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John E. Arnold

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planet and inhabitants that couldn't be resolved, would instill confidence in a student who proceeded deliberately and logically in designs based on principles. This experience would then help the student retain his self-confidence when a design jury found a mistake in his work. He wrote, "In the Arcturus case the student designer can always rationalize that he is as much entitled to his opinion as the jury is to theirs and everyone lives happily ever after."
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fiction invention itself, as they had to provide new, but consistent information that might be required to design products implied by the psychology and daily needs of the Methanians. For example, students designed furniture and vehicles suitable for the Methanians' elongated physiology. Making the point of his pedagogical approach, Arnold asked, "Do you think that the average, present day Terranian designer gives as much thought to human limitations?"
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fictitious agencies and people, presented "on specially prepared stationery and report forms, stamped and handled in the best businesslike manner" to create a realistic context. Students were employees of a design and manufacturing company, the Massachusetts Intergalactic Traders (MIT), which sought to design consumer goods for the Methanians. The initial problem was to devise which needs to satisfy.
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While acknowledging that some engineering activities are best undertaken as a group activity to get feedback for ideas, he was critical of research directors who brought engineers together without concern for their individual competence. Accordingly, he advocated personal development first and foremost, providing guidelines for self-reflection and idea generation, a form of
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agreed that this was a universal business problem. Irving A. Taylor, social psychologist, asserted that in the associative, "productive" phase, contributions by individuals in a group brainstorming session could be synergetic. But he generally agreed that the greatest creative accomplishments (such as a Picasso painting) were inherently individual endeavors.
140:, but his interests in teaching shifted to the process of engineering design. He became known internationally as an innovator in educational philosophy. Bringing his understanding of psychology into the design process, his notion of "creative engineering" showed engineering designers how to approach and solve problems creatively. 367:, the "study and application of the language of vision as it applies to the engineer and scientist", as part of the general Engineering School curriculum. Because of his sabbatical in 1963, it was the only course he was scheduled to teach in 1963–64. Following Arnold's philosophy, in this year McKim started to offer a 290:. His approach was motivated by his belief that the increasing complexity and number of the nation's and world's problems required more attention to what society needed, requiring a new way of analyzing situations. This challenge and responsibility extended beyond product design courses to other disciplines. 93:. He was founding director of the Design Division of the Mechanical Engineering Department, continuing to formulate and teach about creativity in engineering. He died at the age of 50 of a heart attack while traveling in Italy on sabbatical; he had planned to write a book on the philosophy of engineering. 309:
Accused by some academic colleagues of "theatricalism and publicity-seeking", Arnold believed it was important for designers to develop daring and confidence against what he called "a vicious jury" that might destroy ideas. Arnold believed that the Arcturus IV case, because it raised issues about the
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The Arcturus setting required the mechanical engineering students to set aside personal experience and assumptions to understand and design for the needs of beings very different from themselves—"the inhabitants were a bird-like race that breathed methane, had three eyes (one X-ray) three fingers and
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Arnold's stressed that society needed engineers who could form and justify their own thoughts. He was concerned that teams sometimes inhibited or obstructed creativity: "What comes out of a team or a committee is the most daring idea that the least daring man can accept." In the ensuing debate, Smith
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Arnold sought to balance the then prevalent analytical approach to technology with an approach based on synthesis, namely combining different perspectives for understanding and solving a problem. As a generalist, he advocated a broad perspective, envisioning the creative process as essential in life.
