Creativity techniques

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Creativity techniques are methods that encourage creative actions, whether in the arts or sciences. They focus on a variety of aspects of creativity, including techniques for idea generation and divergent thinking, methods of re-framing problems, changes in the affective environment and so on. They can be used as part of problem solving, artistic expression, or therapy.

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Some techniques require groups of two or more people while other techniques can be accomplished alone. These methods include word games, written exercises and different types of improvisation, or algorithms for approaching problems. Aleatory techniques exploiting randomness are also common.

Aleatory techniques

Aleatoricism is the incorporation of chance (random elements) into the process of creation, especially the creation of art or media. Aleatoricism is commonly found in music, art, and literature, particularly in poetry. In film, Andy Voda made a movie in 1979 called Chance Chants , which he produced by a flip of a coin or roll of a dice. In music, John Cage, an avant-garde musician, composed music by using the I Ching to determine the position of musical notes, [1] superimposing star maps on blank sheet music, by rolling dice and preparing open-ended scores that depended on the spontaneous decisions of the performers. (1) Other ways of practicing randomness include coin tossing, picking something out of a hat, or selecting random words from a dictionary.

The aleatory approach is also demonstrated in the case of the process called provocation, which was initially introduced by Edward de Bono as an aid to research. [2] This method, which Richard Restak said was also employed by Anthony Burgess, aims to achieve novel ideas in writing by directing a plot with creative connections through random words picked from a reference book. [3] Restak explained that the two hundred billion interconnected neural cells in the brain are capable of an abundance of possibilities for long-range connections and creative interactions using random and unrelated words. [3]

In short, aleatoricism is a way to introduce new thoughts or ideas into a creative process.

Improvisation

Improvisation is a creative process which can be spoken, written, or composed without prior preparation. [4] Improvisation, also called extemporization, can lead to the discovery of new ways to act, new patterns of thought and practices, or new structures. Improvisation is used in the creation of music, theater, and other various forms. Many artists also use improvisational techniques to help their creative flow.

The following are two significant domains that use improvisation:

In problem solving

In problem-solving contexts, the random-word creativity technique is perhaps the simplest method. A person confronted with a problem is presented with a randomly generated word, in the hopes of a solution arising from any associations between the word and the problem. A random image, sound, or article can be used instead of a random word as a kind of creativity goad or provocation. [6] [7]

There are many problem-solving tools and methodologies to support creativity:

In project management

For project management purposes, group creativity techniques are creativity techniques used by a team in the course of executing a project. Some relevant techniques are brainstorming, the nominal group technique, the Delphi technique, idea/mind mapping, the affinity diagram, and multicriteria decision analysis. [8] These techniques are referenced in the Guide to the Project Management Body of Knowledge . [9]

Group creativity techniques can be used in a sequence; for example: [9]

  1. Gather requirements using idea/mind mapping
  2. Continue generating ideas by brainstorming
  3. Construct an affinity diagram based on the generated ideas
  4. Identify the most important ideas by applying the nominal group technique
  5. Obtain several rounds of independent feedback using the Delphi technique

Affecting factors

Distraction

Multiple studies have confirmed that distraction actually increases creative cognition. [10] One such study done by Jonathan Schooler found that non-demanding distractions improve performance on a classic creativity task called the UUT (Unusual Uses Task) in which the subject must come up with as many possible uses for a common object. The results confirmed that decision-related neural processes occur during moments of unconscious thought while a person engages in a non-demanding task. The research showed that while distracted a subject isn’t maintaining one thought for a particularly long time, which in turn allows different ideas to float in and out of one’s consciousness—this sort of associative process leads to creative incubation. [11]

Ambient noise is another variable that is conducive to distraction. It has been proven that a moderate level of noise actually heightens creativity. [12] Professor Ravi Mehta conducted a study to research the degree of distraction induced by various noise levels and their effect on creativity. The series of experiments show that a moderate level of ambient noise (70 dB) produces just enough distraction to induce processing disfluency, which leads to abstract cognition. These higher construal levels caused by moderate levels of noise consequently enhance creativity. [12]

Walking

In 2014, a study found that walking increased creativity. [13]

