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Working Papers
R & D
PROMOTING CREATIVE NEW PRODUCT DESIGN: THE INFLUENCE OF INTRINSIC MOTIVATION, EXTRINSIC REWARDS, AND VISUALIZATION
by
P. MOREAU*
D. W. DAHL** A. CHATTOPADHYAY†
and G. J. GORN††
2001/95/MKT
* Assistant Professor of Marketing at the Edwin L. Cox School of Business, Southern MethodistUniversity, PO Box 750333, Dallas, TX 75275-0333, USA.
** Assistant Professor of Marketing at the I.H. Asper School of Business, University of Manitoba,
MB, Canada, R3T 2N2. † The l’Oréal Chaired Professor of Marketing, Innovation and Creativity, Professor of Marketing
at INSEAD, Boulevard de Constance, 77305 Fontainebleau Cedex, France. †† Professor of Marketing at the School of Business and Management, Hong Kong University of
Science and Technology, Hong Kong. A working paper in the INSEAD Working Paper Series is intended as a means whereby a facultyresearcher's thoughts and findings may be communicated to interested readers. The paper should beconsidered preliminary in nature and may require revision. Printed at INSEAD, Fontainebleau, France.
Promoting Creative New Product Design: The Influence of Intrinsic Motivation, Extrinsic Rewards, and Visualization
Page Moreau Darren W. Dahl
Amitava Chattopadhyay Gerald J. Gorn*
* Page Moreau is Assistant Professor of Marketing at the Edwin L. Cox School of Business, Southern Methodist University, PO Box 750333, Dallas, TX 75275-0333, Phone (214) 768-3180, Fax (214) 768-4099, [email protected]. Darren W. Dahl is Assistant Professor of Marketing at the I.H. Asper School of Business, University of Manitoba. Amitava Chattopadhyay is the L’Oreal Chaired Professor in Marketing- Innovation, and Creativity at INSEAD. Gerald J. Gorn is Professor of Marketing at the School of Business and Management, Hong Kong University of Science and Technology. The authors would like to thank Amanda Thomas for her assistance in running the design sessions. The authors would also like to acknowledge the valuable comments of Jacob Goldenberg, Roger Kerin, and Don Lehman on an earlier draft of this paper. The financial support of the Social Sciences and Humanities Research Council of Canada and R&D INSEAD is gratefully acknowledged.
1
Promoting Creative New Product Design:
The Influence of Intrinsic Motivation, Extrinsic Rewards, and Visualization
Companies are well aware that their future success depends largely upon the development
of new products. Less obvious, however, is the way to achieve this objective
successfully. In our research, we examine three drivers likely to have an important
influence on the quality of new product ideas: intrinsic motivation, extrinsic rewards, and
the ability to visualize. We present and test a conceptual framework explaining the
influence of designers’ motivation and ability on the two essential components of
creativity - the originality and the usefulness - of their designs. Overall, the results
suggest that the three drivers differentially and interactively influence originality and
usefulness and that they do so by encouraging task enjoyment and effort.
2
Introduction
Developing a stream of successful new products is crucial to the survival and growth of
firms in today’s hypercompetitive environment, with firms expecting to generate an average of
45.6% of their revenues from products launched during the past five years (Griffin 1997a;
Product Development and Management Association 1997). Companies are well aware that their
future success depends largely upon the development of new products. Doing it successfully,
however, is another matter: Despite their importance, almost half of new products fail, a rate that
has remained unchanged for the past 25 years (Hultink, Hart, Robben, and Griffen 1997)!
New products fail for a variety of reasons, but the primary reason cited for a failure is a new
product’s inability to be perceived as unique (Crawford and Di Benedetto 2000). Managers
recognize that generating creative ideas lies at the heart of a successful NPD process (e.g., Cooper
2000; Dahl, Chattopadhyay and Gorn 1999; Sutton 2001). So much so that thinking “outside of the
box” followed only “the new millennium,” on the list of the most over-used clichés of 1999
(The Washington Post 1/03/2000). In an effort to improve managers’ abilities to think creatively,
well-established corporations have gone to great extremes and expense. Procter and Gamble, for
example, recently sent 22 members of its cosmetics product development team on a five-day
thinking expedition described as “an Outward Bound boot camp for the mind” designed to
demonstrate and teach more effective ideation techniques (Muoio 2000). Evidence supporting
the effectiveness of such adventures, however, is lacking. In fact, surprisingly little empirical
research has examined the drivers of creativity or identified the situational factors influencing the
development of creative ideas (Amabile 1996; Dahl et al. 1999).
