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Technology and Creativity in Creating Up-To-Date Consumer Items - Coursework Example

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This paper “Technology and Creativity in Creating Up-To-Date Consumer Items” will specifically address the relevance of the concept, idea, design and technological implementing of such a project as digital locker bays in supermarkets, shopping centers, and cinemas.
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Technology and Creativity in Creating Up-To-Date Consumer Items
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Technology and Creativity Introduction This discourse delves into the relationship between technology and creativity using the project of introducing digital locker bays in malls, shopping centers, and movies theatres as the reference point. The paper draws information from various scholars, their books, as well as journals to advance the theme. The paper explains the theme of technology and creativity on the back of the advances in technology since the introduction of personal computers in late nineteen seventies. Technology remains the only aspect of human life undergoing rapid changes over the past half a century. The world continues to experience technological revolution that currently spurns three decades. The manner in which creative people go about creating continues to remain dynamic. There is a complete shift the creative process. IBM set the ball rolling with the introduction of the first desktop personal computers affordable to most people. Since early nineteen seventies, the wave of technology continues to wash humanity in all aspects. However, the interesting concepts do not entail changes in technology but perspectives through which technology changes humanity. In addition to working creatively, people engage different ways when working. Writing is a good example in this case. Writing was once a linear process but technology transformed that perspective completely. This explains the reason behind the concept of introducing digital locker bays applicable in public structures such super markets, movie theatres, shopping centers, and malls. The sophistication entails linking the locker on a mobile phone application that carries many more features that facilitate its quality. Opponents of technology regularly criticize the same technology for taking people away from the natural state of things. However, evaluating the value of the locker bay in the pipeline gives a clear indication that technology puts people closer to each other. Advancements in security following the introduction of digital locker bays constitute the importance of technology resulting from creativity. In other contexts, created technology becomes difficult for some people to work with while delivering their daily chores. Little difference exists between work and people doing the work. People continue to remain ever changing and evolving. Change, which is a product of creativity, remains the only constant in life. Technology Advancing the Concept of Design Information and Exposure New technology develops new concepts with the help of creative minds. Technology runs ahead of the values that people ask the same technology to provide. With the locker bays analogy, the world would have excellent places to have people keeping their bags, jackets, as well as coats in a safe place in addition to increased safety of the bags. This would minimize losses and unnecessary expenditure to companies and other organizations. It is common for people to put extra effort in technological development because that is what they are always familiar with in life (Michie, 2009, 12). They apply technology to facilitate the development and advancement of the concepts they carry. In the locker bays initiative, computer knowledge will apply as well as the use of mobile phone technology. The most important element introduced would be applications. While most people rarely take advantage of new technology to develop their concepts, the locker bays initiative does the reverse. Scholars hold that creativity within technology is easier when compared to creativity applied within concepts of value. The institution where the developer of this innovative idea schools, for instance has many materials including computers that help connect Information and Communication Technology students to the rest of the world. This despite the fact that information sought after is not even in the same continent. Students in class can watch live streaming videos on relevant topics in addition to seeing images and pictures as the lecture directs. All these events take place courtesy of creativity in technology. On the other hand, if the specific technology is within the same city as the institution, the institution simply arranges for an academic tour where students visit the specific site to learn (Richards, 2004, p. 19). Technology brings two expected advantages that are transportation and availability of information. Some of the information used in class is available on the internet and students can access it anywhere. Questions arise on the adequacy of information that supports creativity. Truly, education remains significantly about passing information. The logic behind this understanding is that, initially it was difficult for the society to get information making provision of information a major essential responsibility of educators. During those times, children needed to know information available for them to know. Presently, technology changes the flow of this type of information where creativity supplements acquired information to result in product and other valuable services (McCade, 2008, p. 12). This includes the digital locker bays undergoing development. It is important to identify at this moment that some of the traditional concepts still apply where a person getting more information becomes more enlightened. References to the type of project undergoing development today exist and scholars posit that they exceed three million on the internet. However, knowledge and creativity combine to apply aspects of the references in producing the digitized locker bays for use in shopping centers, malls, as well as other public destinations where people do not need to move around with their handbags, coats, and jackets among many other things. It is irrelevant to factor in aspects for all references because taking one minute on each resource accumulates to over fifteen years of study. Exposure is the second aspect of applying technology in creativity with specific reference to the locker