Creativity for scientists and engineers : a practical guide [E-Book] / Dennis Sherwood.
All scientists and engineers are creative -- you wouldn't be a scientist or engineer if you weren't. But can you be even more creative? Do you know how to develop creativity in those who are less confident? And how to build a team culture in which creativity flourishes? If those questions...
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Full text |
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Personal Name(s): | Sherwood, Dennis, author |
Imprint: |
Bristol :
IOP Publishing,
2022
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Physical Description: |
1 online resource (various pagings) |
Note: |
englisch |
ISBN: |
9780750349666 9780750349673 |
DOI: |
10.1088/978-0-7503-4967-3 |
Subject (LOC): |
- part I. Koestler's law of creativity. 1. What, precisely, is creativity?
- 1.1. Some dictionary definitions
- 1.2. My 'sound-bite' definition
- just five words
- 1.3. Ideas as outcomes, ideas as questions
- 1.4. Invention and discovery
- 1.5. What's missing from the sound-bite?
- 1.6. What is 'new'?
- 1.7. It's difference that's important, not novelty...
- 1.8. ...and the best way to discover differences is to be observant
- 1.9. Value
- 2. Creativity in context
- 2.1. Creativity alone is not enough
- 2.2. A richer picture
- 2.3. Process 1
- creativity
- 2.4. Process 2
- evaluation
- 2.5. Processes 3 and 4
- development and implementation
- 2.6. The target diagram and skills
- 3. The six domains of creativity
- 3.1. Creativity is not just about 'the better mousetrap'
- 3.2. Content
- 3.3. Process
- 3.4. Strategy
- 3.5. Structures
- 3.6. Relationships
- 3.7. You!
- 3.8. The importance of the organisational culture
- 4. Koestler's law
- 4.1. Arthur Koestler's definition of creativity
- 4.2. The 'eureka moment' myth
- 4.3. 'But I'm not a creative person'
- 4.4. Creativity is all about patterns
- 4.5. 'Bisociation' and 'thinking aside'
- 4.6. The more familiar the parts, the more striking the new whole
- 4.7. What Koestler's law does, and doesn't, do
- 4.8. The Koestler challenge
- 5. Some more examples of Koestler's law
- 5.1. Literature
- 5.2. Art
- 5.3. Chemistry
- 5.4. How chemistry made impressionist art happen...
- 5.5. ...and how physics has facilitated contemporary art
- 5.6. History, politics, philosophy, and economics
- 5.7. Newton's laws of motion and gravitation
- 5.8. A brief digression
- coincidence, co-invention and the zeitgeist
- 5.9. The light bulb
- 5.10. Casa Batlló
- 5.11. The DC electric motor
- 5.12. The impossible building
- 5.13. Special relativity
- 5.14. The structure of DNA
- 5.15. DNA
- a final word. part II. How to have great ideas, deliberately
- 6. The 'da Vinci problem'
- 6.1. Building on Koestler's Law
- 6.2. The helicopter that couldn't fly
- 6.3. The problem of the missing component
- 6.4. You might be a 'victim', now
- 6.5. Identify the missing component(s) as precisely as you can
- 6.6. Keep your eyes
- and ears
- open
- 6.7. Be patient
- 6.8. In conclusion
- 7. Emergence
- why some patterns are better than others
- 7.1. Emergence
- 7.2. Same components, different patterns
- 7.3. Not too little, not too much
- 7.4. Patterns within patterns
- 7.5. Emergence is often subjective
- 7.6. An enriched definition of creativity
- 8. Knowledge, experience, learning, and unlearning
- 8.1. Where are the Koestler's law 'components'?
- 8.2. Donald Hebb's theory of learning
- 8.3. The learning trap
- 8.4. Unlearning
- 8.5. Why is unlearning so difficult?
- 8.6. Hegel, and genetics
- 8.7. A brief pause...
- 9. How to have great ideas 'on demand'
- 9.1. InnovAction!
- 9.2. Step 1 : Define the 'focus of attention'
- 9.3. Step 2 : Individually and in silence, write down everything you know about the agreed focus of attention
- 9.4. Step 3 : Share
- 9.5. Step 4 : Then choose one feature, and ask 'How might this be different?'
- 9.6. Step 5 : Let it be...
- 9.7. Step 6 : ...and then, when that discussion runs out of steam, choose another feature and repeat steps 4 and 5
- 9.8. The nine dots puzzle revisited
- 10. InnovAction! in action
- 10.1. Ideas for games based on chess
- 10.2. Some things we know about chess
- 10.3. Ideas, ideas, ideas...
- 10.4. It really is as simple as that!
- 10.5. The central step
- step 4 : 'How might this be different?'
- 10.6. Different ways of being different
- 10.7. Some examples
- 11. Springboards and retro-fits
- 11.1. InnovAction! is not the only way to have idea 'on demand'
- 11.2. Some other springboards
- 11.3. Random words
- a retrofit
- 11.4. Some other retro-fits
- 11.5. Springboards and retrofits
- which to use?
- 12. Creativity workshops
- 12.1. Observation, curiosity and permission made real
- 12.2. The workshop themes
- 12.3. Who should participate?
- 12.4. How workshops are structured
- 12.5. The idea generation group briefs
- 12.6. Don't impose constraints on cost and resources
- 12.7. Creativity, not evaluation
- 12.8. Quantity, quantity, quantity
- 12.9. After the workshop
- 13. Creativity in science and engineering
- 13.1. What this chapter is about
- 13.2. Detecting gravitational waves
- 13.3. Building Nemo
- 13.4. Synthetic synapses
- 13.5. Biomimetic adhesives
- 13.6. The magic colouring sheet
- 13.7. Quantum entanglement, single-pixel cameras, and novel endoscopes
- 13.8. Keeping the UK's railways safe
- 13.9. The 'Medusa effect'
- 13.10. Mixing things up : ellipsometry and strong coupling
- 13.11. Reducing noise
- 13.12. How nanopatterns made it from a semiconductor facility to an artist's print room
- 13.13. Newton's rings and flat screens
- 13.14. Blue Plan-itª and Water ARCª
- part III. How to evaluate ideas, wisely. 14. Evaluation in context
- 14.1. Why wise evaluation is important
- 14.2. A very bad idea indeed
- 14.3. Not all ideas are good ones...
- 14.4. ...and even good ideas can be fiercely opposed
- 14.5. How do you, and your organisation, evaluate ideas now?
- 15. How to evaluate ideas wisely
- 15.1. Features of a wise evaluation process
- 15.2. An ideal process for wise evaluation
- 15.3. The half-way house
- 15.4. Wise evaluation, Edward de Bono's 'hats', and the importance of language
- 15.5. 'Evaluation lite'
- 15.6. And so to development and implementation
- part IV. Building an innovative culture. 16. What is 'culture'?
- 16.1. The Covid-19 vaccine miracle
- 16.2. Language
- 16.3. Observation, curiosity and permission revisited
- 16.4. The wider picture
- 'enablers' and 'motivators'
- 17. Enablers
- 17.1. Budgets
- 17.2. Funding
- 17.3. Managing development and implementation
- 17.4. The idea archive
- 17.5. Physical environment
- 17.6. Behaviours
- 18. Motivators
- 18.1. Reward and recognition
- 18.2. Performance measures
- 18.3. Training
- 18.4. The role of senior management
- 18.5. Embedding innovation in the day-job
- 18.6. So, what next?
- 19. Epilogue
- 20. Further reading.