3
Research in psychology has consistently linked three major factors to an individual’s
creative performance: intrinsic motivation, extrinsic rewards, and creative-thinking skills
(Amabile 1983). While the evidence suggests that intrinsic motivation is a strong, positive
predictor of creativity (Collins and Amabile 1999; Heinzen, Mills, and Cameron 1993; Shalley
and Perry-Smith 2001), the link between the second factor, extrinsic rewards, and creativity is far
more equivocal. For the third factor, creative thinking skills, a variety of approaches have been
suggested but there has been little effort to test their value empirically (Amabile 1983).
Further complicating the picture is the fact that creativity is widely conceptualized as a
combination of originality and usefulness (e.g., Amabile 1983, 1999; Deci and Ryan 1987;
Gardner 1993; Finke, Ward, and Smith 1992; Mumford and Gustafson 1988; Stokes 2001;
Unsworth 2001). While there is some theoretical evidence suggesting that certain personality
traits and environmental factors may differentially influence originality and usefulness (Collins
and Amabile 1999), no prior empirical research has systematically examined the effects of
intrinsic motivation, extrinsic rewards, and training on these two components of creativity.
Our research addresses this void, making both theoretical and practical contributions.
Theoretically, our conceptualization and the empirical test of the hypotheses that follow from it,
provide a better understanding of the creative design process and its outcome. Practically, we
demonstrate the independent and interactive influence of intrinsic task motivation, extrinsic
rewards, and visualization training on both the originality and usefulness of designs. Since
recent research has demonstrated that an employee’s motivational orientation towards their job is
relatively stable, tests of intrinsic motivation, using a straightforward screening test such as the
Work Preference Inventory (WPI), may be a key factor in hiring decisions (Amabile, Hill,
Hennessey and Tighe 1994). Extrinsic rewards and visualization training, clearly under direct
4
managerial control, can also be used to effectively enhance the quality of the new product design
process.
Our findings provide much needed guidance to managers, as firms across a variety of
industries and geographic regions do not seem to have a clear handle on whom to entrust creative
activities and how to obtain the most from these people. Our discussions with senior innovation
managers, including global and regional innovation heads at firms as diverse as Coca-Cola, Ford,
Ignition (industrial design), Procter and Gamble, Texas Instruments, and Unilever revealed
widely divergent and inconsistent views, in terms of individual characteristics of successful
innovators. While some believed that ‘anyone can be creative,’ others cited only age (young
more creative than old) and newness to the firm or industry as characteristics of successful
innovators. None mentioned intrinsic motivation as a characteristic, nor did they report using
any systematic screening technique (e.g., personality testing) for selecting members of NPD
teams. Indeed, the view of our interviewees is resonated in the comments of Bernard Arnault,
Chairman of LVMH, in a recent interview with the Harvard Business Review. Arnault noted
that selecting an artist with commercial instincts “takes years of practice - trial and error”
because it’s “buried in the DNA” (Wetlaufer 2001, p. 119).
When asked about rewards (extrinsic motivators) for innovation, these firms did not
report any incentive structures specifically tied to innovation, with one exception, where bonuses
of those in the innovation group were tied to specific annual innovation targets. Most
compensated their employees solely on a straight salary system.
In the following sections, we develop a model and specific hypotheses describing the
independent and interactive effects of intrinsic motivation, extrinsic rewards, and visualization
training on creativity. We then describe the empirical research undertaken and the results.
5
We end with a discussion of our findings, their implications for theory and practice, and the
limitations, which provide directions for future research.
Conceptual Model and Hypotheses
Despite recent research examining the relationship between motivation and creativity, the
question still remains as to whether different types of motivation have different effects on the
two components of creativity: originality and usefulness. In the following section, we present a
set of hypotheses suggesting that they do. At the core of our conceptual model is the premise
that intrinsic motivation and extrinsic rewards, differentially influence participants’ behavior
during a task (i.e., enjoyment and effort), which in turn, influences originality and usefulness.
Figure 1 shows the comprehensive model we propose and contains the links suggested by the
hypotheses.
--- Insert Figure 1 about here ---
Influencing the Design Process: the Effects of Intrinsic Motivation and Extrinsic Rewards
Intrinsic Motivation. Intrinsic motivation is defined as an individual’s inner-directed
interest in a task because they perceive it to be innately challenging, involving, and/or satisfying
(Shalley and Perry-Smith 2001). Early motivation theorists suggested that intrinsic motivation
facilitated creativity because the motivated individual would become totally immersed in the
task, focusing more attention on the process at hand rather than on the outcome (Crutchfield
1962). More recent work (e.g., Collins and Amabile 1999) has continued to rely on this
explanation.
