Matching Items (33)

132194-Thumbnail Image.png

The Relationship Between Interdependence and Creative Efficiency

Description

There is a long, ongoing search for the best way to measure and promote creativity. In this study, participant’s self-reported interdependence with elicited members of their social life (Same-Sex Best

There is a long, ongoing search for the best way to measure and promote creativity. In this study, participant’s self-reported interdependence with elicited members of their social life (Same-Sex Best Friend, Same-Sex Acquaintance, Sibling (or Relative), and Enemy) were collected alongside their performance on several iterations of J.P. Guilford’s Alternative Uses Task. It was predicted that higher scores obtained on the fitness interdependence scale would predict higher scores on the creativity tasks, and lower scores on the former would also predict lower scores on the latter. Ultimately, the results did not support our hypothesis that creative efficiency is predicted by an individual’s self-reported interdependence with members of their social circle. Although higher scores on the Same-Sex Best Friend Interdependence, Sibling (Relative) Interdependence, Acquaintance Interdependence, and Enemy Interdependence categories were found to significantly predict a higher number of alternative uses submitted in a creativity task, the fact that these four subcategories predicted the Total Volume score and not the Total Originality score shows that a better design, and more robust methods, must be used to investigate the relationship between interdependence and creative outcomes.

Contributors

Agent

Created

Date Created
  • 2019-05

The Importance of Understanding User Needs

Description

As part of the InnovationSpace program, interdisciplinary teams of five undergraduate students from the areas of business, engineering, graphic design, industrial design, and sustainability are responsible for creating a product

As part of the InnovationSpace program, interdisciplinary teams of five undergraduate students from the areas of business, engineering, graphic design, industrial design, and sustainability are responsible for creating a product idea that addresses a societal need. My team, Flo, was tasked with finding a product/service solution that will increase collaboration or creativity in a workplace environment. After deciding as a group how to define collaboration—working with others to achieve a common goal—and creativity—getting to an end goal in a different way than is expected—we spent the fall 2014 semester researching pain points and areas of interest for potential customers and users. We learned that one of the barriers to productivity for our target users in startups and mature corporations is that they often lack the right mix of private and collaborative spaces. From this insight, we created a product system called Trenz.
There are benefits and drawbacks to both collaboration and individual work. Trenz sits at the intersection of both work styles, thus aiming to negate the downsides of both and harness their benefits based on real-time user needs. Holistically, the corporate workplace furniture industry is stagnant, despite several trends that pave the way for future innovation. Even though studies are consistently released on the benefits of natural light, flexibility, and activity in the workplace, the furniture industry has not yet responded with a solution that successfully solves all three while keeping the user in mind. As such, Trenz is a product-service system with the potential to create a new segment in the market because of its user-centric design, the support of individual/group work dynamics, and its feature set that can accommodate a diverse group of users.

Contributors

Agent

Created

Date Created
  • 2015-05

135181-Thumbnail Image.png

Designing for Fulfillment: The Importance of Creative Spaces in Long-Term Healthcare Settings

Description

The introductory section of my thesis will draw heavily from sources written by experts in the field of creative thinking. First, I will introduce the ideas proposed by Mihaly Csikszentmihalyi

The introductory section of my thesis will draw heavily from sources written by experts in the field of creative thinking. First, I will introduce the ideas proposed by Mihaly Csikszentmihalyi in his groundbreaking publications, Flow and Finding Flow. Here, I will discuss the "what" and "why" elements of my thesis, more specifically explaining why creativity is so important and how it could serve to improve the lives of those feeling emotionally or intellectually stifled by their stays in long-term healthcare facilities. Next I will use the steps outlined in Keith Sawyer's Zig Zag to explain the different elements that are involved in achieving creativity, "flow," and fulfillment. This will begin to touch on the issue of "how" from a theoretical perspective. For the latter half of my thesis, I draw from case studies, research papers, and design solutions from architects, designers, and manufacturers alike to begin imagining what designing a creatively conducive long-term care facility would entail, along with providing some examples of how these spaces might look, feel, and function. This portion is not meant to be a comprehensive design solution, but is simply meant to provide a framework and foundation for healthcare designers interested in incorporating creative spaces into their designs. The conclusion of this thesis is that creatively conducive spaces would be a beneficial contribution to the health care environment, particularly in settings that provide long-term care for individuals with limited capacity to leave the facility. These creative spaces will be guided by three key themes: (1) taking influence from children's health care facilities, which are more focused on the formative experiences of the user, (2) utilizing technology to provide opportunity for creative inspiration, expression, and collaboration, and (3) providing patients with the means to be creatively productive, including giving patients the power to control aspects of their environment.

