Professional Documents
Culture Documents
TABLE OF
CONTENTS
3 Summary
4 Data collection
5 Defining creativity
6 The clients request
7 Performance gaps
8 Performers
10 Context
11 Constraints
12 Requirements
13 Cause analysis
Data collection
The data for this needs assessment has been
collected through interviews face-to-face interviews with graphic design teachers as well as
former and current graphic design students at
Cgep du Vieux-Montral. To get a more accurate grasp on the topic, graphic design teachers
and students from other graphic design programs as well as current graphic design professionals were interviewed.
Teachers were asked to give their impressions on first-year students creative thinking
skills and what could improve or hinder the
development of these skills in terms of environmental (information, resources, incentives) and
individual factors (knowledge, capacity, motivation). Teachers were also asked to self-report
on their ability to be reflexive performers as
creators and teachers.
Students from all levels were asked to give
their impressions on what they feel supports
or hinders their acquisition of creative thinking
skills in terms of environmental (information,
resources, incentives) and individual factors
(knowledge, capacity, motivation).
This data is supplemented with my own experience and observations as a former graphic
design student and current teacher. Recent literature about creativity and its assessment has
also been surveyed. The following section first
attempts to define creativity in more precise
terms. All these elements will help address the
clients request in a further section.
Generating ideas
Fluency, flexibility, originality, elaboration,
metaphorical thinking
Digging deeper into ideas
Analyzing, synthesizing, reorganizing, evaluating, seeing relationships, desire to resolve
ambiguity, understanding complexity
Defining creativity
Creativity is a complex phenomenon. As such,
working with the client to further define which
aspects of creativity were most relevant regarding the context of the graphic design field and
their business need was necessary.
Treffinger, Young, Selby & Shepardson
(2002) have categorized and listed some of
the manifestations of creativity found in individuals which are shown in the figure below.
Creative productivity is an interplay of elements including individual characteristics,
strategies to enhance creative thinking, influences from the environment as well as the creative results which are obtained. This model
was used to guide the enquiry with the client.
Generating
ideas
Digging
deeper into
ideas
Personal creativity
characteristics
Openness
and courage to
explore ideas
Listening
to ones
inner voice
Creative
strategies used
by performers
Creative outcomes
generated
by performers
business need
Performance gaps
current performance
ideal performance
When asked to generate ideas to solve a visual problem, students stare at the blank page
for a while, draw a few sketches on which they
spend excessive time and then say theyre not
inspired or couldnt think of anything else.
Out of the few ideas they submit, they
usually have one they express preference for.
When asked to sketch more ideas, they resist
by saying theyve already been through all the
options they could think of. They procrastinate
on Facebook or YouTube and quickly minimize
their window when the teacher walks by.
Students who are interested in computers
complain they dont want to sketch by hand
and claim that using the computer right away
would save them time.
They dont question the authority of the
teacher much, and when asked to draw more
sketches, they will comply but still show preference to the same first idea. When they discuss
their ideas with the teacher, they often mention
a few ideas they had not drawn because they
were afraid it was not appropriate.
During group critiques, teachers have to draw
them out as none of them voice their opinion.
Occasionally, students rush to draw sketches
to include with their final piece because they
had skipped the creative process but dont want
to lose the points dedicated to the research
process.
When asked to generate ideas to solve a visual problem, students draw as many rough
sketches of potential solutions they can think
of, including ideas that they consider as silly.
They enjoy using pen and paper because they
are fluid and portable tools they can carry with
them anywhere.
As their initial pace slows down, they apply
creative thinking strategies to make sure they
get as many as they can.
By then, they have a few ideas with real
potential and many more backup ideas which
could be improved on. They take a quick break
to clear their heads and come back to their
ideas for analysis.
They ask peers and teachers for feedback, listen intently to their various opinions, and are
eager to improve their ideas using the feedback
they think was most helpful to them.
They sketch again, trying to improve on previous ideas, getting a few new ones at the same
time and making the most of this time that is
allowed to the creative process.
During group critiques, students attempt to
help their peers by giving their advice and try
to predict what the teacher will say about the
projects.
Before starting to render their final piece
using the computer, their final idea is well
elaborated.
Performers
First-year graphic design students at Cgep du
Vieux-Montral are usually Caucasians aged
from 17 years old to early twenties and there
is approximately 85% of females and 15% of
males. A few students have ventured in other
college programs but most are fresh out of high
school. They were usually drawn to graphic
design because of their affinities towards drawing and computers but may not have the confidence that they truly belong in the field yet.
High motivation
towards graphic software
and computers
Sabrina
Average motivation
towards graphic software
and computers
Chlo
Low motivation
towards graphic software
and computers
performer personas
chlo is 17 years old. She has always loved drawing as it
Chlo
s Low motivation towards
graphic software
and computers
s No previous college
experience
s Low confidence level
allowed her to retreat in her own world. This is her first college
experience, she is unsure of what to expect and somewhat
intimidated but hopes she is in the right place as she never
really enjoyed school so much. She is starting to get familiar with the software. Sometimes, if she feels others may not
understand an idea, she erases her sketches. Drawing is a very
personal thing for her and she has problems seeing how she
will be able to cater to clients needs.
