1 This material is presented to ensure timely dissemination of scholarly and technical work. Copyright and all rights therein are retained by authors or by other copyright holders. All persons copying this information are expected to adhere to the terms and constraints invoked by each author's copyright. In most cases, these works may not be reposted without the explicit permission of the copyright holder. This version of the referenced work is the post-print version of the article—it is NOT the final published version nor the corrected proofs. You may access the final published paper from the publisher’s website. The current reference for this work is as follows: J.M. Hender, D.L. Dean, T.L. Rodgers, and J. F. Nunamaker, Jr. (2002). "An Examination of the Impact of Stimuli Type and GSS Structure on Creativity: Brainstorming Versus Non-brainstorming Techniques in a GSS Environment," Journal of Management Information Systems, 18:4, spring, pp. 59-85. My vita can be found at: http://marriottschool.byu.edu/directory/details?id=5305
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An examination of the impact of stimuli type and GSS structure on creativity: Brainstorming versus non-brainstorming techniques in a GSS environment
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This material is presented to ensure timely dissemination of scholarly and technical work. Copyright and all rights therein are retained by authors or by other copyright holders. All persons copying this information are expected to adhere to the terms and constraints invoked by each author's copyright. In most cases, these works may not be reposted without the explicit permission of the copyright holder.
This version of the referenced work is the post-print version of the article—it is NOT the final published version nor the corrected proofs. You may access the final published paper from the publisher’s website.
The current reference for this work is as follows:
J.M. Hender, D.L. Dean, T.L. Rodgers, and J. F. Nunamaker, Jr. (2002). "An Examination of the Impact of Stimuli Type and GSS Structure on Creativity: Brainstorming Versus Non-brainstorming Techniques in a GSS Environment," Journal of Management Information Systems, 18:4, spring, pp. 59-85.
My vita can be found at: http://marriottschool.byu.edu/directory/details?id=5305
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An Examination of the Impact of Stimuli Type and GSS Structure on Creativity: Brainstorming Versus Non-brainstorming Techniques in a GSS Environment
Jillian M. Hender, Douglas L. Dean, Thomas L. Rodgers, and Jay F. Nunamaker, Jr.
Jillian M. Hender Tel: (44-1491) 571454 Henley Management College Greenlands, Henley-on-Thames Oxfordshire RG9 3AU UK Office: [email protected] Home: [email protected]
Douglas L. Dean Office (801) 378-1224 Fax (520) 378-5933 School of Accountancy and Information Systems 569 TNRB, PO Box 23081 Brigham Young University Provo, UT 84602-3081 [email protected] Thomas L. Rodgers Office (409) 845-3139 Fax (409) 845-5653 804 Merion Court, College Station TX 77845 [email protected] Jay F. Nunamaker, Jr. Office (520) 621-4475 Fax(520) 621-2433 Center for the Management of Information University of Arizona 430 McClelland Hall Tucson, AZ 85721-0108 [email protected]
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Author Biographies: JILLIAN M. HENDER is a member of the Associate Faculty at Henley Management College,
UK. She received a B.Sc. in Physics from University College, London, and a Ph.D. and MBA from Henley Management College. She has worked in the computer industry as an analyst/programmer and consultant. Her research interests include creativity, innovation management, teams, group support systems, and information technology for collaborative work.
DOUGLAS L. DEAN is an Assistant Professor at the School of Accountancy and Information
Systems at Brigham Young University. He received his Ph.D. in MIS from the University of Arizona in 1995, and a Master of Accountancy with an emphasis in information systems from Brigham Young University in 1989. His research interests include creativity, collaborative tools and methods, and requirements analysis. His work has been published in Management Science, Journal of Management Information Systems, Group Decision and Negotiation, and IEEE Transactions on Systems, Man, and Cybernetics.
THOMAS L. RODGERS is an Assistant Professor at the Lowry Mays College and Graduate
School of Business at Texas A&M University. He received his Ph.D. in Management from the University of Arizona in 1999, and a Master of Science in Finance from Colorado State University in 1994. His research interests include creativity, team aspects of software engineering, and expertise knowledge transfer.
JAY F. NUNAMAKER, JR., Regents and Soldwedel Professor of MIS, Computer Science and
Communication, is director of the Center for the Management of Information, University of Arizona, Tucson. In 1996, Dr. Nunamaker received the DPMA EDSIG Distinguished IS Educator Award. The GroupSystems software resulting from his research received the Editor’s Choice Award from PC Magazine, June 14, 1994. At the GroupWare 1993 conference, he received the GroupWare Achievement Award along with recognition of GroupSystems as best of show in the GDSS category. In 1992, he received the Arthur Anderson consulting Professor of the Year Award. Dr. Nunamaker received his Ph.D. in systems engineering and operations research from Case Institute of Technology, an M.S. and B.S. in engineering from the University of Pittsburgh and a B.S. from Carnegie Mellon University.
Keywords: Creativity, idea generation, brainstorming, assumption reversal, analogy, group support system, idea quantity, idea quality, laboratory experiment
Acknowledgements: An earlier version of this paper appeared in the Proceedings of the 34th Annual HICSS, January 2001. This research was supported by a grant from the Economic and Social Research Council, UK.
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Abstract
Of the techniques available for idea generation with Group Support Systems (GSS), little
research attention has been given to techniques that challenge problem assumptions or that use
unrelated stimuli to promote creativity. When implementing such techniques with GSS, choices
must be made regarding how to configure the GSS to deploy the initial creative stimuli and to
present the pool of emerging ideas that act as additional stimuli.
This paper reports the results of an experiment that compares Electronic Brainstorming (few
unnamed rotating dialogues) with Assumption Reversals (many related stimuli, many named
dialogues, free movement among dialogues) and Analogies (many unrelated stimuli, many
named dialogues, free movement among dialogues).
Analogies produced creative, but fewer, ideas, due to use of unrelated stimuli. Assumption
Reversals produced the most, but less creative, ideas, possibly due to fragmentation of the group
memory and cognitive inertia caused by lack of forced movement among dialogues.
Introduction
Creativity is essential in the quest for competitive advantage in today’s world of quickly
changing technologies and dynamic competitors. Notwithstanding the obvious importance of
creativity, however, people are often poor idea generators. Substantial literature suggests that
when facing large, complex problems, people tend to think within a narrow, bounded subset of
the possible solution space rather than thinking creatively [7, 8, 32, 53]. When facing complex
problems, people can overlook as much eighty percent of the solution space and not even be
aware that they are doing so [21]. Santanen et al. [50] have developed a Cognitive Network
Theory (CNT), grounded in mechanisms of human cognition, that explain why this may be so.
