Although there is an ever increasing demand for new technology and innovations in the economy and society in general, we currently know little about the conditions for stimulating creativity in relation to research and innovative activity. This book fills a significant gap in the literature by examining the environmental factors that encourage creative working processes for research and innovation.
This unique book focuses on regional creativity, analysing the different factors that can affect creativity and innovation process within regions in the knowledge economy. Approaching creativity from technological, organizational and regional viewpoints, it attempts to break down the influence of oppositional approaches and take account of multi-level interactions in economy and policy. The variety of papers presented looks at: how regions can be creative and competitive how research and development is outsourced and the scientific knowledge and technology transferred what types of technology based cultural activities can operate the relevant financing and development of knowledge entrepreneurship. Whilst many of these aspects are driven by market forces Creative Regions demonstrates that the regional and national public sectors have a significant role to play and is essential reading on how to generate a competitive advantage for regions in the knowledge economy in the global market.
Discussing global society entails discussing the predominant characteristics of knowledge-based activities in all walks of life. Its main characteristics are based on creativity, innovation, freedom, and networking. The emergence of such a society poses several challenges to all disciplines of social sciences. Within such a context, sociologists must have practical encounters to the theoretical, methodological, and empirical challenges imposed within contemporary global society. In this vein, studying creative cities from an interdisciplinary perspective helps provide critical readings of the phenomenon and the different levels of the concept in reality. The Handbook of Research on Creative Cities and Advanced Models for Knowledge-Based Urban Development provides global models and best practices of creative cities worldwide and illustrates different theoretical blueprints for the better understanding of contemporary global society. While defining key concepts of creative cities, global society, and creative class, the book also clarifies the main differences between hubs, parks, and precincts and their contributions to knowledge-based development. Covering topics that include knowledge economy, social inclusion, and urban mobility, this comprehensive reference is ideal for sociologists, urban planners/designers, political scientists, economists, anthropologists, historians, policymakers, researchers, academicians, and students.
The Creative Classroom presents an original, compelling vision of schools where teaching and learning are centered on creativity. Drawing on the latest research as well as his studies of jazz and improvised theater, Sawyer describes curricula and classroom practices that will help educators get started with a new style of teaching, guided improvisation, where students are given freedom to explore within structures provided by the teacher. Readers will learn how to improve learning outcomes in all subjects—from science and math to history and language arts—by helping students master content-area standards at the same time as they increase their creative potential. This book shows how teachers and school leaders can work together to overcome all-too-common barriers to creative teaching—leadership, structure, and culture—and collaborate to transform schools into creative organizations. Book Features: Presents a research-based approach to teaching and learning for creativity. Identifies which learning outcomes support creativity and offers practical advice for how to teach for these outcomes. Shows how students learn content-area knowledge while also learning to be creative with that knowledge. Describes principles and techniques that teachers can use in all subjects. Demonstrates that a combination of school structures, cultures, incentives, and leadership are needed to support creative teaching and learning.
Creative Environments follows up on the book Creative Space, by the same authors, who serve this time as editors. The first part further develops models of knowledge creation, in particular the Triple Helix of normal academic knowledge creation and a new, integrated model of normal academic and organizational knowledge creation, called Nanatsudaki (seven waterfalls) Model. Also presented are intelligence tools, statistics for support of creativity and more.
Explores the utilization of urban technology to support knowledge city initiatives, providing fundamental techniques and processes for the successful integration of information technologies and urban production. Presents research on a multitude of cutting-edge urban information communication technology issues.
