Understanding Creativity Methods in Design

Total Page:16

File Type:pdf, Size:1020Kb

Understanding Creativity Methods in Design Understanding Creativity Methods in Design Michael Mose Biskjaer Peter Dalsgaard Kim Halskov CAVI CAVI CAVI Helsingforsgade 14 Helsingforsgade 14 Helsingforsgade 14 DK-8200 Aarhus N, Denmark DK-8200 Aarhus N, Denmark DK-8200 Aarhus N, Denmark [email protected] [email protected] [email protected] ABSTRACT the process have a clear understanding of where they are or This paper contributes an analytical framework to improve want to proceed to in the process. But if no such clear point understanding of the composition of recognized creativity or position can be established, or if the design process methods used in design. Based on an extensive literature features fluent phases that are hard to compartmentalize review, our framework synthesizes key concepts from (which is typically the case), phase-based categorizations design and particularly creativity research, and is further become more difficult to apply directly to design practice. supported by significant experience with creativity methods in design. We propose that nine concepts are relevant for To supplement this body of work, the present paper takes analyzing creativity methods in design: process structure, one step back in order to examine the creative basis of such materials, tools, combination, metaphor, analogy, framing, methods. We explore how these methods can be understood divergence, and convergence. To test their relevance as through the lens of creativity research, which tends to be a components of an analytical framework, we use these key ‘silent partner’ in many of the methods, i.e., an implicit and concepts to analyze three recognized creativity methods critical, yet rarely articulated, premise for the composition that we have often used ourselves: Inspiration Card of the methods, especially when ideation is the objective. Workshops, Fictional Inquiry, and Extreme Characters. Our Based on a comprehensive literature review of design and analytical framework expands current categorizations of creativity research, we propose that nine key concepts from methods and offers new insight into how creativity methods this body of work are central and productive for analyzing are composed, how and why they work, and how they creativity methods for deployment in design. To test how potentially may be tweaked or refined for enhanced well these proposed key concepts can serve as components deployment in design. of an analytical framework to pry open creativity methods in design and provide an improved understanding of how Author Keywords and why these methods work, we use the nine key concepts Creativity; ideation; design methods; creativity methods; to analyze three recognized creativity methods in design: analytical framework. Inspiration Card Workshops [41], Fictional Inquiry [24], ACM Classification Keywords and Extreme Characters [27]. H.5.m. Information interfaces and presentation (e.g., HCI): Our main contribution is the analytical framework proper Miscellaneous; comprised of the proposed nine components from design INTRODUCTION and creativity research. The framework is relevant to design Design is inherently a creative activity. Be it in incremental researchers since it lends itself to analytical inquiries into or disruptive ways, design aims at reshaping and improving design activities by, compared to the current phase-based the existing through the introduction of something novel. categorizations, providing even richer insight into the inner Consequently, literature and practice in the DIS community workings of creativity methods that are often integral to abound with creativity methods to be utilized either by design. Also, our framework enables practical application individuals or, as is often the case, by design teams. Design by aiding professional designers in making informed research offers a number of phase-based categorizations of decisions when they orchestrate design processes, e.g., creativity methods to help designers select a suitable when they are asked to devise and tweak creativity methods method for a particular juncture in the process, e.g., the to best match the creative challenge at hand. transition from concept generation to concept evaluation. The paper is structured thus. First, we give an overview of Such overviews are valuable when the designers engaged in key contributions to creativity methods pertaining to design. Permission to make digital or hard copies of part or all of this work for On this basis, we offer a literature review of design and personal or classroom use is granted without fee provided that copies are creativity research, which leads to the formulation of nine not made or distributed for profit or commercial advantage and that copies key concepts. We treat these as propositions that in sum bear this notice and the full citation on the first page. Copyrights for third- comprise an analytical framework in which the nine party components of this work must be honored. For all other