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The model indicates that human memory is organized as associations among related items or
concepts. These bundles of associated, called frames, are linked together in a cognitive network.
Frames are activated by stimuli, and limitations of human memory mean that a particular
stimulus tends to consistently activate the same series of frames. This may help explain why
problem solvers often fail to consider large portions of the solution space. Limited, conventional
stimuli tend to activate familiar patterns of associations resulting in people staying within
bounded, familiar areas of their cognitive networks. Many creative techniques are used to
introduce different types of stimuli with the intent to compensate for this limitation. These
stimuli act as fresh entry points into a person’s cognitive network. This activation of additional
frames may trigger production of ideas that otherwise would not be produced.
With the most commonly used technique, Brainstorming, the problem statement and the
ideas contributed by other group members act as the creative stimuli. Participants are encouraged
to “piggyback” on other ideas within the emerging pool of ideas. Because each person has
developed a different set of associations, a single stimulus often activates different associations
across individuals, hence exposure to others’ ideas activates additional frames.
Group Support Systems (GSS) have been used in organizations for more than a decade
because they are particularly well suited to idea generation [40] and collection. GSS enable
groups to interact electronically by allowing participants to contribute anonymous, typed ideas in
parallel, thus avoiding wasted group time that occurs in manual groups where only one person
can speak at time [16]. Much research has been published--both laboratory experiments [19, 20,
43] and field studies [39]--showing that Electronic Brainstorming (EBS) can be used to produce
ideas of a higher quantity and quality than verbal Brainstorming. With EBS, parallel
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communication and anonymity lead to a faster growing pool of ideas, which act as secondary
stimuli for production of further ideas.
With both verbal Brainstorming and EBS, the stimuli are the problem statement and the
emerging pool of ideas. Recent research has found, however, that introducing additional stimuli
in addition to the problem statement and emerging pool of ideas can further increase creativity.
Stimuli that deliberately direct the thinkers’ attention to different parts of the solution space can
increase productivity on a number of measures. For example, Santanen et al. [50] found that
providing verbal and visual cues (questions derived from criteria for effective solutions) resulted
in the production of more unique ideas, and a higher concentration of unique ideas, than those
produced by traditional EBS. Dennis et al. [15] found that presenting three sub-problems instead
of a combined intact problem resulted in an increase in three combined quantity/quality
measures: number of unique ideas, total quality, and number of good ideas. However, no
differences were found in mean quality.
EBS is based on the creative technique of Brainstorming. However, many other techniques
are detailed in the literature [9, 54] that researchers have argued may increase creativity further
by means of different types of stimuli. This research extends previous research by comparing
two of these, Assumption Reversals and Analogies, with EBS. EBS was used as the baseline
since Brainstorming is by far the most common form of ideation used by practitioners, and has
been used in a substantial proportion of idea generation research studies, both in a GSS [11, 12,
30, 31, 44] and manual environment [28, 34].
In Assumption Reversals, participants list all the major assumptions about the problem,
reverse them, and use the reversed assumptions as stimuli to generate ideas. Because
assumptions form an artificial boundary around the problem, reversing the assumptions is
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deliberately designed to break existing thought patterns. Cognitive Network Theory suggests that
if activation of frames is done in such a way that previously remote concepts or frames are
brought together (associated) in short-term memory, these uncommon associations will result in
more creative ideas. Assumptions are traditional associations within and across frames, which
may include cause-effect relationships and problem constraints. These limiting associations may
constrain the thinker to search only narrow, bounded aspects of the solution space. Methods that
disrupt and confront these traditional associations may therefore increase creativity by forcing
the thinker to access more uncommon associations.
Both Brainstorming and Assumption Reversals use stimuli that are related to the problem.
Authors [5, 17, 23, 35, 55] have argued that another category of techniques has the potential to
increase creativity beyond techniques that use related stimuli. These techniques, which include
Analogies, introduce unrelated stimuli, which are related back to the problem using forced
relationships. According to Cognitive Network Theory, forcing associations between remote
aspects of the cognitive network should result in the production of very creative ideas.
The next section provides additional theoretical background and motivation for the research
by using Cognitive Network Theory [50] to examine how the structures of both creative
techniques and GSS affect the quantity and creativity of ideas, culminating in the research
hypotheses. Next, the research methods are presented. The results and discussion then follow,
and the paper concludes with suggestions for future research.
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Background
Definition of Creativity
Creativity could be defined in terms of an attribute of a person, a quality of a product, or as a
process [25]. For the purpose of this study we define creativity in terms of a creative process,
conducted by persons, the outcome of which can be measured in the form of ideas. This research
examines characteristics of creative processes because of the importance of finding useful
mechanisms to help people produce creative ideas.
The Cognitive Network Theory
In order to understand the means by which a creative idea may be generated, Santanen,
Briggs, and de Vreede [50] have formalized insights from cognitive psychology into the
Cognitive Network Theory (CNT).
CNT is based on the assumption that human memory exists in the mind as bundles of related
meanings. These bundles are called frames. Frames result from human experience as different
items and concepts become associated and thus become encoded as memory. Association among
concepts within frames can be organized according to a variety of principles, including, but not
limited to, perceptions of cause and effect, constraints associated with possible courses of action,
time sequence of events [52], and similarity or typicality of items [48, 57]. Every day we
perceive many stimuli from multiple sources. Since stimuli can be associated in many ways, the
same item may be a member of many frames. An item that exists in multiple different frames
may serve as a link among the frames. In other words, each frame is a node in the knowledge
web, and each concept in a frame is a link to the other frames of which it is a member. Thus,
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frames are linked into a network or web of related meanings through concepts common to
multiple frames.
Knowledge webs are vast networks that represent our knowledge and experience. Due to the
sheer size of the networks, it is possible to manipulate only a small number of frames at any one
time. Such manipulation occurs in short-term memory, which can be thought of as the workspace
for information that is under active consideration at the moment [18]. Frames currently active in
short-term memory are referred to as salient. Stimuli cause frames to be activated. Activation is
the process by which a particular frame becomes salient. By traversing the links that connect
some activated frame to other frames within our knowledge networks, successive frames from
memory become activated. When two or more frames are simultaneously salient they are said to
be associated. As a result of different associations within different people’s knowledge webs, the
same stimulus may activate very different frames, that is, bundles of associations, for different
people.
