Creativity, idea generation and virtual worlds
During the generation of ideas (idea generation) and starts ( or rather they should start) the path to innovation, there are elements that facilitate the creative phase, some concern the attitude of the participants and their expectations and dynamics, other rigurdano the physical place where these sessions are held "high intensity 'creative'.
techniques and instruments that are adopted in order to "stimulate" creativity 'are many (dozens) from Brainstorming to Methaforical Thinking, by Edward de Bono tools (thinking hats) to the lateral thinking, from the SCAMPER .. . free association.
The common characteristics of these techniques relate to the ability 'to "liberate the mind from the common clothes and make themselves available and receptive to suggestions welcome "Unconventional" are translated into ideas and associations. In short, we must immerse in an environment which helps to access to the 'unusual' and let it flow into our minds before our rationality 'stop him.
All these techniques require some sort of alienation of our minds by the bad habit of judging at a very early stage that any idea is revealed, and 'this "preventive censorship" that allows you to explore combinations affinity' or simple harmonies that can generate an idea.
On this basis, the organization that addresses the process of innovation and idea generation in a systematic and specialized building real physical spaces where they are most 'likely the group of people gathered for a brainstorming session, receive incentives, they feel distant from their traditional work environment, and may leave a written record (often scribbled) of their activities.
born then: bright rooms, casual clothing, big tables, walls as blackboards, and post it to disposizione.Luoghi ideal where groups of people can tap into the creativity 'that there' in each one of them.
are places designed so that 'the critical spirit behind the move threshold, places where hierarchies and specialized roles are blurred so that' there is room for creativity 'rather than criticism (be well on his time). At this
point it is natural to combine the advent of virtual worlds, led by Second Life, who, through their immersion and the ability to serve as an "accelerator of relations" can become a virtual
perfect virtual teams to gather in places specially designed virtual and provided simple means to collaborate on content, prototypes, and documents in general.
The paradigm of the avatar and the world vrtuale can 'be of help to bear part of the necessary openness to unconventional relationships and to help prepare the stimulation of creativity'.
Today I am not aware that they have been experienced this kind, but this post wants to stimulate discussion on a hypothesis to try, but fascinating to be able to use virtual worlds as laboratories for creativity 'to virtual teams. We'll see