Describe a situation within your organization foresight on creativity, innovation within ethical model.
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Organizational creativity: a systems approach.
By Gerard J. Puccio and John F. Cabra
Excerpted from The Cambridge Handbook of Creativity, 1st Edition by Kaufman, J.; Sternberg, R.
Copyright 2010 by Cambridge University Press. Reprinted by permission of Cambridge University
Press.
Introduction
Organizational creativity has been defined as “the creation of a valuable, useful new product, service,
idea, procedure, or process by individuals working together in a complex social system” (Woodman,
Sawyer, & Griffin, 1993, p. 293). The creative act is sufficiently complex when carried out by an
individual alone, such as the artist, photographer, writer, and so on; imagine the heightened amount of
dynamism reached when individuals attempt to create within organizational systems. This chapter
explores some of the fundamental factors that influence the manifestation of creativity in the
workplace. We take a systems approach in that we endeavor to understand the complex whole as it is
formed and influenced by individual components. We begin by discussing the reasons why there has
been a burgeoning interest in organizational creativity. The remainder of the chapter uses a systems
model as a framework to review literature relevant to organizational creativity.
Why Organizational Creativity Is Hot
In his 1975 article “The creative organization,” Hitt observed that “although voluminous research exists
in the field of creativity as it relates to the individual, little has been done relative to organizational
creativity and its necessity” (p. 283). How things have changed! There are now numerous journal articles
on the topic of organizational creativity. Indeed, there is a refereed journal dedicated to this very topic.
Established in the early 1990s, the aim of the Creativity and innovation management journal is to bridge
“the gap between the theory and practice of organizing imagination and innovation.” Commensurate
with the growth in journal publications, there also has been an increase in books on organizational
creativity authored by those in university centers (i.e., Bilton, 2007; Davis & Scase, 2001; DeGraff &
Lawrence, 2002; Hargadon, 2003; Thompson & Choi, 2005; Zhou & Shalley, 2008).
Why has there been an increased interest in organizational creativity? There are at least two main
trends that appear to have fostered growth in this area of creativity research. One trend responds to the
need for organizations to adapt quickly to change; the other trend reflects a concern for innovation.
Though interconnected, we briefly discuss each trend in turn.
There is no escaping the fact that we live in an ever-changing world and that large-scale change occurs
at an ever-faster pace. This is exemplified by the fact that more than half of the major, life-altering,
technological and social innovations introduced to the world came into being in the last 200 years
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(Albery & Yule, 1989; Henry, 2001; Makridakis, 1989). Before the 1800s it would have been possible,
indeed probable, that many generations could live without experiencing the impact of a single
significant technological or social invention. In contrast, a person born in the early 1960s would have
already experienced the impact of civil rights, space exploration, organ transplants, personal computers,
mobile phones, the internet, cloning, genetic engineering, e-mail, and much more.
Organizations and their members have not escaped the impact of transformative change. According to
Hitt (1975), organizations exist to provide solutions to society’s needs and problems. As society evolves
at a breakneck pace, organizations are forced to respond quickly; those incapable of change will quickly
find themselves replaced by organizations that are more responsive. As Hitt (1975) observed, “In order
to avoid extinction, organizations must change and adapt to changes in order to remain viable. To do so
requires utilization of all available resources, especially the most creative – the human resource” (p.
284). Organizations do not adapt to change; rather it is the people within organizations that are required
to change. Therefore, it is not surprising that a number of studies and reports have identified creative
thinking and creative problem solving as fundamental workplace skills. One of the earliest studies to do
so took place in the 1980s (Carnevale, Gainer, & Meltzer, 1990). This three-year-long national study
sought to identify the skills necessary for success in the workplace. Analysis of the data yielded by a
cross-industry sample of organizations led to the identification of seven distinct skill sets. One of the skill
sets, labeled “adaptability,” included two specific skills related to creativity – creative thinking and
problem solving. Similarly, a U.S. Labor Department report focusing on the skills essential for workers to
be productive in the new millennium included the following thinking skills: thinking creatively, making
decisions, solving problems, knowing how to learn, and reasoning (SCANS Commission, 1991).
The call for creative thinking in the workplace has continued. A group of leaders from public and private
organizations, such as American Society for Curriculum Development, Dell, Educational Testing Service,
Microsoft, and Verizon, published a report in 2008 entitled 21st century skills, education &
competitiveness (Partnership for 21st Century Skills, 2008). As with previous studies and reports, this
more recent list of work skills once again highlighted the central role creativity plays in today’s
organizations. The specific creativity-related skills articulated in this report were solving complex,
multidisciplinary, open-ended problems; creativity and entrepreneurial thinking; and making innovative
use of knowledge, information, and opportunities. Why are creativity skills so highly touted in today’s
organizations? As noted earlier, in order to survive, organizations must provide solutions to society’s
changing needs, and the increased pace of change places a premium on employees’ creativity skills. No
longer do employees spend their entire careers dedicated to the refinement and elaboration of a single
product or service. There has been a dramatic decrease in product life cycles. For instance, Hunter and
Schmidt (1996) reported that manufactured products are subject to fundamental redesign every 5 to 10
years. In high-tech industries, this time line shrinks to every 6 to 12 months. This observation led
Williams and Yang (1999) to conclude that “today, workers must adapt quickly as they switch from
performing one specialized task to performing another equally specialized task” (p. 375). It would seem
generally accepted that for organizations to adapt, they must have employees who are flexible,
adaptive, imaginative, and able to tolerate ambiguity – in short, they must be creative.
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Another major trend that has fostered a burgeoning interest in organizational creativity, especially
among those in the private sector, has been a desire to become more innovative. It is now widely
argued that to remain competitive, organizations must not only adapt to change but also drive change
through innovative business practices, processes, products, and services. Apple, Google, Toyota, General
Electric, Microsoft, Pfizer, Disney, SONY, and other leading companies understand that their bottom-line
success relies on an ability to innovate. Janzen (2000) suggested that “after the age of efficiency in the
1950s and 1960s, quality in the 1970s and 1980s, and flexibility in the 1980s and 1990s, we now live in
the age of innovation” (p. 3). As clear evidence for this focus on innovation, a global survey of 2,468
senior executives carried out by the Boston Consulting Group revealed that 66% of the respondents
ranked innovation among the top three strategic priorities for their companies (Andrew, Sirkin, Haanæs
& Michael, 2007). Similarly, Vardis and Selden (2008) reported 55% of the 513 executive level officers
they surveyed identified innovation as one of their top three current strategic priorities.
Schumpeter (1934) provided one of the first systematic definitions of innovation. In his view, innovation
was the successful commercialization of new combinations, such as new materials and components, the
introduction of new processes, the development of new markets, and the creation of new organizational
forms. A contemporary description of innovation was extracted from IBM’s in-depth interviews of 765
chief executive officers (IBM Global CEO Study, 2006). These executives outlined three discrete forms of
innovation: business model innovation (i.e., new structures or financial models); operational innovation
(i.e., new ideas that improve the effectiveness and efficiency of processes and functions); and
product/service/market innovation (i.e., new products, services or “go-to-market” activities). Many now
make the case that innovation, in whatever form, does not occur without creativity. For example,
Amabile, Burnside, and Gryskiewicz (1999) suggested that “creativity is the crucial ‘front-end’ of the
innovation process; before innovation can happen, the creative ideas must be generated by individuals
and teams so that they can be successfully implemented” (p. 1). Taking a broader approach, Rickards
(1996) suggested that creativity is required throughout the entire innovation process. He specifically
noted that
the linear model mind-set always results in the assumption that creativity “exists” at the
front end of a two-stage idea generation and implementation innovation process. This
article makes the case for a long-needed break with this assumption. In the new
paradigm, ideas and actions occur and interact as long as innovation is being pursued.
Creativity continues as long as action continues. This is not just desired, it is necessary
for as long as the innovation processes continue in a competitive environment in the
absence of perfect knowledge about outcomes of actions. (p. 24)
The Connection between Creativity and Innovation: Some Empirical Evidence
It is one thing to suggest that creativity is theoretically linked to innovation, and quite another to
demonstrate empirically that creativity indeed spawns innovation. A small number of studies have
endeavored to demonstrate the practical link between organizational creativity and innovation. Perhaps
the earliest study to undertake this question was carried out by Blau and McKinley (1979). In this study,
the researchers examined, among other variables, whether the work motif, that is, the main design
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ideas, pursued by an architectural firm predicted the extent to which the firm’s work was objectively
perceived as being innovative (e.g., industry awards for innovation). Results indicated that work motif
was a significant predictor of innovation awards; in particular, firms whose design ideas challenged the
constraints outlined by their clients generated more innovative architectural designs. Moreover, Blau
and McKinley discovered that the most innovative firms “rarely standardize design concepts from
project to project, and attempt continually to evolve new and creative solutions to particular problems”
(pp. 216–217).
