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1.
We used time‐lagged survey data to investigate the effects of various types of motivation on idea submission and future motivation to participate in a virtual idea campaign (VIC). We also used qualitative data to illuminate context and enrich explanations. Applying forms of motivation from self‐determination theory—intrinsic motivation and external motivation—and the additional composite form of identified‐prosocial motivation, our study offers insight into their effects on idea submission and future motivation to participate in idea campaigns. We found that intrinsic motivation led to idea submission and future motivation to participate, while external motivation negatively related to idea submission. Identified‐prosocial motivation positively related to participants' motivation to participate in future idea campaigns, but surprisingly, its interaction with intrinsic motivation did not lead to idea submission. We provide managers and innovation researchers with useful lessons for the effective management of idea campaigns in organizations, and our results highlight the value of autonomous forms of motivation, especially intrinsic motivation.  相似文献   

2.
Creativity management is a crucial topic to consider in the debate about the innovative research department. Against the background of discussions about individual creativity and organizational commitment, this article argues that the creative process in organizations is a matter of political strategies. The ideator literally has to sell his/her idea. The article therefore comes up with a crea‐political process model in which there is ample room for the thought that ideas emerge and survive within a social‐political context. In addition, the crea‐political process model is used to analyse the way in which the Corus Group Research Development and Technology (RD&T) department has implemented an electronic idea‐management system. The system, called eureka!, has been designed as a straightforward platform to capture, review, evaluate and select creative ideas. The findings challenge the literature on idea management in organizations to consider the political activities of ideators in the whole process of creativity.  相似文献   

3.
Generally the literature has favoured the notion that positive affect facilitates creative performance. However, a recent critical review has demonstrated that negative affect can enhance cognitive performance and improve motivation. Moreover, with a few exceptions, previous research comparing positive and negative affect as either a facilitator of or a constraint on creativity factors has rested primarily on the valence approach. Unfortunately, the results were mixed. This paper explores the effects of two common specific emotions elicited in work team processes, anger and companionate love, on individual creativity, with the cognitive‐activation and the functions‐of‐emotions perspectives. The results from our experiment demonstrate that positive emotions can constrain and negative emotions can foster creative performance. More specifically, we found that companionate love constrains creativity, whereas anger facilitates it. Furthermore, our qualitative analyses of interviews with employees justify the implications of the experimental results in an organizational context. Our findings suggest that nurturing a moderate degree of hostility towards opposing ideas from others in an idea‐generation process while concurrently encouraging thoughtfulness in an idea‐implementation process can facilitate managing organizational innovation processes.  相似文献   

4.
We aim to shed light on the deep mechanisms that keep individual entrepreneurs in the creative and cultural industries motivated in this insecure and fast‐paced environment. We collect data through a survey of entrepreneurs working in the Dutch creative and cultural industries (CCI) and examine what motivates these professionals to work in an environment characterized by tough competition. Specifically, we analyse our respondents' self‐perceived (creative and entrepreneurial) competences and needs (for autonomy and relatedness) in relation to their motivation to execute creative work. We suggest a reading of our results through the lens of self‐determination theory. Our results show that the need for competence is a consistent predictor of an individual's motivation to work in the CCI. Furthermore, we find that although intrinsic motivation is very high among entrepreneurs working in the creative and cultural industries, those who have a relatively high esteem of their creative capabilities do expect external rewards as well. Our study suggests the existence of a trade‐off between autonomy and commercial viability rather than one between intrinsic and extrinsic motivations.  相似文献   

5.
The climate in which business currently functions is marked by ever-increasing complexity. As such, collaborative work and creative thought are essentials in the operations of organizations. Computer software is available to meet these needs. Specifically, organizations can presently obtain Group Support System (GSS) software, which is designed to foster group collaboration, and Creativity Support System (CSS) software, which is designed to enhance creative performance. Use of these systems has the potential advantage of minimizing problems related to gender composition and other limitations of traditional group interaction. This paper investigates the effect of three different types of computer support — GSS, CSS, and no support — on small group performance with respect to the generation of innovative information system ideas. This study also compares the ideas of all-female, all-male, and mixed-gender groups in the three support settings. The innovativeness of the information system idea was measured by its novelty, usefulness, feasibility, and overall creativity (global measure) and by a composite novelty–usefulness–feasibility item. The results indicated that small groups using GSS and no computer software support tools generated ideas that were more useful and more novel–useful–feasible (composite) than those ideas generated by groups using CSS. When group gender composition was considered, the study showed that same gender groups generated more novel and overall creative ideas when no computer software support was present. However, mixed-gender groups generated their most novel ideas when using CSS. With respect to overall creativity, mixed-gender groups performed equally well when using either GSS or CSS.  相似文献   

