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Creativity
Creativity
from Wikipedia

graphic of a lightbulb
A picture of an incandescent light bulb, a symbol associated with the formation of an idea, an example of creativity

Creativity is the ability to form novel and valuable ideas or works using one's imagination. Products of creativity may be intangible (e.g. an idea, scientific theory, literary work, musical composition, or joke), or a physical object (e.g. an invention, dish or meal, piece of jewelry, costume, a painting).

Creativity may also describe the ability to find new solutions to problems, or new methods to accomplish a goal. Therefore, creativity enables people to solve problems in new ways.

Most ancient cultures (including Ancient Greece, Ancient China, and Ancient India) lacked the concept of creativity, seeing art as a form of discovery rather than a form of creation. In the Judeo-Christian-Islamic tradition, creativity is seen as the sole province of God, and human creativity was considered an expression of God's work; the modern conception of creativity came about during the Renaissance, influenced by humanist ideas.[citation needed][clarification needed]

Scholarly interest in creativity is found in a number of disciplines, primarily psychology, business studies, and cognitive science. It is also present in education and the humanities (including philosophy and the arts).

Etymology

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The English word "creativity" comes from the Latin terms creare (meaning "to create"). Its derivational suffixes also come from Latin. The word "create" appeared in English as early as the 14th century—notably in Chaucer's The Parson's Tale[1] to indicate divine creation.[2] The modern meaning of creativity in reference to human creation did not emerge until after the Age of Enlightenment.[citation needed]

Definition

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In a summary of scientific research into creativity, psychology professor Michael Mumford wrote, "We seem to have reached a general agreement that creativity involves the production of novel, useful products."[3] In psychologist Robert Sternberg's words, creativity produces "something original and worthwhile".[4]

Authors have diverged dramatically in their precise definitions beyond these general commonalities: social geographer Peter Meusburger estimated that over a hundred different definitions can be found in literature.[5] One definition given by Dr. E. Paul Torrance in the context of assessing an individual's creative ability is "a process of becoming sensitive to problems, deficiencies, gaps in knowledge, missing elements, disharmonies, and so on; identifying the difficulty; searching for solutions, making guesses, or formulating hypotheses about the deficiencies: testing and retesting these hypotheses and possibly modifying and retesting them; and finally communicating the results."[6]

Philosophy professor Ignacio L. Götz, following the etymology of the word, argued that creativity is not necessarily "making". He confined it to the act of creating without thinking about the end product.[7] While many definitions of creativity seem almost synonymous with originality, Götz also emphasized the difference between creativity and originality. Götz asserted that one can be creative without necessarily being original. When someone creates something, they are certainly creative at that point, but they may not be original in the sense that their creation is not something new. However, originality and creativity can go hand-in-hand.[7]

Creativity in general is usually distinguished from innovation in particular, where the emphasis is on implementation. Academics and authors Teresa Amabile and Michael Pratt defined creativity as the production of novel and useful ideas and innovation as the implementation of creative ideas,[8] while the OECD and Eurostat stated that "innovation is more than a new idea or an invention; an innovation requires implementation, either by being put into active use or by being made available for use by other parties, firms, individuals, or organizations."[9] Therefore, while creativity involves generating new ideas, innovation is about transforming those ideas into tangible outcomes that have practical applications. The distinction is critical because creativity without implementation remains an idea, whereas innovation leads to real-world impact.[10]

There is also emotional creativity,[11] which is described as a pattern of cognitive abilities and personality traits related to originality and appropriateness in emotional experience.[12]

Conceptual history

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Greek philosophers like Plato rejected the concept of creativity, preferring to see art as a form of discovery. When asked in The Republic, "Will we say, of a painter, that he makes something?", Plato answers, "Certainly not, he merely imitates."[13]

Ancient

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Most ancient cultures, including Ancient Greece,[13] Ancient China, and Ancient India,[14] lacked the concept of creativity, seeing art as a form of discovery and not creation. The ancient Greeks had no terms for "to create" or "creator" except for the expression poiein (to make), which only applied to poiesis (poetry) and to the poietes (poet, or "maker", who made it). Plato did not believe in art as a form of creation. He asks in the Republic,[15] "Will we say of a painter that he makes something?" He answers, "Certainly not, he merely imitates."[13]

It is commonly argued that the notion of "creativity" originated in Western cultures through Christianity, as a matter of divine inspiration.[2] According to scholars, the earliest Western conception of creativity was the Biblical story of the creation given in Genesis.[14]: 18  However, this is not creativity in the modern sense, which did not arise until the Renaissance. In the Judeo-Christian-Islamic tradition, creativity was the sole province of God; humans were not considered to have the ability to create something new except as an expression of God's work.[16] A similar concept existed in Greek culture, where Muses were seen as mediating inspiration from the gods.[17] Romans and Greeks invoked the concept of an external creative "daemon" (Greek) or "genius" (Latin), linked to the sacred or the divine. However, none of these views are similar to the modern concept of creativity, and the rejection of creativity in favor of discovery and the belief that individual creation was a conduit of the divine would dominate the West until the Renaissance and even later.[16][14]: 18–19 

Renaissance

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It was during the Renaissance that creativity was first conceived not as a conduit from the divine, but as arising from the abilities of "great men."[14]: 18–19  This could be attributed to the leading intellectual movement of the time, aptly named humanism, which developed an intensely anthropocentric outlook on the world, valuing the intellect and achievement of the individual.[18] From this philosophy arose the Renaissance man (or polymath), an individual who embodies the principles of humanism in their ceaseless courtship with knowledge and creation.[19] One of the most well-known and immensely accomplished examples is Leonardo da Vinci.

From the 17th to the 19th centuries

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However, the shift from divine inspiration to the abilities of the individual was gradual and would not become immediately apparent until the Age of Enlightenment.[14]: 19–21  By the 18th century, creativity (notably in aesthetics) linked with the concept of imagination became more frequent.[13] In the writing of Thomas Hobbes, imagination became a key element of human cognition.[2] William Duff was one of the first to identify imagination as a quality of genius, typifying the separation being made between talent (productive, but not breaking new ground) and genius.[17]

As an independent topic of study, creativity received little attention until the 19th century.[17] Psychologist Mark Runco and Robert Albert argue that creativity as the subject of proper study began seriously to emerge in the late 19th century with the increased interest in individual differences inspired by the arrival of Darwinism. In particular, they refer to the work of Francis Galton, who, through his eugenicist outlook, took a keen interest in the heritability of intelligence, with creativity taken as an aspect of genius.[2]

Modern

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In the late 19th and early 20th centuries, leading mathematicians and scientists such as Hermann von Helmholtz (1896)[20] and Henri Poincaré (1908)[21] began to reflect on and publicly discuss their creative processes. The insights of Poincaré and von Helmholtz were built on early accounts of the creative process by pioneering theorists such as Graham Wallas and Max Wertheimer. In his work Art of Thought, published in 1926,[22] Wallas presented one of the first models of the creative process. In the Wallas model, creative insights and illuminations may be explained by a process consisting of five stages:

  1. preparation (preparatory work on a problem that focuses the individual's mind on the problem and explores the problem's dimensions),
  2. incubation (in which the problem is internalized into the unconscious mind although nothing appears externally to be happening),
  3. intimation (the creative person gets a "feeling" that a solution is on its way),
  4. illumination or insight (in which the creative idea bursts forth from its preconscious processing into conscious awareness);
  5. verification (in which the idea is consciously verified, elaborated, and then applied).

Wallas's model is also often treated as four stages, with "intimation" seen as a sub-stage.

Wallas considered creativity to be a legacy of the evolutionary process, which allowed humans to quickly adapt to rapidly changing environments. Simonton[23] provides an updated perspective on this view in his book, Origins of Genius: Darwinian Perspectives on Creativity.

In 1927, mathematician and philosopher Alfred North Whitehead gave the Gifford Lectures at the University of Edinburgh, later published as Process and Reality.[24] He is credited with having coined the term "creativity" to serve as the ultimate category of his metaphysical scheme.[25]

Although psychometric studies of creativity had been conducted by The London School of Psychology as early as 1927 with the work of H.L. Hargreaves into the Faculty of Imagination.[26] The formal psychometric measurement of creativity, from the standpoint of orthodox psychological literature, is usually considered to have begun with psychologist J.P. Guilford's address to the American Psychological Association in 1950.[27] That address helped to popularize the study of creativity and to focus attention on scientific approaches to conceptualizing creativity. Statistical analyzes led to the recognition of creativity as an aspect of human cognition separate from IQ-type intelligence, under the study of which it had previously been subsumed. Guilford's work suggested that above a threshold level of IQ, the relationship between creativity and classically measured intelligence broke down.[28]

Across cultures

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Creativity is viewed differently in different countries.[29] For example, cross-cultural research centered in Hong Kong found that Westerners view creativity more in terms of the individual attributes of a person, such as their aesthetic taste, while Chinese people view creativity more in terms of the social influence of creative people (i.e. what they can contribute to society).[30] Mpofu, et al., surveyed 28 African languages and found that 27 had no word which directly translated to "creativity", with Arabic being the exception.[31]: 465  The linguistic relativity hypothesis (i.e. that language can affect thought) suggests that the lack of an equivalent word for "creativity" may affect the views of creativity among speakers of such languages. However, more research would be needed to establish this, and there is certainly no suggestion that this linguistic difference makes people any less—or more—creative. Nevertheless, it is true that there has been very little research on creativity in Africa[31]: 458  and Latin America.[32] Creativity has been more thoroughly researched in the northern hemisphere, but there are cultural differences between northern countries. In Scandinavia, creativity is seen as an individual attitude that helps people cope with life's challenges,[33] while in Germany, creativity is seen more as a process that can be applied to help solve problems.[34]

Classification

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"Four C" model

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Psychologists James Kaufman and Ronald Beghetto introduced a "four C" model of creativity. The four "C's" are:

  1. mini-c ("transformative learning" involving "personally meaningful interpretations of experiences, actions, and insights").
  2. little-c (everyday problem-solving and creative expression).
  3. Pro-C (exhibited by people who are professionally or vocationally creative, though not necessarily eminent).
  4. Big-C (creativity considered great in a given field).

This model was intended to help accommodate models and theories of creativity that stressed competence as an essential component and a historic transformation of a creative domain as the highest mark of creativity. It also, the authors argued, made a useful framework for analyzing creative processes in individuals.[35]

The contrast signified by the terms "Big C" and "little C" has been widely used. Kozbelt, Beghetto, and Runco used a little-c/Big-C model to review major theories of creativity.[28] Margaret Boden distinguished between h-creativity (historical) and p-creativity (personal).[36]

Ken Robinson[37] and Anna Craft[38] focused on creativity in a general population, particularly with respect to education. Craft makes a similar distinction between "high" and "little c" creativity[38] and cites Robinson as referring to "high" and "democratic" creativity. Mihaly Csikszentmihalyi defined creativity in terms of individuals judged to have made significant creative and perhaps domain-changing contributions.[39] Simonton analyzed the career trajectories of eminent creative people in order to map patterns and predictors of creative productivity.[40]

"Four P's" aspects

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Theories of creativity (and empirical investigations of why some people are more creative than others) have focused on a variety of aspects. The dominant factors are usually identified as "the four P's," a framework first put forward by Mel Rhodes:[41]

Process
A focus on process is shown in cognitive approaches that try to describe thought mechanisms and techniques for creative thinking. Theories invoking divergent rather than convergent thinking (such as that of Guilford), or those describing the staging of the creative process (such as that of Wallas) are primarily theories of the creative process.
Product
A focus on a creative product usually attempts to assess creative output, whether for psychometrics (see below) or to understand why some objects are considered creative. It is from a consideration of product that the standard definition of creativity as the production of something both novel and useful arises.[42]
Person
A focus on the nature of the creative person considers more general intellectual habits, such as openness, levels of ideation, autonomy, expertise, exploratory behavior, and so on.
Press and place
A focus on place (or press) considers the circumstances in which creativity flourishes, such as degrees of autonomy, access to resources, and the nature of gatekeepers. Creative lifestyles are characterized by nonconforming attitudes and behaviors, as well as flexibility.[43]

"Five A's" aspects

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In 2013, based on a sociocultural critique of the Four-P's model as individualistic, static, and decontextualized, psychology professor and author Vlad Petre Glăveanu proposed a "Five A's" model consisting of actor, action, artifact, audience, and affordance.[44] In this model, the actor is the person with attributes but who is also located within social networks; action is the process of creativity not only in internal cognitive terms but also external, bridging the gap between ideation and implementation; artifacts emphasize how creative products typically represent cumulative innovations over time rather than abrupt discontinuities; and "press/place" is divided into audience and affordance, which consider the interdependence of the creative individual with the social and material world, respectively. Although not supplanting the Four P's model in creativity research, the Five A's model has exerted influence over the direction of some creativity research,[45] and has been credited with bringing coherence to studies across a number of creative domains.[46]

Process theories

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There has been significant research conducted in the fields of psychology and cognitive science towards better understanding the processes by which creativity occurs. The results of these studies have led to several possible explanations of the sources and methods of creativity.[1]

Incubation

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"Incubation" is a temporary break from creative problem solving that can result in insight.[47] Empirical research has investigated whether, as the concept of "incubation" in Wallas's model implies, a period of interruption or rest from a problem may aid creative problem-solving. Early work proposed that creative solutions to problems arise mysteriously from the unconscious mind while the conscious mind is occupied with other tasks.[48] This hypothesis is included in Csikszentmihalyi's five-phase model of the creative process, which describes incubation as a time when one's unconscious takes over. This was supposed to allow for unique connections to be made without the conscious mind trying to make logical order out of the problem.[49]

Ward[50] listed various hypotheses that have been advanced to explain why incubation may aid creative problem-solving and notes how some empirical evidence is consistent with a different hypothesis: incubation aids creative problems in that it enables "forgetting" of misleading clues. The absence of incubation may lead the problem solver to become fixated on inappropriate problem-solving strategies.[51]

Divergent thinking

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J. P. Guilford[52] drew a distinction between convergent and divergent production, or convergent and divergent thinking. Convergent thinking involves aiming for a single, correct, or best solution to a problem (e.g. "How can we get a crewed rocket to land on the moon safely and within budget?"). Divergent thinking, on the other hand, involves the creative generation of multiple answers to an open-ended prompt (e.g. "How can a chair be used?").[53] Divergent thinking is sometimes used as a synonym for creativity in psychological literature or is considered the necessary precursor to creativity.[54] However, as Runco pointed out, there is a clear distinction between creative thinking and divergent thinking.[53] Creative thinking focuses on the production, combination, and assessment of ideas to formulate something new and unique, while divergent thinking focuses on conceiving a variety of ideas that are not necessarily new or unique. Other researchers have occasionally used the terms flexible thinking or fluid intelligence, which are also roughly similar to (but not synonymous with) creativity.[55] While convergent and divergent thinking differ greatly in terms of approach to problem solving, it is believed[by whom?] that both are employed to some degree in solving most real-world problems.[53]

Geneplore model

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In 1992, Finke, et al., proposed the "Geneplore model", in which creativity takes place in two phases: a generative phase, where an individual constructs mental representations called "preinventive" structures, and an exploratory phase where those structures are used to come up with creative ideas.[56] Some evidence shows that when people use their imagination to develop new ideas, those ideas are structured in predictable ways in accordance with properties of existing categories and concepts.[57] Weisberg argued, in contrast, that creativity involves ordinary cognitive processes yielding extraordinary results.[58]

Explicit–implicit interaction theory

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Helie and Sun[59] proposed a framework for understanding creativity in problem solving, namely the explicit–implicit interaction (EII) theory of creativity. This theory attempts to provide a more unified explanation of relevant phenomena (in part by reinterpreting/integrating various fragmentary existing theories of incubation and insight).

The EII theory relies mainly on five basic principles:

  1. co-existence of, and the difference between, explicit and implicit knowledge
  2. simultaneous involvement of implicit and explicit processes in most tasks
  3. redundant representation of explicit and implicit knowledge
  4. integration of the results of explicit and implicit processing
  5. iterative (and possibly bidirectional) processing

A computational implementation of the theory was developed based on the CLARION cognitive architecture and used to simulate relevant human data. This work is an initial step in the development of process-based theories of creativity, encompassing incubation, insight, and various other related phenomena.

Conceptual blending

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In The Act of Creation, Arthur Koestler introduced the concept of "bisociation" – that creativity arises as a result of the intersection of two quite different frames of reference.[60] In the 1990s, various approaches in cognitive science that dealt with metaphor, analogy, and structure mapping converged, and a new integrative approach to the study of creativity in science, art, and humor emerged under the label conceptual blending.

