Books: Creative Problem Solving and Opportunity Finding,
J.D. Couger, Boyd and Fraser Publishing Company,One Corporate Place,
Ferncroft Village, Danvers, MA 01923, 1995. To order call 1-800-354-9706.
Creativity and Innovation in I.S. Organizations, J.D. Couger,
Boyd and Fraser Publishing Company, One Corporate Place, Ferncroft
Village, Danvers, MA 01923, 1996. To order call 1-800-354-9706.
Reports: 89-1 Differentiating Creativity, Innovation,
Entrepreneurship,
Intrapreneurship, Copyright and Patenting for I.S.
Products/Services Considerable confusion exists on the
difference in
meanings of the terms creativity and innovation. Likewise, the terms
entrepreneurship and intrapreneurship need clarification so far as they
pertain to the I.S. field. When discussing creativity and innovation,
the need for protection of the result through patenting or copyrighting
arises. This paper distinguishes these terms and concepts and suggests
an approach for integrating them for consideration of I.S. products and
processes. 89-2 Ensuring Creative Approaches in Information System
Design Improvement in computing capability is one
way to aid U.S. companies in recapturing competitive edge. However, the
easy applications have been computerized. The difficult ones lie ahead.
Creative approaches are needed to computerize those difficult
applications. Yet, I.S. has apparently little interest in the subject of
creativity; less than a half-dozen articles on the subject have been
published in the 35 year history of the discipline. The author reviewed
the literature in other disciplines of art, science, engineering,
psychology and education, to determine how creativity techniques had been
utilized in those disciplines. The research revealed that many of those
techniques are useful for the I.S. field. Definitions of creativity are
provided, then three classifications of creativity research are
reviewed: Rothenberg, Ackoff/Vergara, and Rosner/Abt. Creativity
techniques are illustrated for general problem solving. The author
advocates use of creativity techniques in the information system development
process at four points:
near the conclusion of requirements definition, logical design, physical
design and program design. Use of creativity techniques at each of these
points is illustrated. By delaying convergence on a solution, new
approaches and new alternatives can be generated and evaluated. These
approaches can produce the systems needed to assist U.S. companies in
international competition.
89-3 Establishing a Creative Environment for System
Development
(Available
for a cost of $10 each, plus mailing costs)
Submit requests
to:
J.D. Couger, L.F. Higgins and S.C.
McIntyre
August 1989
J.D. Couger
August, 1989
J.D. Couger
December, 1989
In the 35 year history of the Information Systems field, only four articles have been published where the subject of creativity constituted more than one page. Not only is there little evidence of use of creativity techniques, the principal one used, Brainstorming, has not been used correctly. There is a vacuum in the I.S. literature that needs filling. The Japanese have been far more creative than the U.S., as shown by the number of patents issued and the number of citations of patents. U.S. system designers need to be much more creative in the future to aid the U.S. in regaining its international economic stature. The paper provides definitions of creativity, identifies myths about invention and discovery, and gives examples of creativity in other fields and in the I.S. field. It discusses how to stimulate creativity and how to create a positive environment for creativity. Reasons for lack of use of creativity techniques in I.S. are provided. Examples of creativity techniques useful for the system design process are provided as well as discussion of costs to use these techniques.
90-2 Creative Approaches to Development of Marketing
Information
Systems
L.F. Higgins, J.D. Couger and S.C. McIntyre
February 1990
The 1980's saw an increased emphasis on the management of marketing information systems. Several trends have caused this renewed interest including increased application of the marketing concept, more demands for resource productivity, and heightened domestic and international competition. More creative ways of managing marketing information are required for businesses to respond to these challenges. This paper discusses the measurement and meaning of creativity and describes how creativity tehniques can be used in marketing information management. Two exploratory studies are reported that applied creativity techniques to questions surrounding the design and development of a marketing information system.
