• Title/Summary/Keyword: New Product Creativity

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The effect of the 1:1 coaching and the example ideas with the GROW model on the creativity of new product development ideas (GROW모델을 활용한 1:1 코칭과 예시 아이디어가 신제품 개발 아이디어 창의성에 미치는 영향)

  • Hwan, Hyeonhee;Jung, Moon-Sun;Kim, KunBae;Kim, BooMin
    • The Korean Journal of Coaching Psychology
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    • v.5 no.2
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    • pp.1-24
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    • 2021
  • This study is an experimental study to examine the effect of the 1:1 coaching and example ideas with the GROW model on the creativity of new product ideas. Participants were composed of 32 adults who did not know coaching and were not related to new product development-related industries, and the experiment was randomly assigned to 1:1 coaching group, example idea group, and control group. The ideas answered by the participants were evaluated by measuring novelty, appropriateness, and willingness to pay after the experiment, and 30 experimental data and 3 expert group evaluation data were used for the final analysis. As a result of the study, the 1:1 coaching using the GROW model had a significant effect on the creativity of new product ideas, and in particular, had a positive effect on novelty. The example idea group received the lowest score among the three groups, including the control group, in novelty and suitability, and was found to have a negative effect on idea creativity. Based on these results, implications and limitations for the use of coaching in the work or situation of presenting creative ideas were discussed, and suggestions for follow-up studies were made.

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Creativity evaluation of design concepts using AHP (AHP를 활용한 디자인 콘셉트의 창의성 평가에 관한 연구)

  • Seo, ChangWon;Park, Young T.
    • Journal of Korean Society for Quality Management
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    • v.44 no.4
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    • pp.855-867
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    • 2016
  • Purpose: Evaluation of the creativity level of design concepts. Methods: 14 winners of design concepts area of the 2015 Red dot Award are used to evaluate the creativity level of design concepts. Among the 14 winners, one is the highest award (; luminary) winner, 4 are the second highest award(; best of the best) winners, and the remaining 9 are winners. AHP model was developed to evaluate the creativity levels of design concepts, and applied to the 14 winners of the reddot award. Results: Originality and practicality have been used to evaluate creativity level of new product ideas in the previous study. In this study, it is identified that originality is composed of innovativeness and topicality, and practicality is composed of utility and realizability. The design concepts which won higher level awards have higher level of originality. Among the two dimensions of originality, topicality has more significant relationship than innovativeness. Conclusion: The design concepts with higher level of originality, especially higher level of topicality, have a fair chance to be recognized as creative. It is notable that higher level of originality does not guarantee higher profit. According to the previous studies on the commercial success of new products, practicality is more important than originality.

Effect of Space Order on New Product Adoption: Moderated by Product Newness (공간 정리가 소비자의 신제품 수용 의도에 미치는 영향: 제품의 새로움의 조절 효과)

  • Zhou, Xiaobin;Joo, Jaewoo
    • Journal of Distribution Science
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    • v.17 no.2
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    • pp.71-76
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    • 2019
  • Purpose - People have long thought that disorderly space would influence their lives negatively. However, disorderly space may have positive impact such as increasing sales for new products for store managers. Borrowing the prior findings that disorderly space enhances creativity, we developed two hypotheses regarding space order, product newness, and new product adoption. We hypothesize that space order negatively influences new product adoption and that the proposed negative effect of space order on new product adoption is moderated by product newness. Research design, data, and methodology - We conducted a pre-test in China using 70 undergraduate students to test whether two newly developed cosmetic products were appropriate for the experimental stimuli. We confirmed that a fragrance patch concept, which is unavailable in the market, is a RNP (Really New Product), and an edible fragrance, which is available in the market, is an INP (Incrementally New Product). Next, we conducted a main experiment with a 2 (Space order: orderly vs. disorderly) × 2 (Product newness: RNP vs. INP) between-subjects design in China using 100 undergraduate students. Half of the participants answered questions on the disorderly desk and the other half answered questions on the orderly desk. Results - We obtained evidence from the main experiment that consumers' new product adoption is the function of space order and product newness. First, participants were more likely to adopt the RNP when they were in the disorderly space than in the orderly space. However, the effect of space order on new product adoption disappeared when the product was INP; the adoption rates for the INP did not differ between the participants who answered questions on the disorderly desk and the participants who did so on the orderly desk. Conclusions - Our findings are counter intuitive. Contrary to the conventional wisdom that neat and tidy space benefits store managers, the research demonstrated that disorderly space increases sales, providing fresh insights into store managers to manage their stores and shops to sell new products. In order to help store visitors understand the value of really new products, store managers will have to sacrifice space order to some extent.

