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Creativity and Innovation Strategies

Chapter 3 discusses the theory and model of creativity and innovation, outlining learning outcomes such as explaining creativity, overcoming obstacles, and applying creative processes. It emphasizes the importance of creativity as a skill that can be developed and identifies barriers to creative thinking. The chapter also categorizes types of innovation and discusses the process of developing new products and services.

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0% found this document useful (0 votes)
9 views23 pages

Creativity and Innovation Strategies

Chapter 3 discusses the theory and model of creativity and innovation, outlining learning outcomes such as explaining creativity, overcoming obstacles, and applying creative processes. It emphasizes the importance of creativity as a skill that can be developed and identifies barriers to creative thinking. The chapter also categorizes types of innovation and discusses the process of developing new products and services.

Uploaded by

joblisterza
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PPTX, PDF, TXT or read online on Scribd

CHAPTER 3:

CREATIVITY AND
INNOVATION
LEARNING OUTCOMES

• LO1: Explain the basic theory behind creativity and innovation.


• LO 2: Discuss the contents of the model of creativity.
• LO 3: Overcome possible obstacles to creative thinking.
• LO4: Apply the process of creativity and its supporting techniques.
• LO5: Create new feasible products, services or processes, and thus innovate.
3.1 INTRODUCTION

• In recent times several disruptive changes significantly impact local and


global socio-economic environments.

• Entrepreneurs and corporate businesses are forced to adapt with speed and
act with agility as the key business driver.

• Read: The business: Ek Sê Tours


3.2 THE THEORY OF CREATIVITY

• Read: Top skills for 2025 (fueling 4IR) (Table 3.1)

• Creativity contains the following conditions (Cougar, 1995):


– It is a product or the result of a thinking process, resulting in value.
– This thinking process is usually unconventional.
– The thinking process is time and energy consuming.
– The initial problem is vague and unstructured.
– It is unusual, uncommon, unique, something with surprise value.
– It is practical, functional, and feasible.
– It is understandable and could be used by others.
3.2 THE THEORY OF CREATIVITY (continued)

• Creativity is defined within three core fields of application (Sawyer 2012):


– Creativity creates newness (new ideas, new problem-solving techniques
and, in the end, new products).
– Creativity is a combinator (it combines and associates unrelated
thoughts, ideas and concepts).
– Creativity is articulated in the world (creativity has to express and not
merely resemble dreams).
3.2 THE THEORY OF CREATIVITY (continued)

The 8 Ps of creativity
Purpose What creativity is for

Press Environmental forces that incite people to produce creative work

Persons The characteristics of creative people

Problems The tasks and situations requiring creative solution

Processes The mental operations that produce creative work

Products The outcomes of creativity

The way in which and the rate at which creativity changes people’s
Propulsion
thinking

Public The audience for creative work

Source: Sternberg and Karami (2022:58)


3.2 THE THEORY OF CREATIVITY (continued)

Figure 3.2 Types of creativity


Source: Adapted from Sawyer (2012)
3.3 THE CREATIVITY MODEL

Figure 3.3 The 4P


model of creativity
Source: Couger (1995),
reprinted with permission of
South-Western, a division of
Thomson Learning
3.3 THE CREATIVITY MODEL (continued)

3.3.1 The person

• The most important variable in the creativity model.


• Creativity is a fundamental entrepreneurial skill, learnable or acquired, but
driven by brain function.

The left hemisphere of the brain


The right hemisphere orientates itself
orientates itself towards factual,
towards musical, spiritual, talkative,
logical, rational, theoretical,
emotional, empathetic, artistic,
mathematical, ordered, detailed,
holistic, flexible, imaginative and
sequential, controlled and
synthesising matters.
conservative matters.
Creativity is predominantly a right-brain activity, but in the
entrepreneurship environment a process of whole-brain activity is
utilised.
3.3 THE CREATIVITY MODEL (continued)

3.3.1 The person (continued)

Creativity myths

Creativity is an innate skill and cannot be acquired by means of training


You need to be a rebel to be seen as creative
Artists are the only creative beings
You need to be “crazy” before creativity will kick in
Intelligence and creativity
Group vs individual creativity
All new products were accidental discoveries
3.3 THE CREATIVITY MODEL (continued)

3.3.1 The person (continued)

The following barriers are normally obstacles to thinking and acting creatively:

Social environment

Environmental Economic
barriers environment

Physical
Barriers Cultural barriers
environment

Perceptual barriers
3.3 THE CREATIVITY MODEL (continued)

3.3.2 The process

Figure 3.4 Psychological elements involved in achieving a creative product


Source: Adapted from Cropley in Runco and Pritzker (2011: 367)
3.3 THE CREATIVITY MODEL (continued)

3.3.2 The process (continued)


3.3 THE CREATIVITY MODEL (continued)

3.3.2 The process (continued)


3.3 THE CREATIVITY MODEL (continued)

3.3.2 The process (continued)

Figure 3.5 The


creative problem-
solving process
3.3 THE CREATIVITY MODEL (continued)

3.3.2 The process (continued)

The process of developing an innovation


Figure 3.6 The process of developing an innovation
3.3 THE CREATIVITY MODEL (continued)

3.3.2 The process (continued)

Is the following an example of a feasible innovation?

Figure 3.7 Gums Glove


3.3 THE CREATIVITY MODEL (continued)

3.3.2 The process (continued)

Random Random
input words/images.

Problem “Opposite.”
reversal

Who, what when,


5Ws & H where, why, how?
Creative
techniques
Association Links with
principle concepts.

Discontinuity Change routine.


principle

Idea vs Feasible
opportunity opportunity.
3.3 THE CREATIVITY MODEL (continued)

3.3.2 The process (continued)

Figure 3.8
Design
thinking
process
Source: Liedtka
and Ogilvie
(2011:25)
3.3 THE CREATIVITY MODEL (continued)

3.3.3 The product – innovation at work

Wickham (2006) identifies critical areas where innovations might be


made:
• New products
• New services
• New production techniques
• New operating practices
• New ways of delivering the product or service to the customer
• New ways of managing relationships within the business
• New means of informing the customer about the product
3.3 THE CREATIVITY MODEL (continued)

3.3.3 The product – innovation at work (continued)

Types of innovation
• Component knowledge
– All larger systems logically consist of smaller but critical components that
directly and indirectly contribute to the effective and efficient functioning
of the overall system.

• System knowledge
– The system consists functionally of the efficient combination and
interaction of all the components. The integration of all the components
in a working system provides us with knowledge of the system
3.3 THE CREATIVITY MODEL (continued)

3.3.3 The product – innovation at work (continued)

Four generic classifications of innovation (Smith 2015):


• Radical innovation
• Incremental innovation
• Modular innovation
• Architectural innovation
3.3 THE CREATIVITY MODEL (continued)

3.3.3 The product – innovation at work (continued)

• Push technology – Inventing something new, and then assessing the market
potential for the invention or whether a feasible opportunity exists.

• Pull technology – Screening the market environment to identify an


opportunity, and then inventing a solution to the problem.

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