• Title/Summary/Keyword: Creative product

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Analysis of the Difference in Creative Product Achievement for Informatics Gifted Children by their Motive and Parental Support (초등정보영재의 동기와 부모지지에 따른 창의적 산출물 성취도 차이 분석)

  • Gwak, Soah;Kwon, Daiyoung;Lee, WonGyu
    • The Journal of Korean Association of Computer Education
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    • v.17 no.3
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    • pp.41-51
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    • 2014
  • Informatics gifted education institutions have made multi-faceted efforts to encourage students to do creative activities which can be extended lasting. However, research about gifted student's creative activities is yet incomplete, and most of the research has only focused on their cognitive abilities. Therefore, there is a limit to providing creative activity curricula that reflect the characteristics of informatics gifted students. This study assessed the creative products achievement of 56 informatics gifted elementary school students' and comprehensively analyzed the results with affective and environmental variables. The result is that the achievement of creative products was higher when the intrinsic motivation was found to be higher. Parents' support or extrinsic motivation did not differ significantly.

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A study on the application of creative methods for Kano model (Kano 모델을 위한 창조성 기법적용에 관한 연구)

  • Kim, Hye-Mi;Kim, Tae-Young;Yoon, Sung-Pil;Cho, Tae-Yeon
    • Proceedings of the Safety Management and Science Conference
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    • 2008.11a
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    • pp.491-503
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    • 2008
  • As customer needs become diversified, there are many efforts to develop creative ideas on the products to satisfy the customer requirement. Also it is very important to classify the customer requirement to the product's quality. According to the previous study, the idea of the products by collecting opinions and brainstorming is mainly studied in new product development. To create the attractive quality for the product, Kano model has commonly been used. However, the brainstorming in the stage of create ideas has the problem of lower linkage between purpose and idea and lower quality of new idea. Therefore, the paper suggests a way to invent more creative ideas by comparing forced connection method to the brainstorming that is applied to the Kano model.

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New Fashion Products Development through Consumer Co-Creation

  • Jaekyong Lee;Ho Jung Choo
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.3
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    • pp.475-491
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    • 2023
  • New product development (NPD) is crucial for fashion brands as they are required to constantly innovate in product design and technology to remain competitive in the global fashion market. In this study, we investigated the co-creative new fashion product development (NFPD) process to understand its structural characteristics and examined the components of this business model through case studies. Fashion companies frequently collaborate with consumers to create unique and innovative fashion items that both satisfy consumer demand and expand their economic potential. Base on case studied involving consumer participation in NFPD, our study analyzed the structural characteristics of the co-creative NFPD process. Consequently, our investigation identified five key factors of the co-creative NFPD business model: co-value, co-creator, co-activity, co-platform, and co-partner. The co-creation approach established in this study will help advance research on new fashion strategies and provide foundational information for Korean fashion companies that are facing an increasingly competitive global market, thus making a significant contribution to the literature.

Development and Application of the Criteria of Evaluating Creative Product in Mathematical Gifted Education (수학영재의 창의적 산출물 평가 준거 개발 및 적용)

  • Lee, Chong-Hee;Kim, Ki-Yoen
    • School Mathematics
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    • v.12 no.3
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    • pp.301-322
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    • 2010
  • In this study, researchers developed the criteria evaluating mathematically gifted students' creative products, which contain such evaluation headings as cognitive abilities(; creativity, analytic thinking, expert skill and knowledge), performing ability of the Mathematically Gifted-Creative Problem Solving process. And then a case study is carried out to apply the criteria to an actual condition of mathematically gifted education. This case study shows that how teachers can apply those of model and criteria in actual condition of the mathematically gifted education. Through the criteria above mentioned, the characteristics of creative productivity can be grasped clearly and evaluated in detail.

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Effects of Product Type and Webtoon Attitude in Webtoon PPL (웹툰 PPL에 대한 제품유형과 웹툰 태도의 효과 연구)

  • Kim, Sojung
    • The Journal of the Korea Contents Association
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    • v.20 no.8
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    • pp.186-198
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    • 2020
  • The current study examines how product type and attitudes toward the webtoon - a digital comic that originated in Korea - affect consumer responses to webtoon product placement (PPL). Specifically, it examines the following responses: the perception of PPL intrusiveness, attitudes toward the PPL, attitudes toward the brand, word-of-mouth intention, and purchase intention. It further investigates how PPL type interacts with product type and attitudes toward the webtoon on consumer responses to the PPL. The findings from a 2 (product type: functional vs. hedonic) × 2 (attitudes toward the webtoon: negative vs. positive) × 2 (PPL type: creative placement vs. on-set placement) between-subject experimental study suggest the following: consumer responses to PPL in webtoon is more positive when the product is hedonic (vs. functional) and when attitudes toward the webtoon are positive (vs. negative). This study further suggests when subjects felt favorably toward the webtoon, the creative placement produced weaker perceptions of PPL intrusiveness and more favorable attitudes toward the PPL than the on-set placement. On the other hand, when subjects felt negatively toward the webtoon, the on-set placement evoked weaker perceptions of intrusiveness and more favorable attitudes toward the PPL than did the creative placement.