Honing theory

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Honing theory, developed principally by psychologist Liane Gabora, posits that creativity arises due to the self-organizing, self-mending nature of a worldview. The creative process is a way by which the individual hones (and re-hones) an integrated worldview. Honing theory places emphasis not only on the externally visible creative outcome but also on the internal cognitive restructuring and repair of the worldview brought about by the creative process.[61] When one is faced with a creatively demanding task, there is an interaction between one's conception of the task and one's worldview. The conception of the task changes through interaction with the worldview, and the worldview changes through interaction with the task. This interaction is reiterated until the task is complete, at which point the task is conceived of differently and the worldview is subtly or drastically transformed, following the natural tendency of a worldview to attempt to resolve dissonance and seek internal consistency amongst its components, whether they be ideas, attitudes, or bits of knowledge. Dissonance in a person's worldview is, in some cases, generated by viewing their peers' creative outputs, and, so, people pursue their own creative endeavors to restructure their worldviews and reduce dissonance.[61] This shift in worldview and cognitive restructuring through creative acts has also been considered as a way to explain possible benefits of creativity for mental health.[61] The theory also addresses challenges not addressed by other theories of creativity, such as the factors guiding restructuring and the evolution of creative works.[62]

A central feature of honing theory is the notion of a "potentiality state".[63] Honing theory posits that creative thought proceeds not by searching through and randomly "mutating" predefined possibilities but by drawing upon associations that exist due to overlap in the distributed neural-cell assemblies that participate in the encoding of experiences in memory. Midway through the creative process, one may have made associations between the current task and previous experiences but not yet disambiguated which aspects of those previous experiences are relevant to the current task. Thus, the creative idea may feel "half-baked". At that point, it can be said to be in a potentiality state, because how it will actualize depends on the different internally or externally generated contexts it interacts with.

Honing theory is held to explain certain phenomena not dealt with by other theories of creativity—for example, how different works by the same creator exhibit a recognizable style or "voice" even in different creative outlets. This is not predicted by theories of creativity that emphasize chance processes or the accumulation of expertise, but it is predicted by honing theory, according to which personal style reflects the creator's uniquely structured worldview. Another example is the environmental stimulus for creativity. Creativity is commonly considered to be fostered by a supportive, nurturing, and trustworthy environment conducive to self-actualization. In line with this idea, Gabora posits that creativity is a product of culture and that our social interactions evolve our culture in way that promotes creativity.[64]

Everyday imaginative thought

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In everyday thought, people often spontaneously imagine alternatives to reality when they think "if only...".[65] Their counterfactual thinking is viewed as an example of everyday creative processes.[66] It has been proposed that the creation of counterfactual alternatives to reality depends on cognitive processes that are similar to rational thought.[67]

Imaginative thought in everyday life can be categorized based on whether it involves perceptual or motor-related mental imagery, novel combinatorial processing, or altered psychological states. This classification aids in understanding the neural foundations and practical implications of imagination.[68]

Creative thinking is a central aspect of everyday life, encompassing both controlled and undirected processes. This includes divergent thinking and stage models, highlighting the importance of extra- and meta-cognitive contributions to imaginative thought.[69]

Brain-network dynamics play a crucial role in creative cognition. The default and executive control networks in the brain cooperate during creative tasks, suggesting a complex interaction between these networks in facilitating everyday imaginative thought.[70]

Dialectical theory

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The term "dialectical theory of creativity" dates back to psychoanalyst Daniel Dervin[71] and was later developed into an interdisciplinary theory.[72][page needed] This theory starts with the ancient concept that creativity takes place in an interplay between order and chaos. Similar ideas can be found in neuroscience and psychology. Neurobiologically, it can be shown that the creative process takes place in a dynamic interplay between coherence and incoherence that leads to new and usable neuronal networks. Psychology shows how the dialectics of convergent and focused thinking with divergent and associative thinking leads to new ideas and products.[73]

Personality traits such as the "Big Five" seem to bedialectically intertwined in[clarification needed] the creative process: emotional instability versus stability, extraversion versus introversion, openness versus reserve, agreeableness versus antagonism, and disinhibition versus constraint.[74] The dialectical theory of creativity also applies[how?] to counseling and psychotherapy.[75]

Neuroeconomic framework

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Lin and Vartanian developed a neurobiological description of creative cognition.[76] This interdisciplinary framework integrates theoretical principles and empirical results from neuroeconomics, reinforcement learning, cognitive neuroscience, and neurotransmission research on the locus coeruleus system. It describes how decision-making processes studied by neuroeconomists as well as activity in the locus coeruleus system underlie creative cognition and the large-scale brain network dynamics associated with creativity.[77] It suggests that creativity is an optimization and utility maximization problem that requires individuals to determine the optimal way to exploit and explore ideas (e.g., the multi-armed bandit problem). This utility-maximization process is thought to be mediated by the locus coeruleus system,[78] and this creativity framework describes how tonic and phasic locus coeruleus activities work in conjunction to facilitate the exploiting and exploring of creative ideas. This framework not only explains previous empirical results but also makes novel and falsifiable predictions at different levels of analysis (ranging from neurobiological to cognitive and personality differences).

Behaviorism theory

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B.F. Skinner attributed creativity to accidental behaviors that are reinforced by the environment.[79] In behaviorism, creativity can be understood as novel or unusual behaviors that are reinforced if they produce a desired outcome.[80] Spontaneous behaviors by living creatures are thought to reflect past learned behaviors. In this way,[81] a behaviorist may say that prior learning caused novel behaviors to be reinforced many times over, and the individual has been shaped to produce increasingly novel behaviors.[82] A creative person, according to this definition, is someone who has been reinforced more often for novel behaviors than others. Behaviorists suggest that anyone can be creative, they just need to be reinforced to learn to produce novel behaviors.

Investment theory

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The "investment theory of creativity" suggests that many individual and environmental factors must exist in precise ways for extremely high, as opposed to average, levels of creativity to result. In the "investment" sense, a person with their particular characteristics in their particular environment may see an opportunity to devote their time and energy to something that has been overlooked by others. The creative person develops an undervalued or under-recognized idea to the point where it is established as a new and creative idea. Just as in the financial world, some investments are worth the buy-in, while others are less productive and do not generate returns to the extent that the investor expected. This "investment theory of creativity" asserts that creativity might rely to some extent on the right investment of effort being added to a field at the right time in the right way.[83][84][full citation needed]

Computational creativity

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Jürgen Schmidhuber's formal theory of creativity[85] postulates that creativity, curiosity, and interestingness are by-products of a simple computational principle for measuring and optimizing learning progress.

Consider an agent able to manipulate its environment and thus its own sensory inputs. The agent can use a black box optimization method such as reinforcement learning to learn, through informed trial and error, sequences of actions that maximize the expected sum of its future reward signals. There are extrinsic reward signals for achieving externally given goals, such as finding food when hungry. But for Schmidhuber's objective function to be maximized also includes an additional, intrinsic term to model "wow-effects". This non-standard term motivates purely creative behavior of the agent, even when there are no external goals.

A wow-effect is formally defined as follows: as the agent is creating and predicting and encoding the continually growing history of actions and sensory inputs, it keeps improving the predictor or encoder, which can be implemented as an artificial neural network, or some other machine learning device, that can exploit regularities in the data to improve its performance over time. The improvements can be measured precisely, by computing the difference in computational costs (storage size, number of required synapses, errors, time) needed to encode new observations before and after learning. This difference depends on the encoder's present subjective[clarification needed] knowledge, which changes over time, but the theory formally takes this into account. The cost difference measures the strength of the present wow-effect due to sudden improvements in data compression or computational speed. It becomes an intrinsic reward signal for the action selector. The objective function thus motivates the action optimizer to create action sequences that cause more wow-effects.

Irregular, random data (or noise) do not permit any wow-effects or learning progress, and thus are "boring" by nature (providing no reward). Already-known and predictable regularities also are boring. Temporarily interesting are only the initially unknown, novel, regular patterns in both actions and observations. This motivates the agent to perform continual, open-ended, active, creative exploration.

Schmidhuber's work is highly influential in intrinsic motivation, which has emerged as a research topic in the study of artificial intelligence and robotics.

According to Schmidhuber, his objective function explains the activities of scientists, artists, and comedians.[86] For example, physicists are motivated to create experiments leading to observations that obey previously unpublished physical laws, permitting better data compression. Likewise, composers receive intrinsic reward for creating non-arbitrary melodies with unexpected but regular harmonies that permit wow-effects through data compression improvements. Similarly, a comedian gets an intrinsic reward for "inventing a novel joke with an unexpected punch line, related to the beginning of the story in an initially unexpected but quickly learnable way that also allows for better compression of the perceived data."[87]

Schmidhuber augured that computer hardware advances would greatly scale up rudimentary artificial scientists and artists.[88] He used the theory to create low-complexity art[89] and an attractive human face.[90]

Personal assessment

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Psychometric approaches

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History

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J. P. Guilford's group,[52] which pioneered the modern psychometric study of creativity, constructed several performance-based tests to measure creativity in 1967, including asking participants to write original titles for a story with a given plot, asking participants to come up with unusual uses for everyday objects such as bricks, and asking participants to generate a list of consequences of unexpected events, such as the loss of gravity. Guilford was trying to create a model for intellect as a whole, but in doing so, he also created a model for creativity. Guilford assumed that creativity was not an abstract concept, which was an important assumption needed for creativity research. The idea that creativity was a category,[clarification needed] rather than a single concept, enabled other researchers to look at creativity from a new perspective.[91]

Additionally, Guilford hypothesized one of the first models that specified the components of creativity. He explained that creativity was a result of having three qualities: the ability to recognize problems, "fluency", and "flexibility". "Fluency" encompassed "ideational fluency", or the ability to rapidly produce a variety of ideas fulfilling stated requirements; "associational fluency", or the ability to generate a list of words associated with a given word; and "expressional fluency", or the ability to organize words into larger units such as phrases, sentences, and paragraphs. "Flexibility" encompassed both "spontaneous flexibility", or the general ability to be flexible, and "adaptive flexibility", or the ability to produces responses that are novel and of high quality.

This represents the base model which several researchers would alter to produce their own new theories of creativity years later.[91] Building on Guilford's work, tests were developed, sometimes called "divergent thinking" (DT) tests, which have been both praised[92] and criticized.[93] One example is the Torrance Tests of Creative Thinking developed in 1966.[92] These test set forth tasks requiring divergent thinking, as well as other problem-solving skills, the tests being scored according to four categories: "fluency", the total number of meaningful, and relevant, ideas generated; "flexibility", the number of different categories of responses; "originality", the statistical rarity of the responses; and "elaboration", the amount of detail given.

Computer scoring

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Considerable progress has been made in the automated scoring of divergent-thinking tests, using a semantic approach. When compared to human raters, natural language processing (NLP) techniques are reliable and valid for the scoring of originality.[94] Computer programs were able to achieve a correlation to human graders of 0.60 and 0.72.

Semantic networks also devise originality scores that yield significant correlations with socio-personal measures.[95] A team of researchers led by James C. Kaufman and Mark A. Runco combined expertise in creativity research, natural language processing, computational linguistics, and statistical data analysis to devise a scalable system for computerized automated testing: the SparcIt Creativity Index Testing system. This system enabled automated scoring of DT tests that is reliable, objective, and scalable, thus addressing most of the issues of DT tests that had been found and reported.[93] The resultant computer system was able to achieve a correlation to human graders of 0.73.[96]

Social-personality approaches

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Researchers have taken a social-personality approach by using personality traits such as independence of judgement, self-confidence, attraction to complexity, aesthetic orientation, and risk-taking as measures of personal creativity.[27] Within the framework of the Big Five personality traits, a consistent few of these traits have emerged as being correlated to creativity.[97] Openness to experience is consistently related to[how?] a host of different assessments of creativity.[98][better source needed] Investigation of the other Big Five traits has demonstrated subtle differences between different domains of creativity. Compared to non-artists, artists tend to have higher levels of openness to experience and lower levels of conscientiousness, while scientists are more open to experience, conscientious, and higher in the confidence-dominance facets of extraversion compared to non-scientists.[99]

Self-reporting questionnaires

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Biographical methods use quantitative characteristics, such as the number of publications, patents, or artistic performances that can be credited to a person. While this method was originally developed for highly creative personalities,[citation needed] today it is also available as self-report questionnaires supplemented with frequent, less outstanding creative behaviors such as writing a short story or creating recipes.[clarification needed] The self-report questionnaire most frequently used in research is the Creative Achievement Questionnaire,[100][better source needed] a self-report test that measures creative achievement across ten domains, which was described in 2005 and shown to be reliable when compared to other measures of creativity and to independent evaluations of creative output.[101]

Factors

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Intelligence

[edit]

The potential relationship between creativity and intelligence has been of interest since the last half of the twentieth century, when many influential studies extensively studied both. This joint focus highlighted both the theoretical and practical importance of the relationship: researchers were interested in not only if the two qualities were related, but also how and why.[102]

There are multiple theories accounting for their relationship, with there being three main theories.[citation needed] Threshold theory states that intelligence is a necessary, but not sufficient, condition for creativity, and that there is a moderate positive relationship between creativity and intelligence until IQ ~120.[103][104] Certification theory states that creativity is not intrinsically related to intelligence. Instead, individuals are required to meet the requisite level of intelligence in order to gain a certain level of education or work, which in turn offers the opportunity to be creative. In this theory, displays of creativity are moderated by intelligence.[105] Interference theory states, in contrast, that extremely high intelligence might interfere with creative ability.[106]

Sternberg and O'Hara proposed a different framework of five possible relationships between creativity and intelligence: that creativity was a subset of intelligence; that intelligence was a subset of creativity; that the two constructs overlapped; that they were both part of the same construct (coincident sets); or that they were distinct constructs (disjoint sets).[107]

Creativity as a subset of intelligence

[edit]

A number of researchers include creativity, either explicitly or implicitly, as a key component of intelligence, for example:

  • Sternberg's Theory of Successful Intelligence[106][107][108] includes creativity as a main component and comprises three sub-theories: contextual (analytic), contextual (practical), and experiential (creative). Experiential sub-theory—the ability to use pre-existing knowledge and skills to solve new and novel problems—is directly related to creativity.
  • The Cattell–Horn–Carroll theory (CHC) includes creativity as a subset of intelligence, associated with the broad group factor of long-term storage and retrieval (Glr).[109] Glr narrows abilities relating to creativity include ideational fluency, associational fluency, and originality/creativity. Silvia et al.[110] conducted a study to look at the relationship between divergent thinking and verbal fluency tests and reported that both fluency and originality in divergent thinking were significantly affected by the broad-level Glr factor. Martindale[111] extended the CHC-theory by proposing that people who are creative are also selective in their processing speed. Martindale argues that in the creative process, larger amounts of information are processed more slowly in the early stages, and as a person begins to understand the problem, the processing speed is increased.
  • The Dual Process Theory of Intelligence[112] posits a two-factor or type model of intelligence. Type 1 is a conscious process and concerns goal-directed thoughts. Type 2 is an unconscious process, and concerns spontaneous cognition, which encompasses daydreaming and implicit learning ability. Kaufman argues that creativity occurs as a result of Type 1 and Type 2 processes working together in combination. Each type in the creative process can be used to varying degrees.

Intelligence as a subset of creativity

[edit]

In this relationship model, intelligence is a key component in the development of creativity, for example:

  • Sternberg & Lubart's Investment Theory,[83][113] using the metaphor of a stock market, demonstrates that creative thinkers are like good investors—they buy low and sell high (in their ideas). Like undervalued or low-valued stock, creative individuals generate unique ideas that are initially rejected by other people. The creative individual has to persevere and convince others of the idea's value. After convincing others, and thus increasing the idea's value, the creative individual "sells high" by leaving the idea with the other people and moving on to generate another idea. According to this theory, six distinct, but related elements contribute to successful creativity: intelligence, knowledge, thinking styles, personality, motivation, and environment. Intelligence is just one of the six factors that can, either solely or in conjunction with the other five factors, generate creative thoughts.
  • Amabile's Componential Model of Creativity[114][115] posits three within-individual components needed for creativity—domain-relevant skills, creativity-relevant processes, and task motivation—and one component external to the individual—their surrounding social environment. Creativity requires the confluence of all components. High creativity will result when a person is intrinsically motivated, possesses both a high level of domain-relevant skills and has high skills in creative thinking, and is working in a highly creative environment.
  • The Amusement Park Theoretical Model[116] is a four-step theory in which domain-specific and generalist views are integrated into a model of creativity. The researchers make use of the metaphor of the amusement park to demonstrate that, within each of the following creative levels, intelligence plays a key role:
    • To get into the amusement park, there are initial requirements (e.g., time and transportation needed to go to the park). Initial requirements (such as intelligence) are necessary, but not sufficient for creativity. They are more like prerequisites for creativity, and if a person does not possess the basic level of the initial requirement (intelligence), then they will not be able to generate creative thoughts and behaviour.
    • Secondly, there are the subcomponents—general thematic areas—that increase in specificity. Like choosing which type of amusement park to visit (e.g., a zoo or a water park), these areas relate to the areas in which someone could be creative (e.g., poetry).
    • Thirdly, there are specific domains. After choosing the type of park to visit (e.g., if one chooses a waterpark, that person has to choose which specific park to go to). For example, within the poetry domain there are many different forms (e.g., free verse, riddles, sonnets, etc.).
    • Lastly, there are micro-domains. These are the specific tasks that reside within each domain (e.g., individual rides at the waterpark equate to individual lines in a poem in free-verse).

