Creativity and Innovation in Business Strategy and Design Thinking

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51 Terms

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Creativity

Generating novel and useful ideas

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Innovation

Applying creative ideas to create real-world value

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Value Innovation

Creating greater value for customers at lower cost

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Blue Ocean Strategy

Creating new market space where competition is irrelevant

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Red Ocean Strategy

Competing in existing markets through rivalry

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Creative Economy

Economy driven by ideas, creativity, and intellectual capital

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Product Innovation

Developing new or improved goods or services

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Process Innovation

Changing how something is made or delivered

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Business Model Innovation

Redefining how value is created, delivered, or captured

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Divergent Thinking

Generating many ideas without judgment

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Convergent Thinking

Narrowing ideas to select the best solution

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Left-Brain Thinking

Logical, analytical, structured thought

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Right-Brain Thinking

Imaginative, visual, and associative thinking

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Systemic Creativity

Embedding creativity at all levels of an organization

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Curiosity vs Fear

Balancing exploration with uncertainty to enable creativity

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Blue Ocean Mindset

Leading with imagination—asking "what should be" not "what is"

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Creative Insight

Sudden "Aha!" moment connecting ideas in new ways

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Frustration Effect

Emotional tension that sparks creative insight

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Problem-Finding

Identifying and framing the right problem to solve

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Problem-Solving

Generating solutions after the problem is defined

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Synthesis

Connecting information into deeper meaning and insight

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Summary

Listing facts or surface observations

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Systemic Creativity Dynamics

Motivation, Curiosity, Connection-Making, Evaluation

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Organizational Culture

Deep shared values and assumptions guiding behavior

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Organizational Climate

Day-to-day atmosphere shaping how safe people feel to take risks

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Bureaucratic Structure

Hierarchical, rule-based system focused on control and efficiency

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Organic Structure

Flexible, cross-functional, adaptive organization supporting creativity

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Motivation Theory

Creativity is driven by purpose, autonomy, and mastery

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Gary Hamel Model

Modern management focused on openness, collaboration, and passion

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Aligned Autonomy

Teams have freedom to act within shared goals and purpose

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Psychological Safety

Feeling safe to speak up and fail without fear of punishment

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Generative Climate

Trusting, curious, and experimental environment for learning

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Group Flow

Shared creative state of deep focus and collaboration

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Groupthink

Pressure for harmony that suppresses dissent and creativity

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Desirable Difficulty

Small obstacles or friction that improve creative thinking

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Design Thinking

Human-centered, iterative process balancing desirability, feasibility, and viability

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Empathy

Understanding people's emotions, motivations, and needs to guide design

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Innovation Arc

Iterative loop from empathy to insight to prototyping and testing

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Reframing Problems

Looking at challenges from new perspectives to uncover real needs

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Solution-First Thinking

Jumping to ideas without understanding users

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Customer Discovery

Interviewing and observing users to test assumptions

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Personas

Research-based profiles representing target users

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Segmentation

Dividing users by shared needs, behaviors, or motivations

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Customer Journey Mapping

Visualizing user actions, thoughts, and emotions across touchpoints

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Extreme Users

Users at the edges who reveal hidden insights

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Implicit Assumptions

Unspoken beliefs that shape design decisions

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Tech Adoption Curve

Model showing innovation spread: innovators to laggards

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Product-Market Fit

When a product effectively satisfies a strong market need

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Prototyping

Building quick, low-cost models to learn from user feedback

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Talking to Humans

Customer research method emphasizing real stories over opinions

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Creative Confidence

Belief that everyone has creative potential if fear of judgment is removed