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Open The Black Box Creativity and Innovation A Study of Activities in R D Departments Some Prospects For Engineering Education 2017
Open The Black Box Creativity and Innovation A Study of Activities in R D Departments Some Prospects For Engineering Education 2017
Open The Black Box Creativity and Innovation A Study of Activities in R D Departments Some Prospects For Engineering Education 2017
To cite this article: Charlyne Millet, David Oget & Denis Cavallucci (2017) Open the ‘black
box’ creativity and innovation: a study of activities in R&D departments. Some prospects for
engineering education, European Journal of Engineering Education, 42:6, 1000-1024, DOI:
10.1080/03043797.2016.1249341
So, we argue that understanding the nature of R&D projects in terms of creativity/innovation, effi-
ciency/inefficiency, is indispensable for designing education policies and improving engineering cur-
riculum. In this article, we propose to open the black box of R&D teams.
What means creativity and innovation for R&D teams? How can we measure the creativity of a
company? Is it possible? Firstly, we will examine the issue of measuring creativity and innovation
at a level which has been only marginally developed in the scientific literature: the evaluation of
the degree of inventiveness of an R&D project. For this, we will focus by a qualitative approach on
the inventive production of R&D projects. We will base our study on the results of our qualitative
survey involving 197 companies in the automobile sector with regard to their inventive R&D projects.
Secondly, we will develop an ontology of inventive projects (IPs) that could be a starting point for
some prospects in engineering education.
transition to the era of quality produced tools for measuring quality. The transition to the era of inno-
vation produces tools for measuring creativity. Indeed, creativity is a fundamental component of the
economic cycle. Measuring creativity and innovation in companies contributes to improving quality
and obtaining a useful competitive advantage on the market. It is a ‘tool for companies to use in dif-
ferentiating themselves strategically’ (Mnisri 2007). If the creative process can be considered a ‘stage
within the innovation model’ (Amabile 1996), then the success of an innovative product depends on
creativity. Measuring creativity would make it possible ‘(…) to verify, to inspect, to duplicate, to guar-
antee results and to improve’ (Auger 2004). While some authors assert that creativity can be
measured, others denigrate this premise. Auger (2004) affirms that ’the determination to measure
creativity has led companies to implement standardised and rationalised management practices
for creativity. Yet, measuring and standardisation, while effective in many cases, are not appropriate
to managing creativity. Reducing creativity to the application of a standardised process would pri-
marily lead to deforming it and ultimately to inhibiting it’. Other authors criticise the fog surrounding
the concept of creativity and consequently the impossibility of creating reliable tools that are ‘respon-
sive, reliable and valid’ (Lubart et al. 2003). Still, an analysis of the literature on the subject makes a
distinction between three different approaches to creative measurement. These three approaches,
which we describe briefly, are of an economic, productive and quantitative nature and they
present numerous limitations.
The economic approach features financial measures, particularly those concerning R&D invest-
ments. This approach uses capital expenditures in R&D departments or projects as an indicator.
The approach is a particular favourite with economists and managers because it can be used to
draw comparisons between different companies. Investment in R&D is an indicator that illustrates
the importance a company places on innovation and its determination to undertake innovative pro-
jects. These data were often used as indicators of innovation. For example, R&D expenditures are
investments that create sustainable contributions which, in turn, can bring about innovations. Repre-
senting and measuring capital invested in R&D appear to be a more appropriate indicator of the inno-
vative character of a company than counting up only the expenditures in the sector. We would also
suggest that this economic approach remains a simple and easy solution to implement, which can be
used to regularly estimate and compare the various projects within a company.
The productive approach deals more with results and purposes. It encompasses project indicators
such as the number of patent applications submitted and awarded, references of patents used by the
project and the time invested in research for a project. The number of patent applications submitted
is a quantitative measure, while patent citations reflect more a qualitative characteristic. Obviously,
the greater the number of patent citations submitted, the greater the impact for a company. For
many years, patents and patent citations were an excellent means of taking the innovative
measure of a company (Kabla 1994). The patent can be used as an indicator because it protects a
new idea or product that results from a creative or inventive activity. Patents can, therefore,
furnish indirect indicators of the effectiveness of innovation expenditures (Dodgson and Hinze 2000).
The quantitative approach concerns measuring the quantity and quality of ideas stemming from
creativity and brainstorming sessions (or during any other process of this type). In this way, the quan-
tity of ideas produced by an R&D engineer can be an objectively based indicator for companies
(Langdon 2008, 2012).
