Definitions Chapter
Definitions Chapter
This is a typescript of
DEFINITIONS
Arthur J. Cropley
University of Hamburg
Summary
Although the modern definition of creativity has moved away from esthetics and discovery
towards emphasis on meeting competition, the idea of novelty is central (although not
necessarily sufficient). Also necessary are relevance and effectiveness, as well as ethicality.
Novelty is understood in different ways, and this leads to a distinction between creativity in
the sublime and in the everyday sense. Although both creativity and intelligence require
knowledge and effort, they can be distinguished from each other, and much the same can be
said about creativity and problem solving. Creativity can also be defined as a social
phenomenon that is facilitated by some social factors, inhibited by others. One important
social setting is the place of work, where an interaction between the person and the
environment affects the process of innovation. Focusing on the individual person, creativity
is defined as an aspect of thinking, as a personality constellation, and as an interaction
between thinking, personal properties and motivation. This interaction involves a number of
paradoxes, in that apparently contradictory elements have to coexist for creativity to emerge.
Creativity is not confined to fine art, literature, performing arts, music, and similar
artistic domains, but also occurs in fields such as business, manufacturing, technology, medicine,
administration, education, even defense. Its products include tangible objects such as artworks,
books or music, as well as buildings, machines, or devices, but go beyond these to encompass
ideas, processes, services, or systems of operation, production and delivery. Creativity involves
doing these things in ways that are, on the one hand, novel and on the other, effective in
achieving a desired result. The result may range from abstract actions such as communication of
making of works of great beauty or imagination, the design and construction of improved or
novel devices, machines, buildings or structures, improved processes or systems, more efficient
In relevant discussions, the term “creativity” is used in three ways: it refers to a set
of processes (e.g., “creative” thinking), a cluster of personal characteristic of people (e.g., the
“creative” personality), and to results (e.g., a “creative” product). Thus, creativity is treated as
both a cause (e.g., creative processes yield products; peoples’ creativity causes them to
behave in a certain way) and also as an effect or result (a certain kind of product resulting
from person and process). This is the “classic” 3 Ps approach (person, process and product),
which was soon expanded to incorporate a fourth P—“press” (i.e., the pressure of the
environment, which can either facilitate or block creativity). However, discussions in the
modern creativity era, which started in 1950 with the publication of J. P. Guilford’s 1949
presidential address to the American Psychological Association, were strongly shaped by his
thinking (psychometrics and personality) and that of educators such as Paul Torrance. More
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Rogers, Abraham Maslow, or Rollo May, who saw its value as lying in its perceived
well-being. The result was that discussions of the practical aspects of creativity came to be
classroom, and the purpose of fostering creativity came to be seen as promoting personal
development.
In recent years, however, discussions have once again given equal emphasis to
products, including not only artworks of all kinds (fine art, literature, dance, theater, music)
but also machines, structures, methods and processes in areas such as engineering,
production, marketing, finance, health care, agriculture, defense, and even anti-terrorism and
law enforcement. Useful practical products—especially ones that can successfully be used to
solve problems, produced, or marketed—are what governments, business and industry are
particularly interested in. This interest has been fuelled by the perceived role of creativity in
promoting health and welfare, social justice, economic advancement, social stability, and
peace and security. This way of looking at creative products has been referred to as involving
“functional” creativity, and can be contrasted with the earlier emphasis on aesthetic creativity.
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Interest in creativity is not confined to modern times. To take one example from the
ancient world, in his Ion, Plato discussed the contribution of creative people to society. Over the
centuries, painters, sculptors, poets, writers and other workers in the creative arts have
frequently discussed esthetic creativity. It has often been looked at in a spiritual way, being seen
as the only uniquely “human” characteristic, one that defines an area of experience where, for
instance, microelectronics cannot go. In this view, creative thinking is a bastion of human
dignity in an age where machines, especially computers, seem to be taking over routine skilled
activities and everyday thinking. It is also regarded as a force of nature that lies behind all
growth and development. An extension of this point of view is to see creativity as an element of
mental health: Through its perceived connection with flexibility, openness, courage and the like,
properties of personality that are themselves seen as both prerequisites for and results of a
healthy personality, creativity is thought to foster positive adjustment to life, while there is also
In such discussions creativity had strong esthetic connotations. However, the idea of
practically useful creativity also has a long history. The Chinese Emperor, Han Wudi, who
reigned until 87BCE, was intensely interested in finding innovative thinkers and giving them
high rank in the civil service, and reformed the method of selection of mandarins to achieve this.
