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Creativity is playing an ever more important role in the success or failure of organizations in the global competitive economy. The field of engineering is no exception. The objective of this book is to satisfy this vital need, which has been covered very little elsewhere.The book, which assumes no prior knowledge, will be useful to many people including all kinds of professional engineers, engineering managers, graduate and senior undergraduate students of engineering, and researchers and instructors in engineering, psychology, and business administration. At the end of each chapter there are numerous problems to test readers' comprehension. The book also includes a comprehensive list of references directly or indirectly related to creativity in engineering.
Creativity is like an iceberg - the resulting new idea, or novel solution is only 10% of the effort. The other 90% is the complex interplay of thinking skills and strategies, personal and motivational properties that activate these skills and strategies, and the social and organizational factors of the environment that influence the creative process. Creativity in Engineering focuses on the Process, Person, Product, and Place to understand when and why creativity happens in the engineering environment and how it can be further encouraged. Special Features: - Applies findings in creativity research to the engineering arena - Defines engineering creativity and differentiates it from innovation - Discusses personality and motivational factors that impact creativity - Clarifies the role of creativity in the design process - Details the impact of thinking skills and strategies in creativity - Identifies the role the organization and environment plays in encouraging creativity - Discusses the 4P's of Creativity: Person, Product, Process, and Place - Provides tactics and tools that will help users foster creativity in engineering environments - Identifies how creativity results in innovative new solutions to problems - Applies creativity research and knowledge to the engineering space
The co-founder and longtime president of Pixar updates and expands his 2014 New York Times bestseller on creative leadership, reflecting on the management principles that built Pixar’s singularly successful culture, and on all he learned during the past nine years that allowed Pixar to retain its creative culture while continuing to evolve. “Might be the most thoughtful management book ever.”—Fast Company For nearly thirty years, Pixar has dominated the world of animation, producing such beloved films as the Toy Story trilogy, Finding Nemo, The Incredibles, Up, and WALL-E, which have gone on to set box-office records and garner eighteen Academy Awards. The joyous storytelling, the inventive plots, the emotional authenticity: In some ways, Pixar movies are an object lesson in what creativity really is. Here, Catmull reveals the ideals and techniques that have made Pixar so widely admired—and so profitable. As a young man, Ed Catmull had a dream: to make the first computer-animated movie. He nurtured that dream as a Ph.D. student, and then forged a partnership with George Lucas that led, indirectly, to his founding Pixar with Steve Jobs and John Lasseter in 1986. Nine years later, Toy Story was released, changing animation forever. The essential ingredient in that movie’s success—and in the twenty-five movies that followed—was the unique environment that Catmull and his colleagues built at Pixar, based on philosophies that protect the creative process and defy convention, such as: • Give a good idea to a mediocre team and they will screw it up. But give a mediocre idea to a great team and they will either fix it or come up with something better. • It’s not the manager’s job to prevent risks. It’s the manager’s job to make it safe for others to take them. • The cost of preventing errors is often far greater than the cost of fixing them. • A company’s communication structure should not mirror its organizational structure. Everybody should be able to talk to anybody. Creativity, Inc. has been significantly expanded to illuminate the continuing development of the unique culture at Pixar. It features a new introduction, two entirely new chapters, four new chapter postscripts, and changes and updates throughout. Pursuing excellence isn’t a one-off assignment but an ongoing, day-in, day-out, full-time job. And Creativity, Inc. explores how it is done.
This book provides the reader with the information they need to develop into a person who seeks creative opportunities and responds with elegant inventions. It is intended for young inventor and to all those who have the talent and the desire to invent.
Computational creativity is an emerging field of research within AI that focuses on the capacity of machines to both generate and evaluate novel outputs that would, if produced by a human, be considered creative. This book is intended to be a canonical text for this new discipline, through which researchers and students can absorb the philosophy of the field and learn its methods. After a comprehensive introduction to the idea of systematizing creativity the contributions address topics such as autonomous intentionality, conceptual blending, literature mining, computational design, models of novelty, evaluating progress in related research, computer-supported human creativity and human-supported computer creativity, common-sense knowledge, and models of social creativity. Products of this research will have real consequences for the worlds of entertainment, culture, science, education, design, and art, in addition to artificial intelligence, and the book will be of value to practitioners and students in all these domains.
Why are some organizations more creative than others? What sets innovative, high-performing organizations apart? Can creativity and innovation be learned and enhanced? The answer to the last question, say creativity experts Nancy Napier and Mikael Nilsson, is a resounding yes. And with general consensus that creativity and innovation drive business growth, fostering creativity couldn't be more important. In The Creative Discipline, Napier and Nilsson illustrate six key factors that power creative, high-achieving organizations, and they provide managers with guidelines for incorporating those factors into their own companies. Business people will learn how innovative organizations get superior results from employees not just through disciplined methods of thinking, but also through free-flowing work spaces and work practices that help supercharge the imagination. Combining research on creative organizations in several sectors, this book argues that innovative organizations known for doing things differently (and profitably) approach creativity and innovation in similar, disciplined ways, regardless of industry or field. That discipline fosters new ideas, solutions, and approaches, and it ensures that the flow of creativity is constant. The Creative Discipline demonstrates that: -Innovative, high-performing organizations have three disciplines in common: (1) within discipline mastery, (2) out of discipline thinking, and (3) a disciplined process that leads to innovation. -Innovative organizations also have three factors that strengthen the creative disciplines: faces (creative entrepreneurs, leaders, and teams); places (the physical and organizational infrastructure that is reflected in offices, buildings, and location); and traces (elements that act as catalysts for creativity—the culture, networks, and policies that support creative and innovative endeavors). The book explains each factor for creative success in detail. Best, Napier and Nilsson show creativity and innovation at work in a range of sectors from sports to software to theater and contemporary circus. They also show how innovative practices in developed countries like the U.S. and Sweden compare to those in developing countries like Vietnam. Companies can learn to innovate and in the process reap benefits like higher sales and profits, greater productivity—while regaining a valuable element missing in so many workplaces: fun.
This proven and internationally recognized text teaches the methods of engineering design as a condition of successful product development. It breaks down the design process into phases and then into distinct steps, each with its own working methods. The book provides more examples of product development; it also tightens the scientific bases of its design ideas with new solution fields in composite components, building methods, mechatronics and adaptronics. The economics of design and development are covered and electronic design process technology integrated into its methods. The book is sharply written and well-illustrated.
This book brings together over 1,100 quotes pertinent and illuminating to engineering, technology and architecture. It includes extensive author and subject indexes for locating quotations. The book can be read for entertainment or used as a handy reference by students and professional engineers.
This book offers a platform for engineering educators who are interested in implementing a “creative ways of knowing” approach to presenting engineering concepts. The case studies in this book reveal how students learn through creative engagement that includes not only design and build activities, but also creative presentations of learning, such as composing songs, writing poems and short stories, painting and drawing, as well as designing animations and comics. Any engineering educator will find common ground with the authors, who are all experienced engineering and liberal arts professors, who have taken the step to include creative activities and outlets for students learning engineering.