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Practice 3: Amplify Creative Associations of Knowledge Fragments

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Unleashing the Crowd

Abstract

Innovative ideas were more likely to be preceded by creative associations, than any other type of knowledge. Creative associations are personal experiences a participant might have had with a similar problem in a different context, or conflicting objectives a participant believes must be solved by any proposed solution. Creative associations have a twofold inspirational value. First, they inspire others to post their own creative associations, thus amplifying the number of creative associations available for anyone reading the posts. Second, they inspire the creation of innovative ideas by helping participants make connections in their own minds that spur creative discovery. This effect only works when the creative associations are present in the most recent five posts prior to the innovative idea; posts further back are ignored.

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Notes

  1. 1.

    Poetz, M. K., Schreier, M., (2012). The value of crowdsourcing: can users really compete with professionals in generating new product ideas? J. Prod. Innov. Manage. 29 (2), 245–256; Jeppesen, L., & Lakhani, K. (2010). Marginality and problem-solving effectiveness in broadcast search. Organization Science, 21(5), 1016–1033; Nishikawa, H., Schreier, M., Ogawa, S., (2013). User-generated versus designer-generated products: a performance assessment at Muji. Int. J. Res. Mark. 30 (2), 160–167.

  2. 2.

    Amabile, T. M., & Pratt, M. G. (2016). The dynamic componential model of creativity and innovation in organizations: Making progress, making meaning. Research in Org Behavior 36, 157–183.

  3. 3.

    Anderson, N., Nik, K. P & Zhou, J. (2014). Innovation and creativity in organizations: A state-of-the science review, prospective commentary and guiding framework. Journal of Management 40(5) 1297–1333; Amabile, T. M., & Pratt, M.G. (2016). The dynamic componential model of creativity and innovation in organizations: Making progress, making meaning. Research in Org Behavior 36, 157–183.

  4. 4.

    Van Bueren, E. M., Klijn, E. H., & Koppenjan, J. F. (2003). Dealing with wicked problems in networks: Analyzing an environmental debate from a network perspective. Journal of public administration research and theory, 13(2), 193–212.

  5. 5.

    Buchanan, R. (1992). “Wicked problems in design thinking”. Design Issues, 8(2), 5–21; Rittel, H., & Webber, M. (1973). “Dilemmas in a general theory of planning”. Policy Sciences, 4, 155–169.

  6. 6.

    Nijstad, B., Stroebe, W., Lodewijkx, H. (2002) Cognitive stimulation and interference in groups: Exposure effects in an idea generation task. J. Experiment. Soc. Psych. 38(6):535–544; Smith, S. (2003) The constraining effects of initial ideas. Paulus, P., Nijstad, B., eds. Group Creativity: Innovation Through Collaboration (Oxford University Press, Oxford, UK), 15–31.

  7. 7.

    Amabile, T. M., & Pratt, M. G. (2016). The dynamic componential model of creativity and innovation in organizations: Making progress, making meaning. Research in Org Behavior 36, 157–183; Anderson, N., Potočnik, K., & Zhou, J. (2014). Innovation and creativity in organizations: A state-of-the science review, prospective commentary, and guiding framework. Journal of Management, 40(5), 1297–1333.

  8. 8.

    Baer, M., Dirks, K. T., & Nickerson, J. A. (2013). Microfoundations of strategic problem formulation. Strategic Management Journal, 34(2), 197–214; Nickerson, J. A., Wuebker, R., & Zenger, T. (2017). Problems, theories, and governing the crowd. Strategic Organization, 15(2): 275–288.

  9. 9.

    Batie, S. (2008). Wicked problems and applied economics. American Journal of Agricultural Economics, 90(5), 1176–1191.

  10. 10.

    Brabham, D.C., (2013). Crowdsourcing. MIT Press, Cambridge, MA.

  11. 11.

    Dong, Y., Bartol, K. M., Zhang, Z. X., & Li, C. (2017). Enhancing employee creativity via individual skill development and team knowledge sharing: Influences of dual-focused transformational leadership. Journal of Organizational Behavior, 38(3), 439–458; Huang, X., Hsieh, J. J., & He, W. (2014). Expertise dissimilarity and creativity: The contingent roles of tacit and explicit knowledge sharing. Journal of Applied Psychology, 99(5), 816.

  12. 12.

    Avital, M., & Te’Eni, D. (2009). From generative fit to generative capacity: exploring an emerging dimension of information systems design and task performance. Information systems journal, 19(4), 345–367; Martinez, M. G. (2015). Solver engagement in knowledge sharing in crowdsourcing communities: Exploring the link to creativity. Research Policy, 44(8), 1419–1430.

  13. 13.

