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Lecture 9 Creativity and Innovation

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Title: Lecture 9 Creativity and Innovation


1
Lecture 9Creativity and Innovation
2
Learning Outcomes
  • Understand creativity and creative problem
    solving
  • Know how to make the most of diversity in
    creative teams
  • Focus on business enhancement for innovation

3
Learning Logs and Action Planning
  • Learning Logs
  • A learning log enables the user to note learning
    as they proceed through a set of lessons
  • As learning is noted it can also be matched to
    future intentions and actions
  • Action Planning
  • The action plan moves learning from the realm of
    theory to the realm of action
  • Actions have to be appropriate, timely,
    meaningful and related to performance

4
Problems and Opportunities
5
Types of Problems
6
Problem Examples
  • Sales of a formerly successful product have
    become sluggish (O)
  • A machine on the production line breaks down
    repeatedly
  • It is difficult to get new products to market (O)
  • Increasing expenses require cost-cutting measures
    (O)
  • A new food product has flunked consumer taste
    tests

7
Definition of Creativity
  • The creative thinking process is the forming of
    associative elements into new combinations which
    either meet specified requirements or are in some
    way useful. The more mutually remote the
    elements of the new combination, the more
    creative the process or solution
  • (Mednick, 1962)

8
The 4 Ps Model of Creativity (Rhodes, 1961)
9
Product Creative Ideas
Product
  • Useful
  • Workable it can be implemented (easily)
  • Relevant it solves the problem
  • Thorough all the implications have been thought
    through and planned
  • Novel
  • Unique within that context
  • Rarity may have been used in other different,
    unconnected contexts

10
Person
Person
  • Personality
  • Cognitive Abilities (Idea Generation)
  • Knowledge
  • Motivation (Intrinsic)
  • Creativity Style

11
Blocks to Creativity
Person
Perceptual
Intellectual
Emotional
Cultural
Environmental
12
Climate Press - Environment
Press
  • Formal systems and procedures
  • Organisational Climate
  • Group Climate
  • Physical Climate

13
Organisational Climate
Press
  • Freedom
  • Challenge
  • Resources
  • Supervisor
  • Co-workers
  • Recognition
  • Unity and co-operation
  • Creativity supports
  • Time Pressure
  • Evaluation
  • Status Quo
  • Political Problems
  • Amabile and Gryskiewicz, (1989)

14
Process Creative Problem Solving
Process
15
The importance of teams for creativity
  • Four stages of team development
  • Forming
  • Storming
  • Norming
  • Performing
  • Longevity and innovation

16
Composition
  • It would be naïve to presume that the best way
    to ensure that a group is innovative is simply to
    ensure that it is composed of highly creative
    individuals (West and Farr, 1990)
  • Diversity knowledge, experience, age, culture,
    skills, gender, thinking styles
  • Want Creative abrasion clash of ideas
  • Avoid Interpersonal abrasion clash of people

17
Cohesiveness
  • Benefits of cohesiveness increases psychological
    safety, greater group morale and satisfaction,
    better communication
  • Problems with cohesiveness groupthink
  • Solutions Devils advocate, rotate membership

18
Size
  • Size of 5-7 best
  • lt5 too little interaction
  • gt7 tendency to fragment
  • Relationship to stage of innovation process
  • Facilitation
  • Welcome dissent
  • Depersonalise conflict
  • Be alert to norms (e.g. dont rock the boat)
    which inhibit creativity

19
Ground Rules for Creative Thinking
  • Welcome every idea, no matter how wild it is
  • Hold back on criticising an idea
  • Remember that we always have some knowledge or
    experience that can help us solve a given problem
  • Dont be afraid to indulge in some childlike
    behaviour
  • Never forget that other people perceive problem
    situations in ways different from you
  • Always think of a mistake or failure as an
    opportunity to learn, not as a thing we did
    wrong

20
Creativity and Innovation
  • Taking the bright ideas and creating a new and
    different commercial future
  • A product or idea is creative to the extent that
    it is both a novel and appropriate response to an
    open-ended task
  • Innovation is the successful implementation of
    creative ideas about products or processes within
    an organisation (Amabile, 1988)

21
Creativity, Innovation and Change
  • Creativity is
  • An individual cognitive process
  • The ideation component of innovation
  • A subset of innovation
  • Innovation is
  • A social process, involving intentionality of
    benefit
  • Not necessarily creative innovation can also
    include the adaptation of existing products or
    those created outside the organisation
  • Change
  • A subset of change

22
Creativity/Innovation/Change
23
Types of Innovation
  • Product
  • Service
  • Process
  • Marketing
  • Management
  • Incremental/Radical

Technological
Communications
24
Innovation Process
25
Trigger
  • Increased competition
  • Demands and wishes from the shareholders,
    employers or customers
  • Introduction of new technology
  • It may be something more personal to the
    organisation
  • It may be something unique to the industry
  • It may be a combination of otherwise unrelated
    circumstances