Creativity and intelligence as overlapping yet distinct constructs

[edit]

These concepts posit creativity and intelligence as distinct, but intersecting constructs, for example:

  • In Renzulli's Three-Ring Conception of Giftedness,[117] giftedness is an overlap of above-average intellectual ability, creativity, and task commitment. Under this view, creativity and intelligence are distinct constructs, but they overlap under the correct conditions.
  • In the PASS theory of intelligence, the planning component—the ability to solve problems, make decisions, and take action—strongly overlaps with the concept of creativity.[118]
  • Threshold Theory (TT) derives from a number of previous research findings that suggested that a threshold exists in the relationship between creativity and intelligence—both constructs are moderately positively correlated up to an IQ of ~120. Above this threshold, if there is a relationship at all, it is small and weak.[119][103][120] TT posits that a moderate level of intelligence is necessary for creativity.

Creativity and intelligence as coincident sets

[edit]

Under this view, researchers posit that there are no differences in the mechanisms underlying creativity from those used in normal problem solving, and in normal problem solving there is no need for creativity. Thus, creativity and intelligence (problem solving) are the same thing. Perkins referred to this as the "nothing-special" view.[121]

Creativity and intelligence as disjoint sets

[edit]

In this view, creativity and intelligence are completely different, unrelated constructs. Along with the coincident set view, this is quite a rare position taken within the literature.[122]

Affective influence

[edit]

Some theories suggest that creativity may be particularly susceptible to affective influence. The term "affect" in this context refers to liking or disliking key aspects of the subject in question. This work largely follows from findings in psychology regarding the ways in which affective states are involved in human judgment and decision-making.[123]

According to Alice Isen, positive affect has three primary effects on cognitive activity. First, it makes additional cognitive material available for processing, increasing the number of cognitive elements available for association. Second, it leads to defocused attention and a more complex cognitive context, increasing the breadth of those elements that are treated as relevant to the problem. Third, it increases cognitive flexibility, increasing the probability that diverse cognitive elements will in fact become associated. Together, these processes enable creativity.[124]

Barbara Fredrickson, in her broaden-and-build model, suggests that positive emotions, such as joy and love, broaden a person's available repertoire of cognitions and actions, thus enhancing creativity.[125]

According to these researchers, positive emotions increase the number of cognitive elements available for association (attention scope) and the number of elements that are relevant to the problem (cognitive scope). Day-by-day psychological experiences—including emotions, perceptions, and motivation—significantly impact creative performance. Creativity is higher when emotions and perceptions are more positive and when intrinsic motivation is stronger.[126]

Some meta-analyses, such as Baas, et al., (2008) analyzing 66 studies of creativity and affect, support the link between creativity and positive affect.[127][128]

Mental health

[edit]

Links have been identified between creativity and mood disorders, particularly manic-depressive disorder (a.k.a. bipolar disorder) and depressive disorder (a.k.a. unipolar disorder).[129] However, different artists have described mental illness as having both positive and negative effects on their work.[130] In general, people who have worked in the arts industry throughout history have faced many environmental factors that are associated with, and can sometimes influence, mental illness—things such as poverty, persecution, social alienation, psychological trauma, substance abuse, and high stress.[130]

Studies

[edit]

A study by psychologist J. Philippe Rushton found creativity to correlate with intelligence and psychoticism.[131] Another study found creativity to be greater in people with schizotypal personality disorder than in people with either schizophrenia or those without mental health disorders.[132][133][134] While divergent thinking was associated with activation of both sides of the prefrontal cortex, schizotypal individuals were found to have much greater activation of their right prefrontal cortex.[135] That study hypothesized that such individuals are better at accessing both hemispheres, allowing them to make novel associations at a faster rate. Consistent with this hypothesis, ambidexterity is also more common in people with schizotypal personality disorder and schizophrenia.[citation needed] Three studies by Mark Batey and Adrian Furnham demonstrated the relationships between schizotypal personality disorder,[136] hypomanic personality,[137] and several different measures of creativity.

A study of 300,000 persons with schizophrenia, bipolar disorder, or unipolar depression, and their relatives, found overrepresentation in creative professions of those with bipolar disorder as well as for undiagnosed siblings of those with schizophrenia or bipolar disorder. There was no overall overrepresentation, but overrepresentation for artistic occupations, among those diagnosed with schizophrenia.[clarification needed] There was no association for those with unipolar depression or their relatives.[138]

Another study, involving more than one million people, conducted by Swedish researchers at the Karolinska Institute, reported a number of correlations between creative occupations and mental illnesses. Writers had a higher risk of anxiety and bipolar disorders, schizophrenia, unipolar depression, and substance abuse, and were almost twice as likely as the general population to kill themselves. Dancers and photographers were also more likely to have bipolar disorder.[139] Those in the creative professions were no more likely to have psychiatric disorders than other people, although they were more likely to have a close relative with a disorder, including anorexia and, to some extent, autism, the Journal of Psychiatric Research reported.[139]

Nancy Andreasen was one of the first researchers to carry out a large-scale study of creativity and whether mental illnesses have an impact on someone's ability to be creative. She expected to find a link between creativity and schizophrenia, but her research sample (the book-authors she pooled) had no history of schizophrenia. Her findings instead showed that 80% of the creative group previously had some episode of mental illness in their lifetime.[140] When she performed follow-up studies over a 15-year period, she found that 43% of the authors had bipolar disorder, compared to 1% of the general public.

In 1989 another study, by Kay Redfield Jamison, reaffirmed those statistics, with 38% of her sample of authors having a history of mood disorders.[140] Anthony Storr, a prominent psychiatrist, remarked:

The creative process can be a way of protecting the individual against being overwhelmed by depression, a means of regaining a sense of mastery in those who have lost it, and, to a varying extent, a way of repairing the self-damaged by bereavement or by the loss of confidence in human relationships which accompanies depression from whatever cause.[140]

Bipolar disorders

[edit]

People diagnosed with bipolar disorder report themselves as having a larger range of emotional understanding, heightened states of perception, and an ability to connect better with those in the world around them.[141] Other reported traits include higher rates of productivity, higher senses of self-awareness, and greater empathy. Those who have bipolar disorder also understand their own sense of heightened creativity and ability to get immense numbers of tasks done all at once. In one study, of 219 participants (aged 19 to 63) diagnosed with bipolar disorder, 82% of them reported having elevated feelings of creativity during their hypomanic swings.[142]

A study done by Shapiro and Weisberg also showed a positive correlation between the manic upswings of the cycles of bipolar disorder and the ability of an individual to be more creative.[143] The data showed, however, that it was not the depressive swing that brings forth dark creative spurts, but the act of climbing out of the depressive episode that sparks creativity. The reason behind this spur of creative genius could come from the type of self-image that the person has during a time of hypomania. A hypomanic person may feel a bolstered sense of self-confidence, creative confidence, and sense of individualism.[143]

Opinions

[edit]

Vaitsa Giannouli believes that the creativity a person diagnosed with bipolar disorder feels comes as a form of "stress management".[144] In the realm of music, one might be expressing one's stress or pains through the pieces one writes in order to better understand those same feelings. Famous authors and musicians, along with some actors, would often attribute their wild enthusiasm to something like a hypomanic state.[145] The artistic side of society has been notorious for behaviors that are seen as maladapted to societal norms. Symptoms of bipolar disorder correlate with behaviors in high-profile creative personalities such as alcohol addiction; drug abuse including stimulants, depressants, hallucinogens and dissociatives, opioids, inhalants, and cannabis; difficulties in holding regular occupations; interpersonal problems; legal issues; and a high risk of suicide.[145]

Robert Weisberg believes that the state of mania sets "free the powers of a thinker". He implies that not only has the person become more creative, but they have fundamentally changed the kind of thoughts they produce.[146] In a study of poets, who are especially highly afflicted with bipolar disorders, over a period of three years those poets would have cycles of creating really creative and powerful works of poetry. The timelines over the three-year study looked at the poets' personal journals and their clinical records, and found that the timelines between their most powerful poems matched that of their upswings in bipolar disorder.[146]

Personal traits

[edit]

Creativity can be expressed in a variety of ways, depending on the uniqueness of people and environments. Theorists have suggested a number of different models of the creative person. However, the creativity-profiling approach must take into account the tension between predicting the creative profile of an individual, as characterized by the psychometric approach, and the evidence that group creativity is founded on diversity and difference.[147]

From a personality-traits perspective, there are a number of traits that are associated with creativity in people.[99][148][full citation needed] Creative people tend to be more open to new experiences, are more self-confident, are more ambitious, self-accepting, impulsive, driven, dominant, and hostile, compared to people who are less creative.[according to whom?]

Divergent production

[edit]

One characteristic of creative people, as measured by some psychologists, is what is called "divergent production"—the ability of a person to generate a diverse assortment, yet an appropriate amount, of responses to a given situation.[149] One way to measure divergent production is by administering the Torrance Tests of Creative Thinking,[150] which assess the diversity, quantity, and appropriateness of participants' responses to a variety of open-ended questions. Some researchers also emphasize how creative people are better at balancing between divergent and convergent production, which depends on an individual's innate preference or ability to explore and exploit ideas.[76]

Dedication and expertise

[edit]

Other researchers of creativity see that what distinguishes creative people as a cognitive process of dedication to problem-solving and developing expertise in the field of their creative expression. Hardworking people study the work of people before them in their milieu, become experts in their fields, and then have the ability to add to and build upon previous information in innovative and creative ways. In a study of projects by design students, students who had more knowledge of their subject on average exhibited greater creativity in carrying out their projects.[151][full citation needed]

Motivation

[edit]

A person's motivation may also be predictive of their level of creativity. Motivation stems from two different sources: intrinsic and extrinsic. Intrinsic motivation is an internal drive within a person to participate as a result of personal interest, desires, hopes, goals, etc. Extrinsic motivation is a drive from outside and might take the form of payment, rewards, fame, approval from others, etc. Although intrinsic and extrinsic motivation can both increase creativity in certain cases, strictly extrinsic motivation often impedes creativity in people.[115][152][full citation needed]

Environment

[edit]

In studying exceptionally creative people in history, some common traits in lifestyle and environment are often found. Creative people usually had supportive, but rigid and non-nurturing, parents. Most had an interest in their field at an early age, and most had a highly supportive and skilled mentor in their field of interest. Often the field they chose was relatively uncharted, allowing for their creativity to be expressed more. Most exceptionally creative people devoted almost all of their time and energy into their craft, and after about a decade[clarification needed] had a creative breakthrough of fame. Their lives were marked with extreme dedication and a cycle of hard-work and breakthroughs as a result of their determination.[153][full citation needed]

In different fields

[edit]

Art

[edit]

Creativity is a fundamental component of the creative arts and design practice. It allows artists and designers to generate innovative ideas, solve complex problems, create products and experiences that are meaningful and impactful, stay ahead of trends, and anticipate future needs. Author Austin Kleon asserts that all creative work builds on what came before. Embracing influences and educating oneself in the work of others is conducive to creativity.[154]

Neuroscience

[edit]
Distributed functional brain network associated with divergent thinking

The neuroscience of creativity looks at the operation of the brain during creative behavior. One article writes that "creative innovation might require coactivation and communication between regions of the brain that ordinarily are not strongly connected."[155] People who excel at creative innovation tend to differ from others in three ways: first, they have a high level of specialized knowledge; second, they are capable of divergent thinking mediated by the frontal lobe; and, third, they are able to modulate neurotransmitters such as norepinephrine in their frontal lobe.[155] Thus, the frontal lobe appears to be the part of the cortex that is most important for creativity.[155][156]

A 2015 study of creativity found that it involves the interaction of multiple neural networks, including those that support associative thinking, along with other default mode network functions.[157] In 2018, some experiments showed that when the brain suppresses obvious or "known" solutions, the outcome is solutions that are more creative. This suppression is mediated by alpha oscillations in the right temporal lobe[158] and activity in the right frontal pole.[156]

REM sleep

[edit]

Creativity involves the forming of associative elements into new combinations that are useful or meet some requirement. Sleep aids this process.[159][160] REM rather than NREM sleep appears to be responsible.[161][162] This may be due to changes in cholinergic and noradrenergic neuromodulation that occurs during REM sleep.[161] During this period of sleep, high levels of acetylcholine in the hippocampus suppress feedback from the hippocampus to the neocortex, and lower levels of acetylcholine and norepinephrine in the neocortex encourage the spread of associational activity within neocortical areas without control from the hippocampus.[163] This is in contrast to waking consciousness, during which higher levels of norepinephrine and acetylcholine inhibit recurrent connections in the neocortex. REM sleep may aid creativity by allowing "neocortical structures to reorganize associative hierarchies, in which information from the hippocampus would be reinterpreted in relation to previous semantic representations or nodes."[161]

Vandervert model

[edit]

Vandervert[164][165] described how the brain's frontal lobes and the cognitive functions of the cerebellum collaborate to facilitate creativity and innovation. Vandervert's explanation rests on considerable evidence that all processes of working memory (responsible for processing all thought)[166] are adaptively modeled for increased efficiency by the cerebellum.[167][168] The cerebellum (consisting of 100 billion neurons, which is more than the in the entirety of the rest of the brain)[169] also adaptively models all bodily movement for efficiency. The cerebellum's adaptive models of working memory processing are then fed back to especially frontal lobe working memory control processes,[170] where creative and innovative thoughts arise.[164] (Apparently, creative insight or the "aha" experience is then triggered in the temporal lobe.)[171]

According to Vandervert, the details of creative adaptation begin in "forward" cerebellar models, which are anticipatory/exploratory controls for movement and thought. These cerebellar processing and control architectures have been termed Hierarchical Modular Selection and Identification for Control (HMOSAIC).[172] New, hierarchically-arranged levels of the cerebellar control architecture (HMOSAIC) develop as mental mulling in working memory is extended over time. These new levels of the control architecture are fed forward to the frontal lobes. Since the cerebellum adaptively models all movement and all levels of thought and emotion,[168] Vandervert's approach helps explain creativity and innovation in sports, art, music, the design of video games, technology, mathematics, the child prodigy, and thought in general.

Vandervert argues that when a person is confronted with a challenging new situation, visual-spatial working memory and speech-related working memory are decomposed and re-composed (fractionated) by the cerebellum and then blended in the cerebral cortex in an attempt to deal with the new situation. With repeated attempts to deal with challenging situations, the cerebro-cerebellar blending process continues to optimize the efficiency of how working memory deals with the situation or problem.[173] He also argues that this is the same process (only involving visual-spatial working memory and pre-language vocalization) that led to the evolution of language in humans.[174] Vandervert and Vandervert–Weathers have pointed out that this blending process, because it continuously optimizes efficiencies, constantly improves prototyping attempts toward the invention or innovation of new ideas, music, art, or technology.[175] Prototyping, they argue, not only produces new products, it trains the cerebro-cerebellar pathways involved to become more efficient at prototyping itself. Furthermore, Vandervert and Vandervert-Weathers believe that this repetitive "mental prototyping", or mental rehearsal involving the cerebellum and the cerebral cortex, explains the success of the self-driven, individualized patterning of repetitions initiated by the teaching methods of the Khan Academy.

The model proposed by Vandervert has, however, received incisive critique from several authors.[176]

Flaherty model

[edit]

In 2005, Alice Flaherty presented a three-factor model of the creative drive. Drawing from evidence in brain imaging, drug studies, and lesion analysis, she described the creative drive as resulting from an interaction of the frontal lobes, the temporal lobes, and dopamine from the limbic system. The frontal lobes may be responsible for idea generation, and the temporal lobes for idea editing and evaluation. Abnormalities in the frontal lobe (such as depression or anxiety) generally decrease creativity, while abnormalities in the temporal lobe often increase creativity. High activity in the temporal lobe typically inhibits activity in the frontal lobe, and vice versa. High dopamine levels increase general arousal and goal-directed behaviors and reduce latent inhibition, with all three effects increasing the drive to generate ideas.[177]

Lin and Vartanian model

[edit]

In 2018, Lin and Vartanian proposed a neuroeconomic framework that precisely describes norepinephrine's role in creativity and modulating large-scale brain networks associated with creativity.[76] This framework describes how neural activity in different brain regions and networks, such as the default mode network, track utility or subjective values of ideas.

Economics

[edit]

Economic approaches to creativity have focused on three aspects – the impact of creativity on economic growth, methods of modeling markets for creativity, and the maximization of economic creativity (innovation).[178][179]

In the early 20th century, Joseph Schumpeter introduced the economic theory of creative destruction to describe the way in which old ways of doing things are destroyed and replaced by the new. Some economists (such as Paul Romer) view creativity as an important element in the recombination of elements to produce new technologies and products and, consequently, economic growth. Creativity leads to capital, and creative products are protected by intellectual property laws.