There are two patterns of activation among frames. The first, an automatic spreading
activation, occurs without intention or conscious awareness [38]. If a particular stimulus
automatically and consistently activates the same sequence of frames on all occasions, this may
explain why problem solvers often fail to consider large areas of the solution space and think
primarily within bounded and familiar areas of their knowledge networks. The second is a
conscious, limited-capacity, spreading activation that depends on the context of the stimulus and
requires intention and conscious awareness. This suggests that perhaps an intervention that
provides a variety of stimuli from different contexts might activate new or different areas of our
knowledge networks.
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Many researchers assert that the process of making new and unexpected associations
between previously unrelated frames often leads to the formation of highly creative solutions to
solve problems. For example, Mednick [32] defined the creative thinking process as "the forming
of associative elements into new combinations which either meet specified requirements or are in
some way useful. The more mutually remote the elements of the new combination, the more
creative the process or solution" (p. 221). Thus, according to Cognitive Network Theory,
Proposition 1: A creative idea is caused by the unexpected juxtaposition in working memory
of concepts that were previously remote from one another in the cognitive web. The more remote
the concepts used in the juxtaposition, the more creative the idea.
The working space within short-term memory, however, is relatively small. Humans are
typically capable of maintaining seven (plus or minus two) items in short-term memory at a
given moment [33]. Cognitive loads escalate rapidly as thinkers try to push beyond this limit. To
overcome this limit, people cluster related frames into more abstract frames or chunks [33], and
wield those bigger chunks as frames in short-term memory. The cognitive load of accessing
concepts within a given salient frame is low. But, there are cognitive costs associated with
swapping concepts in and out of short-term memory. It takes a great deal of cognitive effort to
bring concepts to mind that are distant on the cognitive web from salient concepts [18]. Thus,
Proposition 2: The cognitive load of traversing among frames in the cognitive web increases
in relation to how far apart they are on the cognitive web.
Attributes of Creative Techniques
All group creative techniques begin with the problem statement and use shared visibility of
the evolving idea pool as creative stimuli. Visibility of previously entered ideas supports
production of additional ideas since they provide entry points into the unique cognitive network
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possessed by each group member. There are four categories of techniques that introduce stimuli
in different ways: 1) traditional brainstorming, 2) techniques that introduce additional related
stimuli in the form of prompts, 3) techniques that introduce additional related stimuli by the
exploration of associations, and 4) techniques that introduce additional stimuli that are unrelated
to the problem.
Brainstorming is the most basic and frequently used technique. It provides only the problem
statement itself and the emerging idea pool as stimuli. The second category of techniques
provides stimuli in the form of multiple questions that deliberately direct the attention of thinkers
to different facets of the solution space. By presenting the problem-solver with multiple starting
categories, different areas of their cognitive networks may be accessed. This avoids the narrow
activation patterns that occur when a single question is provided. Multiple questions help
participants more easily find areas of their cognitive webs where they can generate solutions,
resulting in the generation of more ideas, and possibly more creative ideas. Examples of these
techniques that have been implemented with GSS are Problem Decomposition [15] and Directed
Brainstorming [50]. Dennis et al. [15] found that groups who spent fifteen minutes on three sub-
problems produced more ideas and more good ideas than groups who spent forty-five minutes on
an intact problem. Santanen et al. [50] found that participants using Directed Brainstorming
produced more unique solutions than participants using traditional Brainstorming. In Directed
Brainstorming, participants were presented with a sequence of thirty six questions that reflected
effective solution criteria, such as “now give me a solution that is inexpensive to implement,”
and “now give me a solution that will catch the enemy by surprise,” etc.
A third category of techniques stimulates creativity by having thinkers explore their existing
associations between the problem and its causes, assumptions, attributes, etc. Examples of these
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techniques are Causal Thinking [45], Assumption Reversals, and Attribute Listing [54]. Potter
[45] found that giving participants time to think of possible causes of the problem prior to
Brainstorming increased the number of ideas generated. Methods that explore associations can
be used to trigger activations regarding aspects of the problem. Assumption Reversals is one of
these methods that purposely attempts to access non-traditional associations. This method has
been used by practitioners both manually [22, 47, 55] and with a Group Support System [13], but
has not been evaluated in controlled experiments.
Phases of the Assumption Reversal idea generation technique are as follows:
1. List all the major assumptions about the problem.
2. Reverse each assumption in any way possible.
3. Using the reversals as stimuli, generate ideas.
Since assumptions stem from traditional associations about a problem, reversing them to
introduce non-traditional assumptions may increase creativity by forcing the thinker to activate
frames not traditionally associated with the problem. For example, when considering the problem
of improving restaurants, an assumption about restaurants may be “restaurants serve food.” By
reversing this assumption to read “restaurants do not serve food,” a different set of associations
may be activated, such as between restaurants and entertainment, restaurants and shopping, or
restaurants and social events.
The previous three categories of techniques use stimuli that are related to the problem. The
ideas are generated by free association, which occurs when participants follow a train of thought
and rely largely on chance and incubation [54]. In other words, free association allows people to
follow the automatic spreading of activations among frames that occurs without intention or
conscious awareness.
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Researchers and practitioners have suggested that a fourth category of techniques that use
unrelated stimuli may increase creativity beyond related stimuli techniques by introducing
concepts during the creative process that are unrelated to the problem. These unrelated concepts
are then linked back to the problem as stimuli for idea generation. For example, participants may
be asked to forget about the problem, look at a picture or object that is totally unrelated to the
problem, and describe it in detail. Next, thinkers are asked to use these details, which are
unrelated to the problem, as stimuli to generate solutions for the problem. The forcing of
unrelated stimuli back to the original problem is called forced relationships. VanGundy [54] (p.
75) describes forced relationships as the “forcing together of two or more objects, products, or
ideas to produce new objects, products, or ideas.” The Analogies method, used in the current
study, is an example of this approach. An analogy is a statement of similarity, that is, drawing a
comparison regarding how objects, persons, situations, or actions are similar in process or
relationship to one another. The elicitation of analogy details that are unrelated to the problem is
followed by use of those unrelated details as stimuli to generate solutions for the problem.
Phases of the Analogies idea generation technique are as follows:
1. Decide the major principle represented by the problem.
2. Use the major principle to generate a list of analogies that are similar in concept.
3. Select any of the analogies that look interesting and describe each in detail. Elaborate
on the analogy by listing details, such as parts, functions or uses. While completing
this step, try to forget about the problem.
