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| Britannica Concise Encyclopedia: creativity |
For more information on creativity, visit Britannica.com.
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noun
| Children's Health Encyclopedia: Creativity |
Definition
Creativity is the ability to think up and design new inventions, produce works of art, solve problems in new ways, or develop an idea based on an original, novel, or unconventional approach.
Description
Creativity is the ability to see something in a new way, to see and solve problems no one else may know exists, and to engage in mental and physical experiences that are new, unique, or different. Creativity is a critical aspect of a person's life, starting from inside the womb onward through adulthood.
Although many people equate creativity with intelligence, the two terms are not synonymous, and it is not necessary to have a genius-level IQ in order to be creative. While creative people do tend to have average or above-average scores on IQ tests, beyond an IQ of about 120 there is little correlation between intelligence and creativity. Researchers have found environment to be more important than heredity in influencing creativity, and a child's creativity can be either strongly encouraged or discouraged by early experiences at home and in school.
Standard intelligence tests measure convergent thinking, which is the ability to come up with a single correct answer. However, creativity involves divergent thinking, which is the ability to come up with new and unusual answers.
Creative individuals tend to share certain characteristics, including a tendency to be more impulsive or spontaneous than others. Nonconformity (not going along with the majority) can also be a sign of creativity. Many creative individuals are naturally unafraid of experimenting with new things; furthermore, creative people are often less susceptible to peer pressure, perhaps because they also tend to be self-reliant and unafraid to voice their true feelings even if those go against conventional wisdom.
Creativity in childhood is typically assessed through paper-and-pencil measures such as the Torrance Test of Creative Thinking. These tests are designed to measure divergent thinking, such as fluency, flexibility, originality, and elaboration. Signification criticisms have been raised about these tests as measures of creativity. First is the general problem that there are no universally accepted definitions of creativity. Second, critics of creativity tests argue that these tests do not measure creativity per se but instead reflect the specific abilities that are assessed by the tests. Third, the scores on these tests often depend partly on speed, which is not necessarily a criterion for creativity. A final consistent concern relates to the scoring of creativity tests, which by definition are somewhat subjective. Thus, the reliability of such tests is commonly questioned.
Infancy
Scientific research in the late twentieth century revealed how the quality of interaction with unborn infants affects their later development of creative abilities. From birth to 18 months, infants can be encouraged to engage in creativity by playing with a variety of safe household materials, such as margarine tubs, empty boxes, and large empty spools. Parents and caregivers can encourage experimentation by showing excitement and interest in what babies do.
Parents can encouraged infants to develop creativity by singing to the infant and playing music, moving the infant's hands to music, hanging a colorful mobile over the crib, placing pictures and photos where the baby can focus on them, and playing sound games with infants, such making up nonsense words or using rhyming words when talking to them.
Toddlerhood
From ages 18 months to four years, toddlers have progressively better hand and eye coordination. Caregivers should give them opportunities to develop this coordination by allowing them to draw with water-based paints, with chalk, and with crayons. Toddlers also can develop their creativity by pasting, tearing, cutting, printing, modeling with clay or play dough, or working with various materials to create collage, and for the older child, experimenting with fabric, tie dye, batik, printing, and simple woodwork.
From around 12 months, children may begin to imitate things that adults do. Real fantasy play begins at around ages 18 to 21 months. This should not prevent caregivers from playing imaginatively from a younger age, since fantasy play is linked to creativity. Studies have shown that children with very active fantasies tend to have personality traits that contribute to creativity—originality, spontaneity, verbal fluency, and a higher degree of flexibility in adapting to new situations.
Children who fantasize a lot have unusually good inner resources for amusing themselves. Parents can provide materials that lend themselves to fantasy play (dressing-up clothes, dolls, housecleaning sets, and stuffed animals), play pretending games with their children, and make suggestions and encourage new ideas when toddlers play alone.
Adults should start involving toddlers with creative activities as soon as they feel the child will enjoy them. Adults need to remember that young toddlers are not skillful enough to consciously produce works of art. At 18 months they may be more ready for creative play and even at this age, they may spend no more than five minutes of concentration on any one activity.
Preschool
Preschoolers can use the same materials as toddlers but can use them in more complex ways. By age five, many children start drawing recognizable objects. By age six, they are usually interested in explaining their art works. They also like to tell stories and can make books of their stories, including drawing pictures to accompany the writing.
At this age fantasy play becomes more complex. Preschoolers often direct each other on what to do or say as they play "Let's pretend." Play is a critical part of developing creativity, according to Mary Mindess, a child psychology professor at Lesley University in Cambridge, Massachusetts. "Play allows children to construct meaning for themselves," Mindess stated in an article in the August 2001 newsletter The Brown University Child and Adolescent Behavior Letter. "Two children may share an experience, but each will process the experience differently. Very often during play, children take things they see in real life, or things they imagine they experience—like something they read in a book or saw on television—and make meaning of it," she wrote. As an example, she cites Mark Twain's stories about Tom Sawyer and Huckleberry Finn as good role-playing examples. "They include many examples of play," she wrote. "If, as in a scene in The Adventures of Tom Sawyer, a child pretends to be a riverboat captain, there's a lot more to that role-playing than simply knowing what a captain does and some basic boat terminology. There are feelings that accompany the role-playing: mainly, the power of being captain and the satisfaction in the ability to make decisions."
School Age
Early school-age children, six to nine years, incorporate lots of fantasy into their play, including action games with superheroes. Children of this age group spend much of their time daydreaming. Some daydreams become "real" as children begin to act them out in stories and plays.
Many researchers believe that in order to foster creativity in schools, education should be based on the discovery of knowledge and the development of critical attitudes, rather than on the passive absorption of knowledge. They believe this applies whether the class is in art, history, science, or humanities. However, most school teaching in the United States is based on the child's ability to memorize. The highest marks are often given to those who merely studied their lessons well. The pupil whose creative side is more developed may be considered a disruptive member of the class.
For this reason some educators decided to encourage creativity outside the school system. Science clubs are open to the young, in different countries, in which students can unleash their ideas and imagination. Student science fairs are also useful in developing creativity.
In the United States, children who participate in the nationwide invention contest organized by the Weekly Reader do not have to submit a model. A drawing or a photograph is sufficient to enter the contest, the purpose of which is to stimulate creative thinking among all the students in a class, all becoming involved in the process of invention either individually or in small groups. The class then chooses the best invention that will be presented later at the level of the national contest.
At ages nine to 12, children's creativity is greatly affected by peer influence. They increase the amount of detail and use of symbols in drawings. They also have expanded their individual creative differences and begin to develop their own set of creative values.