Both Francis Bacon and René Descartes, two of the founders of modern science, saw scientific
creativity as involving the harnessing of the forces of nature for the betterment of the human
condition. Immediately after the “Sputnik shock” in 1957, emphasis in the USA and
subsequently in other western European countries shifted more strongly to areas like physical
sciences and engineering, and creativity began to be seen as a way of keeping up with the
competition (especially with the then Soviet Union in the space race). In more recent years,
discussions of creativity have become prominent in business, again with an emphasis on beating
the competition, this time for markets and market shares. Research in this domain focused at
first on invention of new products and production processes, for instance through studies of
patent-holders. More recently there has been considerable emphasis on creative management,
especially creative leadership, innovation, and the management of innovation, with research
focusing on productivity, effectiveness and the like. There has also recently been considerable
discussion of the fostering of creativity in areas where it would scarcely have been regarded as
involves both “creative” teaching and also “creative” learning strategies. These strategies
facilitate learning and are simultaneously a result of appropriate teaching and learning. There is
morality, esthetics
Shortly after the Second World War researchers in esthetics concluded that the only constant
factor in virtually all discussions of creativity is novelty. Novelty was later defined in a more
made the important point that surprisingness alone is not a sufficient condition for creativity.
nonconformity, lack of discipline, blind rejection of what already exists and simply letting
oneself go. These properties may be observed in many genuinely creative people, and thus
confused with creativity, but they are not actually part of it. It is also possible to distinguish
what can be called “quasi-creativity.” This has many of the elements of genuine
Genuine creativity requires a further element over and above mere novelty: A
product or response must be relevant to the issue at stake and must offer some kind of
relevant and effective novelty. What is meant by "effective" may also differ between, let us
say, fine art and business. In the former case, criteria such as esthetic pleasingness play an
important role, in the latter perhaps increased profit or avoidance of layoffs or even simply
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survival of a company. These two aspects of effectiveness need not contradict each other,
although they are often seen as mutually exclusive: For instance, it is possible for a book to
be commercially successful and at the same time written in elegant, even beautiful language.
The term "creativity" has highly positive connotations. It is difficult to think of the
effective and relevant novelty of new weapons of mass destruction as creative, even though
they might contain all the necessary elements discussed above. Indeed, revolutionary new
ideas can have dramatic consequences for life, human and otherwise, not necessarily of a
benign kind but conceivably malignant. Thus, in addition to being effective and relevant,
creativity has an ethical element. Nowadays this aspect has become particularly urgent in
science (see for instance discussions of cloning human beings), in business, commerce and
In recent writings, a number of authors have argued that creativity can only be defined in
particular areas such as fine arts or science. In these discussions, the nature of the product is
often emphasized. Some researchers emphasize concrete products, such as a work of art, a
abstract products such as new ways of thinking about an area or the production of new ways
of symbolizing it.
The role of a physical product is particularly obvious in fine art or performing arts
(where specific works or performances are judged by specialized critics as well as interested
members of the public), science (where peer judgement is of great importance), engineering,
architecture and the like (where creative work usually leads to concrete products that are
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concrete product is the usual result of creativity. In some branches of science, in mathematics
or philosophy, novel ideas or symbol systems may well be the usual result of creativity. In
this chapter novel "products" will be understood in both senses: physical products on the one
hand, new ways of symbolizing an area, on the other. The two kinds of product are possible
in all fields of creativity, and both may be identifiable in more or less all creative
achievements, concrete objects being more prominent or dominant in some situations, symbol
systems in others.
knowledge (for instance in science), ability to use special tools (e.g. sculpture), mastery of
instruments (e.g. music) or skill in specific techniques (e.g. creative writing) are important. In
fact, knowledge, special skills and techniques, and similar factors play a role in all fields of
creativity. The relative importance of particular factors is greater in some domains than in
example. The specific contents of these elements also vary according to the particular field or
activity in question: the specific knowledge required in designing and building bridges may
not be very relevant for creative research in, let us say, botany, but both require a knowledge
base. Both mathematical creativity and creative writing require mastery of a set of abstract
symbols for representing ideas, although the two symbol systems may be quite different.