Sleep and relaxation

Some advocate enhancing creativity by taking advantage of hypnagogia, the transition from wakefulness to sleep, using techniques such as lucid dreaming. One technique used by Salvador Dalí was to drift off to sleep in an armchair with a set of keys in his hand; when he fell completely asleep, the keys would fall and wake him up, allowing him to recall his mind's subconscious imaginings. [14] Thomas Edison used the same technique, with ball bearings. [15]

Meditation

A study [16] from 2014 involving 40 Chinese undergraduates found that performing a short 30 minute meditation session each day, for seven days, was sufficient to improve verbal and visual creativity, as measured by the Torrance Tests of Creative Thinking, due to the positive effects of meditation on emotional regulation. The same researchers [17] also showed in 2015 that short term meditation training could also improve insight-based problem solving (the type commonly associated with an "Ah-ha", or "eureka" type moment of realization) as measured by the Remote Associates Test.

See also

Related Research Articles

<span class="mw-page-title-main">Improvisational theatre</span> Theatrical genre featuring unscripted performance

Improvisational theatre, often called improvisation or improv, is the form of theatre, often comedy, in which most or all of what is performed is unplanned or unscripted, created spontaneously by the performers. In its purest form, the dialogue, action, story, and characters are created collaboratively by the players as the improvisation unfolds in present time, without use of an already prepared, written script.

Improvisation, often shortened to improv, is the activity of making or doing something not planned beforehand, using whatever can be found. The origin of the word itself is in the Latin "improvisus", which literally means un-foreseen – but it is also related to both the old French word "emprouer" and the English "improve", to improve. Improvisation in the performing arts is a very spontaneous performance without specific or scripted preparation. The skills of improvisation can apply to many different faculties across all artistic, scientific, physical, cognitive, academic, and non-academic disciplines; see Applied improvisation.

<span class="mw-page-title-main">Creativity</span> Forming something new and somehow valuable

Creativity is a characteristic of someone that forms something novel and valuable. The created item may be intangible or a physical object. Creativity enables people to solve problems in new or innovative ways.

Visual thinking, also called visual or spatial learning or picture thinking, is the phenomenon of thinking through visual processing. Visual thinking has been described as seeing words as a series of pictures. It is common in approximately 60–65% of the general population. "Real picture thinkers", those who use visual thinking almost to the exclusion of other kinds of thinking, make up a smaller percentage of the population. Research by child development theorist Linda Kreger Silverman suggests that less than 30% of the population strongly uses visual/spatial thinking, another 45% uses both visual/spatial thinking and thinking in the form of words, and 25% thinks exclusively in words. According to Kreger Silverman, of the 30% of the general population who use visual/spatial thinking, only a small percentage would use this style over and above all other forms of thinking, and can be said to be true "picture thinkers".

<span class="mw-page-title-main">Lateral thinking</span> Manner of solving problems

Lateral thinking is a manner of solving problems using an indirect and creative approach via reasoning that is not immediately obvious. It involves ideas that may not be obtainable using only traditional step-by-step logic.

Creative problem-solving (CPS) is the mental process of searching for an original and previously unknown solution to a problem. To qualify, the solution must be novel and reached independently. The creative problem-solving process was originally developed by Alex Osborn and Sid Parnes. Creative problem solving (CPS) is a way of using creativity to develop new ideas and solutions to problems. The process is based on separating divergent and convergent thinking styles, so that one can focus their mind on creating at the first stage, and then evaluating at the second stage.

<span class="mw-page-title-main">Brainstorming</span> Group creativity technique

Brainstorming is a creativity technique in which a group of people interact to suggest ideas spontaneously in response to a prompt. Stress is typically placed on the volume and variety of ideas, including ideas that may seem outlandish or "off-the-wall". Ideas are noted down during the activity, but not assessed or critiqued until later. The absence of criticism and assessment is intended to avoid inhibiting participants in their idea production. The term was popularized by advertising executive Alex Faickney Osborn in the classic work Applied Imagination (1953).

Ideation is the creative process of generating, developing, and communicating new ideas, where an idea is understood as a basic element of thought that can be either visual, concrete, or abstract. Ideation comprises all stages of a thought cycle, from innovation, to development, to actualization. Ideation can be conducted by individuals, organizations, or crowds. As such, it is an essential part of the design process, both in education and practice.

Synectics is a problem solving methodology that stimulates thought processes of which the subject may be unaware. This method was developed by George M. Prince (1918–2009) and William J.J. Gordon, originating in the Arthur D. Little Invention Design Unit in the 1950s.

