Glossary Flashcards

1
Q

Adaptability

A

Ability for the system to be changed by endogenous influences.

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2
Q

Addition bias

A

Tending to only see the opportunities to improve a situation by adding more things, rather than removing things.

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3
Q

Agility

A

Ability for the system to change rapidly (in response to endogenous or exogenous influences).

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4
Q

Alone-together-alone brainstorming

A

A recommended structure for conducting brainstorming sessions, where individuals work by themselves before and after group work.

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5
Q

Alternative uses task

A

A task in which people are asked to think of alternative uses for an object.

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6
Q

Analogy

A

A similarity in the structure of relations in one domain and another.

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7
Q

Authority bias

A

Tending to give more emphasis to the opinions of those in authority (also called the ‘HiPPO effect’ – Highest Paid Person’s Opinion).

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8
Q

Bias

A

Tending to believe that you are less susceptible to cognitive biases than other people are (also called the ‘bias blind spot’).

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9
Q

Brainstorming

A

A process of group idea generation operating under a set of guidelines. Originally described by Alex Osborn.

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10
Q

Cognitive abilities

A

The low-level thinking skills that people use (for example, deduction and abstraction).

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11
Q

Cognitive biases

A

The systematic trends or errors that can be observed in people’s thinking (for example, during idea generation or decision making).

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12
Q

Complex systems

A

Systems that are chaotic or unpredictable.

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13
Q

Confirmation bias

A

Tending to only notice information that supports your prior beliefs, and ignoring or de-emphasising other information.

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14
Q

Conformity bias

A

Tending to give more emphasis to the opinions or actions of others, leading to conformity (also called the ‘bandwagon effect’).

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15
Q

Convergent thinking

A

Evaluating and selecting from a variety of ideas to identify a subset for further consideration.

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16
Q

Creative confidence

A

The implicit or explicit belief that an individual or group have in their creative abilities and prospect of developing those further.

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17
Q

Creative context

A

The situation within which creative work takes place (for example, an organisation).

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18
Q

Creative culture

A

A social ‘atmosphere’ within a group or organisation that encourages and supports creative work.

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19
Q

Creative process

A

A sequence of activities that collectively result in creative outcomes (for example, problem definition, idea generation and solution development).

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20
Q

Creative tools

A

Specific codified approaches to assist with the creative process.

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21
Q

Creativity

A

The quality attributed to those who produce novel and useful ideas. Sometimes the ideas are additionally required to be surprising, elegant or humorous.

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22
Q

Demonstrated vulnerability

A

A process by which people have their own susceptibility to some specified risk (for example, fixation) revealed to them.

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23
Q

Design

A

The process of planning and representing opportunities for problem resolution. The word ‘design’ is used this way as a verb, but also as a noun to refer to the output of a design process, such as a sketch or an object.

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24
Q

Design thinking

A

A practice of engaging with problems as though they are design problems that can be explored, prototyped and tested. A special emphasis is often placed on stakeholder engagement.

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25
Q

Design thinking

A

The application of a set of creative perspectives, principles and practices. These often have their origins in the design disciplines (especially product design) but are applicable much more broadly, for example, to business problems and social problems.

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26
Q

Difficult (ill-defined, wicked) problems

A

Problems that are hard to understand, have no known method of resolution and where the success criteria are not agreed.

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27
Q

Divergent thinking

A

Generating a variety of ideas from a stimulus (such as a problem statement).

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28
Q

Elaboration

A

The extent to which the ideas produced during divergent thinking are detailed and developed.

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29
Q

Electronic brainstorming

A

Brainstorming performed using computers and other smart devices. May be synchronous or asynchronous.

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30
Q

Emergence

A

Where a system exhibits behaviours that aren’t visible at the level of the components.

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31
Q

Empathy map

A

A visual representation of the relevant experiences of stakeholders.

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32
Q

Endogenous

A

Causes or perturbations originating from inside the system.

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33
Q

Environment

A

Everything outside the system boundary of interest.

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34
Q

Exogenous

A

Causes or perturbations originating from outside the system.

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35
Q

Extensibility

A

Ability for the system to provide new features or functionality.

36
Q

False consensus bias

A

Tending to overestimate the extent to which other people agree with you (also just called ‘consensus bias’).

37
Q

Familiar function bias

A

Tending to imagine that objects can only do the things that you know they normally do, rather than also doing other things (also called ‘functional fixedness’).

38
Q

Familiar process bias

A

Tending to only see the possibilities for applying methods that have worked for you before, and not recognising the opportunities for other methods (also called ‘mental set’ or ‘the einstellung effect’).

39
Q

Familiar solution bias

A

Tending to repeat the features of an existing solution when trying to generate new solutions (also called ‘design fixation’).

40
Q

Far (distant) analogies

A

Analogies that are drawn from domains that are superficially dissimilar to the one being considered.

41
Q

Flexibility

A

Ability for the system to be changed by exogenous influences. / The variety and (or diversity) of ideas produced during divergent thinking.