Teenagers are highly critical of the products they make and ideas they have. They try to express themselves creatively in a more adult-like way. Their creativity is influenced by their individual differences, physically, mentally, emotionally, and socially. In most high schools, classes that stress creativity, such as art, music, writing, and drama are electives and many may not be required. For many adolescents, high school is their last opportunity to take these creative classes.
Also, teens become more self-aware and self-conscious. This focus often causes them to conform to their peers, which stifles their creativity and makes their thoughts less flexible. Flexibility refers to the ability to consider various alternatives at the same time.
Common Problems
Rewards or incentives appear to interfere with creativity and reduce children's flexibility of thought. Studies show that any constraints such as structured instructions reduce creative flexibility in children. Many parents and teachers do not understand that children who are creative are often involved in imaginary play and are motivated by internal rather than external factors.
Parental Concerns
Environment appears to play a greater role than heredity in the development of creativity: identical twins reared apart show greater differences in creativity than in intellectual ability. Family environments with certain characteristics have been found to be more conducive to creativity than others. One of these characteristics is a relaxed parental attitude rather than one that is overly anxious or authoritarian.
On the whole, the families of creative children discipline them without rigid restrictions, teaching them respect for values above rules. Similarly, they emphasize achievement rather than grades. The parents in such homes generally lead active, fulfilling lives themselves and have many interests. Finally, they reinforce creativity in their children by a general attitude of respect and confidence toward them and by actively encouraging creative pursuits and praising the results. It has been found that creativity in both children and adults is affected by positive reinforcement.
Positive reinforcement has also been shown to boost fifth graders' scores on creativity tests, help sixth graders write more original stories, and lead college students to produce novel word associations. Studies have also found that positively reinforcing one kind of creative activity encourages original thinking in other areas as well.
Just as certain actions and attitudes on the part of parents can encourage creativity, others have been found to discourage it. Devising restrictive guidelines or instructions for an activity reduces its potential as a creative experience. Unrestricted, imaginative play is central to creativity in children—exposure to new objects and activities stimulates the senses, reinforces exploratory impulses, and results in the openness to new experiences and ideas that foster creative thinking. In addition, anything that takes the focus away from the creative act itself and toward something external to it can be damaging. For example, knowing that one's efforts are going to be evaluated tends to restrict the creative impulse, as does knowing of the possibility of a prize or other reward.
Schools as well as families can encourage creativity by offering children activities that give them an active role in their own learning, allow them freedom to explore within a loosely structured framework, and encourage them to participate in creative activities for the sheer enjoyment of it rather than for external rewards.
When to Call the Doctor
Several studies have shown relationships sometimes exist between creativity and mental illness, including depression, schizophrenia, and attention-deficit hyperactivity disorder (ADHD).
For decades, scientists have known that eminently creative individuals have a much higher rate of manic depression or bipolar disorder than does the general population. But few controlled studies have been done to build the link between mental illness and creativity. One study that does support such a link was presented at the 2002 annual meeting of the American Psychiatric Association by Stanford University researchers Connie Strong and Terence Ketter. Using personality and temperament tests, they found healthy artists to be more similar in personality to individuals with manic depression than to healthy people in the general population.
While creativity itself is not a sign of mental illness, parents should be aware that there is a much higher degree of mental illness, especially depression and bipolar disorder, in creative children than in their less creative peers.
Resources
Books
Bruce, Tina.Cultivating Creativity in Babies, Toddlers, & Young Children. London: Hodder & Stoughton, 2004.
Einon, Dorothy. Creative Child: Recognize and Stimulate Your Child's Natural Talent. Hauppauge, NY: Barron's Educational Series, 2002.
Fisher, Robert, and Mary Williams. Unlocking Creativity: A Teacher's Guide to Creativity Across the Curriculum. London: Taylor & Francis, 2004.
Runco, Mark A., and Robert S. Albert. Theories of Creativity. Cresskill, NJ: Hampton Press, 2004.
Periodicals
"Biological Basis for Creativity Linked to Mental Illness." Mental Health Weekly Digest (October 27, 2003): 4.
Carruthers, Peter. "Human Creativity: Its Cognitive Basis, Its Evolution, and Its Connection with Childhood Pretence." British Journal for the Philosophy of Science (June 2002): 225–49.
Mindess, Mary. "Play: The New Dirty Word." The Brown University Child and Adolescent Behavior Letter (August 2001): 1.
Talsma, Julia. "Encourage Creative Process to Spur Innovation: Dr. Kelman Outlines Three Elements of Creativity: Inspiration, Insight, Intuition." Ophthalmology Times (June 15, 2003): 50.
Tecco, Betsy Dru. "Unleash Your Creativity! When You Take the Time to be Creative, a World of Possibilities Unfolds." Current Health 2. (December 2003): 14–18.;
Underwood, Anne. "Real Rhapsody in Blue: A Quirky Phenomenon that Scientists Once Dismissed Could Help Explain the Creativity of the Human Brain." Newsweek (December 1, 2003): 67.
Organizations
American Creativity Association. PO Box 5856, Philadelphia, PA 19128. Web site: www.amcreativityassoc.org.
Web Sites
Fowler, Lynda K. "Encouraging Creativity in Children." Ohio State University Extension, 2004. Available online at www.ohioline.osu.edu/flm97/fs06.html (accessed November 23, 2004).
"Good Times Being Creative." National Network for Child Care, February 2004. Available online at www.nncc.org/Series/good.time.creat.html (accessed November 23, 2004).
[Article by: Ken R. Wells]
| Sports Science and Medicine: creativity |
The aspect of intelligence characterized by originality of thought and problem solving. Creativity involves divergent thinking, that is, thoughts directed widely towards a number of varied solutions.
| Psychoanalysis: Creativity |
The term "creativity" is not used by Sigmund Freud but the concept is Freudian if we understand it to mean the creative imagination embodied in fantasies or daydreams. These may or may not receive further elaboration and be transformed into a work of art, regardless of its specific nature. However, it is primarily Melanie Klein and Donald Winnicott who are responsible for establishing the concept as an active attitude of the ego with respect to its objects.
As early as the Studies on Hysteria (1895d), Freud realized that the world of fantasy (Anna O's private theater) can take the place of the real world, and this includes the researcher captivated by his subject. In discussing humor (1905c), Freud also emphasized the freedom of the intellect in the face of highly constrained situations. Literary creation (1908e [1907]) appeared to Freud as an extension of children's daydreams, situations in which the fantasy is affirmed in the face of the empire of reality, without, however, leading the subject to misinterpret it as happens in delusional states. It is precisely this ability, whose origin remains mysterious, to turn fantasies into a reality inscribed in a work of art and therefore something that can be shared with others, that constitutes creativity, regardless of the field of endeavor. Freud was especially interested in literary (Dostoyevsky, Hoffmann, Jensen) and artistic creation (Leonardo da Vinci, Michelangelo).
