Roadmap for a Creativity Lab Session
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- Muriel Potter
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1 Roadmap for a Creativity Lab Session What is this and for what purposes The current tool can be understood as a methodology. It consists in a roadmap to conduct and animate a session aimed to stimulate creativity of individuals and help to structure the ideas that arise in business terms. It gives a structure and guidelines for trainers, educators, teachers, business supporters, local development agents hereby understand as facilitators, to conduct and animate a session. To whom is addressed Facilitators: trainers, educators, teachers, business supporters, local development agents Beneficiaries Entrepreneurs, Business Promoters, SME s owners and Technicians Students Conceptual model in which the tool is based The guiding methodological principle in which this roadmap is based is the Experiential Learning Theory (ELT) of David Kolb 1. Kolb explain individual s learning through a cycle of 4 stages - the 'cycle of learning' - in which 'immediate or concrete experiences' provide a basis for 'observations and reflections'. These 'observations and reflections' are assimilated and distilled into 'abstract concepts' producing new implications for action which can be 'actively tested' in turn creating new experiences. 2 The roadmap itself is based in principles of ELT because it starts from the participant and returns to him. It considers that each individual has already some knowledge and experiences, which lead them to observe and reflect in a specific way. When they perform an activity in group, they are encouraged to reach new solutions for the problems. The debate and the sharing of their reflections are 1 Kolb; In: 1
2 stimulated. They are pushed to learn the most as possible with each other s. To stimulate this debate it is proposed, as group dynamics, an exercise based on problem situations or challenges and the participants are encouraged to apply their knowledge in simple situations in an effective way, which reveal, and also develop, their entrepreneurial spirit. Along with the methodological principle explained above the session contemplates some techniques to stimulate creativity and to help to structure ideas in business terms. It combines, in separate phases, the divergent process of coming up with ideas (Ideas Generation) and the convergent process of reducing all the many ideas into realistic solutions (Ideas Selection) 3. Creativity Techniques At individual level Introductory Ice-breaker in order to help people get to know each other and buy into the purpose of the event. Individual Brainstorming to generate a list of ideas, with the help of image cards that act as talking pictures 4. In group Brainstorming and mind maps to arrange, develop and present ideas. For structuring Ideas: Pre-business plan writing and Mentoring / tailor-made advisory Proposed Dynamics Introductory Ice-breaker What am I through plasticine? Individual Exercise Image Cards Group Dynamic Exploring ideas, thinking in businesses. 3 In: 4 In: idem. 2
3 Environment, Logistics and supporting material Room with chairs arranged in U (no tables) and a wall which allows the display of cardboards Pieces of plasticine of various colors Image cards Pieces of A2 cardstock (one for each group) Paper markers Bostick to post the cards on the wall Duration 2,30 hours - 3 hours (it depend on the number of the participants). Session Plan Introductory Ice-breaker What am I through plasticine? A game that exercises individual s creativity by modeling plasticine. Brainstorming about the individual s plasticine objects. 10 min. Exercise image cards The image cards act as talking pictures and each participant has to associate the images and think of new business ideas (Individual Brainstorming). 10 min. Group dynamic Exploring ideas, thinking in businesses The participants join into 3-5 groups. Each group choose one of the business idea presented by one of the elements or combine two or more ideas in a new one. The group explores the business idea and presents it in an A2 cardstock that will be posted on the wall. 90 min. Debriefing (plenary) Talking about the creativity exercises: the participants discuss in plenary the exercises. Achievements, what resulted well / what did not result, timings, parallelism with reality. Talking about the role of the facilitator. 20 min. Evaluation and Conclusions. 3
4 Written questionnaire and/or Oral assessment (method 5 fingers ) 20 min Development Introductory Ice-breaker What am I through plasticine? Each participant receives one piece of plasticine. He/she has 2 minutes to build an object with the plasticine with which he/she identifies and introduces himself/herself through this object. Have been concluded all the objects the participants will form a circle putting all the objects in front of each. The introduction of the participants begins, each person will communicate the reason why he/she chose that object and what is the identification with it. After his/her introduction the participant can add: now I would like to know that object, passing the world to the person who made the referred object. The situation is repeated until everybody had talked about the object they created and therefore, introduced themselves. Exercise Image Cards Each participant receives two cards, each card has a different image. For instance, a boat and a watch. He/Sher will think in ideas for products or services that combine the two images that he/she received. Through a process of Individual Brainstorming he/she will put in paper as many ideas as possible that can result from the association of these two images. Taken the given example, some ideas resulted from this association can be: a watch in a format of a boat, a boat that can be rent with a kind of parking system, with the insertion of coins that give the right to use for a given time, etc After registering all the ideas that come up to one s mind each participant will communicate them to the others. It ends when every person had presented his/her ideas. Group dynamic Exploring ideas, thinking in businesses The participants will form 3 to 5 groups it depends on the previously defined aims related to chosen sectors or the predefined targets. For instance, if the criteria of group forming would be 4
