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Viser: Thinkertoys - A Handbook of Creative-Thinking Techniques

Thinkertoys - A Handbook of Creative-Thinking Techniques

Thinkertoys

A Handbook of Creative-Thinking Techniques
Michael Michalko
(2006)
Ten Speed Press
219,00 kr.
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  • Paperback: 416 sider
  • Udgiver: Ten Speed Press (Juli 2006)
  • ISBN: 9781580087735
Rethink the Way You Think

In hindsight, every great idea seems obvious. But how can you be the person who comes up with those ideas?
In this revised and expanded edition of his groundbreaking Thinkertoys, creativity expert Michael Michalko reveals life-changing tools that will help you think like a genius. From the linear to the intuitive, this comprehensive handbook details ingenious creative-thinking techniques for approaching problems in unconventional ways. Through fun and thought-provoking exercises, you'll learn how to create original ideas that will improve your personal life and your business life. Michalko's techniques show you how to look at the same information as everyone else and see something different.

With hundreds of hints, tricks, tips, tales, and puzzles, Thinkertoys will open your mind to a world of innovative solutions to everyday and not-so-everyday problems.

Contents Preface
to the New Edition xi The Barking Cat (Introduction) xvii initiation 1
Chapter One: Original Spin 3
Chapter Two: Mind Pumping 11
Chapter Three: Challenges 22
Chapter Four: Thinkertoys 35

Part One: Linear Thinkertoys 41 Group A
Chapter Five: False Faces (reversal) 43
Chapter Six: Slice and Dice (attribute listing) 53
Chapter Seven: Cherry Split (fractionation) 60
Chapter Eight: Think Bubbles (mind mapping) 66
Chapter Nine: SCAMPER (questions) 72 Group B
Chapter Ten: Tug-of-War (force-field analysis) 111
Chapter Eleven: Idea Box (morphological analysis) 117
Chapter Twelve: Idea Grid (FCB grid) 126
Chapter Thirteen: Lotus Blossom (diagramming) 132
Chapter Fourteen: Phoenix (questions) 137
Chapter Fifteen: The great Transpacific Airline and Storm Door Company (matrix) 144
Chapter Sixteen: Future Fruit (future scenarios) 150 Group C
Chapter Seventeen: Brutethink (random stimulation) 157
Chapter Eighteen: Hall of Fame (forced connection) 170
Chapter Nineteen: Circle of Opportunity (forced connection) 179
Chapter Twenty: Ideatoons (pattern language) 184 Chapter Twenty-One: Clever Trevor (talk to a stranger) 190

Part Two: Intuitive Thinkertoys 199 Chapter Twenty-Two: Chilling Out (relaxation) 203 Chapter Twenty-Three: Blue Roses (intuition) 210 Chapter Twenty-Four: The Three B''s (incubation) 218 Chapter Twenty-Five: rattlesnakes and Roses (analogies) 223 Chapter Twenty-Six: Stone Soup (fantasy questions) 239 Chapter Twenty-Seven: True and False (janusian thinking) 248 Chapter Twenty-Eight: Dreamscape (dreams) 256 Chapter Twenty-Nine: Da Vinci''s Technique (drawing) 261
Chapter Thirty: Dali''s Technique (hypnogogic imagery) 268 Chapter Thirty-One: Not Kansas (imagery) 273 Chapter Thirty-Two: The Shadow (psychosynthesis) 281 Chapter Thirty-Three: The Book of the Dead (hieroglyphics) 287

Part Three: The Spirit of Koinonia 293 Chapter Thirty-Four: Warming Up 299 Chapter Thirty-Five: Brainstorming 311 Chapter Thirty-Six: Orthodox Brainstorming 323 Chapter Thirty-Seven: Raw Creativity 341

Part Four: Endtoys 363 Chapter Thirty-Eight: Murder Board 365 Chapter Thirty-Nine: You Are Not a Field of Grass 374
Index 381 About the Author 395
What If 2
Schaums Outlines - 25%
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