@techreport{DeckertDeckert2022, author = {Deckert, Carsten and Deckert, Klaus}, title = {Kommunikationsbrevier: Verst{\"a}ndigung in hysterischen Zeiten}, address = {D{\"u}sseldorf}, organization = {Hochschule D{\"u}sseldorf}, doi = {10.20385/opus4-3609}, url = {http://nbn-resolving.de/urn:nbn:de:hbz:due62-opus-36098}, pages = {33}, year = {2022}, language = {de} } @techreport{Deckert2019, author = {Deckert, Carsten}, title = {Tensions in Team Creativity: Using the Value Square to Model Team Climate for Creativity}, editor = {Niemann, J{\"o}rg and Deckert, Carsten}, address = {D{\"u}sseldorf}, issn = {2627-8375}, doi = {10.20385/2627-8375_1}, url = {http://nbn-resolving.de/urn:nbn:de:hbz:due62-opus-16763}, pages = {26}, year = {2019}, abstract = {This paper explores the tensions in team creativity. The tensions in team creativity are based on a tension between originality and effectiveness in the standard definition of creativity. To display the tensions in team creativity, the value square ("Wertequadrat") developed by Schulz von Thun (1998) is used which balances a value with its countervalue. The author identifies tensions for cohesion, consensus and conformity. Cohesion is described as a tension between team diversity and team safety, consensus as a tension between constructive controversy and participatory decision-making and conformity as a tension between support for innovation and task orientation. Finally, the connection of individual and team creativity is described as an interplay between solitary and interactive components.}, language = {en} } @techreport{DeckertMaschmannNgoy2021, author = {Deckert, Carsten and Maschmann, Jonas Christopher and Ngoy, Mayanga}, title = {Kreativit{\"a}t und Entrepreneurship im Masterstudium Maschinenbau an deutschen Fachhochschulen und Universit{\"a}ten}, publisher = {Hochschule D{\"u}sseldorf}, address = {D{\"u}sseldorf}, issn = {2627-8375}, doi = {10.20385/opus4-3212}, url = {http://nbn-resolving.de/urn:nbn:de:hbz:due62-opus-32121}, pages = {40}, year = {2021}, abstract = {Von Maschinenbau-Ingenieur*innen wird oft erwartet, innovative Produkte, Dienstleistungen oder Prozesse zu entwickeln und zu vermarkten. Das Ziel der vorliegenden Arbeit ist es herauszufinden, inwiefern sie bereits im Masterstudium Maschinenbau durch die F{\"o}rderung von Kreativit{\"a}t und Entrepreneurship darauf vorbereitet werden. Um die Forschungsfrage zu beantworten, wurden die Modulhandb{\"u}cher der zehn gr{\"o}ßten Universit{\"a}ten sowie Fachhochschulen mithilfe einer Schlagwortsuche auf einschl{\"a}gige Begriffe analysiert. Die Studie zeigt, dass deutsche Ingenieur*innen sowohl an Fachhochschulen als auch an Universit{\"a}ten hinsichtlich Kreativit{\"a}t und Entrepreneurship eher unzureichend ausgebildet werden.}, language = {de} } @techreport{DeckertSchomakerKnappitsch2020, author = {Deckert, Carsten and Schomaker, Rahel M. and Knappitsch, Eithne}, title = {Culture and Entrepreneurship: The Political, Social and Individual Influences on Opportunity Entrepreneurs}, publisher = {Hochschule D{\"u}sseldorf}, address = {D{\"u}sseldorf}, organization = {Hochschule D{\"u}sseldorf}, issn = {2627-8375}, doi = {10.20385/2627-8375_3}, url = {http://nbn-resolving.de/urn:nbn:de:hbz:due62-opus-23837}, pages = {33}, year = {2020}, abstract = {The impact of culture on entrepreneurship is a widely accepted phenomenon. Cultural factors influence entrepreneurship via different mechanisms on the macro-, meso-, and micro-level of a country. Building on existing research, we draw a clear link between national cultural dimensions and entrepreneurship, using a new model that arranges different cultural dimensions in groups based on their particular function: political, social, or individual (PSI-model) and that distinguishes between values and practices where relevant. The PSI-model provides a coherent theoretical framework on which different cultural dimensions and their impact on entrepreneurship can be analysed, allowing for particular attention to be drawn to social practices and social values. This paper contributes to a better understanding of the relationship between culture and entrepreneurship, providing empirical evidence of how specific cultural dimensions influence entrepreneurship. The findings are of relevance from a policy perspective and can be used to generate practical recommendations for national institutions interested in promoting entrepreneurship and entrepreneurial activities. The findings are also transferable to other fields related to national cultural dimensions such as level of innovation, investment, budgeting etc.