Foreword ixAcknowledgments xiPreface xiiiIntroduction xvChapter 1. Innovation Management: Issues and Key Points for a Vital and Strategic Process 11.1. A question of survival 11.1.1. The example of Blockbuster Video 21.1.2. A regime of intensive innovation 21.1.3. From creativity to innovation 31.1.4. Equipping ourselves to innovate better 41.1.5. Modeling innovation at the company level 61.2. The blue ocean strategy 61.3. Open innovation 81.3.1. The two types of open innovation 91.3.2. The example of the MayAM challenge 101.3.3. Collaborative innovation 101.3.4. Crowdsourcing 111.3.5. The lead user 111.4. Technical and human issues from ideation to design 131.4.1. The sketch as a reflective process 131.4.2. Types of representation 141.4.3. Conditions for the effectiveness of sketches 151.4.4. The phases of ideation 161.4.5. The right tools at the right time 171.4.6. A growing variety of tools 19Chapter 2. Creativity and Cognition: Factors and Biases of Mental Processes Involved in Creative Activities 212.1. The creativity process 212.1.1. The Wallas model (1926) 212.1.2. The GENEPLORE 222.1.3. Analogies 242.2. The factors of individual creativity 262.2.1. The individual creativity model 262.2.2. Investment theory 272.3. Creativity and personality 282.3.1. The Myers Briggs Type Indicator 292.3.2. The Big Five 302.3.3. Constituting a group for ideation 312.4. The factors of organizational creativity 322.5. Cognitive biases and creativity 35Chapter 3. Physical and Virtual Environments and their Influence on Creativity 433.1. Physical environment of creation 433.1.1. Interference and stimulation 453.1.2. Layout 473.1.3. Natural elements 503.1.4. Colors, sounds, light and temperature 533.1.5. Creativity, posture and movement 553.2. Virtual creation environment 593.2.1. Avatars 603.2.2. Inspiring environments 64Chapter 4. User-Centered Innovation Methods: Design Thinking, Double Diamond, Lean UX and Time to Concept 674.1. Design Thinking 674.2. The Double Diamond 704.3. Lean UX 714.3.1. Uncertainty linked to innovation 714.3.2. Definition 724.3.3. The Lean UX loop 724.4. The Time to Concept method 744.4.1. An example of the application of Time to Concept method 744.4.2. Managing innovation projects in Time to Concept 764.4.3. The six principles of the Time to Concept method 78Chapter 5. Some Creative Problem-Solving Methods: TRIZ, C-K, CPS, Design Sprint 835.1. The TRIZ method 835.2. The C-K theory 855.3. Creative Problem Solving 865.4. Design Sprint 875.5. Lateral thinking 895.6. Synectics 915.7. Detour techniques 925.8. Discovery matrices 93Chapter 6. All-Terrain Ideation Techniques: Brainstorming, Brainwriting, Brainsketching, Bodystorming and Immersive-Storming 956.1. Brainstorming 956.2. Brainwriting 976.3. Brainsketching 986.4. Bodystorming 996.5. Immersive-storming 101Chapter 7. Immersive Tools for Every Innovative Situation 1037.1. Design in virtual reality 1037.1.1. The natural gesture 1037.1.2. Links with CAD 1057.1.3. Comparison of sketching tools 1067.2. Co-design in virtual reality 1087.2.1. Information capture in virtual reality 1097.2.2. Asymmetrical collaboration 1107.2.3. Affordances and constraints for immersive-storming 1127.3. Types of immersive applications for creativity 1147.4. Choosing the right creativity tools 1187.5. Immersive tools for innovation project stages 1207.5.1. Immersive technologies and Design Thinking 1217.5.2. Immersive technologies and Lean Startup 1237.5.3. Immersive technologies and Time to Concept 1247.5.4. Immersive technologies and the creative process 126Chapter 8. A Successful Immersive Experience for More Creativity 1298.1. The experience of immersed users 1298.1.1. Drawing inspiration from reality 1308.1.2. A future standardization 1308.1.3. User support 1318.1.4. Physical space planning 1338.1.5. The psychological dimensions of the user experience 1348.2. The creative's user experience 1358.2.1. The Creative Support Index 1358.2.2. The design of tools for ideation 136Conclusion 139References 141Index 159
Sylvain Fleury and Simon Richir are researchers at the École Nationale Supérieure d'Arts et Metiers in Laval-Paris, France, and specialists in the use of immersive technologies and creativity in product design.