6.
This paper explores students’ perceptions of creativity in learning Information Technology (IT) in project groups and the implications of better educating creative IT students for the future. Theoretically, the extension of social psychology research into creativity lays the basis of bringing creativity, learning and IT education into one framework. Empirically, qualitative interviews were carried out with 48 students from three disciplines, including Computer Science (n = 16), Electronic Systems (n = 15) and Medialogy (n = 17) at Aalborg University (AAU) in Denmark, which has a tradition of using problem-based learning (PBL) in student project groups. According to the findings, the students’ perceptions of creativity reflect their domain-related conceptualization and tacit learning experience, with different levels of confidence of being creative persons. As IT plays multiple roles in developing students’ creativity, it can be regarded as a ‘learning partner’. This implies that in the future creativity should be taught more explicitly, helping students to become creative IT talents as a part of their professional identity. It also requires teaching efforts to build a learning environment that stimulates creativity more effectively through more interactions between learners, learning tasks and learning tools.  相似文献   

7.
Although several studies have suggested activities of the fuzzy front end (FFE), they focus more on incremental innovation than to radical innovation. This study developed a creative idea generation methodology for the FFE of radical innovation from the user experience (UX) perspective, i.e., UX-driven idea generation methodology. Based on a literature review, a creative idea generation process was developed; it consists of four successive phases (Future envision, Opportunity identification and analysis, Idea generation, and Idea expansion) and one supportive phase (Ideation control). From various research fields, 70 idea generation techniques were collected and classified into phases of the process. To identify implicit and latent opportunities, the future envision method was developed based on a factor combination approach. In assessments by four experts in IT, the ideas generated by the UX-driven idea generation methodology got higher scores than brainstorming approach in novelty and relevance, but not in feasibility. The effectiveness, efficiency, and satisfaction was greater in the group who used the UX-driven idea generation methodology.Relevance to industry: The idea generation methodology suggested in this study can help indusial designers such as novice designers, analytical individuals as well as intuitive individuals who adhere to initial ideas. The UX-driven methodology can be used as a guideline when selecting an idea generation technique in the FFE.  相似文献   

8.
Virtual customer integration and open innovation are considered as appropriate means to improve the success of new product development. However, only when consumers are qualified and motivated to contribute promising ideas and relevant know‐how they are able to add value to a producer's innovation process. In this study, we explore the symmetric and asymmetric impact of various creativity components on consumers' idea generation, concept development, or prototype building abilities as well as interest in co‐creation projects. Our results show that creativity components are of different importance. While some characteristics are needed above certain thresholds to successfully accomplish a certain development task, exceeding those does not necessarily lead to better outputs. Other characteristics improve the creative output only if they exceed specific levels.  相似文献   

9.
Gamification is defined as applying game design elements to non‐game contexts. The integration of gamification into the workplace adds a stimulating and captivating game‐like layer to the working experience of employees. This is predicted to improve their positive affect at work and operational performance to a certain extent. With the ubiquity of smartphones and Internet technology, smartphone‐based interactive operations can better facilitate the implementation of gamification in work processes. Against a backdrop of a drastic transformation facing the Chinese equipment manufacturing industry, we gamified a number of  computer numerical control machine operational jobs. A gamified job design framework was proposed, based on the job characteristics model and the game elements hierarchy. To achieve gamification in this context, a smartphone application was designed. We then hypothesized that smartphone‐based gamified job design (SGJD) would enhance participants’ three key indicators, namely, (i) job motivation, (ii) job satisfaction, and (iii) operational performance. We also analyzed how participants’ willingness to embrace gamified job design, known as “consent,” affected the improvement in the three key indicators. The results illustrated that SGJD significantly increased participants’ job motivation, job satisfaction, and operational performance. Furthermore, our experiment showed that consent to SGJD was positively correlated to the improvement in job motivation. However, no significant correlation was observed between consent to SGJD and an improvement in job satisfaction or operational performance.  相似文献   