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Arnold consulted for government agencies and large American companies, including General Electric, Ford, Alcoa Aluminum, Corning Glass, RCA, and Bell Laboratories, advising how to manage "creative personnel" for new project development and increased R&D productivity. He was a major consultant for
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Arnold's MIT Product Design course was conducted as an informal seminar combining discussions, demonstrations, and laboratory work. These conveyed the nature of the creative process; tools used by creative engineers; and factors that should be considered. Together the exercise would demonstrate the
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Arnold believed we can improve creativity by scientific understanding of the inventive process and improving it so it became more organized and deliberate with a step-by-step approach. He defined a framework for the creative process involving a combination of analysis, synthesis, and evaluation in
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After graduating from college in 1934 and unable to find a job as a psychologist, he worked as a night watchman in an oil plant. Reading the technical reports laying about, he became interested in engineering. This motivated him to become part owner of a garage, where he gained practical knowledge
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Arnold's philosophy of design was first formulated and taught in "Creative Engineering" courses at MIT in the 1951–52 school year. He developed a case study called Arcturus IV that gained considerable attention in the public press, but its humanistic perspective was new and controversial. The New
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During the Creativity Conference of 1958, participants debated the role of the individual versus the group in the creative process. Arnold's philosophy of creativity and design emphasized the individual because "Every new combination of values ... is formed in the mind of an individual man."
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Following his philosophy of promoting creativity in all of life's endeavors, Arnold encouraged students to help formulate the course (including members of the MIT Science Fiction Society), such that the design of the course itself became a case for the Creative Engineering Group to reflect upon.
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A quarter (3 weeks) of the Creative Engineering course was devoted to the Arcturus project. Arnold observed that "time spent out in space" profoundly influenced the students in subsequent course exercises, such that students would become engaged in a broad and detailed consideration of relevant
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Each student received a copy of the Arcturus IV 117 page case file, which proposed that the student was living a 1000 years in the future when traveling to distant planets in other star systems was routine, enabling trade with other beings. The file contained copies of correspondence of various
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Arnold viewed these phases as a kind of checklist for guiding creative work. In accord with his notion of being systematic, Arnold believed a machine could be developed that might assist an engineer in generating ideas by enumerating all possible cross-combinations and associations of different
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A special governmental bureau, the Terran Exporting Counsel Headquarters (TECH), had gathered information for use in trading with other planets. It covered biology, physiology, and culture of the Methanians in the context of the planet's characteristics. The students became involved in science
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According to Arnold, some people believed that individuals could not invent because society and the sciences had become too complex—"no man can know all and therefore no man can invent." Consequently, these people overemphasize teamwork. Arnold said such efforts will fail because "the creative
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Arnold broke with the prevalent approach of giving engineering students highly specified problems that by definition have only one correct answer. In practical life, design begins with investigating a situation and learning about the environment to define what people need. Arnold said that the
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Finally, Arnold observed that many of the engineers enjoyed science-fiction, so this first case study was fun. He said that the Creative Engineering Group at M.I.T. did not support the idea that "education must be solemn and serious". The Arcturus case served as an "ice-breaker" that made the
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Despite his philosophical stand on the importance of the individual, Arnold's projects included some full-group sessions and small groups working together. Furthermore, his case material emphasized that specialists of different disciplines, including psychologists, engineers, economists, and
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and confidence to get a job as an assistant designer for a company making industrial machinery. That experience convinced him that he needed to learn the mechanical principles that made devices work, leading to acquiring an MIT engineering master's degree, which he completed in three years.
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with beings, called Methanians, for whom the students were to design marketable products. This ground-breaking use of science fiction in engineering education was based on Arnold's ideas that, first, thinking creatively could be taught and improved by practice, and second, designing for an
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creative process "is an intellectual process ... whereby you combine and re-combine all your past experience or selected aspects of it ... end up with a new combination, a new pattern, a new configuration that somehow satisfies some basic expressed or implied need of a man."
391:: "My greatest debt is to the late professor John E. Arnold, who not only suggested that I develop a visual-thinking course at Stanford (a course that has been a major testing ground for this book), but who also influenced me by his pioneering efforts to educate productive thinking." 116:
On his passing, Arnold's Stanford colleagues described him as "an uncommon man ... a visionary thinker who set trends in design education". They said he was "warmly human, an outstanding and articulate speaker ... sought by many groups to contribute to their programs".
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design factors. The science fiction exercise "jolted" the student, requiring an adjustment to thinking and methods that made subsequent learning easier: "He has to stretch his imagination to such a limit that it doesn't quickly shrink back to its former inconspicuous self."
