[ Pobierz całość w formacie PDF ]
you.
6. Write up enough of your experience that you can report it to listeners in some detail.
Advanced problem-solvers also like these concrete metaphors (this discussion also refers
back to Crab Apple in Session 5)
Originally, I developed these very simple, concrete metaphor ways of solving problems because
a lot of the schoolteachers I have to teach each summer are very concrete-minded and because,
in both my own creativity-training programs and in sitting in on those of others, I had often
seen people for various reasons experience some difficulty in getting into effective use of
metaphor or otherwise getting loose enough from a virtual death-grip on whatever problem to
be able to look up and see alternatives.
Happily, these two very concrete ways of using metaphor have turned the trick that is why
we now reference these among our battery of arguably the world s best problem-solving
methods, in the CPS Techniques section of this website.
Unexpectedly, and even more happily, even the more sophisticated, experienced, and advanced
professional creative problem-solvers also appear to delight in these two very concrete methods.
Originally I had envisaged these two techniques as an entry point to introduce people to
creative solution-finding, using these two methods mainly as intermediary steps leading toward
the real methods I m nowadays used to using. Yet these two methods work so well all by
themselves that we can offer them here in their own right as major ways you can effectively and
creatively solve your problems.
The apparent success of these two concrete methods has led us to seek out other very simple
and concrete ways also for solving problems (and for bringing about other desired effects). One
of the latest examples of these is the very simple, direct Windtunnel method, which is also part
of the CPS Techniques exhibit of the world s best creative problem-solving methods. We are
building the website exhibit at www.winwenger.com to become a world resource freely available
to anyone on the planet who would like to solve a problem or discover an answer. As in the
present instance with Crab Apple and Woods-Walk, each method is laid out step by specific
step in self-taught form.
Crab Apple, Woods-Walk, and all these dozens of other methods can sit gathering dust on
the (metaphoric) shelf, or you can actually use them and get some benefit from them. Once
you ve done so and found them to be what they are, we d appreciate your steering to them
others who can use them.
61 BRAIN BOOSTERS
Postnote: For this writer, the original source of Problem-Solving Woods-Walk was Sidney J.
Parnes, Visionizing: State-of-the-Art Techniques for Encouraging Innovative Excellence (Buffalo,
NY: Creative Education Foundation, 1988). However, Dr. Parnes claims his source was
conversations with this writer. Also, we have amended the procedure, and Dr. Parnes may in no
way be held responsible for any shortcomings in the present version. This is, by the way, the
same Parnes who helped develop the original Osborn-Parnes Creative Problem-Solving (CPS)
procedure and program which launched the worldwide creativity movement nearly half a
century ago.
As a Final Note: To help you remember the six steps to the Woods-Walk Problem-Solving
technique, write down along one side, left or right, of your note pad these words:
1. CATCH, meaning what catches your eye as you stroll around your building.
2. ASPECTS, meaning to list a dozen or 20 descriptive attributes of what it was that caught
your eye and attention.
3. HOW, meaning how in some way what caught your eye resembles or resonates with the
problem situation and/or its solution.
4. FEATURES of what had caught your eye, how THEY relate in some way to features of that
situation or its solution.
5. ASK, meaning to lightly touch the object and ask questions of it, and gather impressions of
your possible answers.
6. WRITE, meaning to write up your experience and impressions.
The whole of this should take 10 to 20 minutes, the longest part of that probably being just to
write up the experience.
Other versions of the Walk-in-the-Woods can be done with a live partner, of course, or with a [ Pobierz całość w formacie PDF ]
zanotowane.pl doc.pisz.pl pdf.pisz.pl wyciskamy.pev.pl
you.
6. Write up enough of your experience that you can report it to listeners in some detail.
Advanced problem-solvers also like these concrete metaphors (this discussion also refers
back to Crab Apple in Session 5)
Originally, I developed these very simple, concrete metaphor ways of solving problems because
a lot of the schoolteachers I have to teach each summer are very concrete-minded and because,
in both my own creativity-training programs and in sitting in on those of others, I had often
seen people for various reasons experience some difficulty in getting into effective use of
metaphor or otherwise getting loose enough from a virtual death-grip on whatever problem to
be able to look up and see alternatives.
Happily, these two very concrete ways of using metaphor have turned the trick that is why
we now reference these among our battery of arguably the world s best problem-solving
methods, in the CPS Techniques section of this website.
Unexpectedly, and even more happily, even the more sophisticated, experienced, and advanced
professional creative problem-solvers also appear to delight in these two very concrete methods.
Originally I had envisaged these two techniques as an entry point to introduce people to
creative solution-finding, using these two methods mainly as intermediary steps leading toward
the real methods I m nowadays used to using. Yet these two methods work so well all by
themselves that we can offer them here in their own right as major ways you can effectively and
creatively solve your problems.
The apparent success of these two concrete methods has led us to seek out other very simple
and concrete ways also for solving problems (and for bringing about other desired effects). One
of the latest examples of these is the very simple, direct Windtunnel method, which is also part
of the CPS Techniques exhibit of the world s best creative problem-solving methods. We are
building the website exhibit at www.winwenger.com to become a world resource freely available
to anyone on the planet who would like to solve a problem or discover an answer. As in the
present instance with Crab Apple and Woods-Walk, each method is laid out step by specific
step in self-taught form.
Crab Apple, Woods-Walk, and all these dozens of other methods can sit gathering dust on
the (metaphoric) shelf, or you can actually use them and get some benefit from them. Once
you ve done so and found them to be what they are, we d appreciate your steering to them
others who can use them.
61 BRAIN BOOSTERS
Postnote: For this writer, the original source of Problem-Solving Woods-Walk was Sidney J.
Parnes, Visionizing: State-of-the-Art Techniques for Encouraging Innovative Excellence (Buffalo,
NY: Creative Education Foundation, 1988). However, Dr. Parnes claims his source was
conversations with this writer. Also, we have amended the procedure, and Dr. Parnes may in no
way be held responsible for any shortcomings in the present version. This is, by the way, the
same Parnes who helped develop the original Osborn-Parnes Creative Problem-Solving (CPS)
procedure and program which launched the worldwide creativity movement nearly half a
century ago.
As a Final Note: To help you remember the six steps to the Woods-Walk Problem-Solving
technique, write down along one side, left or right, of your note pad these words:
1. CATCH, meaning what catches your eye as you stroll around your building.
2. ASPECTS, meaning to list a dozen or 20 descriptive attributes of what it was that caught
your eye and attention.
3. HOW, meaning how in some way what caught your eye resembles or resonates with the
problem situation and/or its solution.
4. FEATURES of what had caught your eye, how THEY relate in some way to features of that
situation or its solution.
5. ASK, meaning to lightly touch the object and ask questions of it, and gather impressions of
your possible answers.
6. WRITE, meaning to write up your experience and impressions.
The whole of this should take 10 to 20 minutes, the longest part of that probably being just to
write up the experience.
Other versions of the Walk-in-the-Woods can be done with a live partner, of course, or with a [ Pobierz całość w formacie PDF ]