Appendix A: Creativity and Idea Generation: Jack R. Meredith and Samuel J. Mantel, JR
Appendix A: Creativity and Idea Generation: Jack R. Meredith and Samuel J. Mantel, JR
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threatens senior managers. The reaction "if we didn't think of it, it can't be a good idea" is so prevalent that it has been immortalized as "the NIH syndrome" (not invented here). The cause of NIH is rarely arrogance, though it usually sounds like arrogance; rather, it is fear. It is hard to admit that an outsider (or young person) can make a creative contribution to "our business." That forces us to admit that we may not know everything about our work. Many people cannot face such a threat to self-esteem. Another kind of fear reinforces this barrier to creativity. Innovation is risky. Modern managers are taught to be risk avoiders. The brilliant article by Hayes and Abernathy, "Managing Our Way to Economic Decline" [19], makes this point. Risk avoidance is so strong that many firms refuse to undertake risky projects regardless of the magnitude of the potential payoffs; and higher risk is usually associated with higher payoffs, as illustrated in Figure 1.
Risk avoidance-and hence avoidance of creativity-is also manifested in another way, fear of the future. Many firms insist on very short payback periods, not being willing to fund investments with payback periods of more than two or two-and-a-half years. Some managers attempt to justify such short time horizons by citing the high cost of capital. Such explanations make little sense. A two-year payback period implies a cost of capital of almost 50 percent. Interest rates have been high in past years, but not that high. A more likely explanation of this bias toward the short run is the fact that executives see little personal advantage in long-run projects. Their bonuses and merit rewards are usually tied to current P & L (profit and loss) statements. When rewards are tied to the present, it is not rational to reduce present profits by investing in an uncertain future. In the face of all this emphasis on short time horizons, not many managers are willing to face up to the obvious implications of short-run policies. Few major industrial projects aimed at increasing productivity, for example, pay back in two or three years. Many require more than five years. It will take about ten years to construct a new integrated steel mill or copper refinery and bring it "on line," assuming no environmental or legal difficulties. Given a 15 percent interest rate, each dollar of revenue received 10 years from now has a present value of about 25 cents. If the cost of capital is 20 percent, the present value of that future dollar (10 years away) is only 16 cents. And it costs hundreds of millions of dollars, spent now and in the near future, to construct a steel mill or copper refinery. Yet the implications of not investing are also very clear. The dilemma needs attention. Several industries have recently lost markets because their plants and equipment are outdated. Over the past three decades, the integrated steel industry, for example, lost a considerable share of its market to foreign mills. The steel industry, however, exercised creativity and began the process of restructuring itself. The large, integrated mills are, for the most part, in economic trouble, but the newer, specialized minimills are thriving. One response to these pressures and fears is often to purchase the fruits of creativity rather than develop them in-house. Patents can be licensed, and innovative firms can be purchased. Such actions appear to increase the cost of creative ideas, but they also reduce the risk. The firm knows, in general, what it is getting and at what price. Two other barriers to creativity are common and should be mentioned. Some firms unknowingly institute a climate that mitigates against creativity by firing or transferring people who have failed in a creative 2
activity or project. If failure in risky projects is punished, sensible people will avoid risky projects. Second, some firms inadvertently misuse their best creative talent by promoting them into administrative positions. Scientists often accept these moves because of the higher salary and prestige usually associated with the "promotion." Many firms have recently recognized this error and corrected it by developing dual-track career ladders that provide equal rewards for success in research or administration. Eli Lilly and Co. is a notable example. It requires little imagination to think of other things that could be done to reduce the impact of these barriers to creativity, but unless the barriers are seen as serious, no action is likely to be taken. In the next section, we will look at some ways for firms to enhance rather than discourage creativity.
Next we explore that aspect of creativity known as idea generation. There are many techniques for idea generation, and we will treat them in two categories, individual methods and group methods. Because some of the individual techniques can also be used with groups, but rarely vice versa, we will cover the individual approaches first.
