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1.
    
Functional fixedness involves difficulty with conceptualizing creative object uses. When it obstructs problem‐solving, individuals must reframe their approach. We examined how different training techniques—chunk decomposition (i.e., considering an object’s basic parts and physical properties) and constraint relaxation (i.e., considering an object’s different functions)—might rely upon different routes to creative reframing. Additionally, we investigated how different forms of cognitive load interact with these dual routes. Participants learned one of three techniques. Chunk decomposition participants created object breakdown diagrams; constraint relaxation participants created object functions lists; and free association (control) participants wrote a word that they associated with each of several concrete nouns. After training, participants attempted to solve five functional fixedness problems. E1 investigated how increasing germane cognitive load via either direct or indirect prompting affected training transfer. Experiment 2 investigated how reducing extraneous cognitive load by providing no transfer instructions and using an eye‐closure strategy. Across both experiments, results supported differences in accuracy and response latency by training. However, chunk decomposition and constraint relaxation did not follow the same pattern, suggesting different mechanisms of the effect. We discuss possible applications to increase innovation in real‐world domains such as education, business, and engineering.  相似文献   

2.
The primary objective of this study was to contribute to the growing research discipline investigating the effects of physical exercise on divergent thinking creativity performance. Thirty‐two students participated in this two‐visit, within‐subject intervention. Individuals consented to participate in two randomized, and counterbalanced, experimental conditions, consisting of 15 min of active treadmill walking and an inert, seated control incubation period. Creativity was assessed at baseline and post‐exercise (and control) via the Instances Creativity Task (ICT). Creativity scores for changes in fluency (F(1, 31) = 2.90, p = .10) were not statistically significant across the experimental conditions. Originality scores were higher at baseline and follow‐up when compared to the exercise condition (F(1, 31) = 6.82, p = .01). However, there was no statistically significant condition × time interaction effect (F(1, 31) = 1.78, p = .19). Further analyses demonstrated that there was no statistically significant difference between the experimental conditions on recall score (F(1, 31) = 1.04, = .32). All models indicated statistically significant main effects for time: fluency (F(1, 31) = 131.17, p < .001); originality (F(1, 31) = 36.54, p < .001); and recall (F(1, 31) = 51.75, p < .001). These findings suggest that both active and inert creative incubation periods may similarly enhance subsequent divergent thinking performance.  相似文献   

3.
本研究考察了管理者的权力距离对于员工创造性观点产生与实施过程的调节作用。对170名企业员工和他们的直接主管的问卷调查结果表明:(1)管理者的权力距离对员工创造性观点的产生与实施的影响是不同的。管理者的高权力距离会抑制员工创造性观点的产生,但会促进员工创造性观点的实施。(2)管理者的高权力距离会促进员工创造性想法从产生向实施的转化。研究讨论了管理者的权力距离水平对于创新过程影响的实践意义。  相似文献   

4.
    
In this study, we investigate idea generation by conducting a diary study. We hypothesized that idea generation depends on problem identification, and that this relation is moderated by two factors: (a) the number of social interactions an individual has with “non‐redundant” network connections, and (b) an individual's level of vigor. The hypotheses were tested by making use of a diary study among 31 employees of a Dutch applied university over a period of 2 weeks. Results showed that idea generation results from the identification of problems that require new ideas to solve them. An individual's number of social interactions and the level of redundancy of these social interactions moderated this relation. The level of vigor of an individual did not predict idea generation, but results suggest that vigor is needed for interacting with others. Furthermore, this study contributes to the creativity research using a new approach to look at the effects of social interactions by relating them to the overall structure of social networks.  相似文献   

5.
聚合思维是创造性思维的形式之一,但其脑机制目前还不清楚。采用静息态脑功能成像技术和远距离联想测验,基于低频振荡振幅(ALFF)和局部一致性(ReHo)两种分析方法,研究聚合思维的脑机制。结果发现,远距离联想测验得分与楔前叶的ALFF值显著负相关,与右侧罗兰迪克岛盖区/脑岛的ALFF值显著正相关;同时与左侧额下回的ReHo值显著负相关。研究结合ALFF和ReHo两种指标探讨聚合思维的神经机制,为进一步揭示创造性的本质提供依据。  相似文献   