Mark A. Runco and Daniel Rubenson have tried to describe a "psychoeconomic" model of creativity.[180] In such a model, creativity is the product of endowments and active investments in creativity; the costs and benefits of bringing creative activity to market determine the supply of creativity. Such an approach has been criticized for its view of creativity consumption as always having positive utility, and for the way it prematurely analyzes the value of future innovations.[181]

In his 2002 book, The Rise of the Creative Class, economist Richard Florida popularized the notion that regions with "3 T's of economic development: Technology, Talent, and Tolerance" also have high concentrations of creative professionals and tend to have a higher level of economic development.[182]

Sociology

[edit]

Creativity research for most of the twentieth century was dominated by psychology and business studies, with little work done in sociology. Since the turn of the millennium, there has been more attention paid by sociological researchers,[183][184] but sociology has yet to establish creativity as a specific research field, with reviews of sociological research into creativity a rarity in high-impact literature.[185]

While psychology has tended to focus on the individual as the locus of creativity, sociological research is directed more at the structures and context within which creative activity takes place, primarily based in sociology of culture, which finds its roots in the works of Marx, Durkheim, and Weber. This has meant a focus on the cultural and creative industries as sociological phenomena. Such research has covered a variety of areas, including the economics and production of culture, the role of creative industries in development, and the rise of the "creative class".[186]

Education

[edit]

For those who view the conventional system of schooling as stifling creativity, an emphasis is made (particularly in the preschool/kindergarten and early school years) to provide a creativity-friendly, rich, imagination-fostering environment for young children.[187][188][189] Researchers have seen this as important because technology is advancing at an unprecedented rate and creative problem-solving will be needed to cope with these challenges as they arise.[189] In addition to helping with problem solving, creativity also helps students identify problems where others have failed to do so.[187][188][190] The Waldorf School is an example of an education program that promotes creative thought.

Promoting intrinsic motivation and problem solving are two areas where educators can foster creativity in students. Students are more creative when they see a task as intrinsically motivating, valued for its own sake.[188][189][191][192] To promote creative thinking, educators need to identify what motivates their students and to structure teaching around it. Providing students with a choice of activities allows them to become more intrinsically motivated and therefore creative in completing the tasks.[187][193]

Teaching students to solve problems that do not have well-defined answers is another way to foster their creativity. This is accomplished by allowing students to explore problems and redefine them, possibly drawing on knowledge that at first may seem unrelated to the problem in order to solve it.[187][188][189][191] In adults, mentoring individuals is another way to foster their creativity.[194] However, the benefits of mentoring creativity apply only to creative contributions considered great in a given field, not to everyday creative expression.[195]

Musical creativity is a gateway to the flow state, which is conducive to spontaneity, improvisation, and creativity. Studies show that it is beneficial to emphasize students' creative side and integrate more creativity into their curriculums, with a notable strategy being through music.[196] One reason for this is that students are able to express themselves through musical improvisation in a way that taps into higher order brain regions, while connecting with their peers and allowing them to go beyond typical pattern generation.[197] In this sense, improvisation is a form of self-expression that can generate connectivity between peers and surpass the age-old rudimentary aspects of school.

Scotland

[edit]

In the Scottish education system, creativity is identified as a core skillset for learning, life, and work, and is defined as "a process which generates ideas that have value to the individual. It involves looking at familiar things with a fresh eye, examining problems with an open mind, making connections, learning from mistakes, and using imagination to explore new possibilities."[198] The need to develop a shared language and understanding of creativity and its role across every aspect of learning, teaching, and continuous improvement was identified as a necessary aim;[199] and a set of four skills is used to allow educators to discuss and develop creativity across all subjects and sectors of education – curiosity, open-mindedness, imagination, and problem solving.[200] Distinctions are made between creative learning (when learners are using their creativity skills), creative teaching (when educators are using their own creativity skills), and creative change (when creativity skills are applied to planning and improvement). Scotland's national Creative Learning Plan[201] supports the development of creativity skills in all learners and of educators' expertise in developing creativity skills. A range of resources has been created to support and assess this, including a national review of creativity learning by Her Majesty's Inspectorate for Education.[198]

China

[edit]

China recognizes that creativity is crucial for national security, social development, and generally benefitting the people. Measures have been proposed to enhance creative ability in the country.[202]

European Union

[edit]

The European Union sees creativity as important for the development of basic skills, and has declared 2009 the Year of Creativity and Innovation. Countries such as France, Germany, Italy, and Spain have made the encouragement of creativity a part of their educational and economic policies.[203]

Organizational creativity

[edit]
Training meeting in an eco-design stainless steel company in Brazil. The leaders, among other things, wish to cheer and encourage the workers in order to achieve a higher level of creativity.

Various research studies set out to establish that organizational effectiveness depends to a large extent on the creativity of the workforce. For any given organization, measures of effectiveness vary, depending upon the organization's mission, environmental context, nature of work, the product or service it produces, and customer demands. Thus, the first step in evaluating organizational effectiveness is to understand the organization itself – how it functions, how it is structured, and what it emphasizes.[citation needed]

Similarly, social psychologists, organizational scientists, and management scientists (who research factors that influence creativity and innovation in teams and organizations) have developed integrative theoretical models that emphasize the elements of team composition, team processes, and organizational culture. These theoretical models also emphasize the mutually reinforcing relationships between those elements in promoting innovation.[204][205][206][207]

Research studies of the knowledge economy may be classified into three levels: macro, meso, and micro. Macro studies are at a societal or transnational level. Meso studies focus on organizations. Micro investigations center on the working of workers. There is also an interdisciplinary dimension when researching business,[208] economics,[209] education,[210] human resource management,[211] knowledge and organizational management,[212] sociology, psychology, knowledge economy-related sectors – especially software,[213] and advertising.[214]

Organizational culture

[edit]

Supportive and motivational environments that create psychological safety, encourage risk-taking, and tolerate mistakes increase team creativity.[204][205][206][207] Organizations in which help-seeking, help-giving, and collaboration are rewarded promote innovation by providing opportunities and contexts in which team processes that lead to collective creativity can occur.[215] Additionally, leadership styles that downplay hierarchies or power differences within an organization, and empower people to speak up about their ideas or opinions, also help to create cultures that are conducive to creativity.[204][205][206][207]

Team composition

[edit]

The diversity of team members' backgrounds and knowledge can increase team creativity by expanding the collection of unique information that is available to the team and by introducing different perspectives that can be integrated in novel ways. The Millennium Conferences on Creativity, a two-year-long Canadian review of the subject, for example, advocated for new linkages between the arts and science communities and targeted funding for multidisciplinary research.[216] However, under some conditions, diversity can also decrease team creativity by making it more difficult for team members to communicate about ideas and causing interpersonal conflicts between those with different perspectives.[217] Thus, the potential advantages of diversity must be supported by appropriate team processes and organizational cultures in order to enhance creativity.[204][205][206][207][218][219]

Team processes

[edit]

Team communication norms, such as respecting others' expertise, paying attention to others' ideas, expecting information sharing, tolerating disagreements, negotiating, remaining open to others' ideas, learning from others, and building on each other's ideas, increase team creativity by facilitating the social processes involved with brainstorming and problem solving. Through these processes, team members can access their collective pool of knowledge, reach shared understandings, identify new ways of understanding problems or tasks, and make new connections between ideas. Engaging in these social processes also promotes positive team affect, which facilitates collective creativity.[204][206][207][218]

Constraints

[edit]

There is a long-standing debate on how material constraints (e.g., lack of money, materials, or equipment) affect creativity. In psychological and managerial research, there are two competing views. In one view, scholars propose a negative effect of material constraints on innovation and claim that material constraints starve creativity.[220] Proponents argue that adequate material resources are needed to engage in creative activities such as experimenting with new solutions and idea exploration.[220] In an opposing view, scholars assert that people tend to stick to established routines or solutions as long as they are not forced to deviate from them by constraints.[221] For example, material constraints facilitated the development of jet engines in World War II.[222]

To reconcile these competing views, contingency models were proposed.[223][224][225] The rationale behind these models is that certain contingency factors (e.g., creativity climate or creativity-relevant skills) influence the relationship between constraints and creativity.[223] These contingency factors reflect the need for higher levels of motivation and skills when working on creative tasks under constraints.[223] Depending on these contingency factors, there is either a positive or negative relationship between constraints and creativity.[223][224]

Fostering creativity

[edit]

Several researchers have proposed methods of increasing a person's creativity. Such ideas range from the psychological-cognitive—such as the Osborn-Parnes Creative Problem Solving Process, Synectics, science-based creative thinking, Purdue Creative Thinking Program, and Edward de Bono's lateral thinking—to the highly structured—such as TRIZ (the Theory of Inventive Problem-Solving) and its variant Algorithm of Inventive Problem Solving (developed by the Russian scientist Genrich Altshuller), and Computer-Aided morphological analysis.[original research?]

An empirical synthesis, of which methods work best in enhancing creativity, was published by Haase et al.[226] Summarising the results of 84 studies, the authors found that complex training courses, meditation, and cultural exposure were most effective in enhancing creativity, while the use of cognitive-manipulation drugs was noneffective.[226]

Need for closure

[edit]

Experiments suggest the need for closure of task participants, whether as a reflection of personality or induced (through time pressure), negatively impacts creativity.[227] Accordingly, it has been suggested that reading fiction, which can reduce the cognitive need for closure, may encourage creativity.[228]

Malevolent creativity

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"Malevolent creativity" is the "dark side" of creativity.[229][230] This type of creativity is not typically accepted within society and is defined by the intention to cause harm to others through original and innovative means. While it is often associated with criminal behavior, it can also be observed in ordinary day-to-day life as lying, cheating, and betrayal.[231]

Malevolent creativity should be distinguished from negative creativity in that negative creativity may unintentionally cause harm to others, whereas malevolent creativity is malevolently motivated.

Crime

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Malevolent creativity is a key contributor to crime and in its most destructive form can even manifest as terrorism. As creativity requires deviating from the conventional, there is permanent tension between being creative and going too far—in some cases to the point of breaking the law. Aggression is a key predictor of malevolent creativity, and increased levels of aggression correlate with a higher likelihood of committing crime.[232]

Predictive factors

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Although everyone shows some levels of malevolent creativity under certain conditions, those that have a higher propensity towards it have increased tendencies to deceive and manipulate others for their own gain. While malevolent creativity appears to dramatically increase when an individual is treated unfairly, personality, particularly aggressiveness, is also a key predictor in anticipating levels of malevolent thinking. Researchers Harris and Reiter-Palmon investigated the role of aggression in levels of malevolent creativity, in particular levels of implicit aggression and the tendency to employ aggressive actions in response to problem solving. The personality traits of physical aggression, conscientiousness, emotional intelligence, and implicit aggression all seem to be related[how?] with malevolent creativity.[230] Harris and Reiter-Palmon's research showed that when subjects were presented with a problem that designed to trigger malevolent creativity, participants high in implicit aggression and low in premeditation expressed the largest number of malevolently themed solutions. When presented with the more benign problem designed to trigger prosocial motives of helping others and cooperating, those high in implicit aggression, even if they tended to be highly impulsive, were far less destructive in their imagined solutions. The researchers concluded premeditation, more than implicit aggression, controlled an individual's expression of malevolent creativity.[233]

The current measure for malevolent creativity is the 13-item Malevolent Creativity Behaviour Scale (MCBS).[231]

Academic journals

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See also

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References

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Further reading

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Creativity is the capacity to produce ideas, behaviors, or artifacts that are both original (novel) and effective (useful or valuable) in a given context. This standard definition in psychological research emphasizes novelty as deviation from the conventional and effectiveness as appropriateness to the task or situation. Creativity manifests across domains such as art, science, business, and everyday problem-solving, often involving the recombination of existing knowledge in innovative ways. The systematic study of creativity in psychology began in the mid-20th century, with J. P. Guilford's 1950 presidential address to the highlighting the neglect of creativity research and calling for its integration into the structure-of-intellect model, which distinguishes (leading to single solutions) from (generating multiple ideas). In 1961, Mel Rhodes proposed the influential 4Ps framework to conceptualize creativity as an interaction among the person (individual traits and motivations), process (cognitive operations like ideation and evaluation), product (tangible outcomes assessed for novelty and utility), and press (environmental influences such as cultural norms and resources). This systems approach has shaped much subsequent research, underscoring that creativity emerges from dynamic interplay rather than isolated genius. Contemporary research integrates , , and social factors, revealing creativity as supported by brain networks coordinating executive control (for focused idea refinement) and the (for spontaneous associations during ). Personality traits like strongly predict creative achievement, while environmental factors such as diverse teams and reduced time pressure enhance creative output. At individual and societal levels, creativity fosters personal , , and adaptive problem-solving, with studies showing increased activity in the frontopolar cortex during creative tasks. Ongoing challenges include developing reliable measures beyond tests and addressing cultural biases in assessing "novelty."

Fundamentals

Etymology

The English word "creativity" traces its origins to the Latin verb creare, meaning "to create," "to make," or "to bring forth." This root evolved through créer (to create), entering as the verb "create" by the late , initially denoting the act of producing or causing something to exist. The noun form "creativity," referring to the or faculty of being creative, first appeared in English in 1859, building on earlier related terms like "creativeness" from 1800. During the , the semantic scope of creation shifted from an exclusively divine attribute—reserved for God's act of bringing the world into being—to a human capacity for invention and expression, reflecting emerging humanist ideals. Figures like Francesco Petrarch (1304–1374) exemplified this transition by championing the individual's intellectual and creative potential as a divine to be actively cultivated through study of classical texts, thereby laying foundational ideas for recognizing agency in artistic and intellectual endeavors. In the , Romantic thinkers further popularized the concept, emphasizing as a core element of human originality. , in his 1817 work , delineated the "secondary imagination" as a creative power that actively shapes perception and invention, coining phrases like "creative imagination" to describe this faculty and influencing its broader adoption in literary discourse. The term's modern broadening occurred in the mid-20th century, extending "creativity" beyond elite genius to everyday innovative potential. This shift was catalyzed by psychologist J.P. Guilford's 1950 presidential address to the , titled "Creativity," where he urged systematic study of creative abilities as inherent human traits deserving psychological investigation to foster societal progress.

Definition

Creativity is fundamentally understood as the interaction among the person (individual traits and motivations, or ), process (cognitive operations), product (tangible outcomes), and press (environmental influences) within a given social context. This framework, proposed by Mel Rhodes in , emphasizes that creativity emerges from the dynamic interplay of these elements rather than any single factor, highlighting its multifaceted nature. Central to this definition are two primary components: novelty, referring to or from existing patterns, and appropriateness, which encompasses usefulness, to a purpose, or value in solving problems. Additional elements, such as surprise or non-obviousness, are sometimes incorporated to underscore the unexpected quality of creative outputs, distinguishing them from routine innovations. These components ensure that creativity is not merely eccentric but contributes meaningfully to human endeavors. Debates in defining creativity often center on objective versus subjective interpretations, particularly regarding novelty's relativity across cultures—what may be original in one context could be conventional in another, raising issues of . Process-oriented perspectives prioritize the internal mental acts, such as and idea generation, as the essence of creativity, while product-oriented views focus on the tangible outcomes and their judged worth. The etymological roots of creativity, from the Latin creare meaning "to make or bring forth," underscore this tension between generative processes and resultant creations. Defining creativity also faces challenges in excluding destructive applications, where novel ideas serve harmful ends, as traditional criteria of usefulness imply positive value; such cases, known as malevolent creativity, test the boundaries of inclusivity. Furthermore, while creativity draws on to envision possibilities, it differs from mere by demanding transformation beyond replication of familiar forms.