Melanie Klein (1929) had a very different outlook on creativity, which she saw as an impulse experienced by the infant to repair the object that had been initially split into good and bad and attacked during the paranoid phase. The creative function is therefore initially curative but goes hand in hand with the representation of a unified object. In this sense the creative function constitutes a reconstitution of the ego and the object, which having been simultaneously destroyed, subsist in an empty or mutilated state.
Donald Winnicott (1971) gave the fullest extension to the concept of creativity by emphasizing its function as an attitude in the face of outside reality and not necessarily successful or recognized creative work. He contrasted creativity and submission to the outside world but, unlike Freud, emphasized the fact that fantasy life could diverge from the creative attitude. Fantasizing is not living but can, on the contrary, as Freud noted with respect to hysterics, isolate the individual from life; it will never serve as an object of communication.
For Winnicott, while creativity is related to dreaming and living, it is not really a part of our fantasy life. The experience of self can only be achieved through that physical and mental creative activity whose model is game playing. Creativity is not the creative capacity but something universal, inherent in the very fact of living. In the case where the individual submits to outside reality to the point of losing himself in it (false self), his creativity disappears and remains hidden without however being destroyed. It is in this way deprived of contact with the experience of life. "The creative impulse," Winnicott writes, "is present as much in the moment-by-moment living of a backward child who is enjoying breathing as it is in the inspiration of an architect who suddenly knows what it is that he wishes to construct" (1982, p. 69).
The concept of creativity is much closer to the question of activity than to the production of a work of art. This aspect is only sketched out by Freud but was theorized by Winnicott for whom the concept is associated with considerations of the ego and non-ego and the transitional space that serves as an "outlet" for primary narcissism.
Bibliography
Freud, Sigmund. (1905c). Jokes and their relation to the unconscious. SE, 8: 1-236.
——. (1908e [1907]). Creative writers and day-dreaming. SE, 9: 143-153.
Klein, Melanie. (1975). Infantile anxiety situations reflected in a work of art and in the creative impulse. In The Writings of Melanie Klein (Vol. 1). London: Hogarth. (Reprinted from International Journal of Psycho-Analysis, 10, (1929) 436-443.)
Winnicott, Donald. (1982). Playing and reality. London: Routledge.
Further Reading
Nagera, Humberto. (1967). The concepts of structure and structuralization: psychoanalytic usage and implications for a theory of learning and creativity. Psychoanalytic Study of the Child, 22, 77-102.
Niederland, William. G. (1976). Psychoanalytic approaches to artistic creativity. Psychoanalytic Quarterly, 45, 185-212.
—SOPHIEDE MIJOLLA-MELLOR
| Education Encyclopedia: Creativity |
Creativity is the ability and disposition to produce novelty. Children's play and high accomplishments in art, science, and technology are traditionally called creative, but any type of activity or product, whether ideational, physical, or social, can be creative.
Characteristics
Creativity has been associated with a wide range of behavioral and mental characteristics, including associations between semantically remote ideas and contexts, application of multiple perspectives, curiosity, flexibility in thought and action, rapid generation of multiple, qualitatively different solutions and answers to problems and questions, tolerance for ambiguity and uncertainty, and unusual uses of familiar objects.
Biographical studies of exceptionally creative individuals have uncovered recurring features. Creative individuals typically master a practice or tradition before they transform it. They organize their lives around a network of interrelated and mutually supporting enterprises. They are prolific. There is no evidence for an inverse relation between quantity and quality; instead, the two appear to be correlated. Exceptionally creative accomplishments are complex, evolving outcomes of long-term efforts sustained by high levels of intrinsic motivation, often in the absence of societal rewards.
There are many examples of exceptionally creative individuals who led troubled and turbulent lives and there is widespread belief in a relation between creativity and mental disorder, but it has not been conclusively shown that the more frequent such disorders are, the higher the level of creativity.
The rate of professional productivity in art, science, and other creative endeavors increases rapidly at the beginning of a career, reaches a peak in midlife, and then slowly declines. It is not known whether the decline is necessary or a side effect of other factors, for example, health problems. That some individuals begin creative careers late in life is evidence against an inevitable decline.
Creativity As Ability
All individuals with healthy brains have some degree of creative potential, but individuals vary in how much novelty they in fact produce. Psychometric measures of creativity are based on the hypothesis that the ability to create is general across domains of activity (art, business, music, technology, etc.) and stable over time. This view implies that a person whose creativity is above average in one domain can be expected to be above average in other domains also.
The Remote Associations Test (RAT) developed by Sarnoff A. Mednick measures how easily a person can find a link between semantically different concepts. E. Paul Torrance's Tests of Creative Thinking (TTCT) measures divergent production, that is, how many different answers to a question a person can provide within a time limit. For example, a person might be asked to propose alternative titles to a well-known movie. More recent tests developed by Robert J. Sternberg uses complex test items from realistic contexts. Creativity tests correlate modestly with each other. Critics point out that there are no objective criteria for scoring the responses and that test performance might not be indicative of a creative mind.
Relation to Intelligence
Correlations between creativity tests and IQ tests vary in magnitude from study to study and depend on which tests are used. Some correlations are no smaller than correlations among creativity tests, so they do not provide strong evidence that IQ and creativity are distinct dimensions. The findings can be understood in terms of a so-called triangular correlation (also known as the threshold hypothesis): Individuals in the lower half of the IQ distribution lack the requisite cognitive capacity to create and hence necessarily exhibit low creativity; individuals in the upper half of the IQ distribution have the requisite capacity but may or may not develop a disposition to create. Consequently, creativity and IQ are highly correlated at low IQ levels but weakly correlated at high IQ levels. Alternative interpretations of the relation between creativity and intelligence have been proposed, including that they are two aspects of the same ability, that they are unrelated, and that they are mutually exclusive.
Creativity As Process
The fact that the human mind can generate novel concepts and ideas requires explanation. Cognitive psychologists aim to infer the relevant mental processes from observations of how individuals solve problems that require creativity. One hypothesis states that creation is a process of variation and selection, analogous to biological evolution. The mind of a creative person spontaneously generates a large number of random combinations of ideas, and a few chosen combinations become expressed in behavior. An alternative hypothesis is that a creative person is able to override the constraining influence of past experiences and hence consider a wide range of actions and possibilities. The moment at which a previously unheeded but promising option comes to mind is often referred to as insight. A closely related hypothesis is that creative individuals are more able to break free from mental ruts - trains of thought that recur over and over again even though they do not lead to the desired goal or solution. It has also been suggested that people create by making analogies between current and past problems and situations, and by applying abstractions - cognitive schemas - acquired in one domain to another domain.
