Task 1 - Out with the old, in with the new Flashcards

Out with the old, in with the new

1
Q

Creativity

A
  • the process that refers to idea generation (generation of novel and useful ideas)
  • involves primarily intraindividual cognitive processes
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2
Q

Components of creativity

A
  1. Thinking imaginatively
  2. Expertise
  3. Motivation
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3
Q

Components of creativity:

Thinking imaginatively

A

Creative thinking is how people approach problems and solutions –
Their capacity to put existing ideas together

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4
Q

to be creative an idea must be …

A

appropriate, useful and actionable –

it must f.e., influence the way business is done, by improving a product or by opening up a new way to approach process

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5
Q

Components of creativity:

Expertise

A

Everything that a person knows and can do in the broad domain of his or her work

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6
Q

Components of creativity:

Motivation

A

Determines what people will actually do

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7
Q

Types of motivation (2 types)

A
  1. Extrinsic

2. Intrinsic

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8
Q

Extrinsic motivation

A

Motivation that comes from the outside of a person –> it makes the person work for something desirable or avoid something painful
(money does not help motivation but rather makes people feel controlled or being bribed)

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9
Q

Intrinsic motivation (& Intrinsic Motivation Principle of Creativity)

A

A person’s internal desire to do something – passion and interest
Intrinsic Motivation Principle of Creativity - most efficient motivation is when people are driven by their interest, satisfaction, and the challenge of work itself

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10
Q

Managing creativity (6 categories)

A
  1. Freedom
  2. Resources (a. time b. money)
  3. Organisational support
  4. Work-group features
  5. Supervisory encouragement
  6. Challenge
    ‘FROWSC’
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11
Q

Managing creativity:

Challenge

A

Managers must match people with the right assignment – jobs that play to their expertise and their skills in creative thinking, and ignite intrinsic motivation

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12
Q

Managing creativity:

Freedom (& how it is mismanaged)

A
  • giving people autonomy concerning the means (processes of getting to goal is up to them, yet the goals themselves are set by supervisors) –> this heightens their intrinsic motivation and sense of ownership
  • two ways mismanaged:
    1. change goals frequently or fail to define them clearly
    2. they grant autonomy but only in name
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13
Q

Managing creativity:

Resources (2 main ones)

A
  1. Time

2. Money

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14
Q

Time as a resource

A
  • Time pressure can heighten creativity – by increasing the sense of challenge it can increase intrinsic motivation
  • Fake deadlines or impossible tight ones make people feel over controlled and unfulfilled – damages motivation
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15
Q

Money as a resource

A
  • adding more resources above a threshold does not boost creativity - yet below that threshold a restriction of resources can dampen creativity
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16
Q

Managing creativity:

Work-group features (definition)

A

Should create mutually supportive groups with a diversity of perspectives and backgrounds – due to everybody’s own intellectual foundation and approach to work

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17
Q

Work-group features (three features managers should consider)

A
  1. Members must share excitement over the team’s goal
  2. Members must display willingness to help their teammates through the difficult periods and setbacks
  3. Members must recognize the unique knowledge and perspective that other members bring to the table (NO homogenous teams)
    - -> this enhances intrinsic motivation, expertise and creative thinking skills
18
Q

Managing creativity:

Supervisory encouragement

A

managers could make more of an effort to praise creative efforts (successful but also unsuccessful)

19
Q

Managing creativity:

Organizational support

A

Creativity is enhanced when the entire organisation supports it – the leader of the organisation should put appropriate systems or procedures in place and emphasise values that make it clear that creative efforts are top priority

20
Q

5 Key Domains

involved in product development - radical innovation

A
  1. KPIs and decision making
  2. Organization structure
  3. Methods and tools
  4. Processes
  5. Teaming and collaboration
    ‘KOMPT’
21
Q

5 Key Domains:

Process

A
  • allow changes in project specifications, recursions, iterations, and side paths by employing flexible, nonlinear processes
  • leave room for individual ideas and experimentation instead of applying strict-management techniques
22
Q