The Effects of Buyer's CSR on Supplier's New Product Creativity in B2B Market: The Role of Trust and Quality of Information Exchange (B2B 시장에서 구매기업의 CSR 활동이 공급업체의 신제품 창의성에 미치는 영향: 신뢰와 정보교환 품질의 역할을 중심으로)

  • Lee, Hangeun;Jung, Nam Sik;Kang, Seongho
    • Journal of Korea Society of Industrial Information Systems
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    • v.26 no.5
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    • pp.55-68
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    • 2021
  • In the B2B context, recent research on how CSR builds the relationship between buyer and supplier has mainly focused the topic that establishing the long-term relationship asset. To fill this gap, the current study proposes a research model to examine how buyer's corporate social responsibilities(business and philanthropic CSR) affect supplier's new product creativity(internal capability) and its mediated link through trust and quality of information exchange. To test the hypotheses, responses were obtained from 197 marketing or buying managers in B2B firms. The empirical results confirm that both business and philanthropic CSR are positively related to trust. Second, trust also positively influences quality of information exchange. Finally, quality of information exchange has a positive relationship with new product creativity as internal capabilities of suppliers. The theoretical and practical implications of results and limitations of this research are discussed.

Developing a Scientific Creativity Test to Explore the Relationship between Elementary Students' Creative Process and Product - Focusing on Biology - (초등학생의 창의 과정과 산물의 관계를 탐색하기 위한 과학 창의성 검사 도구 개발 - 생명 영역을 중심으로 -)

  • Kim, Minju;Lim, Chaeseong
    • Journal of Korean Elementary Science Education
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    • v.40 no.4
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    • pp.520-544
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    • 2021
  • This study aims to develop a scientific creativity test for exploring the relationship between elementary students' creative process and product. For this, the researcher reviewed the literatures of scientific creativity and developed the items based on the constructs of creative process and product. After a review conducted by nine science education specialists, a pilot test, and additional revision and supplementation of observation test, the test, consisting of two sets-"animals" and "plants"-was finally conducted on 105 fifth-grade students. The test results were analyzed by using statistical analysis software. WinSteps, SPSS, and AMOS. The main findings from this study are as follows. First, when it comes to scientific creativity, creative process consists of science knowledge, inquiry skills, and creative thinking skills (divergent, convergent, and associative thinking skills). Creative product in science is a new and scientifically useful idea realized in a certain form. Second, observation, which was selected as a representative inquiry skill in this research, should not be related to creative thinking skills. Third, among the rest of the items, usefulness had the lowest averages, as it was, perhaps, difficult to satisfy the teachers' criteria for the scientific validity and usefulness. Fourth, the Spearman correlation coefficients between the items of "animals" and "plants" to find out the parallel-form reliability were significant, except for the item of originality. Fifth, the test was satisfactory with regard to the three aspects of construct validity-convergent, discriminant, and nomological. This study concludes by discussing the usefulness of this test, which has the possibility of exploring the relationship between creative process and product and of playing a role as an authentic evaluation tool in school.

Research on the Effects of Knowledge Management Capabilities and Knowledge Sharing Mechanisms on New Product Development Performance in Taiwan's High-tech Industries

  • Liu, Pang-Lo;Tsai, Chih-Hung
    • International Journal of Quality Innovation
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    • v.8 no.2
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    • pp.69-87
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    • 2007
  • High-tech industries in Taiwan exist in an environment with diverse product requirements and intense cost reduction and information integration stress. They must develop new operational directions to increase industry competitiveness. Therefore, Taiwan's high-tech industries must continue R&D and creativity, establish knowledge sharing mechanisms and improve new product development (NPD) performance. This research analyzed and explored the influences of knowledge management (KM) and knowledge sharing mechanisms introduced by Taiwan's high-tech industries on new product development performance. The relationship between knowledge management capabilities and NPD performance is studied. This research considers the intervening industry and corporate position variables. Taiwan's high-tech industries have gradually entered the era of IT region integration and application with competitive advantage creation based upon core techniques. The in-depth study of knowledge management and knowledge sharing introduced by the high-tech industry revealed double meanings in academic and practical applications. The research results showed the following: (1) the stronger the knowledge management capabilities of Taiwan's high-tech industries, the more significant the NPD performance. (2) The better the knowledge sharing mechanism in Taiwan's high-tech industries, the more significant the NPD performance. (3) Corporate scale is not necessarily the critical factor in NPD success and the influence of corporate scale on NPD performance did not show significant differences. (4) The stronger the degree of leading corporate techniques, the more significant the NPD performance.