10.
By reference to social learning theory, this research examines the effect of leader prosocial motivation on employee creativity through investigating the mediating role of employee perspective taking and the moderating role of leader performance. Using a dyadic sample of 262 subordinates and their direct supervisors, the results reveal that leader prosocial motivation positively relates to employee perspective taking and employee perspective taking can mediate the correlation of leader prosocial motivation with employee creativity. Meanwhile, leader performance can moderate the correlation of leader prosocial motivation with employee perspective taking. Moreover, the perspective taking's mediating role between leader prosocial motivation and employee creativity can be moderated by leader performance. Finally, according to the findings and limitations of the study, its future research and managerial implications are discussed.  相似文献   

11.
In a couple of classical studies, Keeney proposed two sets of variables labelled as value‐focused thinking (VFT) and alternative‐focused thinking (AFT). Value‐focused thinking (VFT), he argued, is a creative method that centres on the different decision objectives and how as many alternatives as possible may be generated from them. Alternative‐focused thinking (AFT), on the other hand, is a method in which the decision maker takes notice of all the available alternatives and then makes a choice that seems to fit the problem best. The impact of these two methods on idea generation was measured using a sample of employees. The results revealed that employees in the value‐focused thinking condition (VFT) produced fewer ideas. Thus, value‐focused thinking (VFT) is not only able to facilitate ideation fluency but also to constrain it. Factors such as cognitive effort and motivation may play a part here. However, the quality of the ideas was judged to be higher in terms of creativity and innovativeness. Hence, value‐focused thinking (VFT) seems to have a positive impact on the quality of ideas in terms of creativity and innovativeness regardless of ideation fluency. Implications for the design of idea management systems are discussed.  相似文献   

12.
Following the concepts of crowdsourcing, co‐creation or open innovation, companies are increasingly using contests to foster the generation of creative solutions. Currently, online idea and design contests are enjoying a resurgence through the usage of new information and communication technologies. These virtual platforms allow users both to competitively disclose their creative ideas to corporations and also to interact and collaborate with like‐minded peers, communicating, discussing and sharing their insights and experiences, building social networks and establishing a sense of community. Little research has considered that contest communities both promote and benefit from simultaneous co‐operation and competition and that both types of relationships need to be emphasized at the same time. In this article, it is argued that the firm‐level concept of co‐opetition might also be relevant for an innovation's success on the individual level within contest communities. Our concept of ‘communitition’ should include the elements of competitive participation without disabling the climate for co‐operation, as numerous user discussions and comments improve the quality of submitted ideas and allow the future potential of an idea to shine through the so‐called ‘wisdom of the crowd’.  相似文献   

13.
准确的创意是招贴的灵魂,使受众产生心灵促动和共鸣。文章从以下三方面来阐述美学意义上的创意:1、招贴的属性分析;2、招贴的创意准确性与多样性把握与创意积累探讨;3、招贴创意思维方法的研究。因此得出结论:创意是招贴设计的灵魂,具有内在的气质美,决定着作品的设计感。招贴创意的是通过各种推导方式产生并需要重再推敲和不断完善的过程。  相似文献   

14.
In collaborative crowdsourcing communities for open innovation, users generate and submit ideas as idea co‐creators. Firms then select and implement valuable ideas for new product development. Despite the popularity and success of these open innovation communities, relatively little is known about the factors that determine the implementation of the user‐generated ideas. Based on research on individual creativity, we propose a conceptual model integrating users' previous experience, idea presentation characteristics and feedback valence to explain the likelihood of idea implementation. We validate our research model with a panel data analysis of 43 550 ideas submitted by 16 360 users in the MIUI new product development community hosted by Xiaomi, a large electronics manufacturing company in China. We find an inverted U‐shaped relationship between users' past successful experience and idea implementation. Furthermore, the length of ideas is positively associated with the likelihood of idea implementation. There is also an inverted U‐shaped relationship between supporting evidence and idea implementation. Finally, we demonstrate the negative effect of positive feedback and the positive effect of negative feedback on idea implementation. These findings offer rich insights to understand the phenomenon of open innovation better. Theoretical and practical implications are discussed.  相似文献   

15.
Low-level knowledge work is work that requires some, but not a great deal, of knowledge to perform. This work sustains the operations of all of our major businesses. As we transform to a knowledge society, it will become increasingly important that this work be performed creatively. Amabile’s well-researched framework for understanding creative action suggests that reward strategies will be successful if knowledge workers are intrinsically motivated, but low-level knowledge work more often than not attracts those who lack intrinsic motivation. As a result, the likelihood of creative action for this group of workers is low. How can “garden variety” creative action be facilitated when knowledge workers lack intrinsic motivation? I introduce the notion of “careabouts,” and suggest ways of linking personal careabouts to incorporate objectives. This linkage provides the hook that can hoist these low-level knowledge workers into creative knowledge work in the knowledge society.  相似文献   

