations
Produc-tivity
Perfor-mance
Influence
Investing
Info
Design
SE
LF
949
50
51
52
5354
Courage
AnxietyChannel
ExtendedSelfDeve-
lop-ment
InterestEcstasy
CareerInvent
Perfor-manceCrea-tivity
MIND
1055
56
57 58
59
60Insight
CognitiveOperator
Extremes
MakingSense
PerceptInvent
ExperienceRealizatn.
SubstrateUpdate
Cognition
Ecosystems
These models aregiant collectionsbased on single themesor matrix frameworks.
These modelssee creativity as social relations & dynamics of sorts.
Thesemodels see
group-nessmaking
procedurescreative
Thesemodels see
dynamics amongideas themselves that
become creativity
These models seesolids disolved into hypotheses making creativity.
These modelssee non-linearaspects of realitythat make creativityinevitable inthe universe
Thesemodels see
some singlefunction or
aim that donepurely resultsin creativity.
Thedynamics
of creatinga self if
extendedresult increativity.
Within the mind dynamics or constructs that “create”.
Thesemodels are
mixtures, blends,and combinations
of things.
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Page 8 Overview of the 60 ModelsPage 22 Catalog Models HexagonPage 32 128 box Recommendations ModelPage 70 to 74 Scientific Creativity Quad-HexagonsPage 93 48 Culture Dimensions TrianglePage 100 Career 64 QuadPage 114 64 Social Processes QuadPage 121 Catalog Models CombinedPage 124 Blend Models HexagonPage 173 Power Creation Quad 64Page 168 Social Automaton TablePage 202 Blend Models CombinedPage 205 Social Models HexagonPage 260 Cluster Creation SpacePage 281 Social Models Combined
Page 533 System Models HexagonPage 559 Simonton HexagonPage 573 System Effects 128 TrianglePage 579 326 System Effects HexagonsPage 604 Adjacent Beyond 64 QuadsPage 641 Systems Models CombinedPage 644 Purity Models Hexagon
Page 711 Creation Engineering 128 TrianglePage 712 Purity Models CombinedPage 716 Self Models HexagonPage 805 Composing/Performing 128 TrianglePage 806 Self Models Combined
Page 809 Mind Models HexagonPage 876 Mind Models CombinedPage 879 Flow Diagrams of All 60 ModelsPage 982 Grounding Example Tables for All 60 ModelsPage 1056 ReferencesPage 284 Group Models Hexagon
Page 329 General Computation Page 331 Social Process Event Types
Page 332 Ways Orgs Learn 64 QuadPage 336 Organizing for Meta-CognitionPage 344 64 Ways Orgs Learn TablePage 367 Rise of Science TablePage 373 Group Models Combined
Page 376 Knowledge Evolution HexagonPage 444 96 Simple Program IntuitionsPage 457 Knowledge Evolution CombinedPage 461 Experiment HexagonPage 530 Experiment Models Combined
Introducing:
Fractal Concept
Models
Covers:Kaufmann’s InvestigationsWolfram’s Simple ProgramsAbbott’s Chaos of DisciplinesSimonton’s Origins of Genius
and many othersRoot-Bernstein’s Discovering
A Self-Study Text
on Creativity that Any
Person & Any Course
in Any Discipline
in Any College or
Company Can Use
Today!
The MostComprehensiveBookon Creativitythat hasEver beenPublished!
The Next StageAfter R&DArts & Sciences
Individuals & Groups
NGOs & Companies
Ventures & Styles
Fashion & Tradition
P66
Page 30 Copyright 2001 by Richard Tabor Greene, All Rights Reserved, Government Registered Email: [email protected]
WHAT THE 60 MODELS ARE LIKE, SEE THE EXAMPLE BELOW:Each model purports to explain ALL ofcreativity, yet each is very different than the others. As you master one thenanother, your Personal Repertoire of waysto create, grows wonderfully.
MASTER THEWORLD’S BEST BOOK ON CREATIVITY INALL ITS FORMS:As you take,one by one,each of the ten 3-day-eachcourses in thisseries, you master 6 modelsfrom the bookat right, in eachcourse. Yougraduate fromthe course seriesmaster of 60 ways the worldcreates, givingyou enormousteaching optionsand detailedmaterials otherslack.
Each 3-daycourse in thisseries introducesone or more toolsfor greatly increasingmental productivity.More thoughts per unittime, more diverse ones,becomes more experi-mental tries becomes morehistoric scale creativity(the Productivity Modelof creativity this is called).
SOCIAL DESIGN AUTOMATAa replacementfor brainstorms,uses people asprocessors in acomputer-likearray, handingpartial productsto each other,each person ap-plying their assign-ed operation to partial resultshanded to them.
CREATIVITY IS NOT ONE THING--IT IS AT LEAST 60 THINGSLEARN AND APPLY ALL OF THEM IN THIS COURSE SERIES
THE CREATIVITY FOREST