There are obstacles to creativity: one of them is called fixation effect, the fact that some knowledge about existing or obvious solutions is spontaneously activated and constrains the generation of new solutions. Converging evidence in cognitive psychology has indicated that the ability to generate original ideas can be limited by recently activated knowledge, such as examples of solutions. On the other hand, neuroimaging studies have recently demonstrated that exposure to examples could, on the contrary, have a stimulating effect on originality. To make sense of what seems to be contradictory studies, we hypothesized that two types of examples could have opposite effects on originality: (1) restrictive examples-within the fixation effect-could lead to a reduction in the originality of the solutions, whereas (2) expansive examples-outside the fixation effect-could provoke solutions of higher originality. Results from a total of 160 participants confirmed that the solutions proposed by the group exposed to restrictive examples were less original than those given by the group exposed to expansive examples.
Developmental cognitive neuroscience studies tend to show that the prefrontal brain regions (known to be involved in inhibitory control) are activated during the generation of creative ideas. In the present article, we discuss how a dual-process model of creativity-much like the ones proposed to account for decision making and reasoning-could broaden our understanding of the processes involved in creative ideas generation. When generating creative ideas, children, adolescents, and adults tend to follow "the path of least resistance" and propose solutions that are built on the most common and accessible knowledge within a specific domain, leading to fixation effect. In line with recent theory of typical cognitive development, we argue that the ability to resist the spontaneous activation of design heuristics, to privilege other types of reasoning, might be critical to generate creative ideas at all ages. In the present review, we demonstrate that inhibitory control at all ages can actually support creativity. Indeed, the ability to think of something truly new and original requires first inhibiting spontaneous solutions that come to mind quickly and unconsciously and then exploring new ideas using a generative type of reasoning.
This paper questions the applicability of traditional notions of intermediary activities, which are usually categorized as either brokering or networking, in cases of high uncertainty regarding technologies, markets or which actors to involve. In the case of collaborative open innovation, especially in circumstances when no single organization is able to take on the challenge alone, the activities traditionally associated with intermediation do not suffice to describe what an intermediary can do to support innovation. This paper presents two cases of intermediaries working with the early phases of traffic safety innovations, and how they have managed to develop their activities beyond solely brokering and networking, but also to take an active role in the process of joint exploration and creation of knowledge. We use a qualitative approach to analyze the two cases in order to provide examples of how rethinking intermediation activities can support open innovation in a collaborative setting. The findings suggest that intermediaries can take on a more active role, which could be described as an architect which designs prerequisites and offers leadership in the process of joint exploration and creation of knowledge.
Innovation intermediaries have become key actors in open innovation contexts. Research has improved our understanding of the managerial challenges inherent to intermediation in situations in which problems are rather well-defined. Yet, in some open innovation situations, the relevant actor networks may not be known, there may be no clear common interest, or severe problems may exist with no legitimate common place where they can be discussed. This paper contributes to the research on innovation intermediaries by showing how intermediaries address managerial challenges related to a high degree of unknown. We draw upon the extant literature to highlight the common core functions of different types of intermediaries. We then introduce the "degree of unknown" as a new contingency variable for the analysis of the role of intermediaries for each of these core functions. We illustrate the importance of this new variable with four empirical case studies in in different industries and countries in which intermediaries are experiencing situations of high level of unknown. We highlight the specific managerial principles that the four intermediaries applied in creating an environment for collective innovation. Therefore, we clarify what intermediation in the unknown may entail.
International audienceOrganizing for idea generation is a recurring challenge in intensive innovation contexts. The literature on ideation has reached a compelling consensus on the features that such organizational devices must possess to support sufficient creativity: learning processes and a creative climate of confidence to promote collaboration. However, current practical methodologies struggle to simultaneously realize these two features. In this paper, we explore the potential of Serious Games, a collaborative tool that has been used since the 1960s to facilitate learning processes through the simulation of reality and a role-playing game, to induce an immersive experience and, more recently, to support the ideation process. To do so, we conducted an exploratory case study using a Serious Game to support ideation in a French medium-sized business. We then assess the strengths and areas for improvement of this Serious Game with respect to an ideation performance framework based on the existing literature. Our findings show that Serious Games are efficient tools for supporting existing knowledge exchange between participants and collaboration by providing a creative climate, but they may not sufficiently support learning of the external knowledge required to attain high levels of originality. Accordingly, we discuss some crucial parameters to be further explored to allow for the effective managerial use of such methodologies, such as the finetuning of the knowledge content that serves as a basis for the game
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