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(Download pdf) The Hidden Barriers And Enablers Of Team Based Ideation Linda Suzanne Folk full chapter pdf docx
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PALGRAVE STUDIES IN CREATIVITY AND
INNOVATION IN ORGANIZATIONS
Series Editor
Roni Reiter-Palmon
Department of Psychology
University of Nebraska
Omaha, NE, USA
his book series presents the latest research on creativity and innovation
T
in the workplace, showcasing the unique contribution that psychology can
contribute to workplace innovation studies both now and in future.
Addressing individual, team and organizational issues of innovation at
work, books in this series offers insight from organizational and social
psychology to cover topics with key applications to business and manage-
ment, design, engineering and other applied domains. Encompassing a
broad range of types of organization, it investigates the psychology of
creativity and innovation in non-profit enterprises, entrepreneurship, small
business, and research and development contexts, among many other
domains.
The series brings together research in creativity and organizational
innovation to investigate a range of key contemporary issues. Topics
addressed include the relationship between creativity, innovation and
organizational performance; measuring creativity in organizations; appli-
cations of creativity and innovation for top management and senior leader-
ship; and the potentially negative consequences of innovation.
Linda Suzanne Folk
This Palgrave Macmillan imprint is published by the registered company Springer Nature
Switzerland AG.
The registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland
Dedicated to my Folks, Yvonne & Michael.
Your inspiration and support made this dream come true.
Process Gains and Losses in Organisational
Team Creativity
vii
How to Use This Book
ix
Contents
2 Ideation Research15
2.1 The Debated Value of Team Ideation17
2.2 Not a Monolith17
2.3 Team Ideation Frameworks20
2.4 Combinations of Contributions Framework21
References23
3 Understanding
the Team Process Loss Factors Impacting
Creativity33
3.1 Groupthink33
3.2 Production Blocking34
3.3 Communication Speed35
3.4 Cognitive Interference or Cognitive Inertia35
3.5 Evaluation Apprehension36
3.6 Social Loafing37
References37
xi
xii Contents
4 Hidden
Blockers of Ideation in Practice41
4.1 A Brief Explainer of the Creative Industries41
4.2 The Goal of a Business Is to Make Money43
4.3 Innovation Theatre44
4.4 Incentive Structures45
References51
5 Achieving Synergy55
5.1 Process: Structuring the Team-Level Process57
5.2 Leadership: Be a Guide, Not a Leader62
5.3 Team Composition65
5.4 Team Dynamics69
References76
Overall Bibliography97
List of Figures
xiii
Introduction
This text aims to combine the existing academic research on creative teams
with a practitioner’s perspective of the practical realities of the creative
industries, supplemented by insights from two dozen interviews with
creatives.
When this author began working in the creative industries in the early
2010s, problems relating to the organisation and management of creative
teams were not obvious. Many organisations in the creative industries pro-
mote themselves as exciting and ‘fun’ workplaces (Easton & Djumalieva,
2018; Gill, 2002; Hesmondhalgh et al., 2013; Nixon & Crewe, 2004),
and although it is well documented that many problems bubble below the
surface (Eikhof & Warhurst, 2013; O’Brien et al., 2018), it is easy to
believe the hype initially.
However, over time, it crystallised that the full potential of a creative
team was rarely leveraged. Not utilising an essential resource seemed
strange. After all, the economic model of the creative industries relies on
optimising the quality and quantity of creative output. Creativity, in this
context, can be defined as being a product that is novel and fit for purpose
(Amabile, 1983; Bilton & Cummings, 2014; Burkus, 2014; Guilford,
1950, 1967; Hargreaves & Boden, 1996; Hennessey & Amabile, 2010;
Kaufman & Sternberg, 2005; Rhodes, 1961). The seemingly missed
opportunity of leveraging this creativity led to an exploration of the aca-
demic knowledge on creative teams and how to best harness the assem-
bled team’s talent, knowledge, and creativity. The wealth of academic
research and insight into creativity, ideation, and creative teams was a deep
well of knowledge and insight, many of which reflected the author’s
xv
xvi INTRODUCTION
the best creative performance from teams within the competitive environ-
ment of the creative industries.
