Usage of Web2.0 in Creative Processes / Design Thinking
저자: Exploring Creativity

1. 6. Implement
1.1. web2.0 apps
1.2. activities
2. 4. Prototype
2.1. web2.0 apps
2.1.1. youtube
2.1.2. flickr
2.1.3. twitter
2.2. activities
3. 5. Choose
3.1. web2.0 apps
3.1.1. mindmeister
3.2. activities
4. 7. Learn
4.1. web2.0 apps
4.1.1. twitter
4.2. activities
5. 1. Define
5.1. web2.0 apps
5.1.1. mindmeister
5.1.2. twitter
5.1.3. wikipedia
5.2. activities
6. 2. Research
6.1. web2.0 apps
6.1.1. twitter
6.1.2. delicious
6.1.3. facebook
6.2. activities
7. 3. Ideate
7.1. web2.0 apps
7.1.1. mindmeister
7.1.2. twitter