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M. F. Agha, a consultant art director and designer, argued that while it is true a group of individuals may produce nothing, working in groups was how business was done, and such practices were inherent in the "economic and cultural fabric" of society. He illustrated the
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by a story of "Kibbitzers" who collaborated to develop an advertisement for a new product. At the same time, he admitted progress could be impaired by self-proclaimed experts, whom he called "Tsitzers" because their only effect was to squelch ideas, saying "Tsk, Tsk".
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very low sales resistance". The students' task was to design tools and appliances for these beings. In particular, Arnold said that he sought to unsettle "preconceived notions about man-machine relationships and to strengthen the influence of environment on design".
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politicians—although not working together in the same room—did exchange questions and information necessary for defining and solving problems. Arnold illustrated this collaborative aspect of the creative process in great detail in the Arcturus IV Case Study.
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Appointed in 1955 as MIT's first educational television coordinator, he directed the program for two years, involving more than a hundred broadcasts. He was also President of the MIT Faculty Club and participated in the MIT Science Fiction Society.
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Arnold taught summer seminars in creativity for manufacturing engineers, military researchers, and industrial designers (1953–1956 at MIT and continuing at Stanford). The 1956 summer program was particularly influential, including a presentation by
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In the 1950s Arnold sought to shift the meaning of design from being "the language used to tell fabrication and assembly where to make their cuts" to "the language of innovation", by which engineers expressed their imagination. He moved to
158:. Arnold worked directly with Wurster's partner Theodore Bernardi in designing his California home near Stanford. He included a large basement shop with a dark room and printing press, which he used to produce handouts for his classes. 228:
aspects or perspectives for describing and solving a problem. To prompt his own thinking, Arnold would refer to a deck of cards with probes adopted from Osborn, e.g., what could be rearranged, reversed, or put to other uses?
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Stanford's Design Group, hosted by the Department of Mechanical Engineering, continues to develop Arnold's design methodology, combining creativity and technology with a "concern for human values and the needs of society".
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The value of a creative result was measured by increased function, improved performance, and lowered cost. The most important aspect of the creative process was figuring out what people need and thus would want to buy.
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would lead to his contributions. Basing design processes and teaching about design on psychology and contextual factors, Arnold demonstrated how the scientific method could be applied for improving creativity.
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course that emphasized "the cross-discipline responsibilities of the designer"; follow-on semesters emphasized "economic and marketing determinants" and experimentation, leading to a working prototype.
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emphasized the nature of the creative process and factors that influenced it. The course discussed the designer's "attitudes and viewpoints" and the "techniques of analysis, synthesis and evaluation".
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York Times obituary stated that Arnold's "highly imaginative classroom methods to stimulate creative thinking ... caused a stir among traditional educators and conservative engineering leaders."
151:. Besides cultivating his fields and raising sheep, he was an amateur printer and photographer. He built miniature railroads, played tennis and the violin, and was chairman of the town school board. 360:, was based on the claim that "Each of man's advances was started by a question. ... Knowing what questions to ask and how to ask them is sometimes more important than the eventual answers." 384:: "I was first introduced to thinking about thinking by the late John E. Arnold, a pioneer in education and one of my all-time personal heroes. Quite a bit of the book reflects his thinking." 101:
on the "comprehensive designer", J. P. Guilford's concept of measuring and developing creativity, and A. H. Maslow's "Emotional Blocks to Creativity", with considerable attention given to
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Arnold was well known for applying and devising heuristics for studying a problem and generating novel engineering solutions. By the late 1950s, a literature search on the subject of
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concerned "Man's strength and weaknesses in opposition to and/or in cooperation with machines", including "the transfer of information, energy, and matter between man and machine".