4. Force fit the analogy descriptions back to the original problem in order to suggest
ideas for solving the problem.
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Many authors have emphasized the importance of analogy in creativity [4, 5, 17, 27, 42].
The method has been used both as a stand-alone technique, and as a part of formal techniques,
such as Synectics [46, 54]. The intent of the Analogies method and other similar methods [23,
35, 55] is to activate remote concepts in the cognitive web. Forced relationships force the
juxtaposition of these concepts in short-term memory, and if these concepts were previously
remote, then, according to Proposition 1, creative ideas will result. This supports the assertion,
made by many researchers and practitioners [35, 54], that techniques which use unrelated stimuli
and forced relationships will more likely produce novel ideas than techniques which use related
stimuli and free association.
However, the creative benefits of unrelated stimuli and force-fitting may come at the cost of
fewer ideas being produced. Techniques that use unrelated stimuli and forced relationships force
the juxtaposition of formally remote concepts in short-term memory. According to Proposition 2,
traversing among frames that are remote in the cognitive web causes considerable cognitive load.
Increased cognitive load should increase the time required to generate each idea, and therefore
reduce the number of ideas generated in a given time period. This proposition has not been
specifically investigated in past research, although the result of one study [23] in a manual
environment found that the Guided Fantasy technique, which uses unrelated stimuli and forced
relationships, produced more creative but fewer ideas than Brainstorming.
Attributes of Group Support Systems
GSS structures can be used to record ideas and to present other creative stimuli. The ability
to store previously generated ideas so that they can be made available to participants has been
termed group memory [40]. The ability to configure group memory within GSS makes it
possible to manipulate the exposure of each participant to the ideas generated by the other
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participants in a variety of ways. When creative techniques are adapted for use with GSS, the
way that group memory is configured may vary for different techniques. Therefore, it is
necessary to examine the possible effects of these configurations on creative outcomes.
Group memory may be configured in two ways: by partitioning it into one or many
dialogues used to collect ideas, or by manipulating movement among the dialogues. Both
partitioning and movement are determined by the GSS tool used and the configuration of that
tool [6]. For example when using the EBS tool within GroupSystems, N+1 unnamed dialogues
are often used, where “N” is the number of participants. This tool supports automatic rotation of
dialogues; that is, once a participant submits an idea, the tool automatically presents him or her
with a different dialogue that shows a different portion of the idea pool. Other GSS tool
configurations may be used that offer a flexible number of dialogues and free, as opposed to
forced, movement between the dialogues.
The number of dialogues chosen and forced versus free movement can effect creative
outcomes. Two studies [1, 14] have shown that groups using multiple (N+1) dialogues and
forced movement generate more ideas than groups using a single dialogue. The latter study also
showed that this configuration led to an increase in both the number of good ideas, and the
number of novel ideas.
A single dialogue may focus on only a few narrow themes and thus miss addressing large
portions of the overall problem space that may contain many useful ideas. Multiple dialogues, on
the other hand, may focus on different themes--either because they started that way or evolved
that way--and are therefore more likely to provide a variety of stimuli that explore larger portions
of the overall solution space. Each dialogue may activate different parts of the cognitive web,
and thus lead to the generation of more, and more creative, ideas.
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Another way to stimulate creativity through the use of multiple dialogues is to manifest a
creative stimulus as a name on each dialogue. Providing this type of stimuli may cause the
thinker to explore associations or to perceive stimuli that may not occur if only one or few
unnamed dialogues are used. In the present study, we used multiple named dialogues to present
thinkers with reversed assumptions and analogy details as stimuli.
Free movement versus forced movement among dialogues may also impact creative
outcomes. Free movement among dialogues allows a thinker to choose among a variety of
stimuli during idea generation. A thinker is thus able to focus on stimuli that are most interesting
or that seem to provide the most useful stimuli. However, this freedom can come at the cost of
paying attention to a narrower segment of stimuli. Free movement among dialogues may result
in cognitive inertia if individuals follow a train of thought as far as it goes, using it as a basis for
generating ideas, before attending to the ideas generated by other participants in different
dialogues. As Dennis et al. [14] (p. 205) note,
There is always the possibility that groups will not actively use multiple dialogues. Given a
choice about how many dialogues to use, and how many ideas to contribute to one dialogue
before moving to a new one, group members might tend to use their ‘traditional’ structures.
For example, if several dialogues were available to the groups, members might choose to
focus on only one or two dialogues and ignore others because this is cognitively simpler, or
because it is closer to learned social behaviors.
Cognitive inertia can lead to narrow spreading activation patterns and exploration of narrow
subsets of the problem solution space--that is, people may become stuck in a particular pattern of
thought and be unable to break free.
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In contrast, forced movement between dialogues may promote production of creative ideas
for three reasons. First, force movement forces thinkers to see changing segments of group
memory, thus reducing the tendency toward cognitive inertia. Second, different dialogues may
focus on different topics or categories, leading participants to explore different areas of their
knowledge networks. Third, when a new dialogue is presented, ideas from the previous dialogue
may still be in a person’s short-term memory, and these may combine with items in the new
dialogue. Therefore, in accordance with Proposition 1, the likelihood of the unexpected
juxtaposition in short-term memory of two concepts that were previously distant from one
another on the cognitive web will be greater, and hence the likelihood of producing creative
ideas will be greater.
All three treatments evaluated in this study used multiple dialogues. The Assumption
reversals and Analogies treatments provided stimuli through many named dialogues. The EBS
method used N+1 unnamed dialogues with rotation.
Creative Technique Implementations
Three creative techniques were included in the present study: Brainstorming, Assumption
Reversals, and Analogies. GroupSystems for Windows by GroupSystems.com Corporation was
the software used to implement each of the three creative techniques. Tools and tool
configurations within GroupSystems were selected based on how well they supported each
creative technique.
Brainstorming
The Electronic Brainstorming (EBS) tool, which uses N+1 rotating dialogues, was used to
implement the Brainstorming treatment. Both Assumption Reversals and Analogies require a
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tool that supports multiple named dialogues. Hence, for the purposes of comparison, EBS was
chosen since it supports the use of multiple dialogues, and has been used in the vast majority of
past research.