However, these approaches present several constraints. While R&D investment is probably the
only pertinent economic indicator, it provides only a partial perspective of the dedicated research
effort. It only targets an R&D domain type (Godin 1996) and does not account for informal research
(Munier 2002). The second approach, which is productive by nature, measures patent applications
filed; but again, this approach can only provide a very limited perspective of the extent of a com-
pany’s innovation effort. All innovative production does not always result in filing a patent appli-
cation; not everything can be patented (Kemp et al. 2003). Furthermore, whether or not a patent
is filed depends partially on the economic strategy of a company (Kabla 1994) and all companies
cannot file patent applications (Godin 1996). The third approach, quantitative in nature, raises the
EUROPEAN JOURNAL OF ENGINEERING EDUCATION 1003
problem of the inventive value of ideas projected. Is a new idea necessarily invention-oriented? Do
new ideas, however numerous, all necessarily end up as innovations? What is the potential of each
new idea of attaining the prototype stage? What is the risk of losing the innovative component of an
idea during the transition of the idea to an object?
We just saw that it is difficult for companies to determine their levels of creativity and innovation.
Nevertheless as we saw, it is important for companies to find their place on the market in terms of
capacity of innovation. In order to overcome these obstacles, we propose a new point of view and
we suggest a different research orientation.
of the innovative potential of companies (Hadji 2000). However, the difficulty is significant
because R&D activities are often considered to belong to a ‘black box’ that it would be practically
impossible to control systematically (Ojanen and Vuola 2003). According to Batey’s approach
(2012), creativity can be considered simultaneously through the 4Ps approach of person,
process, press and product. An approach centred on the process and phases of creation can
achieve a consensus. The survey that we carried out identified and differentiated the inventive
production of R&D department staff in various companies. Our ultimate goal is to understand
how companies define, evaluate and manage their R&D projects in order to prepare engineering
students for future challenges ahead.
A fifth category of questions considers the results of an IP. Under what circumstances does a
company consider a project successful? Or more quantitatively, how many patents does a company
file for per time unit and per person? The final category of questions takes stock of confidentiality issues.
The principal objective of our study is to understand, grasp and qualify the inventive activities of
R&D staff. The results of our survey were used to establish a model, based on real data, of these activi-
ties. This model may be compared with another more theoretical model, derived from the results of our
analysis of the scientific literature. As part of the framework of this contribution, we chose to exploit and
analyse results qualitatively, bearing primarily on the type of IPs and their development process.
The companies surveyed operate for the greater part in the automobile industry. A total of 197
companies were solicited, ranging from car components manufacturers to drive specialists, to
respond to the online questionnaire. The received responses were exactly sorted out according to
the way they were completed.
The data from the answers were analysed using our survey software. A qualitative analysis of the
data relating to the project and the inventive process that we engaged upon led to several results. We
should state that, due to the high strategic value and the degree of confidentially of the data we
sought to acquire, not all companies chose, or were able, to complete the survey. Some of them, par-
ticularly National School of Applied Science (INSA) partners, were entirely transparent and partici-
pated fully in our survey. Nonetheless, our study revealed that a portion of the companies
manifested difficulties in formalising and expressing what relates to activities within their R&D
departments. We therefore deliberately chose to limit our qualitative analysis to data culled from
some 15 selected survey responses.
The description of the selected companies highlights a great diversity of situations. The average
number of employees (555) is quite far from the regional average (61) (Insee 2010). The top 20% of
the companies employ more than 1000 people each and the 20% bottom have less than 100 employ-
ees. The companies comprise a high proportion of R&D department with an average of 153 employ-
ees, with 28% of engineers, but less than 1% of doctors.
Analysis
Results: access to the ‘black box’ of R&D teams
All respondents agree that the additional cost comes from the increase in the prototyping activities,
calculations, validations or simulations; the necessity to conduct further research during the project and
the deployment of a different marketing associated with the launch of a product. The necessity to main-
tain a creative environment/climate and the use of a creativity assistance method are important for 85%
of companies. Staff training in the creativity methods and the equipment and technology dedicated to
the functioning of the team project convince only 69% of respondents.
Further questions of our survey related to the human dimensions in innovative projects allow us to
characterise the context of the innovative projects. The influence of individual dimensions in IPs is
questioned. The proportion of individual work and collaborative work is nearly equilibrated for our
respondents (54% for individual work and 46% for collaborative work). Which personal characteristics
are associated with IPs? Every respondent agrees that people engaged in the creative process should
have a high level of technical expertise (international recognition, responsibility for important pro-
jects), have an obvious ability for creativity (‘Gyro Gearloose’) and be open-minded, persistent or
even pugnacious.
