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course participants
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keynote participants
  • It truly changed me. It made me more confident and daring.
    Silvie Vale, Communications consultant

  • This has been the most important and useful learning experience in my 16 years of education.
    Course participant

  • I followed the process and we got a very innovative idea – It actually got patented.
    Anders Baek, Senior Mechanical Engineer

  • Within a week my brain was totally reconfigured.
    Course participant

  • I have learned to approach my professional field much differently and in a more playful way.
    Kamilla Rasmussen, Marketing consultant

  • I realised that, if I want, I can produce 200 ideas to solve a single problem.
    Fabrizio Negretti, Course participant

PHD CHRISTIAN BYRGE

“My passion and expertise is to help educators and managers across all domains to design serious, inspiring and playful training that develops creative thinking skills for all levels of education and for all types of organisations”

Curious Researcher

Christian Byrge achieved his PhD degree for his research on creativity. He has invented and published several books and toolkits on how to develop creative thinking skills. These have been taught to more than 100.000 professionals from USA, Europe, Asia, Africa and Australia. He has also played a leading role in the design of the worlds first digital gamified creativity training program.

Training Expert

Christian has been a leading training designer for several creativity modules, courses and programs in both foundational, youth and higher education as well as in executive and continuous education. This includes the development of a new bachelor program on Creativity & Business Innovation and a master level program on Creative Genius (probably the most ambitious creativity training program in the world).

Passionate Speaker

Christian regularly gives inspiring and energetic keynote speeches, teaches courses and does counselling on the enhancement of personal, team and organisational creativity. He typically presents subjects like how to teach creativity, how to perform deliberate practice of creativity, creativity training, assessment of creative potential as well as a variety of creative processes and techniques.

CREATIVITY COMPETENCE LEVEL

Want to enter the next level?

ILLUSTRATION SET 1
LEVEL ONE
1
LEVEL ONE
EVERYDAY CREATIVITY

CLEAR UNDERSTANDING OF THE VALUE OF CREATIVITY

PROCEDURES FOR CREATIVITY IN TEAM MEETINGS

focus on solving everyday tasks more creative

LEVEL TWO
2
LEVEL TWO
User-centric creativity

Advanced team creative process methods

Systematic evaluation of creative output

focus on Ideas that better meet user needS

LEVEL THREE
3
LEVEL THREE
Domain creativity

advanced individual creativity approaches

Interconnected individual and team creativity

Open and curious team culture

systematic evaluation of creative skills

focus on creating novel breakthrough solutions

LEVEL FOUR
4
LEVEL FOUR
SOCIETAL CREATIVITY

Creativity as a second nature

Procedures for implementing novel ideas

strong creative perseverance and persuasion

focus on setting new cross-industry standards

Contact
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Find my full list of publications on OrcId.org
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Find my full CV on Linkedin.com

Creativity Toolkits & Works

From me to you

Kreativitet og Nytænkning (book chapter)

At have kreative evner er vigtig i mange af de daglige private, skolemæssige og professionelle gøremål. Vi har brug for ideer til hvad vi skal lave i aften eller i weekenden, ideer til gaver til venner og familie, ideer til hvad vi vil spise, ideer til hvordan vi skaludføre vores arbejde, og ideer til hvordan man skal løse en konkret problemstilling. Ideer er noget vi har brug for hele tiden – hver eneste dag.

Kreativitet kan umiddelbart virke uigennemskueligt, men der findes en række faktorer der har stor indflydelse på hvor kreativ du er som person. Nogle af disse faktorer kan vi ikke gøre så meget ved, mens andre faktorer er inden for vores rækkevidde. Denne tekst vil præsentere 4 faktorer, som vi kan påvirke med det formål at blive mere kreative alene eller sammen med andre. Disse fire faktorer er: motivation, tryghed, koncentration og vidensanvendelse, som alle er eksemplificeret i en case som udspringer af et forskningsprojekt, der fandt sted fra efteråret 2007 til sommeren 2009. Projektet hed Leg og Læring i Produktudvikling og havde som formål at skabe et mentalt sted, hvor organisationer kunne mødes på tværs af industri, branche, faglighed og teknologi for at udvikle produktideer og serviceideer for hinanden. Der var 18 deltagende organisationer i projektet, som var inddelt i 3 grupper efter kriteriet for størst mulig diversitet. En af grupperne bestod således af et regionalt busselskab (FynBus), enkreativitet og ny tænkning zoologisk have (Odense Zoo), et firma der laver fadølsudstyr (Micro Matic), et firma der laver postkasser (Juliane Drivhuse), samt et firma der laver billedmanipulation (ESoft). Der er ingen umiddelbar logisk sammenhæng imellem de deltagende organisationer ihver gruppe. Til gengæld er der ingen konkurrence organisationerne imellem og diversiteten er stor. 

Projektet havde en specifik arbejdsform, der havde som formål at højne kreativiteten og udvikle en række ideer, som efterfølgende bliver implementeret i de deltagende organisationer. Det er arbejdsformen på deres møder, der vil blive relateret til i det efterfølgende. Det er håbet, at du som læser vil eksperimentere med din og dine arbejdsrelationers kreative potentiale. Dette kapitel har jeg co-authored sammen med Morten Lund.

Get the Chapter in Danish now.

Original Business Modelling: Potential Roles of Creativity in Entrepreneurship Training (free conference paper)

This Business Model Conference papers aims to design a research method for studying potential meaningful roles creativity may take in entrepreneurship training. It suggests an experimental setup using a 30 ECTS entrepreneurship course at a Danish university for conducting the experiments and the data collection. It presents the entrepreneurship course components, teaching method and evaluation methods as well as the potential creativity experiments. It also presents the suggested data collection and analysis methods. Finally, it presents expected findings from the study. I co-authored this paper with Kristian Brøndum.

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