Hall Continuous Improvment to Creativity

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Running head: CONTINUOUS IMPROVEMENT

Applying a Continuous Improvement Model to Creativity:

A Method to Increase the Quantity and Quality of Brainstorming Output

Doug Hall and Chris Stormann

Richard Saunders International

Jonathan A. Plucker

Indiana University

Jeffrey Stamp

Richard Saunders International

November 1, 1999

Address correspondence to the second author at:

Richard Saunders International

3849 Edwards Road

Newtown, OH 45244

513/271-9911x159

chris@EurekaRanch.com

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Applying a Continuous Improvement Model to Creativity:

A Method to Increase the Quantity and Quality of Brainstorming Output

Abstract

The facilitated brainstorming session includes a collection of creativity techniques

designed to increase the quantity and quality of ideas produced by a group of participants. First,
this article introduces a measure that estimates the effectiveness of an individual creativity
technique. Second, this article describes how the evaluative measure—inspired by the concept of
quality control charting—can be integrated into the brainstorming session and used within a larger
framework for continuous improvement of the brainstorming process. Results from two analyses
using client survey data with an exceptionally high response rate (92%), captured in a real-world
creative environment, find a statistically significant relationship between the ratings of a
technique’s effectiveness and the quantity of ideas (r = 0.30, p<.022) and the number of refined
new product and service concepts (r = 0.58, p<.014) originating from the collective group.
These results point to the ability to do two things. First, one can monitor the effectiveness of a
brainstorming session and make needed changes while the ideas are being created. Second, the
results point to the ability to improve future brainstorming sessions as substantive knowledge of
the creativity techniques and methods accumulate within a larger framework of quality control
and experiment.

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One of the commonplace approaches to the creation of new ideas for business application

is the so-called brainstorming session (see Osborn, 1953; Parnes, 1999). First developed by

Alex Osborn and later adopted in the 1960s to inspire broader thinking in developing effective

advertising campaigns, the basic philosophy of the brainstorming session as an out-of-the-box

creative method remains relatively unchanged over the past 30 years. However, over the past 30

years, hundreds of brainstorming exercises have been created and promoted as techniques to

improve the output of idea generation sessions, namely the quantity and quality of new and

different ideas (Nickerson, 1999; Rickards, 1999; Van Gundy, 1981). With relatively little

quantitative comparison of brainstorming techniques (Runco, 1991), the current landscape in the

creativity industry is to search for more and expanded techniques rather than an understanding of

the relationship between the exercise and the quantity and quality of ideas produced. Several

researchers have focused on whether brainstorming techniques work at all (e.g., Weisberg,

1993), but little attention has been paid to the conditions under which brainstorming

effectiveness may be maximized. A notable exception is the examination of group versus

individual contributions to brainstorming sessions (e.g., Diehl & Stroebe, 1986; Finke, Ward, &

Smith, 1992), but even this line of research is rather summative in its evaluations of idea

generation activities success or lack thereof. Thus, a significant opportunity exists for those

providing creative services such as brainstorming to find an appropriate set of measures and a

process that can be put in place to monitor and increase creative output.

The survey method can be used to achieve a better understanding of systems and

processes (Chang & Kelley, 1994). When survey methods are instituted as an integral part of the

brainstorming process, and relative standards of output and quality are established through

repeated use, manipulation, and the setting of goals against norms, the system becomes a form of

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quality control and internal benchmarking. This article discusses how the survey method can be

used to capture information about process effectiveness for companies that perform

brainstorming.

Brainstorming and a World of Uncertainty

Improving the quality and quantity of ideas originating from a brainstorming session is

important because a higher quality and quantity of ideas increases the likelihood that an idea will

survive development and testing to become a marketplace success. Indeed, a fair degree of

uncertainty surrounds brainstorming, and data suggest that it takes 3,000 raw ideas to come up

with just one commercially viable success (Stevens & Burley, 1997). The enormity of this ratio

demonstrates the need for more efficient methods of brainstorming.

In a similar vein, project leaders have uncertainties not only about the estimated results of

a brainstorming session but also about the proper objective of the brainstorming session (e.g., the

scope or type of ideas). That is, in addition to the incertitude surrounding how to get the ideas

they need, the project leader doesn’t always know what kind of ideas they want. More

troublesome, however, are the instances where direction is purposely withheld by a project

leader because of a fear that overt direction would be limiting at such an early stage in the

creative process. Regardless of the reasons mentioned above, experience teaches us that

communication is more often beneficial than not, and speaking from the point of view of an

ideation provider, it is difficult to fully deliver if clients do not delineate their general objectives.

To the point, without proper communication, the value of brainstorming is diminished because

the ideas originating from a loosely defined project objective are less likely to be pertinent and in

alignment with expectations. Those familiar with projects requiring substantive amounts of

creativity (e.g., architects, advertisers, graphical and interior designers) recognize and accept this

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circularity because uncertainty is a necessary part of creativity that can bring about innovation.

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Arguably, the key to more successful brainstorming sessions is to find a balance between

uncertainty and direction.