Consider modifying each characteristic in every way imaginable. Do not limit the proposed changes. Once all conceivable modifications have been considered, review them in light of real-world constraints (cost, etc.). 2. Checklist This consists of a set of questions that are "flt" onto the situation to envision new solutions [26]. A typical checklist might be: Other applications? How can we adapt the product? Modify? Magnify? Reduce? Substitute? Rearrange? Reverse? Combine? Multipurpose? 3. Forced Relationships Here relevant, and perhaps less relevant, elements are force-fit together to come up with new combinations. The elements can be selected from desirable characteristics for a solution, or from other solutions to similar problems, or even from solutions to problems that are somehow analogous to the present problem. For example, a system that electronically informs drivers on a highway of the road's number/name might be "forced" to include sensors to detect speeders. Working Backwards The idea here is to postulate a "perfect solution" and work backwards from the characteristics of such a solution to the technical capabilities it would have to incorporate. Black Box In this approach, one based on a well-known idea from general systems theory, all the inputs are listed (all elements of the problem or situation) and a separate list is made of all the outputs (the elements of a perfect solution). One then envisions all possible transformation processes that might transform some or all of the inputs into some or all of the outputs. The underlying logic is this: Starting with this (input), what would be required to get that (desired output)? Directed Dreaming This is an attempt to use dreams, or, more appropriately, the subconscious, to engender creative approaches or solutions to problems [13]. This method seems to require a prolonged mental struggle of days or even weeks with the problem. When failing asleep while still pondering the problem (if this is possible), a creative answer may come to the subconscious. It is important to have paper and pencil or tape recorder ready to store the idea until morning.
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consider the case of using a committee to add a column of numbers-a well-structured problem.) Thus, the fundamental reason for seeking creativity through a group process is that the problem structure is ambiguous. The discussion on group creativity in the remainder of this section is largely adapted from [5, 8, 33, 35]. (The latter is a particularly valuable reference on techniques to foster group creativity.) It is generally accepted that there are five major advantages associated with using group creativity processes: 1. 2. 3. 4. 5. Groups bring together knowledge and skills not possessed by any individual member of the group. Groups are more effective than individuals in eliminating errors and avoiding mistakes. A group solution is more likely to be accepted by those who must implement it than is the solution of an individual. If the members of a group must act on evidence, it is likely that they will be more productive and effective if they have played a role in developing that evidence, Group members learn from one another, stimulate one another, and add to each other's knowledge and skills-that is, synergism occurs.
The effectiveness of creativity groups can be enhanced if a few simple guidelines [17, 22] are followed. Diversity is a highly desirable quality of such groups. Within the bounds of reason, group members should be as diverse as possible across such dimensions as: Role Engineers, managers, technicians, blue- and white-collar production workers, and so on, all represent special viewpoints and may be the source of unique contributions to problem solving. Different areas of study have their individual ways of thinking about and analyzing problems. Contrary to popular mythology, there appears to be no demonstrable relationship between age and creativity except, possibly, in the held of mathematics. A mix of ages cannot hurt, and probably helps. Experience with a problem tends to produce insight, but it also tends to foster overconcern with real or imagined constraints. Inexperienced but intelligent people may develop fresh approaches, One must never confuse education with wisdom; but, like experience, more is generally better than less.
Specialty Age
Experience
Education
When a problem arises that requires the use of a creativity group, it should be treated as a project, and the rules of good project management apply. There should be an objective, a leader, a time schedule, a budget, a plan, and an evaluation process. Basic work group tenets should also be observed: hold meetings away from the bustle of business; allow no interruptions; insist that all participants be present; and have a good supply of working materials such as flip charts, blackboards, coffee, paper, pencils, and the rest of the paraphernalia necessary for a successful meeting. In the initial creativity sessions, the focus should be on the methods of creativity, investigating various methods and technologies used to foster creativity, and forming a good working relationship among the group members. Following these orientation sessions, the groups should be ready to apply its power to the tasks for which it was formed. Problem recognition and understanding is a critical first step in all problem-solving procedures. A problem not understood cannot be solved. The problem should be stated as precisely and concisely as possible, consistent with its real-world complexity. As noted above, the problem statement should be constructed in terms 6
of the capabilities sought, not in terms of desired hardware. it is difficult but necessary to think of a "land-based people mover," not a "car" or "bus," or of a "container for the foot," not a "shoe." If the problem is large or complex, it may be advantageous to break it down into sub-problems that can be attacked and handled separately. The results may then be combined to secure the overall solution. But it is well to remember that this procedure can result in sub-optimization. it should be avoided unless absolutely necessary. Procedural devices are sometimes helpful in achieving good problem statements. Be concise, but do not arbitrarily limit the length of the statement. It is often useful to require the problem to be restated some minimum number of times, say, four or five. in addition to obtaining a suitable statement of the problem, these reworking techniques also help to familiarize the problem solvers with the various aspects of the problem and its environment. They may even aid in establishing the validity and significance of the problem. The most commonly used group creativity problem-solving techniques are described below. Brainstorming This is probably the best known and most widely used of all the group creativity techniques. It was developed by Alex Osborn [26] in 1953, and has been widely publicized and used since then. The use of brainstorming mushroomed in the middle 1950s, but declined somewhat in the 1960s following some reports alleging the superiority of individual creativity. A single brainstorming session should probably not last much longer than an hour. All ideas should be recorded. An experienced secretary or recording machine is useful to capture the initial onrush of ideas. Two basic rules should be observed during brainstorming sessions: 1. 2. Criticism, judgment, or analysis of the generated ideas is absolutely prohibited during the session- Critiques can be conducted after the idea-generation sessions have been completed. Quantity is encouraged. Variations, extensions, and combinations of previously generated ideas are often more valuable than the originals. Seemingly wild ideas are welcomed without comment, just as conservative ideas are.