Many use the terms creativity and innovation interchangeably outside
of creativity research (especially within the creative industries). In this text,
there will be made a distinction between creativity, the term for the pro-
duction of ideas, whereas innovation is considered the implementation of
these ideas (De Dreu et al., 2011; Reiter-Palmon & Harms, 2018). In
addition, there are cases of innovation being used as a more all-
encompassing term applied to the combined idea generation and imple-
mentation (West & Sacramento, 2012).
This book will use the terminology of the macro, meso, and micro lev-
els of organisational creativity. In this context, organisational structures,
goals, and strategies are from the macro-level. The intra-team processes,
the team make-up, and the creative process will be described as the meso-
level. The macro-level aligns most closely with the creative person within
an organisational context. This text intends to delve into the intricacies of
the meso-level organisational creativity processes.
References
Amabile, T. M. (1983). The Social Psychology of Creativity. Springer-
Verlag New York.
Bilton, C., & Cummings, S. (Eds.). (2014). Handbook of Management and
Creativity. Edward Elgar. http://0-www.elgaronline.com.pugwash.lib.war-
wick.ac.uk/ view/9781781000892.xml
Burkus, D. (2014). The Myths of Creativity: The Truth about How Innovative
Companies and People Generate Great Ideas. Jossey-Bass.
De Dreu, C. K. W., Nijstad, B. A., Bechtoldt, M. N., & Baas, M. (2011). Group
Creativity and Innovation: A Motivated Information Processing Perspective.
Psychology of Aesthetics, Creativity, and the Arts, 5(1), 81–89. 10.1037/a0017986
Diehl, M., & Stroebe, W. (1987). Productivity Loss in Brainstorming Groups:
Toward the Solution of a Riddle. Journal of Personality and Social Psychology,
53(3), 497–509. 10.1037//0022-3514.53.3.497
Diehl, M., & Stroebe, W. (1991). Productivity Loss in Idea-Generating Groups:
Tracking Down the Blocking Effect. Journal of Personality & Social Psychology,
61(3), 392–403. 10.1037/0022-3514.61.3.392
Easton, E., & Djumalieva, J. (2018). Creativity and the Future of Skills. Creative
Industries Policy and Evidence Centre (PEC), Written in Partnership with
Nesta. https://www.nesta.org.uk/report/creativity-and-future-skills/
Eikhof, D., & Warhurst, C. (2013). The Promised Land? Why Social Inequalities
Are Systemic in the Creative Industries. Employee Relations, 35(5), 495–508.
10.1108/ER-08-2012-0061
INTRODUCTION xix
Defining Creativity
Most definitions of creativity describe the phenomenon by two standard
criteria: the novelty of the product and the appropriateness to the task, or
how ‘new and useful’ the creative contribution is (Amabile, 1983; Bilton &
Cummings, 2014; Burkus, 2014; Guilford, 1950, 1967; Hargreaves &
Boden, 1996; Hennessey & Amabile, 2010; Kaufman & Sternberg, 2005;
Rhodes, 1961; Runco, 2014; Sawyer, 2006; Stein, 2014; Taylor, 1988;
Williams & Fisher, 2004). A novel and useful contribution can take several
shapes and is not limited to a product or service or the improvement of either.
The 4 P of Creativity
Creativity is widely credited as essential for human progress and civilisa-
tion (Amabile, 1983; Csikszentmihalyi, 1997; Sawyer, 2008; Sternberg &
Kaufman, 2018). In modern research, however, the field of creativity is
most often traced back to the 1950s (Boden, 1992; Guilford, 1950). In
1961, Mel Rhodes collected over forty academic definitions of creativity.
At the time, there was a limited consensus on what creativity was, and even
some backlash against creativity research, per Rhodes himself (1961), who
noted that some deemed it a pseudoscience at the time. Convinced that
creativity warranted academic interest and not suspicion, Rhodes distilled
the breadth of creativity research of the time and organised the different
components into four dimensions, which he called the “4Ps” of creativity,
namely, press, person, process, and product. There was little consideration
of collaborations, with the focus on the individual. Although there had
been some previous research into practice-led methods of stimulating cre-
ative groups at the time (Taylor et al., 1958), including brainstorming
(Osborn, 1953), this did not impact Rhodes’s approach to classifying the
pillars of creativity research.
Person, Rhodes argued, would encompass the research into the creative
person, with the examples given by him being “personality, intellect, tem-
perament, physique, traits, habits, attitudes, self-concept, value systems,
defence mechanisms, and behaviours” With much of the early creativity
research focusing on highly creative individuals, this category has been
one of the most researched areas of the field (Howe, 2001; Koestler, 1990;
Nahn, 1956; Ochse, 1993; Simonton, 1988; Vinacke & Eindhoven,
1952; Wood et al., 1991).
