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Creative Science Foundation
The Creative Science Foundation (CSf) is a non-profit organization, established on 4 November 2011 in London, England, that advocates a synergetic relationship between creative arts (e.g. writing, films, art, dance etc.) and sciences (e.g. engineering, business, socio-political etc.) as a means to fostering innovation. It is best known for its use of science fiction prototyping as an ideation, communication and prototyping tool for product innovation. The foundation's main modus-operandi are the organisation or sponsorship of vacation-schools, workshops, seminars, conferences, journals, publications and projects.Creative Science Foundatio''web pages'' accessed 25.5.15 See also * Futures studies * Micro-SFP * Science Fiction Poetry Association * Science fiction prototyping Science fiction prototyping (SFP) refers to the idea of using science fiction to describe and explore the implications of futuristic technologies and the social structures enabled by them. Similar terms are ...
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Creative Arts
The arts are a very wide range of human practices of creative expression, storytelling and cultural participation. They encompass multiple diverse and plural modes of thinking, doing and being, in an extremely broad range of media. Both highly dynamic and a characteristically constant feature of human life, they have developed into innovative, stylized and sometimes intricate forms. This is often achieved through sustained and deliberate study, training and/or theorizing within a particular tradition, across generations and even between civilizations. The arts are a vehicle through which human beings cultivate distinct social, cultural and individual identities, while transmitting values, impressions, judgments, ideas, visions, spiritual meanings, patterns of life and experiences across time and space. Prominent examples of the arts include: * visual arts (including architecture, ceramics, drawing, filmmaking, painting, photography, and sculpting), * literary arts (includin ...
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Sciences
Science is a systematic endeavor that builds and organizes knowledge in the form of testable explanations and predictions about the universe. Science may be as old as the human species, and some of the earliest archeological evidence for scientific reasoning is tens of thousands of years old. The earliest written records in the history of science come from Ancient Egypt and Mesopotamia in around 3000 to 1200 BCE. Their contributions to mathematics, astronomy, and medicine entered and shaped Greek natural philosophy of classical antiquity, whereby formal attempts were made to provide explanations of events in the physical world based on natural causes. After the fall of the Western Roman Empire, knowledge of Greek conceptions of the world deteriorated in Western Europe during the early centuries (400 to 1000 CE) of the Middle Ages, but was preserved in the Muslim world during the Islamic Golden Age and later by the efforts of Byzantine Greek scholars who brought Greek ...
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Innovation
Innovation is the practical implementation of ideas that result in the introduction of new goods or services or improvement in offering goods or services. ISO TC 279 in the standard ISO 56000:2020 defines innovation as "a new or changed entity realizing or redistributing value". Others have different definitions; a common element in the definitions is a focus on newness, improvement, and spread of ideas or technologies. Innovation often takes place through the development of more-effective products, processes, services, technologies, art works or business models that innovators make available to markets, governments and society. Innovation is related to, but not the same as, invention: innovation is more apt to involve the practical implementation of an invention (i.e. new / improved ability) to make a meaningful impact in a market or society, and not all innovations require a new invention. Technical innovation often manifests itself via the engineering process when the prob ...
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Science Fiction Prototyping
Science fiction prototyping (SFP) refers to the idea of using science fiction to describe and explore the implications of futuristic technologies and the social structures enabled by them. Similar terms are design fiction, speculative design, and critical design. History and progress The idea was introduced by Brian David Johnson in 2010 who, at the time, was a futurist at Intel working on the challenge his company faced anticipating the market needs for integrated circuits at the end of their 7–10 years design and production cycle. The roots for Science Fiction Prototyping can be traced back to two papers, the first by Callaghan et-al “''Pervasive Computing and Urban Development: Issues for the individual and Society''”, presented at the 2004 United Nations World Urban Forum which used short stories as a means to convey potential future threats of technology to society and the second, by Egerton et-al "''Using Multiple Personas In Service Robots To Improve Exploration Strat ...
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Ideation (idea Generation)
Ideation is the creative process of generating, developing, and communicating new ideas, where an idea is understood as a basic element of thought that can be either visual, concrete, or abstract. Ideation comprises all stages of a thought cycle, from innovation, to development, to actualization. Ideation can be conducted by individuals, organizations, or crowds. As such, it is an essential part of the design process, both in education and practice. Criticism The word "ideation" has come under informal criticism as being a term of meaningless jargon, as well as being inappropriately similar to the psychiatric term for suicidal ideation. Methods and approaches There are many methods and approaches for ideation. A list of common ideation techniques is as follows: * Brainstorming: A popular technique, where the basic premise is to get a group together and have them share their ideas freely, without judgement. The goal is to generate as many ideas as possible, regardless of whe ...
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Product Innovation
Product innovation is the creation and subsequent introduction of a good or service that is either new, or an improved version of previous goods or services. This is broader than the normally accepted definition of innovation that includes the invention of new products which, in this context, are still considered innovative. Introduction Product innovation is defined as: Numerous examples of product innovation include introducing new products, enhanced quality and improving its overall performance. Product innovation, alongside cost-cutting innovation and process innovation, are three different classifications of innovation which aim to develop companys production methods. Thus product innovation can be divided into two categories of innovation: radical innovation which aims at developing a new product, and incremental innovation which aims at improving existing products. Advantages and disadvantages Advantages of product innovation include: * Growth, expansion and gaining a ...