    Cronin, M. A., & Weingart, L. R. (2007). Representational gaps, information processing, and conflict in functionally diverse teams. Academy of Management Review, 32(3), 761–773.

  14. 14.

    Althuizen, N., & Reichel, A. (2016). The effects of IT-enabled cognitive stimulation tools on creative problem solving: A dual pathway to creativity. Journal of Management Information Systems, 33(1), 11–44; Finke, R. A., Ward, T. B., Smith, S. M. (1996) Creative Cognition: Theory, Research, and Applications. Cambridge: MIT Press; Nijstad, B. A., De Dreu, C. K., Rietzschel, E. F., & Baas, M. (2010). The dual pathway to creativity model: Creative ideation as a function of flexibility and persistence. European Review of Social Psychology, 21(1), 34–77.

  15. 15.

    Althuizen, N., & Reichel, A. (2016). The effects of IT-enabled cognitive stimulation tools on creative problem solving: A dual pathway to creativity. Journal of Management Information Systems, 33(1), 11–44.

  16. 16.

    Finke, R. A., Ward, T. B., Smith, S. M. (1996) Creative Cognition: Theory, Research, and Applications. Cambridge: MIT Press.

  17. 17.

    Majchrzak, A., More, P. H. B., Faraj, S. (2012) Transcending knowledge differences in cross-functional teams. Organization Science, 23: 951–970.

  18. 18.

    Dorst, K. (2006). Design problems and design paradoxes. Design issues, 22(3), 4–17.

  19. 19.

    Jay, J. (2013). Navigating paradox as a mechanism of change and innovation in hybrid organizations. Academy of management journal, 56(1), 137–159.

  20. 20.

    Miron-Spektor, Ella, Francesca Gino, and Linda Argote. “Paradoxical frames and creative sparks: Enhancing individual creativity through conflict and integration.” Organizational Behavior and Human Decision Processes 116, no. 2 (2011): 229–240.

  21. 21.

    Gong, Y., Kim, T. Y., Lee, D. R., & Zhu, J. (2013). A multilevel model of team goal orientation, information exchange, and creativity. Academy of Management Journal, 56(3), 827–851; Harvey, S. (2014). Creative synthesis: Exploring the process of extraordinary group creativity. Academy of Management Review, 39(3), 324–343; Leonard-Barton, D. A. Wellsprings of Knowledge: Building and Sustaining the Sources of Innovation. Boston: Harvard Business School Press, 1995; Miron-Spektor, Ella, Francesca Gino, and Linda Argote. “Paradoxical frames and creative sparks: Enhancing individual creativity through conflict and integration.” Organizational Behavior and Human Decision Processes 116, no. 2 (2011): 229–240.

  22. 22.

    Poole, M. S., & Van de Ven, A. H. (1989). Using paradox to build management and organization theories. Academy of management review, 14(4), 562–578.

  23. 23.

    Smith, W. K., & Lewis, M. W. (2011). Toward a theory of paradox: A dynamic equilibrium model of organizing. Academy of management Review, 36(2), 381–403.

  24. 24.

    Smith, W. K., & Tushman, M. L. (2005). Managing strategic contradictions: A top management model for managing innovation streams. Organization science, 16(5), 522–536.

  25. 25.

    Gentner, D., Brem, S., Ferguson, R. W., Markman, A. B., Levidow, B. B., Wolff, P., & Forbus, K. D. (1997). Analogical reasoning and conceptual change: A case study of Johannes Kepler. The journal of the learning sciences, 6(1), 3–40.

  26. 26.

    Biscaro, C. & Comacchio, A. (2018). Knowledge creation across worldviews: how metaphors impact and orient group creativity. Organization Science, 29(1): 58–79.

  27. 27.

    Nonaka, I. (1994). A dynamic theory of organizational knowledge creation. Organization science, 5(1), 14–37.

  28. 28.

    Burleson, W. (2005). Developing creativity, motivation, and self-actualization with learning systems. International Journal of Human-Computer Studies, 63(4–5), 436–451.

  29. 29.

    Goldschmidt, G. (2001). Visual analogy—A strategy for design reasoning and learning. In C. Eastman, W. Newsletter, & M. McCracken (Eds.), Design knowing and learning: Cognition in design education (pp. 199–219). New York: Elsevier.

  30. 30.

    Tseng, I., Moss, J., Cagan, J., & Kotovsky, K. (2008). The role of timing and analogical similarity in the stimulation of idea generation in design. Design Studies, 29, 203–221.

  31. 31.

    Holyoak, K. J., Gentner, D., & Kokinov, B. N. (2001). Introduction: The place of analogy in cognition. The analogical mind: Perspectives from cognitive science, 1–19.