uses, contact the owner/author(s). Copyright is held by the author/owner(s). concepts are components. We test the framework’s DIS 2017, June 10–14, 2017, Edinburgh, United Kingdom. relevance and explanatory power by analyzing the above ACM ISBN 978-1-4503-4922-2/17/06. three creativity methods. Finally, we discuss the potentials http://dx.doi.org/10.1145/3064663.3064692 and limitations of the analytical framework. CLARIFICATION OF CREATIVITY METHODS IN DESIGN (p196), and finally approach (the overall mindset dictating When looking at the entire design community very broadly, how the research plan should be conducted) (op.cit.). For many creativity methods are on offer; however, it would studies on designers’ use of methods ‘in the wild’, other seem that some of them might be based more on anecdotes researchers have argued for sustaining an inclusive and less than on evidence. It is well established that creativity is hierarchical understanding of methods in general, thereby integral to design [18], and it has been argued that design is pooling together design methods, tools, techniques, i.e., marked by (at least) two main views on creativity [2], and basically any resource that might support a design process that even experienced design educators find it difficult to [38,81]. We appreciate this particular approach for studying define creativity [46]. Runco and Jaeger [69,p92] note that design practitioners’ in-situ use of such methods, but we the standard definition of creativity is dual: creativity needs argue that a proposed theoretical contribution such as this originality (novelty, surprise) and effectiveness (usefulness, may benefit from a more critical filtering of some of the appropriateness). Our use of the term ‘creativity’ is above design process components. informed by this consensual standard definition, but we subscribe to the more elaborate definition offered by In order to specifically explore creativity methods used in Plucker, Beghetto, and Dow [63]: “Creativity is the design, we find it fruitful to begin by bringing together the interaction among aptitude, process, and environment by above views on creativity and method in order to build a which an individual or group produces a perceptible terminological foundation before we examine in more detail product that is both novel and useful as defined within a the array of creativity methods for use in design. Our social context” (p90, orig. emphasis). proposed working definition is the following: a creativity method in design is a well-specified repeatable procedure A similar clarification is needed with regard to methods. that through the combination of relevant tools, toolkits, and We have noted that the terms ‘method’ and ‘technique’ are techniques aims to bring about a perceptible product that is often used interchangeably. This is somewhat unfortunate novel and useful as defined within a specific design context. since distinguishing between the two in terms of complexity and richness enables a more nuanced view. On a domain- This working definition means that we do not single out any general level, ‘method’ can be seen as: “[a] well-specified design methods as being completely non-creative. On the repeatable procedure for doing something: an ordered contrary, the argument we wish to make is that all methods sequence of goal-directed operations” [15,p180]. This in design contain an element of creativity since creativity is deliberately generic expounding is a relevant terminological integral to design proper. This is the reason why we refer to basis; however, echoing [80], we consider it important that the methods as ‘creativity methods in design.’ the development of new creativity methods in design be Categorizations of Creativity Methods in Design grounded in a thorough understanding of design practice. As shown by Dubberly’s [29] extensive compilation, any Also, we appreciate the need for a ‘common language’ for designer today literally has hundreds of different design problem framing in design [53]. We therefore subscribe to process models to choose from, including specific methods Löwgren and Stolterman’s [55] domain-specific distinction integral to them. This means than any attempt to classify between design methods and techniques: methods in design is a challenge. The fact that recent years have seen a plethora of more business-oriented books trying “Simply put, a method refers to a description of a way of to mass-market design thinking by improvised (and at times working or a recipe for action. A method is always based on seemingly purely anecdotal) methods have
Recommended publications
  • Innovation Through Design Thinking (2 Units)