Bharadwaj and Menon (2000) carried out a study in which they examined the specific kinds of creativity
found in organizations and their impact on innovation. These researchers broke creativity down into two
specific areas, individual creativity mechanisms, defined as activities individual employees pursued on
their own to develop personal creativity, and organizational creativity mechanisms, or the practices and
formal procedures adopted by organizations to promote creative behavior. These researchers then
compared the amount of innovation reported across organizations. Bharadwaj and Menon’s findings
showed that the highest levels of innovation, as reported by employees, were found among those
organizations that were identified as having high amounts of both individual and organizational
creativity mechanisms. Although Bharadwaj and Menon concluded that both types of creativity
contribute to innovation, they suggested that “organizational creativity mechanisms seem to have a
stronger association with innovation performance” (p. 430).
Where Bharadwaj and Menon (2000) relied on employees’ perception of innovative performance, Soo,
Devinney, Midgley, and Deering (2002) ranked some 317 firms on innovation and then compared the
variables that contributed to innovation, as well as the financial benefits associated with innovation. An
analysis across these organizations showed that the most innovative firms were those that were most
active in using creativity to generate new knowledge. Specifically, Soo et al. concluded that “creativity in
problem solving is the main driver of new knowledge creation and innovation” (p. 145). These
researchers also examined the benefits of innovation and found that the most innovative firms enjoyed
significantly greater market share and return on assets. These findings support the important role
creativity plays in fostering innovation and the tangible benefits organizations derive from innovation.
Models of Organizational Creativity
At the very beginning of this chapter we offered a passing comment about the complex nature of
organizational creativity. Figure 8.1 presents a model useful in understanding the nature of
organizational creativity. Originally offered by Puccio, Murdock, and Mance (2007), we believe the
creative change model, which utilizes a systems approach, provides a useful framework for reviewing
the sets of variables related to organizational creativity. Relating this model to organizations, innovation
comes about as the result of the interaction among people, the processes they engage in, and the
environment in which they work. The person facet in this model refers to individual skills, background,
experience, personality, knowledge, motivation, and so forth. Process relates to the stages of thought
people engage in when working alone or with others to creatively address predicaments and
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opportunities at work. The environment relates both to the psychological and physical setting in which a
person works. Puccio et al. (2007) suggested that it is the interplay among these variables that leads to
the formation of an intangible or tangible product (i.e., solution to a problem, expression of a new idea,
development of a new service, an original product concept, an invention, etc.). Not until the product of
creative thinking has been adopted is creative effort fully realized – change has been adopted, at least
temporarily. When adopted internally, these creative changes can lead to cost reduction, improved
policies or procedures, new business models, and so forth. Products with an external focus result in a
change in the marketplace, such as the successful introduction of an innovative product or service. This
is an iterative model, as the adoption of an internal or external change has a subsequent impact on the
organization and thus potentially influences people, processes, and the environment in that
organization.
The literature review found in the remainder of this chapter is organized around this model. We
selected this model because it subsumes the oft-referred to four fundamental aspects of creativity,
namely, person, process, product, and environment (see Brown, 1989; MacKinnon, 1978; Rhodes, 1961;
Stein, 1968), which also appear in many organizational creativity models (see Schoenfeldt & Jansen,
1997). To these core elements of creativity we add leadership. Recent literature has especially
emphasized the impact leaders have on group and organizational creativity (e.g., Amabile, Schatzel,
Moneta, & Kramer, 2004; Gumusluoglu & Ilsev, in press 2009; Redmond, Mumford, & Teach, 1993;
Sosik, 1997; Sternberg, 2003), and in their review of various organizational creativity theories,
Schoenfeldt and Jansen (1997) comment on the need to include leadership in interactionist models of
organizational creativity. The remainder of this chapter explores the research literature related to the
main elements in this model that interact to yield a creative product or outcome within the workplace,
specifically person, process, environment, and leadership.
Person
Perhaps the area that has received the greatest attention within the field of creativity studies has been
the examination of the qualities, skills, traits, and other attributes that distinguish highly creative
individuals from their less creative counterparts. Many of the pioneering creativity researchers, such as
MacKinnon (1962), Torrance (1974), Barron (1969), and Guilford (1970), dedicated their research to the
distillation of those factors that set creative people apart. It is not our intention to summarize the
extensive literature available on the creative person; instead, we focus on the specific factors that
predispose someone to be successfully creative within the organizational context. Here Amabile’s
(1983a, 1983b, 1988) research stands out.
Amabile has carried out a series of investigations that have examined the role individual creativity plays
with respect to organizational creativity. Amabile (1988) could not have been clearer about the crucial
nature of employees’ creativity and its relationship to innovation when she summarized some of her
early research:
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The entire process of individual creativity must be considered as a crucial element in the
process of organizational innovation…. It is individual creativity that provides the raw
material for organizational innovation and, therefore, individual creativity must be
central to the organizational model. (p. 150)
This statement reinforces the position that organizational innovation does not happen without the
emergence of creativity at an individual level. To that end, Amabile interviewed employees from a
variety of work settings to unearth the individual factors that contributed to creative accomplishment in
the workplace (Amabile, 1988; Amabile & Gryskiewicz, 1988). The following list summarizes the qualities
associated with individual creativity: various personality traits (e.g., persistence, curiosity, and energy);
self-motivation; special cognitive abilities; risk-orientation; expertise in the area; qualities of the group;
diverse experience; social skill; brilliance; and naiveté. Positive affect can now be added to this list of
individual factors that promote creativity. A recent study by Amabile, Barsade, Mueller, and Staw (2005)
found a simple-linear relationship between positive mood and peer-rated creativity.
This investigation, in conjunction with other studies carried out by Amabile (1987), led to the
formulation of a componential model of individual creativity. The model comprises three core features:
domain-relevant skills, creativity-relevant skills, and intrinsic task motivation. To create, an individual
must understand his or her discipline, job, or field. Domain-relevant skills refer to knowledge, technical
skills, and special talents associated with one’s area of work. Domain-relevant skills are necessary but
not sufficient for creativity to occur. To produce work that is original, individuals must also possess
creativity-relevant skills, such as suspending judgment, self-discipline, perseverance, and nonconformity.
Finally, to achieve creative outcomes the employee must be highly motivated. As Amabile (1988) noted,
“No amount of skill in the domain or in the methods of creative thinking can compensate for a lack of
appropriate motivation to perform an activity” (p. 133). Motivation toward a task can be sorted into
three categories: no motivation, an intrinsic orientation (i.e., pursuing a task for its own sake), and an
extrinsic orientation (i.e., focusing on reasons external to the task, such as rewards, expected
evaluation, and competition). In general, individuals who are engaged in a task for intrinsic reasons are
more likely to generate creative outcomes, whereas an extrinsic focus tends to undermine creativity.
Dewett’s (2007) recent study helped provide insight into the motivation-creativity relationship in the
workplace. Dewett’s research demonstrated that increased levels of intrinsic motivation among
research and development (R&D) personnel enhanced risk taking and experimentation, which in turn
positively impacted individual creativity. It should be noted that over time Amabile has revised her
thoughts about the deleterious effects of extrinsic motivation. Under certain conditions extrinsic
rewards can serve to accentuate intrinsic motivation (see Amabile, 1993; Hennessey & Amabile, 1998).
