Chapter 12: Creative Programming Flashcards

1
Q

constant demand for

A

new products and services, and innovative methods for implementing them

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2
Q

top 5 sources for new program ideas include

A
  1. citizen suggestions
  2. media
  3. other agency brochures
  4. needs assessments
  5. creativity sessions
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3
Q

a change in any one 6 key elements results in

A

a new program

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4
Q

a program is new if its

A

patron has not previously experienced it
new means new to the patron group not necessarily the programmer, staff or world

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5
Q

what facilitates the creative process

A

having a good definition of the problem or well-developed program design outcomes

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6
Q

creativity and innovation occur as the

A

cumulative result of activity conducted in four phases: problem definition, generation of approaches, exploration and interpretation, innovation

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7
Q

what should lead to creative, novel ideas

A

the first three phases - problem definition, idea generation, and interpretation of ideas
programmer must transform into something tangible and useful

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8
Q

innovation is

A

verifying the applicability of new ideas generated for solving the program design problem and experimenting with methods of implementing them

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9
Q

entire creative process is constrained by

A

known limitations of the program (any of 6 key elements)

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10
Q

4 phases of the creative process

A
  • problem definition
  • generation of approaches
  • exploration and interpretation
  • innovation
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11
Q

phase 1

A

problem definition

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12
Q

goal of problem definition

A

to develop a statement of the problem
the difference between the way things are and the way the programmer believes they ought to be or desires them to be in the future

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13
Q

what questions are asked in phase 1 when programmers trying to understand underlying problems

A

what is known? what is unknown? what assumptions underlie the problem?

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14
Q

what may they analyze during phase 1

A

other data including needs assessments, market studies, observations of successful and unsuccessful program operations and other similar sources

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15
Q

once all info gathered in phase 1

A

must be analyzed to determine the ultimate problem
programmers use different techniques to further understanding of problem

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16
Q

what is one way to further understand problem

A

through trying to unlearn
removing mental blocks that keep us from seeing things in a new way

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17
Q

how do programmers unlearn something

A

use techniques that force them to look at things in a new way by changing the question, using different words to ask same question, or denying there is a problem in the first place

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18
Q

what is critical to finding the best solution

A

having a good understanding of the problem

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19
Q

final phase is to

A

write a statement of the problem

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20
Q

what should these statements be written up with

A

fewest restrictions possible and thus enhance, rather than inhibit the generation of novel approaches

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21
Q

good problem statement example

A

to develop a 1 week special event to serve as the finale of a summer sports camp for boys and girl 8-12 years old

22
Q

better problem statement

A

to develop a program for working mothers with children 1-3 years of age to provide them with quality interaction time with their children

23
Q

why is better problem statement better

A

leaves most room for creative discovery and innovation because it is a less specific problem statement

24
Q

phase 2

A

generation of approaches

25
Q

goal of phase 2

A

to generate novel approaches
some of the key creative efforts include to be impractical and irrational, to be playful, to suspend judgment and facilitate a free flow of imagination, and to relax and spend time

26
Q

different techniques for phase 2

A

matrix analysis
brainstorming
letting our minds wander
analogies

27
Q

matrix analysis

A

3-D matric that shows the programmer, through logical extension , where to look for new program ideas

28
Q

how does matrix analysis do

A

cross tabulating life cycle stages, program formats, and activity types, the programmer documents existing services and concurrently identifies voids to be filled with new services

29
Q

brainstorming

A

used for generating a large number of ideas

30
Q

letting our minds wander

A

setting time aside for the mind to wander completely and to be free of the conceptual discipline imposed by analytical and linear thinking techniques

31
Q

analogies

A

require the programmer to find a correspondence between dissimilar things by thinking in a way that makes the familiar strange and the strange familiar

32
Q

examples of analogies

A

how would superman develop the program? how might a surgeon approach the program

33
Q

phase 3

A

exploration and interpretation

34
Q

goal of phase 3

A

to synthesize the approaches generated in phase 2 into an acceptable solution

35
Q

how does programmer accomplish goal of phase 3 exploration and interpretation

A

by exploring and interpreting the feasibility of the ideas generated in the previous phase for solving the programming problem

36
Q

creative efforts in phase 3 requires programmers to

A

rearrange ideas to make seemingly diverse elements converge

37
Q

what may be useful for contemplating phase 3

A

various types of analogies and projective imagery

38
Q

method involves the programmer using analogical positions in phase 3

A

to shift the context of an experience to test the applicability of approaches

39
Q

analogical positions include

A

personal analogy
direct analogy
symbolic analogy
fantasy analogy

40
Q

personal analogy

A

place yourself at center of program and identify how each novel approach would contribute to your leisure experience in a program
how might paradoxes, problems or conflicts be combine and resolved

41
Q

direct analogy

A

draw a direct comparison to another event

42
Q

symbolic analogy

A

try to find the symbolic essence of the approaches

43
Q

fantasy analogy

A

can go beyond objective reality, what would the program be like if operated for the flintstone family? what would a star wars production program be like

44
Q

after giving these analogies your best effort what do programmers do

A

flip and get dissatisfied with everything
change it all to see what happens
adapt, modify, magnify, minify, substitute, rearrange, reverse, or combine concepts

45
Q

phase 4

A

innovation

46
Q

goal of phase 4: innovation

A

to be innovative and shape the proposed solution into a feasible program

47
Q

what does design thinking of phase 4 encourage

A

prototyping solutions so that the programmer can test them

48
Q

the programmer can “test” their programs by

A

vicariously experiencing the program step-by-step as if participating in it, seeing it, touching it

49
Q

how do pprogrammers imagine themselves not as designers but as participants

A

through projective imagery

50
Q

what does the programmer have to ensure about the solution

A

that it solves the original problem for it to be a success