bays undergoing development. Education in itself holds that the best learning experience comes from exposure. However, technology applied in developing the digital locker bays demonstrates that exposure provides a learning experience up to specific levels. This depends on the type of innovation under consideration (Churchland, 1990, p. 35). Beyond the input of education that brings information, the innovator applies thinking. This is because the innovator already holds enough information gained from education. The developer of new concepts creates value from information through application of thinking. The value of information increases when the same information applies in filling a specific gap. Otherwise, information carries general value whose importance is very low. Filling the gap catapults the relevance of information from the general perspective. Acquiring more and more information through education raises the status of an individual to being better informed but the value ends there since the person cannot develop and innovate anything. The input of Design With reference to the development of digital locker bays, design is a significant component of thinking. Design takes this position because it entails among other things brings various things and issues together in the process of delivering some kind of value to the society. The locker bays aim at increasing the safety of jackets and bags among other things, reducing the strain of carrying such things around while in shopping malls and many other places, and reducing losses incurred by businesses organizations following reimbursements. The design involved the locker bays concept has specifications in addition to constraints. They add to the real world cost, gravity, pollution, and acceptance. This concept applies clear differences between analysis and design. Analysis constitutes identification of elements as well as ingredients in the process of comprehending something and knowing expectations as well as ways of dealing with results (Elliot, 1987, p. 21). Problem solving in analysis entails removal of identified causes of the problem. In this case, necessary issues include theft, the burden-carrying luggage along with handbags, and losses when compensating clients. This explains what the locker bays come to shield people from during their daily lives. Identified issues define analysis in terms of what is. Here the developer evaluates the problem. He then proceeds to find out what can be, in this case defining design. This effort aims at finding a solution to an identified problem. Technology would allow people to walk around the supermarkets without carrying their handbags. The security of their handbags remains assured and managing the safety clear and elaborate. The innovator puts together these designs top create an effective product. The locker bays solve the problem of lack of possibilities that limit the freedom of design exercise by creating alternatives (Kurland, 1998, 14). Depending on the time the customer wants to take in the shopping mall, he or she chooses the slot between what is near and far. The innovative idea under development in this context appears simple but shifts the concentration from simple knowing to thinking. This type of innovation cannot take place without the essential input of technology. The innovator will offer simple frameworks for clients to avoid complexities in using the developed gadget. It includes simple application concepts that allow customers to use the locker bay effectively and fast. The developer for instance, will provide optional buttons depending o the need of the client. Simple pressing of buttons will solve the problem and help the customer navigate through the process. Valuable Ideas Technology generates into a commodity in the same way that competence does the same. Value concepts bring the differences between these developments. Managers focusing on minimizing costs as opposed to generating ideas do not form part of the sources of value concepts (Land, 2003, p. 77). Technologists do not derive motivation from designing new value ideas but concentrate on development of hardware because of the way it is easy to patent, license, and demonstrate. Creating and innovating locker bays seeks to avoid this perspective because it results in a big gap within the value concept design. The design of the locker bays appreciates the importance and value of filling the gap in the concept design. The development of the locker bays puts to use the value of teamwork in the Information and Communication Technology class serves as the Concept Research and Development group. The class helps in refining the new concept and design in the same way the developer helps refine the members’ new ideas. Technology plays a crucial role in providing support to this new value concept. The institution encourages competition and focuses on value addition. This assures the innovator that he will receive necessary support from the relevant authorities. Furthermore, the Information and Communication Technology department embraces the importance of value creation. It makes the whole innovation exercises better. This goes a long way in adding the value of concept design. Normally, ideas are easier to design and develop compared to concepts. The difference is that most ideas remain specific. It is easy to test ideas. Putting the idea in use appears easy and interesting. The innovator puts together various ingredients in the process of generating ideas. On the contrary, concepts appear unclear and intangible. A concept lacks a practical value unless the developer turns it into an idea. This explanation explains why most people are often impatient with concepts. The interest among many people revolves around making inquiries on particular ideas that appear hands-on. This leads them to knowing what to do, copy, and modify (Ackoff, 1981, p. 9). This in itself entails limited creativity. Important to the development of locker bays is the fact that good concepts result in various ideas. Some ideas are practical compared to others. Furthermore, some of the ideas appear attractive than others, and more profitable as well. As opposed to ideas producing ideas, concepts breed ideas. The design of the digital locker bay entailed developing a concept from framing a process directly in a general perspective. Concept Identification The desire and need to dispense cash without the presence of people led to the development of Automated Teller Machines (Housman, 2005, p. 33). Similarly, the need to take care of what people carry around during the trips to malls, shopping, centers, and