16.
The generation of creative solutions involves nonlinear dynamic procedures that can only be achieved through the creativity of individual team members. Thus, it is important to understand how the formation of individual‐level creativity factors influence the creative solution formation process. The creative solution formation process can be divided into four phases: idea generation, idea screening, idea development and solution verification. Prior research suggests that the creative process may be affected by motivation (intrinsic and extrinsic), knowledge stock (explicit and tacit), individual creativity (intelligence and divergent thinking), and pressure (challenge and time). We tested the effects of these eight factors on performance in the idea generation and idea development phases by conducting an experiment. Our results indicate that intrinsic motivation, intelligence and divergent thinking have a significant positive effect on both idea generation and idea development. Tacit knowledge and challenge pressure have a significant positive effect on idea generation. Time pressure has a significant negative effect on idea development. We also show that both idea generation and idea development have a significant impact on the quality of the final creative solution.  相似文献   

17.
A case study suited for practising creative problem-solving is presented. Results obtained in dealing with the case are examined using a conflict-resolution framework, demonstrating the relative absence of collaborative ideas. The case can be used to sensitise groups to possible biases in idea search, and to suggest ways of compensating the bias.  相似文献   

18.
Incentive-based forms of crowdfunding – such as reward-, equity- and lending-based crowdfunding – are becoming increasingly popular. However, research that studies backers’ motivations for funding in these environments is still in an embryonic state, revealing an inconsistent and narrow picture. The few existing studies are largely guided by the idea that backers are mainly egoistically motivated and do not have prosocial motives. We developed a research model that describes backers’ motivation and conducted an empirical study to examine this model. Results indicate that backers indeed have several self-interest motivations for funding: prospect of a reward; expectation of recognition from others; to lobby a certain project in the hopes of its fruition; and to develop their image. However, some backers are also prosocially motivated in that they develop feelings of liking for a certain venture and/or project team. Furthermore, we found evidence that herding has a significant moderating effect on backers’ reward motivation. Strategic IS researchers as well as crowdfunding practitioners can draw on our findings to systematically design, implement, and evaluate potential incentive systems that respond to reward-, recognition-, lobbying-, image- and liking-motives and thereby attract the crowd more effectively to invest in ventures presented on incentive-based crowdfunding systems.  相似文献   

19.
The recent technological advances in Micro Aerial Vehicles (MAVs) have triggered great interest in the robotics community, as their deployability in missions of surveillance and reconnaissance has now become a realistic prospect. The state of the art, however, still lacks solutions that can work for a long duration in large, unknown, and GPS‐denied environments. Here, we present our visual pipeline and MAV state‐estimation framework, which uses feeds from a monocular camera and an Inertial Measurement Unit (IMU) to achieve real‐time and onboard autonomous flight in general and realistic scenarios. The challenge lies in dealing with the power and weight restrictions onboard a MAV while providing the robustness necessary in real and long‐term missions. This article provides a concise summary of our work on achieving the first onboard vision‐based power‐on‐and‐go system for autonomous MAV flights. We discuss our insights on the lessons learned throughout the different stages of this research, from the conception of the idea to the thorough theoretical analysis of the proposed framework and, finally, the real‐world implementation and deployment. Looking into the onboard estimation of monocular visual odometry, the sensor fusion strategy, the state estimation and self‐calibration of the system, and finally some implementation issues, the reader is guided through the different modules comprising our framework. The validity and power of this framework are illustrated via a comprehensive set of experiments in a large outdoor mission, demonstrating successful operation over flights of more than 360 m trajectory and 70 m altitude change. 1   相似文献   

20.
This article aims to make idea screening studies even more relevant to innovation management by coupling a set of assessment criteria so that they can be used for identifying early product ideas with innovation potential. We develop a framework, which integrates the complementary theoretical perspectives from the creativity and innovation literatures. The approach draws novelty and usefulness insights from the creativity literature and combines these with novelty and market potential insights from the innovation literature. The resulting framework encompasses novelty of a product idea and its usefulness to the intended recipients, but with a distinct focus on the value to the firm that can be created through market potential. This set of criteria makes it possible to couple creative ideas for new products directly to potential innovation performance. For the study, industry and market experts made assessments of 106 student‐generated projects; these assessments underline the distinctiveness of the three criteria and support the value of each criterion's independent role in assessing the innovation potential. Two student project cases particularly shed light on the relevance of each criterion and on its unique relationship within the framework.  相似文献   

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