IJIM BR Pu Ag Ingles
IJIM BR Pu Ag Ingles
IJIM BR Pu Ag Ingles
ALEXANDER BREM*
Mads Clausen Institute, SDU Innovation and Design Engineering
University of Southern Denmark, Alsion 2, 6400 Sønderborg, Denmark
brem@mci.sdu.dk
ROGELIO PUENTE-DIAZ
Department of Business and Economics, Universidad Anahuac
Mexico Norte. Av. Universidad Anahuac No. 46, Col. Lomas de Anahuac
Huixquilucan, Estado de Mexico, CP 52786, Mexico
rogelio.puente@anahuac.mx
MARINE AGOGUÉ
Management Department, HEC Montreal!
3000 Chemin Côte Ste Catherine, H3T2A7 Montreal, QC, Canada
marine.agogue@hec.ca
Creativity is a vibrant field of scientific research with important applied implications for
the management of innovation. In this article, we argue that the proliferation of creativity
research has led to positive and less positive outcomes and discuss five relevant research
themes. We first introduce our readers to the different proposed dimensions of a creative
object. Next, we explain recent developments on the level of the creativity magnitude
issue. Based on that, we review how researchers currently operationalize creativity. After
discussing how creativity is conceptualized and operationalized, we outline how it might
be enhanced. Finally, we present an overview of the wide variety of methodological
approaches currently used in creativity research. We close by calling for more interdis-
ciplinary research and offering other suggestions for future directions.
⁄
Corresponding author.
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develop a joint knowledge base (Suddaby, 2010). Apparently, such clear inter-
disciplinary definitions are not set yet.
The conceptual definition of creativity might focus on the person, process or
product. Yet more efforts have been devoted to provide a conceptual definition for
a creative product since it is assumed that the result of a creative process or a
creative personality is an object (it may be a product, a service or an organization)
that must be considered as creative. Hence, we focus on reviewing the concep-
tualization of creativity as it relates to objects, describing the number of dimen-
sions proposed in order to consider something as creative, and examining some
possible relations between the suggested dimensions. It is important to mention the
following caveat. The main goal of this section is not to conduct an exhaustive but
rather a more illustrative review of some of the proposed dimensions of creativity.
Hence, we do not claim to have reviewed every single article proposing different
dimensions of creativity. Instead, we focus on reviewing a few selected articles
with important implications for creativity in the process of innovation.
From reviewing different articles on the conceptualization of creativity, we see two
main issues related to the dimensionality of creativity. The first deals with the number
and nature of the dimensions proposed. The second deals with the suggested structure or
relationships between these dimensions. Both issues have important implications for
understanding and conducting research on creativity and also for managing creativity.
We begin with the discussion of the dimensionality of creativity.
We can trace back some of the first definitions of creativity to 1953 (Stein,
1953). This definition suggests that a creative work must be novel and useful for a
group of people in some point in time. Hence, the definition emphasizes two
dimensions: novelty and usefulness but also proposes that an object becomes
creative when people judge it to be creative in a given socio-cultural context.
Researchers across different disciplines such as organizational psychology, man-
agement and engineering seem to agree that a creative production must be novel
and useful (Amabile, 1983; Anderson et al., 2014; Cropley and Cropley, 2005).
Hence, there seems to be some degree of consensus on the novelty and usefulness
dimensions of creativity. Yet, other dimensions have also been proposed.
For example, a recent conceptual contribution proposed that surprise should be
added to the novelty and usefulness dimensions (Simonton, 2012). The suggestion
to add surprise comes from the criteria set by the U.S. patent office when deciding
to give a certain product a patent. Similarly, two additional conceptualizations
agreed that a creative product must have novelty and usefulness. Yet one con-
ceptualization added the dimension of elegance (Cropley and Cropley, 2005), the
other suggested a dimension of style, both referring to the design of a particular
product (O’Quin and Besemer, 2006). Elegance and style might be related to the
aesthetic appeal of a product. A similar proposition has been made to assess the
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creativity (Puente-Diaz et al., 2016), to our knowledge, it does not provide precise
criteria for deciding, for example, if an object should be classified as Pro-c or
Big-C. Yet, one might argue that something similar happens with most judgments
of creativity and even with the classification of presumably more objective phe-
nomena such as the diagnosis of diabetes based on the levels of blood glucose or
the diagnosis of hypertension based on blood pressure.