While certain acknowledged design methods such as TRIZ (Russian acronym for theory of inven-
tive problem solving), ARIZ (Russian acronym for algorithm of inventive problems solving), OTSM
(Russian acronym for general theory on powerful thinking) and VOC (voice of customer) are
implemented, it must be conceded that the large majority of respondents to this question use
little or no methodology (76.9% of the respondents). Can creative events be considered a design
method? Does the ‘analysis of customer requirements and identification of desired specificities’
relate to this concept? Can the ‘intuition’, ‘curiosity’ and ‘thinking outside of the box’ concepts be
associated with design methods specific to IPs? Naturally, while we can attest that certain R&D
departments are trying to organise inventive design activities, others exhibit a total absence of organ-
isation, as illustrated by the ‘none’ box in the table, which would appear to constitute a major hin-
drance to the development of a company’s inventive potential.
(1) That there is differentiation within R&D departments between inventive and RPs.
(2) The inventive character of a project and the concept of inventiveness are polysemous.
(3) A multitude of heterogeneous practices exist for managing IPs.
(4) This multitude also reflects major deficiencies in the methodological guidelines of these projects.
(5) There are very few design methods specifically used in IPs.
(6) Where they do exist, these design methods are multiple and varied.
In order to make our results more comprehensible, we decided to represent them in the form of an
ontology. It gathers and defines the set of objects that are known as belonging to a specific domain.
In general, an ontology comprises concepts and relationships that are used to express the knowledge
base of a given field (Zanni-Merk, Cavallucci, and Rousselot 2009). Ontologies provide the notional
and conceptual resources needed for knowledge formulation and for making knowledge explicit.
For this reason, in order to formalise the principal concepts coming out of our study on inventive
R&D projects, we wanted to draw up an ontological representation. The ontological concepts are
presented schematically as a body of objects and illustrated according to a Unified Modeling
Language-type diagram (see Figure 2).
The point of departure for our ontology of IPs is the distinction drawn between IPs and RPs within the
whole body of activities and R&D projects (a). These projects are presented in the form of ‘meta-classes’,
which are further broken down to classes and subclasses. We also wanted to represent the polysemy of
concepts (b) and practices (c) used with regard to IPs, as well as the deficiencies highlighted in the meth-
odological framework (d) and the design methods in use (e), which are particularly disparate (f).
The concepts of inventiveness (g) and creativity (h) face off at the core of IPs. While this measure
(g1) is based on the definition of an objective value (g2), its evaluation (h1) tends to be a subjective
value (h2) that is dependent on an organisational culture (i), and more broadly, on an entrepreneurial
environment (j), the intrinsic characteristics (j1) of which, such as company size and business sector or
1008 C. MILLET ET AL.
Figure 2. Continued.
management type (j2), influence the value. In our view, the measure, which is objective, of the inven-
tive artefact (k), stands alongside the evaluation, which is subjective, of creative skills (see Figure 2).
So this ontological representation is limited to the domain of R&D projects underway, their routine
or inventive nature and their characteristics. As an ultimate aim, we can project the development of
an IT application of the measure of creativity and of the evaluation of a degree of inventiveness. For
this, it would be necessary to develop an ontology extending over the entire domain of creative
measure, from the perspective of future work. As it is, the ontology can be used to carry out quali-
tative monitoring of formal data of a company, established on the basis of observations and of a
grouping of qualitative data, with the objective of developing an index of its inventive efficiency.
indicator (Tahéri 2015) defines three dimensions of inventive performance in design activities: effec-
tiveness, efficiency and pertinence. Inventive effectiveness is measured through the comparison
between project output and project goals, using a criteria based on novelty, ideality and usefulness.
Research demonstrates the importance of crossing organisational borders within and outside of
the traditional engineering education system (Korhonen-Yrjanheikki, Tukiainen, and Takala 2007).
It seems to be important to restructure engineering education, build more cohesion in the engineer-
ing curriculum in order to reduce the industry–education gap.
We strongly hypothesise that there is an important educational role to be played in engineering
schools who train the people who will belong to these R&D teams in the future. Already, in 1998, the
question of teaching creativity was at the core of research on engineering education (Baillie and
Walker 1998; Court 1998; Tornkvist 1998). Some propositions centred on using more open forms of learn-
ing, for example, problem-based learning. However, this topic is still relevant (Mahboub et al. 2004; Zhou
2012). As stated by Badran, it is very important to ‘enhance creativity and innovative skills and capabilities
of a graduate engineer’ (2007). We considered that it would be a considerable advantage to companies
to have available training in creativity engineering, well upstream of the development of IPs in compa-
nies. We are effectively supposing that the inventiveness process is also a part of acquiring a skill.