Creativity obviously involves something new and different. However, this raises the question
for whom a product, process or idea should be new: for all of human history, for the society
or the era of the creator, or for the creator alone? Requiring that products be new in all human
history would mean that a person would not be regarded as creative if someone else
somewhere else had had the same idea at some time or other, even though the first person
knew nothing of this. On the other hand, defining creativity in terms of the point of view of
the person in question only would mean that total ignorance would guarantee creativity, since
children as being highly creative, despite the fact that the products of their "creative" efforts
are often crude, error laden, stereotyped or banal. However, the word "creativity" is also used
Shakespeare. In other words, "creativity" has at least two meanings. The first of these is
production of products that are novel in the sense that they have only recently come into
existence, regardless of relevance and effectivenesssuch as is almost always the case with a
child's drawing on what was until a few minutes before a blank piece of paper. This form of
creativity can be contrasted with production of great works that are novel in the sense that
they are widely hailed as enlarging human perspectives in some way not previously seen in
all history. The latter involves "sublime" creativity, the former "ordinary" creativity.
application of the already known) and "primary" creativity (development of new principles).
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Other authors have distinguished between "minor" creativity (extending the known) and
"major" creativity (going beyond the known). The highest form of creativity, which may lead
of creativity: "Expressive spontaneity" requires only the free production of ideas, without
regard to their effectiveness or relevance. Expressive spontaneity has a role in some creativity
training procedures such as brainstorming, and may well be helpful in the production of
novelty, but may often lead to pseudo or quasicreativity and is not sufficient by itself for
sublime creativity. "Technical creativity" requires unusually high levels of technical skill, for
instance with words or paints or a musical instrument or other tools. Obviously extremely
important in some creative activities (such as painting or playing music), technical skill is not
already known in new ways, "innovative creativity" requires expanding known principles,
while "emergent creativity" encompasses the development of new principles. Although some
children produce "sublime" creativity, this is not the general rule. However, many children
show expressive spontaneity, despite lack of knowledge of a field or absence of skill with
tools or special techniques. In this sense such children can be said to display creativity, but
The distinction among levels and kinds of creativity can also be applied to
discussions of creativity in adults. About 25 years ago the idea of creativity in the person who
will never achieve anything creative was introduced into the discussion. More recently, there
has been a considerable amount of research on "everyday" creativity. Although they may not
production of (at least for them) new ideas or products, for instance in the course of
Although early studies of creativity supported the view that it frequently results from sudden
studies, many acknowledged creators have described the way in which their "inventive",
mathematician Poincaré, for instance, reported that he received his novel equations while he
was not thinking about mathematics at all, while A. E. Houseman described how the lines of
his poems simply appeared in his head. Mozart reported that he never revised his work, but
wrote down complete music that occurred to him in its final form. This has encouraged the
idea that creativity and hard work are irreconcilable, and has led to conclusions such as that
simply relaxing or letting ideas flow will lead to creativity. However, interpreters of
Poincare's memoirs fail to mention that he had been working on his problem for many years
and that he possessed a vast amount of relevant knowledge accumulated by hard work.
Houseman's descriptions of his effortless production of poetry go on to recount how after the
first free flow of six or eight lines the next one or two took hours to emerge, and Mozart's
account is inconsistent with the fact that corrected early versions of his music have been
found.
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In fact, a number of researchers have confirmed the role of systematic hard work in
the necessary fund of knowledge and skills, even in the case of famous youthful prodigies
such as Mozart, who, it is true, produced creative music in his teens, but started his
interaction with music by playing at the age of four! It seems to be appropriate to adopt an
adapted version of Edison's saying, replacing his word "genius" with "creativity": "Creativity
A related question is whether creativity can result from chance or luck. There are
many examples of apparently lucky combinations of events that led to acknowledged creative
solutions: for instance Pasteur, Fleming, Roentgen, Becquerel, Edison himself, Galvani and
Nobel all described chance events that led to breakthroughs. Just what is meant by chance can
be divided into four sets of circumstances: blind chance (the individual creator plays no role
except that of being there at the relevant moment; serendipity (a person active in a field hits
upon something novel and effective without actually looking for it); the luck of the diligent (a
long hourscreate the circumstances for a lucky breakthrough). Case studies suggest that
genuinely creative results require a combination of all four kinds of luck, which raises the
Some writers have argued that creativity need not require effort or specialized knowledge.
However, the importance of knowledge of the field for achieving effective surprise is now
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widely accepted. Land, the inventor of the Polaroid camera, rejected the idea of sudden
argued that he had had a purposethe invention of a camera that developed its own pictures
on the spotand that all the necessary knowledge already existed. His achievement was to
assemble this knowledge and work his way through it to the almost inevitable result, the
polaroid camera.