movie theatres among many more places drives the innovativeness behind the creation of digital locker bays. Other ways of taking care of the issue exist but it is important to take an existing idea and make considerations on the concept within the idea. Advancing the ideas behind having manual locker bays to take them a notch higher by making them digital appears significant for this concept. Lack of a particular right answer makes people find concepts difficult. The current manual locker bays as well as the proposed digital locker bays are valid. However, each of the concepts results in new different ideas. Different likely concepts exist in the same way various angles of viewing a building. The driving force is what a person seeks to do in life. The thinker shuffles different definitions of a problem and attempts various concepts. Type of Technology to Deliver Production of the concept automatically generates the idea. The innovator takes the initiative of exploring applicability of the idea. Developing locker bays requires the use of technology in the process of delivering the idea by applying concepts in the computer world as well as the mobile phone induct. It is important to note that related concepts exist in the intercom filed. The technology will require verification using a specific code, prevention of abuse, and counter-checking to ascertain the ownership (Breuer, 1993, p. 179). Better knowledge of technology abilities permits people to conceive and create concepts that people would easily dismiss in the absence of technology. Designing a concept becomes clear and easier if the innovator is aware of technological capacity in the concept. However, technology knowledge requires the input and skill of creativity to make it valuable. Wonderful concepts develop from a combination of technological knowledge and creativity from the innovator. Therefore, setting concept design to the team handling technology matters does not constitute a brilliant idea. The product is always excellent ideas that do not add value to innovation process. The process of generating value concepts entails the focus as well as skill in their perspectives and requires much more than technological knowledge. Enhancing Creativity Technology does not suppress creativity. Expansion of possibilities as well as digitalizing sections of the creative process makes people more productive and creative. Evidence exists to demonstrate that technology facilitates the development of creative ideas. Advancement in age and passage of time demands people to be more creative compared to ten years ago. Creativity involved in developing the locker bays follows clear guidelines during development. Among other principle guidelines are knowledge of the issue, formulation of the problem, and practice in the specific field of Information and Communication Technology. Others include persistence and crossing fields (Borovits, 1990, p. 70). Designing and developing locker bays is a product of creative intelligence. First, it entails formation of the intent. Just like any other creative act, designing locker bays started with a purpose. Formation of the intent results in the establishment of constraints that gives room to the thriving of creativity. This process remains human from the inherent perspective. Technology cannot do everything during this development. The human experience generates wants and desires among people. Technology is available on the internet, and students can access it anywhere including in their rooms. However, questions arise on the adequacy of information to support creativity. Truly, education remains significantly about information. The logic behind this understanding is that initially it was difficult for the society to get information making provision of information a major essential responsibility of educators. During those times, children needed to know information available for them to know (Adams, 1989, p. 261). Presently, technology changes the flow of this type of information where creativity supplements acquired information to result in product and other valuable services. This includes the digital locker bays undergoing development. It is important to identify at this moment that some of the traditional concepts still apply where a person getting more information becomes more enlightened. The second perspective constitutes searching of the domain. The innovator of this idea is a student of this craft in the same field Information and Communication Technology. Conclusion Thorough examination of this domain generates more knowledge regarding various techniques, optional methodologies, as well as several philosophies. This is important because the innovator comprehends that the bigger the creative toolbox, the greater the likelihood for developing creative excellence. As an element of revolutionary creative acts, tangling hierarchies formed the third perspective of the design process. This puts together among many things evaluating various domains. The psychology of creativity adds the components of combinations of various factors during development of the locker bays. Ideas are practical compared to others. Furthermore, some of the ideas appear attractive than others, and more profitable as well. As opposed to ideas producing ideas, concepts breed ideas. The design of the digital locker bay entailed developing a concept from framing a process directly in a general perspective. Bibliography Ackoff, L. (1981). Creativity in problem solving and planning. European Journal of Operational Research, Vol 7, 1-13 Adams, D. (1989). Creativity, basic skills, and computing. A journal of Creative Behavior, 23(4), 258-262 Borovits, I. (1990). Group processes and the development of information systems. Journal of Information and Management, 19, 65-72 Breuer, T. (1993). Schools for thought. Massachusetts: The MIT Press. Churchland, M. (1990). Could a Machine think? Scientific American Journal, 32-37 Elliot, B. (1987). Creativity management and analogical thinking. Data Management Journal, 25(4), 20-21 Housman, R. (2005). Can Computers Create? Interchange, 1(16), 27-37 Kurland, D. (1998). The impact of technology on education. Journal of education technology, 20(8), 12-15 Land, L. (2003). Grow or Die: The theory of Transformation. New York: Scribers McCade, M. (2008). Information Technology: Telecomputing. The Technology Teacher, 4, 12-14 Michie, D. (2009). Experts systems in the microelectronic age. New York: Scribers Richards, T. (2004). Stimulating innovation. New York: St. Martins’ Press. Read More
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