90-3 Knowledge Base Enrichment Via Object Oriented
Creativity
Techniques
S.C. McIntyre, J.D. Couger, and L.F. Higgins
February,
1990
Certain object oriented research has concentrated upon models which are used, not so much to define and simulate, as to explore. An example is an object oriented GDSS with facilities for idea generation and policy formulation. Although knowledge engineering techniques are typically used to elicit information for such models, they provide only a foundation of what is needed. This paper describes the use of object oriented creativity tools to enrich the information content of this type of object oriented knowledge base.
90-4 Creative
Approaches to Develop World Class Systems for
Manufacturing
R. Discenza, J.D. Couger, L.F. Higgins and S.C.
McIntyre
June, 1990
90-5 CASE STUDY: Introducing a Creativity Improvement
Program in an Information Systems Organization
J.D. Couger and T. Snow
September, 1990
A creativity improvement program was introduced in a work unit of system developers. The five month program consisted of three phases: Phase I was a training workshop to establish an environment to facilitate creativity and to teach a variety of creativity generation and evaluation techniques. Phase II reinforced the concepts/principles taught in the workshop, with opportunities to discuss expereince in application of the techniques and test the degree to which the environment for creativity had been enhanced. Additional techniques were also introduced during this period. Phase III provided further reinforcement by reading and discussing creativity articles/papers. All personnel kept a record of their creative results, identifying 17 major improvements. In a post-test, on the average participants believed their individual creativity improved 23 percent and that the unit's creativity improved 27 percent. They also indicated that the environment for creativity was well established, that "creativity was now a part of their culture".
91-1 Learning Styles and Creativity Training:
Implications
for Information Management Personnel
Training
has
traditionally been an important area in information systems (IS). The
1990's will require IS organizations to be more productive and innovative
in their operations. Training IS personnel in creative problem solving
(CPS) techniques may be an attractive alternative for IS organizations
that wish to improve the productivity of their personnel.An understanding
of learning styles can be an essential factor in designing successful
creativity training. This paper describes how the learning style
inventory conceptualized and validated by Kolb can be helpful in the
design of creativity training for IS personnel. The paper goes on to
offer observations on likely learning styles exhibited by IS personnel
and the appropriate CPS techniques based on those learning styles.
91-2 Analogical Reasoning via Intelligent
Animation: A Problem
Solving Methodology This paper describes the philosophy,
design and current implementation of the ARIA project. ARIA (Analogical
Reasoning via Intelligent Animation) is designed to enable the native
analogical reasoning of problem solvers. Enabling takes place with
animated graphics and interactive control of the analogic environment.
91-3 (Un)Structured Creativity in Information Systems
Organizations
Part I - Theory A 1988 Delphi Survey of SIM executives on Key Human Resource
issues in the 1990s identified "the need to emphasize creativity and
innovation." Yet the authors' extensive review of IS literature revealed
only five articles which included a discussion of creativity over one
page in length. This is contrasted with a review of five other
disciplines which identified over 4000 publications on this subject. The
purpose of this paper is to establish direction for applying theory on
creativity to the IS field. Applicable definitions and models of
creativity are presented. The authors conclude by identifying eight
propositions which express the crucial research issues for improving
creativity in IS organizations.
91-4 (Un)Structured Creativity in Information Systems
Organizations,
Part II - Application Concepts,
definitions and classifications of creativity were provided in Part I of
this paper. Part II discusses factors necessary to ensure a positive
climate for creativity along with six techniques for idea generation and
evaluation. Six cases are described to illustrate the use of the
techniques for a variety of problems and/or opportunities in several
industries. Recommendations are provided for introducing a creativity
improvement program.