In our research, we agree that task immersion is likely to facilitate creative performance.
However, we propose that this is a limited explication of the outcome of intrinsic motivation.
Prior research hints that the observable outcomes of a high level of intrinsic motivation may be
6
multi-dimensional. For example, Albert (1990) examined a number of renowned inventors,
noting that many of them sought out and intentionally tackled the most challenging and risky
problems. Consistently, the problems required a great deal of effort to solve. However, the
inventors were intrinsically motivated to commit the resources to do so because of the pleasure
they derived from using their knowledge and skills (Perkins 1988).
Csikszentmihalyi’s work on flow states (1999; 1990), a motivational construct, supports
these findings more generally for a heightened motivational state by proposing that when the
challenge of a task matches the individual’s skill level, one experiences a flow state which leads
to both a heightened level of enjoyment and a centering of concentration. Hoffman and Novak
(1996) have introduced the flow construct in to the marketing literature, in the context of
describing consumers’ navigational behavior on the internet. Their description of the outcome of
the flow state as “characterized by fun” and by “concentration so intense that there is little
attention left to consider anything else” (p. 58), also supports the multidimensionality of the
outcome of heightened motivation. Thus, we propose:
H1: Individuals with high levels of intrinsic task motivation experience more enjoyment in performing a task than those with low levels of intrinsic motivation.
H2: Individuals with high levels of intrinsic task motivation exert more
effort in performing a task than those with low levels of intrinsic motivation.
Hypotheses 1 and 2 predict that intrinsic motivation is an antecedent of both task
enjoyment and effort, but they do not address the relationship between the two constructs.
Clearly, prior research suggests that there is a positive correlation between the two (e.g., Albert
1990; Torrance 1987; Csikszentmihalyi 1999). However, separating the constructs remains
important given that intrinsic and extrinsic rewards may influence the two differently.
7
Extrinsic Rewards. As noted at the outset, findings with regard to the effects of extrinsic
rewards on creativity have been equivocal. Some have reported that extrinsic rewards undermine
creativity (e.g., Amabile 1983) while others have found extrinsic rewards to enhance creativity
(e.g., Deci and Ryan 1985). Those who have argued for a positive effect of extrinsic rewards on
creativity have argued that extrinsic rewards enhance creativity by encouraging task persistence
(Deci and Ryan 1985). Task persistence, all else equal, results in greater effort being expended.
Thus, we hypothesize:
H3: Individuals who are provided with the possibility of an extrinsic reward exert more effort in performing a task than those who are not offered the possibility of a reward.
Those arguing to the contrary (e.g., Amabile 1983, 1996) note that certain types of
extrinsic rewards lead to a reduction in the enjoyment of the task itself, reduced risk taking, and
playfulness, because of a shift of focus away from the task to the outcome. Since it is those who
are high in intrinsic motivation that are expected to enjoy the task to begin with, the effect of
extrinsic rewards will be to reduce their enjoyment of the task. For the rest, a reduction may not
be possible due to low levels of enjoyment of the task to begin with, i.e., a floor effect. Thus we
hypothesize:
H4: The provision of an extrinsic reward diminishes the task enjoyment of those with high levels of intrinsic motivation.Visualization Training. We do not make
any a priori predictions that training will directly influence either task enjoyment or effort given
the lack of existing literature in this area. As we predict later, we do expect training to directly
influence design outcomes.
8
Influencing Design Outcomes: The Antecedents of Originality and Usefulness
Antecedents of Originality
Task Enjoyment. Individuals enjoying an activity can be broadly described as being in a
state of, or experiencing positive affect (Isen, Daubman, and Nowicki 1987; Kahn and Isen
1993). From anecdotal accounts (e.g., Einstein’s reliance on “play” for creative inspiration) to
controlled experiments (e.g., Hirt, McDonald, Melton, and Harackiewicz 1996), positive affect
has been linked to divergent and flexible thinking (Finke, Ward, and Smith 1992). For example,
in their classic study of problem solving, Isen et al. (1987) found that subjects in a state of
positive affect were more likely to overcome functional fixedness in solving Duncker’s (1945)
candle problem and to outperform control subjects in the Remote Associates Test.
