Creative Innovation


Book Description

Recording artists, vocalists and those who work with them now have a guide to assist in professional development! Creative exploitation in the modern entertainment industry is complex and lacks foundational, agreed-upon pedagogies of success for creative professionals. As creatives engage a digitally-integrated society, they must constantly adapt and evolve. Through the expertise and content synthesis of Jusreall Music Group Global, LLC (JMGG), industry creatives can develop and sharpen their skills in general music production and artist business with topics like: poetic devices; vocal placement; health, lifestyle and coaching; effective sound checks; sound manipulation; branding; copyrights; registration; acting and self-taping; and more. With 50 synthesized mini-lessons and 13 explorations (applied activities) from scholar-practitioner MarQo "Jusreall" EdD-industry creatives, vocalists, recording artists, musicians, educational institutions, music companies and those who work with creatives have access to a wealth of knowledge that will benefit any 21st century professional in the music business.




Creative People Must Be Stopped


Book Description

A framework for overcoming the six types of innovation killers Everybody wants innovation—or do they? Creative People Must Be Stopped shows how individuals and organizations sabotage their own best intentions to encourage "outside the box" thinking. It shows that the antidote to this self-defeating behavior is to identify which of the six major types of constraints are hindering innovation: individual, group, organizational, industry-wide, societal, or technological. Once innovators and other leaders understand exactly which constraints are working against them and how to overcome them, they can create conditions that foster innovation instead of stopping it in its tracks. The author's model of constraints on innovation integrates insights from the vast literature on innovation with his own observations of hundreds of organizations. The book is filled with assessments, tools, and real-world examples. The author's research has been featured in the New York Times, Wall Street Journal, London Guardian and San Jose Mercury News, as well as on Fox News and on NPR's Marketplace Includes illustrative examples from leading organizations Offers a practical guide for bringing new ideas to fruition even within a previously rigid organizational culture This book gives people in organizations the conceptual framework and practical information they need to innovate successfully.




Creative Construction


Book Description

This myth-busting book shows large companies can construct a strategy, system, and culture of innovation that creates sustained growth. Every company wants to grow, and the most proven way is through innovation. The conventional wisdom is that only disruptive, nimble startups can innovate; once a business gets bigger and more complex corporate arteriosclerosis sets in. Gary Pisano's remarkable research conducted over three decades, and his extraordinary on-the ground experience with big companies and fast-growing ones that have moved beyond the start-up stage, provides new thinking about how the scale of bigger companies can be leveraged for advantage in innovation. He begins with the simply reality that bigger companies are, well, different. Demanding that they "be like Uber" is no more realistic than commanding your dog to speak French. Bigger companies are complex. They need to sustain revenue streams from existing businesses, and deal with Wall Street's demands. These organizations require a different set of management practices and approaches -- a discipline focused on the strategies, systems and culture for taking their companies to the next level. Big can be beautiful, but it requires creative construction by leaders to avoid the creative destruction that is all-too-often the fate of too many.




Creative Strategy


Book Description

William DugganÕs 2007 book, Strategic Intuition, showed how innovation really happens in business and other fields and how that matches what modern neuroscience tells us about how creative ideas form in the human mind. In his new book, Creative Strategy, Duggan offers a step-by-step guide to help individuals and organizations put that same method to work for their own innovations. DugganÕs book solves the most important problem of how innovation actually happens. Other methods of creativity, strategy, and innovation explain how to research and analyze a situation, but they donÕt guide toward the next step: developing a creative idea for what to do. Or they rely on the magic of ÒbrainstormingÓÑjust tossing out ideas. Instead, Duggan shows how creative strategy follows the natural three-step method of the human brain: breaking down a problem into parts and then searching for past examples to create a new combination to solve the problem. ThatÕs how innovation really happens. Duggan explains how to follow these three steps to innovate in business and any other field as an individual, a team, or a whole company. The crucial middle stepÑthe search for past examplesÑtakes readers beyond their own brain to a Òwhat-works scanÓ of what others have done within and outside of the company, industry, and country. It is a global search for good ideas to combine as a new innovation. Duggan illustrates creative strategy through real-world cases of innovation that use the same method: from Netflix to Edison, from Google to Henry Ford. He also shows how to integrate creative strategy into other methods you might currently use, such as PorterÕs Five Forces or Design Thinking. Creative Strategy takes the mystery out of innovation and puts it within your grasp.