<span class="mw-page-title-main">Viola Spolin</span> American academic and acting theorist

Viola Spolin was an American theatre academic, educator and acting coach. She is considered an important innovator in 20th century American theater for creating directorial techniques to help actors to be focused in the present moment and to find choices improvisationally, as if in real life. These acting exercises she later called Theater Games and formed the first body of work that enabled other directors and actors to create improvisational theater. Her book Improvisation for the Theater, which published these techniques, includes her philosophy and her teaching and coaching methods, and is considered the "bible of improvisational theater". Spolin's contributions were seminal to the improvisational theater movement in the U.S. She is considered to be the mother of Improvisational theater. Her work has influenced American theater, television and film by providing new tools and techniques that are now used by actors, directors and writers.

In music therapy improvisation is defined as a process where the client and therapist relate to each other. The client makes up music, musical improvisation, while singing or playing, extemporaneously creating a melody, rhythm, song, or instrumental piece. In clinical improvisation, client and therapist relate to one another through the music. Improvisation may occur individually, in a duet, or in a group. The client may use any musical or nonmusical medium within their capabilities. Musical media includes voice, body sound, percussion, and string, wind, and keyboard instruments. Nonmusical media can consist of images, titles, and stories.

Design thinking refers to the set of cognitive, strategic and practical procedures used by designers in the process of designing, and to the body of knowledge that has been developed about how people reason when engaging with design problems.

<span class="mw-page-title-main">Outline of thought</span> Overview of and topical guide to thought

The following outline is provided as an overview of and topical guide to thought (thinking):

<span class="mw-page-title-main">Divergent thinking</span> A process of generating creative ideas

Divergent thinking is a thought process used to generate creative ideas by exploring many possible solutions. It typically occurs in a spontaneous, free-flowing, "non-linear" manner, such that many ideas are generated in an emergent cognitive fashion. Many possible solutions are explored in a short amount of time, and unexpected connections are drawn. Following divergent thinking, ideas and information are organized and structured using convergent thinking, which follows a particular set of logical steps to arrive at one solution, which in some cases is a "correct" solution.

Human-centered design is an approach to problem-solving commonly used in process, product, service and system design, management, and engineering frameworks that develops solutions to problems by involving the human perspective in all steps of the problem-solving process. Human involvement typically takes place in initially observing the problem within context, brainstorming, conceptualizing, developing of concepts and implementing the solution.

Human-centered design is an approach to interactive systems development that aims to make systems usable and useful by focusing on the users, their needs and requirements, and by applying human factors/ergonomics, and usability knowledge and techniques. This approach enhances effectiveness and efficiency, improves human well-being, user satisfaction, accessibility and sustainability; and counteracts possible adverse effects of use on human health, safety and performance.

Convergent thinking is a term coined by Joy Paul Guilford as the opposite of divergent thinking. It generally means the ability to give the "correct" answer to questions that do not require novel ideas, for instance on standardized multiple-choice tests for intelligence.

6-3-5 Brainwriting is a group-structured brainstorming technique aimed at aiding innovation processes by stimulating creativity developed by Bernd Rohrbach who originally published it in a German sales magazine, the Absatzwirtschaft, in 1968.

Systematic Inventive Thinking (SIT) is a thinking method developed in Israel in the mid-1990s. Derived from Genrich Altshuller's TRIZ engineering discipline, SIT is a practical approach to creativity, innovation and problem solving, which has become a well known methodology for innovation. At the heart of SIT's method is one core idea adopted from Genrich Altshuller's TRIZ which is also known as Theory of Inventive Problem Solving (TIPS): that inventive solutions share common patterns. Focusing not on what makes inventive solutions different – but on what they share in common – is core to SIT's approach.

"Yes, and...", also referred to as "Yes, and..." thinking, is a rule-of-thumb in improvisational comedy that suggests that an improviser should accept what another improviser has stated ("yes") and then expand on that line of thinking ("and"). The principle does not forbid disagreements between the improvisers' characters, but states that one should not reject the basic premises introduced by the other person, as this would throw them off and harm the flow of the scene.

In computer supported brainstorming, team members contribute their ideas through electronic means either synchronously or asynchronously. The brainstorming software selected by the team mediates the individual interactions and helps to organize and shape the products of the brainstorming session. Computer supported brainstorming can be implemented using a wide variety of electronic technologies.

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