Contributors

Agent

Created

Date Created
  • 2016-05

131285-Thumbnail Image.png

Dyslexia, Creativity, and Neural Adaptation

Description

Objective: A recent electroencephalogram (EEG) study of adults with dyslexia showed that individuals with dyslexia have diminished auditory sensory gating compared to typical controls. Previous studies done involving intoxication and

Objective: A recent electroencephalogram (EEG) study of adults with dyslexia showed that individuals with dyslexia have diminished auditory sensory gating compared to typical controls. Previous studies done involving intoxication and its effect on sensory gating and creativity have shown that there is a positive correlation between creativity (divergent thinking problem solving) and sensory gating deficiency. With previous study findings, the link between dyslexia and sensory gating deficiency and the link between sensory gating deficiency and creativity have been shown, but not the link between dyslexia and creativity. This pilot study aims to address this knowledge gap using event-related potentials.

Methods: Two adults with dyslexia and 4 control adults participated in an auditory gating test using tone pairs. Latencies and Amplitudes for the N100 and P200 responses were recorded and analyzed. Participants were also administered the Abbreviated Torrance Test for Adults (ATTA), a test of creative ability designed to evaluate divergent thinking in individuals. Results were averaged and compared.

Results: The averaged difference in measured N100 amplitudes between tone 1 and tone 2 was significantly larger in the control group compared to the difference observed in the dyslexia group. In particular, one participant with dyslexia who had low scores on a task of rapid word recognition also showed no evidence of gating at the N100 component, whereas the other participant with dyslexia with good word recognition scores showed evidence of intact gating. The averaged difference in measured P200 amplitude between tone 1 and tone 2 was larger in the dyslexia group compared to the control group; however, the difference was small enough to be considered insignificant. The total average ATTA score for the control group was higher than the average of the dyslexia group. This difference in total average was less than one point on a 106-point scale.

Conclusions: Neural sensory gating occurs approximately 100 ms after the onset of a stimulus and is diminished in adults with dyslexia who also have deficits in rapid word recognition. There is a difference in creativity, in terms of divergent thinking, between those with dyslexia and those without (controls scored higher on average); however, the difference is not significant (less than one point). Dyslexia scores were more consistent than controls.

Contributors

Agent

Created

Date Created
  • 2020-05

131539-Thumbnail Image.png

Mania Symptom Endorsement and Creativity

Description

Bipolar disorder will affect an estimated 4.4% of adults in the U.S (Bipolar Disorder, 2017). This study addresses the hypothesis that individuals endorsing mania symptoms also tend to show increased

Bipolar disorder will affect an estimated 4.4% of adults in the U.S (Bipolar Disorder, 2017). This study addresses the hypothesis that individuals endorsing mania symptoms also tend to show increased creativity. There has been some empirical support linking mania and creativity, as well as anecdotal evidence of highly creative individuals posthumously being diagnosed with some form of bipolar disorder. To our knowledge, however, no prior studies have sought to link specific symptoms of mania with creativity. Participants in this study completed two separate creativity tasks, measuring convergent and divergent thinking, respectively; the Remote Associates Test (RAT) and the Alternate Uses Test (AUT). Two questionnaires followed: The Behavioral Inhibition/Activation Scale (BIS/BAS; Carver & White, 1994) with subscales for Drive, Fun Seeking and Reward Responsiveness and the Hypomanic Personality Scale (HPS; Stanton, McArtor & Watson, 2017) with subscales for an individual’s level of Modesty, Charisma, Activation, Intellectual Confidence and Lability. Multiple regression analyses revealed that scores on Activation, Intellectual Confidence, and Modesty significantly predicted creative test scores. Future studies may seek to replicate the study with a different community or use different measures of creativity.