Chuang (2007) tested the applicability of Amabile’s model with some of the most innovative companies
in Taiwan. Twelve high-level managers involved directly in innovation efforts participated in in-depth
interviews. These companies included Toyota, Fubon Bank, and Tong-yi Starbucks. According to Chuang,
the analysis revealed, as predicted in Amabile’s model, that individual factors, such as employee
creativity and mindset, were directly related to organizational innovation. Additionally, Chuang found
that the inclusion of organizational (i.e., organizational resources, culture and structure) and
environmental factors (i.e., customers, technology, competitors, etc.) strengthened Amabile’s model. As
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Chuang suggested, “Individual, organizational, and environmental factors mutually complement and
interact with one another; they affect the organizational innovation process” (p. 886). These findings
support the contention, as outlined in this chapter, that models of organizational creativity must take a
systems approach and should consider the interaction among the fundamental facets of individuals, the
surrounding environment, and the stages of the creative process. Ford (1995) put forward a similar
argument, stating that he believes “this love affair with creators has led researcher [sic] to focus too
narrowly on characteristics of individuals that lead them to commit creative acts” (p. 21). Based on this
assertion, Ford proposed that the creative act could be likened to a crime. That is, creativity involves
motive, means, and opportunity. To underscore the importance of the latter variable, Ford noted that a
positive work environment can even serve to draw out creativity among those who would not ordinarily
pursue creative acts. Amabile’s own research acknowledges the crucial influence the work environment
has on employee creativity (Amabile et al., 1999; Amabile & Gryskiewicz, 1988). The next section
reviews some of the literature that has delineated the aspects of environment that are conductive to
creativity in the workplace.
The Creative Work Environment
Over the years, research in the field of creativity has transitioned from a fairly narrow focus on creativity
as an individual quality to a concern for the impact of the environment on creative behavior. MacKinnon
(1978) referred to this area of inquiry as the “creative situation” and described the purpose of this line
of research as the identification of “those characteristics of the life circumstances and of the social,
cultural, and work milieux that facilitate or inhibit the appearance of creative thought and action” (p.
52). Since early efforts to explore creativity in organizational contexts, researchers have sought to
understand how factors associated with the work environment affect employee creativity (Abbey &
Dickson, 1983; Amabile & Gryskiewicz, 1988; Ekvall, 1983; Rickards & Bessant, 1980; Siegel &
Kaemmerer, 1978). These efforts have culminated in lists of attributes of the work environment that are
believed to have a profound influence on employee creativity. Table 8.1 summarizes some of the
dimensions determined to be apposite to a creative work environment. In some cases, these lists
correspond directly to variables included in well-established and widely used measures of the work
environment, most notably Amabile’s KEYS (Amabile et al., 1999), Ekvall’s Creative Climate
Questionnaire (Ekvall, 1996), and Anderson and West’s Team Climate Inventory (1998).
Table 8.1: Comparison of Dimensions Deemed to Be Important to the Creative Environment
Ekvall & Tangeberg- Andersson (1986)
Rickards & Bessant (1980)
Siegel & Kaemmerer (1978)
Amabile, Burnside, & Gryskiewicz (1999)
VanGundy (1987)
Challenge
Support for Ideas
Dynamism
Playfulness
Management Style
Communication
Reward System
Support for Creativity
Tolerance of Differences
Personal Commitment
STIMULANTS:
Organizational Encouragement
Supervisory
Autonomy
Performance Reward Dependency
Risk-taking
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Debate
Conflict
Trust
Freedom
Pressure of Work
Achievement
Risk-taking
Encouragement
Work Group Supports
Sufficient Resources
Challenging Work
Freedom OBSTACLES:
Organizational Impediments
Workload
Pressure CRITERION SCALES:
Creativity
Productivity
Support for Creativity
Personal Commitment
Top Management Support
High Responsibility for Initiating ideas
Job Security
Moderate Degree of Ambiguity
Basadur (1987)
Cabra & Joniak (2006)
Anderson & West (1998)
Soriano de Alencar & Bruno-Faria (1997)
BARRIERS:
Limited Time
Limited or Invisible Funds
Inadequate Upward Communication
Inadequate Downward Communication
Physical Environment
Inadequate Contact with Technical Activities
Organizational Structure
Lack of Technical Critique
Low-Risk Taking
Lack of Creative Processes and Training
Resources
Trust
Responsiveness
Leadership Style
Freedom
Synergy
Dynamism
Idea Time
Self Confidence Building
Support
Organized Creativity
Influence
Management
Norms
Belonging
Sense of Equity
Response to Social, Political, Cultural Conditions
Envy/ Jealousy
Vision
Participative Safety
Task Orientation
Support for Innovation
STIMULANTS:
Challenges
Colleagues’ Support
Freedom & Autonomy
Organizational Structure
Organizational Support
Physical Environment
Salaries & Benefits
Support from the Boss
Technological &Material Resources
Training OBSTACLES:
Boss
Characteristics
Lack of Equipments & Other Material Resources
Lack of Training
Organizational Culture
Organizational Structure
Personal Relationships
Physical Environment
Political & Administrative Influences
Salaries & Benefits
Task Characteristics
Volume of Tasks
Work environment is a broad, all-encompassing, term. As scholars have closely examined conditions
found in the work environment, more specific constructs have emerged that are subsumed under this
general, catchall category. We review some of the constructs that have been related specifically to the
work environment; we progress from broad to more concrete constructs. We begin our review with
national culture.
National Culture
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National culture is defined as the traditions, values, symbols, heroes, and rituals that shape behavior
and cultivate desired perceptions of the world (Adler, 2002). Hofstede (2001) stated that “culture can be
defined as the interactive aggregate of common characteristics that influence a human group’s response
to its environment” (p. 10). Rudowicz (2003) argued that sociocultural systems cannot be separated
from creative output. Ng (2001) provided a detailed description of how Western and Eastern cultures
have differential effects on individuals’ psychological make-up and, as a consequence, determine how
easy or difficult it is for individuals to be creative within their native culture. According to Ng, Eastern
cultures emphasize control by the environment (i.e., conformity, harmony, etc.), whereas Western
cultures focus more on autonomy and individuality. As a result, Ng suggested that Asians are more likely
to develop a psychological make-up that includes such qualities as cautiousness, self-criticism, and
conservative values, which makes it more challenging to engage in creative behavior.
With increased globalization, more and more organizations are crossing cultural boundaries. Consider
German automaker Daimler’s purchase of Chrysler, or more recently, the Belgian company InBev’s
acquisition of Anheuser-Busch. These expansions bring together different cultures, which may give rise
to conflict, especially if attempts are not made to grasp and address the integration of different norms
and traditions (Lubart, 1999; Rapaille, 2001; Westwood & Low, 2003). Such differences are likely to
relate to dissimilar approaches, perceptions, and values as related to creativity. For example, Mostafa
and El-Masry’s (2008) study of 125 future marketing managers illustrated how Egyptian and British
managers differed in their attitudes about organizational barriers to creativity. A 17-item Barriers to
Creativity measure was used to examine differences in perceived obstacles to organizational creativity
between the two populations. The barriers measured by these items included such factors as risk
aversion, fear of failure, time pressure, and management rejection of suggestions. The overall results
revealed significant differences on 16 out of the 17 items. Mostafa and El-Masry provided descriptions
of how some of the underlying cultural differences, especially the individualistic nature of Western
cultures versus the collectivistic orientation found in Egyptian society, might explain their findings. Given
these differences, these authors suggested that management practices with respect to creativity must
vary according to the culture. Where freedom, self-directed decision making, and an overall focus on the
outcome are beneficial in Western cultures, the high power distance of Arab cultures might require
managers to provide more direction, particularly in regard to how a team approaches a task and the
strategies used to achieve the desired outcome.
A majority of the research into the conditions of work environments conducive to creativity has been
carried out in organizations in North America and Europe. Cabra, Talbot, and Joniak (2005) undertook a
study to explore the creative work environment in Colombian organizations. These researchers did not
presume that previously identified dimensions would be relevant to the Colombian employees’
experience and therefore took a qualitative approach, thus allowing the most pertinent factors to
emerge. Their results revealed environmental factors in keeping with past research, such as Idea Time,
Freedom, and Trust. However, they discovered a number of dimensions that had not been identified in
previous research, such as Envy/Jealousy, Financial Support (a subscale under the general heading
Support), and Influence Management Norms. With respect to Financial Support, Cabra, Talbot, and
Joniak discovered that material incentives in Colombian organizations brought about innovation,
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suggesting that extrinsic motivation can propel employee creativity when unmet basic needs weigh
heavily on an organizational member’s mind.
It is generally accepted that work environments that feature autocratic leadership styles will stifle ideas
and creativity (Miller, 1988). In contrast, in their qualitative study Cabra, Talbot, and Joniak (2005) found
that some interviewees perceived directive leadership behaviors as being helpful to workplace creativity
so long as the leader was respectful and benevolent. Hofstede (2001) reported that those in collectivistic
societies, such as Colombia, are expected to sacrifice their personal goals for the sake of group goals,
and thus a more directive style of leadership is embraced.
