cid working paper no. 016 :: theoretical foundations of economic

22
Index • A • abstract expressionists, 204 access to creativity, developing, 290–294 accommodation phase (children), 246 Achilles and the tortoise paradox, 191 active listening, 104 active looking, 193, 194 The Act of Creation (Koestler), 317–318 acuity, 289 Adams, Scott (cartoonist), 80 adapt element (SCAMPER), 158 adaptability, 290 add trigger (Synectics), 153 additional senses, 69–70 Adrià, Ferran (chef), 339–340 advertising humour in, 231 quality of work in, criteria for judging, 94 role play in agencies, 204 Saatchi & Saatchi awards, 277 client, being your own best, 276 clients, pursuing, 277 innovative techniques, 277–278 integration, 278 'keeper of the creative flame,' 277 manifesto, 275 message, clearly stating, 275–276 overview, 275, 325–326 pairs, 277 personnel, 277 pitch, 278 planning, 278 strategy created and used by, 275–278 teams, 277 aerobic conditioning, 108 affirmations, using, 235–237 age and creativity, 67 agility, 290 Air Force One, 38 alertness, 58–59 Alice in Wonderland (Carroll), 13, 295 Alidina, Shamash (Mindfulness For Dummies), 77, 98, 287 all change exercise, 211 allies, enemies, and tests theme, 129 altered states, 59–60 Altshuller, GS (TRIZ model), 186 Amabile, Teresa (professor), 230 ambidextrous becoming, 108 Leonardo da Vinci as, 107 ambiguity developing your tolerance of, 305–306 sfumato (embracing ambiguity), 105–106 tolerance of, 23 amygdala, 33 analogise trigger (Synectics), 155 analysers (Whole Brain Model), 181–182 anchoring, 23 angels as source of creativity, 30 animate trigger (Synectics), 154 anti role models, 102 anxiety, 46 Apple, 130, 328 appreciating culture, 283–287 apps for creative thinkers, 297 Arab Spring, 37 Archangel (Harris), 191 archetypes, 62 Archimedes (mathematician), 68, 110, 111 architecture, spiritual expression in, 28 COPYRIGHTED MATERIAL

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Page 1: CID Working Paper No. 016 :: Theoretical Foundations of Economic

Index

• A •abstract expressionists, 204access to creativity, developing, 290–294accommodation phase (children), 246Achilles and the tortoise paradox, 191active listening, 104active looking, 193, 194The Act of Creation (Koestler), 317–318acuity, 289Adams, Scott (cartoonist), 80adapt element (SCAMPER), 158adaptability, 290add trigger (Synectics), 153additional senses, 69–70Adrià, Ferran (chef), 339–340advertising

humour in, 231quality of work in, criteria for judging, 94role play in agencies, 204Saatchi & Saatchi

awards, 277client, being your own best, 276clients, pursuing, 277innovative techniques, 277–278integration, 278'keeper of the creative fl ame,' 277manifesto, 275message, clearly stating, 275–276overview, 275, 325–326pairs, 277personnel, 277pitch, 278planning, 278strategy created and used by, 275–278teams, 277

aerobic conditioning, 108

affi rmations, using, 235–237age and creativity, 67agility, 290Air Force One, 38alertness, 58–59Alice in Wonderland (Carroll), 13, 295Alidina, Shamash (Mindfulness For

Dummies), 77, 98, 287all change exercise, 211allies, enemies, and tests theme, 129altered states, 59–60Altshuller, GS (TRIZ model), 186Amabile, Teresa (professor), 230ambidextrous

becoming, 108Leonardo da Vinci as, 107

ambiguitydeveloping your tolerance of, 305–306sfumato (embracing ambiguity),

105–106tolerance of, 23

amygdala, 33analogise trigger (Synectics), 155analysers (Whole Brain Model), 181–182anchoring, 23angels as source of creativity, 30animate trigger (Synectics), 154anti role models, 102anxiety, 46Apple, 130, 328appreciating culture, 283–287apps for creative thinkers, 297Arab Spring, 37Archangel (Harris), 191archetypes, 62Archimedes (mathematician), 68, 110, 111architecture, spiritual expression in, 28

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COPYRIG

HTED M

ATERIAL

Page 2: CID Working Paper No. 016 :: Theoretical Foundations of Economic

342 Creative Thinking For Dummies

artbased on scientifi c developments, 107cave, 28political art, creating, 37science, balancing art and, 106–107

arte/scienza (balancing art and science), 106–107

The Art of Innovation (Kelley), 322assimilation phase (children), 246associative thinking, 153, 339astrolabe, 68atelier, 85, 271attraction to creativity, 14auditing creative industries, 258–259authority infl uencing decision-making, 41awareness (creative)

access to creativity, developing, 290–294acuity, 289adaptability, 290agility, 290online networks, joining creative, 290–291overview, 289–290RSA (Royal Society of Arts), 293TED (technology, entertainment and

design), 292using, 289–294Wikipedia, 294YouTube, 293–294

• B •Back to the Future (fi lm), 46Bacon, Francis (artist), 84Banksy (artist), 52Basquiat, Jean-Michel (artist), 52Bauhaus, 85The Beatles, 78, 96A Beautiful Mind (fi lm), 47behaviour, 45behavioural fl exibility, 23Behavioural Insights Team, 39Being John Malkovich (fi lm), 101being present, 77, 217–218belief, 44

bending rules, 207Berlin Wall, 17'big table' work design, 87Bigger Trees Near Water (painting), 335Black & Decker, 269Blair, Tony (Prime Minister), 38Blink (Gladwell), 52, 320Blu, Suzi (artist), 100blue sky thinking, 208–209Bodian, Stephan (Meditation For Dummies),

306body awareness, 108The Body Shop, 338Bold (Milligan), 331books

history of, 10random-idea generation, books as

starting point for, 134books on creativity

The Act of Creation (Koestler), 317–318The Art of Innovation (Kelley), 322Blink (Gladwell), 52, 320The Creative Brain (Herrmann), 319–320Hare Brain, Tortoise Mind (Claxton), 318How to Think Like Leonardo da Vinci

(Gelb), 97, 320–321Lateral Thinking (De Bono), 322Making (Heatherwick), 323The Power of Creative Intelligence