}, language = {en} } @techreport{RingsDeckert2020, author = {Rings, J{\o}rn and Deckert, Carsten}, title = {Innovation Spaces: Einfluss der physischen Arbeitsumgebung auf kreatives Denken in B{\"u}roumgebungen}, publisher = {Hochschule D{\"u}sseldorf}, address = {D{\"u}sseldorf}, organization = {Hochschule D{\"u}sseldorf}, issn = {2627-8375}, doi = {10.20385/2627-8375_2}, url = {http://nbn-resolving.de/urn:nbn:de:hbz:due62-opus-20503}, pages = {34}, year = {2020}, abstract = {Das vorliegende Working Paper untersucht den Einfluss der physischen Arbeitsumgebung auf die Kreativit{\"a}t in Unternehmen. Dabei werden sowohl Aspekte der individuellen Kreativit{\"a}t als auch der Corporate Creativity (organisationalen Kreativit{\"a}t) betrachtet. Das Ergebnis ist eine Raumtypologie, die Funktionen eines Raumes in die beiden Achsen „Handeln vs. Geschehen-Lassen" und „R{\"u}ckzug vs. Begegnung" einteilt und dadurch vier unterschiedliche Raumtypen im Hinblick auf die Kreativit{\"a}t unterscheidet. Diese vier Raumtypen sind die Grundlage f{\"u}r das Verst{\"a}ndnis von Innovation Spaces - r{\"a}umlichen Fl{\"a}chen im Unternehmen, die die Kreativ- und Ideenarbeit unterst{\"u}tzen. Das Wirken und die Ausgestaltung dieser unterschiedlichen Funktionen wird anhand von zwei Umsetzungsbeispiele von realisierten Innovation Spaces dargestellt und anhand der Ergebnisse einer Studie zu Akzeptanz und Erfolg von Innovation Spaces untersucht. Daraus werden Handlungsempfehlungen an Unternehmen herausgearbeitet, die Innovation Spaces als Teil einer Innovationskultur im Kontext von New Work begreifen.}, subject = {Arbeitsplatz}, language = {de} } @techreport{DeckertKeszlerSchmitzetal.2022, author = {Deckert, Carsten and Keszler, Julia and Schmitz, Helen and Mohya, Ahmed}, title = {Forecasting Game: Teaching Prospective Engineers Quantitative Forecasting Techniques with a Simulation Game}, address = {D{\"u}sseldorf}, organization = {Hochschule D{\"u}sseldorf}, doi = {10.20385/opus4-3905}, url = {http://nbn-resolving.de/urn:nbn:de:hbz:due62-opus-39057}, pages = {43}, year = {2022}, abstract = {In order to determine demand as precisely as possible, many businesses use several forecasting methods. The aim of forecasting is to determine future demand based on data from the past. The use of a specific method is not always easy and depends on a number of factors. To help prospective engineers find the most suitable forecasting method for a specific problem, a forecasting game was developed and then evaluated. The paper describes the design and the evaluation of the forecasting game. In order to provide an overview of existing forecasting methods, the first part of the paper examined the mathematical fundamentals of eight different forecasting methods and outlined the requirements for their application. The second part of the paper describes the creation of a forecasting game in which prospective engineers can learn how to determine the appropriate forecasting method for specific scenarios. In total, five scenarios covering the three different demand patterns (linear/stationary, trend and seasonal) as well as the forecast quality methods were developed and can be played through. For each scenario, the player has to choose the most appropriate forecasting method for a specific problem based on a self-created task description. To make the game as realistic as possible, a fictional company with a background story was designed. The last part was about the evaluation of the forecasting game. For the evaluation, a student survey to gather the opinions of the students was conducted. The results of the student survey show an overall positive evaluation of the simulation game by the students. However, the test also showed that the game takes a certain amount of time. Since only 15 of the approximately 30 students who tested the game participated in the evaluation, the results are not significant.