26
Scanning
  • Outside the organisation
  • Technological Change
  • Shifts in social perceptions
  • Demands of the value chain
  • Inside the organisation
  • Ideas and suggestions
  • The act of solving problems

27
Strategy Building
  • Influencing, persuading and communicating inside
    and outside the organisation
  • Establishing an informal or formal process (such
    as innovation group)
  • Establishing criteria for idea selection and
    adoption
  • Selecting the idea which best matches the
    criteria
  • Carrying out a feasibility study and adopting or
    rejecting the idea
  • Planning the next stages
  • Coping with shifting priorities

28
Resource Allocation
  • Creating something new through RD activity
    in-house or using external resources
  • Adapting something that already exists in-house
    or externally
  • Acquiring something from elsewhere (e.g. finding,
    selecting and transferring technology in from
    outside the organisation

29
Implementation
  • Managing the change
  • Technological push
  • Market pull
  • Running a pilot prototyping
  • Confirming or reversing the implementation
    decision
  • what are the potential costs and benefits of
    continuing with the project
  • Sometimes the business cannot sustain the
    innovation

30
Organisational Learning
  • Needs to be a continuous process
  • Must be communicated forward and backward across
    all stages of the innovation process and then
    across functional boundaries
  • The outcome is new ideas that are fed into the
    innovation process and may result in re-innovation

31
  • Techniques for creativity and innovation

32
Innovation Game Stage 1
  • Select an object
  • Brainstorm ideas for a new product using the
    object as a stimulus
  • The new product may be an adaptation of the
    object, a new use for the object, or a radically
    different product
  • Select one of the ideas using the criteria of
    originality and workability
  • Write the idea for the product, together with a
    short description on a card

33
Innovation Game Stage 2
34
Shield
Complete your own coat of arms in your own words
or pictures
35
Spider Diagram
As start of planning
Helps dump ideas
Spiders
Group
Personal
36
How to produce a Spider
  • Turn the page lengthways (you will then use more
    of the page)
  • Start writing in the centre of the page, with the
    topic in the body of the spider
  • Put descriptions of 6-8 key themes- one for each
    leg of the spider
  • Build out sub-themes (fingers and toes)
  • Look for links and connections between themes
  • Enhance by using different colours for different
    kinds of themes

37
Assumption Reversals
  • List all the major assumptions about the problem.
    Include even the obvious assumptions that may
    be taken for granted.
  • Reverse each assumption in any way possible
    (there is no such thing as a correct reversal
  • Using the reversals as stimuli, generate ideas to
    solve the problem

38
Picture Stimulation
  • Select five to ten pictures that are unrelated to
    the problem
  • Select one of the pictures and describe it in
    detail
  • Use each description as a stimulus to generate
    ideas to solve the problem
  • Write down all ideas generated
  • If more ideas are required, select another
    picture and repeats steps 3 and 4
  • Repeat step 5 until enough ideas have been
    generated or all the pictures have been used
  • (similar process can be used with an object)

39
Rules for Brainstorming
  • Criticism is ruled out. Adverse judgement of
    ideas must be withheld
  • Freewheeling is welcome. The wilder the idea the
    better. Do not be afraid to say anything that
    comes to mind. This will stimulate more and
    better ideas
  • Quantity is wanted. The greater the number of
    ideas, the greater the likelihood of producing
    new ideas. Come up with as many as you can
  • Combination and improvement are sought. You can
    use ideas previously suggested to build upon or
    join together into still better ideas

40
Brainwriting
  • Write the problem statement on a whiteboard or
    flipchart
  • Sit around a table. Place blank pieces of A4
    paper in the centre (2 per person) to form a
    pool.
  • Each person takes a blank sheet from the pool and
    writes ideas related to the problem. When 3
    ideas have been written put the paper back in the
    pool
  • Take another piece of paper from the pool. Add
    another idea and put it back in the pool
  • Repeat until facilitator calls a halt
  • Each take a piece of paper and take turns to read
    out the ideas, record them on a flipchart.

41
Plus, Minus, Interesting (PMI)
  • Develop a well-formed question to be used in the
    PMI. It should be specific enough to define it,
    but broad enough to generate lots of discussion
  • List the Plus (or good) points
  • List the Minus (or bad) points
  • List the Interesting points

42
Heuristic Ideation Techniques
  • The problem owner specifies 2 areas of particular
    interest
  • Add characteristics under each heading (at least
    10)
  • Select 6 under each heading by voting (3 votes
    each)
  • Assign a number to each of the 6
  • Choose pairs by throwing dice
  • Develop a brief statement for each combination
  • Transform the best combinations into more
    workable ideas

43
Objection Tennis
  • Break the group into two halves
  • One half of the group will come up with
    objections to the proposed solution
  • The other half will come up with ideas to
    overcome the objections
  • The first group can then object to the ideas and
    so on, batting backwards and forwards

44
Closing Down techniques (Rickards, 1990)
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