42
Q

Fluency

A

The quantity of ideas produced during divergent thinking.

43
Q

General thinking approaches

A

A range of high-level techniques that tend to cluster within specific disciplines or practices (for example, visual thinking, systems thinking and design thinking).

44
Q

Graphic elicitation

A

A technique for obtaining information from people through sharing full or partial diagrams with them.

45
Q

Idea generation

A

A process of producing ideas, typically ideas for solutions (during divergent thinking activities).

46
Q

Idea manipulation

A

A process of modifying existing ideas to generate alternatives.

47
Q

Innovation

A

The implementation or application of creative ideas. We sometimes hear reference to ‘innovative ideas’ which really just means creative ideas.

48
Q

Interoperability

A

Ability for the system to interact with other systems.

49
Q

MECE

A

An acronym for ‘Mutually Exclusive and Collectively Exhaustive’, a description of the characteristics of a classification scheme.

50
Q

Metacognition

A

Thinking about thinking (often divided into abilities to recognise current modes of thinking and change to other modes of thinking).

51
Q

Modes of thinking

A

The low-level thinking skills that people use (for example, deduction and abstraction).

52
Q

Near (close) analogies

A

Analogies that are drawn from domains that are superficially similar to the one being considered.

53
Q

Originality

A

The degree to which the ideas produced during divergent thinking are different to others people’s (either in a group or in the world).

54
Q

Problem

A

A difference between how you want things to be and how they are.

55
Q

Problem abstraction

A

The process of considering problems in increasingly general terms to remove assumptions about solutions.

56
Q

Problem finding

A

The process of identifying a difference between how you want things to be and how they are. Sometimes we additionally require the problem finder to recognise that the problem can or should be solved.

57
Q

Problem framing

A

The process of establishing that a problem is of a certain kind and therefore admits solutions of that kind.

58
Q

Problem solving

A

Devising a plan to move from how things are to how you want them to be.

59
Q

Production blocking

A

A mechanism by which group idea generation is slowed because for participants not to talk over each other the majority must remain quiet while the person speaking shares their idea.

60
Q

Prototyping

A

A process of generating provisional representations or manifestations of an idea so that it can be tested.

61
Q

Psychological ownership bias

A

Tending to value and defend ideas, decisions or other things more because you helped create them (also called the ‘IKEA effect’).

62
Q

Psychological safety

A

A state in which individuals and groups perceive that they can operate without risks to reputation or status.

63
Q

Reconfigurability

A

Ability for the system components to be rearranged (possibly to achieve new functions).

64
Q

Requirement specification

A

A document that records the important characteristics of a successful solution.

65
Q

Research bias

A

The systematic errors that can influence research (for example, biased sampling).

66
Q

Research ethics

A

The set of issues that researchers consider to ensure good research conduct (especially to reduce the risk of harm to their participants).

67
Q

Resilience

A

Ability for the system to maintain its value (or return to that value) in the presence of endogenous and exogenous change (structure and function my evolve in the process).

68
Q

Robustness

A

Ability for the system to maintain its structure and performance in the presence of endogenous and exogenous change.

69
Q

Scalability

A

Ability for the system to increase the amount of value delivered.

70
Q

SCAMPER

A

An acronym for a checklist of idea manipulation strategies. A similar list was originally described by Alex Osborn and there are other variants with different letters.

71
Q

Shared information bias

A

Tending to give more emphasis to the information that is already shared by the group rather than information that is unknown to some members.

72
Q

Simple (defined, tame) problems

A

Problems that are well understood and have an established method of resolution with agreed success criteria.

73
Q

Six Thinking Hats

A

A set of roles that individuals or teams can systematically work through (for example, during idea evaluation). Originally developed by Edward de Bono.

74
Q

Stakeholder map

A

A visual representation of the people who are influenced by the product, process or system being developed.

75
Q

Sub-system

A

A system that is defined as existing inside another one.

76
Q

Sunk cost bias

A

Tending to make decisions about the future based on the prior investments that have been made, rather than on future possible gains (also called the ‘sunk cost effect’).

77
Q

Super-system

A

A system that is defined as containing another one.

78
Q

Sustainability

A

Ability for the system to persist and contribute to the persistence of its environment (often in the presence of endogenous and exogenous change).

79
Q

System

A

A collection of entities that are collectively meaningful or collectively serve a function.

80
Q

System boundary

A

The definition of the limits of the system, indicating what is included and excluded in the system.

81
Q

Systems dynamics modelling

A

A technique for representing and simulating the interactions between entities in a system.

82
Q

Systems map

A

A visual representation of the entities of interest, their relationship to each other, the boundaries around them and their interactions.

83
Q

Systems thinking

A

A practice of considering the systems that things are embedded in and the systems that are embedded in those things.

84
Q

Triangulation

A

A methodological approach to combining different methods or different voices to understand a question from different perspectives.

85
Q

Visual thinking

A

A practice of visually representing and exploring ideas through drawings, diagrams, and graphs.