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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.
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Creativity
The ability to generate original and useful ideas, characterized by originality, flexibility, fluency, and problem sensitivity.
Innovation
The process of implementing ideas to create value, which requires execution and commercialization.
Preparation
The first step of the creative process involving active gathering of information, market research, and problem definition, associated with Beta waves.
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.
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.
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.
SCAMPER Technique
A brainstorming and creative problem-solving strategy that uses seven targeted questions about an existing product, service, or process to spark innovation.
Substitute (S)
A SCAMPER prompt asking what materials, steps, or people can be replaced to improve an outcome.
Combine (C)
A SCAMPER prompt exploring if a product or idea can be merged with another service, feature, or industry.
Adapt (A)
A SCAMPER prompt regarding how a product can be adjusted for a completely different audience or environment.
Modify or Magnify (M)
A SCAMPER prompt focused on changing shape, size, color, or adding/removing features to make a product stand out.
Put to another use (P)
A SCAMPER prompt contemplating how someone else or another industry could use a specific item.
Eliminate (E)
A SCAMPER prompt identifying unnecessary features, steps, or costs that can be removed to simplify a product.
Reverse (R)
A SCAMPER prompt examining what happens if the exact opposite of the normal process is performed.
Design Thinking
A human-centered problem-solving methodology that drives innovation by understanding user needs, challenging assumptions, and rapidly iterating on solutions.
Empathize
The first stage of Design Thinking involving interviews, surveys, and observations to understand user pain points, emotions, and needs.
Define
The second stage of Design Thinking where research is synthesized into a core problem statement focused purely on human needs.
Ideate
The third stage of Design Thinking involving brainstorming a wide variety of wild, creative, and out-of-the-box solutions without judgment.
Prototype
The fourth stage of Design Thinking where scaled-down, inexpensive versions of ideas, such as wireframes or physical mockups, are built.
Test
The final stage of Design Thinking where prototypes are shared with real users to gather feedback and identify necessary refinements.