A History Of Strategies For Creative Development


 - Milking Ideas: Strategies for Creative Thought
	- Historical Approaches
		- Socratic "Critical Thinking"
		- Brainstorming: Osborne's wide range of methods
		- Lateral Thinking: Adaptations of DeBono's Approach
		- Other:
			- Da Vinci
			- Fish Boning (Japan)
			- Mind Map (Tony Buzan): linked structure portrait to "generate, visualize, structure and classify ideas" (see also fishbone, relevence tree)
			- Metaphoric Thinking: analogies
			- SCAMPER: substitue, combine, adapt, magnify, put (to other uses), eliminate (or "minify"), rearrange (or reverse)
			- Genetic Algorithm
			- etc.
			- Bach, Godel, Escher: ideas re: recursion, hiearchical frames (contexts), creativity, AI.
			- Futuring : "to help individuals and organizations to build better social futures amid a (presumed) landscape of shifting social changes"
			  "Futures Techniques" (wikipedia):
				- Delphi method: in effect, data mining experts while avoiding ego landminds
				- Causal layered analysis (CLA): analysis to develop "alternative" futures: in effect, use of multiple contexts and models
				- Environmental scanning: data gathering & factor enumeration: 4 classificaitons: 
					- lone signals:
					- landmark events
					- expert forecasts
					- statistics
				- Morphological analysis: enumeration and elimination of solutions to complex (impractical to fully analyze) problems
					(used to develop new products by identifying current and future gaps in requirements of present products)
				- Scenario planning: enumeration of future problems and associated solutions in order to prioritize preparations.
				- Back-casting: looking for cause and effect
				- Cross-impact analysis: qualitative and quantitative analysis of "chains of causality" due to interaction of events
				- Failure mode and effects analysis + Meausred action to mitigate future failures
				- Future biographies: focused imagination for crystalizing and improving probability of success of goals
				- Futures wheel: brainstorming with consequence tree branching radially
				- Relevence tree: a large topic is broken into recursively smaller sub-topics for enumeration and interaction depiction.
					(Relevence tree ~= Mind Map)
		- Application Specific Examples:
			- TRIZ: Invention by following formulae specific to physical domain
			- SIT, ASIT, USIT: 
			   - Structured Inventive Thinking (SIT) & Advanced SIT (ASIT), Ford Motor Co 1990's, {to simplify Russian TRIZ)
			   - Unified structured inventive thinking USIT, from Isreal, (from SIT): 
				- 3 strategies re: interaction of objects, attributes and effects: utilization, nullification, elimination (bad effects)
				- Focus: 
					- 1) Dimensionality (enumerate attributes), 
					- 2) Pluralization (enumeration of comb, permutation of objects (unique and replicated))
					- 3) Distribution (enumeration of boundaries of funcion/effect vs objects)
					- 4) Transduction (translation of information, energy, etc.)
					- 5) Uniqueness: ID of effects by associated info vs space and time.
	- Slightly New Twists:  Transvergic Interadapation: The Generalization of Coadaptive Generative Structures with Mutual Contexts
		- Background: The closed loop system
			- Target (goal/specification) formulation
			- Generation of input
			- Method of measuring output against target
			- Method of adapting process to improve output according to measurements
		- Evaluation of each portion of the closed loop system
			- Eval of goal and specifications for this goal
			- Eval of input spec and generation against spec
			- Eval of measurement of output method
			- Eval of method of communicating measurement output re goal back to process
			- Eval of adaptability of process to improve output based on input and feedback info
				- Degrees of adaptability
		- Examples of closed loop system:


	- Example Applications of TVIA:
		- Aesthetic Synthesis: 
				- Mutual Contexts and Rasa
 
				- Generative Structures
					- Generation of Music: Melody, Harmony, etc.
					- Generation of Visual Patterns
					- Virtual Reality
					- 
				- Coadaptation of Generative Structures
					- Examples of "self-adapting" structures:
						- Music: Generation of Cannon, Fugue
						- Visual:
							- Fractals: real & imaginary
							- Use feedback for the Division remainder decimal places based art (use dec. order as mulitiplier?)
							- etc.
						- Prose: 
							- 
					- Examples of parallel adapting structures
						- 
				- Mutual Contexts
				   - Arts:
					- Aesthetic "Generative" Structure Classifications (book 3, p 89):
						- Imitation
						- Relationships
							- Non-adaptive (static, linear, etc.)
							- Adaptive (linear, non-linear)



					- Arts Examples:
						- Hearing: 
						  - Music: melody vs harmonic contexts (implicit or explicit), more than one possibility

							- Enumeration of pitch:
							  - 22 notes (shruti) as per the Natya Shastra
							  - 12 notes of Western tempored scale
							  - 48 scales based on 12 chromatic notes of Western tempored scale
								- 7 modes based on major
								- x modes based on ....
							- Enumeration of simultaneous pitch combinations

							- Enumeration of rhythmic classes

							- Enumeration of trajectory structure components

							- Classification of perceptual and cognitive phenomena
								- pitch
								- timbre
								- loudness
								- mood (rasa)

							- Music coadaption examples:
								- Bach: extended arpeggios
								- Vivaldi: end of phrase is beginning of phrase (RV522 I), etc.
								- Subtle Hint & RR&W cannon/fugue, etc.
								- visual to sonic: mt. tabor as music

						- Seeing: Visual:
							- Enumeration of parameters of visual stimulus
							   - Fundamental stimulus dimensions
								- lightness
								- hue
								- saturation
							   - Modulation
								- in space (3 dimensions or at least projection onto 2 dimensions)
								- in time (motion picture, video or depiction of motion in a static image)
							   - Classification of perceptual and cognitive phenomena
								- texture
								- contrast
								- floresence
								- illusions (due to adaptation)
								- mood (rasa)

