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Design thinking role in process of solving creative projects

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dc.title Design thinking role in process of solving creative projects en
dc.contributor.author Soukalová, Radomila
dc.relation.ispartof Proceedings of the 30th International Business Information Management Association Conference, IBIMA 2017 - Vision 2020: Sustainable Economic development, Innovation Management, and Global Growth
dc.identifier.isbn 978-0-9860419-9-0
dc.date.issued 2017
utb.relation.volume 2017-January
dc.citation.spage 5157
dc.citation.epage 5169
dc.event.title 30th International Business Information Management Association Conference - Vision 2020: Sustainable Economic development, Innovation Management, and Global Growth, IBIMA 2017
dc.event.sdate 2017-11-08
dc.event.edate 2017-11-09
dc.type conferenceObject
dc.language.iso en
dc.publisher International Business Information Management Association (IBIMA) en
dc.subject creative project en
dc.subject design process en
dc.subject design thinking en
dc.subject gamification en
dc.subject support creativity en
dc.description.abstract The article provides insights into the creative approach to innovation. It shows ways how to encourage creativity and invention at art-oriented faculty students. The essence of this new approach is the common project assignment for all students, sequential observation of partial results and subsequent presentation of selected and completed projects, e.g. at exhibitions; domestic and also abroad. The common assignment goal was to gain experience with process and implementation of design thinking process and to support creative thinking. Presented research process demonstrates whether this is an effective element in educational process and its results are studied and described below. The researches were focused on monitoring the design thinking process within the creative project development, i.e. from the assignment - brief, through individual creative art process to individual outputs in order to identify specific problems of design thinking process. An integral part consists in design process comparison at the studios and finding answers to the research queries. Presented conclusions are also a recommendation for a new common project assignment with the main topic "Game as a human being stimulus" and its three sub-topics "Game as an integral part of child's life", "Game as an integral part of human life" and "Game as an inspiration and motive". © 2017 International Business Information Management Association IBIMA. All Rights Reserved. en
utb.faculty Faculty of Multimedia Communications
dc.identifier.uri http://hdl.handle.net/10563/1007946
utb.identifier.obdid 43877891
utb.identifier.scopus 2-s2.0-85048607387
utb.identifier.wok 000443640503131
utb.source d-scopus
dc.date.accessioned 2018-07-27T08:47:25Z
dc.date.available 2018-07-27T08:47:25Z
utb.contributor.internalauthor Soukalová, Radomila
utb.scopus.affiliation Tomas Bata University in Zlín, Czech Republic
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