Contributors

Agent

Created

Date Created
  • 2020-05

135364-Thumbnail Image.png

Myth, Magic and The Tempest of the Future

Description

Over the course of my undergraduate experience, I have grown significantly as an artist - developing an assortment of strengths in a variety of cinematic disciplines ranging from screenwriting and

Over the course of my undergraduate experience, I have grown significantly as an artist - developing an assortment of strengths in a variety of cinematic disciplines ranging from screenwriting and producing to post-production and cinematography. All the while, I have been giving back to the Sun Devil community by serving in a number of leadership positions around campus which exposed me to a plethora of communities differ from my own. The combination of these experiences allows me to continuously explore new passions in synergy with my art. Two of these standing as the concept of live performance and the work of William Shakespeare. Through this exploration of artistic synergy, I have experimented with integrating the works of the Bard of Avon into the realm of cinema. From the beginning of 2105, I have been drafting a feature-length screenplay which serves as a quasi-prequel to Shakespeare's The Tempest. Under the title of A Kingdom or a Cure, it tells the story of the revolutionary war-hero Miguel Prosperiti as he struggles to save his daughter form a mysterious disease which has baffled the best medical minds while the country he has rebuilt comes crumbling down in post-apocalyptic Italy. Deposed and left to die at the hands of his brother, Miguel must defend his child from the evil witch Sycorax who attempts to kill the pair in order to feed off of their suffering and prolong her own life. Serving to fill the requirements for the Film and Media Production Capstone, A Kingdom or a Cure reimagines the world of Shakespeare's play and creates a new context for the words and actions of its leading characters. Such stands as the foundation of what I have created for what I have created as my applied project - a stylistic re-imagining of William Shakespeare's The Tempest which draws from multiple interpretations of the narrative to be performed as a piece within a larger theatrical presentation staged with only the classical techniques which stand contemporary to the Bard of Avon. The remainder of this document shall lie in six primary sections. The first two establish the project and detail its evolution over the course of the thesis process. Next stands as the production log which chronicles my journey over the Classical and Poetic Drama course as well as the rehearsal process for Mythfest and the Chaucer Festival. Fourth shall consist of a bibliography of all the texts which I have worked with over the course of this thesis experience. Fifth rests A Kingdom or a Cure - the screenplay which inspired me to embark on the grand journey which this thesis has taken me. Sixth shall assume the form of the PowerPoint Presentation which I presented at my thesis defense which contains a collection of images which have provided me with artistic inspiration throughout the thesis process. In conjunction with one another, these pieces serve as the written elements of my applied project.

Contributors

Created

Date Created
  • 2016-05

133346-Thumbnail Image.png

An Uncertain Future—The Evolution of the Advertising Agency

Description

The advertising agency, in its variety of forms, is one of the most powerful forces in the modern world. Its products are seen globally through various multimedia outlets and they

The advertising agency, in its variety of forms, is one of the most powerful forces in the modern world. Its products are seen globally through various multimedia outlets and they strongly impact culture and economy. Since its conception in 1843 by Volney Palmer, the advertising agency has evolved into the recognizable—and unrecognizable—firms scattered around the world today. In the United States alone, there are roughly 13.4 thousand agencies, many of which also have branches in other countries. The evolution of the modern advertising agency coincided with, and even preceded, some of the major inflection points in history. Understanding how and why changes in advertising agencies affected these inflection points provides a glimpse of understanding into the relationship between advertising, business, and societal values.

In the pages ahead we will explore the future of the advertising industry. We will analyze our research to uncover the underlying trends pointing towards what is to come and work to apply those explanations to our understanding of advertising in the future.