6.
创新一直是学术界关注和探讨的热点。过去40多年里, 有关创新的研究层出不穷, 取得了丰富的成果。然而, 这些研究主要集中在如何激发员工的创新行为上, 即创意产生这一环节。至于创意产生之后能否转化以及如何转化的问题没有引起足够的重视。创意是开端, 但需要把创意转变为现实, 否则创新难以转化为价值。研究创意实施的条件及其作用机制是推动创新研究深化的重要任务。目前已有的创意实施研究在研究层次和研究视角上都存在不足, 未来有必要在方法上把量化研究与质化研究结合起来, 从不同的层次和视角, 进一步拓展研究的范围, 揭示创意从产生到实施的条件和作用机制。  相似文献   

7.
Individuals and organizations frequently tout creative ideas as a desirable goal, and yet, creative ideas are frequently rejected. Creativity researchers have often suggested that creative ideas are rejected because they are perceived as riskier due to their inherent novelty or originality. Although this assumption is prevalent, we are unaware of any empirical research directly examining the relations between perceptions of novelty and risk. We provide an empirical test of this assumption in two studies in which participants rate the novelty, usefulness, and riskiness of ideas. Across both studies, we find consistent support for the idea that usefulness, rather than novelty, has the strongest relation with risk perceptions. We also find some evidence that novelty and usefulness interact to predict perceptions of risk. Additionally, in Study 2, we find that usefulness has the strongest relation with willingness to invest and buy a product. The findings of this study suggest that the bias against creativity may be driven by the perceived usefulness of an idea, rather than its novelty, such that ideas with lower usefulness are perceived to be riskier.  相似文献   

8.
As people working in groups might fare better in solving complex problems than those working alone (e.g., Laughlin, Hatch, Silver, & Boh, Journal of Personality and Social Psychology, 90 , 2006 and 644), organizations have increasingly assigned creative projects to groups. Group members contribute their collective efforts over time until the creative project has come to fruition. Although mood is identified as an important antecedent to creativity, little is known about the temporal pattern of how group mood enhances or inhibits group creativity, as well as the underpinning group process that explains the mood—creativity link in groups. We set out to address these questions by taking a within-group approach to study the temporal trends of how group mood precedes group creativity and to examine idea contribution equality (ICE) as a mediating group process. We conducted a three-wave longitudinal study among student workgroups tasked to complete a creativity project over a 1-month span. Evidence showed that positive mood is positively associated with concurrent ICE and negative mood is negatively associated with lagged ICE. Furthermore, a mediation model showed that negative mood eventually hampered expert-rated group creative performance by reducing ICE over time. These findings add new knowledge to the temporal mood—creativity relation within the group context.  相似文献   

9.
    
Creativity scholars try to untangle the commonalities and differences between creative self-beliefs: creative self-efficacy, creative self-concept, creative metacognition, and creative role identity. While these efforts are already contributing significantly, we would like to suggest that for creative metacognition, we need to go beyond the assessment of confidence beliefs and regulation and include creative metacognitive feelings and intrapersonal idea selection as two additional components. To test the validity of our proposition, this study examined the influence of creative metacognitive feelings on creative self-efficacy, creative potential, accurate intrapersonal idea selection (agreement between individuals’ selection of their most creative idea and two independent judges’ selection of the participants’ best idea), and task enjoyment. To elicit metacognitive feelings, participants were randomly assigned to remember and write down two or six instances in their lives in which they generated novel and useful ideas that helped solve a problem. Participants then completed a questionnaire assessing creative self-efficacy, ease of recall as a proxy of metacognitive feelings, performance on a divergent thinking task, and task enjoyment. Results showed an indirect influence of recalling fewer examples on creative self-efficacy through its influence on metacognitive feelings. Metacognitive feelings then had an indirect influence, through creative self-efficacy, on creative potential and task enjoyment.  相似文献   

10.
创作者的年龄作为重要的社会线索信息,可能会影响大众对其观点的创造性评价。本研究以物品非常规用途想法作为评价材料,考察了4类年龄信息对创造性观念评价的影响,以及相关刻板印象在其中的作用。结果发现,10岁左右年龄信息会提升被试的新颖性和适用性评分;30岁左右的信息提升了新颖性评分,但刻板印象强弱对评分变化不具有预测作用。这表明,对于领域一般性产品,有关创作者的刻板印象不易被激活并应用于创造性评价。  相似文献   

11.
The equity rule is favored by groups that emphasize productivity, but there is limited support for the notion that equity actually facilitates productivity in groups (Deutsch, 1985). We propose that the relationship between equity and productivity may depend on whether individual group members have an independent or interdependent self-construal. This prediction was tested in an experiment in which groups endorsed either an equity rule or an equality rule for distributing resources and then generated ideas as a group. The results showed that equity facilitated productivity (e.g. the number of ideas generated) but only in groups whose members had been primed with an independent self-construal. The results of both self-report and video-tape data support competition as the mechanism that explains this productivity gain. This work contributes to research on both distributive justice and small group performance by specifying more clearly the conditions under which a belief in equity will stimulate productivity.  相似文献   

12.
    
