The outbreak of COVID-19 has put brakes on the world economy. In other words, it is time to change the paradigm of the conventional economy; the economy that caused environmental destruction, the extreme gap between the rich and poor, and a world full of industrial waste. The idea of modern western theory of economy is highly exclusive and competitive as a financial game. Too much dependence on financial aspects without consideration of morals has caused various global problems. This paper introduces the traditional humane Japanese concepts for economic activities as useful tool to bring forth future sustainable world without environmental destruction and other problems.
Life with emotive experience is full of happiness, and from a business perspective, it is essential to scientifically and structurally design emotive experiences in order to bring competitive advantage and growth, due to the increasing importance of innovation, as well as the movement to break away from price competition. In previous papers, we researched how to design emotive products and services by using STAR framework. However, until now, we had not researched how each individual in a business organization can promote innovation and high performance by deep diving and sharing each other’s emotive experience. Therefore, we developed an emotive story experience workshop. In this research, we compared output from those who experienced a workshop without an emotive story and those who experienced the workshop with an emotive story. We found that the workshop with an emotive story is valid to innovate ideas, to uplift emotive experience, and develop the organization.
A hierarchy active learning (HAL) between conventional lecture and IMS of continuous thinking into writing for the first-year students is proposed here. We planned to make IMS as the habit for students to think and write, which takes at least three months for students. Written idea numbers had been self-declared by students every week for 4 months. For this practice, we prepared both internal instructors (ISI) and external instructors (OSI). Both instructors support students to continue daily IMS and encourage students to continue IMS using e-mails, actual meeting and video meeting as Encouragement & Continuity Support System (ECSS). We named this active teaching (AT). As a result, all students in class achieved every year recording their ideas as expected. Creativity effects for students were proven by creative tests and students’ positive comments. This teaching method combining AL and AT is useful for creativity growth.
The purpose of this study is to discuss the effects of the prototyping to the solution development process by applying it to the real solution a product development case; “Your Pleasure” which process of prototyping is explained in the previous study. There are not many previous studies and quantitative case analysis of the actual project about the effects of the prototyping to the solution development process, which starts from ideation to the launch of the products. We attempt to propose the effects by mapping the created prototyping in the development process. The novelty of this study lies in the 2 effects detected in this study, which have not proposed in the previous studies. The first effect is that the prototyping promotes understanding of which area they need to adjust. Second is that the prototyping gives a trigger to progress the development process into forward.
To understand theoretically beyond reductionism and dualism is necessary for practicing KJ-ho in the right way. Therefore, in this paper we develop KJ-ho theoretically with Deleuzian agencement perspective and, as a case evidence, analyze data integrations of KJ-ho for service development at an experienced-based accommodation with agencement perspective and its contribution for service design. As a result, it shows that it is important for abductive data integration to understand KJ-ho theory developmentally with agencement perspective.
In recent years, active learning in school education has received a lot of attention, and the use of creative techniques in such learning has been expected, and research has been active. In this study, we implemented an idea-mapping function of a card-type interface, applied it to the learners' intellectual writing process, and conducted experiments. Specifically, we conducted an experiment in which graduate students wrote sentences on their own research theme, summarized their ideas using the idea-mapping function, and then wrote sentences again. The results showed an average increase of about 20% in both the number of sentences and the number of words before and after the idea map was created. In addition, an average improvement of about 16% in qualitative evaluation was found, indicating that the idea-mapping function has a certain effect.
While many local industrial areas are declining due to changes in the business environment and demand, the realization of innovation in local industrial products due to the acquisition of new knowledge has been attracting attention in recent years as a measure to prevent decline. To realize product innovation, it is necessary to create and acquire knowledge, and for that purpose, it is important to connect with actors who have knowledge and information. In this study, we conducted a questionnaire survey on the impact of the connection between local industrial companies and actors on the innovation of local industrial products, using the ceramics and cutlery industries. Results of covariance structure analysis, it was shown that the collaboration with actors and the act of gathering information will contribute to the realization of product innovation. In addition, it was shown that the utilization of mediation greatly contributed to the collaboration with actors.
Online platforms (OPs) equipped with a variety of social media features (SMFs) make it possible for users to co-creatively participate in its content services. Furthermore, since the health of a platform requires the accumulation of users, ba design that leads to the desirable user relationships (acquisition and retention) is an essential issue that affects the competitiveness and even the existence of an OP, considering its online environment of high user mobility. The authors quantitatively and qualitatively examined the impact of various social characteristics of SMFs on user relationships on a major international vOP (YouTube) and two major Chinese vOPs (BiliBili and iQIYI). The results indicated that the " atmosphere " generated through well-bundled SMFs and " ensuring an environment for co-creative engagement " enhanced vOPs’ ability to acquire users, and that the social characteristics of SMF " I can get other points of view (from other users) " enhanced vOPs’ ability to retain users.
The purpose of this study is to develop and verify a resilience improvement program with empathic group activities. First, while various resilience factors can be pointed out, we focused on seven of them. Based on these we developed a workshop-based program aiming to improve resilience through reflection on our daily thoughts and actions. The program consisted of four pieces of work, each of which was an individual activity followed by a group activity. The results of the surveys conducted before and after the program showed that the scores of the resilience scale improved significantly after the program. In addition, the score of self-esteem, optimism, and self-efficacy, which are considered to be related to resilience, also increased. It was suggested that the subjects gained new awareness and self-confidence through empathic group activities. These show that the program can contribute to improving resilience.
This study concerns the design of a prototype workshop focused on the embodiment of the creative process of Art Thinking and the subsequent measurement of its effectiveness. To measure the effectiveness of the Art Thinking Workshops, the research group used Gardner’s Multiple Intelligences and Inquisitiveness—which are based on Emotional Intelligence and Creativity—as indicators for evaluation. Consequently, it was found that the Art Thinking Workshops contributed to the improvement of Multiple Intelligences and Inquisitiveness. The Art Thinking Workshops showed improvements across all eight modules of Multiple Intelligences, with particularly significant changes in interpersonal, logical and mathematical, and spatial intelligence. The Art Thinking Workshops also displayed improvements in all four main factors of Inquisitiveness. In particular, there was a significant change in the ability to respond to situations and creativity.
In recent years, universities have experienced students exhibiting loss of learning motivation while have gained popularity in the society. Under the developing environment, the group work as part of Active Learning has widely attracted attentions among the universities. By the same token, accelerating globalization promotes importance of the diversity. As such the Diversity Adaptability is required for both of the society and the businesses. Aiming at growth among students in the Diversity Adaptability, we apply the Group Work to a class and reshuffle groups in the class for the Communications educations at a university. Achievements measured by questionnaire survey uncover that the Group Work and the group reshuffle contribute to growth in the Diversity Adaptability with a notable enhancement by a presence of overseas students in the class. Additional research is planned on a couple of fronts to extend studies to establish a norm of the Diversity Adaptability and for applications to working persons.