}, language = {en} } @techreport{DeckertEversheim2001, author = {Deckert, Carsten and Eversheim, Walter}, title = {Future Strategies for the Tool and Die Industry}, publisher = {Rapid Product Development Association of South Africa (RAPDASA)}, address = {Stellenbosch}, year = {2001}, language = {de} } @techreport{Deckert2014, author = {Deckert, Carsten}, title = {Innovation Scouting - Auf der Suche nach der radikalen Innovation}, series = {CBS Working Paper Series}, volume = {2}, journal = {CBS Working Paper Series}, publisher = {Cologne Business School}, address = {K{\"o}ln}, organization = {Cologne Business School}, url = {http://nbn-resolving.de/urn:nbn:de:hbz:due62-opus-18296}, year = {2014}, abstract = {Ver{\"a}nderte wirtschaftliche Rahmenbedingungen und die zunehmende Bedeutung von radikalen Innovationen und technologischen Diskontinuit{\"a}ten f{\"u}hren dazu, dass mehr und mehr Unternehmen Scouting-Aktivit{\"a}ten implementieren. Diese gehen {\"u}ber das klassische Innovationsmanagement hinaus. Im vorliegenden Beitrag werden Auswirkungen dieses Scouting Paradigmas diskutiert und ein Framework zu dessen Umsetzung entwickelt, das sowohl den Blick nach außen als auch nach innen richtet. External Innovation Scouting dient dazu, systematisch Technologien und Gesch{\"a}ftsideen als Innovationschancen f{\"u}r das Unternehmen zu ermitteln. Beim Internal Innovation Scouting geht es darum, die richtigen Rahmenbedingungen daf{\"u}r zu schaffen, dass Mitarbeiter Innovationschancen aufgreifen und im Unternehmen radikale Innovationen marktreif entwickeln k{\"o}nnen. Außerdem stellt das Innovation Scouting neue Anforderungen an die Innovationsbewertung. Innovation Scouting erg{\"a}nzt das bestehende Innovationsmanagement um eine langfristige Perspektive, die f{\"u}r das {\"U}berleben jenseits der Quartalsberichte von entscheidender Bedeutung sein kann.}, language = {de} } @techreport{SchererDeckert2013, author = {Scherer, Anke and Deckert, Carsten}, title = {The Dao of Innovation: What European innovators can learn from philosophical Daoism}, publisher = {EAMSA - Euro-Asia Management Studies Association}, address = {Duisburg}, organization = {EAMSA - Euro-Asia Management Studies Association}, year = {2013}, abstract = {The article argues that European innovators can profit from some of the concepts of philosophical Daoism, namely "wu-wei" (non-interference) and "ziran" ("go with the flow"). Whereas most Western approaches to innovation emphasize the different stages of the creative process as well as tools to enhance creativity, the Daoist world view allows for the mind to just wander and thus spontaneously discover the solution to a problem in a rather detached state of mind. Creative minds need space for personal development and the permission to wander around without being exposed to control and instant judgement on the results. Training individuals in the tools and techniques of problem solving and creativity as the common approach in innovation management is certainly necessary, but in the end it is the intellectual accomplishment of a creative mind that produces innovation. Managers can allow this to happen when they get the balance of control and non-interference right.}, language = {en} } @techreport{Deckert2015, author = {Deckert, Carsten}, title = {Tensions in Creativity - Using the Value Square to Model Individual Creativity}, series = {CBD Working Paper Series}, volume = {2}, journal = {CBD Working Paper Series}, publisher = {Cologne Business School}, address = {K{\"o}ln}, organization = {Cologne Business School}, url = {http://nbn-resolving.de/urn:nbn:de:hbz:due62-opus-18209}, year = {2015}, abstract = {The definition of individual creativity is based on a tension between novelty on the one side and usefulness respectively appropriateness on the other side. The paper explores how this tension pervades the stage and componential theories of creativity. To achieve this, the so called value square ("Wertequadrat") developed by Helwig (1967) and Schulz von Thun (1998)is used which balances a value with its countervalue to analyze creativity. The author identifies tensions of action and inaction, expertise and mindfulness, precision and ambiguity as well as immersion and detachment permeating the creative process and the components of creativity. As a conclusion a morphological box for creativity is presented which allows one to show which combination of characteristics of the tensions support different stages of creativity. Furthermore implications for development and time management are discussed.}, language = {en} }