91-5 Pilot Study: Introducing a Creativity Improvement
Program
for the Federal Express I.S. Organization A pilot program for
creativity improvement was introduced for two work units within the
System Development Group of the Federal Express Corporation. The six
month program consisted of two phases: Phase I was a one-day workshop
with two objectives: 1) to establish a climate to foster creativity and
2) to provide an understanding of a variety of techniques for generating,
evaluating and implementing creative ideas. Phase II reinforced the
concepts and principles taught in the workshop and provided participants
opportunity to discuss their approaches to becoming more creative in
their daily work activities. A monthly meeting concentrated on helping
individuals gain confidence and capability in generating creative ideas
and to help the work group improve its ability to nurture and facilitate
the ideas of team members. Additional techniques and examples of
creativity were introduced during this period. All personnel kept a
record of their creative results. Pre and post tests indicated that
participants believe that their work group's creativity improved
significantly. For group one the rating improved from a mean of 1.3 to
3.1 (on the scale of 5). For group two the rating improved from a mean
of 2.2 to 4.4. Their creative output support this belief -- more than 40
significant improvements were documented.
91-6 Measurement of Creativity of I.S.
Products While the literature on creativity/innovation in IS is sparse, the
literature on measurement of creativity in IS products/services is
non-existent. This paper provides a review of the literature on
measurement of creativity, then concentrates on a discussion of the
measurement of software products. Six software products are evaluated
for their degree of creativity using a two-criterion approach: novelty
and utility.
92-1 The Role of Emotions in Employee
Creativity Many studies in business outline work
environment characteristics that encourage creativity but few investigate
characteristics of individuals that influence creative output. This
paper examines the impact of individuals' emotional responses on
individual and group creativity. The effects of specific emotions on each
phase of the creative process are delineated. Proximal and distal causes
of emotions are identified, and recommendations to minimize the
disruptive influences of individuals' emotions on their creative output
are offered. An analysis of emotional factors is believed to add
significantly to the present understanding of creative behavior in the
organization.
92-2 Overcoming Ad Hoc Development: Enabling/Disabling
Factors in Software Quality Maturation This paper describes results obtained from a
two year study of thirty software development organizations. The purpose
of the study was to determine what factors enable software developers to
advance beyond ad hoc development processes and what factors inhibit that
advancement.
92-3 Measurement of Creative Behavior of I.S.
Personnel 92-4 Measurement of Creativity of I.S.
Products 93-1 Comparing Innovation Styles Profiles: I.S.
Personnel vs Other Occupations 93-2 Measurement of the Climate for Creativity in I.S.
Organizations The
Work Environment Inventory (WEI) instrument was used to measure the
climate for creativity for a representative set of I.S. organizations.
The results were compared to those for non-I.S. organizations, revealing
significant differences. Specific areas of deficiency were identified.
I.S. management can concentrate on those factors to leverage budget and
effort to enhance the climate for creativity.
93-3 Metrics of Creativity in Information Systems
Development: An Exploratory Study The purpose of this study
is to identify creative measures for information systems development.
Content analysis was used as a methodology for analyzing key attributes
to distinguish between creative and less creative IS applications.
Twenty descriptions of information systems and the development process,
published in Information & Management -- an international academic
journal -- served as the source for exploration. From a list of 43
possible keyword synonyms used to describe the novelty and value of
creative products and services, 16 keywords and their derivations were
chosen for study. The articles were scanned, cleaned, and stored with a
high rate of accuracy. A team of three raters was engaged for the
project rating the occurrence of each keyword in context. Inter-rater
agreement scores all reflected acceptable reliabilities greater than
.70. Summary statistics were used to evaluate average rater scores,
average rating per arti.cle, total number of keywords per article, and
other statistics useful to developing creativity measures. The average
number of keywords per page (AVG_KW) was found to be an important
variable correlating highly with other key indicators. Expert judges'
opinions were not found to add additional value to the raters'
evaluations, lending evidence that the raters' evaluation of creativity
were valid. Using the results from the correlation analysis, a metric
for assessing the creativity in information systems development is suggested.