(Buzan), 319Secret Knowledge (Hockney), 318Strategies of Genius (Dilts), 321A Technique for Producing Ideas (Young),

176, 322–323Thinkertoys (Michalko), 319The Whole Brain Business Book

(Herrmann), 319–320Bowie, David (musician), 101brain

cognitive activities for maintaining a healthy, 238

creating a healthy, 237–238mind compared, 26music affecting, 33–34

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Page 3: CID Working Paper No. 016 :: Theoretical Foundations of Economic

343343 Index

neuroplasticity, 238nutritional guidelines for maintaining a

healthy, 237–238physical activity’s role in maintaining a

healthy, 237research, 25, 180scaffolding, 237structure of, 25

brainstormingconformity, overcoming, 144–145domination by a few individuals, not

allowing, 144electronic, 148facilitator for, 144focus, staying in, 145formats for, 146Harvard experiments on, 87individual, 148judging, preventing, 145overview, 19–20, 142in pairs, 148–149preparation for, 144refi nements to, 146–150rules for, 143–146shifting, 149–150silent sessions for, 149time for, setting, 145

brands, 261Branson, Richard (founder and chairman

of Virgin Group), 172breaking habits, 282breaking rules, 207breaks, taking, 87Brill Building, 264Brown, Dan (The Da Vinci Code), 28, 99Brown, Sunni (Gamestorming), 201Burgess, Guy (spy), 36burn-out, 45–46Burroughs, William (author), 101burst of creativity, 110–111Burton, Kate (Neuro-linguistic Programming

For Dummies), 21Buzan, Tony

mind mapping inventor, 107, 118The Power of Creative Intelligence, 319

• C •Cadbury, 269Caffeine Partnership, 331'Calendar Girl' (song), 264call to adventure theme, 129campaignability, 94Campbell, Joseph (The Hero’s Journey), 128capability, 44Carroll, Lewis

Alice in Wonderland, 13, 295author and mathematician, 135

Caruso, Enrico (opera tenor), 264cathedrals, Gothic, 28cave art, 28centre, fi nding your personal, 306Chagall, Marc (artist), 193challenging status quo

with fashion, 36manifestos, 35oratory, 35overview, 35political art, creating, 37revolutionary activity, 35–36from within the system, 36

chance, choosing, 209–210change scale trigger (Synectics), 154changing your mind

for different perspective, 75with games

creativity cards, 124Matchbox, 122–123overview, 122

with languagemetaphors, 125–127narrative, 127–131overview, 125trance states, 131–132

mind mapsdesigning, 119–121overview, 118steps for, 119–121theme lines, 118tools for, 119

overview, 116–118

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Page 4: CID Working Paper No. 016 :: Theoretical Foundations of Economic

344 Creative Thinking For Dummies

changing your mind for different perspective (continued)

with random inputdeconstructing a problem, 135language, transforming, 135–136overview, 133word games, playing, 133–135

with visualisationimage streaming, 137–138overview, 136–137techniques for, 138–140

Chapman, Eddie (Agent Zigzag - spy), 37Charing Cross Bridge (painting), 203Chiat, Jay (Chiat Day CEO), 330Chiat\Day, 330children

accommodation phase, 246assimilation phase, 246competence levels, 242–243concrete operational developmental

stage, 247culture, introducing, 254–255drawing, showing acquired skills through,

247–251education infl uencing, 251–252emulating child’s play, 16encouraging, 253–254fi ltering, 240–241formal operational developmental stage,

247fun and games used in development of,

294–296infants, 240–241learning methods, 240–251modelling, 241–242motor skills, 244overview, 239–240patterns and habits, developing, 246–247play-acting, 245playing as learning method, 244–245preoperational developmental stage,

246–247rehearsal, play based on, 245repetition, play based on, 245sensorimotor developmental stage, 246

technology, utilising, 255–256utilising typical games of, 295–296

Christiansen, Ole Kirk (LEGO), 329chronic stress, 219Cialdini, Robert (Infl uence: The Science of

Persuasion), 40–42city environment, creativity breeds in, 69Clapton, Eric (musician), 333–334classic stories

allies, enemies, and tests theme, 129call to adventure theme, 129crossing the threshold theme, 129list of, 128–131meeting the mentor theme, 129the ordeal theme, 129ordinary world theme, 128overview, 128preparing for the challenge theme, 129refusal of call theme, 129the resurrection theme, 130return with the reward theme, 130the reward theme, 129the road back theme, 130

Claxton, Guy (Hare Brain, Tortoise Mind), 318

clever thinking, appreciating, 286–287client

being your own best, 276pursuing a, 277

closing down to solve a problem, 74cognitive activities for maintaining a

healthy brain, 238Coleridge, Samuel Taylor (poet), 147combine element (SCAMPER), 157combine trigger (Synectics), 153commitment and consistency infl uencing

decision-making, 41competence levels, 242–243compliance, 65composing music, 78computers

Alan Turing’s modern computers, 314–315

for children, 256

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Page 5: CID Working Paper No. 016 :: Theoretical Foundations of Economic

345345 Index

history of, 298reconstruction of earliest, 68

concepts, 94concrete operational developmental stage

(children), 247confi dence, humour as manifestation of,

231conformity, overcoming, 144–145connnessione (connecting everything),

109–110conscious competence, 243conscious incompetence, 242–243consciousness

alertness, 58–59altered states, 59–60curiosity, 59daydreaming, 56dreams, 55, 58meditating, 56–57memories, 54–56overview, 54refl ections, 55–56sleeping, 56subconscious, 60–61

consistency infl uencing decision-making, 41

consumer products, history of, 17–18continuous creativity

environment for, 96–97everyday context for creative thinking,

50–52Leonardo da Vinci, 97–110overview, 50, 94profession, creativity in your, 94–95realisation of your, 50stress and, 95–96ten thousand hours, 96

contradict trigger (Synectics), 155contradiction, 186convergent thinking, 18–19, 66Coppola, Francis Ford (director), 79corporalita (cultivating fi ner aspects of

life), 107–109

creative burstEureka moment, 110–111exploding with creativity, 111light bulb effect, 110–111

creative businessesApple, 328Caffeine Partnership, 331Chiat\Day, 330DPA, 328–329Jack Tinker, 332LEGO, 329–330The Mind Gym, 326–327Pixar, 327Saatchi & Saatchi, 325–326St. Luke’s, 331

creative individualsAnita Roddick, 338Benoit Mandelbrot, 337–338Bob Dylan, 286, 305, 335Brian Eno, 336David Hockney, 84, 318, 334–335Eric Clapton, 333–334Ferran Adrià, 339–340Malcolm Gladwell, 52, 55, 96, 292, 320,