Monitoring Effectiveness During Brainstorming

But how does one provide direction while maximizing creative imagination? Several

researchers and theorists have raised concerns about the use of evaluation and assessment

techniques during ideation or expressly discussed the negative role of assessment (e.g., Amabile,

1987, 1998; Baer, 1993, 1994; Davis, 1999). As Williams and Yang (1999) note, traditional

concepts of organizations that so heavily emphasize control have had the effect of minimizing

employee creativity (p. 374, emphases in original). Indeed, Osborn (1953) based the creation of

brainstorming on the idea of deferred (i.e., summative) evaluation as opposed to formative

evaluation. All of these concerns about over evaluating ideation certainly have merit, but these

warnings should not be over generalized to conclude that assessment and evaluation, when

properly managed, cannot serve as a positive force during idea generation sessions (Carson &

Carson, 1993; Cramond, 1994; Davis, 1999; Plucker & Runco, 1998, 1999; Schroder, 1994).

For example, Lingle and Scienmann (1996) found that measurement managed companies

outperform non-measurement managed companies in areas where uncertainty abounds (see also

Czarnecki, 1998). Specifically, measurement-oriented companies outperformed non-

measurement managed companies in agreement on strategy, clarity of communications, focus

and alignment efforts, and organizational culture. Though the Lingle and Scienmann (1996)

results do not focus specifically on brainstorming, their data suggest that measurement-managed

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However, too little direction means false starts and the familiar "I don’t know what it is that

we’re looking for but I know this isn’t it" phenomenon. Moreover, false starts are particularly

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brainstorming sessions would result in increased efficiency if the assessment information helped

invest creative resources in a more productive manner. Measurement in this way would help

ideation directly by potentially increasing the quantity and quality of ideas produced from any

one brainstorming exercise. Formative evaluation (i.e., consistent and continual measurement), a

process where measurements are taken at different times throughout the brainstorming session,

would keep participants on target with expectations in a somewhat —and necessarily—chaotic

environment. In sum, the impact of monitored brainstorming would be not only direct through a

greater understanding of the ideation process, but also indirect because real time client

participation in the evaluation process would result in ideas more germane to the client’s

objective.

However, using measurement and statistical methods of quality control to monitor the

effectiveness of creative endeavors involves several challenges for those in service related

industries. First, there is a misconception that only product manufacturers can use statistical

quality control. This belief exists because traditional instruments of measurement (e.g., rulers,

scales, calipers and chemical analyses) and units of measurement (e.g., length, weight, volume,

and parts per count) used in quality control do not apply to the intangible features of a service.

However, consider that the framework of inputs, outputs, and outcomes apply equally to services

be they creative brainstorming or otherwise. For example, inputs include the raw materials used

in creation and the people brought to bear on some task (e.g., pens, paper, computers, creativity

techniques and the creators). Outputs are the products or items that are created (e.g., drawings,

ideas, concepts and customized services or products). Finally, outcomes are results related to the

output (e.g., profits, sales, returning customers). This perspective is obviously a pragmatic one,


wasteful because rework often means starting over from scratch. That is, the retracing of steps is

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but that is the environment in which new product and service development teams work: Clients

demand quantifiable results.

Second, and related to the first, companies that provide creative based services are

overwhelmed with the difficulties of directly measuring their output and development processes.

Indeed, in the creative domain of new product development, there is an outright resistance about

trying to measure output and processes. Common sources of resistance are related to the beliefs

that creativity is an "art," undefinable, and thus not subject to scientific measurement (Khatena,

1982; Plucker & Renzulli, 1998; Plucker & Runco, 1998) and judgments based on traditional

quantitative measures will limit innovation and creativity. Regardless of the validity of these

claims, creativity-for-profit demands that some level of quality be attained even if quality is

defined differently depending on the user and task. More importantly, understanding how

quality is achieved and improving systems for doing so encourages growth and allows for the

flexibility necessary for survival in a changing marketplace. Service providers and companies

with a creative emphasis are not unique in this respect.

Third, service providers have become complacent and rely heavily on a too distant proxy

for quality control. This proxy takes many forms but it is commonly referred to as consumer

satisfaction. A measure of satisfaction certainly has benefit (e.g., it allows for comparisons over

time and against competitors), but in its present form it is not an accurate replacement for quality

control and output related measurement systems. The disadvantage of the satisfaction construct

is twofold. First, satisfaction is generally assessed summatively (i.e., as an outcome after the

service is concluded). This means by this time the data are collected it is either too late to make

a difference, or at a minimum, there is an unnecessary increase cost considering the extra time


avoided in ideation because it will take the ideas to the same place.

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and wasted resources that could have been invested earlier or elsewhere. Second, the

relationship between satisfaction and quality is theoretical and controversial. That is, the link is

theoretical because the consumer, unless well versed in the industry, generally does not know

what the product or service could be or how it could be created better.

The purpose of this study is to determine if measurement and a system of quality control

charting can be used to evaluate the creative process (i.e., are formative evaluations of idea

generation processes predictive of the quantity and quality of ideas produced?). If the formative

assessments are not associated with evidence of predictive validity, using them to guide the

brainstorming activities would be pointless. If the assessments are associated with evidence of

predictive validity, a foundation will emerge from which the quality control charting process can

be developed.