These process hypotheses are not mutually exclusive. Each has received support in research studies. Due to the separation within psychology of the cognitive and psychometric traditions, there is little or no interaction between process hypotheses and test development.
Relation to Imagery
There is widespread belief that highly creative individuals think holistically, in visual images, as opposed to the step-by-step process that supposedly characterizes logical thinking. Although consistent with often quoted autobiographical comments by Albert Einstein, Wolfgang Amadeus Mozart, F. A. Kekulé and others, systematic support for this belief is lacking. There is strong research support for a function for visual imagery in memory recall, but its relevance for creativity is unclear.
Relation to Knowledge
Cognitive and biographical studies have shown that creative problem solutions require thorough knowledge of the relevant domain and domain-specific strategies. For example, scientific discovery depends, in part, on knowing what the current theory predicts, plus the strategy of paying close attention to data that deviate from those predictions; creativity in other domains requires other strategies. It is possible that creativity is not a general ability or process, but that creative behaviors and products emerge when a competent and knowledgeable person is motivated to engage in a cumulative effort over a long period of time. If so, a person who is unusually creative in one domain of activity is not necessarily unusually creative in other domains.
Creativity and Education
It is not known to what extent an individual's ability to create can be enhanced. The popular press produces a steady stream of books that advocate particular techniques and training programs; most have not been evaluated, so it is not known whether they work. The small number of training techniques that have been evaluated systematically produce modest effects. It is possible that more effective training techniques exist but have yet to be invented. Most training programs implicitly assume that creativity is a general ability or process.
Although it is unclear whether the ability to create can be enhanced, there is consensus that the disposition to create can be suppressed. Creativity and discipline are not antithetical - creative individuals practice much and work hard - but extensive reliance on overly structured activities can thwart the impulse to create, with negative effects on students' well-being. Students with high ability will perform better than others in activities that require design, imagination, or invention, but participation in such activities encourages the disposition to create in students at any level of ability.
Creative individuals often elicit negative reactions from others by violating social norms and expectations. In a school setting, care should be taken to distinguish creative students from students who cause disturbances due to emotional or social problems. Creative students who find ways to engage others in their projects are likely to become outgoing and adopt leadership roles. Creative students who experience difficulties in this regard are likely to engage in individual projects. In short, high creativity is compatible with both social and individualistic life styles; either outcome is healthy.
There is widespread concern among educators in Western countries that the trend to define the goals of schooling in terms of standardized tests forces teachers to prioritize fact learning and analytical ability over creativity. Participation in creative activities is emphasized in schools that implement particular pedagogical theories, for example, the Montessori and Waldorf schools.
Broader View
Creativity is a historical force. Art and science transform people's ideas and worldviews, and technological innovation continuously transforms social practices. Toward the end of the twentieth century, the importance of innovation for economic production was widely recognized among business leaders.
Bibliography
Sternberg, Robert J., ed. 1999. Handbook of Creativity. Cambridge, Eng: Cambridge University Press.
— STELLAN OHLSSON TRINA C. KERSHAW
| World of the Mind: creativity |
See also lateral thinking; problem solving; problems: their appeal.
— Liam Hudson
| Word Tutor: creativity |
An essential aspect of creativity is not being afraid to fail.
— Edwin Land.
| Quotes About: Creativity |
Quotes:
"The thing that makes a creative person is to be creative and that is all there is to it."
- Edward Albee
"Whatever creativity is, it is in part a solution to a problem."
- Brian Aldiss
"Had I been present at the creation of the world I would have proposed some improvements."
- Alfonso X
"The creative person wants to be a know -it -all. He wants to know about all kinds of things: ancient history, nineteenth -century mathematics, current manufacturing techniques, flower arranging, and hog futures. Because he never knows when these ideas might come together to form a new idea. It may happen six minutes later or six months, or six years down the road. But he has faith that it will happen."
- Carl Ally
"No one has ever written, painted, sculpted, modeled, built, or invented except literally to get out of hell."
- Antonin Artaud
"The lash may force men to physical labor, it cannot force them to spiritual creativity."
- Sholem Asch
See more famous quotes about Creativity
| Wikipedia: Creativity |
| Look up creativity in Wiktionary, the free dictionary. |
Creativity is a mental and social process involving the discovery of new ideas or concepts, or new associations of the creative mind between existing ideas or concepts. Creativity is fueled by the process of either conscious or unconscious insight. An alternative conception of creativeness (based on its etymology) is that it is simply the act of making something new.
From a scientific point of view, the products of creative thought (sometimes referred to as divergent thought) are usually considered to have both originality and appropriateness.
Although intuitively a simple phenomenon, it is in fact quite complex. It has been studied from the perspectives of behavioural psychology, social psychology, psychometrics, cognitive science, artificial intelligence, philosophy, aesthetics, history, economics, design research, business, and management, among others. The studies have covered everyday creativity, exceptional creativity and even artificial creativity. Unlike many phenomena in science, there is no single, authoritative perspective or definition of creativity. And unlike many phenomena in psychology, there is no standardized measurement technique.
Creativity has been attributed variously to divine intervention, cognitive processes, the social environment, personality traits, and chance ("accident", "serendipity"). It has been associated with genius, mental illness, humour and REM sleep.[1] Some say it is a trait we are born with; others say it can be taught with the application of simple techniques. Creativity has also been viewed as a beneficence of a muse or Muses.
Although popularly associated with art and literature, it is also an essential part of innovation and invention and is important in professions such as business, economics, architecture, industrial design, graphic design, advertising, mathematics, music, science and engineering, and teaching.
Despite, or perhaps because of, the ambiguity and multi-dimensional nature of creativity, entire industries have been spawned from the pursuit of creative ideas and the development of creativity techniques.
Creativity has been associated with right or forehead brain activity or even specifically with lateral thinking.
Some students of creativity have emphasized an element of chance in the creative process. Linus Pauling, asked at a public lecture how one creates scientific theories, replied that one must endeavor to come up with many ideas — then discard the useless ones.
Another adequate definition of creativity is that it is an "assumptions-breaking process." Creative ideas are often generated when one discards preconceived assumptions and attempts a new approach or method that might seem to others unthinkable.
It is often useful to explicitly distinguish between creativity and innovation.
Creativity is typically used to refer to the act of producing new ideas, approaches or actions, while innovation is the process of both generating and applying such creative ideas in some specific context.