Findings such as these, combined with research documenting the power of play, joy, and
humor in original and divergent thinking (e.g., Lieberman 1977), lead to the following
hypothesis:
H5: Higher levels of task enjoyment lead to more original new product designs.
Effort. While it is intuitively logical that the harder people work, the better they will
perform at a task, few empirical studies have attempted to study the strength of this relationship
(Brown and Peterson 1994). Nevertheless, researchers in both marketing and organizational
behavior conceptualize effort as the mechanism that converts motivation into task
accomplishment (Brown and Peterson 1994; Naylor, Pritchard, and Ilgen 1980). Thus,
we hypothesize:
H6a: Higher levels of effort lead to more original new product designs.
9
The Antecedents of Usefulness
Effort. Using the same rationale, given a task goal of producing a useful end design, we
would also expect that the harder people work at the design task, the more useful it will be.
Thus, we hypothesize:
H6b: Higher levels of effort lead to more useful new product designs. Visualization Training and Motivation. Much has been written about the ways in which
the ability to think creatively can be enhanced (Sutton 2001). As noted earlier, these have been
primarily suggestions that have never been empirically verified. One exception is the use of
visualization. Recently, Dahl et al. (1999) examined the effects of different types of
visualization on the efficacy of new product design. A central finding that is of relevance here is
that visualizing the customer during the design process enhances the usefulness of the design
outcome. In practice, while visualization is regarded as important in creative thinking, it is “not
common practice” (Leonard and Rayport 1997, p.104).
While the direct effect of training on designers’ output has been established, we are
unaware of any research examining the interactive effects of motivation on training. Such an
omission is surprising given the extensive work in marketing, documenting the influence of
motivation and ability on consumer learning, information processing, and choice. The basic
findings from this research suggest that motivation and ability interact synergistically to
influence the extent of a person’s elaboration on a particular topic (Petty, Unnava, Strathman
1991). That is, motivating those who are high in ability has a much bigger effect on outcome
than motivating those less able. These findings hold regardless of whether the motivation was
intrinsic or whether it was induced by an extrinsic reward.
10
In the design context, these findings suggest that motivating those trained in visualization
and thus having greater ability, should have a much bigger effect on the usefulness of the design
than motivating those not trained in visualization. This effect should hold for both those
intrinsically motivated and those motivated through extrinsic rewards. Thus, we hypothesize:
H7: Intrinsic task motivation interacts with visualization training to increase the perceived usefulness of the design.
H8: Extrinsic rewards interact with visualization training to increase the perceived
usefulness of the design.
The Value of Originality and Usefulness
As noted in the introduction, a number of firms are committed to the belief that creative
products and ideas are inherently valuable. However, more original and useful products are only
valuable to firms and their shareholders if consumers are willing to pay for them. To assess
consumers’ willingness to pay, prior to investing in a product’s full-scale development, firms
often use concept tests to evaluate a product’s potential value (Crawford and Di Benedetto
2000).
In this study, we include such a concept test to evaluate the relative value of originality
and usefulness in driving consumers’ perceived value. Because no prior empirical work has
examined this issue, we do not offer any formal hypotheses.
Research Design
Two experimental factors (extrinsic rewards and visualization training) were manipulated
in a between-subjects design. One additional factor, intrinsic motivation, was measured. Thus,
the design was a 2 (extrinsic reward vs. no extrinsic reward) by 2 (visualization training vs. no
visualization training) between-subjects design.
11
Sample
Designers participating in the study were 122 undergraduate engineering students who
had completed course-work in design fundamentals. Participants were recruited in design
engineering classes through announcements offering $10 compensation. Previous research in
product design has used qualified engineering students (e.g., Dahl et al. 1999; Jansson and Smith
1991).
Procedure
In order to ensure that no unintended contextual factors influenced the designers during
the task, each designer participated in the study individually. Each designer scheduled an
appointment with a research assistant, who was also responsible for conducting the experimental
sessions. The research assistant completed all 122 sessions over a three-week period.
Upon arrival to the session, the designer was randomly assigned to one of the four
manipulated conditions. If the condition called for visualization training, the research assistant
provided it at the beginning of the session. Following the training (if provided), all designers
received a description of the design task. The product chosen for the design task was a car jack
for seniors (i.e., individuals aged 60 years or older), to use when changing a tire (see Dahl et al.
1999). The design task instructions were as follows:
You are asked to develop an innovative and effective car jack design for elderly adults (age 60+). Please produce a thumbnail sketch of your design and include any brief written comments that are necessary to explain your design. Please disregard any economic, material, or regulatory constraints as you develop your idea. You have up to one hour to complete your design.