Assumption Reversals
The Categorizer tool was used to implement the Assumption Reversals treatment because it
supports named idea collection topics. Participants list the major assumptions about the problem
as topics in the tool. The technographer then, with input from participants, reverses the
assumptions. The text of each reversed assumption is visible as a node in the overall list of
reversed assumptions. Using the reversed assumptions as stimuli, participants then submit ideas
to solve the problem as comments behind a chosen node. Unlike the EBS tool, the Categorizer
tool does not support automatic rotation of dialogues upon idea submission, so participants were
free to move at will among the various dialogues.
Analogies
The Categorizer tool was also used to implement the Analogies treatment because it
supports the naming of idea collection topics and the multiple levels of hierarchy required to
implement this creative method. First, Categorizer allows participants to type in a list of
analogies as topics. The technographer then moves the analogies into category buckets within
which participants contribute short descriptions or details about the analogy, while forgetting
about the initial problem. Although the analogies are related to the problem, the analogy details,
by design, are unrelated to the problem. Participants then use these details as stimuli to suggest
ideas for solving the problem--that is, they force fit them back to the problem. They may choose
any detail about any analogy as a stimulus and enter the ideas as comments behind the detail.
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Each analogy detail was visible as a named “dialogue,” in a list of dialogues. As with
Assumption Reversals, participants were allowed to move freely among the dialogues in order to
generate ideas.
Hypotheses
Creativity
Proposition 1: A creative idea is caused by the unexpected juxtaposition in working
memory of concepts that were previously remote from one another in the cognitive web. The
more remote the concepts used in the juxtaposition, the more creative the idea.
Analogies versus Assumption Reversals
Both Analogies and Assumption Reversals use many named dialogues and free, as opposed
to forced, movement between dialogues. Therefore any differences will be due to creative
technique effects only, specifically differences in type of stimuli. Assumption Reversals uses
related stimuli in the form of reversed assumptions to deliberately break common associations
with the aim of forming more uncommon ones. However, ideas are generated by free
association, which typically allows people to follow spreading-activations of their cognitive
webs, which is less likely to create unexpected juxtaposition of previously remote concepts in the
cognitive web. On the other hand, techniques based on unrelated stimuli and forced relationships,
such as Analogies, will very likely create unexpected juxtapositions, which give rise to creative
ideas, since they have mechanisms that deliberately bring remote concepts into short-term
memory and deliberately force them together. Therefore,
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H1a: The average creativity score of the ideas generated by participants using the
Analogies technique will be higher than the average creativity score of the ideas
generated by participants using the Assumption Reversals technique.
Brainstorming versus Assumption Reversals
Creative Technique Effect: Apart from the pool of ideas generated, Brainstorming has only
the problem statement as a stimulus, whereas Assumption Reversals makes many reversed
assumptions available as stimuli. When the Assumption Reversals technique is implemented
using a GSS, the reversed assumptions will be shown as dialogue labels.
GSS Effect: Assumption Reversals, however, uses free movement between dialogues. In
contrast, Brainstorming, by using forced movement between dialogues, may interrupt any
tendency toward cognitive inertia and may force the combination of somewhat remote stimuli.
It was not known a priori which of the two effects would be stronger, but when designing
the study we assumed that the stimuli manipulation from the creative techniques would dominate
the GSS effects. Therefore,
H1b: The average creativity score of the ideas generated by participants using the
Assumption Reversals technique will be higher than the average creativity score of the
ideas generated by participants using the Brainstorming technique.
Analogies versus Brainstorming
Creative Technique Effect: Apart from the pool of ideas generated, Brainstorming has only
the problem statement as a stimulus, whereas Analogies has many analogy details as stimuli.
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Participants are instructed to force these unrelated stimuli back to the problem in order to
generate ideas. In contrast, Brainstorming has no structure or procedure for forcing together
remote concepts. Hence, Analogies should produce more creative ideas than Brainstorming.
GSS Effect: Alternatively, Brainstorming, using forced movement between dialogues, could
produce more creative ideas than Analogies, which uses free movement. However, the forced
movement for Brainstorming would still only expose participants to somewhat remote but related
stimuli that would only be combined by chance, whereas with Analogies there is deliberate
exposure to very remote, unrelated, stimuli and a deliberate forcing together of the remote
stimuli with the problem. Therefore,
H1c: The average creativity score of the ideas generated by participants using the
Analogies technique will be higher than the average creativity score of the ideas
generated by participants using the Brainstorming technique.
[Table 1 here]
Quantity
Proposition 2: The cognitive load of traversing the cognitive web from one frame to
another is a function of the degree of separation of the frames within the cognitive web.
Increased cognitive processing should increase the time required to generate each idea, and
therefore reduce the number of ideas generated in a given period of time [37]. Therefore,
according to Table 1,
H2a: Participants using the Assumption Reversals technique will generate more ideas
than participants using the Analogies technique.
22
H2b: Participants using the Brainstorming technique will generate more ideas than
participants using the Analogies technique.
H2c: Participants using the Brainstorming technique will generate more ideas than
participants using the Assumption Reversals technique.
Methodology
Research Design
In order to test the hypotheses, a 3 x 1 single-factor experimental design was used. The
design included Creative Technique, as implemented in the GSS, as the independent variable,
and Quantity and Creativity of Ideas as dependent variables. There were twenty-seven groups in
all, nine groups in each treatment, and five participants in each group. Participants were
randomly assigned to groups, and groups were randomly assigned to different treatments. The
same GSS classroom was used for all sessions. In order to control for facilitator effects, the
treatments and subject instructions carefully followed a predefined script. Treatments were
administered to groups, but the unit of analysis for this study was the individual.
One hundred and thirty-five undergraduate students, enrolled in an introduction to business-
computer-systems class at a large United States university, participated in the experiment. A pre-
session questionnaire was given to each of the participants in order to gather demographic and
background data on the subjects and to determine whether any systematic biases had occurred in
their assignments to the three treatments. Since individuals vary in their ability to generate ideas
[29, 56], and this may confound results in idea generation experiments, it was necessary to
prevent systematic bias of ideational fluency ability for participants within treatment groups. A
23
Productive Thinking Test (PTT) [24], used to measure ideational fluency, was administered to
confirm that there were no differences across the treatment conditions.
Participants were asked to provide creative ideas for the following problem: “A restaurant
located next to campus is losing customers. What can the restaurant do to retain its customers?”
To support analysis of production by each participant, and yet retain a measure of
anonymity, a unique Participant Identification Number (PIN) was randomly assigned to each
participant. This PIN was entered into GroupSystems by each participant prior to idea generation
and was also entered on the questionnaires. This allowed ideas to be tracked to the contributor
without making the contributor’s name visible to other participants.