1055:. Edited with an introduction by John E. Arnold, Jr. Stanford University, Engineering Case Program (1948–1972), Case Files, Stanford Digital Repository. Retrieved 17 March 2016. 356:
Starting in 1960, Arnold added a senior colloquium to his courses; it was intended particularly for students not in the Mechanical Engineering Department. This course,
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Arnold stated that the creative process is a particular kind of problem-solving, distinguished from decision-making by four requirements that make the result creative:
1134:. New York: Charles Scribner's Sons, pp. 93–103. Presented at the Creative Engineering Seminar, US Army Engineer School, Fort Belvoir, Virginia, April 24, 1957. 1092:. New York: Charles Scribner's Sons, pp. 251–268. From collection of papers presented at the Creative Engineering Seminar, Stanford University, summer 1959. 279:
unfamiliar, imaginary world would jolt engineers to change how they approached problems. Thus he viewed imagining as a kind of skill that could be exercised.
1078:. New York: Hastings House, p. 33–46. Transcript of conference discussion, "Third Communications Conference of the Art Directors Club of New York". 1150:(1963). "John Arnold, 50, of Stanford, Dies", Western Edition, October 1. Full version includes "Special to the New York Times: Methods Caused A Stir". 286:
Translated back to Earthlings, Arnold was promoting a humanistic approach sensitive to the physical setting and cultural practices—an early form of
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the General Motors Corporation's AC Spark Plug Division creativity program, one of the first industrial organizations to promote creative thinking.
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John Arnold's extraordinarily broad and diverse activities demonstrated his vision of what it means to work and live as a creative person.
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subsequently taught by others. Following the formation of the Design Division by Arnold, related courses were added by Robert McKim,
1071:. Edited with an introduction and biographical essay by William J. Clancey. Stanford Digital Repository. Retrieved 13 December 2016. 195:
a "synergetic" quality—the value achieved in the combination is much greater than the sum of the parts (a multiplicative effect).
1085:. New York: Charles Scribner's Sons, p. 127–138. Presented at the MIT Mid-America Conference, Chicago, February 16, 1957. 353:
was a seminar about actual design practice; it stressed "imagination tempered with sound engineering analysis and judgment".
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He stated that challenges of "the modern age" called for engineers to be bold, devising entirely new kinds of solutions.
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Richards, Tudor (1999). "Organizations interested in Creativity". In Mark A. Runco and Steven R. Pritzker (eds.),
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Redesigning the engineering mind: The revelations of the Arcturus IV science fiction project at mid-century MIT
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process is an individual process and, as John Steinbeck said, 'it lies in the lonely mind of a man.'"
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John E. Arnold circa 1955, showing prop used in Arcturus IV case study for Creative Engineering course
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refers to an engineering design class at the "MISFITS" that created products for export to Arcturus.
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MIT Science Fiction Society (1951). "Minutes of First Meeting", Friday, Mar 16, MIT Archives, AC331.
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Maslow, A. H. (1962). "Emotional Blocks in Creativity". In S. J. Parnes and H.F. Harding (eds.),
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Taylor, Irving A. (1959). "The nature of the creative process". In P. Smith & Grotz (eds.),
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Arnold, John E. (1962b). "Useful Creative Techniques". In S. J. Parnes and H.F. Harding (eds.),
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Arnold, John E. (1962a). "Education for Innovation". In S. J. Parnes and H.F. Harding (eds.),
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In his first two school years at Stanford University (1957–59), Arnold introduced and taught
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effect of practice on improved imagination and confidence in solving challenging problems.
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and imagination, and an internationally recognized innovator in educational philosophy.
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Arnold, John E. (1959b). "Creativity in engineering". In P. Smith and W. Grotz (eds.),
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tangible, something you can see, or feel or react to in some fashion, not just an idea
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Agha, M. F. (1959). "The Mechanics of Creativity". In P. Smith and W. Grotz (Eds.),
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During 1958–1963 Arnold taught graduate courses that viewed design more generally.