338–339Malcolm McLaren, 336–337Richard Hamilton, 340Vivienne Westwood, 336–337

creative industriesauditing, 258–259overview, 258role of creatives in, 259–260work environment, 258–260

Creative Pause, 142creative process

changing your mind for a different perspective, 75

closing down to solve a problem, 74opening up to ideas and originality, 74

creative thinkingattraction to creativity, 14child’s play, emulating, 16familiar and strange, combining, 13–14fear of creativity, 15juxtapositions, reconciling, 13

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346 Creative Thinking For Dummies

creative thinking (continued)

less obvious signs of, 11–12necessity, creativity as, 16–17obvious signs of, 10–11overview, 9–10paradoxes, reconciling, 13strategies for, 15–18tangible and elusive, combining, 14

Creative Visualization For Dummies (Nixon), 138–139

The Creative Brain (Herrmann), 319–320critic phase (Disney model for problem-

solving), 175–176criticism, exposure to, 170crossing the threshold theme, 129Crowe, Russell (actor), 47culture

appreciating, 283–287children, introducing culture to, 254–255clever thinking, appreciating, 286–287defi ning, 285Internet used to explore, 285offi cial creativity, 286overview, 283–284

cultures and creativitycity environment, creativity breeds in, 69overview, 67pockets of creativity, 68

curiosità (insatiable curiosity), 98–101curiosity, 12, 23, 59, 306–307

• D •da Vinci, Leonardo

as ambidextrous, 107arte/scienza (balancing art and science),

106–107connnessione (connecting everything),

109–110continuous creativity, 97–110corporalita (cultivating fi ner aspects of

life), 107–109curiosità (insatiable curiosity), 98–101

demostrazione (testing knowledge through experience), 101–102

journals, keeping, 98–101lifestyle, 97–98Mona Lisa (painting), 105nomenclature for, correct, 99overview, 84, 204sensazione (senses, refi ning), 103–105sfumato (embracing ambiguity), 105–106

Dadaism, 61daemons as source of creativity, 30daily theme, 100Dali, Salvador (artist), 60dark side of creativity

burn-out, 45–46eccentric, 46–47limiting beliefs, 43–45mad man, 47outsider, 46overview, 43personality of creative types, 46–47

The Da Vinci Code (Brown), 28, 99daydreaming, 56, 224–225, 308de Bono, Edward

creative expert, 133, 160, 162, 164Lateral Thinking, 322

decision period (children), 250decision-making

authority infl uencing, 41commitment and consistency

infl uencing, 41consistency infl uencing, 41liking someone infl uencing, 40reciprocity infl uencing, 41scarcity infl uencing, 41social proof infl uencing, 41

deconstructing a problem, 135Dell, Michael (Dell CEO), 298demostrazione (testing knowledge through

experience), 101–102Derain, André (artist), 203DeVito, Danny (actor), 11The Dice Man (Rhinehart), 210

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Page 7: CID Working Paper No. 016 :: Theoretical Foundations of Economic

347347 Index

Dickens, Charles (author), 79dictionary used as starting point for

random-idea generation, 134Dilts, Robert

Strategies of Genius, 321trainer/consultant in NLP, 173

DISC (Dominance, Infl uence, Steadiness and Compliance) profi ling, 64–65

disguise trigger (Synectics), 154Disney, 128Disney, Walt (entrepreneur), 170–176Disney model for problem-solving

critic phase, 175–176dreamer phase, 173overview, 170–173realist phase, 174–175

disposable pens, 12disruption, 261distort trigger (Synectics), 154divergent thinking, 18–19, 66The Divided Brain (fi lm), 293dominance, 64, 179dominant types (Whole Brain Model),

181–182domination by a few individuals, not

allowing, 144doodling, 192–193, 201–202, 209, 300DPA, 328–329drawing

active looking, 193, 194by children, 247–251overview, 192–193skills, 104–105visual vocabulary, 195–199

Drawing on the Right Side of the Brain (Edwards), 193

dream diary, 55dreamer phase (Disney model for

problem-solving), 173dreams, 55, 58drugs, use of, 60Duchamp, Marcel (artist), 61, 286, 340Dury, Ian (musician), 59

Dylan, Bob (musician), 286, 305, 335Dyson, James (designer), 12

• E •The Eagles, 86East Germany, 17eccentric, 46–47Edison, Thomas (inventor), 85, 112, 262,

311–312education infl uencing children and

creativitybalancing rigid and relaxed teaching, 252indoors and out, 252overview, 251purpose of education, 252rules and boundaries, 251work and play, 252

Edwards, Betty (Drawing on the Right Side

of the Brain), 193EEG (electroencephalogram), 180Egyptian Pyramids, 28Einstein, Albert (physicist), 101, 163, 190El Bulli, 339–340electronic brainstorming, 148electronic games, 255eliminate element (SCAMPER), 158empathise trigger (Synectics), 154encouraging children and creativity,

253–254energy-generating process, creativity as, 45Eno, Brian (musician), 101, 336environment

city environment, creativity breeds in, 69for creativity

continuous creativity, 96–97ideal creative space, 81–83overview, 77–79senses, utilising, 81–83setting, 77–83stimuli, surrounding yourself with

creative, 79–80workspace, 80–83

overview, 45

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348 Creative Thinking For Dummies

environment (continued)

workcreating and maintaining a creative

workplace, 271–272creative industries, 258–260innovation and creativity, differences

between, 273–274introducing creativity into, 265–266linear thinking, danger of, 267–269money, generating ideas that make,

261–262open-plan offi ce, 272ownership of creativity, 274owning your ideas, 262protecting your ideas, 262–265resistance to creativity, overcoming,