The measures of intrinsic motivation followed this description for all participants. For
the designers in the extrinsic reward condition, a description of those rewards then followed.
The research assistant next indicated that the designer should first spend some time using scratch
paper to sketch out their initial design ideas. Once they had selected their best idea, the designer
12
should draw their final design on special bond paper. After the designer had completed the
design task, they were asked to complete a questionnaire containing the process measures and
manipulation checks.
Independent Variables
Intrinsic Motivation. Given the task-specific nature of intrinsic motivation, we adapted a
four-item scale designed by Collins and Amabile (1999) to capture an individual’s inherent
interest in, anticipated enjoyment of, and perceived challenge presented by an opportunity to
design a new product. Designers were asked to indicate their level of agreement with four
separate statements on a seven-point Likert scale (1 = disagree, 7 = agree). The four statements
read as follows: generating new ideas is fun; imagining new products and being able to design
them is something I really like to do; imagining new things and designing them in a functional
way is very rewarding; when I took my design courses, I hoped to become better at doing design
tasks like this one. Coefficient alpha for the four items was .84, and all items loaded onto a
single factor.
Extrinsic Rewards. Designers who were in the conditions that provided the possibility of
receiving extrinsic rewards for the design task received the following information:1
An expert panel of judges will evaluate the resulting designs. The panel will be composed of 5 individuals from design firms located here in the community. Three cash prizes will be awarded to the students producing the first, second and third rated designs ($250, $100, and $50, respectively). The judges will evaluate the entire pool of designs, and their ranking of all the designs will be published in the local media. Visualization Training. Designers who received training were first provided with the
following information:
In solving design problems, many designers find that forming visual images (pictures in the mind) can help them produce innovative and effective designs. One visualization strategy that has been shown to aid in the design process involves visualizing the potential customer of the product. Seeing in your mind, a product-user being involved and interacting with a proposed product design can facilitate the development of design solutions.
13
After these initial instructions, the designers were given a five-minute training task. The training
task used a guided visualization procedure. This involved the designers reading a short story about
a young adult putting together a television stand. As the designers read the short story they were
instructed to stop after reading each sentence in the story and try to picture in their minds the events
about which they had just read.
Manipulation Checks
Extrinsic Rewards. To assess the effectiveness of the extrinsic reward manipulation,
designers indicated their agreement on two seven-point Likert scales (1 = strongly disagree,
7 = strongly agree) to statements indicating that the possibility for public recognition and having
the design evaluated influenced them during the design task.
Visualization Training. On one scale item, designers indicated the extent to which they
visualized the customer while they were developing their design (1 = Did not use images of the
customer, 7 = Used a lot of customer images). Further, in an open-response question, designers
then listed and described the customer images, if any, that they had during the design task. Two
research assistants, blind to the purpose of the study, assessed each designer’s list and description of
their customer images. Specifically, the assistants provided three ratings of the designer’s
visualization: 1) the number of times the designer reported visualizing an elderly person using a jack
and 2) two seven-point Likert scale items (1 = strongly disagree, 7 = strongly agree) indicating the
extent to which the designer relied on customer-centered visual images (i.e., the end-user was the
primary focus of the subject’s visual images, the subject visualized the end-user a lot during the
design task). Agreement between the research assistants was high (r = .87), so their responses were
averaged for each measure. Each of the four measures (1 self-report + 3 rated) was then
standardized, and the four were summed to form an index of customer visualization (� = .96).
14
Process Measures
The measures of both enjoyment and effort were developed using multiple sources. First,
as indicated above, designers provided retrospective process measures by answering a series of
Likert scale items (1 = strongly disagree, 7 = strongly agree) about their experience. These self-
report measures included two items measuring the amount of effort they expended and three
items assessing how much they enjoyed the process. Items measuring effort included: I devoted
a lot of effort to this design exercise and the necessary work was put into meeting the objective
outlined in the design brief. Enjoyment items included: I enjoyed creating new combinations of
existing things to make something new, I had a lot of fun coming up with my design, and
I would do this design experiment for free.
Second, the research assistant who
conducted all 122 sessions completed a three-item Likert scale (1 = strongly disagree, 7 =
strongly agree) at the end of each session assessing the designers’ apparent enjoyment of the
task. Items included: The designer seemed to enjoy him/herself, the designer showed a great
deal of enthusiasm during the task, The designer seemed to enjoy the process. The research
assistant also timed each session, thereby providing an objective measure of time. While
subjects were told they would have up to an hour to complete the design task, the research
assistant did not enforce that deadline. Thus, sessions were as short as seven minutes and as long
as 119 minutes. The average session length was
38 minutes.