5 sectors the persons will be grouped according to their sector, tourism services, local producers, handcraft or if the criteria is the target the persons can be grouped by their characteristics as entrepreneurs, students, SME managers. For the group forming it is not compulsory to have predefined criteria, if this is not relevant for the global aim of the session. In this case, the groups can be formed through a random process. The groups will preferably have from 4 to 6 persons. Each group choose one of the idea presented by one of elements, that came from the previous exercise or combine two or more ideas in a new one. The group explores the business idea and presents it through a mind map, in an A2 cardstock that will be posted on the wall. One representative of each group will explain the idea and all the relevant aspects and will defend their idea, stating why they choose this one, instead of other alternative ideas and why they believe that this idea can be successful. All the groups present their chosen ideas. Debriefing (plenary) The participants will share their opinions and feelings about the performed exercises, about their vantages and disadvantages, their relevance and usefulness, etc The debate will be conducted by the facilitator who previously stipulated the aims and results to achieve. Evaluation and Conclusions The participants will evaluate the session. This evaluation can be a written evaluation through a short questionnaire to be delivered by the facilitator or an oral evaluation, more used in contexts of nonformal education or with publics with a low-level of literacy. Nevertheless, this oral assessment can also be used in contexts of formal education and with publics with high literacy as a complementary evaluation tool. One of the Oral Assessment proposed is the 5 fingers exercise. Each participant will evaluate the session according to 5 parameters each one corresponding to a finger of his/her hand: 1, thumb finger, means what was cool; 2, forefinger, means what do I point out or something I would like to underline (for good or for bad); 3, middle finger, means what went wrong; 4, ring finger, means How I evaluate my relation with the others, my 5
6 participation in the group; and 5, little finger means what I found little, that could be more explored. After each participant had mad her/his evaluation, through fulfilling a questionnaire or through an oral assessment, the facilitator thanks everyone for his/her participation and says goodbye. The session reached the end. Brief Summary of the KnowInG Creativity Lab in the Algarve The KnowInG Creativity Lab was held in Faro, on 29 June 2011, in the framework of KnowIng Project 5. There were 18 participants among entrepreneurs, SME managers and University Students. From the Lab resulted 5 businesses ideas: K2 (Promotional campaign of regional products); Doi Doi Toy (Pediatric Diagnostic Devices, fun and ergonomic); Pensa Rápido (plasters for children and youth); Uflip (vending machine with multitouch technology 3D, to produce, on time, personalized slippers); and Travel to the Senses (an event of virtual reality to promote the region). These businesses ideas resulted from the group exercises explained above. This was an educational exercise, with no intention of giving birth to new businesses; just to give participants the opportunity to experience a creative process and think about the needs they would have if they wanted to move forward with the business and start-up a company. The presence of experts in the fields of business plans, marketing, Finance and IP rights also served to highlight relevant aspects that should be taken into account when creating a company. Related to the Lab Evaluation, the aspects being evaluated were: the relevance of the subjects, contents, methodology, duration of the Lab, duration of the debriefing. The participants evaluated this topics as following:. 67% were very pleased with the the relevance of the subjects, 33% was pleased. 5 Knowledge Intelligence and Innovation for a Sustainable Growth (KnowInG), is a EU project cofinanced by the MED Territorial Programme,
7 . contents were evaluated as very good by 56% by the participants and as good by 44%.. the methodology pleased 61% of the participants and pleased a lot ;. 67% of the participants was pleased with the duration of the workshop, 28% was very pleased and 6% was not pleased ;. 67% was pleased with the duration of the debriefing, 17% was very pleased and the remaining 17% was not pleased. To the question which component ( Creativeness Process, Marketing, IP Rights, Business Planning, all of them, did you consider more important?, the most rated answers were all of them, and business planning. Almost 70% of the participants of the Creative Ideas' Lab considered it 'very useful', giving full marks to the relevance of the theme and the importance of the subjects covered). 56% of the respondents would like to participate in similar labs 2 or 3 times per year and 39% of the participants said that one lab per year it would be good. Learnings The Creativity Lab revealed to be an excellent opportunity to stimulate creativity and connecting people and ideas. It worked well as an educational exercise as well as a tool for awareness people for relevant aspects to be taken into account when planning a business. It was appropriated for students and individuals who have in mind to start a business. However for people already engaged in a business project the components of Business Planning advice and the expertise on how to market their products/services seem to be more effective and appreciated. It would be useful to promote similar initiatives and also more specialized workshops, according with previous detected need. 7
8 The Lab in Images 8
9 Bibliography Kolb, D; 1984; Experiential Learning; Prentice Hall; New Jersey Internet Sites &t=balanco-de-competencias-chave-para-o-empreendedorismo 9
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