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Since creativity and technology are considered as the cores of development and innovation in our age. Therefor it is important to have a better understands of the role and impacts of digital technologies on human’s creativity and its end product. In order to do so, I tried to answer the following questions; A) Do technology really expands, aids, and creates creativity? B) Do they both have contradicting conceptions? In short, I am trying to examine the impact of the usage of digital technologies on the creativity of humans in design. In trying to do so, I have implemented a qualitative method based mainly on logical interpretation and review of literature. As a conclusion, I found that creativity in the first place relays on the creative person, not on the technology. And that technology may help only in expressing creativity, but not creating it. Also there are conceptual contradictions between them. Finally, I can say that: considering technological thought as the primer thought mode of our age as peters argued (Peters, 2000) is crucial enough to threat peoples’ creativity.
Creativity and Innovation Management, 2000
The paper focuses on the rapid development of the digital culture and the challenges it imposes to human creativity. It analyses e-learning, digital entertainment, digital art and the issues of creativity and improvisation. It also presents a classification of the levels in the creative structure including hardware and software tools; product developers; creators and end users. Special attention is paid to the advantages of the new digital culture and the responsibilities of all people who create it or use it. We conclude that more attention should be paid to the threats and to ways of boosting positive creativity in the various fields of application of information and communication technologies.
ADRRI JOURNAL OF ENGINEERING AND TECHNOLOGY, 2020
Art educators and the stakeholders in allied industries have expressed concern about the deficiency of creativity among art and design students in the classroom. Considering such circumstances, many design students in the tertiary institutions are finding it difficult to apply the techniques of ICT into meaningful and accomplished learning and creative activities. In light of this, the study seeks to explore the influence of ICT on creativity. The aim of this study therefore is to evaluate the impact, perception and attitude of students towards the use of ICT on creativity. The study design employed a qualitative research approach where, based on purposive sampling method, students pursuing the Communication Design programme, were selected for the study. This was because students in this programme were often involved in using ICT to develop creative designs. Simple random sampling was employed to administer questionnaire to 150 students from the four-year groups in the Department of Communication design who had taken part in design projects and assignments one way or the other. The results from the study indicated that majority of students had no much idea about the use of ICT on creativity. It is
Encyclopedia of Educational Innovation, 2019
This book chapter explores the connection between creativity and digital technologies, including digital futures. It offers an overview and a critical study of key ideas in this research areas and positions ideas about creativity historically.
mb, 2019
an interesting debate of how the technology has influenced creativity
European Journal of Open, Distance and E-Learning
This work deals with the topic of creativity understood as a complex path carried out along all lifetime and that cannot be attributable to the mere accumulation of concepts. The changing social scenario promotes the dimension of the possible, the nonlinearity, the overcoming of preestablished trajectories of knowledge by triggering processes of meta-knowledge and metarepresentation, a dimension in which the creative mind finds a breeding ground. The work explores the relationship between technology and creativity in consideration of the peculiar segment, the artistic one, where with greater evidence the work of the creative is unfolded.
Creativity and Innovation Management, 2010
Technology may be considered as an interface between individuals and the products they create, but we have to determine whether the use of new systems effectively enhance individuals' creative activities. In this paper, we present a new angle of reflection that we illustrate in the field of creative design, since it is a constant challenge for designers to introduce creativity in the projects they work on. The approach we propose is centred on designers' cognitive processes. We argue that both the development of new CAD (computer-aided design) systems and their assessment should be conducted on the basis of a deep understanding of designers' cognitive processes. In accordance with this view, we present three empirical studies that were conducted in order to analyse the impact of new design support systems on designers' cognitive processes. Therefore, the results we present contribute to further our knowledge of whether new CAD technologies effectively facilitate designers' activities and enhance their creativity.
This paper began a panel session on the nature of Creativity and Technology - in this case within the Digital Domain - and was a stochastic exploration of Right Brain/Left Brain behaviour in the construction of images. This closely followed the ideas of both David Hockney as described in his book, Secret Knowledge and Professor Ian McGilchrist as described in his book, ‘The Master and his Emissary’. I also touched upon Thomas Crow’s discussion about the effects of the Frankfurt School in its promotion of interpretive though as a means of evaluating art which he developed in his book: The Intelligence of Art.
MCCSIS Conference 2015 Proceedings, 2015
In this paper we dwell upon the effect that Information Society at large, and the use of ICT technologies in particular, have on the ability of humans in generating new ideas through a creative thinking process. In order to ground our discussion onto scientific terms, we first describe a general model of the creative thinking process, the DIMAI model, which identifies the main mental states occurring in the mind of the creative thinker: drive and focus definition, information gathering, movement from idea to idea, assessment, and implementation. We then move on to discuss the facilitators and inhibitors introduced by ICT technologies onto these five mental states, as well as on the overall process, and we show that there are numerous nuances and specificities on both sides, such as the impact of virtual worlds, self-authoring tools, hyper-connectivity, reduction of attention span, protection of intellectual property. Therefore, the conclusion is that there are many positive as well as negative implications, but without any doubt we can state that the impact of ICT on humans creativity is very significant. The future evolutions of technology are certain to bring even further implications, including the birth of the creative process for a global distributed brain.
This thesis is an exploration of the relationships that potentially exist between technology and creativity with the purpose of addressing one of the greatest conundrums in the classroom, namely, the nurture, assessment, and evaluation of creativity in a technologically rich environment. Addressing those relationships is believed to be the first step toward solving problems inherent of pedagogy, but must be preceded by a shared (i.e., general) understanding of both phenomena. It is believed, however, that the development of an understanding is constrained by the theoretical gap that exists between viewing the general natures of those phenomena. Existing studies on technology and creativity, both quantitative and qualitative, have resulted in an increase in knowledge that is principally ‘particular’ and brimming with variables. The abundance of particular knowledge, however, conceals the possibility of a ‘general’ theory that may reveal the essential characters of either phenomenon. Touching on historical research and problems inherent of pedagogical means that focus on technology or creativity, the writer attempts to demonstrate the need for a theoretical understanding. Moreover, a personal narrative is interwoven to reveal several troublesome dialogues (i.e., constructivism and postmodernism) that impede further research in creativity and technology. McLuhan’s inherent notions of medium and message offer a new lens from which to view media generally and, as such, may serve to address the classic paradoxes of dualities: mind/body, concrete/abstract, percept/concept, theory/praxis, and figure/ground. Additionally the significance of the work undertaken by L.S. Vygotsky and his student, A.R. Luria on language and cognition is reviewed. From that perspective, a metaphorical comparison is made to technology and creativity, respectively. The core relationship between technology and creativity is philosophically interpreted, if not the same as, similar to the relationships arising from such paradoxes as medium/message and art/science.
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