In their study of 1228 individuals in 30 countries, Shane, Venkataraman, and MacMillan (1995)
determined that those who preferred avoiding uncertainty were more likely to desire idea champions to
aid them in navigating ideas through the organization; idea champions are typically savvy at
maneuvering ideas through a firm’s political process. Shane et al. found similar results when they
examined additional cultural values, namely, high power distance and collectivism. Organizations in
countries that valued a greater distance between those who wield power and those who do not favored
the use of idea champions, as was the case for those employees in collectivistic societies.
The few studies mentioned here have important implications concerning cross-cultural deployment of
creativity research, models, and concepts. Westwood and Low (2003) identified three problems
associated with the application of creativity concepts across cultures. One problem concerns the
tendency to force universalistic interpretations of creative processes, structures, and functions. Second
is the tendency to laud one approach to creativity and innovation in a particular culture, while devaluing
a perspective on creativity that already exists in another. The third problem relates to fallaciously
bolstering differences through simplified explanatory models. In their review and critique of cross-
cultural issues pertinent to creativity, Westwood and Low concluded that “culture can and does impact
on creative and innovation processes, but the relationship should not be considered universalistically,
simplistically or unreflexively” (p. 235).
External Environment
Isaksen, Lauer, Ekvall, and Britz (2000-2001) defined the external environment as “any condition or
situation that is outside the organization itself (e.g., the market, global financial conditions, government,
the larger political and social system, technological and scientific developments) but can exert an
influence on the organization’s performance” (p. 173). Conversely, organizations generally exert little
influence in regard to conditions found in the external environment. Unlike cultural values and
traditions, which are developed over long periods of time and are not easily changed, the external
environment is more temporal. Political and social conditions can emerge and go away, such as in the
case of changes in governmental leadership or an economic downturn.
In an extensive study of cities throughout the United States, Florida (2002) examined factors that
contributed to a municipality’s ability to attract creative talent; suggestive in his findings were social and
political dynamics that fall outside the control of organizations yet do much to ensure a ready pool of
highly creative workers. According to Florida (2002), creative people “prefer places that are diverse,
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tolerant and open to new ideas” (p. 223). Additionally, Florida’s research into the “creative class”
showed, among other variables, that such workers desire places that afford a socially rich lifestyle, offer
structured opportunities for social interaction, provide authentic experiences, and are tolerant of
diverse ethnic groups, ages and sexual orientations.
On a wider scope, other studies have suggested that a country’s governmental policies, processes, and
decisions can have deleterious effects on organizational creativity. De Soto (2000), for example,
reported on the extensive challenges to establishing a legal business in Latin America. He examined the
process steps required to register a garment shop in Lima, Peru, which, after following all prerequisites,
took 289 days, with an average of 6 hours of effort per day. In Hungary, for example, Inzelt (2003)
maintained that policy makers created practices that hampered Hungary’s transition process to a
postsocialist economy. Hungarian banks, for instance, placed too many conditions on loans taken out for
industrial R&D and created funding mechanisms that undermined innovation.
As for the United States, Kao (2007) has argued that there is a need for a national innovation policy to
improve our innovation process, a process that currently is trumped by bureaucracy and resources that
are siphoned elsewhere to more reactionary types of initiatives. Estrin (2009), former chief technology
officer at Cisco Systems, provided a cogent argument for the important role government plays in igniting
and sustaining creativity and innovation in organizations:
Our nation’s leaders decisively influence the health of the country’s Innovation
Ecosystem. Politicians influence day-to-day business processes through laws and
regulations. They control funding and policy that directly affect our educational system
and the research community…. Federal and state policies have a significant impact on
the Ecosystem. Legislation, SEC regulations, litigation rules, healthcare requirements,
and tax incentives all affect the ability of businesses to innovative effectively. (pp. 49–
50)
South Korea provides a good example of a country that has enacted a series of policy measures to
integrate relationships among academia, industry, and the public research sector. Its government has
further refined legal and institutional conditions to supplement R&D efforts, and South Korea is now one
of the largest investors in R&D worldwide (Chung, 2003). For further information on ways in which
countries can encourage innovation, see Forbes and Wield (2002), Edquist and Hommen (2008), and Kao
(2007).
Organizational Culture
As in national culture, organizations over time create and preserve values, traditions, and beliefs. What
delineates organizational from national culture is its reach. That is, organizational cultures within a
national culture vary. Google, for instance, may espouse an open and informal organizational culture,
whereas General Motors may value a more closed and formal culture. Thus, organizational culture is
confined, whereas national culture is far-reaching and may affect many organizations. Lundy and
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Cowling (1996) provided a straightforward definition of organizational culture when they stated that “it
is the way that things are done around here” (p. 168). Organizational traditions and beliefs can be
reinforced by organizational structures (e.g., centralized, decentralized, virtual) and by physical space
(e.g., mobile furniture, corporate playgrounds, workspace visibility).
In regard to organizational culture and creativity, Martins and Terblanche (2003) identified five major
factors related to organizational culture that promote creativity: 1) an innovation strategy that explicitly
focuses on the development and implementation of new products and services, which is derived
through an organization’s vision and mission; 2) the organizational structure, which includes such
variables as flexibility, freedom, and cooperative teams; 3) organizational support mechanisms, such as
reward and recognition programs, as well as availability of resources (e.g., time, information technology,
creative people); 4) behavior that encourages innovation, consisting of response to failure, idea
generation, spirit of continuous learning, risk-taking, competitiveness, support for change, and conflict
management; and 5) open communication.
Amazon.com provides a good example of an organizational culture that is conducive to creativity.
Amazon.com subscribes to a customer-centric strategy (Burrows, 2008). A centrally held belief at
Amazon.com is that they should not imitate their competitors, as this approach would produce
reactionary creativity. Therefore, employees are encouraged to experiment and find new ways to
provide added value to customers. Google is another excellent example of an organizational culture that
supports workplace creativity. Its organizational structure is informal; lava lamps and large rubber balls
can be found in the workplace. Fun and play are encouraged. Its offices were designed around clusters
to promote the flow of information. Additionally, Google provides each of its engineers 20% of their
work time to experiment with their ideas (Elgin, 2005, October 3).
The importance of organizational culture in regard to organizational creativity was reinforced by the
Boston Consulting Group’s survey of senior managers (Andrew et al., 2007). When asked about the
obstacles to innovation, 38% of the 2,468 senior managers identified a risk-averse corporate culture as
the number one barrier to innovation in their organizations.
Organizational Structures
Organizational structures relate to the hierarchy found within an organization; as such, they outline
relationships among organizational components and communicate lines of responsibility and authority.
Lafley and Charan (2008) documented several different structures within one company, Procter and
Gamble (P&G), designed to promote innovation. Future Works make up a multidisciplinary unit run by a
general manager. Its mission is to seek discontinuous ideas that can lead to a new business that is
adjacent to an existing category or one that runs across several category businesses. A sponsor is
assigned to the innovation, which assures the innovation has a home and a champion. Another structure
is the New Business Development (NBD) organization. Whereas Future Works can cross business
categories, the NBD targets a specific unit. Innovation project teams are charged with developing and
pipelining innovations that improve existing products and are funded by the respective business units.
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The External Business Unit (EBU) explores ideas outside of the organization. Ideas can come from
vendors, other organizations, entrepreneurs, and other outside sources. EBUs serve as brokerage
houses. Innovation Hot Zones are simulated homes and supermarkets or any other setting where P&G
products are likely to be housed. They are located around the world at P&G locations or in locations
owned by partners and other retailers. An ethnographic approach is employed to gain insight from
watching consumers. These observations are used to generate new product concepts. Another structure
is called Connect and Develop. This is an internet network-based organizational structure that taps into
all of P&G’s relationships, such as retirees, other companies, retail customers, suppliers, nonretail
customers, and its competitors.
Holt (1987) provided further thoughts about how to structure organizations and teams in a way that
increases the likelihood of innovation. In his paper, Holt discusses such structures as matrix
organizations, the independent project team, and the venture team. And for empirical studies on the
relationships among organizational structure, creativity, and innovation, see, for example, Prakash and
Gupta (2008), Freeman and Engel (2007), and Sumanski, Kolenc and Markic (2007).
