<?xml version="1.0" encoding="UTF-8"?><xml><records><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Priscilla Kan John</style></author><author><style face="normal" font="default" size="100%">Emmaline Lear</style></author><author><style face="normal" font="default" size="100%">Patrick L’Espoir Decosta</style></author><author><style face="normal" font="default" size="100%">Shirley Gregor</style></author><author><style face="normal" font="default" size="100%">Stephen Dann</style></author><author><style face="normal" font="default" size="100%">Ruonan Sun</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Designing a Visual Tool for Teaching and Learning Front-End Innovation</style></title><secondary-title><style face="normal" font="default" size="100%">Technology Innovation Management Review</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">design thinking</style></keyword><keyword><style  face="normal" font="default" size="100%">Evidence-based Learning</style></keyword><keyword><style  face="normal" font="default" size="100%">Evidence-based Teaching</style></keyword><keyword><style  face="normal" font="default" size="100%">front-end innovation</style></keyword><keyword><style  face="normal" font="default" size="100%">Problematisation</style></keyword><keyword><style  face="normal" font="default" size="100%">Visual tools</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2020</style></year><pub-dates><date><style  face="normal" font="default" size="100%">09/2020</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">timreview.ca/article/1386</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Talent First Network</style></publisher><pub-location><style face="normal" font="default" size="100%">Ottawa</style></pub-location><volume><style face="normal" font="default" size="100%">10</style></volume><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">This paper presents work on the design and development of a guided visual tool, the project client map (PCM), which is intended to assist students in their class projects solving real-world problems with industry clients. We use a design science research approach to contribute to existing knowledge through the design of an artefact (the PCM) that has a clear educational and learning goal, and that provides utility. Circumscribing a problem is an essential step to seed the ideation process in front-end innovation. While this step can employ existing tools that focus separately on the organisational, environmental, and human contexts of the problem under scrutiny, there is no formalised roadmap for how to integrate these tools. The PCM addresses this gap. We present a first version of the PCM in this paper, which will be refined in further work.</style></abstract><issue><style face="normal" font="default" size="100%">9</style></issue><custom1><style face="normal" font="default" size="100%">Australian National University
Priscilla Kan John obtained her Ph.D in Computer Science from the Australian National University (ANU) in 2013.  She then took a detour from academia and worked in facilitating innovation between business and universities, including setting up an Innovation Hub at the College of Business and Economics, ANU.  She is currently a lecturer at the College of Engineering and Computer Science, ANU.  Her research interests are in Artificial Intelligence (especially exploring concepts such as trust, autonomy and decision-making), Human Computer Interaction (exploring the social and design aspects of using smart machines) and Computer Science Education (developing pedagogical frameworks and tools for nurturing skills to face disruption).</style></custom1><custom2><style face="normal" font="default" size="100%">Australian National University 
Emmaline Louise Lear is an educator formally working at the Australian National University. Her work at the Australian Centre for the Public Awareness of Science (CPAS) included coordinating the Professional Practice courses for engineers and computer scientists and investigating engaging approaches to teaching responsible innovation in science education using design thinking, flipped modes of delivery, problem and project based learning and work-integrated learning. Emmaline also has experience in developing technical communication skills particularly for international STEAM students.</style></custom2><custom3><style face="normal" font="default" size="100%">Australian National University
Patrick J.N. L’Espoir Decosta is a Senior Lecturer in the College of Business and Economics at the Australian National University, Canberra, Australia.  His research interests span the areas of curriculum development in higher education, evidence-based management of education, tourism marketing and promotion, and critical studies of tourism. Other key areas of research include the sharing economy, and the commercial relevance of place and space.</style></custom3><custom4><style face="normal" font="default" size="100%">Australian National University
Shirley Gregor is a Professor Emerita at the Australian National University. Her research interests include artificial intelligence, human-computer interaction and the philosophy of science and technology. She obtained her Ph.D. in Information Systems from the University of Queensland in 1996. In 2005 she was made an Officer of the Order of Australia and a Fellow of the Australian Computer Society and in 2010 she was appointed a Fellow of the Association for Information Systems.</style></custom4><custom5><style face="normal" font="default" size="100%">Australian National University
