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Creativity and Innovation in Organizations

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Notes of all the lectures for the course Creativity and Innovation in Organizations, including pictures and examples

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  • April 6, 2023
  • 27
  • 2022/2023
  • Class notes
  • E.f. rietzschel
  • All classes
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LECTURE 1
The Four P's of Creativity by Rhodes

 Person/level: looking at characteristics, traits, or abilities of a creative person i.e. personality
o Creative genius have more quantity of creative ideas than normal people
o Motivation to spend time and effort in a domain, shaped by environment - creativity
related to continuity, become great in the process
 Product: what are the outcomes creative people achieve and their characteristics i.e.
conventional vs creative idea
o Originality - more not necessarily better, determined by the interaction with context
o Innovation sweetspot: different enough to be interesting, familiar enough to feel
comfortable e.g. release of iphad
o People talk about it only when combined with feasibility and people can make sense of it
 Process: how people achieve creative outcomes, how ideas are generated
o Division of creative process: preparation > incubation > illumination or inspiration
(believed to be a mystical moment that need to capture) > evaluation
o Models are not helpful, do not explain a lot
o Focus on inspiration takes away the deliberate and goal-directed aspects of creativity, not
just something that happens to us but can intentionally search for inspiration
 Press/place: external influences or environment where creativity happens i.e. contextual factors
that stimulate creativity

The four C model by Kaufman & Beghetto

 Big C is eminent creative contributions, very rare
 Little c is creative actions in which non expert may participate every day
 Problem 1: little-c category is too broad, does not include creative insights during learning (novel
ideas for the learner)
 Problem 2: professional creators that have not reached eminent status fall between Big-C and
little-c
 Mini-c is novel and personally meaningful interpretation of experiences
 Pro-c is professional level creative performance without attaining Big C status
 The model represents a developmental trajectory of creativity in a person's life, reflects that
nearly all aspects of creativity can be experienced by nearly everyone
 The additional complexity that comes with the model is necessary for continued maturation of
the field of creativity studies
o How to best measure creativity
o Domain-specific vs domain-general
o Intrinsic vs extrinsic motivation

Creativity is the ability to produce work that is both novel (original, unexpected) and appropriate within
particular domain (useful, adaptive concerning task constraints)

 Being original is not enough, creative product has to make sense
 Being inspired is not enough, creativity requires effort and persistence (problem-solving)

,Timeline




Guildford

 Reasons for neglect of creativity
o Creativity believed to be part of intelligence
o Creative eminence is rare
o Emphasis in psychometrics, creativity is very subjective
o Behaviorism, learning approaches and work with animals

Stenberg & Lubart

 Importance of creativity
o Economic value of new ideas
o Discover leaders with imagination and vision
o Industrial revolution, human brains obsolete? i.e. AI

How to study or test creativity?

 Research methods
o Field studies: historiometric, analysis of creative products, organization survey studies
o Lab studies: mostly (quasi) experimental where participants perform an experimental
(artistic) task e.g. drawing, writing, building something - subdivided according to
required process or desired endpoint
 Convergent task asks for single solution e.g. remote associates test (RAT, find a word related 3
words), insight problem (cannot be solved with normal solutions have to re-structure problem,
need to let go of previous assumptions)
o Pros: easy to use in research, standardized tasks and measures (useful for replication)
o Cons: only one dependent variable, no process information
 Divergent task asks participants to give as many solutions as possible, no right or wrong answer
e.g. alternative uses task (give unusual uses for object), brainstorming
 Judging creative performance
o Fluency: number of ideas
o Quality: originality and usefulness of ideas
o Diversity: number of different categories
o More measures = more information
o Different dependent variables may show different effects or correlations
o Assumes ideas can be identified, counted, and coded
o Idea quality may be complex

, Three dimensions of creative ideas by Litchfield & Gilson

 Novelty (originality)
 Usefulness: includes feasibility and value
 This means that ideas can be good or bad in multiple ways
 Continua of ideas that range in novelty and usefulness




Moving towards innovation

 Ideas are rarely the endpoint of creative process because ideas are rarely ready for immediate
implementation
 The continua allows to consider the types developmental trajectories of ideas towards creativity,
depending on where they are categorized
 Having creative ideas could be helpful but not always relate to better performance, it is not
enough for innovation and success
 During ideas generation people focus more on originality, but for implementation people tend to
follow feasibility instead


LECTURE 2
Feist's meta-analysis on personality and creativity - most important article in creativity field

 Feist summarized existing on research of personality in scientific and artistic creativity
 Between-groups approach
o Studies or effects comparing scientists vs nonscientists
o Artists vs nonartists
o Not all art or scientific discoveries are ground breaking i.e. routine (Pro-C) vs
breakthrough (Big-C)
 Within-groups approach
o Studies or effects comparing high vs less creative scientists



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