Climate
An examination of Table 8.1 shows that the dimensions of the work environment represent a cross-
section of various environmental concepts reviewed here. For example, communication and reward
systems, which can be considered part of the organizational culture (Martins & Terblanche, 2003), are
highlighted by a number of scholars (Basadur, 1987; Rickards & Bessant, 1980; VanGundy, 1987).
Basadur’s (1987) dimensions include specific references to organizational structure and physical setting.
In their study of Brazilian organizations, Soriano de Alencar and Bruno-Faria (1997) cited organizational
structure, salaries and benefits, physical environment, and training among those work environment
dimensions most closely related to creativity. A large number of the dimensions found in Table 8.1 seem
to align most closely with what has been referred to as “climate.” “Culture” and “climate” are often
used interchangeably, as have been the dimensions associated with these environmental constructs, yet
some have argued that these are conceptually distinct aspects of environment (Glick, 1985; Isaksen,
2007). Isaksen and Ekvall (2007) offered a simple point of differentiation when they noted that climate is
what organizational members experience, whereas culture is defined as what organizational members
value. Climate consists of the behaviors, feelings, and attitudes that distinguish life in an organization
(Ekvall, 1983). Ekvall (1983) posited that “each organization member perceives the climate, and can
describe it in light of his or her own perception” (p. 2). Some have been critical of the use of the term
“climate.” Guion (1973) suggested that climate is a broad concept that has been loosely defined, and
Glick (1985) maintained that climate is a generic term that targets many dimensions and consequently
makes the concept almost useless. As a remedy, Glick (1985) proposed that the most effective use of the
term is to frame it within a targeted area of analysis or concern (e.g., climate for job satisfaction,
security, production, safety, or creativity).
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One of the leading scholars with respect to the climate for creativity has been Ekvall (1983, 1996, 1997).
Ekvall (1983) suggested that climate affects how organizational members communicate, solve problems,
make decisions, handle conflicts, learn, and motivate, and thus can be reflected in the efficiency and
productivity of the organization. Ekvall identified 10 dimensions related to a creative climate, namely,
Dynamism, Challenge, Freedom, Trust and Openness, Idea Support, Conflict, Debate, Idea Time,
Playfulness/Humor, and Risk-Taking. Using his measure of the creative climate, the Creative Climate
Questionnaire, Ekvall has demonstrated significant differences between organizations and units within
organizations with respect to their creative output. In one of his most elaborate studies, Ekvall (1991)
had independent researchers from a business school apply their model for assessing innovation to 27
different organizations. The application of the innovation criteria enabled the researchers to place each
organization into one of three categories: innovative, average, or stagnant. Employees in these
organizations also completed Ekvall’s climate measure. The results were clear. The most positive
climates for creativity were found among those employees in organizations identified as being
innovative. Not surprisingly, the perceptions of the most oppressive work climates were found for those
employees in organizations that had been identified as being stagnant. For other studies that have
examined the efficacy of Ekvall’s dimensions, see Ekvall and Ryhammar (1999), Isaksen et al., (2000-
2001), and Sellgren, Ekvall, and Tomson (2008).
Anderson and West (1998) developed the Team Climate Inventory (TCI) to measure work-group climate
for innovation. The TCI targets team development initiatives that are meant to foster creativity. This
measure assesses four climate factors: Vision (the extent to which clarity exists between team goals and
visions); Participative Safety (the extent to which shared decision making exists in teams and the
environment is perceived as nonthreatening); Task Orientation (the extent to which team members
share similar concerns regarding excellence in quality of task performance); and Support for Innovation
(the extent to which practical support is provided to new ways of doing things). The TCI was created
using items extracted from other measures, such as the Siegel Scale of Support for Innovation (Siegel &
Kaemmemer; 1978), and its psychometric properties have been evaluated by other researchers (see
Mathisen & Einarsen, 2004). Additionally, the TCI has been translated and tested in other languages,
such as Norwegian and Swedish (Mathisen, Einarsen, Jørstad, & Brønnick, 2004).
Physical Space
As innovation has climbed the strategic priorities list in organizations, there has been greater attention
given to the physical features within an organization and how workspaces might be designed to inspire
creative thinking. It would seem that some organizations recognize that the physical structures created
under the mechanistic models of organizations are not appropriate in the innovation age. IDEO, a
California-based design firm, has garnered great attention by showcasing its nontraditional physical
spaces. At IDEO, employees are encouraged to create their own workspaces; here, employees’ work
areas are adorned with prototypes from past projects, artifacts from their favorite hobbies, and
knickknacks. As Kelley (2001), general manager of IDEO, observed, “This may sound a bit extreme, but
companies that depend on the creativity of their staff give them free reign when it comes to space” (p.
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125). At Oticon, a midsize Danish manufacture of hearing aids, workers are able to concentrate on any
project and are free to join any team (Ewing, 2007, August 20). Desks and filing cabinets are not fixed.
They are pushed to new locations, reconfigured into new spaces for workers to organize themselves.
Workers band together around natural leaders as a way to be drawn to the most exciting projects. The
United Kingdom’s Royal Mail has established an award-winning innovation lab that features white
curved walls suitable for capturing ideas, musical instruments, on-line brainstorming technology,
material for prototype construction, movable furniture, digital recording devices, and a team of expert
facilitators.
The creation of creative workspaces appears to be outpacing scholars’ ability to document and describe
the nature and impact of such spaces. That said, a few authors have offered their reflections on the
physical setting for creativity (Haner, 2005; Kristensen, 2004; Lewis & Moultrie, 2005; Moultrie et al.,
2007). Lewis and Moultrie (2005) maintained that physical structures provide a competitive advantage
to organizations that leverage these spaces to improve their performance and innovation efforts. The
marketplace has become highly dynamic, and thus organizational spaces that are designed well are apt
to be more responsive and flexible than those that are not. Kristensen (2004) emphasized that physical
spaces influence an employee’s emotional well-being. A positive association with the surrounding
physical space, therefore, will enhance creative work. Haner (2005) posited that physical space can
serve as a source of inspiration and motivation. An attractive space can spark innovation strategies and
signal to employees that creativity is expected.
Lewis and Moultrie (2005), using a case-study approach, examined three UK based innovation
laboratories. Preliminary findings indicated that physical structures were conducive to innovation when
malleable – space that can be broken-down, changed, or reconfigured at a moment’s notice in response
to an organizational need or marketplace demand. Similarly, Haner (2005) argued that a hybrid space,
one that can accommodate both private and group work, as well as divergent and convergent processes,
is optimal for innovation. Finally, Moultrie et al. (2007) provide a framework that helps practitioners and
researchers better understand the roles, goals, and various design features of physical spaces that
promote organizational creativity. Each component in their framework contains a list of variables
organizational leaders should consider in designing space that promotes creativity.
Process
Organizations can hire creative talent and develop a creative work environment, but these actions do
not guarantee creative outcomes. To increase the probability of successful creative thinking, many
organizations have adopted management practices, outlined creative methods and strategies that are
applied in groups, and introduced training programs all designed to help employees more effectively
and skillfully engage in the creative process. The aim here is to undertake deliberate approaches that do
not leave creativity to chance. At its core, creativity is an applied area of study – many scholars and
practitioners seek to understand better how creativity comes to fruition so that ultimately it can be
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facilitated, directed, and nurtured in a manner that increases the likelihood that individuals and groups
in organizations can quickly generate creative breakthroughs to problems.
Can the creative process be directed at will? In surveying engineers, Ekvall (2000) discovered that,
indeed, organizations can adopt particular practices that promote creative thinking. Among the
engineers in his study, 88% reported that the use of project groups and continuous improvement
methods enhanced creativity, and 85% indicated that the application of creative problem-solving
methods in meetings had positive effects as well. Where Ekvall conducted a survey across many
organizations, Mahmoud-Jouini and Charue-Duboc (2008) conducted a case-study analysis of a new unit
created to pursue discontinuous innovation (i.e., radically new ideas that depart from existing products
and services) within one automotive company. These researchers were particularly interested in the
design and organizational creativity processes that enabled this unit to achieve its mission. These
authors carefully documented the creative process followed by this team, from its inception through to
the identification and subsequent funding of five exploratory projects deemed likely to succeed. Based
on this research, a detailed description emerged in regard to the activities subsumed in each stage of
this team’s creative process (i.e., scope definition, knowledge sharing, conceptual design and
embodiment design). Furthermore, Mahmoud-Jouini and Charue-Duboc outlined four broader
organizational practices that supported the eventual success of this team: 1) the creation of a broad
scope for the innovation unit; 2) the dual role of the members of the unit, dedicating a percentage of
their time to the project while carrying out ongoing work responsibilities, which encouraged boundary
spanning; 3) the back and forth flow between knowledge and concept development during the creativity
process; and 4) the role and cross-divisional nature of the exploratory projects that emerged from the
innovation unit.