In the context of an organization, therefore, the term innovation is often used to refer to the entire process by which an organization generates creative new ideas and converts them into novel, useful and viable commercial products, services, and business practices, while the term creativity is reserved to apply specifically to the generation of novel ideas by individuals or groups, as a necessary step within the innovation process.
For example, Amabile and shermaine montefalco et al. (1996) suggest that while innovation "begins with creative ideas,"
Although the two words are novel, they go hand in hand. In order to be innovative, employees have to be creative to stay competitive.
The ways in which societies have perceived the concept of creativity have changed throughout history, as has the term itself. The ancient Greek concept of art (in Greek, "techne"—the root of "technique" and "technology"), with the exception of poetry, involved not freedom of action but subjection to rules. In Rome, this Greek concept was partly shaken, and visual artists were viewed as sharing, with poets, imagination and inspiration.[3]
Although neither the Greeks nor the Romans had a word that directly corresponded to the word "creativity," their art, architecture, music, inventions and discoveries provide numerous examples of what today would be described as creative works. The Greek scientist of Syracuse, Archimedes experienced the creative moment in his Eureka experience, finding the answer to a problem he had been wrestling with for a long time. At the time, the concept of "genius" probably came closest to describing the creative talents that brought forth such works.[4]
A fundamental change came in the Christian period: "creatio" came to designate God's act of "creation from nothing". "Creatio" thus took on a different meaning than "facere" ("to make") and ceased to apply to human functions. The ancient view that art is not a domain of creativity persisted in this period.[5]
A shift occurred in modern times. Renaissance men had a sense of their own independence, freedom and creativity, and sought to give voice to this sense. The first to actually apply the word "creativity" was the Polish poet Maciej Kazimierz Sarbiewski, who applied it exclusively to poetry. For over a century and a half, the idea of human creativity met with resistance, due to the fact that the term "creation" was reserved for creation "from nothing." Baltasar Gracián (1601–58) would only venture to write: "Art is the completion of nature, as if it were a second Creator..."[6]
By the 18th century and the Age of Enlightenment, the concept of creativity was appearing more often in art theory, and was linked with the concept of imagination.[5]
The Western view of creativity can be contrasted with the Eastern view. For Hindus, Confucianists, Taoists and Buddhists, creation was at most a kind of discovery or mimicry, and the idea of creation "from nothing" had no place in these philosophies and religions.[4]
In the West, by the 19th century, not only had art come to be regarded as creativity, but it alone was so regarded. When later, at the turn of the 20th century, there began to be discussion of creativity in the sciences (e.g., Jan Łukasiewicz, 1878–1956) and in nature (e.g., Henri Bergson), this was generally taken as the transference, to the sciences, of concepts that were proper to art.[5]
In the late nineteenth and early twentieth centuries, leading mathematicians and scientists such as Hermann von Helmholtz (1896) and Henri Poincaré (1908) began to reflect on and publicly discuss their creative processes, and these insights were built on in early accounts of the creative process by pioneering theorists such as Graham Wallas (1926) and Max Wertheimer (1945).
However, the formal starting point for the scientific study of creativity, from the standpoint of orthodox psychological literature, is generally considered to have been J. P. Guilford's 1950 address to the American Psychological Association, which helped popularize the topic[7] and focus attention on a scientific approach to conceptualizing creativity and measuring it psychometrically.
In parallel with these developments, other investigators have taken a more pragmatic approach, teaching practical creativity techniques. Three of the best-known are:
The study of the mental representations and processes underlying creative thought belongs to the domains of psychology and cognitive science.
A psychodynamic approach to understanding creativity was proposed by Sigmund Freud, who suggested that creativity arises as a result of frustrated desires for fame, fortune, and love, with the energy that was previously tied up in frustration and emotional tension in the neurosis being sublimated into creative activity. Freud later retracted this view.[citation needed]
Graham Wallas, in his work Art of Thought, published in 1926, presented one of the first models of the creative process. In the Wallas stage model, creative insights and illuminations may be explained by a process consisting of 5 stages:
In numerous publications, Wallas' model is just treated as four stages, with "intimation" seen as a sub-stage. There has been some empirical research looking at whether, as the concept of "incubation" in Wallas' model implies, a period of interruption or rest from a problem may aid creative problem-solving. Ward[8] lists various hypotheses that have been advanced to explain why incubation may aid creative problem-solving, and notes how some empirical evidence is consistent with the hypothesis that incubation aids creative problem-solving in that it enables "forgetting" of misleading clues. Absence of incubation may lead the problem solver to become fixated [disambiguation needed] on inappropriate strategies of solving the problem.[9] This work disputes the earlier hypothesis that creative solutions to problems arise mysteriously from the unconscious mind while the conscious mind is occupied on other tasks.[10]
Wallas considered creativity to be a legacy of the evolutionary process, which allowed humans to quickly adapt to rapidly changing environments. Simonton[11] provides an updated perspective on this view in his book, Origins of genius: Darwinian perspectives on creativity.
Guilford[12] performed important work in the field of creativity, drawing a distinction between convergent and divergent production (commonly renamed convergent and divergent thinking). Convergent thinking involves aiming for a single, correct solution to a problem, whereas divergent thinking involves creative generation of multiple answers to a set problem. Divergent thinking is sometimes used as a synonym for creativity in psychology literature. Other researchers have occasionally used the terms flexible thinking or fluid intelligence, which are roughly similar to (but not synonymous with) creativity.
In The Act of Creation, Arthur Koestler[13] lists three types of creative individual - the Artist, the Sage and the Jester.
Believers in this trinity hold all three elements necessary in business and can identify them all in "truly creative" companies as well. Koestler introduced the concept of bisociation - that creativity arises as a result of the intersection of two quite different frames of reference.
In 1992, Finke et al. proposed the 'Geneplore' model, in which creativity takes place in two phases: a generative phase, where an individual constructs mental representations called preinventive structures, and an exploratory phase where those structures are used to come up with creative ideas. Weisberg[14] argued, by contrast, that creativity only involves ordinary cognitive processes yielding extraordinary results.
In the 90s, various approaches in cognitive science that dealt with metaphor, analogy and structure mapping have been converging, and a new integrative approach to the study of creativity in science, art and humor has emerged under the label conceptual blending.
"Creativity is the ability to illustrate what is outside the box from within the box." -The Ride
Jacques Hadamard, in his book Psychology of Invention in the Mathematical Field, uses introspection to describe mathematical thought processes. In contrast to authors who identify language and cognition, he describes his own mathematical thinking as largely wordless, often accompanied by mental images that represent the entire solution to a problem. He surveyed 100 of the leading physicists of his day (ca. 1900), asking them how they did their work. Many of the responses mirrored his own.