METHOD

Description of the Facilitated Brainstorming Session

All sessions used in this research took place at Richard Saunders International’s (RSI’s)

Eureka! Ranch facility. The Eureka! Ranch is a specialized center for creative idea generation

and is designed to accommodate corporate groups in all aspects of creative activity and comfort.

Sessions last for three days in order to take the clients out of their normal corporate

environments, which many authors have suggested may be creativity stifling (Amabile, 1998;

Van Gundy, 1987; Williams & Yang, 1999).

Each brainstorming session at the Eureka! Ranch is preceded by an "immersion" process.

An immersion is a fact-gathering process designed to better understand a client’s products,

services, category, and any additional unique industry circumstances they may face. Immersions

can include on-site visits, videoconferences, reviews of financial and market research reports,

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and informal telephone calls with a cross-section of organizational members, suppliers, and

customers. This information is used to develop creativity techniques and for the selection of

stimuli used in the techniques. Stimuli can include anything related or unrelated to the project

objective. For example, related stimuli for the maker of a hot sauce may range from a collection

of hot sauces currently available on the market to a curling iron (i.e., it is also hot). Unrelated

stimuli may be a picture of a laptop computer or a pair of running shoes. Stimuli are found

almost anywhere. Particularly rich sources of stimuli can be found in grocery aisles, magazine

headlines, catalogs, and the various superstores common to most areas.

The human makeup of a typical brainstorming session used in this study consists of 11 -

15 participants brought by the client company. The client team is matched with an equal number

of brainstorming facilitators called "Trained Brains¤." These facilitators are a collection of

independent entrepreneurs with a proven record of experience and openness to new ideas that

challenge the status quo.

The clients and facilitators meet on Day One for an eight-hour period with various

breaks. An icebreaker is used at the start of a brainstorming session to set an enjoyable tone,

break down any perceived barriers between the participants, and mitigate against fears (see

Amabile, 1998, and Ford, 1999, for a discussion of barriers in corporate settings).

The brainstorming portion of the session normally consists of five to seven creativity

techniques. Participants are randomly assigned to one of four small groups for each creativity

technique. These groups are identified by the color of their couch they are assigned to (e.g,

green, red, blue and brown) and randomization results in the benefit of different group

compositions throughout the day. After completing the five to seven creativity techniques during

Day One, the majority of clients and Trained Brains are finished with the session and leave the

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facility. Five to seven core members of the client team remain to sort through what generally

amounts to more than a 1,000 "seed" ideas originating from the brainstorming session. Seed

ideas are the mere sparks of ideas that can be a name, a product feature, a technology, a package,

an advertising slogan, etc. All seed ideas are reviewed, and those with even a hint of promise are

transferred to small index cards and saved for review. This process is referred to as "Interact¤."

The index cards are then spread out on the floor and voted upon by the client team. These

activities complete the first day.

That night, selected seed ideas are transformed into written concepts by RSI staff.

Briefly defined, a concept contains the name of the product, a tag line stating the key benefit of

the product, and a paragraph of copy further describing the concept. Concept copy normally

offers the benefit of the product in greater detail with a supporting reason to believe (e.g.,

demonstration, guarantee, or endorsement), and a statement illustrating how it is new and

different though in many cases the concept’s uniqueness is self-evident. Concepts also receive

supporting artwork (added later in the session) that further depicts key features and core

components of the concept (i.e., benefits, reasons to believe, how it is new and different).

Day Two of the session begins with the clients reviewing the concepts. During a typical

session, 10 - 40 concepts are presented to the clients. After an individual review of the new

product concepts by each of the remaining clients, the rest of the day is made up of group

discussions about the concepts. The five to seven corporate tean members reviewing the

concepts (e.g., senior management and persons with the ultimate say in which products will be

developed) participate in this discussion and totally new concepts often emerge from this

process. These new concepts are created and also discussed. Necessary changes are made and

the concepts are returned to the clients on the morning of Day Three. The session is generally

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concluded on the afternoon of Day Three after final thoughts, editing, and strategies, and

reviewed.

Creativity Techniques

In our work, we define a creativity technique as an exercise in mental gymnastics, a way

to stimulate your mind into new and different directions and force unlikely associations. This

can be accomplished with relatively simple techniques for individuals (e.g., display thinking on a

blank sheet of paper) or with more complex exercises that require groups of individuals, multiple

steps, and mixtures of physical, written, verbal, and picture stimuli. This is by no means an

exhaustive list and at times the pool of creativity techniques to choose from seems infinitely

large. There are, however, approximately 50 - 70 techniques found to be productive, and even

these techniques can be twisted and evolved into various permutations and combinations (see

Hall & Wecker, 1995; and Van Gundy, 1981, for an extensive list and description of creativity

techniques).

A complete discussion of creativity techniques and technique differences is beyond the

scope of this paper. In general, most techniques are similar to the multitude of ideational

thinking exercises that have traditionally been used to generate new product ideas. In using these

various activities, the staff at Eureka Ranch! noticed that some activities worked better with

certain clients than with others. In a prior research effort, the authors designed a survey

describing over 50 different brainstorming techniques in an attempt to find differences among

the techniques. The survey was sent out to past brainstorming participants familiar with

creativity exercises (n = 103). When asked how effective participants felt the creativity

techniques were regarding the creation of new ideas, significant variation existed in the

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responses. Though the techniques faired well overall, individual techniques ranged from a high

of 96.1% to a low of 45.6% of respondents stating that a particular technique is effective.

