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Mai Quynh Phan s3695299 BUSM4550 Assignment 1
Mai Quynh Phan s3695299 BUSM4550 Assignment 1
Mai Quynh Phan s3695299 BUSM4550 Assignment 1
ARGUMENTATIVE
ACADEMIC ESSAY
School Business
Program name International Business
Program code BP253
TABLE OF CONTENT
INTRODUCTION
The purpose of this argumentative essay is to critically evaluate on whether ‘Organizations can
make very little impact on strengthening creativity, innovation and design thinking processes as
these are dependent on individual employees’ with theoretical and practical evidences. In the
twenty-first century, the era of globalization, especially now is 2020, organizational environment
has become more and more aggressive and more competitive than ever. Moreover, creativity and
performance and longer-term survival in the workplace environment (Anderson, Potocnik &
Zhou 2014). As a result, my stance on the given statement is that I disagree with it. In addition, a
list of theories about creativity, innovation and design thinking will be used to evaluate the
statement, as well as real-world examples will be listed in this essay in order to support my
This essay includes the introduction, body paragraphs, conclusion and reference list. In the body
paragraphs, it includes three body paragraphs with sub-headings. The first body paragraph will
outline the definitions of creativity, innovation and design. Next, creativity, innovation and
design in organizations will be discussed in the second body paragraph. Last but not least, in the
third body paragraph, real-world examples from corporates such as Google, Tesla and Pixar are
1. Creativity
Creativity’s standard definition is bipartite which requires originality and effectiveness (Runco &
Jaeger 2012). First of all, originality is indubitably required that it is usually labelled novelty, but
no matter what label it is, if something is not uncommon, novel, or exclusive then it is mundane,
ordinary and predictable (Runco & Jaeger 2012). As a result, it is not original as well as not
creative. Even though originality is essential for creativity but it is not sufficient (Runco &
Jaeger 2012). Indeed, products and ideas are merely original might be inefficient. Secondly,
effectiveness can be in the form of value which is quite obvious in the research of economy on
creativity (Runco & Jaeger 2012). It explains the way of how valuable products and original
products as well as concepts depend on the current market (Runco & Jaeger 2012). Furthermore,
there is another definition of creativity back in 1950 by Guilford that people who exhibit these
behaviours such as designing, inventing, planning, contriving and composing are recognized as
On the other hand, dynamic definition of creativity is required potential originality and
effectiveness which brings the only difference between standard definition of creativity and
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dynamic definition of creativity is a word: potential (Corazza 2016). This new definition of
creativity is to give recognition to the fact that creativity is definitely a dynamic phenomenon. It
can be seen that creative process itself is dynamic that creating multiples results over time.
Likewise, the word: potential has the power to allows both creative inconclusiveness and creative
2. Innovation
There are a lot of journals which mentioned the definition of innovation in many different ways.
processes and products that are new and designed to support it and its stakeholders (Wong,
Tjosvold & Liu 2009). There is another definition of innovation that ‘Innovation is widely
considered as the life blood of corporation survival and growth’ (Zahra & Covin 1994). The
meaning of this sentence can be understood as innovation plays a significant role in creating
value and maintaining competitive advantage. There is a definition which provides a detailed
defined cover a variety of form, which includes new goods and services, new organizational
structures, new technology or new plans or initiatives for employees of the organizations
knowledge and concepts to promote new business outcomes which aimed at enhancing the
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process of internal business and systems and producing goods and services guides by the
3. Design thinking
opportunities to experiment, develop and test models, collect feedback and redesign
world, an individual must learn and use a different set of skills in order to become successful that
design thinking is one of these skills (Shute & Becker et al. 2010). Several design thinking
models have emerged, which based on very different ways of seeing design situations and using
design theory and models from psychology, methodology and education (Dorst 2011).