Contributors

Agent

Created

Date Created
  • 2018-05

136741-Thumbnail Image.png

Analysis of Keirsey Composition, Behavioral Types, and Familiarity, and their Impact on Satisfaction, Performance, and Creativity of Groups

Description

Research on teamwork has shown that teams are more productive and produce better results than individuals working on their own. Yet, research on individuals' work preferences makes it clear that

Research on teamwork has shown that teams are more productive and produce better results than individuals working on their own. Yet, research on individuals' work preferences makes it clear that not everyone prefers working in teams. In order to improve teamwork and achieve better results in both the collegiate arena and in the professional world, this study was designed to research different factors that affect a group's performance and creativity: satisfaction, familiarity, and the behavioral styles of individual team members. Additionally, this study addresses if the group's composition of Keirsey types \u2014 temperament patterns \u2014 also play a role in the group's creativity and performance. In this study, students created teams of four to seven students and completed specific in-class activities called Applied Insights. Groups composed mostly of Guardians, one of the four Keirsey temperaments, are able to adapt to the task at hand, which is demonstrated here with creativity. Further, groups who perceive themselves as sharing similar traits with many members are more satisfied and achieve a higher overall performance. Lastly, groups comprised of individuals who were least familiar with their teammates they had not previously worked with, produced more creative results in the short run. Whereas groups comprised of individuals who were least familiar with their teammates they had previously worked with, produced better overall results in short run.

Contributors

Agent

Created

Date Created
  • 2014-12

Achieving a Flow State in Piano Performance by Redefining Technical Challenges

Description

This project is a small scale investigation of various factors concerning "Flow" in Piano Performance. "Flow" is the sweet spot where ability and challenge are about equal, and usually high

This project is a small scale investigation of various factors concerning "Flow" in Piano Performance. "Flow" is the sweet spot where ability and challenge are about equal, and usually high (Csikszentmihalyi 1990). Piano performance is a state of playing the piano with some intent to perform. In this case, the intent is to create something new or improvise. Improvisation is one form of expressive creativity on the piano stemming from some knowledge and extrapolation upon that knowledge (Nachmanovitch 82). Creativity is essential to the development of new music, and though extensive literature exists on both creativity and music independently, there is a gap in research regarding links between the two (Macdonald et al. 2006). This project aims to address some of these gaps by working with piano players and non-musicians of various technical skill levels to examine the "Flow" state in improvisation as well as potential factors affecting creative performance. Factors such as listening, self-confidence, frustration in methodology, and meditation practices were found to correlate positively with technical skill. Participants who completed the practice program were able to reconstruct challenges and enter the "Flow" state in improvisation regardless of high or low technical scores.

Contributors

Agent

Created

Date Created
  • 2016-05

134541-Thumbnail Image.png

Creativity as an Emergent Property of Neural System Dynamics as Demonstrated through Embodied Measures of Insight Problem Solving

Description

Creativity is a critical element of human cognition for which any complete explanation of the human mind must account, and it presents a unique problem to cognitive science because the

Creativity is a critical element of human cognition for which any complete explanation of the human mind must account, and it presents a unique problem to cognitive science because the apparent "something from nothing" nature of creativity confounds simple transformations of existing information. Emergentism provides a philosophical framework for explaining this feature of creativity by elaborating how novel properties of a system can be created from the complex interactions of simple elements within that system. Previous advances in cognitive science have been built the traditional information processing models of cognition. These models are limited in their ability to explain emergentism or allow for detailed behavioral measurement and understanding of cognition as it unfolds in time. In this study, I piloted the use state-of-the-art dynamical systems models of cognition and motion capture technology to measure information about cognitive and neural processes in the moments preceding creative insight. Insight problem solving refers to the phenomenon of experiencing an impasse when attempting to solve a problem that is later overcome in a flash of insight, sometimes called an "Aha!" or "Eureka!" moment. The use of these techniques to study insight problem solving provides evidence of the dynamical nature of cognition during creative tasks that may help us explore how creativity emerges from neural activity.

Contributors

Agent

Created

Date Created
  • 2017-05