Further evidence for the value of adopting deliberate creative-process strategies can be found in a study
briefly cited earlier in this chapter (Bharadwaj & Menon, 2000). Recall that Bharadwaj and Menon
compared individual versus organizational creativity mechanisms and found that the latter had a
stronger relationship to innovation performance. The organizational creativity mechanisms included
such practices as a widely shared process for creative problem solving, formal creativity and idea-
generation programs, a designated innovation center, and facilitators assigned to lead idea-generation
efforts. Based on their findings these researchers called on managers “to formalize creativity approaches
and techniques in organizations to improve innovation output” (p. 431). Moreover, they suggested that
organizations look at “creativity expenditures as an investment, rather than treat it as an expenditure”
(p. 431).
Through the years numerous creative processes have been developed and subsequently adopted in
organizations. These creative processes offer models and techniques that can be followed by individuals
and groups to improve creative output. These creativity methodologies are designed to provide
employees with structured approaches that endeavor to make the creative process less mysterious and
more easily facilitated in a predictable and repeatable manner. We briefly review some of the more
widely known creative process models and approaches.
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Creative Problem Solving
Originally developed by Osborn (1953), creator of Brainstorming, Creative Problem Solving is one of the
earliest, most widely adopted and thoroughly researched creative-process models (Isaksen & Treffinger,
2004; Puccio, Murdock, & Mance, 2005). In the creativity literature, readers will come across lower-case
references to the term “creative problem solving.” In such situations, the author is usually making a
general reference to efforts undertaken by individuals and teams to resolve open-ended problems
through creative thinking, such as the studies carried out by Ekvall (2000) and Bharadwaj and Menon
(2000) cited above. In contrast, when capitalized as a proper noun, “Creative Problem Solving” (CPS)
refers to the name given to the creative-process model introduced by Osborn (1953) and enhanced by
others mainly associated with the International Center for Studies in Creativity at the State University of
New York – Buffalo State (Isaksen & Treffinger, 1985; Noller, Parnes, & Biondi, 1976; Puccio et al., 2007).
As a creative process model with a more than 50-year history, CPS has been subjected to ongoing
development and continuous refinement. For a detailed description of the various versions of CPS, see
Puccio et al., (2005), Isaksen and Treffinger (2004), and Puccio and Cabra (2009). The current version of
CPS, used at the International Center for Studies in Creativity, is called the Thinking Skills Model (Puccio
et al., 2007) and features the following steps: Exploring the Vision, Formulating Challenges, Exploring
Ideas, Formulating Solutions, Exploring Acceptance, and Formulating a Plan. Additionally, one
metacognitive step, called Assessing the Situation, is used to help individuals and groups determine
where to begin in CPS and then how to proceed through this process. This version is referred to as the
Thinking Skills Model, as it articulates the kinds of thinking and affective skills developed through and
employed by CPS. Though the names of the steps in the CPS process have changed over the years,
several features have remained constant. First, each step of the process begins with a divergent phase,
the search for many, novel, and diverse options, which is followed by a convergent phase, the
identification and development of the most promising alternatives. Second, the model includes efforts
to clarify the problem, generate ideas, develop solutions, and plan for action, which closely parallels
descriptions of the stages included in individuals’ natural creative-process efforts. In this way, CPS is
intended to provide individuals and groups with an explicit creativity model that complements and
enhances their innate creative-thinking skills.
Two meta-analytic studies have confirmed the positive value of CPS (Rose & Lin, 1984; Scott, Leritz, &
Mumford, 2004). In fact, Scott et al. (2004) found that creativity training based on cognitive models,
such as CPS, were the most effective at enhancing attitude, problem solving, creative performance, and
divergent thinking. Basadur has carried out a robust research program in which he has tested the
efficacy of CPS training within organizational settings. Using his version of CPS, Basadur found that CPS
training significantly improved fluency in generating new product concepts (Basadur, Graen, & Green,
1982), attitudes towards divergent thinking (Basadur, Graen, & Scandura, 1986), and union-
management negotiations (Basadur, Pringle, Speranzini, & Bacot, 2000). Furthermore, Basadur has
reported similar positive effects of CPS training in other cultures, specifically Japan (Basadur,
Wakabayashi, & Takai, 1992) and South America (Basadur, Pringle, & Kirkland, 2002).
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Beyond Basadur’s work, a number of other creativity researchers have explored the value of CPS
training in organizational settings. For a review of the empirical research focused on CPS training in the
workplace, see Puccio, Firestien, Coyle, and Masucci (2006).
De Bono Techniques
One of the most ardent proponents for the trainability of creativity is de Bono (1992). For more than
four decades, de Bono has authored books designed to teach readers how to be more creative. Two of
his most well-known concepts are lateral thinking (de Bono, 1977) and the six thinking hats (de Bono,
1999). Lateral thinking refers to a shift in thinking or perception; it is a complete break from previous
thoughts or paradigms. The sudden breakthrough associated with lateral thinking cannot be produced
through logical thinking; therefore, de Bono has devised strategies designed to assist individuals and
groups to generate radically new ideas that depart from entrenched ways of viewing a situation.
Where there are specific lateral-thinking tools that are applied to particular challenges, the six thinking
hats operate more akin to a creative process. Each hat represents a different kind of thinking a person is
to adopt. For instance, the white hat relates to information and facts. When wearing the red hat,
metaphorically speaking, the person is to focus his or her thinking on the emotional aspects of a
situation. The green hat is associated with creative thinking and idea generation. And so on. The hats are
designed to foster “parallel thinking” during group problem-solving efforts. The same hat, or way of
thinking, is adopted by all group members, thus creating a shared focus. De Bono (1999) considered the
hats as “direction labels for thinking” (p. 4). The group applies the thinking associated with the hats as
necessary to deliberately manage their process.
A recent study by Birdi (2004) examined the impact of a creativity-training program on employees in a
civil-service organization in the United Kingdom. The training program consisted of three two-day
workshops. One workshop, called Business Beyond the Box, focused on helping participants set radical
goals and develop strategies for achieving these goals. Two workshops were dedicated to de Bono’s
methods, one workshop focused on lateral thinking and the other on the six thinking hats. Analysis of a
post-program survey revealed that whereas the Business Beyond the Box workshop had the greatest
impact on attitude towards innovation, those workshops based on de Bono’s methods did more to
improve participants’ knowledge of creativity techniques. The de Bono workshops also showed greater
impact on work-related idea generation. Birdi’s (2004) study withstanding, it would appear that
empirical research into the efficacy of de Bono’s methods lags behind their wide diffusion and
popularity. In her recent review of de Bono’s methods, Dingli (2009) indicated that de Bono places much
greater emphasis on the “practical and effective application of his methods” (p. 345).
Appreciative Inquiry
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Cooperrider and Srivastva (1987) were the first to describe an organizational development process that
begins by looking at what is working well, as opposed to what needs to be fixed. This process is called
Appreciative Inquiry, AI for short, and is an affirmative approach used to explore opportunities for
organizational development and to sustain high levels of performance. AI assumes that it is simpler to
expand the “positive” than it is to get rid of the “negative.” The AI process is comprised of the following
stages: Discovery (i.e., identifying organizational processes and practices that are currently working
well); Dream (i.e., identifying ways to expand or further deploy the processes and practices that are
working well); Design (i.e., co-constructing the ideal future processes and practices); and Destiny (i.e.,
identifying ways to execute the proposed ideal processes and practices). Given the fact that the AI
process begins by focusing on positive organizational attributes, it has been shown to be particularly
useful in groups and organizations that are experiencing an adversarial work climate (Cooperrider &
Srivastva, 1987).