Hadamard described the experiences of the mathematicians/theoretical physicists Carl Friedrich Gauss, Hermann von Helmholtz, Henri Poincaré and others as viewing entire solutions with “sudden spontaneity.”[15]
The same has been reported in literature by many others, such as Denis Brian,[16] G. H. Hardy[17] Walter Heitler,[18] B. L. van der Waerden,[19] and Harold Ruegg.[20]
To elaborate on one example, Einstein, after years of fruitless calculations, suddenly had the solution to the general theory of relativity revealed in a dream “like a giant die making an indelible impress, a huge map of the universe outlined itself in one clear vision.”[16]
Hadamard described the process as having steps (i) preparation, (ii) incubation, (iv) illumination, and (v) verification of the five-step Graham Wallas creative-process model, leaving out (iii) intimation, with the first three cited by Hadamard as also having been put forth by Helmholtz:[21]
Marie-Louise von Franz, a colleague of the eminent psychiatrist Carl Jung, noted that in these unconscious scientific discoveries the “always recurring and important factor ... is the simultaneity with which the complete solution is intuitively perceived and which can be checked later by discursive reasoning.” She attributes the solution presented “as an archetypal pattern or image.”[22] As cited by von Franz,[23] according to Jung, “Archetypes ... manifest themselves only through their ability to organize images and ideas, and this is always an unconscious process which cannot be detected until afterwards.”[24]
Some theories suggest that creativity may be particularly susceptible to affective influence.
According to Isen, positive affect has three primary effects on cognitive activity:
Fredrickson in her Broaden and Build Model suggests that positive emotions such as joy and love broaden a person’s available repertoire of cognitions and actions, thus enhancing creativity.
According to these researchers, positive emotions increase the number of cognitive elements available for association (attention scope) and the number of elements that are relevant to the problem (cognitive scope).
On the other hand, some theorists have suggested that negative affect leads to greater creativity. A cornerstone of this perspective is empirical evidence of a relationship between affective illness and creativity. In a study of 1,005 prominent 20th century individuals from over 45 different professions, the University of Kentucky’s Arnold Ludwig found a slight but significant correlation between depression and level of creative achievement. In addition, several systematic studies of highly creative individuals and their relatives have uncovered a higher incidence of affective disorders (primarily bipolar illness and depression) than that found in the general population.
Three patterns may exist between affect and creativity at work: positive (or negative) mood, or change in mood, predictably precedes creativity; creativity predictably precedes mood; and whether affect and creativity occur simultaneously.
It was found that not only might affect precede creativity, but creative outcomes might provoke affect as well. At its simplest level, the experience of creativity is itself a work event, and like other events in the organizational context, it could evoke emotion. Qualitative research and anecdotal accounts of creative achievement in the arts and sciences suggest that creative insight is often followed by feelings of elation. For example, Albert Einstein called his 1907 general theory of relativity “the happiest thought of my life.” Empirical evidence on this matter is still very tentative.
In contrast to the possible incubation effects of affective state on subsequent creativity, the affective consequences of creativity are likely to be more direct and immediate. In general, affective events provoke immediate and relatively-fleeting emotional reactions. Thus, if creative performance at work is an affective event for the individual doing the creative work, such an effect would likely be evident only in same-day data.
Another longitudinal research found several insights regarding the relations between creativity and emotion at work. First - a positive relationship between positive affect and creativity, and no evidence of a negative relationship. The more positive a person’s affect on a given day, the more creative thinking they evidenced that day and the next day – even controlling for that next day’s mood. There was even some evidence of an effect two days later
In addition, the researchers found no evidence that people were more creative when they experienced both positive and negative affect on the same day. The weight of evidence supports a purely linear form of the affect-creativity relationship, at least over the range of affect and creativity covered in our study: the more positive a person’s affect, the higher their creativity in a work setting.
Finally, they found four patterns of affect and creativity affect can operate as an antecedent to creativity; as a direct consequence of creativity; as an indirect consequence of creativity; and affect can occur simultaneously with creative activity. Thus, it appears that people’s feelings and creative cognitions are interwoven in several distinct ways within the complex fabric of their daily work lives.
| Cerebral Cortex |
| The frontal lobe (shown in blue) is thought to play an important role in creativity |
|---|
There has been debate in the psychological literature about whether intelligence and creativity are part of the same process (the conjoint hypothesis) or represent distinct mental processes (the disjoint hypothesis). Evidence from attempts to look at correlations between intelligence and creativity from the 1950s onwards, by authors such as Barron, Guilford or Wallach and Kogan, regularly suggested that correlations between these concepts were low enough to justify treating them as distinct concepts.
Some researchers believe that creativity is the outcome of the same cognitive processes as intelligence, and is only judged as creativity in terms of its consequences, i.e. when the outcome of cognitive processes happens to produce something novel, a view which Perkins has termed the "nothing special" hypothesis.[25]
A very popular model is what has come to be known as "the threshold hypothesis", proposed by Ellis Paul Torrance, which holds that a high degree of intelligence appears to be a necessary but not sufficient condition for high creativity.[12] This means that, in a general sample, there will be a positive correlation between creativity and intelligence, but this correlation will not be found if only a sample of the most highly intelligent people are assessed. Research into the threshold hypothesis, however, has produced mixed results ranging from enthusiastic support to refutation and rejection.[26]
An alternative perspective, Renzulli's three-rings hypothesis, sees giftedness as based on both intelligence and creativity. More on both the threshold hypothesis and Renzulli's work can be found in O'Hara and Sternberg.[25]
The neurobiology of creativity has been addressed[27] in the article "Creative Innovation: Possible Brain Mechanisms." The authors write that "creative innovation might require coactivation and communication between regions of the brain that ordinarily are not strongly connected". Highly creative people who excel at creative innovation tend to differ from others in three ways:
Thus, the frontal lobe appears to be the part of the cortex that is most important for creativity.
This article also explored the links between creativity and sleep, mood and addiction disorders, and depression.