266–271straight-line thinking, 270vision, resisting, 270–271

escapees, 238establishing habits, 281–282Eureka moment, 110–111evaluating outcomes

implementing good outcomes, 91overview, 87–88scale of assessment, 89–91success, determining, 89–91

everyday context for creative thinking, 50–52

experience, demostrazione (testing knowledge through experience), 101–102

Experimental Self (HBDI profi le), 185exploding with creativity, 111extrasensory experiences, 69–70extraverts, 63eye-hand coordination, 194

• F •Facebook, 262–263facilitator for brainstorming, 144familiar and strange, combining, 13–14familiar objects, fresh look at, 12

fashion, challenging the status quo with, 36Fauvists, 203fear of creativity, 15feeling good about yourself, 235–237Feeling Self (HBDI profi le), 185Feynman, Richard (physicist), 90, 222, 316The Fifth Discipline (Senge), 270fi ltering, 240–241fi nding your own creative style, 112fi ner aspects of life, cultivating, 107–109fi rst ideas, capturing your, 75–76Fitzgerald, F. Scott (author), 260Fleming, Ian (author), 36fl exibility exercises, 108fl ying buttress, 28Flynn, James (academic), 90Flynn Effect, 90focus, staying in, 145food products, evolution in use of, 51Ford, Henry (industrialist), 311formal operational developmental stage

(children), 247formats for brainstorming, 146Forsyth, Frederick (author), 36fractal geometry, 337–338fragment trigger (Synectics), 154fraud, ability to spot, 52free writing, 101free-fl oating anxiety, 220French Revolution of 1789, 36Freud, Sigmund (father of psychoanalyis),

79fun and games, maintaining a creative state

of mind with, 294–300

• G •Gage, Phineas (railway construction

foreman), 180Galileo, Galilei (mathematician/

astronomer), 310Gallwey, W. Timothy (The Inner Game of

Tennis), 136

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Page 9: CID Working Paper No. 016 :: Theoretical Foundations of Economic

349349 Index

gamescreativity cards, 124electronic, 255maintaining a creative state of mind with,

294–300Matchbox, 122–123overview, 122word

books/magazines used as starting point for random-idea generation, 134

dictionary used as starting point for random-idea generation, 134

overview, 133persistence in random-idea generation,

134–135ready-made list of words used as

starting point for random-idea generation, 134

Gamestorming (Brown), 201gang stage (children), 249Gardner, Howard (professor), 222Gates, Bill (Microsoft), 121, 202, 292Gelb, Michael

creativity expert, 97, 101How to Think Like Leonardo da Vinci,

320–321gender and creativity, 66–67genius

historical concept of, 30overview, 92

Gilchrist, Elizabeth (novelist), 109Gladwell, Malcolm

Blink, 52, 55, 292, 320creative thinker, 96, 338–339

The Godfather (fi lm), 79Gogh, Vincent van (artist), 47Gollancz, Victor (publisher), 48good marks, 52Google, 98Gordon, WJJ (Synectics co-creator), 151graffi ti, 52Greek muses, 30Gropius, Walter (artist), 85Grosz, George (artist), 61

Groundhog Day (fi lm), 11groupthink, 144Gurdjieff, 85Gutenberg, Johannes (printer), 309–310Guthrie, Woody (musician), 335

• H •habits

breaking, 282changing, 280–282developing, 246–247establishing, 281–282overview, 280–281

Hamilton, Richard (artist), 340hand-to-eye coordination, 194happiness

businesses valuing, 230failure, removing fear of, 228–229fl exibility and, 228overview, 227searching for, 227–228in tribes, 229virtuous circle, 227–228

Hare Brain, Tortoise Mind (Claxton), 318Harper, Marion (Jack Tinker), 332Harris, Robert (author), 191Harrison, George (musician), 263Harry Potter (fi lms), 128–130Harvard experiments on brainstorming, 87Hawking, Stephen (physicist), 191, 292, 311HBDI (Herrmann Brain Dominance

Instrument), 181–188health, improving your, 218–219hearing, 104Heatherwick, Thomas

designer, 47Making, 323

Heinz, 269heliocentrism, 310heroes dinner party, organising a creative,

308The Hero’s Journey (Campbell), 128

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350 Creative Thinking For Dummies

Herrmann, NedThe Creative Brain, 319–320Whole Brain Model, 181The Whole Brain Business Book, 319–320

'He’s So Fine' (song), 263high concept, 11higher (cortical) quadrant (Whole Brain

Model), 181Hitler, Adolf (leader of Nazi party), 35Hockney, David

artist, 84, 334–335Secret Knowledge, 318

How to Think Like Leonardo da Vinci (Gelb), 97, 320–321

Hudson, Liam (scientist), 66humour

in advertising, 231confi dence, humour as manifestation of,

231creativity and, 232–233juxtaposition in, 13overview, 230serious subjects, laughing at, 232

Hussein, Saddam (Iraq president), 272hybridise trigger (Synectics), 155hyponogogic imagery, 58

• I •idea generation, 74, 75–76ideal creative space, 81–83ideas that became reality

Alan Turing’s modern computers, 314–315

Edison’s persistence and inspiration, 311–312

Galileo’s understanding of mankind’s place in universe, 310

Gutenberg’s printing press, 309–310Henry Ford’s vision of modern American

industry, 311Marconi’s radio, 313Newton’s insights into physical world,

310–311

Picasso’s works of art, 313–314by Richard Feynman, 316Tesla’s electric inventions, 312

identity, 44image streaming, 137–138imagineers, 94, 208immersion, 305individual brainstorming, 148infants, 240–241infi nite monkeys, 191infl uence, 64Infl uence: The Science of Persuasion

(Cialdini), 40–42inhibitions, removing, 304The Inner Game of Tennis (Gallwey), 136innovation

creativity and innovation, differences between, 273–274

overview, 17–18at Saatchi & Saatchi, 277–278

integration, 278intelligence and creativity, 90intelligent imagination, 307interaction between dominant types

(Whole Brain Model), 184Internet

children using, 256culture explored with, 285

introverts, 63inventions, Tesla’s electric, 312isolate trigger (Synectics), 154isolation, 305isometric exercise, 108Ive, Jonathan (designer), 12