It is also accepted in the field of creativity that a product becomes creative when
individuals agree that it is creative (Amabile, 1996). A product with “great” po-
tential becomes a success only when thousands of consumers agree, explicitly or
implicitly, that the product is novel, useful, and surprising. Take the iPhoneTM as an
example. Up to December of 2015, Apple has reported unit sales of 231.22 million
iPhones in 2015.1 If we take into account that the world population is about 7.3
billion and assuming that iPhone sales represent “unique” buyers, then we could
claim that more than 3% of the world has bought an iPhone in 2015. Hence even
though consumers are not explicitly making a judgment about the novelty, use-
fulness and surprise of the iPhone, we might safely conclude that this product is
extremely creative based on its success in the market. However, one could also
argue that this goes beyond the concept of creativity, as innovation is defined as “the
development and implementation of new ideas (…)” (Van den Ven, 1986: 590).
Hence, the implementation part is the practical agreement by consumers to purchase
the product. This understanding of innovation puts novelty, usefulness and surprise
as prerequisites of a successful implementation of an idea, rather than a result.
1
See Statista, http://www.statista.com/statistics/263401/global-apple-iphone-sales-since-3rd-quarter-
2007/ for information.
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Solution Diagnosis Scale (CSDS), was designed to measure the creativity of pro-
ducts with implications for innovation management (Cropley et al., 2011). This scale
uses 27 items to measure five components: relevance and effectiveness, pro-
blematization, propulsion, elegance, and genesis. Scores from this scale have shown
appropriate psychometric properties in terms of factorial validity and reliability. In
addition, scores from these five components have been able to predict overall cre-
ativity judgments. Some advantages of this scale are that it is easy to administer, it has
been tested with non-experts, and it is based on a theoretical model of functional
creativity. One major limitation is that the scores have not been tested for predictive
validity, an issue highly relevant for innovation managers. A difficult, yet important
test for the predictive validity of this scale would involve obtaining scores on the five
dimensions for different products and correlating the scores with indicators of market
performance across time (e.g., market share, sales, top of mind), while controlling for
other variables known to influence the indicators of market performance. If the scores
from this scale are meaningful, then one would expect high scores on relevance or
propulsion, for example, to correlate positively with market share or sales.
The Consensual Assessment Technique (CAT) involves asking a group of
judges — mainly experts but non-experts have been used as well — to judge how
creative an object is (Amabile, 1982). One strength of the CAT is that it is
consistent with a conceptual definition of creativity, which proposes “A product or
response is creative to the extent that appropriate observers independently agree
that is creative” (Amabile, 1982: 1001). With regards to the specific procedure,
judges are asked to place the products or objects being evaluated in one of five
categories ranging from very uncreative to very creative. Because judges are asked
to make their evaluations in relation to the objects being evaluated, the resulting
judgments can only be interpreted in relation to these objects. In other words, the
creativity evaluations cannot be used to make comparisons outside that specific
judgment task, which represents a limitation.
In terms of the psychometric properties of this technique, the judgments appear
to be reliable across evaluators (Amabile, 1996). In terms of validity, the assess-
ment has face validity since it appears to measure what is supposed to measure.
The ability of the CAT scores to predict important outcomes such as market
success is more limited since the judgments are only relevant within task com-
parisons. Yet despite its limitation, the CAT has been widely used across different
studies and settings (Kaufman et al., 2008).
identify potential managerial factors that may boost creative performance. Over
the last two decades, the field of studies on actually managing creativity in or-
ganizational contexts has adopted three main angles.
Organizing for creativity is a challenge for firms that face intensive innovation
in competitive contexts. To address this challenge, it has been argued that firms
must rely on specific capabilities to foster creative behaviour: The aim is therefore
to develop peripheral factors that can positively influence creativity, while not
directly modifying the creative process in it-self. One of the most advocated
concepts on the topic is the notion of creative climate (Amabile et al., 1996;
Amabile, 1998). This concept builds on the specific representations that an indi-
vidual has in regards with the “what” (relations), the “how” (means) and the “why”
(outcomes) of a given situation, and which stimulates creativity (Isaksen and
Ekvall, 2010). Many studies have examined the elements that may constitute a
creative climate, including the degree of individual freedom, the quality of
support towards new ideas, a clear and inspiring vision provided by supervisors,
and creative encouragement, among others (see Hunter et al., 2007 for a
complete meta study on the relationships between climate dimensions and creative
performance).
