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IF SOMEONE EVER TOLD YOU TO "THINK OUT OF THE BOX"

AT SOME POINT, YOU MIGHT HAVE WONDERED:

WHERE IS THE BOX?!

WHAT'S IN IT? WHAT DOES IT LOOK LIKE? HOW DO YOU OPEN IT? HOW DO YOU GET OUT OF IT?

HERE IT IS!

The production of new ideas, whether individually or collectively, requires knowledge retrieval, idea association, knowledge creation synthesis, transformation and analogical transfer. 

However, many people do not have the sufficient knowledge and tools to facilitate and manage this process. This toolbox includes content to facilitate both workshops, activities and exercises without any prior knowledge. 

It is a toolbox is for both businesses, organisations and educational institutions – or anyone who wan’t to practise the art of creative problem-solving.

In this box, you will find a variety of creative exercises and activities, as well as 20 mini-games to facilitate various ideation, creative & innovation processes. 

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    THE CREATIVE JOURNEY

    The full (long) “creative journey” takes you though 5 different rounds. Each round can also be played individually, as different “mini-games” exist within each category. 

    The game can be played in a variety of contexts and can easily be tailored to needs, outcome and time. 

    The full journey will keep you entertained for several hours (and days) depending on how deep you want to go. A starting point of the game would be to start out with stating a challenge – formulated as a “How Might We…” – the end game will then be an actual solution to how this challenge can be solved. 

     

    THE JOURNEY

    PLAY IS THE CRADLE OF HUMAN CULTURE

    Some myths persist on the understanding that creativity results from a complete lack of boundaries and total freedom, but the reality is that we are not capable of operating without boundaries; we need them to focus our creative energy into the right channels. 

    Play affords the transcendence of mere reflexes towards creativity and meaning, and it features a peculiar combination of repetition and variation; that stimulates the imagination and captivates attention. It is afforded by the presence of play objects and the absence of perceived threats relative to the individual’s dispositions.

     

    However, “play” is not the name of the act, nor the action, rather it constitutes a frame which is deeply woven into our cultural and social life. One might recall having said: “This is not fun – I thought you said this was a game?” This is a good example of how some social groups all share the same perspective on the gaming frame.

    Social games enable spaces for and practices of creative expression, social dynamics and identity co-creation. They also form a mechanism through which relations can be enacted and maintained across and outside of the game environment. 

    Games are particularly a useful for sharing and transferring knowledge across boundaries. One inhibit a certain ‘mindset’ in which they can explore new frames of understanding.

    PLAY IS THE CRADLE OF HUMAN CULTURE

    Some myths persist on the understanding that creativity results from a complete lack of boundaries and total freedom, but the reality is that we are not capable of operating without boundaries; we need them to focus our creative energy into the right channels. 

    Play affords the transcendence of mere reflexes towards creativity and meaning, and it features a peculiar combination of repetition and variation; that stimulates the imagination and captivates attention. It is afforded by the presence of play objects and the absence of perceived threats relative to the individual’s dispositions.

    However, “play” is not the name of the act, nor the action, rather it constitutes a frame which is deeply woven into our cultural and social life. One might recall having said: “This is not fun – I thought you said this was a game?” This is a good example of how some social groups all share the same perspective on the gaming frame.

    Social games enable spaces for and practices of creative expression, social dynamics and identity co-creation. They also form a mechanism through which relations can be enacted and maintained across and outside of the game environment. 

    Games are particularly a useful for sharing and transferring knowledge across boundaries. One inhibit a certain ‘mindset’ in which they can explore new frames of understanding.

    2018: THE 1st PROTOTYPE

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