39 research outputs found

    The Impact of User Interface Design on Idea Integration in Electronic Brainstorming: An Attention-Based View

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    This paper introduces an attention-based view of idea integration that underscores the importance of IS user interface design. The assumption is that presenting ideas via user interface plays a key role in enabling and motivating idea integration in electronic brainstorming (EBS), and thus advances productivity. Building upon Cognitive Network Model of Creativity and ability-motivation framework, our attention-based theory focuses on two major attributes of user interface: visibility and prioritization. While visibility enables idea integration via directing attention to a limited set of ideas, prioritization enhances the motivation for idea integration by providing individuals with a relevant and legitimate proxy for value of the shared ideas. The theory developed in this paper is distinct from previous research on EBS in at least two ways: (1) this theory exclusively focuses on idea integration as the desired outcome and studies it in the context of IS user interface; and (2) rather than debating whether or not EBS universally outperforms verbal brainstorming, the proposed theory revisits the links between user interface and idea integration as an attention-intensive process that contributes to EBS productivity. Idea integration by individuals within a group is an essential process for organizational creativity and thus for establishing knowledge-based capabilities. Lack of such integration significantly reduces the value of idea sharing, which has been a predominant focus of the EBS literature in the past. The current theory posits that the ability of electronic brain-storming to outperform nominal or verbal brainstorming depends on its ability to leverage information system (IS) artifact capabilities for enhancing idea integration to create a key pattern of productivity. The developed theory provides a foundation for new approaches to EBS research and design, which use visibility and prioritization, and also identify new user interface features for fostering idea integration. By emphasizing idea integration, designers and managers are provided with practical, cognition-based criteria for choosing interface features, which can improve EBS productivity. This theory also has implications for both the practice and research of knowledge management, especially for the attention-based view of the organization.

    When Process Is Getting in the Way of Creativity and Innovation

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    The More the Merrier? The Effects of Community Feedback on Idea Quality in Innovation Contests

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    Innovation contests represent a novel and popular approach for organizations to leverage the creativity of the crowd for organizational innovations. In this approach, ideators present their initial ideas to a global community of potential users, and solicit their feedback for idea improvement or refinement. However, it is not clear which types of feedback lead to the development of better ideas and which contingent factors moderate these relationships. In this study, we examine the role of community feedback on idea development in online innovation contests, by using feedback intervention theory to develop a set of hypotheses relating community feedback and idea quality, and then testing those hypotheses using data from ZEISS VR ONE innovation contest. Our analysis suggest that task information feedback does lead to improvement in idea quality, while task learning and task motivation feedback does not, and the number of users providing feedback moderate the relationship between feedback and idea quality. Implications of our findings for theory and practice are discussed

    Creativity and Information Systems in a Hypercompetitive Environment: A Literature Review

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    In today’s hypercompetitive environment in which markets change rapidly and competitive advantages are difficult to sustain, companies are forced to innovate and identify new business opportunities. However, innovation requires ingenuity and creativity. Product and service development depends on the creativity of employees, but harvesting and bringing novel ideas to fruition is often a chaotic process, which underscores the importance of creativity management within organizations. In this article, we review the literature on creativity in an effort to summarize state-of-the-art knowledge on how to stimulate creativity and spur innovation in modern organizations. For that purpose, we use Rhodes’ 4-Ps model (1961) distinguishing between creative environments (called press), people, products, and processes. Through a review of 110 journals on the AIS journal list, this article offers insights―based on eighty-eight articles―into how creativity can be stimulated and supported by attending to each of these components. The literature teaches us how to utilize, evaluate, and strategize about creativity in organizational settings. Managers are advised to advance creativity and ideation processes, for example by building virtual environments that strengthen collaboration and creativity across organizational boundaries. Researchers are encouraged to investigate the relationship between strategy and information systems (IS) usage in fostering creativity

    The Effect of Monetary Reward on Creativity: The Role of Motivational Orientation

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    The prolonged debate on the effect of monetary reward on creative performance is still ongoing. Research has shown monetary rewards to have both positive and negative effects on creative performance. We contend that a person’s motivational orientation moderates the effect of monetary rewards on creative performance. An experiment was conducted showing that creative performance can be influenced through two distinct causal pathways. The pathways appear different for people driven predominately by extrinsic motivation and those driven predominately by intrinsic motivation. The exact role of how motivational orientation affects the relationships between monetary reward and creative performance needs further investigation. However, this study generates some insights and suggests directions for future research

    AI Plus Other Technologies? The Impact of ChatGPT and Creativity Support Systems on Individual Creativity