Without questioning the importance of familiarity with a field, recent research has
looked at the problem that, although working successfully in a field over a long period of
time (i.e. becoming an expert) can provide a knowledge base that can be manipulated to yield
effective novelty, it can also produce a kind of tunnel vision that narrows thinking and
"openness to the spark of inspiration", flexibility, or courage to try the new, great expertise
can inhibit the production of novelty. In order to achieve effective surprise experts need to be
capable of seeing the contents of their field in a fresh light. Creative experts often show a
freshness and openness that is more typical of beginners: This has been referred to as the
"novice effect". I once attended a lecture by the then 70 year old Nobel Prize nominee Hans
Selye, who apologized for wearing a plaster casthe had fallen out of a tree a few days before
after he saw something that seemed odd and interesting in the tree and climbed it in order to
requires among other things substantial knowledge of facts, effective acquisition of new facts,
rapid access to the contents of memory, accuracy in finding the best answer to factual
questions, and logical application of the already known. Creativity, on the other hand,
requires production of novelty: i.e. departure from the facts, finding new ways, inventing
answers, seeing unexpected solutions. The initial position adopted in the 1950s and 60s by
psychologists was that creativity and intelligence are thus separate, more or less competing or
even mutually exclusive dimensions of intellect. However, later theory has emphasized that
the two overlap or interact. Some writers have referred to this interaction as involving "true"
intellectual giftedness, with neither intelligence alone nor creativity leading to the production
has been shown that, by and large, those students are most successful who display both
creativity and intelligence. Recent research on practical creativity has shown that engineers
interaction was to see creativity as a way of applying intelligence or of organizing ideas, the
difference between the two being that they are thinking styles or tactics.
An early conceptualization of the way creativity and intelligence interact was the
creativity is possible. A slight extension is the idea that, as intelligence approaches this
rises (i.e., creativity and IQ are positively correlated below the threshold). When intelligence
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lies above the threshold, increases in intelligence have no consequences for creativity (i.e., IQ
and creativity are uncorrelated once intelligence is high enough). This view has been
expanded somewhat by the idea of a "one way" relationship between creativity and
intelligence. Intelligence determines the upper limits of a person's ability to obtain and store
information, without actually being itself part of creativity. The degree of creativity depends
upon the amount of divergency displayed in the processing of the information made available
the idea that intelligence involves channel capacity, with creativity being the result of flexible
and versatile handling of information delivered by the channel, lack of creativity resulting
insight, intrinsic motivation, the courage of one's convictions, special personal factors such as
flexibility and willingness to take risks, and relevance. These facets overlap partially with
facets of intelligence. Knowledge is closely linked with it and is indispensible for a high IQ.
Insight involves particularly effective selection of information and may be favorable for high
intelligence, but is probably not absolutely necessary to obtain a high IQ. Intrinsic motivation
is favourable for the acquisition of knowledge, but it is possible to operate rapidly, accurately,
and logically without it. Flexibility and risk taking may even detract from performance on an
intelligence test. Summing up, it can be said that creativity and intelligence are neither
identical nor completely different, but are interacting aspects of intellectual ability. The
bear in mind, however, that creativity is not merely a matter of cognitive process such as
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knowing, thinking, recognizing remembering or puzzling out, but that it also involves factors
such as motivation, personal properties and feelings (see also section IV).
The term "problem solving" has a special meaning in current research and theory, especially
in psychology, and has its own research tradition separate from creativity research. It is often
problem solving research the person solving the problem knows that it exists and understands
the nature of the problem, intends to solve it, possesses special knowledge, some or all of
which is required to solve the problem, and knows what form the solution will take.
