Background Flusser (2007) argues that by studying the history of factories one can understand the history of humanity, involving the lives, thoughts, actions and sufferings of the people. His work divides history into four manufacturing periods: in the first period-Handman uses his own hands to act in the world, being in direct contact with nature but being defenseless. In the second period-Tools-the man uses tools for the transformation of the natural world into the cultural world. During this period the man surrounds himself by tools, alienating himself from the world, getting protected from nature, but at the same being imprisoned by the culture he creates, thus becoming part of the cultural world. There is high mobility in these manufacturing processes since the factory exists wherever the man is. He can even make his own tools wherever he is and carry out his manufacturing activities, the tool being a replaceable and changeable object. The third period-Machines-is the one in which the tables are turned. Now the machine becomes constant, absorbing raw materials and turning them into cultural products, AbstractIn recent years, humanity has entered a new factory period, an age of electronic devices. The gadget-man working set and the mobility and abstract learning required by such gadgets leads Flusser (Mundo Codificado, 1st edn. Cosac Naify, São Paulo, 2007) to pose the question: what will factories be like in the future? We believe that this factory will be a place of creation and learning. As well as the mass production by machines allowed the widespread of various products and food, these electronic devices will free people for creative activities and mobility. Production Engineering must adapt and anticipate this new manufacturing paradigm, working on gradual adaptation of existing organizations and on the development of new organizations for this gadgets age. It is the production engineer role to study ways to better manage and organize factories and productive environments with a focus on creativity. In this paper, we present the theoretical foundations for Organizational Creativity-fundamental structure of the entertainment industries-under a standpoint of Production Engineering, highlighting the relationships that can open paths for the Production Engineering entry into these future factories. We hope to arouse interest of researchers and students alike for this field of knowledge that is each time harder to remain ignored in our society. We also hope to show entertainment industry members how the harmonization with Production Engineering tools may add to their job. Open Access© 2016 The Author(s). This article is distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made. Cardoso and Barra...
Facilities planning tools have been used by project managers for planning industry spaces for decades now, but applications in creative organizations are still sparse. This happens mainly because of a gap that exists between engineering and psychology fields, with the first developing planning tools for production but with little concern for creativity and the other developing spaces for creativity, but with a lack of tools. Both try to solve the same issue: fostering productivity in the workplace, but they need to be linked first, in order to accomplish it. How to close this gap? Can a project manager plan the facilities for a creative organizational in the best way possible? In this paper, a new approach is used for studying the design of physical environments that foster organizational creativity, combining the results of psychological studies on the impact of physical environment on creativity with the facilities planning body of knowledge applied by industrial engineers. In order to test the results, a single case study is developed in a small IT consulting firm. By using the systematic layout planning (SLP) step by step process, it is shown that by acting on the work environment of the company, the developers creative processes can be boosted and facilitated. It is also shown that both industrial engineering and creativity research have much to contribute to each other and future research topics in the field are presented.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.