In 2005, Alice Flaherty presented a three-factor model of the creative drive. Drawing from evidence in brain imaging, drug studies and lesion analysis, she described the creative drive as resulting from an interaction of the frontal lobes, the temporal lobes, and dopamine from the limbic system. The frontal lobes can be seen as responsible for idea generation, and the temporal lobes for idea editing and evaluation. Abnormalities in the frontal lobe (such as depression or anxiety) generally decrease creativity, while abnormalities in the temporal lobe often increase creativity. High activity in the temporal lobe typically inhibits activity in the frontal lobe, and vice versa. High dopamine levels increase general arousal and goal directed behaviors and reduce latent inhibition, and all three effects increase the drive to generate ideas.[28]
Vandervert[29] described how the brain’s frontal lobes and the cognitive functions of the cerebellum collaborate to produce creativity and innovation. Vandervert’s explanation rests on considerable evidence that all processes of working memory (responsible for processing all thought[30]) are adaptively modeled by the cerebellum.[31] The cerebellum (consisting of 100 billion neurons, which is more than the entirety of the rest of the brain[32] is also widely known to adaptively model all bodily movement. The cerebellum’s adaptive models of working memory processing are then fed back to especially frontal lobe working memory control processes[33] where creative and innovative thoughts arise.[34] (Apparently, creative insight or the ‘’aha’’ experience is then triggered in the temporal lobe.[35]) According to Vandervert, the details of creative adaptation begin in ‘’forward’’ cerebellar models which are anticipatory/exploratory controls for movement and thought. These cerebellar processing and control architectures have been termed Hierarchical Modular Selection and Identification for Control (HMOSAIC).[36] New, hierarchically arranged levels of the cerebellar control architecture (HMOSAIC) develop as mental mulling in working memory is extended over time. These new levels of the control architecture are fed forward to the frontal lobes. Since the cerebellum adaptively models all movement and all levels of thought and emotion,[37] Vandervert’s approach helps explain creativity and innovation in sports, art, music, the design of video games, technology, mathematics, the child prodigy, and thought in general.
Creativity involves the forming of associative elements into new combinations that are useful or meet some requirement. Sleep adds this process.[38] REM rather than NREM appears to be responsible.[1][39] This has been suggested to be due to changes in cholinergic and noradrenergic neuromodulation that occurs during REM sleep.[1] During this period of sleep high levels of acetylcholine in the hippocampus suppress feedback from hippocampus to the neocortex, and lower levels of acetylcholine and norepinephrine in the neocortex encourage the spread of associational activity within neocortical areas without control from the hippocampus.[40] This is in contrast to waking consciousness, where higher levels of norepinephrine and acetylcholine inhibit recurrent connections in the neocortex. It is proposed that REM sleep would add creativity by allowing "neocortical structures to reorganize associative hierarchies, in which information from the hippocampus would be reinterpreted in relation to previous semantic representations or nodes."[1]
A study by psychologist J. Philippe Rushton found creativity to correlate with intelligence and psychoticism.[41] Another study found creativity to be greater in schizotypal than in either normal or schizophrenic individuals. While divergent thinking was associated with bilateral activation of the prefrontal cortex, schizotypal individuals were found to have much greater activation of their right prefrontal cortex.[42] This study hypothesizes that such individuals are better at accessing both hemispheres, allowing them to make novel associations at a faster rate. In agreement with this hypothesis, ambidexterity is also associated with schizotypal and schizophrenic individuals.
Particularly strong links have been identified between creativity and mood disorders, particularly manic-depressive disorder (a.k.a. bipolar disorder) and depressive disorder (a.k.a. unipolar disorder). In Touched with Fire: Manic-Depressive Illness and the Artistic Temperament, Kay Redfield Jamison summarizes studies of mood-disorder rates in writers, poets and artists. She also explores research that identifies mood disorders in such famous writers and artists as Ernest Hemingway (who shot himself after electroconvulsive treatment), Virginia Woolf (who drowned herself when she felt a depressive episode coming on), composer Robert Schumann (who died in a mental institution), and even the famed visual artist Michelangelo.
Several attempts have been made to develop a creativity quotient of an individual similar to the Intelligence quotient (IQ), however these have been unsuccessful.[43] Most measures of creativity are dependent on the personal judgement of the tester, so a standardized measure is difficult, if not impossible, to develop.
J. P. Guilford's group,[12] which pioneered the modern psychometric study of creativity, constructed several tests to measure creativity in 1967:
Building on Guilford's work, Torrance[44] developed the Torrance Tests of Creative Thinking in 1966. They involved simple tests of divergent thinking and other problem-solving skills, which were scored on:
The Creativity Achievement Questionnaire, a self-report test that measures creative achievement across 10 domains, was described in 2005 and shown to be reliable and valid when compared to other measures of creativity and to independent evaluation of creative output.[45]
Some researchers have taken a social-personality approach to the measurement of creativity. In these studies, personality traits such as independence of judgement, self-confidence, attraction to complexity, aesthetic orientation and risk-taking are used as measures of the creativity of individuals.[7] Other researchers[46] have related creativity to the trait, openness to experience.
Genrich Altshuller in the 1950s introduced approaching creativity as an exact science with TRIZ and a Level-of-Invention measure.
The creativity of thousands of Japanese, expressed in terms of their problem-solving and problem-recognizing capabilities, has been measured in Japanese firms.[47]
Howard Gruber insisted on a case-study approach that expresses the existential and unique quality of the creator. Creativity to Gruber was the product of purposeful work and this work could be described only as a confluence of forces in the specifics of the case.
Creativity has been studied from a variety of perspectives and is important in numerous contexts. Most of these approaches are undisciplinary, and it is therefore difficult to form a coherent overall view.[7] The following sections examine some of the areas in which creativity is seen as being important.
Creativity is a scientific concept which is mostly rooted within a Western creationist perspective. Francois Jullien in 'Process and Creation, 1989' is inviting us to look at that concept from a Chinese cultural point of view. Fangqi Xu[48] has reported creativity courses in a range of countries. Todd Lubart has studied extensively the cultural aspects of creativity and innovation.
Most people associate creativity with the fields of art and literature. In these fields, originality is considered to be a sufficient condition for creativity, unlike other fields where both originality and appropriateness are necessary.[49]
Within the different modes of artistic expression, one can postulate a continuum extending from "interpretation" to "innovation". Established artistic movements and genres pull practitioners to the "interpretation" end of the scale, whereas original thinkers strive towards the "innovation" pole. Note that we conventionally expect some "creative" people (dancers, actors, orchestral members, etc.) to perform (interpret) while allowing others (writers, painters, composers, etc.) more freedom to express the new and the different.
Contrast alternative theories, for example:
In the art practice and theory of Davor Dzalto, human creativity is taken as a basic feature of both the personal existence of human being and art production. For this thinker,creativity is a basic cultural and anthropological category, since it enables human manifestation in the world as a "real presence" in contrast to the progressive "virtualisation" of the world.
Today, creativity forms the core activity of a growing section of the global economy — the so-called "creative industries" — capitalistically generating (generally non-tangible) wealth through the creation and exploitation of intellectual property or through the provision of creative services. The Creative Industries Mapping Document 2001 provides an overview of the creative industries in the UK. The creative professional workforce is becoming a more integral part of industrialized nations' economies.