Rhodes describes the category process as applying to “motivation, per-
ception, learning, thinking, and communicating.” Rhodes directly cites
the four stages of the creative process identified by Wallas (1926):
Preparation, Incubation, Inspiration, and Verification.
Press refers to the relationship between the creatives and their environ-
ment. Press, for Rhodes, has two components: the climate of the specific
environment and the reaction of a person to this environment. This could
be seen as an ancestor to Organisational Creativity research today, which
refers to a subfield of research born out of academic interest in the social
psychology of creativity and how creative organisations shape creativity.
With the creative Product, Rhodes distinguishes this from the ‘pure
idea’ as he puts it: “the word idea refers to a thought which has been com-
municated to other people in the form of words or other material. When
we speak of an original idea, we imply a degree of newness in the concept.
When an idea becomes embodied in a tangible form, it is called a product”.
1 CREATIVITY RESEARCH PRIMER 3
Creativity as System
While creativity research first developed out of psychology, the last few
decades have seen the field taking a more interdisciplinary approach, with
researchers such as Csikszentmihalyi and Csikszentmihalyi (1988), Sawyer
(2003), and Wolff (1993) opening creativity research up for sociological
theories and Amabile (1983) taking a business-centric approach to the
research of organisational creativity. As this research looks at idea genera-
tion in the context of the creative industries, there needs to be an under-
standing of the system.
Csikszentmihalyi and Csikszentmihalyi (1988) introduced the systems
model of creativity to understand the interaction between the individual
and the social and cultural factors involved in the creative process (Hooker,
Nakamura & Csikszentmihalyi, 2003). While they specified the individual
level, it is easily extrapolated to the relationship between the creative team,
their output, and the environment in which they function. Feldman,
Csikszentmihalyi, and Gardner (1994; Csikszentmihalyi, 1996, 1999) fur-
ther elaborated this idea. The systems model understands creativity not as
the product of an isolated individual’s aptitude or ability but as an interac-
tion between a talented individual, a domain or area of related knowledge
or practice, and a field of experts (Csikszentmihalyi & Csikszentmihalyi,
1988; Csikszentmihalyi, 1996, 1999; Feldman et al., 1994).
At the heart of the systems model of creativity is the individual intent
on changing the current state of their domain. To accomplish something
creative, the individual must first master the existing body of knowledge,
develop skills and abilities, and internalise the standards of the domain of
quality, values, and beliefs. Once a person has mastered a domain’s rules,
symbols, skills, values, and practices, they can transform the domain, but
the result may only be labelled creative if the field evaluates it as such
(Hooker, Nakamura & Csikszentmihalyi, 2003). Gardner (1993) has cal-
culated that across various domains, the process of learning, internalisa-
tion, and incubation which precedes the individual’s creative contribution
to a domain generally takes a person about ten years (Hooker, Nakamura
& Csikszentmihalyi, 2003, Howe, 2001).
4 L. S. FOLK
From No Rules Rules (Hastings, 2020), diving into the culture behind
Netflix, to Creativity Inc about Pixar (Catmull & Wallace, 2014) and The
Ride of a Lifetime (Iger, 2019), the intersection of organisational psychol-
ogy and creativity has become discussed beyond academic circles.
Researchers have approached collaborative creativity from different
areas of study and disciplines. Academics in cognitive psychology, social
sciences, business studies, information technology, and organisational psy-
chology have taken an interest in collaborative creativity (Paulus & Nijstad,
2019). For example, cognitive psychologists have examined the internal
processes within each group member and how they relate to one another
while not fully diving into the team-level context (Diehl & Stroebe, 1987).
Organisational researchers from psychology and business studies have
examined optimising organisational innovation and creativity (Amabile
et al., 1996). This approach has often resulted in framing team-level cre-
ativity as a function of the organisational systems. Information technology
has also taken an interest in collaborative creativity, especially in computer-
supported brainstorming and virtual teams (Cooper et al., 1998).
References
Agrell, A., & Gustafson, R. (1996). Innovation and Creativity in Work Groups. In
M. West (Ed.), Handbook of Work Group Psychology (pp. 317–344). John Wiley.
Altstiel, T., Grow, J., & Jennings, M. (2020). Advertising Creative: Strategy, Copy,
Design (5th ed.).