    University Of California, Berkeley Department of Mechanical Engineering ME 290K A: Innovation through Design Thinking (2 units) Graduate Course Syllabus CATALOG DESCRIPTION Designed for professionally-oriented graduate students, this course explores key concepts in design inovation based on the human-centered design approach called “design thinking”. Topics cover include human-centered design research, analysis of research to develop design principles, creativity techniques, user needs framing and strategic business modeling. COURSE PREREQUISITES Graduate level standing; Prior design course TEXTBOOK(S) AND/OR OTHER REQUIRED MATERIAL No formal textbook. Sample readings are: Designing for Growth: A Design Thinking Tool Kit for Managers, by Jeanne Liedtka and Tim Ogilvie, Columbia Business School, 2011. Peter Guber Interview – The MAGIC is Story at http://tinyurl.com/3phk6bl and the executive summary of the book Made to Stick at Design Thinkng .tagonline.org/files/Made_to_Stick.pdf. “Design Thinking: Notes on its Nature and Use,” Design Research Quarterly Vol. 2, N0. 1, January, 2007 “The Principles of Collective Invention,” White Paper by Erika Gregory & Clark Kellogg “Learning from Studio,” by Clark Kellogg, Design Intelligence Knowledge Reports, January, 2006 The Future of Innovation, by Andrew Razeghi, selected chapters (Slimbooks), 2012 “PFPS Toolkit,” by Clark Kellogg, Sara Beckman and Helene Cahen “Culture of the Charrette,” White Paper by Arnold Wasserman “Ethnography Primer,” IDSA, 2010 Business Model Generation: A Handbook
    [Show full text]
  • The Effects of Creative Problem Solving Training on Cognitive Processes in Managerial Problem Solving”
    “The Effects of Creative Problem Solving Training on Cognitive Processes in Managerial Problem Solving” Ching-Wen Wang AUTHORS Ruey-Yun Horng Shih-Chang Hung Yung-Chang Huang Ching-Wen Wang, Ruey-Yun Horng, Shih-Chang Hung and Yung-Chang Huang ARTICLE INFO (2004). The Effects of Creative Problem Solving Training on Cognitive Processes in Managerial Problem Solving. Problems and Perspectives in Management, 2(1) RELEASED ON Wednesday, 17 March 2004 JOURNAL "Problems and Perspectives in Management" FOUNDER LLC “Consulting Publishing Company “Business Perspectives” NUMBER OF REFERENCES NUMBER OF FIGURES NUMBER OF TABLES 0 0 0 © The author(s) 2021. This publication is an open access article. businessperspectives.org Problems and Perspectives in Management, 1/2004 101 The Effects of Creative Problem Solving Training on Cognitive Processes in Managerial Problem Solving Ching-Wen Wang1, Ruey-Yun Horng2, Shih-Chang Hung3, Yung-Chang Huang2 Abstract: The purpose of this study is to investigate the effect of Creative Problem Solv- ing (CPS) training on managerial problem solving behaviors. The ill-defined nature of managerial problem solving process is modeled by a two-space four-stage search model. Twenty-two mangers solved a managerial case before they received 12 hours of CPS training (control group). Another 22 managers solved the case problem after the CPS training (experimental group). All managers were administered the Torrance Test of Creative Thinking, Circle Test before the CPS training. The results showed that after the CPS, managers in the experimental group improved in the num- ber of inferences made in the problem space and the number ofroblem p definitions linking the cognitive activities between problem space and solution space,compared to managers in the con- trol group.
    [Show full text]
  • Teaching Creativity in a Technological Design Context*
    Int. J. Engng Ed. Vol. 19, No. 2, pp. 260±271, 2002 0949-149X/91 $3.00+0.00 Printed in Great Britain. # 2002 TEMPUS Publications. Teaching Creativity in a Technological Design Context* KEES VAN OVERVELD, RENEÂ AHN, ISABELLE REYMEN and MAXIM IVASHKOV Stan Ackermans Institute, Centre for Technological Design, Eindhoven University of Technology, PO Box 513, 5600 MB Eindhoven, The Netherlands. E-mail: [email protected] We want to teach creativity techniques to prospective technological designers in a domain- independent way. To facilitate this, we adopt a format and nomenclature that is close to the terminology used by engineers. Central notions are concepts, attributes and values. A crucial role is played by, what we call, productive attributes: attributes that come with a set of values that can easily be enumerated. In this paper we show how this format supports several creativity techniques and how it allows engineers to explore option spaces in a structured manner. We briefly discuss some practical experiences with our approach. INTRODUCTION: PROBLEM STATEMENT ANALYSIS THE STAN ACKERMANS INSTITUTE (SAI) We focus on the following problem: `How to is a subsidiary of Eindhoven University of Tech- teach creativity techniques in interdisciplinary nology [1]. It has been established in order to design for post graduate technological design organise various postgraduate programs in programs'. advanced technological design. In order to enrol Even when dealing with design problems that in these programs, candidates possess a completed offer ample opportunity for an innovative masters degree in some technical discipline; after approach, novice designers and students in tech- successful completion of an SAI program, they nological design very often fall back to conven- receive the title MTD (Master of Technological tional, and frequently sub-optimal textbook-type Design): a degree that is certified by the Dutch solutions.