• J •Jabberwocky (poem), 135Jack Tinker, 332James, William (psychologist), 112, 240Jaws (fi lm), 128–130Jobs, Steve (Apple), 130, 166, 327

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351351 Index

journalsdeveloping habit of using, 99–100Leonardo da Vinci’s, 98–101writing in, 99–101

Joyce, James (author), 101judging, preventing, 145Jung, Carl (psychologist), 62–63, 209Jungian theories, 62–63Jurassic Park (fi lm), 11juxtaposition, 13

• K •The Karate Kid (fi lm), 77Kekulé, August (chemist), 58Kelley, Tom (The Art of Innovation), 322Kennedy, John F. (U.S. President), 80kick-starting creative thinking

ambiguity, developing your tolerance of, 305–306

centre, fi nding your personal, 306curiosity, developing, 306–307heroes dinner party, organising a

creative, 308immersion, 305inhibitions, removing, 304intelligent imagination, 307isolation, 305meditation, 306seizing the moment, 303–304sleep, 308time for relaxation and fun, making, 304visualisation, 306, 307

King, Martin Luther (activist), 35Kjerulf, Alexander (happiness expert), 230Klee, Paul (artist), 193knowing creativity when you see it, 51–52knowledge, demostrazione (testing

knowledge through experience), 101–102

Koestler, Arthur (The Act of Creation), 317–318

Kroc, Ray (McDonald’s), 158

• L •Laker, Freddie (entrepreneur), 172language

metaphorsexamples of, 125–126metaphorical thinking technique,

126–127overview, 125

narrativeoverview, 127stories, making up, 127–128stories, telling the classic, 128–131

neologisms, 135overview, 125semiotics, 125trance states, 131–132

Lascaux cave paintings, 192Lasseter, John (Pixar), 327lateral thinking

overview, 160Parallel Thinking

as individual, 162overview, 161–162simplicity in, 162–163

Provocative Operation, 163Six Thinking Hats

overview, 164sequencing, 167simplicity in, 168steps for, 164–167

Lateral Thinking (De Bono), 322lateralisation, 179Law, Andy (St. Luke’s CEO), 331Law of Big Numbers, 91le Carré, John (author), 36Lear, Edward (author), 135learning methods (children), 240–251left quadrant (Whole Brain Model), 181left-brain thinking, 116LEGO, 329–330Lenin, Vladimir (Russian communist

revolutionary), 35Lennon, John (musician), 84, 135

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352 Creative Thinking For Dummies

light bulb effect, 110–111light trance states, 131–132'Like a Rolling Stone' (song), 305liking someone infl uencing decision-

making, 40limiting beliefs, 43–45linear thinking, danger of, 267–269listening, active, 104literature, spiritual expression in, 29living a creative life

brain, creating a healthy, 237–238happiness, 227–230health, improving your, 218–219humour, 230–233long life, living a, 222overview, 217–218sleeping well, 222–225stress, managing, 219–222wealth, measuring, 225–226wellbeing, 233–238

Lloyd, Christopher (actor), 46Loewy, Raymond (designer), 109logical levels of NLP, 44–45long life, living a, 222Lord of the Rings (fi lm), 129–130'Love is the Drug' (song), 59lower (limbic) quadrant (Whole Brain

Model), 181Lucas, George (Pixar), 327

• M •Maclean, Donald (spy), 36mad man, 47magazines, random-idea generation from,

134magnetic resonance imaging (MRI), 180Magritte, René (artist), 95Making (Heatherwick), 323managing stress, 219–222Mandelbrot, Benoit (mathematician),

337–338manifestos, 35, 275Maslow, Abraham (hierarchy of needs), 233

Maslow’s hierarchy of needs, 233–234The Master and His Emissary (McGilchrist),

293mat exercise, 212Matisse, Henri (artist), 203Mayall, John (musician), 333MBTI (Meyers-Briggs Type Indicator), 63–64McCartney, Paul (musician), 53, 84McDonald’s, 158McGilchrist, Iain (The Master and His

Emissary), 293McLaren, Malcolm (punk movement), 336Mead, Margaret (anthropologist), 271meditation, 56–57, 306, 308Meditation For Dummies (Bodian), 306meeting the mentor theme, 129memory

house of memory, 131overview, 54–56reality, memory confl icting with, 56

mental space, simplifying, 299message, clearly stating, 275–276metamorphose trigger (Synectics), 155metaphors

examples of, 125–126metaphorical thinking technique, 126–127overview, 125

Michalko, Michaelcreative thinking expert, 160Thinkertoys, 319

Milligan, Andy (Bold), 331mind, brain compared, 26Mind Mapping For Dummies (Rustler),

107, 307mind maps

designing, 119–121misconceptions about, 121overview, 106–107, 118steps for, 119–121theme lines, 118tools for, 119

mindfulness, 77, 98Mindfulness For Dummies (Alidina), 77, 98,

287

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353353 Index

mind’s eye, 194mindset, getting in proper, 76–77The Mind Gym, 326–327mobile phones, 255modelling, 23, 241–242modern American industry, Henry Ford’s

vision of, 311modern muses, 31modify element (SCAMPER), 158moment, being in the, 77Mona Lisa (painting), 105money, generating ideas that make, 261–262morphogenesis, 315motor skills (children), 244MRI (magnetic resonance imaging), 180multi-tasking, 299Murphy, Eddie (actor), 46muses

fi nding your own muse, 31–32Greek, 30modern, 31overview, 29Roman, 30–31

musiccomposing, 78overview, 32–34

music industry, 259artist and producer, confl ict between,

264–265plagiarism, 263teams, musicians working in, 86

'My Sweet Lord' (song), 263mythologise trigger (Synectics), 155

• N •napping, 80narrative

classic storiesallies, enemies, and tests theme, 129call to adventure theme, 129crossing the threshold theme, 129list of, 128–131meeting the mentor theme, 129

the ordeal theme, 129ordinary world theme, 128overview, 128preparing for the challenge theme, 129refusal of call theme, 129the resurrection theme, 130return with the reward theme, 130the reward theme, 129the road back theme, 130

overview, 127stories, making up, 127–128

Nash, John (mathematician), 47Nasser, Jacques (Ford), 275necessity, creativity as, 16–17negative space, 306neologisms, 135neoteny, 222Neuro-linguistic Programming For Dummies