Having completed the Pre-session Survey and the PTT, participants were then provided with
a printed description of the technique they were going to use, as well as a scripted explanation of
the technique. A warm-up session, using GroupSystems, was then held to allow the participants
to become accustomed to both the technique and GroupSystems. Next, the restaurant problem
was distributed, and the session began.
The time allowed for actual idea generation was twenty minutes. However, differences in
time spent prior to idea generation existed due to inherent procedural differences in the three
techniques. The Assumption Reversals technique involved the listing of assumptions about the
problem, then the reversing of these assumptions, followed by idea generation. Five minutes
were allowed for the listing of assumptions, and twenty minutes for idea generation. The
Analogies technique involved the generation of analogies, the listing of details about the
analogies, followed by idea generation. Five minutes were allowed for the generation of the
analogies, five minutes for the listing of details, and twenty minutes for idea generation. The
24
facilitator controlled the process carefully. This procedure is similar to that used by other
researchers [23, 35, 45]. When the time was up, participants completed a Post-session Survey.
There was no intervention by the facilitator except in the following areas: For Assumption
Reversals, the technographer deleted duplicated assumptions and items that were not
assumptions (with the agreement of the participants). For Analogies, the facilitator suggested to
the participants the major principle represented by the problem, although they were free to use
other principles if they wished. For example, in the restaurant problem (“How can the restaurant
retain customers?”), a major principle was “retention.” The facilitator also deleted duplicate
analogies, items that were not analogies, and analogies that had no details (with the agreement of
the participants).
The specific instructions given to the participants are detailed in Appendix A.
Operationalization of Dependent Variables
The following sections describe the operationalization of the dependent variables, namely
idea quantity and idea creativity. Ease of use was also assessed for all three methods because of
the hypothesized relationship between cognitive load and quantity.
Quantity of Ideas
Idea quantity was determined by counting the number of ideas generated by each
participant. This was obtained from the computer transcripts. Ideas generated by participants
were identifiable by the subjects PIN. Non-ideas, including extraneous comments and
incompletely expressed thoughts, were excluded. If a participant produced one statement
containing a list of ideas, this was disaggregated and the ideas counted individually.
25
Creativity of Ideas
An evaluation scheme for measuring creativity was developed from the creativity literature.
Nagasundaram and Bostrom [36] advocate evaluating creative ideas according to both creativity
level and creativity style. Creativity level was measured in terms of the originality of the idea.
Creativity style was measured in terms of paradigm relatedness, which represents the degree to
which an idea reflects the currently prevailing paradigm. Several other authors have recognized
these two subdimensions. According to Besemer and Treffinger [3], a novel product must be
both original (the product is unusual or is infrequently seen) and transformational (the product is
so revolutionary that it forces a shift in the way that reality is perceived). Similarly, Jackson and
Messick [26] argue that the criteria for creative products include unusualness and transformation
power. Besemer and O'Quin [2] break novelty down into the subdimensions of original (defined
as novel, unusual, unique, original, ingenious) and germinal (defined as trend-setting, influential,
revolutionary, radical). Idea creativity was therefore decomposed into the following
subdimensions:
• Originality: An idea is most original if no one has expressed it before. Originality was
judged from the perspective of the idea rater; that is, it was assessed according to the
ideas in the mindset of the rater, not according to the sample of the ideas being rated.
• Paradigm relatedness: The degree to which an idea preserves or modifies a paradigm.
In order to determine the creativity of ideas, each idea was scored independently by two
raters using Likert scales on the two subdimensions. Scoring definitions were initially developed
from the literature. Two raters scored a sample of ideas on each of the subdimensions.
Correlations were obtained using Pearson’s correlation coefficient. Differences were discussed,
and the definitions refined for each subdimension. The subdimension score was derived by
26
taking an average of the two raters’ scores. Scores for creativity were calculated by aggregating
the subdimensions. The process was repeated until the interrater reliability was great than 0.7.
The scores were standardized on a scale of 1-7.
Total creativity scores for each participant were calculated by summing the creativity scores
for each idea generated by that person. Since total creativity is correlated with quantity, and the
hypotheses assume that quantity and creativity are not correlated, quantity itself also being a
dependent variable, average creativity, which Lamm and Trommsdorff [28] describe as a "purer"
measure, was used as the creativity measure. Average creativity scores for each participant were
calculated by dividing the total creativity score by the number of ideas generated by that person.
Ease of Use
Perceived Ease of Use was measured as a way to assess the cognitive load of each method.
Perceived Ease of Use was measured using an adaptation of an instrument developed by
Sambamurthy and Chin [49]. Perceived Ease of Use was measured via five 7-point Likert-scale
questions, where 1 = strongly disagree and 7 = strongly agree. The responses to the questions
were summed to calculate the perceived Ease of Use score. The reliability of the questionnaire
was acceptable in the current experiment (Cronbach’s alpha = 0.85). The questionnaire is
presented in Appendix B.
Results
Neither of the dependent variables, Quantity and Creativity, was normally distributed.
Therefore, the Kruskal-Wallis test was used to test for significant differences among the three
treatments. Where this test indicated significant differences, the Mann-Whitney (MW) Mean
27
Rank test was used to test hypotheses H1a, H1b, H1c, H2a, H2b and H2c. Table 2 presents the
results of the treatment comparisons.
[Table 2 here]
The results of the tests of the hypotheses are summarized in Table 3.
[Table 3 here]
Creativity of Ideas
Analogies produced ideas that were significantly more creative than those produced by
Assumption Reversals. Thus H1a was supported. Brainstorming produced ideas that were
significantly more creative than those produced by Assumption Reversals. Thus H1b was not
supported. Although the ranked mean of Analogies was higher than that of Brainstorming, it was
not significant at the 0.05 level (p= 0.144). Thus H1c received only limited support.
Quantity of Ideas
Assumption Reversals produced 837 ideas, Brainstorming produced 696 ideas, and
Analogies produced 572 ideas, making a total of 2,105 ideas. There was a significant difference
between the three treatments. Both Assumption Reversals and Brainstorming produced
significantly more ideas than Analogies. Thus H1a and H1b were supported. There was no
significant difference between the quantity of ideas produced by Assumption Reversals and
Brainstorming at the 0.05 level. Thus H2c was not supported.
28
Discussion
Creativity of Ideas
Figure 4 shows the creative technique effects, namely differences in type, number and
presentation of stimuli; and the GSS effects, namely the partitioning and manipulation of group
memory, for the three techniques.