First of all, creativity and innovation in workplace are the main factors which have become
(Anderson, Potocnik & Zhou 2014). The creation of novel and appropriate ideas from science to
education, to arts, to business and to daily life, which is nothing other than creativity (Amabile
1997). The ideas must be novel which must be new and different from what has been done
before but it also means that they cannot be simply bizarre; they must be applicable to the issue
or opportunity presented. Additionally, the first step in innovation is creativity that those novel
and appropriate ideas are successfully implemented (Amabile 1997). Furthermore, in order for
long-term organization’s success, creativity is the key, in other words, due to the business world
is never static and the pace of change continues to intensify exponentially, no corporate can
survive long if it always offers the same goods and services. In comparison, businesses which
plan for the future by incorporating new ideas geared towards this changing world will prosper
(Amabile 1997).
There are three broad organizational factors are proposed in the componential model of creativity
innovation and supports creativity and innovation throughout the organization (Amabile
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1988). Moreover, it seems that they key elements of the innovation orientation are: an
employees of the organization and their passion for the what they are able to do, and an
offensive strategy to lead them toward the future (Amabile 1997). Also, the primary
support for creativity in the entire enterprise appears to be processes for generating
appreciation for creative work, as well as fair appraisal of the work including work that
(2) Resources: means everything that the business available to aid work in the area targeted
for innovation such as adequate time to develop innovative work in the field and
provision of training (Amabile 1988). Those resources include a broad array of elements
such as sufficient time for creating new novel work in the field, people with essential
expertise, resources dedicated to this work domain, domain work systems and processes,
challenging, setting specific overall strategic objectives, interesting work and creating
teams by getting people from different expertise and experiences together (Amabile
1988). This component comprises management at all levels, but particularly the
supervision seem to be significant, beginning with the ability to set overall project
objectives clearly and to allow procedural autonomy (Amabile 1997). Also, project
management is likely to promote innovation if clear plan and feedback are given, the
supervisor and the project group are in good communication and enthusiastic support for
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the work of individuals and for the whole group (Amabile 1997). Lastly, creativity
management practices involve the capability of forming effective work groups which
reflect a range of skills and comprise people who trust and communication well,
challenge each other’s ideas in positive ways, engage with one another and commit
individual’s innovation and motivation in workplace (Amabile, Conti, Coon, Lazenby & Herron
1996). For instance, co-workers and supervisors encourage an individual to take risk in a project
work which give that employee have more courage and confidence in order to reach high work
performance Amabile, Conti, Coon, Lazenby & Herron 1996). Moreover, work group
encouragement can occur within organizations, which through diversity background and cultures
of team members, different perspectives and sharing ideas and commitment to the group project.
Thus, exposing employees to various unique ideas may operates creativity in organizations
2. Design thinking
Secondly, design thinking considers a way of innovating and handling the transition of
organization in light of shifting customers, hyper-competition, supply chains and false ad-
dressing problem that it is regarded as a source of competitive advantage (Dunne 2018). Design
thinking can be defined as both a problem-solving process and problem thinking (Dunne 2018):
requirements, business advantage and technology that these elements can be used for
most of any problem class. A strong interaction with consumers is also important in the
interpretation or framing of the issue (Brown et al. 2009). Designers strive to consider
users and how their usable experience appears from their perception (Dunne et al. 2011).
Hence, they are aiming to create technologies that resolve unarticulated needs and that
(2) Problem thinking: this involves a distinct though approach, which is a willingness to
postpone decision on the essence of the issue, a high degree of broad-mindedness and a
Design thinking framework provides a natural flow analysis to implementation. Liedtka (2018)
said that immersion in the customer interactions creates data that are turned into observations
which helps teams decide in design requirements used to solve brainstorms. Assumptions are
examined and evaluated by rough prototypes in order to help the teams to develop ideas and
innovations as well as prepare them for real-world experiments that the findings are crucial to the
success of these solutions. Moreover, Liedtka (2018) claimed that design-oriented processes
combat innovation by thwarting the obstacles that typically occur when it comes to finding
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superior solutions, reducing costs and the risks and buy-in to employees. Recognition of
engagement, learning and dialogue. Through involving clients and other stakeholders in the
identifying the issue and designing solutions, design thinking is dedicated to change in a specific
manner. Furthermore, Liedtka (2018) suggests that design thinking allows innovators to
collaborate and achieve a consensus about what is important to the outcomes at each point by
providing a framework to the innovation process. That is achieved not only by disrupting the
regulation of the workplace, but y influencing the perspectives of innovators and their key
stakeholders.