A number of variants of brainstorming have been developed over the years, such as brainwriting, where nominal groups (see later section and Appendix B) are used. The ideas are written down first, then read aloud and developed. Synectics This approach, developed by William Gordon [16] in 1944, is most appropriate for very unclear, abstract situations-that is, where the problem has little or no apparent structure. Synectics requires the formation of a tailor-made team that uses analogy and metaphor to approach two tasks: (1) making the strange familiar and (2) making the familiar strange. In the process, participants are urged to leave the mental confines of the everyday world and escape into the bizarre, even the absurd. Some of the types of analogy used are personal, where the members see themselves as pieces or parts of the solution; direct, where biological and natural analogous elements are employed; symbolic, where objective or impersonal images are used to describe the problems; and fantasy, where science fiction-type ideas are used as solutions. The synectic approach to creativity requires considerably more training and practice than most other methods. A consultant or facilitator who is expert in leadership of synectic groups is necessary. Morphology Invented by F. Zwicky in 1947, this method was not publicized until the 1960s. The problem is defined in terms of the various capabilities most likely to be involved in a solution. Highly generalized methods of achieving these capabilities are defined. All possible combinations of these methods are then arrayed in a socalled "morphological box" and examined for technical feasibility. The following five-step process is used. 1. 2. 3. Describe, define, and generalize the problem. Define all factors that influence the solution. Structure these factors into distinctive categories.
4. 5.
Analyze the cells at the intersection of each category with each other category. Evaluate each of these cells in terms of solution criteria.
As can be imagined, an examination of "all possible combinations" of even a small problem is a serious undertaking. A set of six capabilities, each of which might be achieved by five methods, would require examination of more than 15,000 alternatives. Bionics Sometimes referred to as nature analysis, this is an analogy approach that relies on imitation of nature. The group seeks ways in which animals or plants have solved similar or analogous problems. The use of this technique is limited, but when utilized to handle appropriate problems, it appears to be effective. Storyboarding The Walt Disney Studios faced a serious creativity problem: how to produce a large number of different short subject cartoon plots. Storyboarding was their answer to the challenge. As usual, a list is made of all problem attributes (all elements in cartoon plot), and of the possible variations each attribute might take (e.g., location: U.S., Egypt, desert isle, etc.). These are printed on cards backed with a self-sticking material such as Velcro A wall of a conference room is covered with felt and the attribute cards are arranged and rearranged to . form different potential solutions to the problem (plot elements for the cartoon). This method has much in common with Zwicky's morphological box. Of course, no attempt is made when storyboarding to evaluate all possible combinations. In this manner, a different, feasible combination is being sought, not the best combination. Delphi This approach has been most widely used for technological forecasting and for the determination of numeric measures of importance (weights), but it also may be used to aid creativity. Delphi focuses the collective knowledge of the group on identifying, forecasting, and solving problems. It adds a formal structure to the group process and avoids the bias usually associated with the presence of strong individual personalities in the group. The Delphi process begins with group selection. Ground rules and procedures for the particular process must be clearly stated, and sufficient time allowed for the exercise. (The specifics of the Delphi technique are discussed in detail in Appendix B.) While it is a popular tool for technological forecasting and parameter estimation, it is not often used for creativity exercises. Nominal Group Techniques The nominal group technique is a structured group process that combines both group and individual activities. A coordinator administers the following five-step process: 1. 2. 3. 4. 5. Silent idea generation. Round-robin presentation. Idea clarification. Voting and ranking. Discussion of results.