Historical Development

Ancient and Renaissance Perspectives

The earliest known developments in writing systems, which profoundly influenced human creativity, emerged in ancient Mesopotamia around 3200 BCE with the invention of cuneiform script by the Sumerians. This innovation, driven by the need for administrative record-keeping in burgeoning urban societies, allowed for the documentation of transactions, laws, and myths, fundamentally changing human lives by enabling the preservation and transmission of knowledge across generations and cultures. As cuneiform spread to regions like Akkad and beyond, it expanded intellectual horizons by facilitating cross-cultural exchanges, elevated cognition through the codification of complex ideas, and supported more effective societal actions such as governance and trade. This creative breakthrough, rooted in practical social necessities rather than divine inspiration alone, laid the groundwork for later literary and philosophical traditions. In , creativity was often conceptualized through the lens of poetic and artistic production, with contrasting views on its origins. , in his Ion (c. 380 BCE), portrayed poetic creativity as rather than human , likening the to a magnetic chain where the Muse imparts enthusiasm (enthousiasmos) to the artist, who then transmits it to interpreters and audiences without rational control or technical knowledge. This emphasis on as of divine forms underscored creativity's irrational, god-given nature, distinct from deliberate craftsmanship. In contrast, in his (c. 335 BCE) reframed creativity as , a systematic or craft involving rational of human actions to achieve universal truths, elevating and as disciplined practices akin to other productive arts rather than mere divine possession. Roman thinkers adapted these Greek ideas, integrating them into rhetorical and oratorical contexts. , in (55 BCE), highlighted ingenium—natural talent or innate genius—as the foundational element of creative eloquence, arguing that while training and practice refine it, true oratorical creativity stems from an inborn disposition that enables and adaptation beyond mere rules. This view bridged Plato's inspiration with Aristotle's craft, positing ingenium as a vital spark that, when cultivated, produces persuasive and original , influencing later conceptions of artistic . During the medieval period, Christian theology synthesized classical perspectives with biblical doctrine, particularly through . In (1265–1274), Aquinas reconciled Aristotelian —human making from pre-existing matter—with the divine , the unique creating the from nothing, positioning human creativity as a participatory imitation of this divine exemplar while remaining subordinate to it. This framework portrayed artists and artisans as secondary creators, employing skill to reflect eternal forms within the limits of finite materials, thus subordinating human ingenuity to theological order. The Renaissance marked a pivotal shift toward humanism, reviving classical notions of individual genius and elevating human agency in creation. A key example of Renaissance creativity transforming human lives was Johannes Gutenberg's invention of the movable-type printing press around 1440, which democratized knowledge by enabling mass production of books, thereby expanding educational horizons, enhancing cognitive access to diverse ideas, and facilitating more effective actions in areas like the Protestant Reformation and scientific inquiry. This innovation, spurred by Europe's growing demand for texts amid economic and intellectual revival, exemplified how cultural shifts toward individualism and technological experimentation drove societal change. Marsilio Ficino, in his De Amore (1484), a commentary on Plato's Symposium, reinterpreted Platonic inspiration as a "love of creation" (amor dei intellectualis), where divine beauty inspires human souls to generate art and knowledge through intellectual ascent, blending erotic and creative impulses into a celebration of personal ingenuity. Complementing this, Giorgio Vasari's Lives of the Most Excellent Painters, Sculptors, and Architects (1550) chronicled artists as heroic figures whose creativity arose from imitating nature and ancient masters, yet transcending them through original invention, thus framing Renaissance art as a triumphant, individualized emulation of divine and classical ideals.

Enlightenment to 19th Century Views

During the Enlightenment, conceptions of creativity shifted from divine inspiration toward empirical and rational foundations, emphasizing the mind's capacity to form novel associations through experience. John Locke's , articulated in his Essay Concerning Human Understanding (1690), posited the mind as a —a blank slate at birth, devoid of innate ideas and filled solely through sensory impressions and reflection. Locke argued that all knowledge derives from simple ideas acquired via sensation and internal operations, which the mind then repeats, compares, and unites to produce complex ideas, enabling an "almost infinite variety" of novel combinations. This associative process implied creativity not as a gift but as a learned faculty of linking disparate ideas, laying groundwork for later psychological views while contrasting with humanism's focus on classical imitation. In the 18th century, aesthetic theories further elevated individual genius as an innate yet rule-transcending force. Joseph Addison, in his essays for The Spectator (1711), distinguished "great genius" as the power of invention and originality, surpassing mere judgment or adherence to rules; he praised works born of bold, unbridled imagination, even if imperfect, over those rigidly following artistic conventions. Immanuel Kant advanced this in his Critique of Judgment (1790), defining genius as the "innate mental disposition (ingenium) through which nature gives the rule to art," an exemplary productivity that originates rules rather than slavishly following them, particularly in fine arts like poetry where talent produces the inexpressible. For Kant, this rule-breaking originality distinguished aesthetic creation from mechanical skill, marking a secular turn toward genius as an autonomous, productive capacity inherent to exceptional individuals. The Romantic era intensified this emphasis on imagination as the core of creative power, viewing it as a transformative, emotional force bridging human experience and the infinite. In the preface to (1798), described as the "spontaneous overflow of powerful feelings" recollected in tranquility, rooted in the 's ability to evoke profound insights from ordinary life and , thereby renewing and . , in (1817), elaborated this by distinguishing primary as the living of and secondary as the artistic faculty that dissolves, diffuses, and recreates sensory elements into unified wholes, far superior to mere fancy's decorative aggregation. positioned as the "esemplastic" (shaping into one) power of , essential for creative synthesis and organic form in literature, reflecting Romanticism's valorization of subjective emotion over Enlightenment rationality. By the 19th century, creativity began institutionalizing within psychological and hereditarian frameworks, blending empirical analysis with emerging scientific biases. Alexander Bain's The Senses and the Intellect (1855) provided a systematic psychological dissection, framing creative thought as advanced association of ideas—where intellect voluntarily combines sensory-derived elements into novel relations, such as metaphors or inventions, distinguishing it from involuntary habits. Bain emphasized creativity's roots in intellectual economy and volition, influencing later associationist psychologies without invoking mysticism. Concurrently, Francis Galton's Hereditary Genius (1869) quantified creativity as an inherited trait, analyzing eminent figures' lineages to argue that exceptional ability, including inventive genius, follows statistical laws of regression toward the mean, thereby linking it to eugenic principles of selective breeding for societal advancement. Galton's work marked creativity's transition into measurable, biological domain, foreshadowing 20th-century debates on nature versus nurture.

20th Century and Modern Evolution

In the early , Gestalt psychologists advanced the understanding of creativity through insights into problem-solving breakthroughs, emphasizing holistic perception over fragmented analysis. Max Wertheimer's 1945 book Productive Thinking exemplified this approach by illustrating how creative insights arise from restructuring problems to reveal underlying patterns, as seen in examples like ' Eureka moment or Galileo's observations, contrasting reproductive thinking with genuine discovery. This work laid foundational ideas for viewing creativity as an active, perceptual reorganization rather than mere association, influencing subsequent . Following , creativity research experienced a significant boom, driven by efforts to measure and cultivate innovative thinking amid societal demands for technological advancement. J.P. Guilford's 1950 presidential address to the introduced the structure-of-intellect model, which differentiated —focused on single correct solutions—from divergent production, essential for generating multiple ideas in creative tasks. Guilford's framework, encompassing over 180 intellectual abilities, highlighted creativity as a distinct cognitive domain, prompting the development of tests like the Alternative Uses Task to assess fluency, flexibility, and originality, and establishing creativity as a measurable psychological construct separate from general . The of the 1960s through 1980s further formalized creativity within , building on earlier models with empirical expansions. Graham Wallas's 1926 stages of preparation, incubation, illumination, and verification, outlined in The Art of Thought, gained renewed traction through studies validating these phases in creative , such as problem-solving experiments showing deferred solutions after incubation periods. Complementing this, Teresa Amabile's 1983 componential theory integrated individual and environmental factors, positing that creativity emerges from domain-relevant skills (expertise in a field), creativity-relevant processes (flexible thinking styles), and intrinsic task motivation, with social contexts like supportive workplaces enhancing or undermining output. These models shifted focus from innate traits to trainable processes, informing educational and organizational interventions. In the late 20th and early 21st centuries, systems-oriented theories expanded creativity beyond the individual, while provided biological underpinnings. Mihaly Csikszentmihalyi's 1996 systems perspective in Creativity: Flow and the Psychology of Discovery and Invention framed creativity as an interaction among the person, domain (cultural knowledge), and field (gatekeepers), with the optimal "flow" state—characterized by deep immersion and intrinsic enjoyment—facilitating peak creative performance, as evidenced in interviews with eminent creators like artists and scientists. Post-2000, advancements integrated these ideas, with functional MRI (fMRI) studies revealing distributed brain networks, such as the for idea generation and executive control regions for evaluation, during tasks like or improvisational music, confirming creativity's reliance on dynamic connectivity rather than isolated brain areas. This interdisciplinary synthesis has solidified creativity as a multifaceted phenomenon amenable to empirical investigation across , , and .

Cross-Cultural Perspectives

In Eastern traditions, creativity is often framed through aesthetic and philosophical lenses that emphasize harmony with natural and moral orders rather than individual genius. In Chinese thought, the concept of wenqi (literary or spirit) represents a vital creative force that infuses writing and art with ethical depth and structural elegance, drawing from Confucian principles of moral cultivation in classical Chinese philosophy. This wenqi operates as a dynamic energy linking human expression to cosmic patterns, prioritizing balanced innovation rooted in classical scholarship over radical novelty. Similarly, in during the (1336–1573 CE), the aesthetic emerged as a Zen-influenced approach to creativity, celebrating imperfection, transience, and simplicity in arts like tea ceremony and ceramics, which fostered innovative adaptations of traditional forms to evoke humble beauty. Indigenous perspectives on creativity highlight communal processes that integrate spiritual, social, and environmental elements, viewing creation as a collective act of renewal rather than solitary invention. Among Native American groups, such as the Navajo (Diné), sand paintings serve as ephemeral communal artworks created during healing ceremonies by medicine people, symbolizing harmony with the universe and involving community participation to invoke healing powers through shared ritual knowledge. In African contexts, the philosophy of ubuntu—emphasizing interconnected humanity ("I am because we are")—underpins collective creativity in griot storytelling traditions, where oral historians and performers collaboratively weave historical, moral, and innovative narratives to preserve and evolve community identity across West African societies. This practice, emerging from social needs for cultural continuity amid migrations and colonial disruptions, has changed human lives by expanding communal horizons through shared knowledge, elevating collective cognition via adaptive storytelling that incorporates new experiences, and enabling more effective actions in conflict resolution and social cohesion. For instance, griots in Mali have historically documented empires like the Mali Empire (13th–16th centuries), influencing regional governance and identity formation. During the , creativity balanced reverence for inherited knowledge with original contributions, particularly in scholarly and medical domains. , in his seminal (completed in 1025 CE), exemplified this by synthesizing Greek and sources through imitation of established paradigms while introducing novel empirical observations and theoretical refinements, such as in and clinical diagnostics, thereby advancing medical innovation within an Islamic framework of ethical inquiry. In contemporary Middle Eastern contexts, this tension persists, with cultural policies navigating tradition and modernity; for instance, initiatives in promote like and media by fusing heritage motifs with digital innovation, as seen in works by artists such as Noura Bin Saidan, supporting cultural development. Global contrasts in creativity often align with cultural dimensions like versus collectivism, as outlined in Hofstede's framework (1980), where individualist societies (e.g., the ) tend to score higher on metrics of personal and patent outputs due to emphasis on autonomy, while collectivist ones (e.g., , ) excel in collaborative creativity but may constrain through group conformity. UNESCO's 2009 Framework for Cultural Statistics underscores the role of in , advocating for policies that protect and promote varied expressions across societies to enhance global , as seen in its classification of sectors like arts and media that thrive on intercultural exchange.

Theoretical Classifications

Four C Model

The Four C Model of Creativity, proposed by James C. Kaufman and Ronald A. Beghetto in 2009, expands upon the traditional Big-C/little-c by introducing a developmental framework that classifies creative contributions across four levels of sophistication and novelty, ranging from personal insights to paradigm-shifting achievements. This model emphasizes creativity as a spectrum rather than a binary, highlighting how individuals progress through stages of creative potential, with implications for recognizing and nurturing talent at each level. At the foundational level, mini-c creativity refers to the novel and personally meaningful interpretations or products that emerge during the learning process, often unrecognized by others but essential for individual growth. For instance, a young child might invent a story about becoming a "mushroom princess," representing a new understanding of familiar concepts that advances their . This type of creativity is intrapersonal and tied to the act of learning itself, serving as an entry point for creative potential in . Little-c creativity builds on mini-c by involving everyday innovations that hold value within a local or immediate context, typically produced by amateurs or hobbyists without professional intent. An example is a member creatively arranging photos in a way that surprises and delights their household, demonstrating accessible creativity that enriches daily life but does not seek broader recognition. Unlike mini-c, little-c outputs are often shared and appreciated by a small , fostering social connections through modest novelty. Advancing to Pro-c creativity, this level encompasses professional expertise that requires extensive training and deliberate effort, yielding work of high quality with domain-specific impact, though short of historical eminence. A published who crafts intricate narratives for a commercial audience exemplifies Pro-c, as their creations demonstrate mastery honed through years of practice and revision. This stage bridges amateur efforts and elite accomplishments, underscoring the role of sustained in achieving recognized proficiency. At the pinnacle, Big-C creativity denotes eminent, transformative contributions that reshape fields or , enduring through historical validation. Albert Einstein's illustrates Big-C, as it revolutionized physics and continues to influence scientific paradigms long after its inception. Such achievements are rare, often requiring not only but also widespread acceptance over time. The model posits a developmental progression among these levels, where mini-c can evolve into little-c through sharing and refinement, potentially leading to Pro-c via professional training, and exceptionally to Big-C with cultural impact—though not all individuals follow this linear path, and transitions may involve gradations rather than strict boundaries. This framework distinguishes creativity by its scope and recognition, promoting educational practices that safeguard early mini-c sparks to support broader creative trajectories without overemphasizing only eminent outcomes.

Four P's Framework

The Four P's Framework, introduced by Mel Rhodes in his 1961 analysis, offers a multidimensional approach to studying creativity by distinguishing four key components: the person, the process, the product, and (environment). This model emphasizes that creativity emerges not from isolated factors but from their dynamic interplay, providing a foundational structure for research that integrates psychological, cognitive, and contextual elements. The person component examines the individual attributes that enable creative expression, including intellectual abilities, personality traits, and motivational factors. Creative persons often display traits such as , which correlates strongly with the generation of novel ideas (r ≈ 0.30 across studies), and persistence, reflecting sustained effort despite setbacks. For instance, E. Paul Torrance's measures of ideational fluency quantify a person's capacity to produce numerous relevant ideas quickly, serving as a benchmark for abilities in creative individuals. These traits, while varying in intensity, underscore the role of personal disposition in fostering creativity. The process component refers to the internal mental operations involved in creative activity, spanning stages from initial ideation and problem identification to evaluation and refinement of ideas. Rhodes highlighted how these operations encompass , , learning, and thinking, often linking to broader theories of creative without specifying mechanisms. This perspective views creativity as an active sequence of cognitive steps that transform vague inspirations into coherent outcomes. The product component focuses on the tangible or intangible outputs of creative efforts, evaluated primarily on criteria of (novelty relative to existing works) and (practical value or adaptability). Examples include artistic works, scientific theories, or inventions, where judgments of creativity depend on contextual standards; for instance, the U.S. Patent and Trademark Office has granted over 11 million since 1790 (as of 2024) as quantifiable indicators of innovative products meeting legal thresholds for novelty and usefulness. This emphasis shifts analysis from subjective intent to objective assessments of results. The press component addresses external environmental influences, including social, cultural, and situational factors that either facilitate or constrain creative expression. Cultural norms, for example, can shape what is deemed creative by rewarding certain forms of while suppressing others, as seen in how societal needs drive inventive activity beyond individual . Educational or organizational settings that provide and resources exemplify supportive press, influencing the overall creative . Rhodes' framework posits a holistic among the four P's, where the person's traits interact with the process within a given press to yield products that, in turn, may alter future environments. This dynamic model has informed subsequent by illustrating creativity as an emergent property of reciprocal influences rather than a singular attribute.

Five A's Framework

The Five A's Framework, proposed by Vlad Petre Glăveanu in 2013, reconfigures the traditional Four P's model of creativity (person, process, product, press) into a by introducing five interconnected components: , action, artifact, , and affordances. This extension emphasizes that creativity emerges not from isolated individuals but from dynamic interactions within social and material contexts, shifting the focus from static elements to relational and distributed processes. The replaces the "," highlighting the individual's situated within cultural and historical settings, where personal traits interact with external influences. Action supplants "process," portraying creative activity as purposeful, goal-directed embedded in everyday practices rather than an internal cognitive sequence. Artifact redefines "product" as a tangible or symbolic object shaped by cultural conventions and material constraints, underscoring its as a mediator in social exchange. is the key addition, representing the social evaluators who provide feedback, validation, or rejection, thereby co-constructing the creative outcome through interpretation and response. Finally, affordances transform "press" into the environmental opportunities and constraints that enable or limit actions, from to stress how settings offer possibilities for creative engagement. Central to the framework is the view of creativity as inherently collaborative and iterative, arising from ongoing social interactions rather than solitary genius. For instance, in jazz improvisation, musicians (actors) respond in real-time to each other's actions, producing emergent musical artifacts influenced by the immediate audience's energy and the venue's acoustic affordances, illustrating how creativity unfolds through mutual adaptation and dialogue. This relational dynamic critiques earlier individual-centric models, such as those prioritizing innate traits or internal cognition, by demonstrating that creative value is negotiated socially and contextually, often requiring audience approval to achieve recognition. The framework's applications reveal domain-specific variations in creativity, as different fields feature unique combinations of actors, audiences, and affordances—for example, scientific innovation depends on audiences and tools, while artistic creation involves gallery visitors and media materials. It thus explains why what counts as creative shifts across cultures and disciplines, challenging universal definitions and advocating for situated analyses. Building on sociocultural theories, the model draws from Lev Vygotsky's work in , particularly the , where creative potential expands through scaffolded interactions with others, aligning the audience's role with and cultural mediation.