Some businesses choose a centralized model in order to generate early-stage ideas for
2018). These laboratories conducted internal training programmes in most situations (Dunne
2018). A distributed model, in which the design program was spread among the operating
departments was an alternative. There was also hybrid model, in which a relatively small
centralized group became a focal point for design and sponsored organizational management
initiatives (Dunne 2018). Finally, the fourth approach was a model of collaboration, in which
1. Google
In this part, some examples from real-world organization will be listed and analysed creativity,
innovation and design within organizations in order to strengthen this argument. Firstly,
organizations such as Google are leading the way in keeping employees productive and satisfied
(Coleman 2016). Google is not only well-known for its technology, but also staff perks such as
free food, gym memberships and bowling alleys are available for staff. The company also hires a
chief happiness officer whose exclusive role is to keep employees satisfied and maintain
productivity for their staff (Coleman 2016). Moreover, technology needs a lot of creativity which
is why Google creates a fun, flexible, and enjoyable working environment for their employees to
creative ideas and feel happy (Forbes 2018). In addition, promoting collaboration and
employees to interact with culture. This is the reason why Google puts lots of effort in recruiting
the right candidates so that the brand can provide a group of employees with common objectives
2. Tesla
Secondly, Tesla is also a great example when it comes to creativity, innovation and design in
organization. Elon Musk who create Tesla, his goal is to reduce the pollutions from cars that use
fossil fuel and generate a sustainable transport by using electric (Techsauce 2018). Therefore,
this could save more energy and help the world sustainable. Moreover, one of Tesla production
processes, which is Roadster model are famous for “Best Innovation Award” as issued by the
TIME magazine. Additionally, Tesla’s innovations also feature its AI technology which enables
its customers to use the autopilot system that can reduce a car accident in the long run
(Techsauce 2018). Also, building a friendly working environment could encourage employees to
have innovative ideas and motivate them to enjoy working in order to create more creative and
innovative products. Developing and training staff makes them feel a part of an organization and
empowers them to think innovatively and create new elements in the organization (Techsauce
2018).
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3. Pixar
The last example is Pixar, which is an American computer animation film studio. The company
was known as the leading technological pioneer in the computer animation field in the 1990s that
Toy Story was released in 1995, which is the world’s first computer-animated feature film
(Catmull 2008). In the next following thirteen years, Pixar has released many other films such as
Monster, Inc., Finding Nemo and Ratatouille, which are all successful and became blockbusters.
Moreover, Pixar has never bought scripts or ideas for their movie from the outside, unlike most
other studios (Catmull 2008). Pixar’s artistic community has created all their own stories, worlds
and characters internally as well as the studio has continued to push technology limits of
computer animation in making those films, securing dozens of patents (Catmull 2008). In order
to create Pixar’s effective and innovative working environment, cultivating freedom, openness
and truthful communication through feedbacks and shared respect on employees to enhance the
trust value between employees and the organization (UK Essay 2018). Furthermore, in Pixar,
every employee has their own significant role and right to speak as well as providing an
opportunity to attract better employees in order to produce quality product along with advanced
skills. As a consequence, Pixar has achieved success through its open colaboration among talents
CONCLUSION
In conclusion, this argumentative essay has given both theorical and practical evidences to
support the stance of my disagreement with the given statement that ‘Organizations can make
very little impact on strengthening creativity, innovation and design thinking processes as these
are dependent on individual employees’. Creativity, innovation and design are elements that
define the success of organization which novelty and different from what have been done before.
In addition, creativity, innovation and design in organizations are all about the ways that can help
employees being motivated and influenced in order to create and produce more innovated
outcomes. Moreover, Google, Tesla and Pixar are the three real-world organization examples
which demonstrate the importance of organizations impact on creativity, innovation and design
thinking of employees in long-term survival. Last but not least, an effective working condition
with innovative atmosphere, open and honest communication as well as make employees feel a
REFERENCES
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-THE END-