Creativity researchers, however, distinguish between problem solving and creative problem
solving. The latter is required when one or more of the elements just mentioned (knowledge
of the problem, of the means of solution and of the nature of the solution) is missing. In other
words, creativity can be involved in problem solving but is not always necessary, while not
One way of showing the role of creativity in problem solving is to divide problems
according to (a) their degree of definition; (b) the degree of familiarity of the means for
solving them; (c) the clarity of the criteria for recognizing solutions. Clearly defined
problems that are solvable by means of standard techniques and for which there are obvious
and well known criteria identifying the solution constitute "routine" problems. They can often
be solved without the help of creativity, although when existing knowledge is applied in
settings where it has previously been treated as irrelevant, a certain "technical" or "inventive"
creativity occurs. Nonetheless, creativity is not absolutely necessary, and is probably not
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usual. By contrast, some ill defined problems require, in the first instance, becoming aware
that there is a problem at all and finding a way of defining it, secondly working out
techniques for solving the problem, and thirdly development of criteria for recognizing a
Routine problems may inhibit the production of novelty (see also earlier
discussions of high expertise and creativity). It is also conceivable that the reverse could
occur: Creativity could inhibit the solving of routine problems, for instance by making them
fuzzy and thus blocking the emergence of a simple solution. In the case of intractible
problems, on the other hand, creativity may be necessary: Creativity researchers speak of
distinguish between seeing problems that are already evident in the present organization of
available information and are obvious to any qualified observer, discovering hidden problems
as a result of an intensive analysis of a situation, and inventing problems that are only
apparent after the available information has been reorganized according to novel principles. A
number of researchers see the finding of "good" problems as the vital step in creativity.
The question also arises, whether creativity always involves solving problems. If
"product" is understood broadly enough, effective novelty could be argued always to lead to a
product, even if this is in the form of an idea or the act of transfering a procedure to an
unfamiliar setting. It is also possible to define "problem" very broadly, for instance the
problem of communicating a poet's sense of awe to readers or the problem of capturing the
beauty of a sunset on canvas. Using such broad definitions, it could be argued that creativity
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always involves a product that solves a problem. However, conventional problem solving
research in psychology understands "problem" and "solution" in a much more concrete way.
Creativity requires doing things differently from the way they are usually done, or even
defying the norms of society, what some writers have called. "contrarianism" (although they
were writing about giftedness in general, and not specifically creativity). In a certain sense,
creative people defy the rules, even those who do not call attention to themselves through
antisocial behavior. Thus, creativity can be seen as a "failure" to conform to the norms of
society.
In principle, all people are capable of a wide range of responses to life situations,
but in the process of growing up they learn that most of these are forbidden, and usually
restrict their responses to a narrow range of socially tolerated behaviors. This has the
advantage that life becomes predictable, since it is more or less known what can be expected
in everyday situations, but the disadvantage is that unusual, unexpected reactions are
discouraged and become rare. There are even rules about which opinions are correct, indeed
about the right way of thinking and the contents of correct thought. Societies are prepared to
tolerate the breaking of the rules to a certain degree, which rules can be broken or how large a
deviation is accepted varying from society to society and from time to time, as well as
according to the age, social position, occupation, and other characteristics of the individual
doing the rule breaking. For instance, the North American society would tolerate deviations
from the norms for behavior at a wedding by a 21 year old art student that would not be
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tolerated from the local bank manager. In general, there are rules about breaking the rules.
People publicly acclaimed as creative break these rules, but succeed in staying within
acceptable limits. If they do not, they are likely to be regarded as eccentric, immoral,
mentally disturbed or criminal rather than creative, with the possibility of being criticized,
novelty themselves. Such creativity facilitators can be humble and unsung people, such as a
grade school teacher. In mature workers, such as scientists, working in a team may provide
contact with facilitators. An important function of such people is to offer creative individuals
a safe space where they can break the rules without sanctions, as well as to offer them a
positive perspective on themselves, for instance the view that their ideas are not crazy but
creative. This recognition can help to foster the courage to deviate from what everyone else is
doing, among other things by offering an opportunity to test the limits of the acceptable
without risk or feelings of guilt. The groups of which a person is a member, either intimate
groups such as the family, more public groups such as playmates or friends, or more or less
formally defined groups such as experts/critics, colleagues, or employers can also foster
course, hinder or block it by withholding such positive feedback). Some researchers regard
2. Sociocultural validation
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Science, Art and indeed all fields of creativity are themselves subsystems
esthetic/professional and also social to which the points just raised can also be applied. A
creative product must not only be novel, but must also be communicated to other people and,
most important in the present context, be accepted or at least tolerated by them. This
"creativity", but only of the "production of variability". Some theorists have argued that
"creativity" is not really a property of products or processes at all, but that it is a category of
judgment in the minds of observers, often acknowledged experts or specialists. In some areas
the rules for applying the label "creative" are well established, with the result that there is a
high level of agreement not only among judges, but also between experts and ordinary
members of the public. In other areas, however, there is less agreement, with the result that
there are often controversies, for instance over the quality of a painting, a book or a piece of
music. This approach not only places great emphasis on communication, but it also
emphasizes the final step in the emergence of a creative product: the phase of Validation by
vacuum. It is striking that research has shown that there is a relationship between the
economic/political situation of a society and the contents of the relevant and effective novelty
created in that society: After an economic depression, there may be a burst of, let us say,
literary creativity, after a successful war (if any war is ever "successful") creativity in the
performing arts, after an unsuccessful war in business and industry, and so on.