Focusing more precisely on the influence of management on creative perfor-
mance, another stream of research investigating the operationalization of creativity
addresses the role of leadership. Leading creatively can be defined as the ability to
lead a group or an organization towards new and innovative paths (Mueller et al.,
2011). Creative leaders are able to generate new ideas, but also help enhancing the
creativity of other team members. In addition to traditional leadership compe-
tencies such as planning, analysing and decision-making, Palus and Horth (2005)
explain that creative leaders must possess an ability to pay attention to the creative
process of others by asking questions, reframing problems and developing con-
nections between the personal passions and the daily work of team members. This
take on creative leadership describes a more direct capacity to change the course of
a creative process by orienting the nature of ideas that may emerge.
But favouring creativity is not just designing specific managerial devices that
may indirectly favour creativity. Creative thinking has been argued to be actually
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(see Bobic et al. (1999) for scale and validity). This psychometric-based approach
produces correlational studies focusing on individual traits that may be linked to
creative performance. All classical traits studied in psychology and organizational
behaviour have therefore been examined as potential predictors of the capacity to
act creatively (Feist, 1998): among them are psychological preferences using Myer
Briggs Type Indicator (MBTI) scales (Fleenor and Taylor, 1994), or locus of
control (Pannells and Claxton, 2008). Research is still providing new constructs
and new scales to be the most accurate and consistent creativity assessment tool,
especially as the validity of such scales is questioned on a regular basis (Plucker
and Runco, 1998).
Still at the individual level, a very different angle has been treated through the use
of experiments: these in-lab measures aim at characterizing creative abilities. Two
main classes of creative abilities have been explored. Fist, divergent thinking tasks
evaluate the capacity of individuals to generate many different ideas from a single
starting point. Typically, an alternative use task is formulated as to ask the partic-
ipant to propose as many original alternative uses of a common object — for
instance a brick (see the Torrance Tests of Creative Thinking (TTCT) (Torrance,
1972)). Variants of the task may encompass more visual elements, where the ex-
aminee is asked to complete a series of 12 incomplete drawings in an original way
and create a title (Williams, 1980), or more social elements, where the participant
must indicate the consequences of unlikely events such as “What would happen if
gravity were cut in half?” (Merrifield et al., 1962). Yet, another very different way to
experiment on creative abilities is to use creative problem solving settings, such as
in the remote association task (Mednick, 1962). In these tasks, the participant is
asked to find one (and only one) answer to a problem, using his/her creativity. For
instance, in the Remote Association Test (RAT), the examinee is given 3 words and
has to find the word that relates to these 3 words: given the words “rat, blue,
cottage”, the expected answer will be cheese. This creative problem solving ap-
proach extends to more real settings, where either the task is composed of real
elements (for instance: “Design a device that allows people to pick up a book from a
shelf (e.g. in a library) that is out of their reach, for instance, above their head”)
(Cardoso and Badke-Schaub, 2011), or the participants are real employees given a
real problem related to their work environment (Robinson-Morral et al., 2013).
Third, beyond the sole individual level, many qualitative case studies have
focused on methods, tools and techniques deployed in teams, firms and organi-
zations to support different facets of creativity. Because methods and tools are
deeply contingent to the context of their application and are empirically based
rather than theoretically driven, case studies focusing on the specific creativity
practices are necessary to explore the complexity of the processes in place.
Thus, through case studies, researchers have explored the use of serious games
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(Agogue et al., 2015), software design (Arrighi et al., 2015), and manual modeling
(Schulz et al., 2015) of digital tools (Franklin et al., 2013 to cite a few very recent
published works in 2015).
Last, organizational level questionnaire-based studies aim at building, but this
time at a macro-level, correlational studies focusing on managerial factors — for
instance style of leadership (Gumusluoglu and Ilsev, 2009; Moss and Ritossa,
2007), motivation (Zhang and Bartol, 2010), or Leader-Member Exchange (LMX)
— on creative performance in a collective setting. These questionnaires differ
greatly of those administrated at the individual level, as they are indeed not based
on self-report but more on supervisor, employee and peer reporting.