A strong point in this book is its opening extensive review of creativity in organizations and professions. . . including helpful tabulations of articles that identify the motives, expectations, emotions, means, and opportunities that lead to creative acts. . . . it can provide valuable insights and encouragement to scholars and practitioners who are concerned with developing and tapping creativity in organizations. . . . Management professors and graduate students will find the book helpful. . . . --G. David Hughes in Journal of Product Innovation Management "This book definitely will be appropriate for class use in any setting focused on creativity in organizations. Presumably, these would be specialized upper-division, MBA, or Ph.D. electives. If you are interested in the topic of creativity in organizations, this is the book you must read. It is on the frontiers, and it provides a beacon for future scholarly progress on this topic because of its emphasis on how the organizational setting affects the creative process in the world of work." --Lyman Porter, University of California, Irvine "The book is itself a creative approach to creativity. The editors have attracted a talented and well-respected group of academic contributors. The message that we should abandon the romantic but flawed notion that creativity is principally the product of extraordinary individual acts is delivered forcefully, as is the companion notion that organizational contexts are the real seedbeds of creative behavior." --John R. Kimberly, Henry Bower Professor, The Wharton School, University of Pennsylvania "This is one of the better collections of information about creativity because it is data based, and it provides a useful comparison and contrast of conceptual and practical aspects. By clearly describing the benefits and problems associated with the topics, Creative Action in Organizations obviously practices what it preaches. I would recommend that it be used as a textbook for a graduate-level business course, particularly for an MBA program. In addition, I also recommend that it be used as a text reference for industrial ′training & development′ programs targeted at teaching employees how to develop new businesses, improve existing processes, or become better leaders (viz., corporate leadership development programs)." --Tom Wojcik, Manager, Office of Innovation, Hoechst Celanese Corporation Between the trade deficit, mergers, and the recession, the topic of creativity in organizations has become one of increasing importance. How does a company retool or refine its product with foreign and, often, less costly competition? How does human resources find creative solutions to budgeting, product development, marketing, and training? With pithy and engaging chapters from leading researchers and figures in business, government, and academia, Creative Action in Organizations explores the factors that are critical to the development and promotion of creativity to develop a revised view that is grounded in experience. This volume begins with a literature review (written as a mystery to be solved), followed by essays from researchers (Part II) and practitioners (Part III). Using the chapters as "data," the editors conclude with a content-analysis that presents a look at the most significant themes and offers a framework for conceptualizing creativity in organizations. This profound and fascinating volume is essential for students, professionals, and researchers in management and organization studies, public administration, public policy, evaluation, and psychology, as well as libraries in the above areas.
Over the last decade research into design processes utilizing ideas and models drawn from artificial intelligence has resulted in a better understanding of design -- particularly routine design -- as a process. Indeed, most of the current research activity directly or indirectly deals only with routine design. Not surprisingly, many practicing designers state that the level of understanding represented by these models is only of mild interest because they fail to embody any ideas about creativity. This volume provides a set of chapters in the areas of modeling creativity and knowledge-based creative design that examines the potential role and form of computer-aided design which supports creativity. It aims to define the state-of-the-art of computational creativity in design as well as to identify research directions. Published at a time when the field of computational creativity in design is still immature, it should influence the directions of growth and assist the field in reaching maturity.
This book defines an agenda for research in information management and systems for media and entertainment industries. It highlights their particular needs in production, distribution, and consumption. Chapters are written by practitioners and researchers from around the world, who examine business information management and systems in the larger context of media and entertainment industries. Human, management, technological, and content creation aspects are covered in order to provide a unique viewpoint. With great interdisciplinary scope, the book provides a roadmap of research challenges and a structured approach for future development across areas such as social media, eCommerce, and eBusiness. Chapters address the tremendous challenges in organization, leadership, customer behavior, and technology that face the entertainment and media industries every day, including the transformation of the analog media world into its digital counterpart. Professionals or researchers involved with IT systems management, information policies, technology development or content creation will find this book an essential resource. It is also a valuable tool for academics or advanced-level students studying digital media or information systems.
Growing clamour to reintroduce creativity back into classrooms - internationally Synthesises practice, policy and research in one place Suggests practical ways of taking forward pupils' creative development Relevant for teachers who work with pupils from 3-18 Anna Craft is uniquely placed to write this book and spent time researching this issue with Professor Howard Gardner at Harvard Graduate School of Education, USA