In a meta-case study of AI interventions, Bushe and Kassam (2005) found that the AI process led to
transformational change in 7 out of 20 cases. Based on the review of these case applications, Bushe and
Kassam (2005) concluded that “the forms of engagement that have evolved in AI practice may not, in
the end, turn out to be the best way to engage collective ideation, but these cases demonstrate that
doing so appears to be central to transformational change” (p. 176). To address this shortcoming, Cabra-
Vidales (2004) described the integration of CPS and AI in a manner that would be useful in
organizational development efforts. Elsewhere, Peelle (2006) conducted a quasi-experiment with six
work teams to compare the effects of CPS and AI on group identification and group potency. Working on
real business tasks, three cross-functional teams, comprising six members, followed the AI process,
while three teams of similar composition employed CPS. Results showed that both CPS and AI improved
posttask group potency and group identification. However, direct comparisons between the two
methodologies indicated that the AI process demonstrated greater effects on the affective disposition of
these teams. For instance, Peelle (2006) observed that members of the AI teams had a “shared sense of
liberation and empowerment not fully shared by teams employing CPS” (p. 460).
AI has been used with many organizations and on a wide range of organizational challenges.
Cooperrider, Whitney, and Stavros (2005) provide examples of the use of AI with such companies as
British Airways, McDonalds, and GTE. In the case of GTE, these authors report on the creation of more
than 10,000 innovations through the application of AI. See Cooperrider et al. (2005) and Cooperrider
and Sekerka (2003) for additional information on AI.
Design Thinking
Design thinking capitalizes mostly on a user-centric approach to problem solving. Innovation is achieved
mainly through careful observations of unmet consumer needs. Consumers’ experiences with products
and services often provides clues to implicit gaps, unarticulated sources of frustration, and opportunities
for new approaches. Design can be inspired also by what Fulton-Suri (2005) described as the
“thoughtless” acts of everyday life (e.g., throwing a jacket over a chair, positioning a laptop for more
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comfortable use while lying in bed, resting a coffee cup on the floor while seated in a classroom desk).
Design thinking begins with the step Understand, which comprises learning as much as possible about
the use of a particular product or service (Ko & Kasaks, 2007). During this step a complete list of the
product or service’s features is created. The next step is called Observe. Here the individual or team is
encouraged to engage in “ethnographic” observation of users. This step also involves finding and
interviewing people willing to share their experiences with the product or service under question. This is
followed by the step called Point of View. In this step, meaning is drawn from the observations made in
the prior step. Next comes the step Visualize, which involves brainstorming sketches of solutions to the
challenges and insights associated with the product or service. After the best solutions are identified,
then physical solutions are created in the Prototype step. In the final step, Test and Reiterate, individuals
and teams solicit feedback on the prototype and make changes accordingly.
Design thinking has generated much interest. Take, for instance, an ABC News Dateline story, Deep Dive,
which reported on the design firm IDEO. So popular was the news report – as measured by the record
number of transcript requests – that it compelled ABC to rebroadcast this show five months later
(Koppel, 1999). Additionally, the increased interest in design thinking has led to the recent creation of
many design schools at universities around the world. BusinessWeek now ranks annually the top design
schools globally; it has been argued that companies are now turning to these schools to recruit creative
and talented managers (Woyke & Atal, 2007, October 4). For a description of the integration of design
thinking into business school programs and courses, see Bisoux (2007).
Synectics
Gordon (1960) introduced a creative process model, called Synectics, based primarily on the use of
analogies. This process encourages participants to dialogue through metaphor by using tools such as the
direct analogy (i.e., the individual thinks of ways similar to how problems in technology or biology, for
example, have been solved); personal analogy (i.e., the individual imagines him/herself as the problem);
symbolic analogy (i.e., the problem solver uses images that symbolically represent the essence of the
problem under consideration); and fantasy analogy (i.e., the individual identifies the perfect and most
outrageous solution and then works backwards to reach the ideal goal). Gordon (1960) argued that
creative people engage in a thinking process based on nonrational, free-association models that occur in
the preconscious levels of thought. Synectics, therefore, was developed to make this process explicit
and to overcome mental blocks to creative thinking through the use of analogical thinking.
Since its introduction in the 1960s, publications on Synectics have been sparse. A recent study by
Gassmann and Zeschky (2008) carefully analyzed situations in which analogical thinking successfully led
to new product innovation. Their findings highlighted the specific organizational conditions that are
necessary to promote effective use of analogies; for instance, the firm must begin by having a deep
understanding of the problem at hand and top management must be open to external solutions. For
recent descriptions of this creative process methodology and its use, see Prince (2002), Nolan (2003),
and Rickards (2003).
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TRIZ
Where Synectics taps into the subjective free-associative processes of the mind, TRIZ, also known as the
Theory of Inventive Problem Solving, is based on objective and repeatable engineering principles and
practices. TRIZ was designed to take an algorithmic approach to invention, innovation, and creativity.
The origin of TRIZ dates back to the 1940s, when an official of the Soviet Navy patent department,
Genrich Altshuller (2001), reviewed thousand of patents and identified patterns among these
inventions. This analysis led to the formation of 40 principles of invention that are at the core of the TRIZ
process (Mann, 2001; Moehrle, 2005). These principles are intended to enable individuals to resolve
engineering contradictions that are at the essence of the problem. The problem solver reviews the list of
40 principles and then selects a principle that best fits the problem or uses a matrix to help in selecting
the most appropriate invention principle (Moehrle, 2005). An example of a TRIZ principle is Dynamicity.
Here the problem solver identifies a product’s attributes, then selects one that is deemed immoveable,
and thinks of ways to make it moveable.
TRIZ has evolved as it has integrated other creative practices to tackle a wide range of nontechnical
problems including those in the area of customer service (Zhang, Chair, & Tan, 2005) and the field of
biology (Vincent, Bogatyreva, Pahl, Bogatyrev & Bowyer, 2005). TRIZ has been widely adopted in
organizations, and as such there are numerous papers that describe the use of this method. For
examples of TRIZ applications to various business challenges in 2008 alone, see Akay, Demiray, and Kurt
(2008), Chang, Tseng, and Wu (2008), and Su and Lin (2008). Additionally, León-Rovira, Heredia-Escorza,
and Lozano-Del Río (2008) conducted an empirical study that tested the impact of TRIZ training on
engineering students.
Deliberate Creativity: Some Future Directions
Since the early introduction of structured methods for promoting creative thinking in the 1950s and 60s,
it would seem that at no time has there been a greater demand for and application of these methods.
The literature abounds with case examples of applications of such methods as TRIZ, design thinking, CPS,
and AI. The preponderance of documented cases of the successful application of these methods in
organizations provides a compelling story for their usefulness. However, as application has greatly
outpaced scholarship, there is a clear need to close the gap between practice and research. Why would
this be a concern? First, these methods are not all identical. It is likely that they have different strengths
and, as a result, some may work better under certain conditions and on particular kinds of challenges.
Empirical studies would be instrumental in illuminating the respective value of these creative
methodologies. Second, there seem to be great disparities in the number of empirical investigations of
the training effects of these methodologies. Whereas CPS has been examined in approximately 20
empirical studies in organizational contexts, there appears to be a paucity of research into de Bono’s
methods, design thinking, AI, and TRIZ. Research is needed to expand the investigations into CPS and to
take up the issue of training effects in regard to the other methodologies. Finally, research needs to be
carried out that examines the degree to which such creativity methodologies can move beyond their
22
limited use as tools – that is, as strategies employed only when a difficult task presents itself – and can
be woven into the very fabric of an organization. That is to make the cognitive and affective principles
that operate underneath these methods part of the organizational culture. It is likely that when such
attitudes and thought processes become part of the culture, an organization will become a truly creative
system, thus encouraging creativity to arise in all units and at any time.
Leadership
A major trend within the area of organizational creativity has been the increased attention given to the
role leadership plays in fostering creativity in the workplace. Many writers now argue that one of the
most prominent variables within the organizational context that either promotes or undermines
creativity is leadership behavior. Recent surveys of top-level managers carried out by McKinsey (Barsh,
Capozzi & Davidson, 2008) and the Boston Consulting Group (Andrew et al., 2007) pointed to the crucial
role top management plays in bringing about innovation in organizations. For instance, in the conclusion
of their Boston Consulting Group report, Andrew et al. summed up their findings by stating that
most critically, it will mean demonstrating to the rest of the organization – through the
leader’s words and actions – that innovation is a personal priority. This is truly a case of
walking the walk and talking the talk, because employees are unlikely to believe a leader
who says one thing and does another. (p. 27)
Numerous other writers have pointed out the impact of leadership at the broad organizational level
(Blau & McKinley, 1979; Hitt, 1975; VanGundy, 1987), and more specifically on group creativity
(Mumford, 2000; Oldham & Cummings, 1996; Rickards & Moger, 2000). Indeed, the link between
leadership behavior and organizational and group creativity has led to a burgeoning body of research
(see, for example, Amabile et al., 2004; Basadur, 2004; Boehlke, 2008; Chen, 2007; Gumusluoglu & Ilsev,
in press; Jaussi & Dionne, 2003; Jung, 2000–2001; Mumford, Scott, Gaddis, & Strange, 2002; Shalley &
Gilson, 2004; Shin & Zhou 2007; Sternberg, 2003; Sternberg, Kaufman, & Pretz, 2003; Wu, McMullen,
Neubert, & Yi, 2008). Additionally, many of the dimensions featured in Table 8.1 highlight the important
role leadership plays in establishing a work environment conducive to creativity (e.g., Amabile et al.,
1999; Rickards & Bessant, 1980; VanGundy, 1987).
