• Title/Summary/Keyword: Evaluation of Creativity Elements

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Evaluation Method for the Creativity Elements and Emotional design (창의성요소와 감성디자인의 평가방법 관계에 대한 연구)

  • Lee, Sung-Pil;Hong, Jung-Pyo
    • Science of Emotion and Sensibility
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    • v.13 no.1
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    • pp.259-268
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    • 2010
  • This modern society is said to be more typical of an emotional society. In such a society, emotional design adds value to products, hence bringing about value-enhanced products. Despite many claims of little substance about emotional design, there have been only a few researches that have identified what criteria to be applied to distinguish between emotional products and generic products or even have clearly defined what emotional products are. This leads to a clear need for providing more definite criteria for defining and classifying design elements useful and available for users. To fill the gap, the purpose of this study is, first, to explore the relationship between evaluation elements for creative design and emotional design, and, based on that, identify some of the most importantly valued elements, and secondly, to examine how the images importantly used for expression relate to creativity evaluation elements according to classified types of design. In this study, chosen products were presented to selected users so that they can choose what they think possesses emotional design elements. Then the products so chosen were classified according to design type for examination of their respective relationship with creativity evaluation elements. In addition, the identification was performed of perceived design images about the selected products and the relationship between those images and creativity evaluation elements. This study is expected to provide a chance to be aware of the fact that essential creativity evaluation elements can vary depending on changing times, environments, and users, and as well, to offer an insight into what images design should be possessive of for it to be preferred by consumers.

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Development of An Evaluation Index of Organizational Creativity Level (조직의 창의성 수준 평가 모델 개발)

  • Roh, Poong-Du;Cho, Yong-Gon;Cho, Keun-Tae
    • Journal of Korea Technology Innovation Society
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    • v.14 no.1
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    • pp.109-138
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    • 2011
  • Recently, the rapid change in the technical environment and under global competition, there has been an increasing attention to the creativity among core competency of organization. Particularly, creativity is an initiative for technological innovations and a primary key factor to the success. Systematic understanding towards creativity is required to derive sophisticated creativity. However, previous researches involved in only one or two elements of creativity made it difficult to understand the holistic relations. Furthermore, the objective measurement tool of creativity is insufficient. Therefore, this study analyzes creativity from each level and clarifies the elements that can coordinately measure that. First, the study suggests three levels that compose creativity. Second, the study not only clarifies the factors influencing creativity from each level but also develops the evaluation index. The creativity level assessment model proposed in the study is capable of providing a guide-line that evaluates, and therefore enhance, the organization's competencies and potentials of creativity.

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A Study on the Characteristics of the Creativity Development Teaching Method for Promoting Fashion Design Ability (패션디자인 능력 육성을 위한 창의성 개발 교육법 특성 연구)

  • Lee, EunRung
    • Fashion & Textile Research Journal
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    • v.20 no.2
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    • pp.156-166
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    • 2018
  • The purpose of this study is to present the suitable material that can be a real help to make the creativity development teaching method for creative inspirations of fashion design. To achieve these goals, researched and analyzed the creativity studies in the fields of psychology, education, and design (visual design, product design, fashion design, etc.) published in the national journal. Through this analysis, were extracted the characteristics of creativity, teaching methods for creativity learning, and expression methods. Based on this, intend to provide the creativity characteristic, the expression method, and the problem solving process in teaching methods for promoting fashion design ability. After the analysis, the results are as follows; First, the classical 4P (Place, Person, Process, Product) is important to a creativity development teaching method for fashion design. The elements of creativity of a creativity development teaching method for fashion design are 5elements; curiosity, openness, originality, patience, and synthetic ability. Second, the typical method is a drawing (such as a sketch) when visually express and embody ideas in fashion design. Drawing is an important activity that is working with the right brain and the left brain. Drawing exercises will reduce the burden of expressing ideas, providing pleasure and fulfillment in the development of creative ideas. Third, offered 5stages to solve problems of a creativity development teaching method for fashion design; understanding stage, idea stage, visualization stage, evaluation stage, and verification stage. Abstract intangible ideas are concreted and elaborated through stages of visual manifestation such as language, symbol, and drawing.

The Survey of Perception and Needs on Development of Lecture to Promote Creativity·Personality of Pre-service Teachers (예비영유아교사의 창의·인성 함양을 위한 강좌 개발을 위한 인식 및 요구도 조사)

  • Kim, Rae-Eun;Ahn, Mi-Young
    • Journal of Convergence for Information Technology
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    • v.9 no.8
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    • pp.205-213
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    • 2019
  • The purpose of this study was to investigate the perception and needs on development of lecture to promote creative personality of pre-service teachers. The subjects were 161 students in 4th grade in early childhood education department. The questionnaire was composed of 3 items of 'recognition of creativity personality lecture' and 7 items of 'demand of development for creativity personality lecture'. The data was analyzed frequency and percentage by descriptive statistics. In the results, first, most of pre-service teachers recognized the importance on development of creativity personality lecture, and support of 'development and application of creativity personality lecture'. They recognized that creativity personality lecture was effective. Second, more than half of them responded that they would take creativity personality lecture, and this lecture was most appropriate 2 courses and 3 hours 10 weeks per semester. They demanded a lot of propensity element among creativity education elements, convergence classes in various fields, teaching medium for 'movie and music', and 'portfolio evaluation'.

