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Creativity
Generating novel and useful ideas
Innovation
Applying creative ideas to create real-world value
Value Innovation
Creating greater value for customers at lower cost
Blue Ocean Strategy
Creating new market space where competition is irrelevant
Red Ocean Strategy
Competing in existing markets through rivalry
Creative Economy
Economy driven by ideas, creativity, and intellectual capital
Product Innovation
Developing new or improved goods or services
Process Innovation
Changing how something is made or delivered
Business Model Innovation
Redefining how value is created, delivered, or captured
Divergent Thinking
Generating many ideas without judgment
Convergent Thinking
Narrowing ideas to select the best solution
Left-Brain Thinking
Logical, analytical, structured thought
Right-Brain Thinking
Imaginative, visual, and associative thinking
Systemic Creativity
Embedding creativity at all levels of an organization
Curiosity vs Fear
Balancing exploration with uncertainty to enable creativity
Blue Ocean Mindset
Leading with imagination—asking "what should be" not "what is"
Creative Insight
Sudden "Aha!" moment connecting ideas in new ways
Frustration Effect
Emotional tension that sparks creative insight
Problem-Finding
Identifying and framing the right problem to solve
Problem-Solving
Generating solutions after the problem is defined
Synthesis
Connecting information into deeper meaning and insight
Summary
Listing facts or surface observations
Systemic Creativity Dynamics
Motivation, Curiosity, Connection-Making, Evaluation
Organizational Culture
Deep shared values and assumptions guiding behavior
Organizational Climate
Day-to-day atmosphere shaping how safe people feel to take risks
Bureaucratic Structure
Hierarchical, rule-based system focused on control and efficiency
Organic Structure
Flexible, cross-functional, adaptive organization supporting creativity
Motivation Theory
Creativity is driven by purpose, autonomy, and mastery
Gary Hamel Model
Modern management focused on openness, collaboration, and passion
Aligned Autonomy
Teams have freedom to act within shared goals and purpose
Psychological Safety
Feeling safe to speak up and fail without fear of punishment
Generative Climate
Trusting, curious, and experimental environment for learning
Group Flow
Shared creative state of deep focus and collaboration
Groupthink
Pressure for harmony that suppresses dissent and creativity
Desirable Difficulty
Small obstacles or friction that improve creative thinking
Design Thinking
Human-centered, iterative process balancing desirability, feasibility, and viability
Empathy
Understanding people's emotions, motivations, and needs to guide design
Innovation Arc
Iterative loop from empathy to insight to prototyping and testing
Reframing Problems
Looking at challenges from new perspectives to uncover real needs
Solution-First Thinking
Jumping to ideas without understanding users
Customer Discovery
Interviewing and observing users to test assumptions
Personas
Research-based profiles representing target users
Segmentation
Dividing users by shared needs, behaviors, or motivations
Customer Journey Mapping
Visualizing user actions, thoughts, and emotions across touchpoints
Extreme Users
Users at the edges who reveal hidden insights
Implicit Assumptions
Unspoken beliefs that shape design decisions
Tech Adoption Curve
Model showing innovation spread: innovators to laggards
Product-Market Fit
When a product effectively satisfies a strong market need
Prototyping
Building quick, low-cost models to learn from user feedback
Talking to Humans
Customer research method emphasizing real stories over opinions
Creative Confidence
Belief that everyone has creative potential if fear of judgment is removed