Indeed, estimating the relative value of creativity techniques in different contexts was the

major motivating force for the development of a quantitative system that provides formative

feedback during the idea generation phase of new product development. Moreover, the

development of a continuous feedback system will also facilitate evaluation of and comparisons

among creativity techniques, comparisons which Runco (1991) and Nickerson (1999) have noted

are surprisingly lacking in the literature. Before that can take place, however, a measure

demonstrating evidence of predictive validity must be established.

Instrumentation

Ideation participants complete a survey instrument made up of three closed ended

questions and one open ended question (see appendix A). The three closed-ended measures use

a 0-10 response set in the form of a Likert scale. This scale is used because evidence suggests

that this scale facilitates adequate variation and better prediction than the narrower five-item

scale (Kahle, Hall, & Kasinski, 1997; Kalwani & Silk, 1982). Participants complete this survey

multiple times during an ideation session. Recall that each creativity session is made up of five

to seven techniques and this equates to five to seven completed instruments per participant for

each session.

The first question asks, "overall, how much did you dislike or like this creativity

exercise?" This question is included because both common perception and prior research

suggests a positive correlation between liking a technique and it’s ability to create ideas for those

that like using it (see Van Gundy, 1992, p. 119). Endpoints for the response scale aligned with

this measure range from dislike a lot to like a lot. The second question asks, "with this exercise

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and your group, how effective were you individually in generating quality ideas?" Endpoints for

the response scale aligned with this measure range from not very effective to very effective. The

third question asks, "with this exercise, how effective was your group, as a whole, in generating

quality ideas?" Endpoints for the response scale aligned with this measure range from not very

effective to very effective. Indeed, questions two and three in the questionnaire are to some

extent redundant. What follows is the reasoning for the inclusion of these two questions in the

same instrument.

At the time of questionnaire development there was some concern about whether or not

asking a participant to estimate their group’s effectiveness towards the generation of ideas would

be too great a challenge. Stated differently, the concern was "can we expect participants to be

accurate judges of a creativity techniques’ ability to generate ideas when they have little, if any,

experience using these techniques?" The question was included, however, because it more

closely and conceptually matches the response variable (i.e., quantity and quality of ideas

originating from the group). Moreover, the measure was included because its predictive validity

still remained an empirical question.

Strategies were considered to bring the ideation output variable down to a lower unit of

analysis to match the individual participant, however, this was deemed unfeasible for three

reasons. First, disentangling the ideas coming from the small groups and/or assigning ideas to

individuals within the groups was ruled out because individuals interact and feed off each other

to create the ideas. It would be very difficult to say who did what. Second, these were paying

clients and there was a limit to how disruptive we could actually be regarding selection of the

best research design. Third, and for reasons beyond the scope of this text, the "ownership" of

ideas is something to be handled with great care when creating new ideas within a group context.

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In sum, the choice of disaggregating the small group ideation output was not a choice at all.

Thus, attention was directed towards an additional self-report measure that might the individual’s

contribution to the small group sum of ideas.

Though less preferred, the question measuring an individual’s contribution towards the

generation of the small group sum of ideas is believed to be a reasonable addition and proxy.

This measure is considered to be a reasonable proxy because the individual participant’s scores

would be aggregated for each small group anyway, and more importantly, random assignment to

the small groups would allow for the control of any individual differences.

Procedure

Study 1. To gather evidence on the formative assessments’ ability to predict the quantity

of potentially successful ideas emerging from brainstorming activities, a study was conducted

where an independent observer recorded and scored the ideas from each small group. These data

were gathered from two brainstorming sessions. The first session included a major beer brewing

company in need of new alcoholic beverage ideas, and the second session included an

established brand of candy bars in search of new confectionery product ideas.

The observer counted the number of unique, substantive ideas coming from the collection

of small groups (e.g., if the idea was only a name and the purpose of the technique was not for

generating names, the idea was not counted). The observer did not participate in any of the small

groups generating the ideas. The first study included 60 small groups, each consisting of five to

six participants. Participants were randomly assigned to these groups and a total of 659 reported

ideas were recorded. The actual sample size is 60 small groups though the data before

aggregation includes 399 surveys.

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Study 2. A second study was conducted in an attempt to replicate the finding from the

first study, with a stronger emphasis on outcomes of quantity and quality of ideas. This shift in

emphasis from idea quantity to quality exists because the number of fully written concepts is

used as the response variable rather than the number of neophyte ideas and idea fragments.