							- Art coadaption examples:
								- Escher (foreground vs background, direction of surface {up our side}, etc.)
								- feedback modulation of division remainder decimal places: row to column

						- Saying: Verbal/Prose:
							- Humor
							  - pun: mutual contexts of meaning of synonyms.
							  - Joke: counter assumptions (book 3, p.61, 65)
							- Thriller/Mystery:
							  - Counter assumptions
						- Tasting, Smelling: Culinary:  Context constraints including taste, nutrition, economy, time and effort.
							- Enumeration of taste and ingredients
							   - salty: salt and high sodium foods (spinach, etc.)
							   - sour: acid (citric, vinegar, etc.), fatty acid, fat, oils, etc.,
							   - bitter: basic, raw plant, mild toxins (tanin, etc., alcohol?, )
							   - sweet: sugars, simple starches, etc.
								- cooked grated carrots
							   - bite: heat of capsician (*sp?): peppers, hot basil, garlic, onion, horseradish, radish
							- Enumeration of texture and ingredients
							   - creamy: immulsified fat and/or oil (dairy or vegetable based milks, creams, sauces), blends
							   - meaty:  fiberous protiens:  animal, mushroom, soy (tofu, other legum)
							   - spongey: breads: ground grain & levening (yeast, baking powder, etc.), injara, fluffy rice, 
									blended egg based (omlette, ciche, sufflue, etc.)
							   - firm/starch: grains (rice, pasta, cereal, tortilla, polenta, grits, breads, etc.), potato, 
							   - nutty: nuts (almonds, walnuts, hazelnuts, pecans, brazil nuts, macedamia, etc.), some grains...
							   - leaf:  lettuces, cabbages,kale,chard,spinach,herbs(basil, cilantro, oregano, mint, parsley...)
							   - juicey: tomato, tomatillo, grapes, kiwi, 
							   - crunchy: raw vegetables (such as carrot, pepper, onion, celery), nuts, crackers, etc.
							   - 
						- Touching, Motion: Kinesthetic: Dance
							- Enumeration of position:
							   - 108 positions of Natya Shastra
							   - 
							

							- 

		- Design & Problem Solution Synthesis: 
					- Mutual Contexts: 
						- separate disciplines
						- separate parties: 
							- marketing spec & engineer/designer
							- engineer/designer and end user
							- buyer and seller
							- buyer and buyer's goal/customer, client, etc.
						- separate constraints
							- low cost (development, materials, manufacturing, inventory, marketing, etc.)
							- high value to customer 
								- Direct: percieved aesthetic, utility & associated development, materials, etc.
								- Indirect: ISOxxxx, supporting mutual cause: green/planet friendly, labor friendly, etc.
					- Technology Examples:
						- Design/Problem Solving: Coadaptive generative Design/Solution with competing constraint contexts:
							- Efficient Reconstruction Filter: Seagull filter using ~1/2 resorces afore used:
								- boundary of stable and undstable at the infinite mapping of imaginary = real


	- Health:
		- Dieting (current weight vs future weight):  coadaptation of the set-point and average weight
		- Common pains:
			- back and joint pain due to lack of stretching: stretching as coadaptation
			- headache due to dehydration: coadapt to your condition
			- digestion problems due to dehydration: coadapt to your condition
		- Energy related problems
				- mitochondria and the liver: liver and mitochondria coadapt to peak demands over time (6 weeks)
				- food GI, hunger, energy level, etc.: coadaption of hunger, energy level and eating rate
		- Mental abilities
			- Learning as neural training:  coadaption of goals and learning within the same brain
		- Rasa, mental, physical states: coadaption between mind, body, feeling, hunger, energy level and eating habits
		- Time pressure, financial pressure and exercise: transportation as exercise
		- Training the body: controlled stress
			- Speed and efficiency through coadaptation of nerves, muscle and other tissues:  
				- PNF (coadaptation among goal, muscle, nerves)

				
	- Learning, training & teaching:
		- Examples:
			- Guitar: 
				- training fingers: PNF (coadaptation among goal, muscle, nerves)


	- Transvergic Interadapation (TVIA or "Tivia"):  Generalization of Coadaptive Generative Structures with Mutual Contexts

	- The "How To":  Tivia Methods for the arts, sciences, technology, business and philosophy

		- A step by step example:
			- Enumeration: 
				- The Three Blind Men and The Elephant:
					- Natya Shastra: 
						- list every possibility (or at least as many as possible given time constraints, etc.)
				- How to identify every possibility:
					- Identification as a "generative" structure:
						- "generation" of correlation between stimulus and "reference"	
	
	- Philosophy of TVIA: The world as a laborinth network of coadaptive generative structures
		- Taoism (???):  We are nodes
		- Philosophy and science are "generative" structures, coadaptive as they develop.
		- All living things are coadaptive generative structures.
		- All celestial bodies (physical things) are in effect coadaptive generative structures, some  more obvious than others: the forces of gravity, the exchange of energy and other physical interactions apply to our planet (and it's inhabitants and other matter), our solar system, our galaxy and others.
		- Cold hard facts: the coldness and hardness is not in the facts, but in the individual evaluating them.  Warm to the facts and they become warm. "Relax.  You can understand this."  Analogous to an airplane view.  Fear of heights can ruin the view.  Relax, and the beauty of the view becomes apparent.
		- Creativity in general as a generative structure:  Book 3, page 87 (incl. ref to Chomsky's generative grammer, etc.)
		- ....