available devices to meet the need is a key driver or
invention.
Expertise or existing knowledge in the area was
not felt to be so important with respondents
suggesting "expertise can constrain creativity and
thought processes necessary for invention". However,
knowledge of engineering and problem solving
subjects was felt to help by a number of respondents.
This is supported by Cohen’s absorptive capacity
principle suggesting prior problem solving
knowledge and experience better enable the
acquisition of new problem solving capabilities
(Cohen and Levinthal, 1990). But a careful balance is
needed between what Arthur calls "knowledge of
functionalities" ie the principles of how things work
and problem solving, and a creative mind open to new
concept combinations.
Respondents felt imagination to be critically
important, relating this to an ability "to see their ideas
in 3D in their mind", that helped them create and
identify solution options. Mental models or the ability
to create often a dynamic model of ideas and
mechanical/electrical action representations are
important to the ability to invent (Ash et al., 2001).
Equally important is the inventor’s ability to evaluate
and categorise experiences and concepts, through the
use of reference frames or mental data structures
which links to attributes and values (Ash et al., 2001).
Unsurprisingly, creativity was seen to be vital to an
inventor’s ability "you cannot solve an inventive
problem without being creative". Creativity, "the
ability to think what no one else has thought on seeing
the same event", (Swann et al., 2005) is vital in the
solution exploration stage. Patent agents felt
creativity is necessary to work around existing
inventions and produce the inventive step.
3.2 Knowledge for Invention
The capability to invent is heavily dependent on the
inventor knowledge base and the ability to learn,
assimilate and apply new knowledge
(Büyükdamgacı, 2003). There are three primary
know ledge types Know how, why and what.
Know how relates to procedural knowledge based
on learning by doing ie practice and feedback or first-
hand experiences applying facts from experience.
Know how is cumulative and dependent on the path
of prior experience gained (Arthur 95, Levitt and
March 1988). For example the Wright brothers were
able to use their bicycle know how to develop and test
the wright flyer mechanics and create flying know
how from their tests (Weber, 2006). Know how
relates to the "doing, using, interacting" (DUI) mode
of learning and innovation (Jensen et al., 2007).
Know how is critical in the solution and prototype
investigation stage of invention to assemble and try
out possible concept architectures and test how well
they meet the need. Know how was identified as most
important by almost all respondents. This is to be
expected as low technical complexity inventions are
often created by trial and error know how (Dutton &
Thomas 1985).
In contrast, Know why knowledge is based on
understanding of principles and theories. It is the
process of knowing through analysis or primary
experience or second-hand information to identify
causal rules about why something behaves as it does
in terms of logic, natural laws etc (Garud, 1997).
Know why is cumulative, depends on prior
knowledge and the ‘bi-association’ of new
knowledge from different areas to develop new
theories and knowledge (Garud and Nayar 1997).
Know why was seen as less important than know
how. Using know why for modelling is referred to as
science, technology, innovation or STI model of
knowledge management (Garud, 1997). It enables
inventors to use models to calculate more precisely
how a principle can be converted into a prototype
concept that is more likely to produce the desired
effect. For example, the Wright brothers used weight
and lift calculations to determine the required engine
power (Weber, 2006). Know why can minimise the
number of prototypes and experiments and avoid
missing the inventive step that meets the need. This is
critical as many inventors take years to search and try
out invention prototypes in an effort to discover the
application of a new working principle. Know why
replaces the serendipity/chance of the lone inventor
who otherwise relies on know how to try prototypes
with different variables and to adjust them to a
solution. Patent advisors suggested know why was
less important at the discovery stage of invention, but
know why relates more to defining claims of the
inventive step, possibly because know how trial and
error is easier and low cost within the invention
category analysed and know why, in terms of
inventive step, definition can be established via the
patent agent.
Know what is based on declarative knowledge)
and is generated by learning by using (Rosenberg
1982 ). Know what was felt to relate to ‘expertise’ in
known facts which was seen to be moderately
important, but less critical than know how.
In summary survey respondents suggested the
invention process begins with inquiry or curiosity as
to why a problem exists. Then inspiration fosters a
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