The number of fully written concepts in the second data set is 411. For a rough

approximation of the proportion between the response variable in study one compared to the

response variable in study two (i.e., rough ideas vs. fully written concepts), consider that the

number of fully written concepts from the rough ideas in the first study was 44. This means that

in the case of the first study, only 7% of the ideas made it to the stage of a fully written concept

(44 concepts/659 rough ideas) and recall that this occurred after the observer had already made

initial assessments of idea quality from the more primitive pool of raw or "seed" ideas. The

actual percentage is likely less than 7%, since the 7% is considered to be a rough approximation

(i.e., ideas are often combined to create a concept and the earliest stage seed ideas will

sometimes serve as stimulus for new concepts). Thus, the 411 concepts in the second study are

considered to be of higher quality than the prior set of ideas because they have survived multiple

rounds of selection, attrition, and development.

In the second study, the group effectiveness question was examined across 17 unique

creativity sessions with only clients included in the survey evaluations. Trained Brains were

excluded in order to provide for a clearer understanding of the relationship between the

effectiveness measure and the totality of our client-based brainstorming effort. As a point of

reference, recall that each session is made of five to seven exercises, each exercise is made up of

four small groups, and each small group includes approximately three to four clients and three to

four facilitators. The actual sample size is 17 sessions, however, the data before aggregation

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includes 1,345 client surveys and this provides confidence that the estimates will be closer to the

population than would normally be expected with a sample of this size. Nonetheless, results

should be interpreted with caution. The response rate for the survey method used in the two

studies is 92%.

RESULTS

Study 1

Two of the three measures are significantly correlated with the count of ideas coming

from the small groups. Specifically, the individual effectiveness measure (r = .304, p = .018) and

the group effectiveness measure (r = .296, p = .022) reveal a positive and statistically significant

relationship with the output of ideas coming from the small groups. However, we find no

significant relationship between the liking of a creativity technique and the number of ideas

produced (r = 0.192, p = .141). This is surprising considering that the "liking of a creativity

technique" is argued to be a causal factor for stimulating creativity [i.e., if I like the creativity

exercise, I am more likely to engage and participate more and thus realize more creative output

from my efforts (see Van Gundy, 1992, p. 119)].

Tables 1 and 2 below illustrate the data used to calculate the correlations seen above

(values have been rounded to the nearest decimal place). The data points under the headings for

each of the three measures (i.e., liking, individual and group effectiveness) are the mean values

created from the participant’s survey scores originating from their respective small groups. Also

included are the small group n sizes and the number of ideas counted from each of the small

groups by the independent observer.

Findings from the first study determined what measures would be retained for further

analysis and data collection. Therefore, because the participant rating of liking a creativity

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technique failed to demonstrate predictive validity, the question was dropped from the survey

instrument and the collection of data for this measure ended. Further, because the group

effectiveness measure was found to be significantly related to the output of ideas, this measure

was retained for further exploration and the second less preferable measure (i.e., individual

effectiveness) was discontinued.

Study 2

Table 3 includes data from the second study. The Pearson product moment correlation

coefficient from the aggregate effectiveness values across the creativity sessions with the number

of refined and higher quality concepts is statistically significant and substantively strong (r = .58,

p<.03). Returning to the 0-10 scale used for the effectiveness question, a unit increase (i.e. one

full point) on the scale equates to roughly 10 fully written concepts.

Given the separation in time between exercise evaluations, and the number of

occurrences leading to the transformation of a large number of seed ideas into a smaller number

of more fully written concepts in the second study, the significance and strength of the

relationship between client scores and ideation output is noteworthy. Taken together, these

findings demonstrate the effectiveness measure’s predictive validity and provide evidence that

clients are reasonably accurate assessors of an exercise s ability to create quality ideas. More

importantly, these results add confidence that the effectiveness measure can be used within a

larger system to evaluate ideation efforts. Indeed, it is for this reason that the two studies were

designed and performed.

DISCUSSION

The application of a quality control system during brainstorming, though still in its

infancy, is noteworthy because it is used by a service provider of ideas that exist only on paper

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and in the mind. The outputs produced are ideas and no two ideas are ever completely alike.

This is in contrast to more traditional applications of quality control where the goal, generally

speaking, is to produce more uniform outputs. The specific innovation described here is a

measure and a system that allows for the improvement of brainstorming processes used to

generate original ideas. A valuable byproduct of this technique is the ability to experiment and

evaluate totally new methods of inspiring creative thoughts. In a very real sense, the

measurement system allows for an ideation provider to become a working creativity laboratory.

Measurements are taken with surveys after each brainstorming technique and these data

are used to focus and maximize creative efforts toward the client’s needs. The client benefits

directly from this process for two reasons. First, their assessments are acted upon in real time

during the ideation process making the brainstorming session more responsive to the flow of

ideas as they are being created. Data from the surveys are acted upon in real time because

creativity techniques and methods are altered whenever an exercise score is outside of the control

limits. For example, a fast paced exercise might be chosen from a pool of eligible exercises in

response to a low score. Second, a valuable body of knowledge concerning the success and

failure of each creative session is acquired and this knowledge can be applied to future sessions.

The point to be made here is that a quantifiable system of selecting and evaluating

brainstorming techniques is an improvement over prior practices that relied solely on the

personal judgements of developers and facilitators. It should be reinforced, however, that many

factors contribute to the success of a creativity technique in addition to the value a participant

might assign to an idea originating from that technique. Some of the factors known to effect the

success of a creativity technique can be further acted upon (e.g., stimulus, participants, energy

level), while other features pertaining to the idea (e.g., ideas can be more or less valuable to an

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organization depending on technological abilities, internal norms, expectations and marketplace

conditions) are less amenable to change via the use of a different creativity technique.

