41,232 research outputs found
A Theoretical Framework of Creativity Software, Idea Creativity, and Group Satisfaction
Idea generation software can be useful in electronic brainstorming and creativity tasks. Based on the theory of task/technology fit, we discuss two software features: graphic/outline mode and communication support, and propose that these features can improve groupâs creative performance in an electronic brainstorming task. We assess groupâs creative performance by idea creativity, which in turn can affect group membersâ satisfaction with the outcome of the electronic brainstorming session, and satisfaction with the electronic brainstorming process. We develop a theoretical framework to explain these relationships and state propositions associated with the research model. Practitioners can use the model to improve an electronic brainstorming session and researchers can extend our framework by exploring in depth the software interactive mode and communication support of idea generation software, and the interaction of both features
Failures of Reward Driven Behavior in Industry: A Case of Systems, Management and Creativity
Creativity is a much needed quality in todayâs business and therefore an important research area. Whilst implementing and evaluating computer support for electronic brainstorming, it was noticed that the sheer presence of technology does neither guarantee usage nor success. Factors such as organisational culture and attitudes seem to have an equally important role, and this observation called for a more focused analysis of the motivational aspects of creativity management. Based on the empirical data from the electronic brainstorming system evaluation and literature on the social psychology of creativity, five pieces of managerial advice to promote corporate creativity are presented: reconsider extrinsic rewards; recognise creative initiatives; encourage entrepreneurship; allow redundancy, and; support interest-driven activities
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GDSS and idea generation: A theoretical examination of technology supported group creativity
While the importance of creativity and innovation in organizations continues to grow, many organizations rely on questionable mechanisms such as group brainstorming and other such techniques to facilitate creativity. Group decision support systems (GDSS) promise to provide an effective means of enhancing group creativity. However, much of the research on GDSS focuses on group processes. This paper takes the position that the individual is the primary determinant of group creativity and develops a model of the individual process of idea generation. This model is applied to GDSS to examine the implications of this perspective on group creativity output
Designing OLMs for reflection about group brainstorming at interactive tabletops
Brainstorming is a valuable and widely-used group technique to enhance creativity. Interactive tabletops have the potential to support brainstorming and, by exploiting learners' trace data, they can provide Open Learner Models (OLMs) to support reflection on a brainstorming session. We describe our design of such OLMs to enable an individual to answer core questions: C1) how much did I contribute? C2) at what times was the group or an individual stuck? and C3) where did group members seem to 'spark' off each other? We conducted 24 brainstorming sessions and analysed them to create core brainstorming models underlying the OLMs. We evaluated the OLMs in a think-aloud study designed to see whether learners could interpret the OLMs to answer the core questions. Results indicate the OLMs were effective and that it is valuable, that learners benefit from guidance in their reflection and from drawing on an example of an excellent group's OLM. Our contributions are: i) the first OLMs supporting reflection on brainstorming; ii) models of brainstorming that underlie the OLMs; and iii) a user study demonstrating that learners can use the OLMs to answer the core reflection questions
Hybrid robust deep and shallow semantic processing for creativity support in document production
The research performed in the DeepThought project (http://www.project-deepthought.net) aims at demonstrating the potential of deep linguistic processing if added to existing shallow methods that ensure robustness. Classical information retrieval is extended by high precision concept indexing and relation detection. We use this approach to demonstrate the feasibility of three ambitious applications, one of which is a tool for creativity support in document production and collective brainstorming. This application is described in detail in this paper. Common to all three applications, and the basis for their development is a platform for integrated linguistic processing. This platform is based on a generic software architecture that combines multiple NLP components and on robust minimal recursive semantics (RMRS) as a uniform representation language
The DeepThought Core Architecture Framework
The research performed in the DeepThought project aims at demonstrating the potential of deep linguistic processing if combined with shallow methods for robustness. Classical information retrieval is extended by high precision concept indexing and relation detection. On the basis of this approach, the feasibility of three ambitious applications will be demonstrated, namely: precise information extraction for business intelligence; email response management for customer relationship management; creativity support for document production and collective brainstorming. Common to these applications, and the basis for their development is the XML-based, RMRS-enabled core architecture framework that will be described in detail in this paper. The framework is not limited to the applications envisaged in the DeepThought project, but can also be employed e.g. to generate and make use of XML standoff annotation of documents and linguistic corpora, and in general for a wide range of NLP-based applications and research purposes
Inspiring Creative Solutions: An Experimental Investigation of Three Ideation Methods in Generating Creative Product
This study examines strategic, collaborative decision making with the goal of producing more creative solutions. Our experimental approach compares the results of three methods of ideation: manual free brainstorming, manual carousel brainstorming, and electronic carousel brainstorming (as implemented by a group support system). Our finding is that manual and electronic carousel brainstorming yield more creative solutions than does free brainstorming. However, there is little difference between the former methods. Both the manual and electronic forms of carousel brainstorming are equally effective at yielding creative solutions. Strategic, collaborative decision making, when well implemented, results in full consideration of the operational environment and selection of a solution. Yet the process is cumbersome. It is time-consuming. When it fails, it can produce solutions that are suboptimal. For these reasons, a vigilant decision making process is often abridged or neglected entirely. One of the primary causes of that failure is due to cognitive inertia, a tendency to focus on a single solution to the neglect of others (Lamm & Trommsdorff, 1973, p. 364). The reasons for cognitive inertia are explained by the cognitive network model of creativity (Santanen, Briggs & de Vreede, 2000, p. 2). Cognitive inertia is due to a tendency of the mind to resonate around a local cognitive space. Better decision making could be achieved if stimuli were introduced that forced the mind to more remote cognitive spaces. This is accomplished by use of carousel brainstorming. The outcome is more creative solutions
Demographic Faultlines and Creativity In Diverse Groups
Despite the oft made argument that demographic diversity should enhance creativity, little is known about this relationship. We propose that group diversity, measured in terms of demographic faultlines, affects creativity through its effects on group membersâ felt psychological safety to express their diverse ideas and the quality of information sharing that takes place across subgroup boundaries. Further, we propose that the relationship between faultlines and creativity will be moderated by task interdependence and equality of subgroup sizes. Finally, we provide suggestions for how organizations can establish norms for self-verification and use accountability techniques to enhance creativity in diverse groups
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