Integrating Creative Problem Solving into the Field of Fashion Education

  • Oh, Keunyoung
    • Fashion, Industry and Education
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    • v.15 no.1
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    • pp.59-65
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    • 2017
  • Fashion professionals these days agree that changes in the fashion business are essential and highly value creativity as a genuine source for generating new ideas in fashion products as well as fashion business practices. As fashion professionals deal with problems of which solutions do not exist or that need innovative solutions for brand or product differentiation in the fast-paced environments, interest in creativity and creative problem solving in the field has increased; therefore, fashion educators have realized that there has been an increasing need for incorporating creativity or creative problem solving into the fashion curriculum. In this study, the researcher intended to review previous research on the use of creative problem solving in classrooms in various disciplines including the field of fashion education to provide insights and suggestions for fashion educators to integrate creative problem solving into the fashion education curriculum. Previous attempts to apply creative problem solving to solve issues in fashion classrooms have mostly limited to promoting divergent thinking techniques. It is suggested for fashion educators as well as fashion students to consider creative problem solving as a process consisting of the four distinct stages in which both divergent and convergent thinking techniques should be properly utilized stimulating various thinking strategies.

An upcycling project in textile and fashion design

  • CINI, Cigdem Asuman
    • The Research Journal of the Costume Culture
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    • v.27 no.1
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    • pp.11-19
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    • 2019
  • The mass production after the industrialisation and the fast changing fashion cycles in today's world resulted in buying clothes and home textiles more than we need and discarding them before they complete their life cycles. This causes vast amounts of textile waste that creates environmental issues. Upcycling is the creative process of transforming clothing and textile waste by reusing deadstock or used fabric to create new garments and products. It holds importance in terms of sustainability, reducing waste and environmental pollution. During the process of upcycling, certainly the creativity and innovation are the key words because to reuse a product to a better value needs a creative mind, aesthetic consciousness, innovative look and knowledge and it is quite different from a normal design procedure. There is a delicate level of aesthetics which carries the reused materials to a higher value. The handling of the materials, knowing how to manipulate the waste material, the techniques available to apply to surfaces, the concept of two and three dimension on textiles and clothing, contributions of other branches of art such as sculpture and painting all help the designer to reach a higher aesthetic value in the upcycled product in this process. In the study; it was aimed to raise awareness, to attract attention to sustainable fashion and also to contribute to sustainable development as an upcycling design project realized with students in textile and fashion design education taken as an example.

An Empirical Study on Motivation Factors and Reward Structure for User's Createve Contents Generation: Focusing on the Mediating Effect of Commitment (창의적인 UCC 제작에 영향을 미치는 동기 및 보상 체계에 대한 연구: 몰입에 매개 효과를 중심으로)