The Creative Solution Diagnosis Scale (CSDS) is a 30‐item scale based on a core of four criteria: Relevance & Effectiveness, Novelty, Elegance, and Genesis. The CSDS offers potential for the consensual assessment of functional product creativity. This article describes an empirical study in which non‐expert judges rated a series of mousetrap designs using the 30‐item CSDS. A confirmatory factor analysis revealed a simple structure that corresponded closely to the a priori theoretical model of functional creativity, resulting in a revised 24‐item CSDS. Non‐expert judges were able to use the scale with a high degree of reliability and internal consistency. The revised CSDS paves the way for further research into the use of non‐expert judges as a possible replacement for more costly, harder‐to‐obtain experts when measuring product creativity using the Consensual Assessment Technique (CAT).  相似文献   

13.
    
Creative idea selection—the selection of the most creative idea(s) from available ideas—is an important yet understudied topic. Creative idea selection can be performed by the idea generator (i.e., intrapersonal selection) or by another person (i.e., interpersonal selection). In the current research, we examined whether these two types of selection lead to different levels of performance. Participants generated six creative ideas to solve a societal problem. Thereafter, two selection tasks—intrapersonal selection and interpersonal selection—were performed. During intrapersonal selection, the idea generator selected the most creative idea from his/her own ideas; during interpersonal selection, another person made the selection from the same ideas. We found no effect of intrapersonal and interpersonal selection on creative idea selection performance: People selected ideas of identical creativity, irrespective of whether that idea was from themselves or from others. Moreover, we replicated the earlier finding that people perform suboptimally at creative idea selection, failing to select ideas that were more creative than an average idea, for both intrapersonal and interpersonal selection.  相似文献   

14.
    
Fixation is one of the major obstacles that individuals face in creative idea generation contexts. Several studies have shown that individuals unintentionally tend to fixate to the examples they are shown in a creative ideation task, even when instructed to avoid them. Most of these studies used examples formulated with high level of specificity. However, no study has examined individuals’ creative performance under an instruction to diverge from given examples, when these examples are formulated with a high level of abstraction. In the present study, we show that (a) instructing participants to avoid using common examples when formulated with a high level of specificity increases fixation; whereas (b) instructing participants to avoid such examples while using a more abstract level for stating these common examples—such as a categorization of these examples—mitigates fixation and doubles the number of creative ideas generated. These findings give new insights on the key role of categorization in creative ideation contexts.  相似文献   

15.
先前研究基于功能特化的思想, 基本完成了创造性问题解决相关的各个关键脑区的功能定位, 但并未揭示这些关键脑区在创造活动中的动态神经活动以及它们之间的相互作用关系。本研究拟从动态的功能整合的思想出发, 采用时间序列分析和有效连通性分析方法, 对语义类问题的创造性解决中的信息选择和新颖联结形成等关键子过程的大脑动态加工模式进行研究。本研究不仅能丰富并发展创造性问题解决神经基础的研究方法, 而且能够从系统的层面, 从动态信息加工的角度加深对创造性问题解决脑机制的认识, 推动其神经理论的发展。  相似文献   

16.
    
We investigated how new ideas become accepted for Nobel laureates in science. Archival data were collected for 204 Nobel laureates from 1980 to 2009 in physics, chemistry, and medicine or physiology. Acceptance was evaluated for Nobel laureates by Prize area and three key publications in the Nobel laureates' publishing careers: (a) first publication concerning their Nobel idea (FN), (b) highest cited publication concerning their Nobel idea (HN), and (c) last publication concerning their Nobel idea (LN). Acceptance was defined primarily in terms of academic prestige for the journal articles (journal impact factors, article citation counts, Eigenfactor scores [journal impact and journal citations] and journal‐cited half‐life ratings). We found that acceptance for these publications mostly followed LN < FN < HN for all measures and Prize areas—except for physics on impact factor only, which followed FN < LN < HN, as hypothesized. In sum, recent ideas are least accepted rather than original ideas even for established and eminent Nobel laureates.  相似文献   

17.
    