Amabile, T. M. (1983). The Social Psychology of Creativity. Springer-Verlag.
Amabile, T. M. (1988). A Model of Creativity and Innovation in Organizations.
Research in Organizational Behavior, 10, 123–167.
Amabile, T. M. (1996, January). Creativity and Innovation in Organizations.
Harvard Business School Background Note 396-239.
Amabile, T. M., Conti, R., Coon, H., Lazenby, J., & Herron, M. (1996). Assessing
the Work Environment for Creativity. Academy of Management Journal, 39(5),
1154–1184. https://doi.org/10.2307/256995
Basalla, G. (1988). The Evolution of Technology. Cambridge University Press.
Beaty, R. E., Kenett, Y. N., Christensen, A. P., Rosenberg, M. D., Benedek, M.,
Chen, Q., Fink, A., Qiu, J., Kwapil, T. R., Kane, M. J., & Silvia, P. J. (2018).
Robust Prediction of Individual Creative Ability from Brain Functional
Connectivity. Proceedings of the National Academy of Sciences, 115(5),
1087–1092. https://doi.org/10.1073/pnas.1713532115
1 CREATIVITY RESEARCH PRIMER 9
Bermudez, P., & Jones, S. (2016). Early Stage Creative Design Collaboration: A
Survey of Current Practice. In Collaboration in Creative Design (pp. 297–318).
https://doi.org/10.1007/978-3-319-29155-0_14
Bilton, C., & Cummings, S. (Eds.). (2014). Handbook of Management and
Creativity. Edward Elgar. http://0-www.elgaronline.com.pugwash.lib.war-
wick.ac.uk/ view/9781781000892.xml
Boden, M. A. (1992). The Creative Mind: Myths and Mechanisms. Sphere Books.
Bouchard, T. J. (1972). Training, Motivation, and Personality as Determinants of
the Effectiveness of Brainstorming Groups and Individuals. Journal of Applied
Psychology, 56(4), 324–331. https://doi.org/10.1037/h0033028
Bouchard, T. J. J., & Hare, M. (1970). Size, Performance, and Potential in
Brainstorming Groups. Journal of Applied Psychology, 54, 51–55.
Burkus, D. (2014). The Myths of Creativity: The Truth about How Innovative
Companies and People Generate Great Ideas. Jossey-Bass.
Campbell, D. T. (1960). Blind Variation and Selective Retentions in Creative
Thought as in Other Knowledge Processes. Psychological Review, 67(6),
380–400. https://doi.org/10.1037/h0040373
Candy, L. (2013). Evaluating Creativity. In J. M. Carroll (Ed.), Creativity and
Rationale: Enhancing Human Experience by Design (pp. 57–84). Springer.
https://doi.org/10.1007/978-1-4471-4111-2_4
Catmull, E., & Wallace, A. (2014). Creativity, Inc.: Overcoming the Unseen
Forces That Stand in the Way of True Inspiration. Bantam Press.
Collaros, P. A., & Anderson, L. R. (1969). Effect of Perceived Expertness Upon
the Creativity of Members of Brainstorming Groups. Journal of Applied
Psychology, 53(2, Pt.1), 159–163. https://doi.org/10.1037/h0027034
Cooper, W. H., Gallupe, R. B., Pollard, S., & Cadsby, J. (1998). Some Liberating
Effects of Anonymous Electronic Brainstorming. Small Group Research, 29(2),
147–178. https://doi.org/10.1177/1046496498292001
Csikszentmihalyi, M. (1996). On Runco’s Problem Finding, Problem Solving,
and Creativity. Creativity Research Journal, 9(2–3), 267–268. https://doi.
org/10.1080/10400419.1996.9651177
Csikszentmihalyi, M. (1997). Creativity: Flow and the Psychology of Discovery and
Invention (1st HarperPerennial ed). HarperPerennial.
Csikszentmihalyi, M. (1999). Implications of a Systems Perspective for the Study
of Creativity. In R. J. Sternberg (Ed.), Handbook of Creativity (pp. 313–335).
Cambridge University Press.
Csikszentmihalyi, M. (2014). The Systems Model of Creativity: The Collected Works
of Mihaly Csikszentmihalyi. Springer.
