• Home
  • About the Analogy and Creativity Blog
    • Cynthia Sifonis’s Blogging Philosophy
    • Frank Chen’s Blogging Philosophy
  • Structured Analogy Consultants
    • Research
    • Workshops

Creativity & Analogy Blog

A Structured Analogy Consultants Weblog

Feed
  • Learning by playing video games

    Aug 14th 2008

    By: C_Sifonis

    No comments

    Today I read an interesting article in Wired by Clive Thompson. In it he makes some observations about the Creature Creator in EA’s soon to be released and long awaited simulation game – Spore. Specifically, he points out that the Creature Creator is fun, easy and is also – essentially – a 3-D design package.  By making Creature Design fun to play “Spore’s Creature Creator is de-skilling 3-D design”

    This is not the first time a video game has taught us something. Clive argues that playing video games made the learning curve extremely shallow for learning the skill of how to use a mouse (a physical device)  to navigate our computer system (a virtual system).  It did so to such an extent that regular computer users feel as if such a skill is inherently intuitive.  It isn’t.  Anybody who has watched a 2 year old play with video game controls without realizing that those controls are making things happen on the screen has seen this non-intuitiveness in action.  The same is true of anyone who has had the pleasure (?) of leading a complete computer novice through their first interaction with a computer OS.

    Recently there has been a growing realization that playing video games can potentially  be both fun and a valuable learning experience.  One instance that quickly comes to mind is the team building and management skills acquired running guilds and leading teams of adventurers conducting large-scale raids in World of Warcraft. In fact, acquiring and managing resources (key components in most MMORPGs) are familiarizing a generation of gamers with database management.  Many of these games also have some form of marketplace where loot picked up while adverturing can be bought and sold.  These marketplaces are economies in microcosm governed by the laws of supply and demand.  Players quickly learn to hold on to their more vauable loot until there are more people wanting to buy the loot then there are people selling it.  They also learn that the best time to buy is when there is a glut in the market. Trying to teach these concepts and skills to preteens and young adults in the classroom is a painful process for both sides.  However, in the context of a videogame, learning is a side effect of playing a game.  The lessons learned aren’t any less valuable or valid for having been acquired in such a fashion.

    Why the growing realization now when video games have been around for over 20 years? I believe it is because of the growing complexity of those games.  Early video games taught little more than hand-eye-machine skills. However, as gaming technology progressed with each generation of games building upon the code of previous generations, the games became not only more complex but also more realistic.  History simulators actually teach history. Flight simulators actually teach the dynamics of flight. And, with MMORPGs being provided with complexity via the social interactions of thousands of actually humans, players are able to learn and explore social and cultural dynamics in microcosm.

    Spore promises to up the ante in this regard.  Spore simulates everything from creatures to cities to civilizations.  In doing so, it promises to provide it’s players with more than 3-D design familiarity.  It also has the ability to increase their understanding of the principles of evolution, increase their creativity (more on this in another post), and their appreciation of biology.

    Shh!  Don’t tell the kids

    General, Innovation

    creativity and innovation, video games

  • Thought Provoking Analogy and Creativity Research Results

    Jul 10th 2008

    By: C_Sifonis

    No comments

    Here at Structured Analogy Consultants, we are constantly seeking to refine and enhance our methodology for using analogy for product and process development.

    One of the ways we do this is through experimentation. We typically have undergraduates at Oakland University participate in our analogy experiments in exchange for course credit. These undergraduates are taught how to use analogy to generate ideas. They are then provided with a target domain (solving the parking problem on campus) they are familiar with and very motivated to provide solutions for. We then manipulate various factors that affect analogical reasoning such as the source domain being used (e.g., parking at the mall) or the mapping between domains (e.g., map the similarities between domains). We then assess the solutions generated by the research participants to determine which conditions yield the most creative solutions.

    One of the issues we have had to deal with in these analogy and creativity experiments is how to assess the “creativity” of the results.

    As I have mentioned in another post, the definition of what should could as a creative solution to a problem is a matter of great debate. At SAC, we lean towards the viewpoint that a creative solution to a problem is one that is both novel and appropriate (i.e., it solves the problem).