The present work proposes an integrative model of creativity that includes personality traits and cognitive processes. This model hypothesizes that three high‐order personality factors predict two main process factors, which in turn predict intensity and achievement of creative activities. The personality factors are: Plasticity (high openness, extraversion, energy, and inspiration), Divergence (low agreeableness and conscientiousness, high non‐conformity and impulsivity), and Convergence (high ambition, precision, persistence, and critical sense). The process factors are Generation (idea production and originality) and Selection (idea evaluation and formalization). We hypothesized and found that: (a) Plasticity and Divergence predict positively Generation, (b) Convergence predicts positively Selection, (c) Generation, Selection, and their interaction predict positively both intensity and achievement of everyday creative activities.  相似文献   

18.
    
Fostering creative minds has always been a premise to ensure adaptation to new challenges of human civilization. While some alternative educational settings (i.e., Montessori) were shown to nurture creative skills, it is unknown how they impact underlying brain mechanisms across the school years. This study assessed creative thinking and resting-state functional connectivity via fMRI in 75 children (4–18 y.o.) enrolled either in Montessori or traditional schools. We found that pedagogy significantly influenced creative performance and underlying brain networks. Replicating past work, Montessori-schooled children showed higher scores on creative thinking tests. Using static functional connectivity analysis, we found that Montessori-schooled children showed decreased within-network functional connectivity of the salience network. Moreover, using dynamic functional connectivity, we found that traditionally-schooled children spent more time in a brain state characterized by high intra-default mode network connectivity. These findings suggest that pedagogy may influence brain networks relevant to creative thinking—particularly the default and salience networks. Further research is needed, like a longitudinal study, to verify these results given the implications for educational practitioners. A video abstract of this article can be viewed at https://www.youtube.com/watch?v=xWV_5o8wB5g .

Research Highlights

  • Most executive jobs are prospected to be obsolete within several decades, so creative skills are seen as essential for the near future.
  • School experience has been shown to play a role in creativity development, however, the underlying brain mechanisms remained under-investigated yet.
  • Seventy-five 4–18 years-old children, from Montessori or traditional schools, performed a creativity task at the behavioral level, and a 6-min resting-state MR scan.
  • We uniquely report preliminary evidence for the impact of pedagogy on functional brain networks.
  相似文献   

19.
Two experiments were conducted to explore the process of building on ideas in brainstorming. Although this is presumed to be an important role of brainstorming, this has never been explored experimentally. In one experiment individual and group brainstormers generated ideas which were subsequently presented to these same individuals and groups to combine and build on for additional ideas, either as groups or individuals. The combination process was influenced by whether the participants had previously brainstormed alone or in groups and the phase of the combination period (early vs. late). In a second study participants were presented lists of rare or common ideas to combine and build on either as individuals or groups. Although groups generated fewer combinations than nominal groups, they generated more novel and feasible combinations when combining rare ideas. These findings indicate that groups are able to benefit from the exchange process in building on each other's ideas and are interpreted in the context of past research on idea generation and evaluation in groups.  相似文献   

20.
    
PoeTryMe is a poetry generation system that autonomously produces poems from a set of initial parameters. After using it, creative writers and other users of this system expressed the desire to partake in the creative process by directly interacting with PoeTryMe. This paper is motivated by the previous impressions. It illustrates some of the challenges of automatic poetry generation, highlights limitations of PoeTryMe, and reports on recent efforts to address user feedback and provide alternative ways of using this system. First, making some functionalities available via a web API enabled their exploitation by other systems. Those include the generation of single lines as well as retrieval of related words, allowing for additional constraints on the number of syllables, sentiment and rhyme. On top of this API, a co-creative interface, Co-PoeTryMe, has been developed. Co-PoeTryMe allows users to either start from scratch or from a generated draft. Extensive editing functionality has been incorporated, in particular, allowing lines and words to be switched or replaced by newly generated alternatives. Co-PoeTryMe, its interface and the co-creative process for producing poetry are described, along with a user study that provided useful feedback. Users pointed out the strengths of this new system, including its capacities in providing inspiration, and giving the user the ability to customize an existing draft and visualize the changes, but also pointed out weaknesses, primarily by identifying potential improvements in the user interface.  相似文献   

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