Csikszentmihalyi, M., & Csikszentmihalyi, I. (Eds.). (1988). Optimal Experience:
Psychological Studies of Flow in Consciousness. Cambridge University Press.
https://doi.org/10.1017/CBO9780511621956
10 L. S. FOLK
Ideation Research
2.2 Not a Monolith
While there has not been an attempt to classify the different types of cre-
ative collaborations, the necessity has been acknowledged. Mumford et al.
(2018) note that it has been a significant limitation in the evaluation of
18 L. S. FOLK
their research data that they “have not drawn strong distinctions between
(…) teams working on different types of creative projects—radical versus
incremental or product versus process” (p.153), which, according to their
analysis, would have been necessary for them to draw more specific and
useful conclusions in their research. Indeed, they note, “these factors could
have a significant impact on their research results on creative leadership”.
Insights about creative collaborations are necessarily limited to the col-
laboration they research. While each team and process will differ, breaking
this monolith will allow for more precise insights. There are instances of
creative teams being labelled ‘paradoxical’ (Paulus & Kenworthy, 2018),
which might be explained by the fact that the insights won about one type
of creative collaboration cannot be applied to other forms (Mumford
et al., 2018). While leadership has been cited concerning creative collabo-
ration frequently, especially in business-school-based research (Bai et al.,
2016; Dong et al., 2017; Gumusluoglu & Ilsev, 2009; Lee et al., 2015;
Marion, 2012; To et al., 2015; Yoshida et al., 2014), these texts then
speak of the specific challenges of leading particular types of creative
teams—for example, the specific challenges of managing digital teams
(Lee et al., 2015; Luther & Bruckman, 2018; Yoshida et al., 2014).
Collaboration Goal
One element that distinguishes different types of collaborative idea gen-
eration as part of the creative process is the ultimate goal of said collabora-
tion. While the ‘problem finding’ aspect of the creative process proceeds
the idea generation (Lubart, 2001), there is idea generation that responds
to a specific problem—problem-solving creativity (Carmeli et al., 2013;
Hargadon & Bechky, 2006; Runco, 1994) and creativity that has a less
clear-cut goal, sometimes called the ‘fuzzy front end of innovation’
(Chamakiotis et al., 2020; Raphael, 2017) or open creativity.
Group Structure
Another distinction between different types of collaboration is the ques-
tion of ‘who’ is collaborating. The type of collaborators impacts how the
group will operate; therefore, this should be a factor when categorising
the collaborative idea generation (Chechurin & Collan, 2019; Collaros &
Anderson, 1969; Jiang et al., 2015). Similarly, the size of the collaboration
2 IDEATION RESEARCH 19
Collaboration Tightness
There also has to be a distinction in how close collaboration is. There are
examples of loose collaborations that toe the line between being inspired
by each other and working together—such as artist collectives (Hargadon
& Bechky, 2006), laboratories such as the Bell labs (Gertner, 2012), the
homebrew computer club, with infamous links to Apple and Pixar (Petrick,
2018; Levy, 2010), or literary circles (Brauer, 2013; Lilti, 2015). While
this loose collaboration is only distantly related to the type of collabora-
tion in an organisational team, these collectives have been associated with
breakthrough innovations (Gertner, 2012), and individuals within them
have spoken about having profited from this type of creative collaboration
and competition (Brauer, 2013; Petrick, 2018; Levy, 2010; Lilti, 2015).
Technology
Going back to the organisational context, however, there is also digital
collaboration (Chung et al., 2015; Lee & Chen, 2015; Oldham & Da
Silva, 2015), which, during the recent pandemic, became essential and
will, therefore, require more academic interest going forward (Bayram
et al., 2020; Chesbrough, 2020; Guest et al., 2020; Harris et al., 2020).
While every type of collaborative idea generation, when researched, will
likely offer interesting new knowledge and insights, this research is setting
its research focus on in-person collaboration within an organisational
context.
20 L. S. FOLK
While Nijstad and Paulus (2003) write about these potential process
gains: “Even though groups have the potential for stimulated creativity,
the promise of high performance often will not be fully realized”, going
on later to say “much of brainstorming research shows that groups often
perform more poorly than individuals when it comes to idea generation
due to various group processes” (p. 329).
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24 L. S. FOLK
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2 IDEATION RESEARCH 25
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Invention (1st ed.). HarperPerennial.
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org/10.1037/a0017986
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