From our results, we submit three proposals to enhance engineering education/curriculum
according to the three dimensions of our results. In resume, engineering education should focus
on the inventive dimension of design projects. According to our results, it seems necessary to
develop an index for inventive design projects (we start by proposing some motion for an ontology).
We could consider widening our survey to companies belonging to other industrial sectors in pursu-
ing this research to diversify our approach and broaden our ontological model, with a view of obtain-
ing a diversification and generalisation of its results, even if, in fact, our research process did not
initially fall within this calling. Secondly, the lack of methodological organisation of R&D teams
leads us to propose a development of teaching of creativity methods in engineering schools.
Our survey results about additional cost of IPs led us to conclude that the efficiency of IPs (com-
pared to RPs) could be improved by the enhancement of specific skills. Engineering education could
benefit to IPs in companies by improving abilities to prototyping activities, calculations, validations or
simulations, abilities to conducting further research during projects and learning marketing associ-
ated with the launch of a product.
Our school, INSA (a school for engineers and architects), is the breeding ground of stimulating
pedagogic experiments like this through the training that it offers. Student engineers are at the
core of the process of identifying inventive problems and must develop the capacity for verbalising
creative phases, in a pedagogic perspective of the project. At last, concerning design methods, we
suggest to generalise pedagogical methods for enhancing teaching of inventive design methods
(e.g. TRIZ) (Cavallucci and Oget 2013). The TRIZ offers a formalisation of the inventive solving engin-
eering problems. The choice of a training method for inventive design should pay attention to the
level of complexity of the proposed engineering problem. The choice of an engineering background
design method should also take into account the effectiveness of the proposed method with respect
to other methods. To date, we have not gathered any research survey to assess all design methods.
One reason may be due to the absence of a common assessment framework. We hope that the for-
malisation of the ontological scheme could contribute to the development of a common framework
to assess the likely effectiveness of design methods (Table 4).
Conclusion
Our approach brings a fresh view on the work concerning creativity and innovation in companies.
From an overview of scientific literature, we were able to develop a research protocol based on
the inventive activities of R&D staff in companies operating in the industrial and automobile
sectors. Our body of work featured significant qualitative added value, enabling us to form a basis
of notional and definitional contours for inventiveness and IPs and to depart from the constricted
framework encompassing the measure of creativity. Our research helped us shuffle facets heretofore
insufficiently explored concerning R&D activities in companies, such as the management of IPs, meth-
odological mechanisms being used and design methods specific to these projects. We chose to use
an ontological representation.
A driving force fuelling propositions, we present the idea of a reinterpretation of inventive activi-
ties in a work environment with a normative focus and the building of a theoretical model of flow
migrations between different inventive production activities.
Measuring the creative potential of a company or its degree of innovation is a daunting task. Other-
wise, providing an evaluation of its inventive capacities appears more reasonable. It is further necess-
ary that the companies themselves, their R & D departments, engineers and scientists, implement
innovative projects, objectively and intentionally innovative-oriented. But our research shows the dif-
ficulties of companies to clearly develop innovative projects. The lack of readability of innovative pro-
jects (blurred boundaries between projects, lack of practices and methods specifically dedicated to
IPs) is at the origin of this issue. To remedy this, it is necessary to work upstream on the same
design innovation training among engineering schools, before considering to measure the effects
on project design or to develop indicators of inventive efficiency of R&D teams. Lastly, it is necessary
to develop inventiveness skill among student engineers, who will make up the R&D staff of the future.
Disclosure statement
No potential conflict of interest was reported by the authors.
ORCID
Charlyne Millet http://orcid.org/0000-0002-0243-3331
David Oget http://orcid.org/0000-0002-8539-0225
Denis Cavallucci http://orcid.org/0000-0003-1815-5601
Notes on contributors
Dr Charlyne Millet is currently researcher and teacher assistant in Sciences of Education at the University Institute of Tech-
nology, Social Career Department, Le Havre University (France). She conducted a postdoctoral research at the Design
Engineering Laboratory, INSA, Graduate School for Engineers and Architects, Strasbourg (France). One of her research
domain includes education and work activity (e.g. researchers and engineers).
Dr David Oget is currently associate professor in Sciences of Education at the INSA, Graduate School for Engineers and
Architects (France), and researcher in the Design Engineering Laboratory. His research activities include, among others,
engineering design education, engineering management and methodological tutoring in engineering schools.
Pr Denis Cavallucci is currently full professor at the INSA, Graduate School of for Engineers and Architects (France), and
deputy director of the Design Engineering Laboratory. He started his teaching and research activities in design methods
and theories in 1988. He is also co-founder and first president of TRIZ-France association, co-founder and past president
of ETRIA (European TRIz Association).
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