    [Show full text]
  • Brainstorming and Brainwriting As Creativity Techniques: a Diagnosis in Companies of the Metallurgic Sector
    Brainstorming and Brainwriting as creativity techniques: a diagnosis in companies of the metallurgic sector Jaqueline Fonseca Rodrigues (UTFPR) [email protected] Ivanilde Scussiatto Eyng (UNAM-Argentina) [email protected] Thompson von Agner (CESCAGE) [email protected] Isaura Alberton de Lima (UTFPR) [email protected] Dálcio Roberto dos Reis (UTFPR) dá[email protected] Abstract The objective of this article is to diagnosis the level of knowledge and the level of experience allied to the importance of the creativity, through the use of the techniques of Brainstorming and Brainwriting, as stimulation to the generation of ideas. The present study was developed in companies of the metallurgic sector in the City of Ponta Grossa. Here presented through a field research in eleven companies. Creativity for some authors is the process to become sensible the problems, deficiencies; gaps in knowledge, disharmony; to identify the difficulty, to search solutions, formulating hypotheses regarding the deficiencies; to test and to re-test these hypotheses; and finally, to communicate the results. Brainstorming, more than a technique of group dynamics, is a developed activity to explore the potentiality creativity of individual, placing them it service of their objectives, whereas Brainwriting is the quiet version of the Brainstorming. The results demonstrate that in relation to the knowledge level: Brainstorming: there are managers who do not know, others that know and still a third group that knows well; Brainwriting: many managers are unaware of, some know and few know well. With regard to the experience level: Brainstorming: a great number of managers does not use, few use occasionally and some use it regularly; Brainwriting: a totality of the researched managers practically do not use, a minority uses occasionally and none of the managers makes regular use of the technique.
    [Show full text]
  • Fostering Creativity and Innovation 203 This Work May Not Be Reproduced Or Distributed in Any Form Or by Any Means Without Express Written Permission of the Publisher
    Fostering Creativity and DO Innovation 7NOT Creativity at J.Crew On the inside cover of a spring 2013 mail catalog, Jenna LEARNING Lyons, Creative Director of J.Crew wrote “You may remember OUTCOMESCOPY, us from years ago—J.Crew, all about the classics. You’ll still find them here, but we’ve changed a lot since then. These After reading this chapter, you should be days, you might be surprised by what you find.” able to: In that short statement, Lyons summarizes a much more com- 1. Interpret the steps in the creative process plex series of developments that have occurred at J.Crew POST,over the last 10 years. Not only has the company tripled its 2. Distinguish between creativity and annual revenue, but it has become an almost cult-like brand. innovation and understand how they Much of the credit for the change goes to Mickey Drexler work together who became chairman and CEO at J.Crew in 2003. Under 3. Recognize and resolve impediments Drexler and Lyons (as Creative Director), the J.Crew product to creativity and innovation in design would be no longer dictated by corporate strategy. In organizations fact, this approach ORwould be turned on its head: the focus 4. Employ various tools and approaches would be on the creative process and building a unified aes- to enhancing creativity thetic for the brand. Early in his tenure, Drexler appointed Lyons not only Creative Director, but also president of the 5. Explain the role of leadership in company. “What it says,” LyonsDISTRIBUTE argues, “is that no financial enhancing organizational creativity and innovation decision weighs heavier than a creative decision.
    [Show full text]
  • Problem Discovery As a Collaborative, Creative, and Method-Guided Search for The
    No. 14-0003 Problem Discovery as a Collaborative, Creative, and Method- Guided Search for the “Real Problems” as Raw Diamonds of Innovation by Gerald Steiner, Visiting Scholar, Program on Transatlantic Relations Associate Professor, Institute of Systems Sciences, Innovation and Sustainability Research, University of Graz Working Paper Series 1737 CAMBRIDGE STREET • CAMBRIDGE, MA 02138 • TEL 617.495.4420 • FAX 617.495.8292 [email protected] • http://www.wcfia.harvard.edu Problem Discovery as a Collaborative, Creative, and Method-Guided Search for the “Real Problems” as Raw Diamonds of Innovation Gerald Steiner Visiting Scholar, Program on Transatlantic Relations, Weatherhead Center for International Affairs, Harvard University Associate Professor for Systemic and Sustainability Management, Institute of Systems Sciences, Innovation, and Sustainability Research, University of Graz, Austria Acknowledgements: This work was conducted as part of Visiting Scholarship at the Weatherhead Center for International Affairs (WCFIA) at Harvard University. I would like to thank my colleagues from the WCFIA for their generous support and for helpful discussions and comments on various aspects of this research. Abstract This paper poses that the creative search for frequently hidden “real” problems is critical if innovation aims at comprehensive system improvements and changes in thinking paradigms, rather than simple, incremental changes. These hidden real problems can perhaps best be symbolized by raw diamonds, which one strives to find in order to then grind them into sparkling diamonds, i.e. innovation. Currently, problem solving-related research focuses on the analysis and solution of predefined problems, with little emphasis on problem reframing and systemic discovery; moreover, inter- and transdisciplinary collaborations for problem finding and the application of convoluted methods receive little attention.