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    The emergence of generative artificial intelligence (AI) has triggered a massive technological surge. Software and systems increasingly incorporate generative AI as a fundamental component of their applications. Unfortunately, there is a lack of awareness of the interaction between generative AI and other tools and their consequences and causes. In this research, we explored the impact of the concurrent use of generative AI and creativity support systems (CSS) on users’ creativity. In addition, by categorizing the stimuli provided by the CSS into high and low relatedness, we further investigated the effects of using generative AI with various CSS. By focusing on the interaction effect between generative AI and CSS, this research not only sheds light on the broader implications of generative AI but also serves as a guiding framework for the evolution of future CSS and furthering the enhancement of individual creativity

    PROCESS SUPPORT FOR THE OPTION GENERATION PHASE IN WIN-WIN NEGOTIATIONS: COMPARISON OF THREE COMMUNICATION MODES

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    Analytically oriented Negotiation Support Systems have been studied and developed for decades, but they have not become widely adopted by negotiation practitioners. Along with the phenomenal growth of e-commerce, a need has arisen for information systems that support the parties’ “soft” negotiation processes and communications in addition to the “hard” quest for a mathematically optimal solution. In this study, we report an experiment about applying three different communication modes in integrative win-win negotiations following the principled negotiation tactics. We focus on integrative negotiation’s dialoguing phase where the parties share information, brainstorm options together, and establish an appropriate atmosphere. We compare computer-supported same-time same-place negotiations aided by group support systems (GSS) - either anonymously or non-anonymously - with the control treatment group that uses verbal communication backed up with flipcharts and Post-it notes. Due to the recent social media revolution, the role of anonymity might have changed from the GSS research results obtained decades ago. Our goal is to find out possible differences in the negotiation outcomes: meeting satisfaction and productivity. We discovered that all three modes worked well when used together with a carefully structured and facilitated process, although the number of unique ideas generated was significantly higher in the computer-supported groups

    Let’s Take This One Step at a Time: The Effect of Presenting the Brainstorming Rules in Stages on Brainstorming Effectiveness

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    The purpose of this research is to further our understanding of the way groups work together to generate ideas while using a procedure called brainstorming. Brainstorming requires groups to follow four procedural rules while generating their ideas (Osborn 1957). However, two of theses rules seem to call for contradictory processes. One of these rules states that “free-wheeling is welcomed; the wilder the idea the better,” while another rule says to “combine and build on the ideas already generated.” The contradiction is apparent when a person notices that one rule requests a group to generate ideas that are different from previously generated ideas and the other rule requests a group to generate ideas that are similar to previously generated ideas.The implication of this contradiction was examined by presenting the rules to groups in two different ways. In the first condition, groups received all four rules at once, which is the standard way they are usually presented. In the second condition groups received all four rules again but they received the “free-wheeling” instruction first and, after generating ideas for a set amount of time, the groups then received the final “build-on” instruction. It was found that when groups were given the two contradictory rules separately and sequentially, they generated significantly more feasible ideas, though not more original. These results suggest that this presentation of the rules could be used with real-world groups to help improve their ability to generate more viable and useful ideas

    A Seven-Layer Model of Collaboration: Separation of Concerns for Designers of Collaboration Systems

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    Designers of collaboration systems address many interrelated issues in a social-technical context. The volume, complexity, and variety of issues can invoke cognitive overload, causing deficiencies in system designs. We use inductive logic to derive seven key areas of concern for designers of collaboration support systems. We use deductive logic to argue that these areas address collaboration at differing levels of abstraction, and so may be organized into a seven-layer model, affording separation of concerns at design time. The layers are: Goals, Products, Activities, Patterns, Techniques, Tools, and Scripts. Design changes at one layer may not necessitate changes to layers above it, but may require changes to layers below it. At each layer and between each layer there are different issues and outcomes that may be addressed with different concepts, techniques and tools. This separation of concerns may reduce cognitive load for designers and may help to improve completeness and consistency of their designs, yielding higher productivity for collaborating groups

    An Experimental Methodology to Evaluate Concept Generation Procedures Based on Quantitative Lifecycle Performance

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    This study presents an experimental methodology to measure how concept generation procedures can affect the anticipated lifecycle performance of engineering systems design concepts. The methodology is based on objective and quantitative measurements of anticipated lifecycle performance of the design concepts. It merges cognitive and computer-aided techniques from the fields of collaboration engineering, creativity, and engineering design. It complements the body of existing techniques relying on subjective expert assessments, and other objective metrics not explicitly measuring anticipated lifecycle performance (e.g. development time and cost). Application of the methodology is demonstrated through evaluation of design procedures generating flexibility in engineering systems design. Experiments had ninety participants generate creative design alternatives to a simplified real estate development design problem. Thirty-two teams of two to three participants performed the collaborative design exercise. An online Group-Support System interface enabled efficient data collection and analysis. A computationally efficient mid-fidelity model was used to evaluate flexible design concepts quantitatively based on real options analysis techniques.Massachusetts Institute of Technology. Center for Real EstateNatural Sciences and Engineering Research Council of CanadaMassachusetts Institute of Technology. Engineering Systems DivisionSingapore University of Technology and Design. International Design Cente
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