Creative Process Theories

Incubation and Insight

One of the foundational theories of the creative process is ' four-stage model, outlined in his 1926 book The Art of Thought, which posits that creativity unfolds through distinct yet interconnected phases: , incubation, illumination, and verification. In the stage, individuals consciously gather relevant information, define the problem, and explore possible approaches, building a foundational through deliberate effort. The incubation stage follows, characterized by a shift to unconscious processing where the mind steps away from active problem-solving, allowing subconscious connections to form without direct attention. Illumination then occurs as a sudden "aha" moment of , where the solution emerges vividly into conscious awareness. Finally, verification involves critically evaluating and refining the insight to ensure its viability and applicability. Historical evidence for this model draws from mathematician Henri Poincaré's 1908 essay "Mathematical Creation," where he recounted personal anecdotes of breakthroughs, such as solving a complex Fuchsian function problem after incubation periods during walks or bus rides, illustrating how unconscious work during breaks led to illumination. Modern empirical support comes from a meta-analysis of 117 studies, which found that incubation periods—such as taking breaks from problem-solving—significantly enhance performance on creative tasks, with effect sizes strongest for and problems (Hedges' g = 0.27 overall). These findings indicate that brief diversions, like engaging in unrelated activities, improve solution rates by 20-30% compared to continuous effort in certain insight tasks. The mechanisms underlying incubation involve reduced cognitive load during breaks, which frees mental resources for forming remote associations between disparate ideas, a key component of creative insight. This unconscious processing is facilitated by the brain's default mode network (DMN), a set of regions active during mind-wandering and rest, which supports spontaneous idea integration and has been causally linked to enhanced creative thinking in experimental disruptions of DMN activity. For instance, low-demand tasks during incubation promote the discovery of novel connections by minimizing interference from focused attention. Despite its influence, Wallas' model has limitations, as the stages are not strictly linear and often overlap or iterate in real , with the process varying by task complexity—incubation proving more beneficial for insight-oriented problems than routine ones. This non-linear nature complements approaches like , which emphasize idea generation breadth during preparation.

Divergent Thinking

Divergent thinking, a key cognitive process in creativity, refers to the ability to generate multiple, novel ideas from a single prompt or problem, emphasizing breadth and originality over singular solutions. Introduced by psychologist in his seminal address to the , this concept contrasted with by highlighting the importance of exploring diverse possibilities to foster . Guilford positioned divergent thinking as central to creative potential, arguing that it underpins the production of varied responses in intellectual tasks, thereby addressing a historical neglect of creativity in . The core components of , as outlined by Guilford, include four primary dimensions that operationalize this process. measures the quantity of ideas produced, reflecting the sheer volume of responses to a stimulus. Flexibility assesses the ability to shift between different categories or perspectives, enabling idea generation across varied conceptual domains. evaluates the uniqueness and rarity of ideas relative to typical responses, often scored by statistical infrequency. Elaboration involves the capacity to add details or expand upon initial ideas, enhancing their depth and applicability. These components provide a structured framework for assessing how individuals navigate open-ended tasks, distinguishing from more linear cognitive strategies. One of the most widely used instruments to measure is the (TTCT), developed by E. Paul Torrance in 1966 and explicitly building on Guilford's model. The TTCT employs verbal and figural tasks, such as the "unusual uses" exercise where participants brainstorm non-obvious applications for everyday objects like a , to quantify the four components through scoring protocols. Normed across diverse age groups, the TTCT has been administered in educational and research settings to identify creative talent, with figural forms emphasizing visual ideation and verbal forms focusing on linguistic . Empirical studies demonstrate that , as measured by tests like the TTCT, predicts creative achievement in real-world domains, though the relationship is modest and context-dependent. A of over 50 studies found a small to medium (r ≈ 0.20) between divergent thinking scores and self-reported or objective creative accomplishments, such as artistic output or scientific innovations, indicating it as a useful but incomplete predictor. Furthermore, divergent thinking strongly correlates with the Big Five personality trait of , with meta-analytic evidence showing a significant association (r = 0.20), suggesting that individuals high in openness generate more fluent and original ideas due to their receptivity to novel stimuli. Incubation periods, where individuals step away from a problem, can facilitate divergent thinking by allowing associations to emerge. Despite its influence, has faced critiques for overemphasizing quantity at the expense of quality or practicality in creative outcomes. Scholars argue that high scores may reward superficial ideation without ensuring viable innovations, as evidenced by low correlations with expert-rated creative products in some domains. Additionally, cultural biases in scoring and flexibility have been highlighted, with Western-centric norms disadvantaging responses from non-Western participants who prioritize contextual over individualistic novelty, as shown in comparisons of TTCT performance. These limitations underscore the need for culturally sensitive adaptations in assessments to better capture universal creative processes.

Geneplore Model

The Geneplore model is a dual-process framework for understanding creative , positing that creative thinking involves an initial generative phase followed by an exploratory phase, with potential iterations between the two. Developed by Ronald A. Finke, Thomas B. Ward, and Steven M. Smith, the model emphasizes how basic cognitive processes contribute to the production of novel ideas by constructing and refining mental representations. In this approach, creativity emerges from the interplay of loosely structured idea formation and subsequent development, rather than relying solely on or sudden insights. During the generate phase, individuals produce rough, preinventive mental structures—such as , concepts, or associations—through processes like retrieval from , synthesis of elements, and transformation of initial representations. These structures are intentionally vague and flexible to encourage novelty, often without strict adherence to problem constraints at the outset. For instance, in experimental tasks involving mental synthesis, participants combine abstract shapes (e.g., blobs or lines) to form potential inventions, demonstrating how associative and synthetic operations yield preliminary ideas. The phase draws on principles by broadening possibilities but structures them loosely to avoid premature . In the explore phase, these preinventive structures are elaborated, interpreted, and tested for viability, involving dual interpretation (applying them to specific problems) and systematic exploration (examining properties like functionality or aesthetics). This refinement transforms abstract forms into concrete, useful outcomes, such as evaluating a synthesized shape for practical applications like a tool or device. The model highlights iterative looping, where unsatisfactory explorations prompt returns to generation for new structures, fostering a dynamic cycle. Knowledge constraints significantly influence both phases, often leading to "structured imagination," where existing categorical knowledge limits originality—for example, when participants inventing extraterrestrial animals default to earthly features like bilateral symmetry or appendages, resulting in fixation errors that hinder truly novel solutions. Empirical evidence for the Geneplore model derives from controlled invention tasks, where participants generate and explore ideas under varying constraints, showing higher creativity when preinventive structures are developed iteratively. In one series of studies, mental synthesis tasks produced viable s (e.g., a "" structure for stacking or a "lantern clamp" for holding lights) rated for and , illustrating the model's applicability to problem-solving while explaining common fixation errors from over-reliance on familiar knowledge. Ward later extended these insights to entrepreneurial contexts, underscoring how the generate-explore cycle aids in overcoming knowledge-based limitations for innovative ideas.

Conceptual Blending and Honing

Conceptual blending theory, developed by Gilles Fauconnier and Mark Turner, posits that creativity emerges from the integration of distinct mental spaces—temporary conceptual structures—to form novel ideas with emergent properties. In this process, multiple input spaces, connected by vital relations such as cause-effect or , project partial structures into a blended space, where compression of these relations yields simplified, insightful understandings useful for and action. For instance, the concept of "" arises from blending the mental space of physical letters, involving writing, addressing, and mailing, with the space of , featuring instant transmission and electronic signaling, resulting in a compressed hybrid that enables rapid, written digital communication. This theory, detailed in Fauconnier and Turner's 2002 book The Way We Think: Conceptual Blending and the Mind's Hidden Complexities, applies broadly to by explaining how blends produce global insights beyond mere . In metaphors, blending integrates disparate domains; for example, "time is " compresses temporal progression with economic value, yielding emergent inferences like "wasting time" equating to financial loss. Similarly, inventions often result from such integrations, as seen in historical innovations where everyday objects blend with technological principles to form practical novelties. Honing, or bisociation as articulated by in his 1964 work , describes creativity as the collision of two habitually incompatible frames of reference, generating tension that resolves into humor, artistic insight, or scientific discovery. Koestler defined bisociation as perceiving a situation simultaneously in two self-consistent but mutually exclusive matrices, triggering an unconscious perceptual leap that uncovers novel connections. A classic example is the , where a single word like "" evokes both a and a , creating humorous insight through the abrupt frame shift. Koestler viewed this as an evolutionary mechanism, refining hierarchical knowledge structures by introducing originality at higher cognitive levels, applicable to art's emotive juxtapositions and science's synthetic breakthroughs. Empirical support for conceptual blending has emerged from studies in the 2000s, demonstrating its role in online meaning construction during comprehension and . These investigations, building on Fauconnier and Turner's framework, show blending facilitates metaphors and understanding through neural and behavioral of integrated processing. While both theories address frame integration in creativity, conceptual blending emphasizes constructive, multi-space synthesis with emergent compression, whereas bisociation highlights the initial collision and tension resolution between disparate matrices.

Dialectical and Neuroeconomic Theories

The dialectical theory of creativity posits that creative processes emerge from the tension between opposing forces, such as structured and unconstrained , ultimately resolving through synthesis to produce novel outcomes. Inspired by Hegelian dialectics, this framework views creativity as a dynamic interplay where imposes constraints that channel imaginative , preventing chaos while fostering ; the creative act occurs in the synthesis phase, balancing . Developed by Rainer M. Holm-Hadulla and colleagues, the theory integrates neurobiological evidence of hemispheric interactions—left-brain logic versus right-brain —with psychological and cultural dimensions, emphasizing how this oppositional dynamic drives adaptive problem-solving. In parallel, neuroeconomic theories frame creativity as a form of value-based under , where individuals weigh the risks and rewards of novel ideas against familiar ones in an -exploitation . This model, articulated by Hause Lin and Vartanian, draws on to describe how the brain evaluates creative options through subjective utility computations, with signaling the anticipated value of exploratory risks and rewarding novelty-seeking behaviors. A 2012 theoretical model proposes that activation modulates to balance exploitation of known strategies with exploration of uncertain but potentially innovative paths, linking creativity to economic-like choice mechanisms. Both theories converge on the need for adaptive balance in creative : the dialectical synthesis mirrors the neuroeconomic optimization of value under , promoting resilience in uncertain environments. Applications extend to therapeutic interventions, where dialectical approaches enhance emotional in creative expression, and to contexts, informing decision frameworks for R&D teams navigating . Longitudinal from art students supports this, revealing progressive growth in integrative creative processes over a semester, as measured by increased and in visual tasks, indicative of maturing dialectical tensions between constraint and .

Computational and Behaviorist Approaches

Computational approaches to creativity seek to model creative processes through algorithmic mechanisms, emphasizing how computers can generate novel outputs by manipulating rules and structures. , in her seminal work, delineates three primary types of computational creativity: combinational, which involves novel combinations of existing ideas or elements; exploratory, which generates variations within established conceptual spaces defined by rules; and transformational, which alters or breaks those rules to produce fundamentally new structures. These categories provide a framework for understanding creativity as computationally tractable, where novelty arises from systematic exploration or reconfiguration rather than mystical inspiration. For instance, Harold Cohen's program, developed in the 1970s and refined through the 1980s, exemplifies exploratory creativity by autonomously generating abstract drawings and paintings within predefined stylistic rules, producing thousands of unique artworks exhibited in galleries. Behaviorist perspectives, in contrast, frame creativity as the emergence of novel responses shaped by environmental s rather than internal cognitive processes or innate talent. argued that creative acts, such as problem-solving or artistic , result from , where initially random or variable behaviors are selectively reinforced, gradually "shaped" toward useful novelty through contingencies like rewards or success feedback. In this view, what appears as is merely the cumulative effect of environmental selection on behavioral variability, as seen in experiments where pigeons or humans produce creative sequences under reinforcement schedules that favor . Critics of computational approaches contend that they fail to account for the intuitive, elements of human creativity, reducing it to explicit rule-following that overlooks and emotional depth. Similarly, behaviorist models are faulted for neglecting cognitive mediation, such as mental representations or , treating creativity as mere stimulus-response chaining without addressing internal thought processes that drive human . Contemporary developments in have extended these ideas through benchmarks evaluating creative outputs, such as aesthetic Turing tests adapted for in the 2020s, where AI-generated images are indistinguishable from human works in blind evaluations, achieving over 50% fooling rates in some studies. These tests build on Boden's typology by assessing combinational and exploratory generation in models like , while highlighting ongoing challenges in transformational creativity.

Assessment Methods

Psychometric Approaches

Psychometric approaches to creativity emerged in the early , initially intertwined with testing. Alfred Binet's work in the 1900s on measuring children's intellectual abilities included assessments of imaginative and ideational processes, viewing creativity as a component of general rather than a distinct construct. This perspective dominated until the mid-20th century, when researchers began to differentiate creativity from associated with IQ tests. A pivotal shift occurred in the 1950s with J.P. Guilford's emphasis on as essential to creativity, highlighted in his 1950 presidential address, which called for psychometric tools to capture productive and adaptive ideation beyond traditional measures. Building on this, E. Paul Torrance developed the (TTCT) in 1966, operationalizing through verbal and figural tasks scored for fluency, flexibility, originality, and elaboration, marking a foundational move toward specialized creativity assessment. Key psychometric tests focus on cognitive processes underlying creativity, such as associative connections and idea generation. The (RAT), introduced by Sarnoff Mednick in 1962, measures the ability to identify a common remote associate linking three seemingly unrelated words, positing that creative ideation stems from forming novel associations across conceptual hierarchies. Similarly, the Alternative Uses Task (AUT), originating from Guilford's research in the 1950s and formalized in his 1967 framework, requires participants to generate non-obvious uses for everyday objects like a , with responses scored for (number of ideas), (statistical rarity among respondents), flexibility (variety of categories), and sometimes elaboration (detail level). These tests, including the TTCT, primarily assess divergent thinking components like and , providing quantifiable proxies for creative potential in controlled settings. Advancements in the and introduced computer-based scoring to enhance efficiency and reduce subjectivity in evaluating open-ended responses. Automated systems employ (NLP) techniques, such as semantic distance metrics, to score originality by comparing response novelty against large corpora of prior ideas, determining rarity through vector embeddings or . For instance, algorithms applied to AUT and TTCT verbal tasks calculate via idea count and originality via inverse frequency in databases, offering advantages like greater objectivity, inter-rater consistency, and scalability for large-scale administration compared to manual coding. These methods have demonstrated correlations with human ratings exceeding 0.70 in validation studies, enabling broader application in educational and research contexts. Recent developments as of 2025 include online platforms like the Creativity Assessment Platform (CAP), which facilitates remote testing and automated scoring of tasks, improving accessibility and integration with environments. Despite their utility, psychometric approaches face significant validity challenges. Tests like the and AUT show low for real-world creative achievements, with longitudinal correlations often below 0.30, as laboratory tasks capture ideation but overlook domain-specific expertise, , and opportunity factors essential for applied creativity. Additionally, cultural biases undermine fairness, as scoring norms derived from Western samples disadvantage non-Western respondents whose associative patterns or idea valuations differ, leading to underestimation of creativity in diverse groups and perpetuating inequities in assessment outcomes. International efforts, such as the (PISA) 2022 creative thinking evaluation, highlight ongoing work to develop more equitable, cross-cultural measures.

Social-Personality Approaches

Social-personality approaches to assessing creativity emphasize the interplay between individual personality traits and social environments, viewing creative potential as shaped by interpersonal dynamics and contextual factors rather than isolated cognitive processes. These methods prioritize external evaluations of behaviors in naturalistic settings, such as workplaces or teams, to capture how traits manifest in real-world interactions. Key frameworks draw from the Big Five personality model, where high is strongly associated with creative tendencies, as individuals scoring high on this trait exhibit greater , curiosity, and willingness to explore novel ideas. Disruptive innovators often display low , reflecting a tendency toward independence and challenge of norms that fosters unconventional thinking. Prominent social models include Teresa Amabile's KEYS: Assessing the Climate for Creativity, a survey instrument that evaluates organizational environments through dimensions like encouragement of creativity, , and pressures, revealing how social climates enhance or hinder creative output. Complementing this, Amabile's Consensual Assessment Technique () involves panels of domain experts rating creative products—such as artworks or inventions—on overall creativity, relying on the consensus of subjective judgments to establish validity without predefined criteria. These approaches underscore the role of social validation in creativity assessment, linking personal traits to collaborative contexts. Assessment methods in this domain often employ interviews to probe real-world creative behaviors and peer nominations, where colleagues identify individuals demonstrating innovative contributions in group settings, emphasizing observable actions over contrived lab tasks. Such techniques highlight extraversion's benefits, as outgoing individuals more effectively share and refine ideas within social networks, amplifying creative impact. Cultural variations further influence trait expression; for instance, collectivist societies may temper high with pressures, altering how drives creativity compared to individualistic cultures. These findings tie briefly to motivational factors, where intrinsic drives interact with social traits to sustain creative persistence.