The intensified focus on the influence of leaders has led to the articulation of leadership behaviors,
abilities, and qualities thought to be conducive to creativity and, ultimately, innovation. Based on the
work carried out at the Boston Consulting Group, Andrew and Sirkin (2006) argued that leaders who
wish to turn creative ideas into innovation tend to possess a particular set of qualities that would be less
prevalent in other leadership activities and responsibilities. They identified these qualities and skills as
follows: tolerance for ambiguity; ability to assess and be comfortable with risk; ability to quickly and
effectively assess an individual; ability to balance passion and objectivity; and ability to change.
A qualitative study of employees’ daily dairies by Amabile et al. (2004) yielded a detailed description of
leader behaviors that supported or undermined employees’ creativity. Some of the positive leader
23
behaviors included showing support for a team member’s actions, addressing subordinates’ negative
feelings, providing constructive positive feedback on work done, maintaining regular contact with and
providing general guidance to subordinates, and asking for team members’ ideas and opinions.
Examples of the leader behaviors identified by Amabile et al. that inhibited employee creativity included
checking on the status of assigned work too often, not providing enough clarity about an assignment,
changing assignments or objectives too frequently, and displaying lack of interest in subordinates’ work
or ideas.
With the increased concern for managing creativity, leadership theories and models have been
empirically tested for their relevance to this group and organizational outcome. The model of
charismatic leadership, originally introduced by House (1977) and extended by Conger and others (see
Conger, 1999; Conger & Kanungo, 1988; Hunt & Conger, 1999), offers a set of personal qualities that
seem germane to creativity and innovation management. Murphy and Ensher (2008) examined the
degree to which the characteristics ascribed to charismatic leaders were prevalent among successful
television directors and their efforts to promote creative productions. The qualitative analysis of
interviews conducted with 21 directors of well-known national television shows revealed that many of
the qualities ascribed to charismatic leadership were prevalent in the creative work led by these
individuals.Visioning, for example, assisted in setting a work climate conducive to creative thinking. The
directors demonstrated a sensitivity to group member’s needs and used a higher than average amount
of praise in discussions with others. The leaders in this study also described the use of unconventional
behaviors as a means to inspire group loyalty.
Perhaps the leadership theory that has received the greatest attention with respect to organization
creativity is the transformational-leadership model (Burns, 1978). Transformational leaders assist
followers in developing their fullest potential. Transformational leaders motivate others to do more
than what is expected or to transcend their own self-interests. In summarizing the qualities of a
transformational leader, Northouse (2004) provided some clear connections between this leadership
approach and creativity:
It includes leadership that stimulates followers to be creative and innovative, and to
challenge their own beliefs and values as well as those of the leader and the
organization. This type of leadership supports followers as they try new approaches and
develop innovative ways of dealing with organizational issues. (p. 177)
Numerous research studies have examined the positive effects of transformational leadership on group
creativity. Jung (2000–2001) found that small groups led by transformational leaders were significantly
more fluent and flexible in generating ideas to a problem than groups subjected to a transactional
leader (i.e., a leader-follower exchange based on a quid pro quo relationship). Sosik (1997) tested and
found that groups working under the high transformational leadership condition generated more
original solutions to an open-ended task than did groups working under a low-transformational
leadership condition. Similarly, Sosik, Kahai, and Avolio (1998) showed that the high transformational
leadership approach led to higher levels of idea elaborations and original solutions in small groups.
24
The studies cited above involved undergraduate students working on open ended problems for which
they had little ownership, but does transformational leadership make a difference in real organizations?
A growing body of literature has examined this precise issue. Shin and Zhou (2003) found that Korean
employees exhibited higher levels of creativity under transformational leaders. In a more recent study of
R&D teams, the same authors (Shin & Zhou, 2007) demonstrated that employees’ observations of the
amount of transformational leadership behavior exhibited by their immediate supervisor predicted
team creativity (i.e., newness of ideas, significance of ideas, and usefulness of ideas). Specifically, these
authors found that transformational leadership had a particular interaction effect with educational
specialization heterogeneity such that team creativity went up when there were high levels of
transformational leadership and high levels of educational diversity. Jung, Chow, and Wu (2003)
reported that transformational leadership had a significant positive effect on organizational innovation
as measured by R&D expenditures and patents obtained over a three-year period. Gumusluoglu and
Ilsev (2009) studied 43 different Turkish firms and found that transformational leadership behaviors,
controlling for job tenure and education, had a significant positive relationship with employee creativity.
The same researchers also found that higher levels of transformational leadership predicted
organizational innovation. Gumusluoglu and Ilsev demonstrated that the ratio of sales generated by
product innovation to total sales, and the ratio of sales generated by product innovation to expenditures
for innovative efforts, were linked to transformational leadership behavior.
Puccio et al. (2007) have argued that the fields of leadership and creativity have become inextricably
linked, and that the shared bond between these two concepts is change. Creativity, the introduction of
original and useful ideas, is a process that leads to change. And leadership often acts as the catalyst for
change (Puccio et al., 2007). Those who lead teams and organizations in the ever-changing social,
technical, business, and global environments must generate original responses themselves and facilitate
the creative thinking of others, both greatly enhanced through creative thinking and problem solving.
This has led some researchers, such as Mumford, Zaccaro, Harding, Jacobs, and Fleishman (2000), to
conclude that the main task for today’s leaders is to resolve complex social problems. To do so, leaders
must be creative problem solvers. Mumford and colleagues (e.g., Mumford, Baughman, Maher,
Costanza, & Supinski, 1997; Mumford, Baughman, Supinski, & Maher, 1996; Mumford, Baughman,
Threlfall, Supinski, & Costanza, 1996; Mumford, Supinski, Threlfall, & Baughman, 1996; Reiter-Palmon &
Illies, 2004) have carried out research that has unpacked the cognitive abilities associated with creative
problem solving, and Puccio et al. have outlined the thinking skills and strategies leaders can use to
become more effective at resolving open-ended problems and, ultimately, to bring about change. Given
the important relationship between leadership and creativity, especially with respect to organizational
creativity, it is highly likely that leadership will continue to receive great attention by those interested in
how creativity manifests itself in teams and organizations. Simply put, leadership behavior has emerged
as the one of the most potent variables in predicting creativity in teams and organizations.
Conclusion
25
In 1975 Hitt lamented the paucity of research in the area of organizational creativity. And now, a little
more than three decades later, it is impossible to summarize the voluminous breadth of literature in a
single chapter. This research has enabled a great deal of knowledge to be amassed about the individual
qualities of employees that contribute to creativity in the workplace. There is a better understanding of
the types of creativity methodologies that can be used to facilitate creative thinking and problem solving
in teams and organizations. There is much greater recognition of the impact of the work environment on
organizational creativity and the specific dimensions that either facilitate or undermine creativity in
organizational settings. Finally, recent work has illuminated the central role leadership behavior plays in
promoting workplace creativity.
These research efforts have spawned a vast body of knowledge, knowledge that when applied can do
much to uplift a very important organizational resource – employee creativity. Organizations are
designed to solve society’s problems. Those organizations that are richer in ideas and more imaginative
are likely to be more effective at meeting society’s demands and more adept at adapting to changing
circumstances. The field of creativity, in large measure, is an applied science. As such, the insights gained
through more than 30 years of research into organizational creativity can do much to bolster
organizations’ efforts to promote creativity. Leaders who employ strategies and knowledge associated
with individual creativity, creativity processes, and creative environments stand a greater chance in
bringing about organizational creativity that will ultimately lead to higher levels of both internal and
external innovation.
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