94-1 Enhancing the Climate for Creativity for Software
Designers Measurement
of the degree to which company climate is supportive of creativity is
becoming increasingly important. Tight economic conditions worldwide
make it imperative for companies to find ways to generate more innovative
products and services. This paper provides data on measurement of degree
of creativity in climates of business organizations in general, then data
specific to one profession, the Information Systems profession. It also
discusses ways the climate for creativity can be enhanced to improve both
creativity and productivity. However, the information is not only
important to managers of IS, but also to the clients of IS. The
departments for whom IS is designing software are equally concerned that
software developers have a climate supportive of creative efforts.
Therefore, this survey of programmers and analysts should be of interest
across the company, not just to IS management.
94-2 Comparison of the KAI and ISP for Measuring Creative
Style of I.S. Personnel The literature on assessing and encouraging creativity
in IS organizations has grown substantially in the last few
years. However, large empirical analyses of behavioral
creativity data are still quite limited. This study applied
the two major scales for measuring the cognitive styles
associated with creative behavior in social science, Kirton's
KAI and Miller's ISP. Data is assessed from a sample of IS
professionals who completed both of these self-report pencil
and paper survey instruments. Data analysis reveals that
while there are some significant differences directed between
IS professionals and other business professionals, the finding
s are consistent with the underlying theory of both scales
and previous studies in the field. 95-1 Implied
Creativity No Longer Appropriate for I.S Curriculum Content on
creativity/innovation has now been formally added to the national
curriculum recommendations. Previously it was assumed that instructors
would encourage creativity of their students. Two of the courses
recommended in IS'95: Model curriculum and Guidelines for
Undergraduate Degree Programs in Information Systems specify specific
creativity topics. This paper identifies both content and level of
coverage of creativity topics: 1) improving creativity in system analysis
and design and 2) improving the climate for creativity. It suggests ways
that instructors can provide the appropriate instruction in those topics.
95-2 A Framework for Research on Creativity/Innovation in
I.S.Organizations Until 1990 there was a dearth of research on creativity/innovation
in the field of IS. In that year, the HICSS minitrack on
Creativity/Innovation in IS Organizations was initiated. The minitrack
Call For Papers specified a framework for research that generated 32
papers, covering the full spectrum of IS activity. This paper proposes a
second generation framework for research, to stimulate more in-depth
research and broader use of research methodologies. Resources and
publication channels for research on the topic of creativity and
innovation are also discussed.
95-3 A Comparison of Scales for Assessing Personal
Creativity in I.S. Organizations Assessment of the individual creativity of IS
personnel is a critical component in enhancing creativity and innovation
in IS organizations. There are over two hundred scales designed to
assess an individual's creativity but only three have seen substantial
use in IS. A review of these three scales (KAI,ISP,CPSP) is provided and
a list of the characteristics of an individual creativity assessment
scale to be used in IS is offered.
N.T. Frontczak and L.F. Higgins
January, 1991
S. C. McIntyre
July, 1991
J.D. Couger, L.F. Higgins and S.C. McIntyre
June,
1991
J.D. Couger, S.C. McIntyre, and L.F. Higgins
June, 1991
J.D.
Couger, Pat Flynn, Doris Hellyer
July, 1991
J.D. Couger and G.
Dengate
November,
1991
L.F. Higgins, S.H. Qualls, J.D.
Couger
February, 1992
Scott C.
McIntyre
August, 1992
J.D.
Couger, D.G. Gardner, and J.F. Milliman
September, 1992
J.D. Couger and G.
Dengate
September, 1992
W.C.
Miller, J.D. Couger and L.F. Higgins
January, 1993
J.D. Couger
August,
1993
D.L.
Amoroso,
J.D. Couger and I. Eriksson
October, 1993
J.D. Couger
August,
1994
L.F. Higgins, J.D. Couger
September,
1994
J.D. Couger
February, 1995
J. D.
Couger
September,
1995
L.F.
Higgins
October, 1995