Stephen Dann is a marketer, academic, Lego Serious Play practitioner, and Senior Lecturer in the Research School of Management, College of Business and Economics at the Australian National University. He is a Senior Fellow of the Higher Education Academy (UK), and recipient of the Australian and New Zealand Marketing Academy Conference Emerging Educator award, the College of Business and Economics Education Innovation award and the Australian National University Vice Chancellor’s Citation for Outstanding Contribution to Student Learning.</style></custom5><custom6><style face="normal" font="default" size="100%">Australian National University
Ruonan Sun is a sessional lecturer at the Research School of Management. Australian National University. His primary research are in the areas of digital platform architectures and technology affordances. He has published in Australasian Journal of Information Systems and International Journal of Injury Control and Safety Promotion.</style></custom6><section><style face="normal" font="default" size="100%">14</style></section></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Dagny Valgeirsdottir</style></author><author><style face="normal" font="default" size="100%">Balder Onarheim</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Realistic Creativity Training for Innovation Practitioners: The Know–Recognize–React Model</style></title><secondary-title><style face="normal" font="default" size="100%">Technology Innovation Management Review</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">co-creation</style></keyword><keyword><style  face="normal" font="default" size="100%">cognitive creativity</style></keyword><keyword><style  face="normal" font="default" size="100%">creative awareness</style></keyword><keyword><style  face="normal" font="default" size="100%">creative process</style></keyword><keyword><style  face="normal" font="default" size="100%">creativity</style></keyword><keyword><style  face="normal" font="default" size="100%">creativity training</style></keyword><keyword><style  face="normal" font="default" size="100%">front-end innovation</style></keyword><keyword><style  face="normal" font="default" size="100%">innovation process</style></keyword><keyword><style  face="normal" font="default" size="100%">metacognition</style></keyword><keyword><style  face="normal" font="default" size="100%">transdisciplinary</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2017</style></year><pub-dates><date><style  face="normal" font="default" size="100%">06/2017</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://timreview.ca/article/1080</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Talent First Network</style></publisher><pub-location><style face="normal" font="default" size="100%">Ottawa</style></pub-location><volume><style face="normal" font="default" size="100%">7</style></volume><pages><style face="normal" font="default" size="100%">5-15</style></pages><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">Creativity is increasingly being recognized as important raw material for innovation, which highlights the importance of identifying ways to increase the creativity of practitioners. In this article, we describe our efforts to design a creativity training program specifically for innovation practitioners. Our aim was to develop a program that would be both theoretically sound (i.e., based on a rigorous scientific foundation) and relevant for practitioners (i.e., applicable to real-world contexts). Our transdisciplinary study employed co-creation as a method to ensure that three layers of focus would be taken into consideration: metacognitive knowledge, metacognitive monitoring, and metacognitive control. The result is a program called Creative Awareness Training, which is based on the new Know–Recognize–React model.</style></abstract><issue><style face="normal" font="default" size="100%">6</style></issue><custom1><style face="normal" font="default" size="100%">Technical University of Denmark
Dagny Valgeirsdottir is a PhD researcher and is part of the Innovation, Design and Entrepreneurship research group in the Department of Management Engineering at the Technical University of Denmark. Her research focuses on developing ways to enhance individual creativity by optimizing creativity training through the application of metacognitive approaches. She is the author of numerous articles on the topic and is currently working on finalizing her dissertation. Dagny furthermore contributes to the Copenhagen Institute of NeuroCreativity, which is an institute devoted to enhancing creativity of individuals and teams applying principles from neuroscience.</style></custom1><custom2><style face="normal" font="default" size="100%">Technical University of Denmark
Balder Onarheim is Associate Professor in Creativity and is part of the Innovation, Design and Entrepreneurship research group in the Department of Management Engineering at the Technical University of Denmark. His expertise lies within a neurobiological understanding of creativity and methods to use this understanding to improve individuals’ capabilities in creative problem solving. Balder is moreover the founder of the Copenhagen Institute of NeuroCreativity and the CEO at PlatoScience, which is making a neurostimulator to enhance performance in knowledge work.</style></custom2></record></records></xml>