Thus, studying creativity is not just complex due to the very different facets of
creativity, but also due to the proliferation of methodological stances that can be
chosen. To be fair, the fragmentation issue of the field is not just about the choice
of method, but also the discipline of academics as well as the field of expertise of
readers. Typically, innovation managers prefer certain conferences and journals
(e.g. Technology and Innovation Management, Research-Technology Manage-
ment), so do management scholars (e.g., Journal of Product and Innovation
Management, Creativity and Innovation Management, and International Journal of
Innovation Management), psychologists (e.g. Journal of Creative Behavior, Cre-
ativity Research Journal, Thinking Skills and Creativity, Psychology of Aesthetics,
Creativity, and the Arts), industrial designers (e.g. Design Science, Design Stud-
ies), and engineers (e.g. Research in Engineering Design, Journal in Engineering
Design, International Journal of Design Creativity and Innovation). These journals
reflect the disparity of the field but also the too-often single focus chosen by
researchers to conform to a specific discipline and to frame a contribution that fits
with the conversation in the journal and the expectations of the audience. What are
the implications of this fragmentation? Most importantly, it sheds light on the
current difficulties to do cross-disciplinary research as well as the difficulties to
have a coherent view of the field to estimate the significance of a research con-
tribution to the creativity body of knowledge. This is all the more crucial as the
interdisciplinary understanding of creativity is key for organizations. In companies
typically the (corporate) innovation management is a fertile ground where inter-
disciplinary discussions from different departments and functional areas take place
and grow. There the key task of the staff is to manage innovation across organi-
zational and functional boundaries, so all strategic and operative initiatives to
develop and diffuse new products take place (Brem and Voigt, 2009).
In sum, one of the objectives of our paper was to briefly discuss five relevant
themes in creativity research and their implications for innovation management.
As suggested earlier, the explosion of creativity research has generated a great deal
of theoretical and applied knowledge. The amount of knowledge generated is so
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vast that now we might have the challenge of assimilating, internalizing, and
integrating what we know thus far with the objective of determining what we need
to know next. Creativity is definitely an exciting area of research and this ex-
citement is widely shared by our creativity scholars, including all the authors for
this special issue.
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technology sector, has high levels of usefulness but low levels of novelty, then one
might hypothesize that this product would have short-term success because it might be
harder to obtain meaningful differentiation in the long run with low levels of novelty. If
we are able to test for this in future research, then we might feel more confident about
the need to measure each of the agreed dimensions of creativity because they lead to
relevant differences in important outcomes such as sales, growth, market share,
technology renewal, top of mind, and brand equity, among others.
Similarly, researchers would need to validate the predictive validity of their
measurement tools. Hence, one possible avenue for future research might involve
assessing if the different dimensions of creativity measured by the rating scales
lead to different outcomes. If we believe that it is important to differentiate novelty
from usefulness, then we should be able to predict that a product with high
novelty and usefulness might have more market success than a product with low
novelty and high usefulness or vice versa. This could represent the “golden” test
for the importance of having different dimensions matched with their respective
operationalization of the constructs. In this context, we also call for more creativity
in studying creativity itself, hence going beyond rating scales and questionnaires.
Research in the different domains could offer fresh stances on methodological
approaches, especially in the combination of ones that are already established in
certain disciplines. For instance, self-reports can be enhanced with supervisor,
employee or peer reporting, whereas experimental approaches would gain in re-
lying more on third-parties observation and the use of questionnaires. To do so, it
is possible that new types of data may provide opportunities to develop such novel
methodological approaches to creativity. Typically, the evolving domain of
crowdsourcing might be seen as a new playground for gathering and evaluating
creative ideas.
In terms of impacting creative performance, we acknowledge that theoretical
integration is required for crafting a more robust conceptualization of creativity
management by bridging three different levels of variables that may foster crea-
tivity: environmental factors (such as a creative climate), individual factors (such
as cognitive style or personality traits) and procedural factors (such as tools to
support creative ideation). Such integration may give a more actionable perspec-
tive for managers to implement creativity in organizations, by stressing the co-
herence and even synergy required between the type of work environment, the
type of management style and the type of methods in place. Hence, one possible
avenue for future research could be to address the elicitation in each field of
questions brought from the two other perspectives. For instance, what are the tools
and methods that can be deployed to actively build and spread a creative climate?
Finally, we are sure that creativity research will be an even more important field
in the future, especially in the context of innovation and its management.
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Acknowledgments
The editors of this special issue would like to thank the Editor-in-Chief, Joe Tidd,
for his support and the chance for having this special issue in the International
Journal of Innovation Management. Moreover, we would like to thank our 22
reviewers, who did a great job developing the papers further. Last but not least, we
would like to thank Karimah Samsudin and Rajni Nayanthara Gamage from World
Scientific Publishing.
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