(Ready and Burton), 21neuroplasticity, 25, 238Newton, Isaac (scientist), 58, 310–311nine-dot test, 208Nixon, Robin (Creative Visualization For

Dummies), 138–139NLP (neuro-linguistic programming)

ambiguity, tolerance of, 23anchoring, 23behaviour, 45behavioural fl exibility, 23belief, 44capability, 44curiosity, 23environment, 45identity, 44logical levels of, 44–45modelling, 23outcome thinking, 23overview, 21–22present in the moment, 24rapport, 22resourceful state, 24, 54sensory awareness, 22timelines, 24visualisation, 23

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354 Creative Thinking For Dummies

noodling, 299–300notepad, always have a, 147NREM sleep, 223Nudge (author), 39nutritional guidelines for maintaining a

healthy brain, 237–238The Nutty Professor (fi lm), 46

• O •Obama, Barack (U.S. President), 39offi cial creativity, 286Oliver, Jamie (chef), 292online networks, joining creative, 290–291opening up to ideas and originality, 74open-plan offi ce, 272optimum stress, 220–221oratory, 35the ordeal theme, 129ordinary world theme, 128organisers (Whole Brain Model), 181–182,

183Osborn, Alex (creative director at BBDO),

143outcome thinking, 23outcomes, evaluating, 87–91outdoor exercises, 212–213outsider, 46The Outsider (Wilson), 48overnight test, 179ownership of creativity, 274owning your ideas, 262

• P •Pacino, Al (actor), 79pairs

brainstorming in, 148–149in Saatchi & Saatchi, 277

paradoxes, 13, 190–191Parallel Thinking

as individual, 162overview, 161–162simplicity in, 162–163

parody trigger (Synectics), 155pass the ball exercise, 211patterns

developing, 246–247fi nding, 109

pens, disposable, 12persistence in random-idea generation,

134–135personal life

apps for creative thinkers, 297awareness, using your creative, 289–294children, utilizing typical games of, 295–296continuous creativity in, 280–282culture, appreciating, 283–287doodling, 300fun and games, maintaining a creative

state of mind with, 294–300habits, changing, 280–282noodling, 299–300resourceful state, 289self-remembering, 287–289simplifying, 298–299

personalisers (Whole Brain Model), 181–182, 183

personalityarchetypes, 62compliance, 65of creative types, 46–47DISC (Dominance, Infl uence, Steadiness

and Compliance) profi ling, 64–65dominance, 64extraverts, 63infl uence, 64introverts, 63Jungian theories, 62–63MBTI (Meyers-Briggs Type Indicator),

63–64methodologies for assessing, 63–65steadiness, 65

Peters, Tom (business guru), 270Philby, Kim (spy), 36physical activity’s role in maintaining a

healthy brain, 237physical environment, simplifying, 298–299physical exercise, 20

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355355 Index

physical fi tness, 108Piaget, Jean (biologist), 246Picasso, Pablo (artist), 31, 52, 59, 84, 193,

203, 313–314Picasso Museum, 52Pink Floyd, 78pitch, 278Pixar, 327Planet of the Apes (fi lm), 11play-acting, 245playing as learning method (children),

244–245playing creatively

active looking, 193, 194all change exercise, 211doodling, 192–193, 201–202drawing

active looking, 193, 194overview, 192–193visual vocabulary, 195–199

mat exercise, 212outdoor exercises, 212–213with paint, 203pass the ball exercise, 211role play

alone, 205disadvantages of, 205evaluating, 205–206overview, 204

rulesbending, 207blue sky thinking, 208–209breaking, 207chance, choosing, 209–210overview, 206–207sticking to, 206–207thinking outside of the box, 207–208

stuck, creating movement when you get, 213–214

thought experimentsAchilles and the tortoise paradox, 191Hawking’s tortoises, 191infi nite monkeys, 191overview, 190paradoxes, 190–191

Schrödinger’s cat, 191ship of Theseus paradox, 191

visual thinkingcost of problem, 197overview, 195SQVID, 199–203timeline for problem, 198tools for solving problem, 198–199where is problem, 197–198who/what is problem, 196–197why is there a problem, 199

visual vocabulary, 195–199whole-body experiences, 211–213

pockets of creativity, 68political art, creating, 37politics

Nudge principle, 40religious movements, connection with,

38–39smarter thinking techniques for

government, applying, 39–43Pollock, Jackson (artist), 204power naps, 139, 224, 308The Power of Creative Intelligence (Buzan),

319preoperational developmental stage

(children), 246–247preparation

for brainstorming, 144for creativity

environment, setting, 77–83fi rst ideas, capturing your, 75–76mindset, getting in the proper, 76–77

for problem-solving, 170preparing for the challenge theme, 129preschematic stage (children), 248present, being, 24, 59, 217–218printing press, 309–310problem-solving

criticism, exposure to, 170Disney model

critic phase, 175–176dreamer phase, 173overview, 170–173realist phase, 174–175

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356 Creative Thinking For Dummies

problem-solving (continued)

overview, 169–170preparation for, 170TRIZ model, 186Whole Brain Model

analysers, 181–182dominant types, 181–182Experimental Self (HBDI profi le), 185Feeling Self (HBDI profi le), 185HBDI (Herrmann Brain Dominance

Instrument), 181–188higher (cortical) quadrant, 181interaction between dominant types, 184left quadrant, 181lower (limbic) quadrant, 181organisers, 181–182, 183overview, 181personalisers, 181–182, 183Rational Self (HBDI profi le), 185right quadrant, 181Safekeeping Self (HBDI profi le), 185strategisers, 181–182, 183

Young’s fi ve-step techniqueoverview, 176–177steps for, 177–179

procrastinate trigger (Synectics), 155profession, creativity in your, 94–95progress principle, 230proprioception, 69protecting your ideas

artist and producer, confl ict between, 264–265

overview, 262–263plagiarism, 263work environment, 262–265

Provocation, 163provocation, 133Provocative Operation, 163pseudo-naturalistic stage (children), 250punk, 61, 336–337put to another use element (SCAMPER), 158