[Table 4 here]
As expected, Analogies produced ideas that were significantly more creative than those
produced by Assumption Reversals. Force-fitting unrelated stimuli to the problem task had a
greater creative effect than the related stimuli used by the reversed assumptions.
Brainstorming also produced ideas that were significantly more creative than those produced
by Assumption Reversals. Surprisingly, the GSS effect of Brainstorming, with forced movement
among fewer dialogues, was greater than the creative effect of the Assumption Reversals
technique, namely many related stimuli in the form of reversed assumptions, presented as
dialogue labels. Ideas produced by Analogies were the most creative, but not significantly more
creative than those produced by Brainstorming at the 0.05 level (p = 0.144). It was predicted that
the creative effect of the Analogies technique, namely many unrelated stimuli presented as
dialogue labels, would be greater than the GSS effect of Brainstorming with forced movement
between dialogues.
These results suggest that the creative effects of both Assumption Reversals and Analogies
were constrained by the GSS effects, that is, cognitive inertia caused by lack of forced movement
among the dialogues and the increased distribution of ideas across more dialogues. To confirm
29
that cognitive inertia had occurred, an analysis of the distribution of each participant’s ideas
among the dialogues was conducted. Clusters of four or more ideas produced by the same
participant in one dialogue were counted. The Assumption Reversals treatment produced
nineteen clusters of four or more ideas, including one of twenty-three ideas. Nine clusters were
produced by the Analogies treatment.
In addition, the fragmentation of group memory for both Assumption Reversals and
Analogies resulted in fewer ideas per dialogue and hence fewer stimuli in each dialogue view. It
was not known a priori how many dialogues would emerge with Assumption Reversals and
Analogies. Assumption Reversals and Analogies produced an average of 3.5 and 5 times more
dialogues respectively than EBS, which had seven.
Quantity of Ideas
As expected, participants using Analogies generated significantly fewer ideas than those
using Assumption Reversals and Brainstorming. We attribute this result to the cognitive load that
was increased by force-fitting unrelated stimuli back to the problem. Perceived Ease of Use was
measured in this study to assess cognitive load. As expected, Analogies was perceived to be
harder to use than both Brainstorming and Assumption Reversals, significantly more so than
Brainstorming (p = 0.002). The fewer ideas produced by Analogies supports the hypothesized
inverse relationship between cognitive load and quantity.
Assumption Reversals produced more ideas than Brainstorming, but only at the (p = 0.107)
level. It appears that there was little difference in the cognitive load, since participants found
Assumption Reversals and Brainstorming equally easy to use (p = 0.209).
30
Implications
The findings of this research suggest that methods that use remote stimuli to produce creative
ideas do so at the cost of a higher cognitive load, which reduces the number of ideas produced.
Methods using stimuli that activate remote aspects of a thinker’s cognitive web require more
effort to generate ideas than methods such as EBS that use free association and frequent collision
of ideas. Unusual stimuli may be used to generate creative ideas, but methods that use them
should not be used to generate great numbers of ideas. This research shows that methods that list
and reverse assumptions as a way of exploring associations and stimulating new frames for the
problem can produce ideas, but on average, the ideas are less creative than ideas produced with
traditional EBS. Why is this so? Perhaps presenting reversed assumptions does move thinkers to
new starting places, but only to starting places that trigger automatic spreading activations. For
example, the reversed assumption, “restaurants do not serve food,” may succeed in leading the
thinker to explore ideas about use of entertainment and social gatherings in restaurants, but these
ideas may still stem from narrow, traditional activations about how other restaurants use these
devices. Thus, this method, rather than triggering frames that elicited uncommon associations,
triggered traditional frames.
Comparison between this study and other studies also produces important implications.
Analogies produced 22% fewer ideas than EBS. Assumption Reversals produced 20% more
ideas than EBS. Problem Decomposition [10], which used three questions with few non-rotating
dialogues, produced 35% more than an intact question with a single dialogue. And Directed
Brainstorming [50], which used 36 questions and few (N +1) rotating dialogues, produced 95%
more ideas than EBS. The implications are clear that use of multiple questions is a more
powerful intervention, in terms of taking thinkers to many places where they can quickly
31
generate ideas, than the methods evaluated in this study. Based on the findings from the Directed
Brainstorming study, it appears that forced rotation of fewer dialogues magnifies the effect of
many questions, although this could be confirmed by additional research.
This research has additional implications regarding the use of multiple dialogues. Both
Assumption Reversals and Analogies produced large numbers of dialogues--perhaps too many.
Although past research [10, 14] has shown that several dialogues are better than one dialogue,
the findings of this study suggest that many dialogues cause too much fragmentation of group
memory. This spreading of ideas across many dialogues means that fewer ideas are visible in one
dialogue. Consequently, when people visit any one dialogue they see a smaller portion of the
overall idea pool. Plus, without rotation, ideas from the current dialogue do not frequently and
automatically collide with ideas in the new dialogue. Future GSS tools could be designed to
support both dialogue names and rotation, thus reducing the tendency toward cognitive inertia.
However, many named dialogues would still cause idea pool fragmentation.
Limitations and Future Research
There were a number of limitations in this study. The methodology adopted was a laboratory
experiment, which is subject to a set of well-known limitations, including the use of students and
ad hoc groups. Facilitation, a controlled variable in this study, was therefore consistent and more
passive than it might be in traditional organization settings.
Future research should continue to study how variations in both creative techniques and GSS
tool configurations affect creative outcomes. Because of the importance of the idea pool and the
way it is manipulated and presented, future research could quantify the effects of multiple
dialogues with forced movement versus the same number of dialogues with free movement.
Future research should also determine the optimum number of dialogues.
32
Conclusion
This paper has provided both conceptual and practical insights into the use of creative
techniques with GSS. This research supports other researchers [6, 10, 50] who have pointed out
that seemingly small differences in techniques, scripts, and tool configurations can have large
implications for creative outcomes. Given the findings in this study regarding the effects of
different types of stimuli and presentation of those stimuli on creativity, it is clear that that there
is much more to learn. The considerable potential of GSS to support the creative process will
best be realized as research continues to clarify how structural aspects of both creative
techniques and GSS impact creative outcomes.
33
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Appendix A – Facilitator Scripts For each of the creative techniques Brainstorming, Assumption Reversals and Analogies, participants were given a warm-up exercise to familiarize themselves with both the technique and the GSS. Brainstorming participants were given the Brainstorming Rules, and Assumption Reversals and Analogies participants were given the instructions for, and an example of, their respective technique.