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Humanizing the Cold War Campus: The Battle for Hearts and Minds at MIT, 1945–1965
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forward-looking in time, relating to society's needs, not merely "recreative"
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While at MIT, Arnold designed and built a substantial portion of his home in
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Hunt, Morton M. (1955). "The Course Where Students Lose Earthly Shackles",
1062:, William W. Wurster/WBE 1976–2 Collection, Folder IV 77, Arnold residence. 231: 1226: 1127:. PhD. Dissertation, American Studies Department, University of Minnesota. 1039:. MIT Creative Engineering Laboratory, Mechanical Engineering Department. 136:
Subsequently, on joining the MIT faculty Arnold first taught courses in
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John Arnold was born in Minneapolis, Minnesota. He received the B.A. in
1157:. Science, Technology & Society Curriculum Newsletter. Spring: 1–7. 1116:
Kays, William M., Bulkeley, Peter Z., and Pederson, Carlton A. (1963).
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The Arcturus IV Case Study posited a fictitious planet around the star
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Arnold's interest in architecture is reflected in his friendship with
1229:. Vol. 64, No. 32, October 15, p. 1. Retrieved 26 December 2014. 1099:. Reading, MA: Addison-Wesley, p. 110, p. 113, p. 111. 265: 1199:. Stanford University Mechanical Engineering. Retrieved 23 Dec 2014. 37:; March 14, 1913 – September 28, 1963) was an American professor of 275: 1068:
Creative Engineering: Promoting Innovation by Thinking Differently
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Howe, Hartley E. (1952). "'Space Men' Make College Men Think",
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Arnold, John E. (1957). Letter to William Wurster, January 11,
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Up the Infinite Corridor: MIT and the Technical Imagination
595:. Stanford University, Department of Mechanical Engineering 1212:(1963). "Prof. Arnold Dies Traveling in Italy", October 2. 1227:"Dr. Isaac Asimov, Prof. Arnold, To Be At S.F.S. Smoker" 1171:. Gollancz 2001 edition, London: Orion Publishing Group. 232:
Importance of individual thought in the creative process
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Arnold, John E. (1953b). "Space, Time and Education",
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Make It New: A History of Silicon Valley Design pg.119
654: 652: 1113:, May 16, pp. 186–188, 190, 195–196, 198, 200. 1217:Creativity: an examination of the creative process 1190:Creativity: An Examination of the Creative Process 1076:Creativity: An Examination of the Creative Process 1030:Creativity: An Examination of the Creative Process 649: 266:The Arcturus IV case study in creative engineering 186:a better combination, not just something different 1160:Parnes, Sydney J. and Harding, Harold F. (1962). 85:in 1957 with a joint appointment as professor of 1240: 1235:(1963). "John E. Arnold", October 1, p. 27. 1118:"Memorial Resolution—John E. Arnold (1913–1963)" 734: 732: 855: 853: 729: 321: 124: 1032:. New York: Hastings House, pp. 83–101. 850: 786: 784: 782: 780: 161: 1219:. New York: Hastings House, pp. 51–82. 924: 922: 920: 875: 873: 871: 869: 867: 865: 843: 841: 433: 431: 429: 427: 425: 375: 1185:, Vol 2. Academic Press, pp. 319–323. 951: 949: 947: 945: 943: 461: 459: 457: 1060:UC Berkeley Environmental Design Archives 777: 917: 862: 838: 542:Parnes & Harding, 2006, pp. 151–168. 447: 445: 443: 422: 18: 940: 624: 622: 620: 618: 454: 1241: 1188:Smith, Paul and Grotz, Walter (1959). 