In business and industry, the emphasis is frequently on innovation, rather than creativity. The
difference is that innovation requires not only creating novelty, but also putting it into
concrete practice in a particular setting: Thus, in a certain sense, creativity can be seen as a
definitional problems are easy to solve in the framework of innovation, for instance the
question for whom novelty should be surprising, relevant and effective, or the issue of
chance: Innovation requires the deliberate introduction of ideas, products, production and
marketing processes and the like that are novel for a work group or an organisation into
which they are introduced. Effectiveness is also, at least in theory, easy to judge: production
rises, sales improve, costs sink, absenteeism or staff turnover falls, or accidents in the
Innovation can also be seen as a process having two phases. In the initial ideational
phase ideas emerge that are new for the setting in which they occur. These ideas can be novel
in an absolute sense (i.e., involving "innovative" or "emergent" creativity), but they need not
be: For instance, a manager could make suggestions based on standard practice at a former
place of work, novel only in the new workplace. Applying the already known in a new setting
constitutes a creative act ("inventive creativity"), but only involves "minor" or "secondary"
creativity. After this ideational phase comes the behavioral phase, in which the novel idea is
put into practice. Creativity can occur without the behavioral phase, but this phase is essential
for innovation.
Of great importance in innovation is the fact that novel ideas have to be inserted
into an existing context (a business, a production process, a management team, etc). The
"context" is usually referred to in the relevant research literature as the organisation. The
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process of insertion seems to occur in steps or phases, described in, for instance, the five
phase model involving "agenda setting" (the problem is defined and possible solutions
organisation or the organisation adapts itself), "clarifying" (the organisation grasps what the
innovation is all about), and "routinizing" (the innovation becomes part of the daily life of the
organisation).
innovative behavior, and these bear a strong similarity to the properties of the "congenial
environment" described by creativity researchers. Among these factors are freedom to make
decisions, support from colleagues with whom one directly works, and facilitating attitudes or
other factors (e.g. leadership style) of superiors. Inhibiting factors include negative aspects of
the organisational climate, negative attitudes and leadership style of superiors, and inhibiting
structure of command. In the case of the individual person, innovation often demands
acquisition of new skills, on the one hand, cognitive reorganization on the other (changes in
activities). These can lead to a conflict of values with resultant uncertainty or anxiety, and
may have consequences for the self-concept. As a result, personal characteristics of the
individual such as openness for the new, willingness to take risks, and flexibility interact with
the characteristics of the organization to facilitate or inhibit innovation and to moderate its
psychological consequences.
creativity. It involves (a) novel products such as objects, machines, works of art, ideas,
solutions to problems, industrial or production processes, and the like; (b) psychological
processes such as fantasizing, diverging from the customary, or inventing, that lead to novel
products; or (c) personal properties of the person that permit or even promote the production
of novelty, including openness for the new, and self-concept as innovator. This latter
dimension can be expanded to include (d) motivation such as willingness to take risks and
Although products are of great interest to artists and business people, they present
serious problems for a psychological discussion. Artistic products are often the subject of
great controversy, with serious differences of opinion about their degree of novelty and
especially their effectiveness: criteria vary from beholder to beholder (for instance art,
literature or theatre critics) and from epoch to epoch. The perceived creativity of paintings
has been shown by researchers to vary according to the audience's beliefs about the identity of
the painter or the amount of time they believed was expended on completing the work. The
environment.
1. Thinking processes
The decisive event in modern psychological analyses of creativity was the acceptance speech
the finding of single correct answers to circumscribed problems. By contrast, he argued that
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intellectual power could also be applied to the finding of substantial numbers of new, original
and unexpected answers, quite possibly to loosely defined problems. He referred to process as
a special kind of thinking, which he labelled "divergent". Guilford's original paper had the
title "creativity", and the equating of creativity with divergent thinking quickly established
Other researchers have also concentrated on thinking processes as the basis for
creativity. A well known popular scientific approach emphasized "lateral" thinking. Other
concepts are "janusian" thinking (named after the Roman god Janus, who could look
backwards and forwards at the same time), "homospatial" thinking (ideas from different
domains are brought together in the same space), "biphasic" thinking (in the first phase
uninhibited combinations of ideas, which are then organized and sorted out in the second
phase, for instance according to social acceptability,), and "tertiary" thinking (in the
psychoanalytic sense, primary process and secondary process thinking are combined).