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Futures Studies
Futures studies, futures research, futurism or futurology is the systematic, interdisciplinary and holistic study of social and technological advancement, and other environmental trends, often for the purpose of exploring how people will live and work in the future. Predictive techniques, such as forecasting, can be applied, but contemporary futures studies scholars emphasize the importance of systematically exploring alternatives. In general, it can be considered as a branch of the social sciences and an extension to the field of history. Futures studies (colloquially called "futures" by many of the field's practitioners) seeks to understand what is likely to continue and what could plausibly change. Part of the discipline thus seeks a systematic and pattern-based understanding of past and present, and to explore the possibility of future events and trends. Unlike the physical sciences where a narrower, more specified system is studied, futurology concerns a much bigger and ...
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Micro-SFP
Micro-SFP (µSFP) describes an ultra-short science-fiction story written for the specific purpose of capturing inventive ideas for product or service innovations. It is a combination of three concepts, first ''science-fiction prototyping'' (a methodology based on writing fictional stories to instantiate and test ideas for new products, businesses or political systems), second flash fiction (a genre that advocates writing stories as small as just 6 words) and finally, Twitter and texting (messaging and social networking in less than 140 / 160 characters). Roots As a tool to influence the future, µSFP has similarities to fables, parables, anecdotes, sayings, proverbs and maxims in that it seeks to capture and communicate an inspirational vision. In literary terms, it is similar to what the English speaking world refer to as flash fiction (sometimes called micro-fiction, nano-fiction, sudden fiction or postcard-fiction), or in Latin-America microrrelato (or ficcione), in France; no ...
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Science Fiction Poetry Association
The Science Fiction & Fantasy Poetry Association (SFPA) is a society based in the United States with the aim of fostering an international community of writers and readers interested in poetry pertaining to the genres of science fiction, fantasy, and/or horror. The SFPA oversees the quarterly production of literary journals dedicated to speculative poetry and the annual publication of anthologies associated with awards administered by the organization, i.e. the Rhysling Awards for year's best speculative poems in two length categories and the Dwarf Stars Award for year's best very short speculative poem. Every year since 2013, the SFPA has additionally administered the Elgin Awards for best full-length speculative poetry collection and best speculative chapbook. History The SFPA was established as the Science Fiction Poetry Association in 1978 by author and linguist Suzette Haden Elgin. Elizabeth Chater served as the first president of the SFPA, followed by Gene Wolf. Other S ...
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Science Fiction Prototyping
Science fiction prototyping (SFP) refers to the idea of using science fiction to describe and explore the implications of futuristic technologies and the social structures enabled by them. Similar terms are design fiction, speculative design, and critical design. History and progress The idea was introduced by Brian David Johnson in 2010 who, at the time, was a futurist at Intel working on the challenge his company faced anticipating the market needs for integrated circuits at the end of their 7–10 years design and production cycle. The roots for Science Fiction Prototyping can be traced back to two papers, the first by Callaghan et-al “''Pervasive Computing and Urban Development: Issues for the individual and Society''”, presented at the 2004 United Nations World Urban Forum which used short stories as a means to convey potential future threats of technology to society and the second, by Egerton et-al "''Using Multiple Personas In Service Robots To Improve Exploration Strat ...
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Science Fiction Research Association
The Science Fiction Research Association (SFRA), founded in 1970, is the oldest, non-profit professional organization committed to encouraging, facilitating, and rewarding the study of science fiction and fantasy literature, film, and other media. The organization’s international membership includes academically affiliated scholars, librarians, and archivists, as well as authors, editors, publishers, and readers. In addition to its facilitating the exchange of ideas within a network of science fiction and fantasy experts, SFRA holds an annual conference for the critical discussion of science fiction and fantasy where it confers a number of awards, and it produces the quarterly publication, ''SFRA Review'', which features reviews, review essays, articles, interviews, and professional announcements. Conferences The SFRA hosts an annual scholarly conference, which meets in a different location each year. Meetings have been held predominantly in the United States in such places as N ...
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Threatcasting
Threatcasting is a conceptual framework used to help multidisciplinary groups envision future scenarios. It is also a process that enables systematic planning against threats ten years in the future. Utilizing the threatcasting process, groups explore possible future threats and how to transform the future they desire into reality while avoiding undesired futures. Threatcasting is a continuous, multiple-step process with inputs from social science, technical research, cultural history, economics, trends, expert interviews, and science fiction storytelling. These inputs inform the exploration of potential visions of the future. Once inputs are explored for impact and application, participants create a science fiction story (science fiction prototyping) based ten years in the future to add context around human activity. Science Fiction Prototyping consists of a future story about a person in a place doing a thing. The threatcasting process results in creation of many potential futur ...
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