Creative professions include writing, art, design, theater, television, radio, motion pictures, related crafts, as well as marketing, strategy, some aspects of scientific research and development, product development, some types of teaching and curriculum design, and more. Since many creative professionals (actors and writers, for example) are also employed in secondary professions, estimates of creative professionals are often inaccurate. By some estimates, approximately 10 million US workers are creative professionals; depending upon the depth and breadth of the definition, this estimate may be double.
Creativity is also seen as being increasingly important in a variety of other professions. Architecture and industrial design are the fields most often associated with creativity, and more generally the fields of design and design research. These fields explicitly value creativity, and journals such as Design Studies have published many studies on creativity and creative problem solving.[50]
Fields such as science and engineering have, by contrast, experienced a less explicit (but arguably no less important) relation to creativity. Simonton[11] shows how some of the major scientific advances of the 20th century can be attributed to the creativity of individuals. This ability will also be seen as increasingly important for engineers in years to come.[51]
Accounting has also been associated with creativity with the popular euphemism creative accounting. Although this term often implies unethical practices, Amabile[49] has suggested that even this profession can benefit from the (ethical) application of creative thinking.
Amabile[49] argued that to enhance creativity in business, three components were needed:
There are two types of motivation:
Six managerial practices to encourage motivation are:
Nonaka, who examined several successful Japanese companies, similarly saw creativity and knowledge creation as being important to the success of organizations.[52] In particular, he emphasized the role that tacit knowledge has to play in the creative process.
In business originality is not enough. Idea must also be appropriate - useful and actionable.[53]
In the early 20th century, Joseph Schumpeter introduced the economic theory of creative destruction, to describe the way in which old ways of doing things are endogenously destroyed and replaced by the new.
Creativity is also seen by economists such as Paul Romer as an important element in the recombination of elements to produce new technologies and products and, consequently, economic growth. Creativity leads to capital, and creative products are protected by intellectual property laws.
The creative class is seen by some to be an important driver of modern economies. In his 2002 book, The Rise of the Creative Class, economist Richard Florida popularized the notion that regions with "3 T's of economic development: Technology, Talent and Tolerance" also have high concentrations of creative professionals and tend to have a higher level of economic development.
Daniel Pink, in his 2005 book A Whole New Mind, repeating arguments posed throughout the 20th century, argues that we are entering a new age where creativity is becoming increasingly important. In this conceptual age, we will need to foster and encourage right-directed thinking (representing creativity and emotion) over left-directed thinking (representing logical, analytical thought).
Nickerson[54] provides a summary of the various creativity techniques that have been proposed. These include approaches that have been developed by both academia and industry:
Some see the conventional system of schooling as "stifling" of creativity and attempt (particularly in the pre-school/kindergarten and early school years) to provide a creativity-friendly, rich, imagination-fostering environment for young children. Compare Waldorf School.
A growing number of psychologists are supporting the idea that there are methods of increasing the creativity of an individual. Several different researchers have proposed approaches to prop up this idea, ranging from psychological-cognitive, such as:
and
to the highly-structured, such as:
A simple but accurate review on this new Human-Computer Interactions (HCI) angle for promoting creativity has been written by Todd Lubart, an invitation full of creative ideas to develop further this new field.
Groupware and other Computer Supported Collaborative Work (CSCW) platforms are now the stage of Network Creativity on the web or on other private networks. These tools have made more obvious the existence of a more connective, cooperative and collective nature of creativity rather than the prevaling individual one. Creativity Research on Global Virtual Teams is showing that the creative process is affected by the national identities, cognitive and conative profiles, anonymous interactions at times and many other factors affecting the teams members, depending on the early or later stages of the cooperative creative process. They are also showing how NGO's cross cultural virtual team's innovation in Africa would also benefit from the pooling of best global practices online. Such tools enhancing cooperative creativity may have a great impact on society and as such should be tested while they are built following the Motto : "Build the Camera while shooting the film". Some European FP7 scientific programs like Paradiso are answering a need for advanced experimentally-driven research including large scale experimentation test-beds to discover the technical, societal, and economic implications of such groupware and collaborative tools to the Internet.
On the other hand Creativity research may one day be pooled with a computable Metalangguage like IEML from the University of Ottawa Collective Intelligence Chair, Pierre Levy. It might be a good tool to provide an interdisciplinary definition and a rather unified theory of creativity. The creative processes being highly fuzzy, the programming of cooperative tools for creativity and innovation should be adaptive and flexible. Empirical Modelling seems to be a good choice for Humanities Computing.
If all the activity of the universe could be traced with appropriate captors, it is likely that one could see the creative nature of the universe to which humans are active contributors. After the web of documents, the Web of Things might shed some light on such a universal creative phenomenon which should not be restricted to humans. In order to trace and enhance cooperative and collective creativity, Metis Reflexive Global Virtual Team has worked for the last few years on the development of a Trace Composer at the intersection of personal experience and social knowledge.
Metis Reflexive Team has also identified a paradigm for the study of creativity to bridge European theory of "useless" and non instrumentalized creativity, North American more pragmatic creativity and Chinese culture stressing more creativity as a holistic process of continuity rather than radical change and originality. This paradigm is mostly based on the work of the German philosopher Hans Joas, one that emphasizes the creative character of human action. This model allows also for a more comprehensive theory of action. Joas elaborates some implications of his model for theories of social movements and social change. The connexion between concepts like creation, innovation, production and expression is facilitated by the creativity of action as a metaphore but also as scientific concept.
The Creativity and Cognition conference series, sponsored by the ACM and running since 1993 has been an important venue for publishing research on the intersection between technology and creativity. The conference now runs biannually, next taking place in 2009.
Although the benefits of creativity to society as a whole have been noted,[55] social attitudes about this topic remain divided. The wealth of literature regarding the development of creativity[56] and the profusion of creativity techniques indicate wide acceptance, at least among academics, that creativity is desirable.
There is, however, a dark side to creativity, in that it represents a "quest for a radical autonomy apart from the constraints of social responsibility".[57] In other words, by encouraging creativity we are encouraging a departure from society's existing norms and values. Expectation of conformity runs contrary to the spirit of creativity. Sir Ken Robinson argues that the current education system is "educating people out of their creativity" [58][59]
Nevertheless, employers are increasingly valuing creative skills. A report by the Business Council of Australia, for example, has called for a higher level of creativity in graduates.[60] The ability to "think outside the box" is highly sought after. However, the above-mentioned paradox may well imply that firms pay lip service to thinking outside the box while maintaining traditional, hierarchical organization structures in which individual creativity is not rewarded.
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