Application of Creative Techniques for Selecting New Product Concept (제품 컨셉 선별을 위한 창조성 기법 활용)

  • Jang, Hyeon-Deok;Lee, Jang-Hui
    • Proceedings of the Korean Society for Quality Management Conference
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    • 2010.04a
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    • pp.440-446
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    • 2010
  • 현존하는 많은 기업들은 신제품 개발을 통한 제품 혁신 (product innovation) 으로 경쟁우위를 획득하려 하고 있다. 본 연구에서는 이러한 신제품 개발을 위해 사용되고 있는 창조적 기법(Creative Techniques) 들의 활용이 개발관련부서뿐 아니라, 마케팅 관련 부서와도 공유됨으로써 더 효과적연 창조적 제품개발과정을 형성할 수 있음을 제안하고, 이러한 공유에 활용하기 적절한 대표적인 창조적 기법들을 제시하고자 한다.

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Experimental Investigation of the Effects of Learning Environment and The Nature of Educational Program on the Outcome of Creativity Training (온라인 창의성 교육에 있어 학습 환경과 교육 프로그램의 특성에 관한 실증연구)

  • 조남재;하주현
    • Journal of the Korean Operations Research and Management Science Society
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    • v.27 no.3
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    • pp.135-144
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    • 2002
  • The purpose of this study is to examine the effects of computer-based creativity training. Four groups of vocational high school students totaling 151 were used as experimental subjects. Two dimensions of treatment were designed. One treatment dimension is the use of computer medium in education: computer based vs. paper-pencil setting of education. The second treatment dimension is the method of creativity training: technique-oriented training program vs. factor-oriented training program. Both a pretest and a post-test were administered to all participated students. The tests were composed of a Creative Figural Test and a Creative Product Test. After the pretest 8 sessions of creative training were delivered as intended in the design of the experiment. The Dost-test was arranged a week after the completion of the training sessions. The results of the study include: First, all the 4 groups showed certain amount of improvements in their scores of Creative Figural Test, while no improvements was observed in the creative product test score. Second, the technique-oriented creativity training was more effective than the factor-oriented under the context of computer-based education, and the factor-oriented training was more effective in the paper-pencil setting. The results suggest that different pedagogical approaches should be employed for computer-based training as compared to the paper-pencil education.

Effect of Creative Thinking through Art Collaboration Class (아트 콜라보레이션 수업을 통한 창의적 사고의 효과)

  • An, Ji-Su;Huh, Yoon-Jung
    • Journal of the Korea Convergence Society
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    • v.10 no.7
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    • pp.121-131
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    • 2019
  • Art Collaborative advertising uses creative works that are not related directly to the product and recreates it as a more valuable product. Creative thinking acts as a core value. The purpose of this study is to investigate the effect of creative thinking using mind map and SCAMPER technique in art collaboration class. After analyzing the art collaboration advertisement class for 6 students in middle school, we analyzed characteristics between creative technique and creativity through student activities and work. The results were as follows. First, creative thinking ability of students who experienced art collaboration showed flexibility and originality in SCAMPER, and fluency in mind map. Second, throughout the course, we were able to observe elaboration, which embodied tough ideas and developed depth. This study will contribute to the research related to the improvement of students' creative convergence case by meeting two or more areas and collaborating on each core competency.

Generating Creative Ideas using Kana Model and I-D Matrix (Kano 분석과 I-D 매트릭스 활용한 창조적 아이디어 창출방법에 관한 연구)

  • Kim, Tai-Young;Yoon, Seong-Pil;Lim, Sunk-Uk;Cho, In-Hee
    • Journal of the Korea Safety Management & Science
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    • v.10 no.3
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    • pp.267-274
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    • 2008
  • This paper reports generating creative ideas based on customer needs using Kano Model and Importance-Differentiation Matrix (I-D Matrix). Nowadays, every customer demands creative ideas on product innovations in order to be satisfied her needs. However, most existing methods are limited to get creative ideas that reflect customer needs. Any creative ideas that do not fully reflect customer needs are obviously more difficult to succeed in the market than those that reflect customer needs. This paper distinguishes each quality elements the customer needs in terms of Kano Model. And it presents the effective ways of generating creative ideas by I-D Matrix in order to overcome current uppermost limits.

Industry Joint Engineering Education Via Interdisciplinary Team-based Product Development Project (학제간 팀별 설계프로젝트 기반 산학공동 공학설계교육)

  • Jee, Haeseong
    • Journal of Engineering Education Research
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    • v.16 no.3
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    • pp.51-60
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    • 2013
  • The paper addresses an issue of industry-joint engineering education paradigm with the purpose of setting a new standard for engineering education by development and support of competitive curriculum for the interdisciplinary team-based product development, a specialized and innovative engineering education program. In the department of MSDE (Mechanical and System Design Engineering), students are educated via three major courses for targeting engineering design, Creative Engineering Design (freshman), Design Process (Senior), and Creative Product Development (Junior). All these courses are based on personal tool exercises for design software and hardware and team-project group activities of the students with other team members. This paper will briefly discuss the main focuses of these courses and case studies of the teaching results targeting the development of telecommunication device.