There are also qualitative benefits of the survey system. The surveys keep clients

actively involved in the creative process and active involvement can result in the following

benefits: 1) clients as a group are more likely to feel the ideas are their own and 2) they are more

likely to stand behind the ideas and defend them in the face of criticism. Moreover, the guidance

received from the survey results taken at different points helps immensely because 1) the ideas

are more valuable and relevant to the client’s organization and 2) the results are gathered and

interpreted in a supportive environment without breaking the creative spirit of participants.

Also important is the finding that participants do not object to the obtrusiveness of

multiple surveys. Indeed, clients have given positive feedback about the surveys in the open-

ended solicitation for comments within the survey. More importantly, however, 92% of the

surveys are competed and returned. This high response rate is another indication of the client’s

willingness to participate in the creativity quality measurement process.

The data from the surveys also provide three internal benefits to the brainstorming

facilitator: they provide immediate quantification of the effectiveness of brainstorming

techniques, they provide a tangible system for providing feedback, goals and rewards to those

who ve developed and participated in the exercise, and they provide for a long term charting

system to measure the impact of systemic changes to the brainstorming process. Though more

research is necessary, these are tangible gains when just one idea can make all the difference.

Implementing the Measure into a Quality Based System

This study provides evidence that formative assessments during idea generation activities

are associated with predictive validity. However, finding a useful measure is only a single step

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in the development of a system of continuous improvement and evaluation. For example,

parameters must be set to determine whether or not a brainstorming project qualifies for

measurement and data collection. In the case of our brainstorming sessions, many of the projects

meet the necessary criteria, however, a project far from the norm will bias results and make

comparisons less meaningful. Those employing this technique should set out in writing what

does and what does not constitute a normative task. Our criterion for inclusion includes matters

such as the number of participants, length of time for completion, objective, and project cost.

These criteria are only a guideline and will differ depending on the application and user.

For qualifying sessions, a mean value is created from the effectiveness question.

Specifically, a total mean value is created from the four small groups for each exercise and this

value is the estimate of the effectiveness for each creativity technique. The results are also

totaled for an overall mean indicating the effectiveness of the creativity session (i.e., the mean of

all exercises combined). Over time a value of 7.18 has been found to be an average estimate of

exercise effectiveness and the creativity session as a whole. Thus, the value of 7.18 is now a

benchmark we continually try to reach and increase over time.

From these data a lower and upper limit is set and the process for setting these limits is

straightforward. For an average session we find a standard deviation (or sigma) of .46. Values

at one standard deviation above or below the mean are considered to be outside of the control

limits. The control limit serves as an alarm indicating something different from the norm has

occurred. Our upper control limit at one sigma is 7.64 and our lower control limit at one sigma

is 6.72. This choice of sigma level is lower than what is traditionally seen in quality control.

That is, manufacturers commonly use values at three sigma and many are turning to values of six

sigma for their upper and lower control limits. The choice of a low sigma in this case is a

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21

practical one because of the time it takes to generate cases for inclusion. Moreover, this is

especially true when the unit of analysis is an entire brainstorming session rather than an

individual exercise. Specifically, even with hundreds of cases of exercise scores, a control limit

at three sigma would allow for the examination of only a handful of cases (e.g., less than 1%)

falling outside either of the control limits.

As more cases are collected and a better understanding of the process is reached, the

control limit can be increased to greater sigma levels. There is nothing very complicated about

the sigma level. It is merely a device to keep one honest in their assessment of progress.

Determining what causes progress is up to the interpreter and this effort makes up the bulk of our

future research.

Values at or above one sigma indicate something exceptional has happened. Though

traditional quality control proscribes that a datum at this level is out of control, within the context

of this procedure it is evidence of a very good happenstance. When a value near or above one

sigma occurs we delve deeply and search for the underlying cause and attempt to repeat it. In

doing so the bar is raised on quality and knowledge becomes actionable. Additionally, and

though random fluctuations around the mean will occur, it is also informative to look simply at

scores above and below the mean. These scores can be informative, especially during the early

stages of data collection, because it is often difficult to find or force large fluctuations in the

scores. After multiple attempts the user will begin to reach a better understanding of the degree

of process change necessary for a resultant change in effectiveness scores. Furthermore,

reviewing the open-ended comments from the surveys will aid in this endeavor and allow for a

more refined second attempt at isolating cause and effect relationships.

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Looking at the individual exercise results from a particular session can also lead to

valuable insights. For example, regardless of the choice of exercise, we have found that scores

tend to increase in the first or second exercise after breaking for lunch. As a test to reverse this

effect, power breaks were added so that the participants could play arcade style games, get

some refreshments, conduct a mock vote on the best idea given, or simply walk away to collect

their thoughts. Another tactic used when scores dip below the one sigma control limit is to

increase the speed of the following exercise or purposely choose a fast-paced exercise to ignite

thinking. Experience with these tactics suggest that any break in the process helps to increase

the effectiveness scores by mentally refreshing the participants. This finding is not

revolutionary, however, the ability to detect when that change is needed approaches something

nearly as important.

