Immersive Technologies to Accelerate Innovation. Simon Richir

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Название Immersive Technologies to Accelerate Innovation
Автор произведения Simon Richir
Жанр Экономика
Серия
Издательство Экономика
Год выпуска 0
isbn 9781119887287



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      Table of Contents

      1  Cover

      2  Title Page

      3  Copyright

      4  Foreword

      5  Acknowledgments

      6  Preface

      7  Introduction

      8  1 Innovation Management: Issues and Key Points for a Vital and Strategic Process 1.1. A question of survival 1.2. The blue ocean strategy 1.3. Open innovation 1.4. Technical and human issues from ideation to design

      9  2 Creativity and Cognition: Factors and Biasesof Mental Processes Involved in Creative Activities 2.1. The creativity process 2.2. The factors of individual creativity 2.3. Creativity and personality 2.4. The factors of organizational creativity 2.5. Cognitive biases and creativity

      10  3 Physical and Virtual Environments and their Influence on Creativity 3.1. Physical environment of creation 3.2. Virtual creation environment

      11  4 User-Centered Innovation Methods: Design Thinking, Double Diamond, Lean UX and Time to Concept 4.1. Design Thinking 4.2. The Double Diamond 4.3. Lean UX 4.4. The Time to Concept method

      12  5 Some Creative Problem-Solving Methods: TRIZ, C-K, CPS, Design Sprint 5.1. The TRIZ method 5.2. The C-K theory 5.3. Creative Problem Solving 5.4. Design Sprint 5.5. Lateral thinking 5.6. Synectics 5.7. Detour techniques 5.8. Discovery matrices

      13  6 All-Terrain Ideation Techniques: Brainstorming, Brainwriting, Brainsketching, Bodystorming and Immersive-Storming 6.1. Brainstorming 6.2. Brainwriting 6.3. Brainsketching 6.4. Bodystorming 6.5. Immersive-storming

      14  7 Immersive Tools for Every Innovative Situation 7.1. Design in virtual reality 7.2. Co-design in virtual reality 7.3. Types of immersive applications for creativity 7.4. Choosing the right creativity tools 7.5. Immersive tools for innovation project stages

      15  8 A Successful Immersive Experience for More Creativity 8.1. The experience of immersed users 8.2. The creative’s user experience

      16  Conclusion

      17  References

      18  Index

      List of Illustrations

      1 Chapter 1Figure 1.1. It is essential to train in methods to improve the innovation process, to protect ideas, to have a dedicated place and to train teams in ideation methods. For a color version of this figure, see www.iste.co.uk/fleury/innovation.zipFigure 1.2. Model of the upstream phase of design based on Dorta’s (2004) phases and Goldschmidt’s (1992) categories of sketches. For a color version of this figure, see www.iste.co.uk/fleury/innovation.zipFigure 1.3. Time2Teach: virtual reality tool for quickly and simply creating video animations, 3D or virtual environments to illustrate, for example, a mechanical operation, and also to create visual representations of flows (here, for example, air flows). For a color version of this figure, see www.iste.co.uk/fleury/innovation.zipFigure 1.4. Example of a collaborative work situation with augmented reality flow visualization (created with the Time2Teach virtual reality tool) on a tangible air filter, using a Hololens headset and a tablet. For a color version of this figure, see www.iste.co.uk/fleury/innovation.zip

      2 Chapter 2Figure 2.1.