5 Key Domains:

Methods and tools

A
  • assess the likely degree of innovativeness upfront in order to choose the right approach
  • identify required capabilities and experiences as early as possible
  • gather commitments from stakeholders that add capabilities
23
Q

5 Key Domains:

KPIs and decision making

A
  • control radical-innovation projects along specific KPIs such as budgets
  • encourage risk taking
  • enable clear and quick decision making
24
Q

5 Key Domains:

Organization structure

A
  • clearly differentiate between radical- and incremental-R&D processes
  • allow for internal and external collaborations through open organisation structures
  • set radical innovation as a top-management priority
25
Q

5 Key Domains:

Teaming and collaboration

A
  • promote openness and collaboration with internal and external partners
  • ensure availability of required resources
26
Q

Innovation

A
  • refers to the following stage of implementing ideas toward better procedures, practices and products
  • mainly represent inter individual social processes in the workplace
27
Q

Pro Innovation Bias

A

Describes the presumption that innovation is a desirable characteristic and that positive outcomes will invariable arise from all forms of innovation

28
Q

Innovation Maximization Fallacy

A

“all creativity and innovation is good; and the more, the better”

29
Q

Pro innovation bias vs Innovation maximisation fallacy

A

30
Q

Types of innovation

A
  1. Incremental - new design

2. Radical - completely new ideas (new technology & new market)

31
Q

Causes for a company’s radical-innovation projects to fail – Interaction

A
  • little collaboration with colleagues beyond the product team
  • little exchange with outsiders to learn about markets and technology
  • no attention to acquiring advance commitments from stakeholders to reduce risk
32
Q

Componential theory

A

in short: the environment has an impact on creativity
The framework describes the way in which cognitive abilities, personality characteristics and social factors might contribute different stages of creativity

33
Q

Causes for a company’s radical-innovation projects to fail

A
  • Values
  • Processes and tools
  • Interaction
34
Q

Causes for a company’s radical-innovation projects to fail – Values

A
  • aiming to predict the unpredictable

- avoiding risk rather than controlling it

35
Q

Causes for a company’s radical-innovation projects to fail – Processes and tools

A
  • rigidly following a gate-focused, sequential management process
  • applying highly structured tools developed for incremental innovation
  • emphasising KPIs for near-term gains and process efficiency over learning
  • extrapolating (conclude/approach) existing data rather than thinking out of the box
36
Q

Innovation and creativity

A
  • they are the process, outsources and products of attempts to develop and introduce new and improved ways of doing things
  • they can occur at the level of the individual, work team, organisation, or at more than one of these levels combined
37
Q

Componential Theory of Organizational Creativity and Innovation

A
  • Individual: expertise, creativity skills, task motivation (intrinsic), work group support
  • Organization: Organizational and Supervisory encouragement, resources, challenging work, freedom, workload pressure, organisational impediments
38
Q

Interactionist Theory of Organisational Creativity

A
  • Individual: Personality, cognitive abilities/style, intrinsic motivation, knowledge
  • Group: Norms cohesiveness, size, diversity, roles, task, problem-solving strategies
  • Organization: Culture, resources, rewards, strategy, structure, technology
39
Q

Theory of Individual Creative Action

A

Individual: Goals, communication networks, reward systems, resources, tolerance of ambiguity, self-confidence, creative self-image, emotions, expertise, creative abilities

40
Q

Model of Paternalistic Organizational Control and Innovation and Group Creativity

A

Team: Paternalistic organisational control, intrinsic motivation, national culture

41
Q

Theory of Team Climate for Innovation

A

Team: Vision, Task orientation, participative safety, support for innovation

42
Q

Ambidexterity theory

A
  • Individual: Alternating between different mindsets and action sets based on domain-relevant expertise
  • Team: Maintaining and benefiting from the diversity, while at the same time integrating this diversity toward common goals; Having ambidextrous leader
  • Organization: Separating between exploration and exploitation at the top management level; Implementing organisational values and practices to manage conflicting demands