  • Kim, Jin-Woo;Yang, Seung-Hwa;Lim, Seong-Taek;Lee, In-Seong
    • Asia pacific journal of information systems
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    • v.20 no.1
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    • pp.141-170
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    • 2010
  • User created content (UCC) is created and shared by common users on line. From the user's perspective, the increase of UCCs has led to an expansion of alternative means of communications, while from the business perspective UCCs have formed an environment in which an abundant amount of new contents can be produced. Despite outward quantitative growth, however, many aspects of UCCs do not meet the expectations of general users in terms of quality, and this can be observed through pirated contents and user-copied contents. The purpose of this research is to investigate effective methods for fostering production of creative user-generated content. This study proposes two core elements, namely, reward and motivation, which are believed to enhance content creativity as well as the mediating factor and users' committement, which will be effective for bridging the increasing motivation and content creativity. Based on this perspective, this research takes an in-depth look at issues related to constructing the dimensions of reward and motivation in UCC services for creative content product, which are identified in three phases. First, three dimensions of rewards have been proposed: task dimension, social dimension, and organizational dimention. The task dimension rewards are related to the inherent characteristics of a task such as writing blog articles and pasting photos. Four concrete ways of providing task-related rewards in UCC environments are suggested in this study, which include skill variety, task significance, task identity, and autonomy. The social dimensioni rewards are related to the connected relationships among users. The organizational dimension consists of monetary payoff and recognition from others. Second, the two types of motivations are suggested to be affected by the diverse rewards schemes: intrinsic motivation and extrinsic motivation. Intrinsic motivation occurs when people create new UCC contents for its' own sake, whereas extrinsic motivation occurs when people create new contents for other purposes such as fame and money. Third, commitments are suggested to work as important mediating variables between motivation and content creativity. We believe commitments are especially important in online environments because they have been found to exert stronger impacts on the Internet users than other relevant factors do. Two types of commitments are suggested in this study: emotional commitment and continuity commitment. Finally, content creativity is proposed as the final dependent variable in this study. We provide a systematic method to measure the creativity of UCC content based on the prior studies in creativity measurement. The method includes expert evaluation of blog pages posted by the Internet users. In order to test the theoretical model of our study, 133 active blog users were recruited to participate in a group discussion as well as a survey. They were asked to fill out a questionnaire on their commitment, motivation and rewards of creating UCC contents. At the same time, their creativity was measured by independent experts using Torrance Tests of Creative Thinking. Finally, two independent users visited the study participants' blog pages and evaluated their content creativity using the Creative Products Semantic Scale. All the data were compiled and analyzed through structural equation modeling. We first conducted a confirmatory factor analysis to validate the measurement model of our research. It was found that measures used in our study satisfied the requirement of reliability, convergent validity as well as discriminant validity. Given the fact that our measurement model is valid and reliable, we proceeded to conduct a structural model analysis. The results indicated that all the variables in our model had higher than necessary explanatory powers in terms of R-square values. The study results identified several important reward shemes. First of all, skill variety, task importance, task identity, and automony were all found to have significant influences on the intrinsic motivation of creating UCC contents. Also, the relationship with other users was found to have strong influences upon both intrinsic and extrinsic motivation. Finally, the opportunity to get recognition for their UCC work was found to have a significant impact on the extrinsic motivation of UCC users. However, different from our expectation, monetary compensation was found not to have a significant impact on the extrinsic motivation. It was also found that commitment was an important mediating factor in UCC environment between motivation and content creativity. A more fully mediating model was found to have the highest explanation power compared to no-mediation or partially mediated models. This paper ends with implications of the study results. First, from the theoretical perspective this study proposes and empirically validates the commitment as an important mediating factor between motivation and content creativity. This result reflects the characteristics of online environment in which the UCC creation activities occur voluntarily. Second, from the practical perspective this study proposes several concrete reward factors that are germane to the UCC environment, and their effectiveness to the content creativity is estimated. In addition to the quantitive results of relative importance of the reward factrs, this study also proposes concrete ways to provide the rewards in the UCC environment based on the FGI data that are collected after our participants finish asnwering survey questions. Finally, from the methodological perspective, this study suggests and implements a way to measure the UCC content creativity independently from the content generators' creativity, which can be used later by future research on UCC creativity. In sum, this study proposes and validates important reward features and their relations to the motivation, commitment, and the content creativity in UCC environment, which is believed to be one of the most important factors for the success of UCC and Web 2.0. As such, this study can provide significant theoretical as well as practical bases for fostering creativity in UCC contents.

The Effects of the Visual-Analogical Learning on Student Creativity and Science Achievement in Elementary School Science (초등과학 학습에서의 창의력 향상을 위한 시각적비유학습의 효과)

  • Choi, Sun-Young;Lee, Eun-Jung;Kang, Ho-Kam
    • Journal of The Korean Association For Science Education
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    • v.26 no.2
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    • pp.167-176
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    • 2006
  • The purpose of this study was to explore the effects of a visual-analogical learning model based on theoretical research on visual thinking and analogical learning. To examine the effect of visual-analogical learning, both an experimental group and a control group were selected from 6th graders at H elementary school in Yeonsugu, Incheon and tested on creativity and science achievement Results of this study showed as that visual-analogical learning produced statistically significant differences for changes in student creativity, For the individual components of creativity; openness, fluency, and originality, results showed greater increases for the experimental group, whereas flexibility showed only statistically significant differences. In regards to science achievement, the experimental group showed a bigger increase than the control group, but these findings were statistically nonsignificant For changes to creativity in the group divided according to creativity score, this instructional method was more effective in the middle and lower group than the higher group, An investigation of attitude, revealed a positive student reaction students felt these science classes to be more interesting than previous science classes. Moreover, students wanted to create new innovative product themselves.