Salt Lake City, Utah
June 20, 2004
June 20, 2004
June 23, 2004
9.355.1 - 9.355.9
Creativity and Innovation for Electrical and Computer Engineering Research
Hassan Hassan, PhD, PE Lawrence Technological University 21000 W. Ten Mile Road Southfield, Michigan 48075
This paper introduces simple approaches to integrate creativity and innovation in the classroom. This in turn will help Electrical and Computer Engineering students to develop new ideas and to solve complex problems. The main objective of this paper is to help students and practicing engineers to improve their creativity and innovation skills, which will enhance their careers. Case studies and examples on how to produce new innovative ideas and patents are given.
This paper is meant to be a hands-on opportunity for professors and students to experience and practice the creative problem solving process throughout all undergraduate and graduate courses in the Electrical and Computer Engineering curriculum. Certainly, the benefit of this paper can be extended and used in all engineering education disciplines including, but not limited to, mechanical, chemical, and civil engineering.
The framework of this paper is also very useful for practicing engineers, project managers, and executives. The ideas presented in this paper intend to enhance students’ creativity and innovation for electrical and computer engineering research until they become comfortable with their own innate abilities to solve problems, come with new concepts, and design new systems. The instructor may implement this framework in all junior-level, senior-level, and graduate classes that he/she teaches. However, there are many required and elective courses in which education and research can effectively integrate. Such courses are the best candidates to introduce creative thinking and problem solving approaches. At Lawrence Technological University, the author introduces creativity and innovation in courses such as Electronics, Microprocessors, Digital Control Systems, Digital Electronics, Computer Vision, Digital Image Processing, Digital Communication, Very Large Scale Integration, and Integrated Circuits Design. Very favorable and highly gracious feedback from the students is usually received.
This paper is organized as follows. Section 2 describes background information regarding creativity and innovation integration in engineering education, definitions and procedures on how to introduce creativity in the classroom. Factors that boost creativity are introduced in Section 3, while factors that limit creativity are given in Section 4. Section 5 gives some techniques for creative thinking including applied imagination, checklists, random inputs, Ask
Proceedings of the 2004 American Society for Engineering Education Annual Conference & Exposition Copyright © 2004, American Society for Engineering Education
Hassan, H. (2004, June), Creativity And Innovation For Electrical And Computer Engineering Research Paper presented at 2004 Annual Conference, Salt Lake City, Utah. https://peer.asee.org/13987
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