Relationship between User's-Oriented Emotional Design and Elements of Creativity (소비자 지향적 감성디자인과 창의성 속성과의 관계)

  • Jin, Yuan;Kwon, Jong-Dae;Hong, Jung-Pyo;Kim, Tai-Ho
    • Science of Emotion and Sensibility
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    • v.11 no.4
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    • pp.481-488
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    • 2008
  • This study examined the relationship of what kind of creative thinking has related factors for emotion design products in order to let consumers focusing on the successful cases of emotion products. For the design creativity attribute used in this experiment, the design evaluation creativity tools revealed by Kim Eun-Ju's 2007 design creativity evaluation tool development were used mostly and of the 12 most common emotion products and general product, MP3s, which have various forms, functions and sizes were selected as the target for experiment. Results of the experiment showed that for design creativeness items of all emotional products, vision creation, favorableness, convenience, practicality and being purchasable were relevant, while for MP3, uniqueness, favorableness and convenience were relevant. Accordingly, the common features of design creativeness items for emotional products were identified. When summing up the contents of the two experiments above, for emotional designs, the interest level of uniqueness for the design creativity evaluation items and the functional items for practicality had a high level of relativity. Therefore, there is a need to examine the common features between the design creativity items for general products other than MP3s in the future.

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A Study on Creative Fashion Design by Visualization of Knowledge -Focusing on Gucci Collection by ATTA Evaluation Items- (지식의 시각화에 의한 창의적 패션디자인 연구 -ATTA 평가항목에 의한 구찌컬렉션을 중심으로-)

  • Kim, Minji
    • Journal of Fashion Business
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    • v.21 no.4
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    • pp.90-104
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    • 2017
  • In a rapidly changing fashion design world, creative ideas are always required. Knowledge has been created as an art, exhibiting a new imagination that surpasses reality, while being visualized from the past. The purpose of this study is to derive types of visualization of knowledge for continuous creation of fashion design. The study consists of literature and empirical studies. ATTA, a creativity evaluation method made by Torrance applied for analyzing of Gucci fashion design collections from 2016-2017. Creativity of the Gucci collection by ATTA evaluation items are that first, a vivid idea was revealed through collection history, myths and animal and plants, second, conceptual incongruity is in the composition of the garment, third, provocative questions are the symbolism of the meaning of the text, fourth, different perspectives derive a new formative beauty through the synthesis of twisted elements, fifth, abstraction is a symbolic expression of animals and plants, sixth, synthesis is a mixture of various materials and techniques by plural inspiration, seventh, context, it is developed as a design accompanied by stories of history and myth and eighth, fantasy is fictitious animals and animals and detail. In addition, formativeness of fashion design by visualization of this knowledge was extracted with contamination, symbolism, enjoyment and fabrication. Visualization of the knowledge is expected to be used as a strategy to attract ongoing ideas for creative fashion designs.

Cognitive Influences of User Interaction to the Collective Creativity in CSCW Environment : Why visible praises are even more important in Web 2.0? (CSCW 환경에서의 사용자 상호작용이 집합적 창조성에 미치는 인지적 영향에 관한 연구 : 왜 Web 2.0 환경에서 시각적인 칭찬이 왜 더 중요할까?)