• Q •quantum mechanics, 13

• R •radio, 313random input

deconstructing a problem, 135language, transforming, 135–136overview, 133word games, playing, 133–135

Rank Hovis McDougall, 261rapport, 22Rational Self (HBDI profi le), 185Ready, Romilla (Neuro-linguistic

Programming For Dummies), 21ready-made list of words used as starting

point for random-idea generation, 134realisation of your constant creativity, 50realist phase (Disney model for problem-

solving), 174–175reality, memory confl icting with, 56reciprocity infl uencing decision-making, 41reconstructing phase (Synectics), 156recording device, always having, 147referring phase (Synectics), 152refi nements to brainstorming, 146–150refl ecting phase (Synectics), 153–156refl ections, 55–56reframing, 162refusal of call theme, 129rehearsal, play based on, 245relaxation

original idea, relaxing before coming up with, 208

as starting point, 20, 21unstuck, as technique for getting, 54

religionpolitical movements, connection with,

38–39Wailing Wall, 39

REM sleep, 223Renaissance Florence, 68repeat trigger (Synectics), 153repetition, play based on, 245research and studies on creativity, rapid

pace of, 25

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357357 Index

resistance to creativity, overcoming, 266–271resourceful state, 24, 289the resurrection theme, 130return with the reward theme, 130reverse element (SCAMPER), 158revolutionary activity, 35–36the reward theme, 129Rhinehart, Luke (The Dice Man), 210Ridicule (fi lm), 103right quadrant (Whole Brain Model), 181The Rite of Spring (orchestral concert

work), 61, 286the road back theme, 130Roam, Dan (visual thinker), 195, 199Robinson, Ken (educationalist), 67rock and roll, 60Roddick, Anita (Body Shop), 338role of creatives in creative industries,

259–260role play

alone, 205disadvantages of, 205evaluating, 205–206overview, 204

Roman muses, 30–31Roxy Music, 59RSA (Royal Society of Arts), 293rules

bending, 207blue sky thinking, 208–209for brainstorming, 143–146breaking, 207chance, choosing, 209–210overview, 206–207sticking to, 206–207thinking outside of the box, 207–208

Rustler, Florian (Mind Mapping For

Dummies), 107, 307

• S •Saab, 266Saatchi, Charles (co-founder of Saatchi &

Saatchi), 275, 276–277, 325

Saatchi, Maurice (co-founder of Saatchi & Saatchi), 275, 278, 325

Saatchi & Saatchiawards, 277client

being your own best, 276pursuing a, 277

innovative techniques, 277–278integration, 278'keeper of the creative fl ame,' 277manifesto, 275message, clearly stating, 275–276overview, 275, 325–326pairs, 277personnel, 277pitch, 278planning, 278strategy created and used by, 275–278teams, 277

Safekeeping Self (HBDI profi le), 185samizdat, 37scaffolding, 237scale of assessment, 89–91scale of creativity, 92SCAMPER

adapt element, 158combine element, 157elements of, 157–158eliminate element, 158example, 159modify element, 158overview, 135, 157put to another use element, 158reverse element, 158substitute element, 157Thinkertoys, 160

scarcity infl uencing decision-making, 41schematic stage (children), 249Schrödinger’s cat, 191Schwarzenegger, Arnold (actor), 11science, balancing art and, 106–107scientists using art to understand complex

and abstract issues, 107scribbling stage (children), 248

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358 Creative Thinking For Dummies

In Search of Excellence (Peters), 270Secret Knowledge (Hockney), 318Sedaka, Neil (songwriter), 264seizing the moment, 303–304self-remembering, 77, 287–289self-talk, switching off, 235semiotics, 125Senge, Peter (business guru), 270sensazione (senses, refi ning), 103–105senses

additional, 69–70overview, 69proprioception, 69refi ning, 103–105utilizing, 81–83

sensorimotor developmental stage (children), 246

sensory awareness, 22sequencing (Six Thinking Hats), 167serendipity, 70setting, 77–83sex, creativity enhanced by, 59–60'Sex & drugs & rock & roll' (song), 59Seymour, Jeremy (creative guru), 277sfumato (embracing ambiguity),

105–106shedding, 162Sheldrake, Rupert (biologist), 70shifting, 149–150ship of Theseus paradox, 191sideways thinking. See lateral thinkingsilent sessions for brainstorming, 149simplicity

in Parallel Thinking, 162–163in Six Thinking Hats, 168

simplifying, 298–299Six Thinking Hats

overview, 164sequencing, 167simplicity in, 168steps for, 164–167

sleep, 56, 222–225, 308smartphones, 297smell, 103–104

Smith, Wilbur (author), 79Snook, Hans (business man), 88social matching, 144social networks, 256social proof infl uencing decision-

making, 41Socratic method, 106soft language, 40soul bombs, 204spandrels, 28spies, 36–37spiritual expression

in architecture, 28in literature, 29overview, 28

springboards (Synectics), 156SQVID

change element, 202doodling element, 201–202individual element, 201overview, 199quality element, 200simple element, 200vision element, 200

St. Luke’s, 331St. Paul’s Cathedral, 51Star Wars (fi lms), 128–129status quo, challenging. See challenging

status quosteadiness, 65stereotypes of creative people, 46–47sticking to rules, 206–207stimuli, surrounding yourself with creative,

79–80Stone, Ruth (poet), 109Stonehenge, 28stories

classicallies, enemies, and tests theme, 129call to adventure theme, 129crossing the threshold theme, 129list of, 128–131meeting the mentor theme, 129the ordeal theme, 129

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359359 Index

ordinary world theme, 128overview, 128preparing for the challenge theme, 129refusal of call theme, 129the resurrection theme, 130return with the reward theme, 130the reward theme, 129the road back theme, 130

making up, 127–128straight-line thinking, 270Strategies of Genius (Dilts), 321strategisers (Whole Brain Model), 181–182,