During silent idea generation, each participant is asked to think of and write down ideas about the specific task. This step is followed by a round-robin presentation wherein participants take turns reading ideas to the group. The coordinator or an assistant records each idea. Any participant may pass on any given round. This process continues until all the ideas of the group have been read and recorded. While this may seem almost identical to brainstorming, the idea flow from nominal groups is not usually as free and uninhibited. The next step is clarification. The coordinator proceeds through the idea list asking if any clarification is needed. Anyone in the group may clarify any idea, although some courage is usually required to modify someone else's idea. The participants are then asked to select eight ideas they consider to be the best or most important. These are ranked by the group. The coordinator then tabulates the results, and the group discusses them. A second, abbreviated session may be held to expand on the eight best ideas. Other Methods In addition to the approaches noted above, there are several less well-known, seldom-used creative problem-solving techniques. Among them are buzz sessions, modified buzz sessions, slipwriting, and
reverse brainstorming. All of these methods have one common element: They attempt to utilize the creative potential of groups. (Again, the reader is referred to [35] for an extended discussion of the techniques.) These techniques work. They increase the output of ideas by individuals and groups. Which techniques work best depends on several factors. Among these are the extent to which people are willing to expose their ideas to their colleagues, penalties for error, schemes for stimulating unusual associations of known ideas, the skill with which the problem is identified and stated, and the stimulation of idea production by each member of the group through the contributions of other group members. It is now appropriate to mention a matter of crucial importance to the success of any group creativity technique. Research on multidisciplinary projects has shown that problem-oriented individuals are more effective in multidisciplinary problem solving than are discipline-oriented individuals [28]. The distinction is simple. Problem-oriented people give the problem primary consideration. Each views his/her individual area of knowledge only in terms of its potential contribution to solving the problem. Discipline-oriented people view the problem as an opportunity to ply their knowledge or extend it. To the former, knowledge is a means to an end. To the latter, the problem is a vehicle for the demonstration or extension of knowledge. A problem orientation is generally more effective because problem-oriented people welcome any input they see as helpful in problem solving, while discipline-oriented people view as irrelevant (or uninteresting) ideas and discussions not related to their area of expertise. To increase the chance of success, several, if not all, members of the creativity group should be problem-oriented. Skill in creative problem solving can be acquired and developed. It requires training and the application of effort, but it does not require special mental endowments or "gifts of nature." Almost anyone can be creative by using the principles and methods described in this section and known collectively as creative problem-solving techniques.
The future of specific idea-generation techniques appears mixed. Interested individuals have been quite creative in thinking up new methods for fostering creativity. Among the more interesting recent additions are: 1. Mechanical Techniques These are typically straightforward mechanisms such as Savo Bojicic's "Think Tank," a hollow plastic sphere containing 13,000 words to be used as idea take-offs. As the sphere is turned, the words come into view, stimulating the brain to make various associations.
2.
Electronic Methods The techniques of biofeedback and electrical stimulation are included here, and would seem to have much to offer. Considerable experimentation is being conducted on these techniques, and this area will certainly become better developed in the future. Chemical Techniques Several drugs and chemicals appear to produce the kinds of mental states described as desirable in the creativity literature. The primary question is whether or not such chemically induced states are harmless to the individual and can be usefully applied to the task of creative problem solving in an organizational setting. If used at all, these techniques require care and expert control. Environmental, Psychological These approaches involve the use of sound, color, sensory stimulation/deprivation, odor, and so forth, to alter the brain's normal environment to aid creativity. The prime issues here are potential and safety when used in organizational settings.
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A final, important point to remember is that individuals in highly stressful situations are rarely creative. A little pressure stimulates, but too much paralyzes creativity because the human body reacts to stress as if preparing to fiht or flee. The blood supply to the brain is diminished, and the brain receives less oxygen. The most important factor affecting creativity in the future will be the emphasis and encouragement given it by managers. Supportive organizational leadership is needed. If creativity is sought, failure must be tolerated.
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This prescription for a successful idea-generation system may appear to be ideal, but it is quite realistic. The Lincoln Electric Company is a down-to-earth producer of arc welding machinery and equipment. In that firm, experts consider-and acknowledge-all suggestions. If adopted, the individual who submitted the idea 10
receives one-half of the First year's savings (or added profits). In addition, employees at all levels are guaranteed that no one will be laid off or moved to a lower paying job as a result of the idea. One result of this policy is that the Lincoln Electric Company has consistently been the productivity leader in its industrial category, electric equipment and parts. Given policies in basic agreement with the above provisos, an organizational mechanism for fostering and processing suggestions can be developed. The idea should move directly from originator to a screening committee whose membership is broad enough to contain the technical expertise needed to conduct a preliminary evaluation of any suggestions received by the committee. ideas that seem, to the screening committee, worthy of further investigation are forwarded to an evaluation committee, whose job it is to decide if the idea is worth further development and exploration.
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