  • Park, Jung-Ah;Kwon, Hee-Jung;Woo, Seo-Hye;Kim, Jin-Woo
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.340-345
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    • 2008
  • Web2.0 이라는 인터넷 환경의 변화 속에서 사용자들의 자발적인 참여를 통해 생산된 컨텐츠(UCC)가 화두가 되고 있다. 다수의 사용자 참여는 집단지성을 발휘하고 이렇게 생성된 UCC 는 새로운 가치를 창출한다는 믿음이 확산된 가운데, 사용자는 더 이상 정보수용자의 입장이 아닌 정보제공자의 입장에서 컨텐츠 생성에 대한 범위와 역할이 크게 향상되고 있다. 그렇다면 과연 무엇이 이러한 사용자 생성 컨텐츠의 창의성에 가장 큰 원동력이 될까 또한 무엇이 집단지성, 집단의 창의성을 창출하는데 가장 큰 영향을 미칠까? 본 연구는 이러한 의문에서 출발하였다. 이와 같은 연구 문제를 해결하기 위하여 피드백과 동기 그리고 창의성에 기반한 인지 평가 이론과 창의성에 관한 사회적 특성이론에 근거, 상호작용 즉 컨텐츠에 대한 피드백을 기반으로 연구모형을 세우게 되었다. 이러한 연구 모형을 설문을 통해 검증해 본 결과, 피드백이 사용자의 동기에 긍정적인 영향을 미치고, 결국 그러한 동기가 개인의 창의성 및 집단 창의성에 긍정적인 영향을 미친다는 결론을 얻을 수 있었다. 이러한 연구 결과는 이론적으로는 인지 평가 이론의 확장 적용 및 CSCW 환경에서 암묵적으로 인식된 피드백과 같은 상호작용의 중요성을 공고히 하는데 기여할 수 있으며, 실제로는 이러한 피드백 요소를 시각적으로 적절히 배치 및 노출하여 사용자의 내적 용기와 창의성을 촉진하여야 함을 밝힌다는데 의의를 가질 수 있겠다.

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The Effects of the Extension Activity with Famous Paintings on Young Children's Creativity and Emotional Intelligence (명화감상과 연계된 확장활동이 유아의 창의성 및 정서지능에 미치는 영향)

  • Choi, Hye Won;Seo, Hyun A;Park, So Yun
    • Korean Journal of Childcare and Education
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    • v.9 no.4
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    • pp.5-29
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    • 2013
  • This study investigated the effects of the extension activity with fifty famous paintings on the improvement of young children's creativity and emotional intelligence. A total of thirty-one preschoolers participated in the study. There were a total of 15 preschoolers in the experimental group and 16 preschoolers in the comparison group. The measuring device of creativity was the Figural Tests of Torrance Tests of Creative Thinking (TTCT:Firural). And the measuring tool of emotional intelligence was the 'Emotional Intelligence Evaluation Tool for a Child by Teacher's Composer' developed by Younja Lee, Jongsook Lee, and Eunsu Shin (2000). To improve the accuracy of the experimental results from the post-test, a covariance analysis (ANCOVA) was conducted with the pre-test scores as covariate and the post-test scores as dependent variables. The statistical work with collected data was carried out by using PASW 18.0. The experimental group which participated in the extension activity with famous paintings showed improvement in the subordinate elements of creativity such as fluency, originality and abstraction of titles. Between the experimental group and comparison group, there was a meaningful difference statistically. The experimental group was also positively affected on all the subordinate elements of emotional intelligence such as awareness and expression of emotions, improvement of thinking by emotions, using ability of emotional knowledge, and control ability as the reflection of emotions. Through the activity, children became to respect the opinions of other friends.

A Qualitative Evaluation Research on the Relationship Between Creative Thinking and an Infinite Creative Space Program (공공도서관 무한창조공간 프로그램과 창의성간의 관계에 대한 평가 연구)

  • Noh, Younghee;Kang, Jung-A;Jung, Eun-Ji
    • Journal of Korean Library and Information Science Society
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    • v.46 no.2
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    • pp.71-111
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    • 2015
  • This study developed a program suitable for operating an infinite creative space within the public library, and analyzed the effect of promoting participants' creativity through a trial run of the program. To do this, we operated a "picture book making activities" program in the infinite creative space of J library located in Chungbuk. This program was performed for 18 elementary students in grades 3-6. Torrance TTCT (The Torrance Tests of Creative Thinking) tools were used in this study to measure the overall creativity. As a result, first, awareness of the importance and interest in environmental science was improved through the whole program process. Second, participants' problem-solving abilities improved during the program by having to derive a solution for a given problem through brainstorming. Third, storytelling ability improved after the story-creating elements of the program. Fourth, each participants' creativity was improved through creative activities. Fifth, by publishing the results of creative activities of participants as books, the self-esteem of participating children improved as well.

Core Competence Evaluation Model of Play Worker Based on Delphi Technique (델파이 조사를 통한 놀이 전문가 핵심역량 분석)

  • Park, Hye-Jin;Kim, Yong-Young
    • Journal of Convergence for Information Technology
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    • v.9 no.2
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    • pp.100-107
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    • 2019
  • The purpose of this study is to develop an evaluation model to measure the core competences of actual play workers by exploring what competences are necessary for them to provide quality play. Based on literature review, we selected five core competences : knowledge of play, program development, understanding play culture, creativity, and information sharing & applying. In order to achieve the research purpose end, a two-round Delphi survey was conducted on 10 play and education experts. The findings drew scholarly consensus on the competences of play workers to have and proposed basic data by developing competences evaluation model to measure them. Each of the key competences has three sub-conpetences, each of which included two behavior elements. Furthermore, this study presented future research directions so that play can be voluntarily planned and supported in a social and cultural context.