    [Show full text]
  • Using Creativity Techniques in the Product-Innovation Process
    61-03-83 USING CREATIVITY TECHNIQUES IN THE PRODUCT-INNOVATION PROCESS Horst Geschka uring the process of product innovation, numerous problems that require creative solutions are encountered. These problems include D recognizing of customer needs, generating ideas for new products or product applications, developing new product concepts, finding solutions for technical problems, adjusting the production process, and developing a marketing concept for the market launch. A number of solutions may be developed for each of these problems. Through screening and evaluation, the best solutions serve as a point of departure for the next step in the product-innovation process (see Exhibit 1). Solutions can be found by means of technical know-how and experience. However, solutions can also be developed systematically by applying creativity techniques. New product ideas often result from the efforts of a few highly creative individuals whose brilliant ideas are turned into new products. Although this method of developing new product ideas is often successful, an organization cannot merely depend on a few highly creative individuals. The reasons for this are: Only a limited number of people within an organization can be labelled “highly creative.” Experience shows that within certain professions less than 10% of the people can be indicated as highly creative. This means that when these people are the only ones that an organization can depend on, the production of useful ideas is rather limited. New products are now being developed systematically. Because the process of product development has a fixed sequence, creative input is required at certain fixed moments in the process. Therefore, a company must be able HORST GESCHKA is the founder of Geschka & Partner Management Consultants and professor at the Technical University of Darmstadt, Germany.
    [Show full text]
  • Creativity in Business 2014.Pdf
    CreativityCreativity InIn BusinessBusiness Guest Editor Fredricka K. Reisman, PhD President, American Creativity Association KIE Conference Book Series INTERNATIONAL CONFERENCE ON Knowledge, Innovation and Enterprise 11 —15 A UGUST 2015 ISTANBUL , T URKEY Papers are solicited in most topics or fields within the following and related themes: Themes: Knowledge Including knowledge management, comparative knowledge, indigenous knowledge, Knowledge & Education, Knowledge Transfer Partnerships, Knowledge Utilisation, Pat- ents & Copyrights and Business & Information Systems Innovation Including Science Innovation, Technology Innovation including Big Data Analytics and Management/Organisation and Open Innovation Creativity Including Concepts—process, product, personality and environment, Business/ Organisational Creativity, Arts, Media & Digital Creativity, Creative Industries & Enter- prise, Digital Design & Architectures, Craft & Animation Enterprise including entrepreneurship, Marketing & Strategy, HR, Talent & Development, Servant/ Leadership in Enterprise, SME Business Finance & Accounting, Supply Chain Manage- ment, International Business & Management & Ethnic Minority Entrepreneurship Papers will be published in the KIE Conference Book Series and selected papers will be published in the associated journal of the conference—see www.jkie.org For details of registration including deadlines, please visit: www.kiecon.org Creativity in Business Guest Editor Fredricka K. Reisman, PhD CREATIVITY IN BUSINESS © All rights reserved. You are welcome
    [Show full text]
  • A Tabletop Interface for Generic Creativity Techniques
    IADIS International Conference Interfaces and Human Computer Interaction 2010 A TABLETOP INTERFACE FOR GENERIC CREATIVITY TECHNIQUES Marc René Frieß, Martin Kleinhans, Florian Forster, Florian Echtler and Georg Groh Technische Universitaet Muenchen Boltzmannstraße 3, 85748 Garching ABSTRACT Within this paper, a multi-touch based tabletop application supporting a generic model for creativity techniques will be introduced. Therefore, based on related work, requirements will be worked out and transferred into a concept and a prototypical implementation. After this application has been described in detail, an evaluation done with the system will be presented. The results of this evaluation will be discussed by referring to a survey and observations. Finally the conclusions and prospects for future research will be shown. KEYWORDS Creativity Support System, Tabletop, Creativity Technique, Collaborative Problem Solving, CSCW, HCI 1. INTRODUCTION One preferred way to guide creative problem solving processes are creativity techniques which are applied in many companies (Fernald1993). Depending on the domain, the context, the problem type or the people involved in the (creative problem solving) process, specific creativity techniques can be more or less adequate for finding appropriate solutions. Brainstorming is probably the most popular and most often applied (group) creativity technique for idea generation processes. Collaborative IT support systems for the creative process (so called creativity support systems (CSS)) have been proven to foster creative idea generation. They reduce several negative effects by providing parallel input, contribution awareness and the possibility of anonymity and distributed work (Isaksen1998, Carte2006). Those systems are typically built on the client-server architecture and are used with personal computers. While this IT-support obviously emphasizes on the distributed, parallel and possibly anonymous work of each individual, one could pose the question if there are also any disadvantages.
