Practices to understand how ideas are produced and managed
Ideas P/ If you were an animal?
P/ Thinking as a designer
(Large white space with hand. Antoni Tapies.)

– Creativity techniques
– Creativity management
– Laziness of thinking
– Inspiration, solution and test

Ideas | PCBT

The Personal Creativity Benchmark Test (PCBT) is intended to help understanding and improving creativity.
Besides creativity is often confused with artistic talent, there is no a current measure of creativity, so it’s not easy to say if anyone is less or more creative.
There are different forms of creativity and all are about finding new solutions to problems, and identifying opportunities to improve the way things are done.
The difference between creative and non-creative people may be partly related with creativity perception. Creative people might see themselves as creative and feel free to create, while non-creative people simply do not think about creativity and perhaps restrict unconsciously their flow of ideas.
The central idea of this Personal Creativity Benchmark Test (PCBT) is that anyone can be creative, just by having the adequate mind-set and use the right tools. So PCBT goal is not to calculate your level of creativity but to help you to reflect about your current disposal to creativity and to discover misconceptions that could limit your creativity. +

The participation process consists of three steps:
1. Taking the Initial PCBT | Calculation Tool
2. Enrolling in a seminar about innovation.
3. Passing the Final PCBT.
To participate in the validation process contact

Bib | Creativity

[B] Creative confidence: Unleashing the creative potential within us all
Kelley, D., & Kelley, T. (2013). Crown Pub.
Two of the most prominent experts in innovation, design and creativity show us that each and every one of us is creative. This is an entertaining and inspirational text based on their IDEO experience. +

[p] Creativity and mental illness: 40-year prospective total population study
Kyaga, S., Landén, M., Boman, M., Hultman, C. M., Långström, N., & Lichtenstein, P. (2013). Journal of psychiatric research47(1).
Tracking more than 1 million anonymous patients and their relatives, from Swedish population, confirmed that certain mental illnesses, such as bipolar disorder, is more prevalent in the group of people with artistic or scientific professions +

[nCreative patients
MIT student beating cancer through new ways of 3D scanning a body part and using that model to study pre-surgery”… +
A strategy combining medical advice, art, music & emotional support from more than half a million people… +

Salvatore Iaoconesi

Sense nomSalvatore Iaconesi, diagnosed with brain cancer, instead of becoming a passive and defeated patient took the cancer as a “life motive” for its creativity. He asked doctors his brain scans, posted them online, and invited a global community to pitch in on the blog “La cura”. He took a strategy combining medical advice, art, music & emotional support from more than half a million people.
The attitude of Salvatore Iaconesi is an impressive and commited example of creativity. Artist, interaction designer and professor of Digital Design at Rome’s University “La Sapienza”, among many other activities, is sharing his experience on Ted Talks.

What happened when I open-sourced my brain cancer

The case of Iaconesi takes us back to the works of Frida Kahlo, related and conditioned by the polio she had at the age of 6 and the accident she suffered in a bus while a teenager. The Broken Column, Without Hope, Memories, The Two Fridas and many others are a demonstration of continuous and energetic creativity emerging from her suffering.

China industrial design

wipò patents 2013The WIPO report presented in Geneva (Dec 2013) shows that in 2012 global patent filings increased at their strongest rate in nearly two decades and industrial-design registration notched its best-ever rate of growth, arrriving at 17%, the highest since design count records became available in 2004. From the estimated 1.22 million designs filed worldwide, 54% (650.000) correspond to China. In the growing ranking Russian Federation, with 29.5% was first. In totals China was followed by Germany (76,369), the Republic of Korea (68,737) and the USA (45,245).

The 2013 edition of the World Intellectual Property Indicators also shows that for the first time, China tops the ranking for the four types of IP (patents, utility models, trademarks and industrial designs).

Creativity and mental illness

van gohc chairTracking more than 1 million anonym patients and their relatives, from Swedish population, confirmed that certain mental illness, like bipolar disorder, is more prevalent in the group of people with artistic or scientific professions. Authors, particularly, were more common among schizophrenia, depression or anxiety and were approximately 50 per cent more likely to commit suicide than the general population.
According to Dr. Kyaga, the study’s lead author, the creative personality, the process and product of creativity are strongly linked to behaviour. If one is a little manic may get more and wider ideas, or if one is truly ambitious is actively trying to create new and meaningful stuff, and at the end, all this may relate with mental sanity.

The study argues against the tendency to look at patients as either sick or well, because even “sickness” might confer advantages, e.g. creativity, and because of this, Dr. Kyaga says that doctors need to think twice before administering standard drug treatments.

Mental illness, suicide and creativity: 40-year prospective total population study.  Kyaga S et al. Karolinska Institutet. J Psychiatr Res. 2013 Jan.

i&R | Potential of innovation

i&R to discover how to help organisations to manage their innovation. 

Convergent and divergent, as well as analytical and synthetic, creativity techniques may be combined. New creativity techniques are generated to find winning concepts for products and services.

Working on PINN. The Personal Creativity Benchmarking Test
Development of a tool and strategies to help people to know and manage their own style of creativity. +

Former research

Aguilà and MonguetThe years I worked with Josep Aguilà were so great. Einstein said that imagination is more important than knowledge, and Aguilà was one of the first to alert that innovation had become the key driver for succes in business. Business models must evolve according to the pace imposed by globalization and acceleration of knowledge. In this context, focused creativity and innovation is an essential capacity that companies have to develop. So the practice of innovation inside the company is a priority, and it has a particular format in each organization.

[B] Por qué algunas empresas tienen éxito y otras no. Modelos de Negocio. Ideas clave y herramientas para innovar
Aguilá, J.; Monguet, JMª. (2011) .  Planeta Deusto. +
El testimonial en contracubierta del prof. Antonio Argandoña sintetiza magistralmente el contenido de nuestro trabajo: “Es un libro para aprender de los mejores: no para copiar de ellos sino para entender los factores de su éxito y para aplicarlos al propio negocio” +

[B] Evolució de l’Oferta a l’Quinari 
Aguilá, J.; Monguet, JMª. (2009)  . Edicions OME. Generalitat de Catalunya
Aquesta recerca identifica els principals canvis i impactes en l’empresa oferint un mapa que permeti millorar la seva capacitat d’adaptació i presenta diferents experiències internacionals i a Catalunya que han tingut èxit davant aquestes transformacions globals amb l’adaptació dels nous impulsors de la competitivitat empresarial. S’analitzen exhaustivament 10 impulsors quinaris, idees i conceptes bàsics amb els quals posteriorment es fa una dissecció de 8 casos d’empreses catalanes. Aquest treball ofereix un coneixement rellevant per repensar estratègicament l’empresaTreball de recerca és previ a la publicació de “Por qué algunas empersas tienen éxito…” va ser desenvolupat entre els anys 2007 i 2009 i publicat pel COPCA (actualment ACC1Ó). +


Practices to manage prototyping  
Play P/ Gamification method
Build P/ Digitalisation
(Charlie Rivel. Josep Andreu)

– Mechanics dinamics and steatichs of games
– Gamification canvas
– Datification
– Sensorisation