Module CYU/ITU/CSU 08208: Creativity and Idea Generation

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Vocabulary flashcards covering the concepts of creativity, innovation, the creative process, SCAMPER techniques, and Design Thinking based on Dr. Renatus Mushi's lecture.

Last updated 9:03 AM on 6/1/26
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20 Terms

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Creativity

The ability to generate original and useful ideas, characterized by originality, flexibility, fluency, and problem sensitivity.

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Innovation

The process of implementing ideas to create value, which requires execution and commercialization.

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Preparation

The first step of the creative process involving active gathering of information, market research, and problem definition, associated with Beta waves.

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Incubation

The second step of the creative process where one steps back from active problem-solving to allow the subconscious mind to process information, associated with Alpha waves.

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Illumination

The third step of the creative process, often called the 'lightbulb' or 'Eureka' moment, where sudden clarity and innovative solutions appear, associated with Theta/Gamma waves.

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Verification (or Elaboration)

The final step of the creative process involving committing to the vision and turning abstract ideas into actionable products or services, associated with Delta waves.

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SCAMPER Technique

A brainstorming and creative problem-solving strategy that uses seven targeted questions about an existing product, service, or process to spark innovation.

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Substitute (S)

A SCAMPER prompt asking what materials, steps, or people can be replaced to improve an outcome.

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Combine (C)

A SCAMPER prompt exploring if a product or idea can be merged with another service, feature, or industry.

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Adapt (A)

A SCAMPER prompt regarding how a product can be adjusted for a completely different audience or environment.

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Modify or Magnify (M)

A SCAMPER prompt focused on changing shape, size, color, or adding/removing features to make a product stand out.

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Put to another use (P)

A SCAMPER prompt contemplating how someone else or another industry could use a specific item.

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Eliminate (E)

A SCAMPER prompt identifying unnecessary features, steps, or costs that can be removed to simplify a product.

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Reverse (R)

A SCAMPER prompt examining what happens if the exact opposite of the normal process is performed.

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Design Thinking

A human-centered problem-solving methodology that drives innovation by understanding user needs, challenging assumptions, and rapidly iterating on solutions.

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Empathize

The first stage of Design Thinking involving interviews, surveys, and observations to understand user pain points, emotions, and needs.

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Define

The second stage of Design Thinking where research is synthesized into a core problem statement focused purely on human needs.

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Ideate

The third stage of Design Thinking involving brainstorming a wide variety of wild, creative, and out-of-the-box solutions without judgment.

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Prototype

The fourth stage of Design Thinking where scaled-down, inexpensive versions of ideas, such as wireframes or physical mockups, are built.

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Test

The final stage of Design Thinking where prototypes are shared with real users to gather feedback and identify necessary refinements.