Techno-Vernacular Creativity and Innovation


Book Description

A novel approach to STEAM learning that engages students from historically marginalized communities in culturally relevant and inclusive maker education. The growing maker movement in education has become an integral part of both STEM and STEAM learning, tapping into the natural DIY inclinations of creative people as well as the educational power of inventing or making things. And yet African American, Latino/a American, and Indigenous people are underrepresented in maker culture and education. In this book, Nettrice Gaskins proposes a novel approach to STEAM learning that engages students from historically marginalized communities in culturally relevant and inclusive maker education. Techno-vernacular creativity (TVC) connects technical literacy, equity, and culture, encompassing creative innovations produced by ethnic groups that are often overlooked. TVC uses three main modes of activity: reappropriation, remixing, and improvisation. Gaskins looks at each of the three modes in turn, guiding readers from research into practice. Drawing on real-world examples, she shows how TVC creates dynamic learning environments where underrepresented ethnic students feel that they belong. Students who remix computationally, for instance, have larger toolkits of computational skills with which to connect cultural practices to STEAM subjects; reappropriation offers a way to navigate cultural repertoires; improvisation is firmly rooted in cultural and creative practices. Finally, Gaskins explores an equity-oriented approach that makes a distinction between conventional or dominant pedagogical approaches and culturally relevant or responsive making methods and practices. She describes TVC habits of mind and suggests methods of instructions and projects.




Animal Creativity and Innovation


Book Description

Animal Creativity and Innovation explores theories and research on animal innovation and creativity, comparing and contrasting it with theory and research on human creativity and innovation. In doing so, it encompasses findings from psychology, biology, neuroscience, engineering, business, ecology, and education. The book includes examples of animal innovation in parrots, dogs, marine mammals, insects, and primates, exploring parallels from creative play in children. The book defines creativity, differentiating it from play, and looks at evolutionary models and neurological constructs. The book further explores applied aspects of animal innovation and creativity including tool use and group dynamics, as well as barriers to creativity. The final chapters look into how creative behavior may be taught or trained. Each chapter is followed by a commentary for integration of thoughts and ideas between animal and human research, behavioral and cognitive research, and theory and observation in real life. - Compares theory and research on animal and human creativity - Defines and differentiates creativity from play - Reviews applied creativity in tool use and social dynamics - Includes examples of animal creativity in multiple species




The Innovation Code


Book Description

Using vivid examples, this rigorous but highly accessible guide offers four steps to normalize conflict and channel it to develop breakthrough innovations that are both good for you and your customers. --




My Creative Space


Book Description

48 Techniques to Boost Your Creativity at Home, According to Science Creativity isn’t all in your head. Sometimes it’s in what's around you—especially when you’re at home. For over twenty years, scientists have been discovering connections between our physical surroundings and the creative mind. Written by a noted architect, My Creative Space is the first book to turn this rich trove of psychological research into practical techniques for shaping a home that will boost your creativity. Here’s a sampling of the techniques you’ll learn about: Which colors lead to peak creative performance How furniture affects idea flow Pros and cons of messy versus neat environments Optimal lighting and noise levels for achieving insights How memorabilia can break creative logjams Why ceiling height matters Which scents improve creative problem solving And more Illustrating the book's 48 techniques are over 200 high-quality photos of interiors from around the world, many the work of top-tier architects, designers, and creatives. Whether you pursue creativity for pleasure or profit, whether you’re a writer, entrepreneur, work in a creative industry, or simply enjoy doing creative things, this book will help you do them better. No prior expertise in design psychology required! *Winner, 2019 Gold Medal Award, Nonfiction Authors Association




The Creative Mindset


Book Description

“Jeff and Staney emphasize that small acts of creativity can have huge consequences and that ordinary people can do extraordinary things if they can see the opportunities in front of them.” —Mitch Jacobson, Executive Director, Austin Technology Incubator, UT Blackstone LaunchPad, University of Texas at Austin Nearly all of today's major innovation workshops and programs call on organizations to drive innovation. What they miss is that innovation comes from the personal creativity of individuals. And creativity doesn't require an advanced education or technical skills—all employees can be creative. Often, all they lack is a fitting mindset and the right skills. The Creative Mindset brings how-to advice, tools, and techniques from two master innovators who have taught and worked with over half of all Fortune 500 companies. Jeff and Staney DeGraff introduce six essential creative-thinking skills that can be easily mastered with limited practice and remembered as the acronym CREATE: Concentrate, Replicate, Elaborate, Associate, Translate, and Evaluate. These six skills, sequenced as steps, simplify and summarize the most important research on creative thinking and draw on over thirty years of real-world application in some of the most innovative organizations in the world. It's time to rethink the way we make innovation happen. Individual creativity is an immense untapped resource, and you don't have to be Beethoven to make a big difference. As the spirit of chef Gusteau proclaims in the Pixar classic Ratatouille, “Anyone can cook.”