Another insight gathered by looking at the collective set of exercises used for a particular

session is the consistent appearance of autocorrelation in the form a step pattern that can be seen

clearly when exercise results are displayed graphically in temporal order. This pattern has

consistently appeared in varying degrees for many creativity sessions. The session illustrated in

Figure 1 below is indicative of the step pattern. The session portrayed is the same beer brewing

session seen in Table 1 though scores may differ because only the client scores are included.

Though somewhat speculative, and problematic for estimating statistical parameters, the

pattern is believed to be a form of regression to the mean. That is, when clients are completing

the evaluation of an exercise, it is believed that they are affected by the last score they gave

which results in a tendency to rate the next exercise relatively higher or lower. In part,

autocorrelation is expected because the outcomes for each exercise (i.e., the effectiveness rating)

are now acted upon during the session with intention of causing change. Nonetheless, and

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23

because the change is not a monotonic increase, the pattern suggests an additional factor

competing with a host of other complex relationships that must be identified and controlled.

Future research is necessary to see if this finding is unique to these data or if it is a fundamental

part of the process employed.

CONCLUSION

In this research, a quality control model was chosen because a significant literature

surrounds the various methods of quality control and their implementation. Moreover, the

benefits are well established and the literature is replete with successful case histories from those

employing quality control (Walton, 1986). Nonetheless, service providers rely heavily on a too

distant proxy for quality control. This proxy takes many forms but it is commonly referred to as

consumer satisfaction (i.e., a summative evaluation).

A measure of satisfaction certainly has recognized benefits, but differs from quality

control and output related measurement systems. As stated previously, the disadvantage of the

satisfaction construct is that the link of satisfaction with quality is theoretical because the

consumer, unless well versed in the industry, does not know what the product or service could be

or how it could be created better. Indeed, recall that there was no statistically significant

correlation between the client "liking of the exercise" scores and the number of ideas produced.

Finding out what a product or service could be is facilitated with detailed knowledge

about originating systems and processes. To the point, without process knowledge it is difficult

to identify those features propelling both achievement and lackluster performance. The system

of measurement introduced here is arguably an improvement over the general client satisfaction

survey because the ideal cause of client satisfaction (i.e., the quantity and quality of ideas clients

take home with them) is targeted directly.

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24

Armed with immediate and direct feedback, we tamper with what works, drop what fails

to produce (e.g., this includes facilitators), and hypothesize to create new and better creative

methods. Further, new creativity techniques are purposely introduced and tried in addition to the

optimization of current techniques. New techniques are evaluated through fast, inexpensive and

flexible forays with the understanding that an initial failure does not necessarily mean the demise

of a new technique. Failing quickly and trying the technique in another session helps to establish

whether the technique is poor on its face or whether the technique’s ideas were off strategy with

the client’s expectations and objectives. Future research will focus on the identification of

exercises consistently producing more and better ideas.

Mechanisms for change are not limited to altering creativity techniques. Future research

will also focused on the testing of additional measures. For example, measures tapping the fear

of failure, the impact of stimulus components within the techniques, and though somewhat

controversial, the impact of different participant thinking and creativity styles and attitudes

toward ideation (Basadur & Hausdorf, 1996; Kirton, 1987; Leonard & Straus, 1997; Grigorenko

& Sternberg, 1997; Rickards, 1993; Runco & Basadur, 1993) will be explored.

Certainly the work in this study is in its initial stages and likely a reflection of the social

context in which businesses, especially in the service industry, are currently finding themselves.

Indeed, according to recent research "there is little question that large numbers of firms in

virtually every industry have been trying to simplify their business processes, develop and

monitor metrics of performance, benchmark themselves against world-class competitors, and

continuously improve" (Lynn, Morone, & Paulison, 1996, p. 9). A seemingly unavoidable

result of this competitive and progressive environment is that corporations are expecting more

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from their creativity investments. In conclusion it is progress, and in some instances survival,

that requires us to meet the challenge.

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Hall, D., & Wecker, D. (1995). Jump start your brain. New York: Warner Books.

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Table 1. Group Mean Effectiveness Scores and Number of Ideas: Results from the
Beer Brewer Brainstorming Session.