"remote associates" is based on the observation that, in the course of their experiences, people
associations. Pairings that occurred frequently in the past stand high in the hierarchy, and
have a higher probablity of being chosen when the stimulus occurs again than associations
which occurrred infrequently in the past. These less likely associations are "remote" and the
person who makes them produces unusual or unexpected ideas. A similar approach is seen in
the theory of "bisociation", which assumes that ideas occur in "matrices" or fields. Normally,
ideas from the same field are combined in a process of association. However, some people
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combine ideas from separate matrices in a process of bisociation which, by virtue of the fact
that the ideas are not normally found together, means that the combination is surprising.
2. Personality
A number of writers have emphasized the importance of personality in creativity, some even
arguing that creativity may have little to do with cognitive processes at all, and may be the
result of a special personality constellation. Reviews of the relevant research typically list
characteristics such as flexibility, sensitiveness, autonomy and ego strength. Recent analyses
of earlier research, however, suggest that the relationship between creativity and personality
personality profile that is typical of the creative, regardless of their field, and also
distinguishes the creative from the noncreative. A recent study emphasized the importance of
a "complex" personality that combines, among others, sensitivity with toughness or high
intelligence with naivité. Striking in the discussion of this point is that the personality
close incomplete gestalts; acceptance of fantasy combined with maintenance of a strong sense
of reality; critical and destructive attitudes together with constructive problem solving; cool
self-criticism and self-doubt together with self-confidence; tension and concentration side by
3. Motivation
The creation of novelty requires not only appropriate thinking and personality, but also the
desire or at least the readiness to diverge, take risks, defy conventional opinion, or expose
oneself to the possibility of being wrong: In other words, appropriate motivation. A position
that is widely accepted in recent writing is that creativity is based on intrinsic motivation, the
wish to carry out an activity for the sake of the activity itself, and not in the hope of obtaining
external rewards. This latter form of motivation (seeking of external rewards) is referred to as
"extrinsic". Extrinsic motivation may inhibit creativity or even be fatal to it. It is extremely
seductive, and once people have been exposed to it they are in danger of shaping their
behavior, and even their thinking, into forms that lead to external rewards, such as personal
According to the "triad" model, there are five classes of creativity motive:
Instrumental motives, playful motives, intrinsic motives, control motives and expressive
motives. In contrast to the emphasis on intrinsic motivation, this approach argues that
creativity can be a means to an end, for example a person might write a book in the hope of
making money. Motives interact or change with time. To take an example, a person might
become aware in the course of writing of the feeling of having an important message that
motivation. Such "individual structures of motivation" are capable of changing with time, so
that a given person might at one point be more extrinsically motivated, at another more
supported by the "evolving systems" approach, according to which a creative product emerges
as the result of a long process of development of knowledge, emotions and feelings, and
goals.
The ideas that there is a connection between creativity and madness is one of the oldest issues
in modern psychology, and was already a subject of empirical investigation a good 100 years
ago. Contemporary research has adopted two approaches, either studying acknowledged
creative people to see if they are more frequently mentally disturbed than chance would
predict, or working with people already regarded as mentally ill or at least "eccentric" in
order to see if they show more creativity than the general population. Studies in Britain,
where being eccentric is accepted without great stigma, have shown that many eccentrics hold
patents, some of them several. At a more theoretical level, it has been shown that there are
schizophrenics making, for instance, more remote associations and thinking more divergently.
However, schizophrenic thinking does not favor production of effective novelty, despite its
divergent nature. Schizophrenics are frightened by their own unusual ideation, whereas
It has also been shown that mood disturbances are much more common among
acknowledged creative people than in the general public. However, the connection between
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mood disturbance and creativity does not seem to involve a direct causal relationship. Instead,
both mood disturbance and creativity seem to be related to emotional lability and greater
sensitivity to external stimuli or internal mood fluctuations, thus producing an apparent causal
relationship. Mood states such as manic disorders could also reduce fear of embarrassing
oneself or promote self-confidence, once again creating an erroneous impression that the
manic disorder causes the creativity. Generally, the position of clinically oriented researchers
on creativity is that it requires a high level of mental health, or even that creativity promotes
mental health.