    [Show full text]
  • What Is Value Engineering?
    The Methodology for Maximizing Project Value Table of Contents Chapter 1 – Value .................................................................................................................... 1 Introduction ................................................................................................................................... 1 What is Value Engineering? ........................................................................................................ 2 History ............................................................................................................................................. 3 Value Study ................................................................................................................................... 5 Job Plan ......................................................................................................................................... 5 Value Engineering Principals ....................................................................................................... 9 Reasons for Poor Value .............................................................................................................. 12 Chapter 2 – Preparation and Pre-Workshop Activities ....................................................... 15 Introduction ................................................................................................................................. 15 Definitions....................................................................................................................................
    [Show full text]
  • Design Patterns for Creativity
    Design Patterns for Practical Creativity Towards Innovation Petros Georgiakakis & Symeon Retalis ITisART - Interactive Technologies for ART and Education 4, Platonos Street, 18535, Piraeus, Greece [email protected] University of Piraeus, Department of Digital Systems, 80 Karaoli & Dimitriou, 18534 Piraeus, Greece [email protected] Fostering Creativity According to Wikipedia creativity is “a mental and social process involving the generation of new ideas or problem solutions, or new associations of the creative mind between existing ideas or concepts”. Creativity towards innovation in product development settings are often used interchangeably. Innovation and creative product development refer to completely new as well as significantly improved products, processes or methods. Creativity techniques have been developed by both academia and industry to shift a person's mental state into one that fosters creativity. Michalko (2006) in his book presents the various creativity techniques that have been proposed in the Oslo Manual which is the foremost international source of guidelines for the collection and use of data on innovation activities in industry (OECD, 2005). Several other web resources contain guidelines and examples of creativity techniques (e.g. http://www.brainstorming.co.uk/tutorials/ or http://www.mindtools.com/pages/main/newMN_CT.htm) in effort to train and guide individuals and teams which technique to choose and how apply them. Of course, it is well known that “design patterns are potentially more general than existing guidelines, use more specific examples, deliberately scope their context of application, and explicitly reflect particular values” (Dearden and Finlay, 2006). Thus, the scope of this paper is to propose two design patterns for two well known creativity techniques, namely the Six Hats technique and the SCAMPER technique.
    [Show full text]
  • Course Information — 105 COURSE INFORMATION
    Course Information — 105 COURSE INFORMATION Course Numbers are not normally eligible to enroll in 400- level courses. This section has been prepared to give you a list- ing and description of the approved graduate level courses at the University of Missouri-Rolla. Courses list- Course Information ed are those approved at the time this publication went to press. Changes are made at regular intervals. Elec- The number in parentheses following the name of tronic catalog descriptions, which are updated during the course indicates the number of credit hours given the academic year, are available on the Web at for successfully completing the course. It also reflects http://campus.umr.edu/registrar/catalog.html. This will the section type; for example, (Lect 3.0) designates a enable you to keep abreast of new course additions. For lecture course of three hours credit; (Lab 1.0) desig- current information on when courses are available, con- nates a laboratory course of one-hour credit. A lecture sult the campus schedule of classes available from the credit hour is usually the credit granted for satisfactori- Registrar’s Office, 103 Parker Hall. ly passing a course of approximately 15 classroom hours. A laboratory course of one-hour credit would nor- mally meet three classroom hours per week for 15 0- 99 Courses normally taken by freshman and weeks. sophomores. May not be used as any part Three credit hour courses normally meet 50 min- of a graduate degree program. utes three times per week, or 75 minutes twice a week, for 15 weeks. The time in class is the same in each case.
    [Show full text]