    Consequently, in our experiments we assess the novelty of each solution (how many people in the experiment generated that solution) and the practicality of the solution (generated by having a group of individuals rate the practicality of the solution on a scale from 1 – 10 where 10 = very practical). Our measure of the creativity of the solution is the average of that solution’s practicality and novelty scores. By this measure the most creative solutions are those that are both very novel (generated by few people) and very practical. We call this our “objective” measure of creativity. Read More

    Creativity, Research

    Analogy, Creativity, Research

  • A Baseball Analogy for Thinking About Innovation

    Jun 14th 2008

    By: Frank Chen

    No comments

    This article by Scott Anthony at Harvard Business Weekly Publishing is a wonderful example of using analogy for communicating about innovation. The analogy used in the article is between the Major League Baseball draft and the way a company manages innovation.

    Because the analogy and its use for innovative thinking is presented so well, I am going to go all recursive on you and use the article as a showcase of the right ways of using analogy for innovation and for communicating about innovation.

    Read More

    Analogy, Communication, Innovation

    Analogy, inference, Innovation, knowledge, process

  • The sound of one hand clapping

    Jun 13th 2008

    By: C_Sifonis

    No comments

    I StumbledUpon the OneWord website yesterday. The site gives you a single word (“Daisy” or “Substance”) and you have 60 seconds to write something, anything about that one word.

    Once you submit your answer, you can then review what other visitors to the site submitted for that word.

    I actually thought it was a pretty creative website. Maybe it was intended to get the creative juices flowing or to help snap a person out of writer’s block. If so, it was unique in that most techniques like this to enhance creative writing or innovation have a person combine two or more random words/concepts and then explore the combination. Read More

    Conceptual Combination, Creativity, Innovation

    Conceptual Combination, Creativity, Innovation

  • Creative Advertising: Flogos

    May 7th 2008

    By: C_Sifonis

    No comments

    Well, this certainly counts as creative advertising.
    The idea is that companies can rent the “Flogo” machine for about $3,500 a day and waft little corporate logos into the sky at the rate of about one every 15 seconds.
    The little logos will fly as far as 30 miles and as high as 20,000 feet.
    Because they are little more than soap bubbles (it is the “little more” that worries me here) they are supposed to be environmentally friendly.
    As I said, I think this is a creative way to advertise but I’m not thrilled about the thought of the sky being filled with little corporate logos everywhere I look.

    clipped from news.wired.com

    AP Photo

    Francisco Guerra, who’s also a former magician, developed a machine that produces tiny bubbles filled with air and a little helium, forms the foam into shapes and pumps them into the sky.

    blog it

    Advertising, Creativity, Innovation

    Advertising, Creativity, Innovation

    • <
    • 1
    • 2
    • 3
    • 4
    • 5
    • 6
    • ...
    • 8
    • >
  • Creativity And Analogy Blog Admin

    • Log in
    • Entries RSS
    • Comments RSS
    • WordPress.org
  • Recent Posts

    • 8-bit video game movie by Patrick Jean
    • Distance makes the heart grow….more creative?
    • The multimedia college application
    • Science Blogging and Dissemination of “truth”
    • Dogs of a Feather Flock Together?
  • Hot Topics

  • Creativity Researchers

    • Harga-Blog
    • James Kaufman
    • Mark Jung-Beeman
    • SAC Consultants
    • Steve Smith
    • Tom Ward
  • Innovation

    • Business Analogy Blog
    • Creativity and Innovation
    • Stephen's Blog
  • Art and Design

    • ProjectPIXL
    • Steampunk Workshop
    • Wondermark
  • Tagged

    Advertising analogical mapping Analogy Apple bad analogy China classical creativity cognitive approach commercial Communication Conceptual Combination Conceptual Expansion creative cognition approach creative computers Creative Objects creative personality Creativity creativity and innovation creativity definitions EDS commercial Education humor inference Innovation knowledge mailbox mapping media novelty Organizational Creativity problem solving process Research romantic creativity Science sculpture social networking source domain structure target domain technological innovation Turing Test value video games Weisberg

© Copyright Creativity & Analogy Blog. All rights reserved.

Theme designed by Nischal Maniar