183Stravinsky, Igor (composer), 61, 101, 286stream of consciousness, 100–101strength training, 108stress

chronic, 219and continuous creativity, 95–96free-fl oating anxiety, 220managing, 219–222optimum, 220–221overview, 46work, 222

stretching, 209structured techniques, 141stuck

being, 25, 53creating movement when you get,

213–214style, fi nding your own creative, 112subconscious, 60–61substitute element (SCAMPER), 157substitute trigger (Synectics), 154subtract trigger (Synectics), 153success, determining, 89–91superimpose trigger (Synectics), 154surrealism, 60, 95Surviving Picasso (fi lm), 314Swan, Joseph (inventor), 112switching, 168symbolise trigger (Synectics), 155synaesthesia, 70synchronicity, 62, 70

Synecticsadd trigger, 153analogise trigger, 155animate trigger, 154associative thinking, 153assumptions of, 151change scale trigger, 154combine trigger, 153contradict trigger, 155disadvantage of, 151disguise trigger, 154distort trigger, 154empathise trigger, 154fragment trigger, 154hybridise trigger, 155isolate trigger, 154metamorphose trigger, 155mythologise trigger, 155overview, 150–151parody trigger, 155procrastinate trigger, 155reconstructing phase, 156referring phase, 152refl ecting phase, 153–156repeat trigger, 153springboards, 156substitute trigger, 154subtract trigger, 153superimpose trigger, 154symbolise trigger, 155transfer trigger, 154triggers, 153–155

system, challenging status quo from within, 36

• T •tablet computers, 255, 297talent, 92tangible and elusive, combining, 14Tchaikovsky, Pyotr Ilyich (composer), 47teams, working in, 84–87A Technique for Producing Ideas (Young),

176, 322–323

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360 Creative Thinking For Dummies

technology, utilizing, 255–256TED (technology, entertainment and

design), 292ten thousand hours, 96Tesla, Nikola (inventor), 312Thaler, Richard (professor), 40Thatcher, Margaret (Prime Minister), 39theme lines, 118Thinkertoys, 160Thinkertoys (Michalko), 319thinking outside of the box, 207–208thinking young, 222thin-slicing, 52thought experiments

Achilles and the tortoise paradox, 191Hawking’s tortoises, 191infi nite monkeys, 191overview, 190paradoxes, 190–191Schrödinger’s cat, 191ship of Theseus paradox, 191

three-page technique for writing, 101three-points-of-view game, 102Through the Looking-Glass (author), 13timelines, 24tipping point, 339trance states, 131–132transfer trigger (Synectics), 154triggers (Synectics), 153–155TRIZ model, 186Turing, Alan (mathematician), 314–315Turner, JMW (artist), 100Twins (fi lm), 11

• U •unconscious competence, 243unconscious incompetence, 242uncreative times

overview, 24stuck, being, 25unstuck, techniques for getting, 26,

53, 54

Unfolding the Napkin (Roam), 195universe, Galileo’s understanding of

mankind’s place in, 310unpredictable outcome of creative

thinking, 53–54unstructured techniques, 141unstuck, techniques for getting, 26,

53, 54Unstuck app, 214

• V •Venus of Willendorf, 28, 29Virgin Atlantic, 172Virgin Galactic, 172virtuous circle, 227–228vision, resisting, 270–271visual thinking

cost of problem, 197overview, 195SQVID

change element, 202doodling element, 201–202individual element, 201overview, 199quality element, 200simple element, 200vision element, 200

timeline for problem, 198tools for solving problem, 198–199where is problem, 197–198who/what is problem, 196–197why is there a problem, 199

visual vocabulary, 195–199visualisation

image streaming, 137–138kick-starting creative thinking, 306, 307overview, 23, 136–137steps for, 136–137techniques for, 138–140for wealth, increasing, 226

von Oech, Roger (Whack Pack), 124

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361361 Index

• W •Wailing Wall, 39Wallis, Alfred (artist), 284wealth, measuring, 225–226welfare capitalism, 311wellbeing

affi rmations, using, 235–237feeling good about yourself, 235–237Maslow’s hierarchy of needs, 233–234overview, 233self-talk, switching off, 235

Wells, Mary (Jack Tinker), 332Wenger, Win (creativity expert), 137Westwood, Vivienne (designer), 336–337Whack Pack (creativity cards), 124Whole Brain Model

analysers, 181–182dominant types, 181–182Experimental Self (HBDI profi le), 185Feeling Self (HBDI profi le), 185HBDI (Herrmann Brain Dominance

Instrument), 181–188higher (cortical) quadrant, 181interaction between dominant

types, 184left quadrant, 181lower (limbic) quadrant, 181organisers, 181–182, 183overview, 181personalisers, 181–182, 183Rational Self (HBDI profi le), 185right quadrant, 181Safekeeping Self (HBDI profi le), 185strategisers, 181–182, 183

whole brain thinking, 106whole-body experiences, 211–213The Whole Brain Business Book

(Herrmann), 319–320Wight, Robin (creative guru), 155, 177Wikipedia, 294Wilson, Colin (author), 48Wisconsin card-sorting test, 281–282

The Wizard of Oz (fi lm), 128–129word games

books/magazines used as starting point for random-idea generation, 134

dictionary used as starting point for random-idea generation, 134

overview, 133persistence in random-idea generation,

134–135ready-made list of words used as

starting point for random-idea generation, 134

work environmentcreating and maintaining a creative

workplace, 271–272creative industries, 258–260innovation and creativity, differences

between, 273–274introducing creativity into, 265–266linear thinking, danger of, 267–269money, generating ideas that make,

261–262open-plan offi ce, 272ownership of creativity, 274owning your ideas, 262protecting your ideas, 262–265resistance to creativity, overcoming,

266–271straight-line thinking, 270vision, resisting, 270–271

work stress, 222working alone, 84working alone combined with working in

teams, 86–87working in teams, 84–86workspace

choosing, 271environment for creativity, 80–83setting up, 272–273

Wren, Christopher (architect), 51writing

in journals, 99–101three-page technique, 101

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362 Creative Thinking For Dummies

• Y •'Yesterday' (song), 53York, Peter (social commentator), 272Young, James Webb

advertising executive, 176–179A Technique for Producing Ideas, 322–323

Young’s fi ve-step techniqueoverview, 176–177steps for, 177–179

YouTube, 293–294

• Z •Zedong, Mao (Chinese communist

revolutionary), 36Zeno (ancient Greek philosopher), 190Zuckerberg, Mark (Facebook), 262

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