Chlo would benefit from detaching herself from her work and
taking more risks.
sabrina is 19 years old. She studied for a year in health sci-
Sabrina
s Average motivation
towards graphic software
and computers
s Previous college
experience in
a non-artistic field
s
Average confidence level
ence but didnt like it. She has always enjoyed creating images
with the computer so she signed up for the graphic design
program. She is always very eager to work on the final rendering and doesnt spend much time on the process as she feels
she is already able to produce nice images and is comfortable
with that. She often sketches her ideas after the fact just to get
a better grade.
Sabrina would benefit from realizing that her work would be
even greater if it was backed with a process that would allow her
to get even better ideas. Also, grading her sketches in an earlier
phase might create incentive for her to follow the creative process properly.
maxime is 21 years old. He already took a few courses in the
Maxime
s High motivation towards
graphic software
and computers
s Previous college
experience in
an artistic field
s High confidence level
Context
This program will focus on the performance
of creativity within the context of Cgep du
Vieux-Montral.
Since 2015, the graphic design courses all
take place on the fifth and sixth floors. In previous years, first-year students were taking their
courses on the second floor and were not interacting with second and third-year students.
Most graphic design courses are held in
rooms equipped with a projector, billboards,
recent MacOS or Windows computers and
black and white laser printers. A small lab is
available for students wishing to work from
school while they are not in their courses but
they are usually free to come and go in other
courses when computers are available for use,
if the teachers allow.
The students also have access to a silkscreen
workshop as well as printing facilities where
large formats of work in color can be produced
on varied types of paper.
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Constraints
curriculum constraints
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Requirements
In this section, the business objectives and performance objectives required to be addressed
are outlined as well as some issues which have
emerged from the context analysis.
objectives
Business objective
Given their acquisition of creative thinking
skills, the performers will have increased chances of integrating quality graphic design jobs
and undergraduate design programs, impacting
positively on students admission, revenue and
reputation, and therefore, the longevity of the
graphic design program.
Performance objectives for students
By the end of the year, performers will leverage their creativity to generate greater quantities and quality of ideas consistently in their
projects.
Given information about creativity and creative thinking as well as proper models of
behavior, performers apply techniques to
leverage their creative skills when encountering obstacles.
Given tools such as paper and pen, performers record their ideas by drawing original inspiration from themselves and their
surroundings.
Given time to reflect on their ideas, performers test their solutions by seeking constructive feedback from peers and teachers.
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Cause analysis
Using Chevaliers (2003) updated behavior engineering model, I have analyzed the relevant aspects
of the environment and the individuals which form the performance context.
environment
individuals
Information
Students are unaware of the value of creativity
Knowledge/skills
Students ignore how creativity works and have no
Students are unaware of the extent to which
Students are not used to write down their
Students come from environments
Students are not used to meta-thinking
and introspection.
Although science has come a long way
Teachers lack time or ability to fully express their
Resources
There are no reminders of how creativity
Capacity
Students are not comfortable with the rendering
for students.
Students lack the confidence to show their ideas
to everyone.
Students have difficulty evaluating
Students have difficulty accepting
feedback objectively.
Students can have personal problems hindering
Incentives
Teachers can accept early ideas if deemed
Teachers may not support students
to be truly creative.
Motivation
Students think their current ideas are good
Students are afraid to take risks.
Students are in a rush to start producing
Although a part of the grade is dedicated
Sketches are evaluated at the same time as
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Students have problems detaching
Students resist sketching ideas by hand
environmental issues
Training
Research has been able to explain some aspects
of creativity more fully in recent years but some
aspects are still not completely explained by
science. Teachers themselves have learned
creative techniques through a combination of
declarative knowledge, trial-and-error, experiential learning. Making sure teachers and students are informed with the latest findings on
creativity could lay stronger foundations for all
involved.
Modeling
The teachers may have problems explaining their own creative processes to students
or modeling behavior in a way that seems
accessible to students. As experts in their field,
these skills are often automatized and partly
unconscious.
Mindset and awareness
Students are likely to come from an educational
background where getting the single right
answer was most valued. The graphic design
department is often guilty of this mindset as
well; although a part of the grade is dedicated
to researching ideas and sketching, the focus is
often on the final outcome.
Presentations, exhibits and corridor displays
usually showcase final pieces instead of processes. Students are therefore unaware of the
cheer number of ideas that can be explored on
a single problem.
Projects and interventions which value the
creative process for its own sake should be
explored.
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Summative evaluation
instruments
Since creativity is strongly related to personal
attitudes and inner processes, the attainment of
objectives will be evaluated by gathering qualitative data through interviews conducted with
both students and teachers. Teachers were
asked to provide their observations of students
behaviors in order to avoid disrupting the classroom environment with a researcher.
engagement
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organizational performance
Short-term results will not be felt by the institution. The effects will most likely originate from the graduated students and impact
the reputation of the institution. Therefore,
if engagement and individual performance
show positive results, interventions should be
maintained as different cohorts go through the
program.
Although multiple other factors may intervene with the data, it may be possible to assess
some organizational performance benefits
through gathering data and analyzing longterm trends about:
Attendance to different exhibits of the
graphic design department, especially
the graduation exhibit.
Percentage of students hired in graphic
design jobs or admitted to graphic
design undergraduate programs pre- and
post-intervention.
Quantity of new students requesting
admission to the program.
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References
Chevalier, R. (2003). Updating the behavior
engineering model. Performance Improvement,
42(5), 814.
Treffinger, D. J., Young, G. C., Selby, E. C., &
Shepardson C. (2002). Assessing creativity:
A guide for educators. Storrs, CT: The National
Research Center on the Gifted and Talented,
University of Connecticut.
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