898: 896: 894: 677: 675: 673: 1106:, October, pp. 124–127, 266–268. 529: 527: 525: 515: 513: 511: 509: 507: 479: 477: 475: 473: 471: 440: 363:Starting in 1962, Arnold also taught 75:Massachusetts Institute of Technology 1164:. New York: Charles Scribner's Sons. 1123:Kizilos-Clift, Peter Justin (2009). 615: 1264:20th-century American psychologists 1195:Stanford Engineering Design Group. 1162:A Source Book for Creative Thinking 1141:. Monterey: Brooks/Cole Publishing. 1132:A Source Book for Creative Thinking 1090:A Source Book for Creative Thinking 1083:A Source Book for Creative Thinking 891: 670: 578:Smith & Grotz, 1959, pp. 33–34. 569:The Times (San Mateo), 1963, p. 21. 451:Parnes & Harding, 2006, p. 127. 13: 637:MIT Science Fiction Society, 1955. 612:Stanford Engineering Design Group. 522: 504: 468: 14: 1275: 1259:MIT School of Engineering faculty 1202:Stanford University (1957–1963). 1233:The Times (San Mateo California) 411:Stanford Joint Program in Design 1003: 994: 985: 976: 967: 958: 931: 908: 882: 829: 820: 817:Smith & Grotz, 1959, p. 45. 811: 802: 793: 768: 759: 750: 741: 720: 711: 708:Smith & Grotz, 1959, p. 34. 702: 699:Smith & Grotz, 1959, p. 33. 693: 684: 661: 640: 631: 606: 581: 572: 563: 554: 545: 519:Stanford University, 1957–1963. 1139:Experiences in Visual Thinking 1065:Arnold, John E. (1959a) 2016. 1049:Arnold, John E. (1953c) 2016. 914:Smith & Grotz, 1959, p. 33 536: 533:The Stanford Daily, 1963, p.1. 495: 486: 389:Experiences in Visual Thinking 328:Mechanical Engineering Design, 1: 1025:. San Francisco Book Company. 1015: 397:in the science fiction novel 1204:Stanford University Bulletin 56: 7: 1192:. New York: Hastings House. 1178:. Cambridge, MA: MIT Press. 982:Arnold, 1962b, pp. 130–132. 404: 10: 1280: 1183:Encyclopedia of Creativity 1052:The Arcturus IV Case Study 1044:Astounding Science Fiction 322:Courses taught at Stanford 125:Early career and interests 1176:American Design Adventure 1174:Pulos, Arthur J. (1990). 1035:Arnold, John E. (1953a). 955:Arnold, 1953b, pp. 24–25. 928:Arnold, 1953b, pp. 16–18. 799:Arnold, 1959b, pp. 36–37. 162:Perspective on creativity 1197:"About the Design Group" 774:Smith & Grotz, 1959. 589:"About the Design Group" 416: 376:Notable acknowledgements 1167:Pohl, Frederik (1979). 1037:Case Study: Arcturus IV 1023:Conceptual Blockbusting 765:Adams, 1976, pp. 87–88. 382:Conceptual Blockbusting 347:Human Factors in Design 314:students into friends. 91:business administration 67:University of Minnesota 43:business administration 1206:, Courses and Degrees. 1137:McKim, Robert (1972). 1095:Hapgood, Fred (1993). 808:Arnold, 1962a, p. 138. 756:Arnold, 1962b, p. 254. 501:Hapgood, 1993, p. 110. 87:mechanical engineering 71:mechanical engineering 39:mechanical engineering 24: 1021:Adams, James (1976). 937:Arnold, 1953b, p. 23. 879:Arnold, 1953b, p. 12. 790:Arnold, 1959b, p. 44. 747:Arnold, 1959b, p. 42. 738:Arnold, 1959b, p. 38. 726:Arnold, 1959b, p. 37. 717:Arnold, 1959b, p. 35. 358:How to Ask a Question 149:Wenham, Massachusetts 138:engineering mechanics 99:R. Buckminster Fuller 22: 1153:Pandora, K. 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Index


né
mechanical engineering
business administration
Stanford University
creative thinking
psychology
University of Minnesota
mechanical engineering
Massachusetts Institute of Technology
Stanford University
mechanical engineering
business administration
R. Buckminster Fuller
Alex Faickney Osborn
brainstorming
engineering mechanics
Wenham, Massachusetts
William Wurster
creativity
metacognition
social dynamics
Arcturus
user-centered design
Frederik Pohl
Stanford Joint Program in Design



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