Facilitator scripts were identical for the three techniques, except for the following:
Brainstorming. To enter your ideas: Click on ‘Go’.
Type one idea at a time into the window. Submit your idea for display by clicking the left mouse button on the Submit button.
You’ll then get another page of ideas entered by other participants. If you are stuck for ideas, use the ideas that have already been generated, by scrolling through the list, to stimulate your own thinking. If you want to see more ideas without entering one, just press Submit.
Assumption Reversals. First, list all the basic assumptions about the problem. To list your assumptions, click the left mouse button on the + sign button, type your assumptions one at a time into the Add Idea window, and submit each one by clicking on the Submit button. Be concise. You will be able to see assumptions entered by other participants by scrolling up and down. You have 5 minutes to list your assumptions.
To make it easier we’ll merge any assumptions that are duplicated and delete any that are more solutions than assumptions.
Now use these reversed assumptions to generate ideas on how to solve the problem. To do this: Select one of the reversed assumptions by double-clicking on it.
Type one idea at a time into the window. Submit your idea for display by clicking the left mouse button on the Submit button.
You will be able to see ideas entered by other participants. If you are stuck for ideas use the ideas that have already been generated, by scrolling through the list, to stimulate your own thinking.
38
To change to another reversed assumption, click on the Close button, and double-click on the new reversed assumption. Don’t feel that you have to enter ideas under all the assumptions. If you have an idea that doesn’t fit under an assumption, enter it anyway.
Analogies. First, generate analogies by completing the sentence ‘……… is like……….’ To list your analogies, click the left mouse button on the + sign button, type your analogies one at a time into the Add Idea window, and submit each analogy by clicking on the Submit button. Be concise. You will be able to see the analogies entered by other participants by scrolling up and down. You have 5 minutes to list your analogies.
To make it easier we’ll merge any analogies that are duplicated and delete any that are more solutions than analogies.
The Technographer moves the analogies into category buckets.
Now, forget about the problem. The next task is to elaborate on the analogies by listing their details, such as parts, functions or uses. To do this, select one of the analogies by double-clicking on the bucket.
Generate details about the analogy, not the problem, by clicking on the + sign button, typing the detail in the Add Idea window, and submitting it by clicking on the Submit button. Be concise. To select another analogy: click on the Close button and double-click on another analogy bucket. Don’t feel you have to enter details for all the analogies; just choose the ones that look interesting. You have 5 minutes to generate details about the analogies.
Now use these details you generated about the analogies as stimuli to generate ideas on how to solve the problem.
To do this, select one of the details by double-clicking on one of the analogy buckets and double-clicking on one of the details.
Type one idea at a time into the window. Submit your idea for display by clicking the left mouse button on the Submit button.
You will be able to see ideas entered by other participants. If you are stuck for ideas, use the ideas that have already been generated, by scrolling through the list, to stimulate your own thinking.
39
To change to another analogy detail, click on the Close button and double-click on the new detail. If you want to change to another analogy, just double-click on the appropriate bucket.
Don’t feel that you have to enter ideas under all the details. If you have an idea that doesn’t fit under a detail, enter it anyway.
Appendix B – Ease of Use Questionnaire
I enjoyed using this idea-generation technique
While using this idea-generation technique I felt comfortable
Using this idea-generation technique was fun
I felt frustrated by this idea-generation technique (reverse scaled)
On the whole, I felt very comfortable with this idea-generation technique, and would be
willing to use it again
40
Technique
Remoteness of stimuli
Cognitive load
Creativity of ideas
Quantity of ideas
Brainstorming Low Low Low High
Assumption Reversals
Medium Medium Medium Medium
Analogies High High High Low
Table 1. Relationship Between Stimuli, Cognitive Load, and Quantity and Creativity of Ideas.
41
Brainstorming
(B) Assumption
Reversals (R) Analogies (A) Test Statistics
Creativity
Mean SD Range
3.28 0.46
2.33-4.38
3.16 0.77
1.95-5.77
3.41 0.44
2.63-4.5
Kruskal-Wallis (Mean Rank)
69.77 53.80 80.43 Chi-Square = 10.575 P = 0.005*
Mann-Whitney (Mean Rank)
51.29 39.71 P = 0.036*
Mann-Whitney (Mean Rank)
41.48 49.52 P = 0.144
Mann-Whitney (Mean Rank)
37.09 53.91 P = 0.002*
Quantity
Mean SD Range
15.47 5.57 6-27
18.60 8.18 9-39
12.71 4.64 2-23
Kruskal-Wallis (Mean Rank)
69.29 81.63 53.08 Chi-Square = 12.119 P = 0.002*
Mann-Whitney (Mean Rank)
41.07 49.93 P = 0.107
Mann-Whitney (Mean Rank)
51.22 39.78 P = 0.037*
Mann-Whitney (Mean Rank)
54.70 36.30 P = 0.001*
Ease of Use
Mean SD Range
31.66 3.34
17-35
30.24 4.65
16-35
29.09 4.79 9-35
Kruskal-Wallis (Mean Rank)
78.98 67.63 54.38 Chi-Square = 9.076 P = 0.011*
Mann-Whitney (Mean Rank)
48.45 41.62 P = 0.209
Mann-Whitney (Mean Rank)
53.02 35.98 P = 0.002*
Mann-Whitney (Mean Rank)
49.01 40.90 P = 0.137
* = Significant at the 0.05 level. Table 2. Comparison of Main Effects across Treatments
42
Hypothesis Number Dependent Variable Hypothesis Supported P H1a Creativity A>R Yes 0.002* H1b Creativity R>B No (B>R) 0.036* H1c Creativity A>B No 0.144 H2a Quantity R>A Yes 0.001* H2b Quantity B>A Yes 0.037* H2c Quantity B>R No (R>B) 0.107
* = Significant at the 0.05 level. B = Brainstorming, R = Assumption Reversals, A = Analogies. Table 3. Summary of Tests of the Hypotheses Brainstorming Assumption Reversals Analogies
Stimuli Type None (apart from the problem statement and other ideas)
Reversed assumptions (related to the problem)
Analogy details (unrelated to the problem)
Number of Stimuli N/A 24 (average) 35 (average)
Presentation of Stimuli N/A Dialogue labels Dialogue labels
Partitioning of Group Memory (Number of Dialogues)
7 24 (average) 35 (average)
Manipulation of Group Memory (Movement Between Dialogues)