Self-Reporting Questionnaires

Self-reporting questionnaires in creativity assessment involve individuals reflecting on and rating their own creative experiences, behaviors, achievements, and tendencies, providing subjective insights into personal creativity levels. These tools are particularly valuable for capturing self-perceived creative engagement across various domains, differing from external evaluations by emphasizing data. Common formats include checklists of accomplishments and Likert-scale items that probe aspects such as , , and risk-taking in creative pursuits. One prominent instrument is the Creative Achievement Questionnaire (CAQ), developed by Carson, Peterson, and Higgins in 2005, which consists of a self-report checklist assessing creative accomplishments across 10 domains, including , sciences, and writing, by asking respondents to indicate levels of achievement from none to recognition. Similarly, Gough's Adjective Check List (ACL), originally introduced in 1952 and later adapted with a creative scale in 1979, requires respondents to endorse adjectives from a list of 300 that describe traits associated with creativity, such as "imaginative" or "original," to evaluate creative characteristics. Another key tool is Runco's Creative Activities and Accomplishment Checklist (CAAC), which uses a self-report format to quantify participation in creative activities and resulting accomplishments, often employing Likert-style ratings to measure frequency and quality in areas like everyday problem-solving or artistic endeavors. These questionnaires typically feature Likert-scale items to gauge self-perceptions of creative traits; for instance, respondents might rate statements on ("I often have original ideas") or risk-taking ("I am willing to try unconventional approaches") on a scale from strongly disagree to strongly agree, allowing for nuanced of creative tendencies. Strengths of self-reporting questionnaires include their accessibility for large-scale administration and ability to reveal insights into individuals' self-perception of creativity, which can correlate with motivational factors like creative . However, weaknesses encompass potential biases, such as social desirability, where respondents may over- or under-report to align with perceived expectations, and subjectivity that limits objectivity in measuring actual creative output. Applications of these tools extend to longitudinal tracking of creative development, particularly in educational settings; for example, Beghetto's 2006 creative scale, a brief three-item Likert measure asking students to rate beliefs like "I am good at coming up with new ideas," has been used to monitor changes in adolescents' confidence in their creative abilities over time. Overall, self-reporting questionnaires complement other assessment methods by highlighting subjective dimensions of creativity, though their validity relies on honest to mitigate response biases.

Influencing Factors

Intelligence and Cognitive Abilities

The relationship between creativity and intelligence has been a central debate in psychological research, with several theoretical models proposing varying degrees of overlap, inclusion, or distinction between the two constructs. One prominent perspective views creativity as a subset of intelligence, particularly emphasizing divergent production as a key intellectual operation. In his Structure of Intellect model, J.P. Guilford posited that creativity emerges from divergent thinking abilities, which involve generating multiple solutions to open-ended problems, as opposed to convergent thinking that focuses on single correct answers; this framework integrates creativity within the broader architecture of human intelligence. Similarly, the threshold hypothesis suggests that a minimum level of intelligence, typically an IQ above 120, is necessary for high creativity to manifest, beyond which additional intelligence does not substantially enhance creative output. Research supports that creativity generally requires an IQ of about 120 or higher, but beyond this threshold, higher IQ shows little or no additional correlation with creative or artistic performance. This idea implies that while intelligence facilitates creativity up to a certain point, other factors become more determinative thereafter. However, recent meta-analyses have questioned the existence of a strict threshold, suggesting the relationship may be more linear or context-dependent across different measures of creativity. Overlap models further refine this connection by embedding creative elements within established theories of cognitive abilities. The Cattell-Horn-Carroll (CHC) theory, a hierarchical integration of fluid (Gf) and crystallized (Gc) intelligence factors, incorporates creative —such as ideational fluency and associative fluency—under broad abilities like long-term retrieval (Glr) and fluid reasoning, suggesting that creativity shares cognitive resources with general but operates through specialized fluency mechanisms. This model highlights how fluid intelligence, which involves novel problem-solving, underpins creative ideation without fully encompassing it. In contrast, other frameworks treat creativity and intelligence as distinct constructs. Howard Gardner's proposes eight relatively autonomous forms of intelligence, separating logical-mathematical intelligence (aligned with traditional IQ measures) from more creative-personal domains like intrapersonal, interpersonal, and spatial intelligences, which facilitate original expression and . Likewise, Joseph Renzulli's three-ring conception of giftedness delineates creativity as one of three intersecting but non-identical rings—alongside above-average general ability (a cognitive threshold) and task commitment—required for creative-productive giftedness, positioning it as a coincident but not subsumed element of talent development. Empirical evidence generally supports a low to moderate positive correlation between intelligence and creativity measures, with correlations typically r ≈ 0.15–0.30 overall across meta-analyses, though stronger below the threshold and weaker or absent above it, indicating shared variance but substantial independence. There are no precise, widely agreed-upon statistics quantifying the exact rarity of the combination of high intelligence (e.g., IQ >130–140) and exceptional artistic talent, as artistic talent lacks a standardized, objective measure comparable to IQ. Very high IQ and exceptional artistic talent are largely independent traits above the threshold, making their combination rarer than either trait alone but not quantifiable as a specific percentage or ratio in population studies. Threshold theories suggest that intelligence above ~120 enables high creativity and artistic expression, but further increases do not strongly predict greater artistic talent. Exceptional levels in both (genius IQ + professional artistic achievement) are rarer, as exemplified by historical polymaths, while many individuals exhibit strong ability in both. For instance, a comprehensive meta-analysis of divergent thinking and intelligence studies reported an overall correlation of r = 0.20, with stronger links (up to r = 0.30) for verbal fluency tasks, underscoring that while intelligence provides a foundational scaffold, creativity draws on unique cognitive processes. These findings affirm the threshold effect in many datasets, where correlations weaken above IQ 120, aligning with both subset and distinct models.

Affective and Emotional Influences

Positive affect, such as feelings of or , has been shown to broaden attentional scope, facilitating the generation of diverse ideas and enhancing creative fluency. This broadening effect allows individuals to consider a wider range of associations and possibilities during problem-solving tasks. For instance, experimental studies demonstrate that inducing positive mood through brief exposure to uplifting stimuli increases the number of novel solutions produced in creative tasks. In contrast, negative affect, including states like anxiety or dissatisfaction, can narrow focus and promote persistence in refining ideas, particularly during the phase of . Such moods may direct toward specific details, aiding in the thorough and development of concepts that require sustained effort. indicates that under supportive conditions, like high-quality interpersonal relationships at work, negative affect from job dissatisfaction motivates employees to generate and express creative improvements. The mood-as-input model posits that individuals interpret their moods as signals informing their behavior, where negative moods often indicate a need for change, thereby spurring creative responses to resolve discrepancies. This interpretive process explains why negative moods can enhance creativity when they prompt reevaluation rather than mere discomfort. Experimental evidence from the supports these dynamics; for example, listening to happy music during tasks increased creative output by elevating positive mood and , while certain negative mood inductions via music fostered deeper analytical creativity in subsequent phases. Positive affective states also play a key role in achieving flow, a deeply immersive that amplifies creative through optimal challenge-skill balance and intrinsic . In flow, heightened positive emotions sustain concentration and idea integration, leading to superior creative outcomes across various domains.

Mental Health Considerations

Research has identified associations between creativity and certain conditions, particularly mood disorders, through historiometric analyses of eminent individuals. In a comprehensive study of over 1,000 biographies of eminent figures, Arnold M. Ludwig found significantly higher lifetime rates of in creative professions compared to non-creative ones, with writers exhibiting the highest prevalence at 77% for any mental illness and mood disorders being predominant. Specifically, mood disorders affected approximately 50% of eminent writers, far exceeding rates in fields like or . Bipolar disorder has been particularly linked to creative output, where hypomanic states may enhance creativity by providing elevated energy, rapid idea generation, and , facilitating innovative connections. Kay Redfield Jamison's analysis of artistic temperaments highlights how these milder manic phases correlate with productive periods in writers and artists, though full-blown often impairs focus and execution, leading to disrupted creative processes. The notion of a "mad genius"—implying a direct causal link between severe mental illness and exceptional creativity—has been largely debunked by empirical reviews, which show associations but no of causation. A 2014 examination of the concluded that while mild traits may overlap with creative cognition, severe disorders typically hinder rather than enhance creative achievement. such as resilience can mitigate these risks, enabling creative individuals to navigate challenges more effectively. Other conditions exhibit nuanced relations to creativity; for instance, schizophrenia's characteristic loose associations may parallel the essential for idea generation, though the disorder's disorganization often limits practical output. In contrast, ADHD's can support intense, sustained creative immersion, contributing to novel problem-solving despite attentional challenges.

Personal Traits and Motivation

Certain personal traits are consistently associated with creative individuals, including a high tolerance for and a propensity for risk-taking. Tolerance for ambiguity, first identified in seminal during the , enables individuals to navigate and complexity without distress, fostering the exploration of novel ideas that underpin creative output. Similarly, a propensity for risk-taking, particularly in social and domain-specific contexts, correlates with creative behavior by encouraging the pursuit of unconventional paths despite potential failure or criticism. Among the , is most strongly linked to creativity, reflecting a receptivity to new ideas and experiences that supports innovative thinking. Dedication and deep expertise in a domain are essential for creativity, as they provide the foundational knowledge necessary to generate and refine novel contributions. The concept of deliberate practice, exemplified by the often-cited 10,000-hour rule, posits that sustained, focused effort over approximately 10,000 hours leads to mastery, enabling individuals to recombine existing elements in original ways. This expertise allows creators to identify gaps and opportunities for innovation that novices might overlook. Motivation plays a pivotal role in sustaining the effort required for creativity, with intrinsic motivation—driven by inherent enjoyment and interest—proving more effective than extrinsic motivation, such as rewards or external pressures. Research from the early 1980s established that intrinsic motivation enhances creative performance by promoting deep engagement, whereas extrinsic factors can undermine it by shifting focus to external validation. Complementing this, self-determination theory emphasizes the importance of satisfying basic psychological needs for autonomy and competence, which bolster intrinsic motivation and facilitate creative persistence. The investment theory of creativity further integrates traits and , viewing creative individuals as astute investors who "buy low and sell high" in the realm of ideas—pursuing undervalued, unconventional concepts early and promoting them as they gain acceptance, often requiring calculated and resilience against initial rejection. This approach underscores how personal traits like risk propensity and motivational drive converge to enable long-term creative .

Environmental and Social Contexts

Physical environments play a significant role in influencing creative processes by facilitating or hindering interactions that spark ideas. Research indicates that open-plan office designs, which emphasize shared spaces and reduced barriers, can enhance and idea generation among teams. For instance, a of empirical studies on creativity-enhancing workspaces found that layouts promoting visibility and accessibility, such as those implemented in innovative companies during the , correlate with increased informal interactions and creative output by breaking down and encouraging spontaneous discussions. Similarly, Google's Zurich campus redesign in the early incorporated biophilic elements and flexible open areas, which studies suggest boosted and collaborative creativity through natural inspiration and communal zones. Social contexts further shape creativity by providing networks that offer feedback and diverse inputs essential for refining ideas. Supportive social relationships, particularly those involving weak ties outside immediate work groups, enable individuals to access and perspectives, thereby facilitating creative idea . In a study of , Perry-Smith (2006) demonstrated that employees with more external weak ties produced higher-quality creative outputs compared to those with stronger internal ties, as these connections introduce varied stimuli without excessive pressures. Additionally, diversity in backgrounds, such as or expertise, enhances idea variety by challenging assumptions and promoting broader problem-solving approaches; a comprehensive confirmed that cognitive and demographic diversity positively relates to creativity through mechanisms like increased processing and reduced . Cultural frameworks influence creative expression by prioritizing different values that affect and risk-taking. In individualistic cultures prevalent in Western societies, emphasis on personal autonomy fosters independent thinking and novel ideas, whereas collectivist orientations in Eastern contexts promote and incremental improvements over radical . Cross-national studies from the 2000s, such as those comparing U.S. and Asian groups, revealed that individualistic norms lead to more original outputs in idea-generation tasks, while collectivist settings excel in collaborative refinement but may suppress ideas due to pressures. These differences highlight how societal values embedded in the Four P's framework—particularly the press of cultural expectations—can either amplify or constrain creative potential across regions. Constraints within environmental and social settings often act as catalysts for ingenuity by forcing adaptive thinking under . Resource limitations, such as limited materials or time, redirect cognitive efforts toward unconventional solutions, enhancing . Experimental research shows that a sense of boosts product use creativity by heightening motivation to repurpose available elements innovatively, as opposed to abundance which may lead to complacency. A classic example is the mission in 1970, where engineers improvised a from onboard scraps amid life-threatening shortages, demonstrating how acute constraints—framed as "in-the-box" innovation—elicited breakthrough ingenuity under pressure. This aligns with constraint theory, which posits that imposed boundaries, like those in scenarios, systematically generate novelty by blocking routine responses and promoting alternatives.

Creativity Across Domains

Arts and Aesthetics

Creativity in the arts and manifests as the drive to express ideas and emotions through visual, literary, and performing mediums, often challenging established conventions to evoke profound resonance in audiences. This process involves synthesizing personal insight with cultural influences, resulting in works that expand aesthetic boundaries and redefine . Historical precedents illustrate how such innovations have transformed artistic paradigms, while contemporary practices continue to explore new forms of expression. A seminal example of creative paradigm shift occurred in 1907 when co-developed with , fragmenting traditional perspective to represent subjects from multiple viewpoints simultaneously, thereby revolutionizing visual representation in . Similarly, expanded the symphonic form in the early 19th century, as seen in his Symphony No. 3 "Eroica" (1804), which introduced greater emotional depth, structural complexity, and programmatic elements, bridging Classical restraint with Romantic expressiveness and influencing subsequent composers. These innovations highlight creativity's role in artistic evolution, where artists disrupt inherited forms to articulate new perceptual realities. Creative processes in often rely on intuitive leaps, bypassing linear planning for spontaneous discovery. Jackson Pollock's drip technique, pioneered in the late , exemplified this approach; by pouring and flinging industrial paint onto horizontal canvases, he created dynamic, all-over compositions that embodied action and subconscious expression within . Such methods underscore the tactile and improvisational dimensions of artistic creation, allowing for emergent novelty in visual and alike. The evaluation of artistic creativity centers on subjective , where resonance arises from disinterested pleasure—the pure enjoyment of form without practical or moral interest—as articulated by in his (1790). In modern contexts, this extends to , such as non-fungible (NFTs), which enable verifiable ownership of unique digital works, fostering innovative expressions like generative algorithms that blend code with aesthetic intent. Artists frequently face challenges in balancing with novelty, as adherence to established styles risks stagnation, while radical departure may alienate audiences or institutions. Additionally, historical and racial barriers in worlds have constrained creative opportunities; women and of color have been systematically underrepresented in exhibitions, , and , limiting diverse voices despite their contributions to aesthetic .

Neuroscience and Brain Science

Neuroscience research has identified key brain regions involved in creative processes, particularly the , which supports executive control such as idea selection and inhibition, and the temporal lobes, which facilitate semantic associations and novel connections. (fMRI) studies from the 2000s on tasks, such as performance, reveal decreased activity in the during compared to constrained conditions, allowing for reduced and enhanced , while increased activation occurs in the medial prefrontal cortex and for improvisational associations. These findings suggest that creative ideation involves a dynamic interplay between controlled and associative networks. Rapid eye movement () sleep plays a crucial role in enhancing creative cognition by promoting and the integration of disparate information. In a seminal 2004 study using a number reduction task, participants who experienced REM sleep after initial training showed significantly higher rates of solutions compared to those in non- sleep or , indicating REM's facilitation of associative reactivation for . This process ties briefly to incubation effects, where aids the unconscious reorganization of ideas leading to . Theoretical models have advanced understanding of these neural mechanisms. Vandervert's 2003 cerebellar-cortical loop model posits that iterative interactions between the cerebellum's error-correction functions and cortical enable the refinement and of creative ideation, supporting fluid idea generation through repeated unconscious simulations. Flaherty's 2005 model emphasizes a modulation of idea generation, where release in frontotemporal circuits promotes and creative drive, balanced by systems in reward processing to sustain without overload. Complementing these, Lin and Vartanian's 2017 neuroeconomic framework integrates value-based in aesthetic judgment, proposing that the locus coeruleus-norepinephrine system evaluates creative ideas by assigning subjective value, linking neural valuation networks to the selection of novel outputs. Popular notions of hemispheric lateralization, such as the right hemisphere dominating creativity, have been debunked by evidence showing integrated bilateral activity across cognitive tasks, including creative ones. A 2013 resting-state fMRI analysis of over 1,000 participants found no consistent left-right dominance patterns in general , with meta-analyses confirming that creative processes rely on distributed networks involving both hemispheres equally.