Group #

Group

Size

Degree

of Liking

Group

Effective

Individual

Effective

Number of

Ideas

Creativity Technique 1

1

5

9.0

8.6

8.4

12

2

6

8.3

8.1

7.5

8

3

6

8.3

8.3

8.7

10

4

6

7.2

7.3

6.8

8

Creativity Technique 2

5

6

6.2

7.7

6.2

11

6

7

7.3

6.9

7.0

22

7

6

6.0

6.8

6.5

12

8

3

8.0

7.3

6.7

8

Creativity Technique 3

9

7

7.3

7.7

8.1

13

10

5

7.2

7.6

6.8

13

11

6

6.8

7.5

6.8

15

12

5

6.6

6.6

5.8

8

Creativity Technique 4

13

6

7.3

7.3

6.7

12

14

5

5.8

6.0

5.8

4

15

5

4.8

4.2

3.8

6

16

4

6.3

6.8

6.5

8

Creativity Technique 5

17

7

6.9

7.9

6.9

11

18

5

8.8

8.4

6.5

17

19

5

7.6

6.4

6.2

16

20

5

6.8

6.4

6.8

9

Creativity Technique 6

21

3

8.3

6.3

7.3

13

22

5

8.0

8.0

8.2

24

23

5

3.6

4.6

4.4

16

24

4

8.3

8.0

8.3

14

Creativity Technique 7

25

5

5.8

5.8

5.8

9

26

6

5.0

6.2

5.7

10

27

4

6.5

5.8

6.0

7

28

3

8.0

7.7

7.3

15

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Table 2. Group Mean Effectiveness Scores and Number of Ideas: Results from the
Candy Company Brainstorming Session.

Group # Group

Size

Degree

of Liking

Group

Effective

Individual

Effective

Number of

Ideas

Creativity Technique 1

29

6

7.7

8.5

7.2

24

30

6

7.5

8.2

7.7

27

31

6

7.2

7.6

6.3

12

32

5

8.8

8.4

8.0

16

Creativity Technique 2

33

6

6.7

7.5

6.3

21

34

5

7.8

7.0

7.2

21

35

5

8.0

6.8

6.8

4

36

4

8.8

8.0

7.8

12

Creativity Technique 3

37

5

8.0

7.4

6.8

8

38

6

7.7

8.0

7.8

25

39

5

7.4

7.2

8.2

5

40

7

6.4

5.1

6.1

11

Creativity Technique 4

41

6

6.2

6.2

6.0

5

42

5

5.4

5.0

4.8

6

43

5

9.4

8.8

8.8

9

44

5

5.4

5.4

5.2

16

Creativity Technique 5

45

5

0.6

1.4

1.2

3

46

6

6.2

6.8

6.0

6

47

5

5.4

6.6

6.6

5

48

6

5.5

6.5

5.5

5

Creativity Technique 6

49

6

6.2

5.8

5.7

11

50

6

7.7

6.8

6.8

9

51

5

6.6

6.2

6.8

4

52

4

7.3

5.3

5.8

16

Creativity Technique 7

53

5

7.0

7.2

7.0

12

54

5

9.4

9.8

9.6

14

55

5

6.0

6.0

5.2

9

56

6

9.7

9.7

9.5

8

Creativity Technique 8

57

6

7.7

7.8

5.8

1

58

6

8.7

8.3

7.2

1

59

4

9.0

6.8

6.8

1

60

6

7.3

6.5

5.8

1

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31

Table 3. Mean Effectiveness Scores for the Ideation Session and the Number of Refined

Concepts for the Session.

Product Orientation

Number of

Clients

Total

Participants

Exercises

Completed

Mean

Effectiveness

# of Refined

Concepts

Beverages

11

24

7

6.8

23

Food

12

23

8

6.5

21

Food

12

27

7

8.1

36

Food Service

11

27

7

7.3

36

Telecommunications

15

31

7

7.6

40

Health and Beauty Aids

11

26

7

7.5

24

Health and Beauty Aids

12

25

7

7.0

30

Financial Services

15

31

6

7.4

32

Food

16

30

5

6.2

10

Candy

13

30

7

6.9

36

Health and Beauty Aids

15

27

7

7.6

27

OTC Pain Reliever

15

27

6

7.6

23

Food

9

21

6

7.0

25

Food

14

27

6

6.8

26

Financial Services

18

31

6

7.1

25

Baby Care

13

29

6

7.3

41

Paint and DIY Supplies

15

30

5

7.3

43

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Appendix A

Creativity Technique I

Company Name Here

FULL Name (please print)________________________________________________________

Group Color (PLEASE CIRCLE)

GREEN

RED

BLUE

BROWN

PLEASE ANSWER THE FOLLOWING QUESTIONS BASED ON WHAT YOU JUST DID

BY CIRCLING A VALUE BETWEEN 0 AND 10.

=====================================================================

1) Overall, how much do you DISLIKE or LIKE this creativity exercise?

DISLIKE

LIKE

A LOT

A LOT

0 1 2 3 4 5 6 7 8 9 10

2) With this exercise and your group, how effective were YOU INDIVIDUALLY in

generating quality ideas?

NOT AT ALL

VERY

EFFECTIVE

EFFECTIVE

0 1 2 3 4 5 6 7 8 9 10

3) With this exercise, how effective was YOUR GROUP, as a whole, in generating

quality ideas?

NOT AT ALL

VERY

EFFECTIVE

EFFECTIVE

0 1 2 3 4 5 6 7 8 9 10

Do you have any..........ADVICE?............SUGGESTIONS?...........COMMENTS?

______________________________________________________________________________

______________________________________________________________________________

______________________________________________________________________________

______________________________________________________________________________

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33

______________________________________________________________________________

______________________________________________________________________________

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34

Figure 1. Beer Brewer

0

1

2

3

4

5

6

7

8

9

10

1

2

3

4

5

6

7

Exercise Order

Morning Afternoon

Effectiveness Scores


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