The "classical" description of the emergence of creative products is the phase model, which
was first introduced into creativity research about 75 years ago. In early research four phases
or stages were distinguished: In the first, referred to as the phase of Information, a person
becomes thoroughly familiar with a content area. In the Incubation phase the person "churns"
through the information obtained in the previous phase until a solution appears; this marks the
phase of Illumination. The solution may seem to the person in question suddenly to have
appeared from nowhere, because its emergence into consciousness may come all at once, thus
creating the subjective feeling of creativity without perspiration. This would explain why
some creative people (see above) overlook the phases of information and incubation in
describing their own creativity. Finally comes the phase of Verification, in which the person
There is disagreement among more recent theorists and researchers about whether
incubation processes are chaotic and more or less random, with a solution popping up out of
the seething cauldron of ideas and being recognized or not, according to the ability of the
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person in question to recognize that a solution is at hand or the openness of this person for
new solutions, or whether it follows strict rules, for instance running through all logical
possibilities until an answer is found. Recently, it has been recognized that the latter would
involve vast numbers of "empty trials", and would be extremely inefficient. Some writers
have argued that the process must be shortened either by means of intuition, a sensing that
certain approaches offer more promise than others, or via metacognitive processes (for
instance, rules showing how to recognize that some lines of attack are dead ends, criteria for
evaluating the usefulness of what has been achieved to date, strategies for generating
described how they obtained new ideas, have cast doubt on the validity of the phase model.
creativity. For this reason, it will be retained here as an aid to the present theoretical
discussion. Figure 1 (see next page) shows an expanded phase model incorporating the
additional phases Communication and Validation. This figure is reprinted from Runco, M.
(Ed.). (1997). Handbook of Creativity (p. 100). Hampton Press, Cresskill, NJ.
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Convergent thinking
Rich fund of
Prerequisite : Determination,
Incubation information,
motivation, problem Fascination
impressions, etc.
finding skill
Evaluation of
configurations for
novelty Satisfaction,
Verification Prerequisite : Novel configuration(s)
Pride in oneself
those above, knowledge
of the field, familiarity
with norms and
conventions
A societally
Elation
acclaimed product
The figure goes beyond a depiction of the phases of creativity to show how different
psychological factors (see Section IV) are of particular importance in the emergence of a
creative product in different phases of the production process. In each phase (see left hand
31
column), core psychological processes (second column) are applied to the results of the
previous phase (third column), to produce the material for the next phase. The psychological
processes are made possible or at least facilitated by factors such as motivation, openness for
the new or willingness to take risks. The total process is accompanied in its various phases by
product. In practice, the process can be broken off earlier, for instance when evaluation of the
product to date indicates that it is a failure. The creative process can also start part way through,
for instance when a person returns to an earlier novel configuration to verify it. It can also
function as a kind of spiral; for example new information could make it possible to verify a
An expanded phase model is helpful in sorting out one aspect of creativity that has already
been touched upon without being made explicit: The definition of creativity involves
of "paradoxes". Among these are the following: (a) Creativity involves difference from the
everyday, but is found in everybody; (b) novelty, the single essential element in creativity, is
necessary but not sufficient to define it; (c) creativity is not the same as intelligence, but it is
also not completely different; (d) creative production requires deep knowledge, but freedom
from its constraints; (e) creativity implies bringing something new into existence, but can be
studied without reference to products; (f) creativity requires deviating from social norms, but
doing this in a way that the society can tolerate (g) creativity requires combining contradictory
personality characteristics; (h) opposite kinds of motivation can lead to creativity. The phase
model suggests that the paradoxical combinations occur in different phases of the process of
production of novelty: For instance, convergent thinking might dominate in the phase of
self-confidence during Communication. Thus, the paradox of creativity may not be the problem
it appears to be.
References
Csikszentmihalyi, M. (1996). Creativity: Flow and the Psychology of Discovery and Invention.
Gardner, H. (1995). Leading Minds: An Anatomy of Leadership. Basic Books, New York.
Eysenck, H. J. (1995). Genius: The Natural History of Creativity. Cambridge University Press,
New York.
Simonton, D. K. (1994). Greatness: Who makes History and Why. Guilford, New York.
Sternberg, R. J. & Lubart, T. I. (1995). Defying the crowd: Cultivating Creativity in a Culture
of Conformity.