Economics and Innovation

Creativity plays a pivotal role in economic progress by fostering that disrupts existing markets and drives growth. Economist introduced the concept of "" in his 1942 book , describing how entrepreneurial replaces obsolete products, processes, and business models, thereby propelling capitalist economies forward through continuous renewal. This process underscores creativity's function as an engine of economic transformation, where new ideas supplant the old, leading to higher productivity and societal advancement despite short-term disruptions for incumbents. Empirical metrics highlight creativity's tangible economic impact, with patents serving as a key proxy for innovative output. United States Patent and Trademark Office (USPTO) data reveal exponential growth in grants throughout the , particularly accelerating in the second half, reflecting surges in inventive activity tied to technological and industrial advancements. Similarly, —encompassing sectors like arts, media, and design—contribute significantly to global output, accounting for approximately 3% of world GDP as estimated in the 2013 Creative Economy Report, which emphasizes their role in and . Theoretical frameworks in further integrate creativity into growth models, positioning ideas as central drivers of productivity. Paul Romer's 1990 endogenous growth model, outlined in "Endogenous Technological Change," posits that sustained economic expansion arises from investments in creation, where non-rival ideas generated through (R&D) enhance productivity across the economy. A key mechanism in this model is knowledge spillovers, whereby innovations benefit not only their creators but also diffuse to other firms and sectors, amplifying overall growth without proportional increases in . Despite these benefits, harnessing creativity economically faces challenges, particularly in balancing (IP) protection with paradigms. Strong IP regimes incentivize creative investments by safeguarding inventors' returns, yet they can hinder collaboration and knowledge sharing essential for rapid progress; this tension has intensified in the amid debates over AI patents, where proprietary models clash with calls for open-source approaches to accelerate collective in fields like .

Sociology and Society

Sociological analyses of creativity emphasize how social structures shape access, expression, and recognition of creative endeavors, often perpetuating inequalities across class, , race, and networks. Pierre Bourdieu's concept of , introduced in his 1984 work Distinction: A Social Critique of the Judgement of Taste, posits that individuals from higher socioeconomic classes possess embodied forms of knowledge, tastes, and educational credentials that facilitate entry into cultural fields, including creative production. This capital enables dominant groups to define aesthetic norms and gatekeep opportunities, while those from lower classes encounter barriers due to mismatched cultural competencies, limiting their participation in creative activities such as , , or . Bourdieu's framework reveals how class-based disparities in reproduce social hierarchies, constraining creative potential for marginalized groups and reinforcing elite control over what constitutes "legitimate" creativity. Social networks further mediate creativity by influencing the circulation of ideas within society. Ronald Burt's theory, detailed in his 2004 article "Structural Holes and Good Ideas," argues that individuals occupying positions between disconnected social clusters—known as brokers—gain informational advantages that spark . These brokers access diverse perspectives, facilitating the synthesis of novel concepts that might otherwise remain siloed, thereby enhancing creative output and . from Burt's study of managerial networks demonstrates that such brokerage correlates with higher rates of idea recognition and , illustrating how societal network structures amplify or hinder collective creative flows beyond individual talent. Gender and racial dynamics exacerbate underrepresentation in creative domains like STEM and , driven by systemic biases. In STEM, 2020s research highlights implicit stereotypes that associate men with technical fields and women with liberal , contributing to women's comprising only about 35% of STEM graduates globally. Racial biases compound this, with studies showing that and students face lower retention in STEM due to biased advising and exclusionary environments, with students comprising approximately 9% and students about 15% of STEM degree recipients in the , below their population shares of 13% and 19%, respectively. In the , a 2025 survey of over 1,200 revealed that 30% under 40 experienced sex-based or harassment, limiting advancement and in galleries and museums. These patterns underscore how intersecting and racial biases restrict creative contributions, perpetuating societal inequities in cultural production. Collective creativity emerges prominently in open-source movements, where distributed collaboration democratizes innovation. The Linux kernel, launched in 1991 by Linus Torvalds as an open-source operating system, exemplifies this through voluntary contributions from a global community, transforming a solo project into a foundational technology powering servers and devices worldwide. This model aligns with the "private-collective" innovation framework, where individuals invest personal effort for collective benefit, bypassing traditional hierarchies to foster rapid, inclusive idea generation. Open-source initiatives like Linux highlight societal shifts toward networked creativity, enabling underrepresented voices to participate and innovate without resource-intensive barriers, though challenges like coordination persist in scaling such efforts.

Education and Pedagogy

Educational theories foundational to fostering creativity emphasize experiential and supportive learning approaches. , as articulated by in his 1938 work Experience and Education, promotes active engagement through hands-on projects that connect learning to real-world problems, thereby cultivating skills. Complementing this, scaffolding techniques provide structured guidance to support , enabling students to generate novel ideas by gradually reducing instructional support as competence develops, particularly in creative tasks. Globally, educational systems have integrated creativity into curricula through targeted reforms. In , the , implemented from 2010, embeds creative thinking across subjects via interdisciplinary experiences and outcomes that encourage imagination and in learning. China's gaokao reforms in the 2020s have introduced more flexible subject selections and comprehensive assessments to reduce rote memorization, incorporating elements of and practical skills to promote creative application in exams. Similarly, the European Union's Creative Europe programme (2014–2027), launched in 2014 with a €1.46 billion budget for 2014–2020 and €2.44 billion for 2021–2027, funds arts education initiatives across member states to enhance and artistic creativity in schools and communities. Practical methods in classrooms include brainstorming sessions, which encourage idea generation without judgment to boost creative output, as supported by meta-analyses showing positive effects on and problem-solving. Maker spaces offer collaborative environments equipped with tools for prototyping and experimentation, fostering creativity through and hands-on , as evidenced in systematic reviews of their impact on student . Assessments often employ portfolios to capture students' creative processes and products over time, allowing evaluation of growth in originality and reflection, which aligns with models like the Four-C framework by highlighting everyday creative contributions in learning. Despite these advances, barriers persist, particularly from standardized testing regimes that prioritize measurable outcomes over exploration. In the United States, critiques of the in the 2000s highlighted how its emphasis on narrowed curricula, reducing time for and creative activities and stifling risk-taking in .

Organizational Creativity

Organizational Culture

Organizational culture profoundly influences creative behavior by shaping the values, norms, and practices that either encourage risk-taking and idea generation or inhibit them through and rigidity. In supportive cultures, employees feel empowered to experiment and share ideas without of , fostering an environment where creativity thrives as a collective endeavor. Conversely, cultures dominated by excessive control or pressure can suppress , leading to and diminished output. This dynamic underscores how cultural elements serve as the foundational for organizational creativity, distinct from individual or team-level factors. A hallmark of supportive organizational cultures is the provision of autonomy and resources for personal exploration, exemplified by Google's 20% time policy introduced in the early 2000s, which allocated one day per week for employees to pursue self-directed projects. This initiative led to breakthroughs such as and AdSense, demonstrating how dedicated time for unstructured work can yield high-impact innovations by leveraging employee intrinsic motivation. Complementing such policies is the concept of , defined as a shared belief that the team is safe for interpersonal risk-taking, which introduced in her 1999 study of work teams. Edmondson's research, based on a multimethod field study of 51 teams, found that psychological safety enables learning behaviors essential for creativity, such as seeking feedback and experimenting with ideas, with higher safety levels correlating to improved team performance in complex tasks. Toxic cultural elements, however, can undermine these benefits; rigid hierarchies often stifle employee input by prioritizing top-down directives over bottom-up suggestions, creating an atmosphere where creative dissent is discouraged. Similarly, cultures that normalize contribute to burnout, reducing cognitive resources needed for and idea generation, as evidenced by studies linking to impaired . These negative aspects highlight the need for cultural vigilance to prevent suppression of innovative potential. Theoretical frameworks like the Competing Values Framework, developed by Robert E. Quinn and John Rohrbaugh in 1983, provide tools for diagnosing and balancing cultural orientations to enhance creativity. The framework posits four quadrants—clan, , market, and —where cultures emphasize flexibility, , and external focus, while cultures promote internal collaboration and loyalty; effective organizations blend these, such as integrating 's entrepreneurial spirit with 's supportive cohesion to optimize creative output. Cameron and Quinn later applied this to assessment, showing how such balances correlate with adaptability and success. Measurement of these cultural influences often relies on climate surveys, which assess perceptions of support for and have been shown to correlate positively with organizational output; for instance, indicates that favorable innovation climates, measured via employee surveys, predict higher rates of and process improvements across industries.

Team Composition and Processes

Team composition plays a pivotal in fostering collective creativity, with emphasizing the benefits of diversity in skills, perspectives, and backgrounds. Scott Page's concept of the "diversity bonus" illustrates how heterogeneous teams outperform homogeneous ones in problem-solving and tasks by leveraging varied heuristics and , leading to more robust solutions than even groups of high-ability individuals alone. However, excessive alignment across multiple demographic attributes can create faultlines—hypothetical dividing lines that split teams into subgroups—potentially hindering creativity by increasing relationship conflict and reducing information sharing. For instance, strong faultlines have been linked to lower and diminished creative output in diverse groups, as members feel less inclined to share novel ideas across subgroups. Effective team processes are essential for harnessing diversity into creative synergy, with structured techniques like brainstorming promoting idea generation. Alex Osborn outlined four core rules in his seminal work: deferring to encourage free expression, focusing on over to maximize options, building on others' ideas to foster , and welcoming wild or unconventional suggestions to spark originality. These guidelines, designed to minimize inhibition and enhance collective ideation, have been shown to increase the volume of ideas produced in group settings, thereby elevating creative potential. Constructive conflict further refines this process; task conflict—disagreements over ideas, methods, or viewpoints—can stimulate deeper analysis and more innovative outcomes, whereas relationship conflict—personal animosities—undermines motivation and cohesion..pdf) Distinguishing and managing these conflict types allows teams to channel debates productively toward creativity. Team dynamics must mitigate pitfalls like to sustain creative processes, particularly in cohesive or remote settings. Irving Janis described as a concurrence-seeking tendency in highly cohesive groups that suppresses dissent and critical evaluation, leading to flawed decisions and stifled , as observed in historical failures. Avoiding involves encouraging diverse opinions and devil's advocacy to preserve creative vigor. In virtual teams, prevalent in since the 2020s, dynamics shift due to mediated communication; studies indicate that while virtual setups can enhance creativity through asynchronous idea sharing, videoconferencing often narrows cognitive focus and curbs idea generation compared to in-person interactions. Recent reviews highlight that virtual teams' creative success depends on tools for and information elaboration to counteract isolation effects. Cross-functional teams, blending expertise from varied domains, exemplify positive outcomes from optimal composition and processes, often yielding measurable gains. Such teams generate by integrating specialized , resulting in higher-quality ideas and accelerated development cycles. from multinational enterprises shows that cross-functional structures correlate with superior performance, including increased filings as a proxy for outputs. These teams underscore the role of diverse inputs in translating into tangible creative advancements.

Constraints and Fostering Strategies

In organizational settings, constraints on creativity often arise from structural and motivational factors that limit employees' ability to explore ideas. Time pressure, for instance, functions as a double-edged sword: moderate levels can enhance focus and by channeling effort toward creative tasks, but excessive pressure typically undermines creativity by inducing stress and narrowing cognitive breadth, as evidenced in longitudinal studies of R&D teams where high time demands correlated with reduced idea generation. Similarly, bureaucratic practices such as centralization and formalization diminish individual , stifling creative expression by enforcing rigid procedures that discourage deviation and risk-taking; cross-level analyses of teams reveal that such structures inversely predict creative output at both individual and group levels. Another key barrier is the need for cognitive closure, a motivational tendency toward that hinders to essential for creative thinking. Arie Kruglanski's theory posits that individuals with high need for closure prefer quick resolutions and resist alternative perspectives, thereby reducing the exploration of diverse solutions; experimental evidence shows this trait limits information processing and idea generation in group interactions, with high-closure participants producing fewer contributions compared to those with low closure needs. To counteract these constraints, organizations employ fostering strategies that promote flexibility and intrinsic drive. Training in , popularized by in the , encourages iterative prototyping and empathy-driven ideation to build creative skills; this human-centered approach has been integrated into corporate programs, yielding improved problem-solving in innovation challenges by shifting focus from linear processes to collaborative experimentation. Additionally, rewards structured around experimentation—such as recognition for novel attempts rather than solely outcomes—bolster intrinsic motivation and , leading to higher creative performance; field experiments demonstrate that creativity-contingent incentives increase idea quality without diminishing overall output volume. Empirical support for these strategies comes from randomized trials in the , which tested interventions to enhance and creative output. For example, targeted training programs focusing on improved creative capacity in adults, with participants showing significant gains in idea fluency and post-intervention, as measured by standardized creativity assessments; these effects persisted over time, underscoring the malleability of creative skills through structured flexibility exercises. Overall, such evidence highlights how addressing constraints via deliberate fostering can elevate organizational creativity, though success depends on aligning interventions with contextual needs.

Emerging and Critical Aspects

Malevolent Creativity

Malevolent creativity refers to the application of creative thinking to produce and effective outcomes that intentionally cause harm or damage to others, distinguishing it from benevolent creativity by its deliberate malevolent intent. This concept encompasses acts such as devising innovative cyber scams that exploit technological vulnerabilities or developing tactics in , where , , and effectiveness serve destructive goals. Unlike general definitions of creativity that emphasize positive novelty and usefulness, malevolent creativity prioritizes harmful utility, as seen in the functional model proposed by Cropley et al., which frames it as a parallel process to prosocial . In criminal contexts, malevolent creativity manifests in sophisticated frauds that require inventive problem-solving to evade detection and maximize impact. A prominent example is Bernie Madoff's 2008 , which creatively reinvented the classic model by fabricating consistent returns through a multilayered network of feeder funds and falsified records, defrauding investors of approximately $65 billion over decades. Such schemes demonstrate how creativity enables deception by generating plausible narratives and adaptive strategies to sustain the illusion. Predictive factors for engaging in malevolent creativity include personality traits—, Machiavellianism, and —which correlate positively with the tendency to produce harmful ideas, as evidenced by meta-analyses showing small to moderate effect sizes (r ≈ 0.10–0.20) across studies in the . For instance, fosters grandiose self-perception that justifies exploitative innovations, while reduces barriers to harmful execution. Theoretical frameworks explain malevolent creativity through dual-process models that differentiate for adaptive versus destructive ends. Cropley et al.'s functional model (2008) of malevolent creativity distinguishes effective (Zeitgeist-aligned and useful) from ineffective components, applying them to harmful ends such as in criminal or terrorist development, channeling novelty toward antisocial outcomes. Complementing this, ethical neutralization theories, akin to mechanisms, allow individuals to rationalize harmful creativity by denying responsibility or victim harm, thereby facilitating the transition from idea generation to . These processes highlight how , when paired with low moral constraints, amplifies destructive potential. The societal impact of malevolent creativity necessitates countermeasures that leverage creative approaches to anticipate and mitigate threats. For example, developing adaptive AI detection systems for patterns in financial transactions or cyber threats employs creative algorithms to identify anomalous innovative scams before they proliferate. Such strategies, including ethical in AI to simulate and counter malevolent uses, emphasize proactive in to balance the dual-edged nature of creative processes.

Creativity in Technology and AI

Digital tools and have revolutionized creative processes by enabling the generation and augmentation of ideas in fields such as , writing, and . Generative AI models like , released by in January 2021, allow users to create original images from textual descriptions, transforming conceptual prompts into visual by leveraging transformer-based architectures trained on vast image-text datasets. Similarly, collaborative platforms such as , launched in June 2021 as an AI-powered tool, assist programmers by suggesting code snippets and entire functions in real-time, drawing from patterns in public repositories to streamline development workflows. These tools exemplify how AI integrates into creative practices, reducing barriers to iteration while expanding access to sophisticated outputs. The application of computational creativity frameworks, such as those proposed by , highlights AI's capabilities in producing novel content through combinational, exploratory, and transformational mechanisms. GPT models from the 2020s, including and its successors, predominantly exhibit combinational creativity by recombining familiar linguistic patterns to generate text that mimics human-like originality, as demonstrated in evaluations using Guilford's Alternative Uses Test where produced diverse but derivative ideas. Debates persist on whether such outputs constitute true novelty or merely sophisticated pattern recombination; critics argue that AI lacks and genuine understanding, producing "artificial creativity" limited to statistical rather than transformative innovation. Human-AI has emerged as a key area of augmentation, particularly in , where hybrid ideation processes leverage AI to enhance human output. Studies from 2024, such as those examining generative AI's role in group and individual ideation, show that tools like can increase idea diversity and fluency when used collaboratively, though they sometimes constrain originality if over-relied upon. Ethical concerns, including authorship attribution for AI-assisted works, have prompted regulatory responses like the EU AI Act, finalized in 2023 and entering force in 2024, which mandates transparency in high-risk AI systems to address accountability and prevent misuse of generated content. Looking ahead, advancements in computational creativity benchmarks, such as those evaluating multimodal models like GPT-4o in , aim to quantify AI's progress toward human-level ideation while highlighting gaps in exploratory depth. However, risks of over-reliance on AI pose challenges, with research indicating correlations between frequent AI use and diminished and creative skills, potentially eroding human cognitive abilities through reduced practice in original problem-solving.

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