  32. 32.

    Lixiu Yu, Aniket Kittur, and Robert E. Kraut. (2014). Searching for Analogical Ideas with Crowds. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI ’14), 1225–1234.

  33. 33.

    Symonds, M. R., & Moussalli, A. (2011). A brief guide to model selection, multimodel inference and model averaging in behavioural ecology using Akaike’s information criterion. Behavioral Ecology and Sociobiology, 65(1):13–21.

  34. 34.

    Osborn, A. F. (1963). Applied imagination: Principles and procedures of creative thinking (2nd ed.). New York, NY: Charles Scribner’s Sons.

    For a review of the literature see Paulus, P. B. & V. R. Brown. 2003. Enhancing ideational creativity in groups: Lessons from Research on brainstorming. In P. B. Paulus & B. A. Nijstad (Ed.) Group Creativity: Innovation Through Collaboration.

  35. 35.

    Gong, Y., Kim, T. Y., Lee, D. R., & Zhu, J. (2013). A multilevel model of team goal orientation, information exchange, and creativity. Academy of Management Journal, 56(3): 827–851; Giaccardi, E., & Fischer, G. (2008). Creativity and evolution: a metadesign perspective. Digital Creativity, 19(1), 19–32; Paulus, P. (2000). Groups, teams, and creativity: The creative potential of idea-generating groups. Applied Psychology, 49(2), 237–262.

  36. 36.

    Nijstad, B. A., & Stroebe, W. (2006). How the group affects the mind: A cognitive model of idea generation in groups. Personality and Social Psychology Review, 10(3), 145.

  37. 37.

    Rietzschel, E. F., De Dreu, C. K., & Nijstad, B. A. (2007). Personal need for structure and creative performance: The moderating influence of fear of invalidity. Personality and Social Psychology Bulletin, 33(6), 855–866.

  38. 38.

    Kohn, N. W., & Smith, S. M. (2011). Collaborative fixation: Effects of others’ ideas on brainstorming. Applied Cognitive Psychology, 25(3), 359–371.

  39. 39.

    Smith, S. M. (2003). The constraining effects of initial ideas. Group creativity: Innovation through collaboration, 15–31.

  40. 40.

    Perttula, M., & Sipilä, P. (2007). The idea exposure paradigm in design idea generation. Journal of Engineering Design, 18(1), 93–102.

  41. 41.

    Dennis, A., M. Williams. (2003). Electronic brainstorming. P. Paulus, B. A. Nijstad, eds. Group Creativity: Innovation Through Collaboration 160–178; Smith, S. M. (2003). The constraining effects of initial ideas. Group creativity: Innovation through collaboration, 15–31.

  42. 42.

    Lubart, T. (2001). Models of the creative process: Past, present and future. Creativity Research Journal, 13:3–4, 295–308.

  43. 43.

    Harvey, S. (2014). Creative synthesis: Exploring the process of extraordinary group creativity. Academy of Management Review, 39(3), 324–343; Hender, J. M., D. L. Dean, T. L. Rodgers, J. F. Nunamaker. 2002 An examination of the impact of stimuli type and GSS structure on creativity: Brainstorming versus non-brainstorming techniques in a GSS environment. J of Management Information Systems 18(4) 59–86.

  44. 44.

    Edmondson, A. (1999). Psychological safety and learning behavior in work teams. Administrative science quarterly, 44(2), 350–383.

  45. 45.

    Similar to design for manufacturability or design for sustainability in engineering.

  46. 46.

    Similar to R&D efforts which “ride multiple horses simultaneously”; there is no reason to downselect early or even later.

  47. 47.

    Senge, P. M. (2006). The fifth discipline: The art and practice of the learning organization. Broadway Business.

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  • Nijstad, B. A., De Dreu, C. K., Rietzschel, E. F., & Baas, M. (2010). The Dual Pathway to Creativity Model: Creative Ideation as a Function of Flexibility and Persistence. European Review of Social Psychology, 21(1), 34–77.

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    Article  Google Scholar 

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    Article  Google Scholar 

  • Van Bueren, E. M., Klijn, E. H., & Koppenjan, J. F. (2003). Dealing with Wicked Problems in Networks: Analyzing an Environmental Debate from a Network Perspective. Journal of Public Administration Research and Theory, 13(2), 193–212.

    Article  Google Scholar 

  • Yu, L., Kittur, A., & Kraut, R. E. (2014). Searching for Analogical Ideas with Crowds. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI ’14) (pp. 1225–1234).

    Google Scholar 

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Majchrzak, A., Malhotra, A. (2020). Practice 3: Amplify Creative Associations of Knowledge Fragments. In: Unleashing the Crowd. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-030-25557-2_5

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