All of these process measures were subjected to a factor analysis, and two factors
emerged: The three self-reported scale items for enjoyment and the three observer scale items
for enjoyment loaded onto the first factor. The coefficient alpha for these six items measuring
15
enjoyment was .79. The two self-reported items measuring effort and the length of the session
loaded on the second factor. The coefficient alpha for the three items measuring effort was .82.
The operational measures of enjoyment and effort, used in subsequent analyses, were constructed
by standardizing each measure, and summing across the measures loading on each factor.
Dependent Measures
Originality and Usefulness. A sample of eight consumer judges (i.e., drivers over the age
of 60) was utilized to assess the originality and usefulness of the designer’s output (Dahl et al.,
1999; Goldenberg, Mazursky, and Solomon 1999.) To qualify, each judge was required to have
a valid driver’s license and to have driven a vehicle in the past year. Each of the eight judges
received a booklet containing the 122 designs. The order of the designs was randomized across
booklets. The judges were blind to the identity of the designers, to one another, and to the
purpose of the experiment. They were paid $50 each for their participation.
Each judge completed three seven-point scales measuring originality (not at all
original/very original, not at all innovative/very innovative, not at all creative/very creative) and
three measuring usefulness (not at all useful/very useful, not at all effective/very effective, not at
all sensible/very sensible) for each design. Scale items were drawn from previous research
(i.e., Andrews and Smith 1996; Besemer and O’Quin 1986; Dahl et al. 1999), and were subjected
to a factor analysis. As expected, two factors emerged, with the three original and three useful
items loading on their own factor. Thus, each set of three items was averaged to form an overall
originality index (�’s for each judge > .79) and an overall usefulness index (�’s for each judge >
.81) for each design.
Value (Willingness-to-Pay). A similar procedure was used to assess consumers’
preferences for each design. A separate sample of eight customer judges, meeting the same age
16
and driving requirements, rated each of the 122 designs on three Likert scale items (good,
appealing, preference compared to other designs, � = .91) and one scale capturing the amount
customers would be willing to pay for each of the new design ideas ($5 - $150).
Results
Manipulation Checks
Regression analysis was used to determine the effectiveness of our two manipulated
factors (extrinsic rewards and visualization training). Two analyses were conducted using as
predictors a dummy variable for each of the manipulated factors, a continuous variable for
intrinsic motivation, and the corresponding interaction terms among the three. The results
demonstrate that our manipulations worked. Only the main effect for extrinsic rewards was
significant in predicting the extent to which the designer indicated being influenced by potential
recognition and evaluation, and only the main effect for training significantly predicted the
extent to which the designer visualized the consumer during the design task (both p’s < .01).
The Effects of the Antecedent Variables on the Design Process
Regression analysis was used to test Hypotheses 1-3, which pertain to the influence of
intrinsic motivation and extrinsic rewards on the design process. Since the process measures
(task enjoyment and effort) are taken at the individual level, the sample size in these analyses is
122, the number of participating designers. The results are presented in Table 1.2
--- Insert Table 1 about here ---
Task Enjoyment. The results support Hypothesis 1, revealing a positive relationship
between intrinsic motivation and task enjoyment (B = .83, p < .001). Neither the presence of
extrinsic rewards nor visualization training had a significant direct effect on task enjoyment.
17
As predicted by Hypothesis 4, the strong main effect of intrinsic motivation was qualified
by an interaction with extrinsic rewards (B = -.25, p < .05). To better understand this negative
interaction, we examined the effect of extrinsic rewards on task enjoyment for designers with
low, medium, and high levels of intrinsic motivation. The means, shown in Figure 2, suggest
that the presence of extrinsic rewards enhances task enjoyment for designers with low and
moderate levels of intrinsic motivation, but actually decreases task enjoyment for those who are
highly motivated. Thus, managers may have to make a tradeoff between effort and enjoyment
when providing incentives designed to yield a creative outcome.
--- Insert Figure 2 about here ---
Effort. The results also support Hypotheses 2 and 3, which predict that both intrinsic
motivation and the presence of extrinsic rewards, respectively, will be positively related to
higher levels of effort. As Table 1 illustrates, only the main effects of intrinsic motivation
(B = .38, p < .01) and extrinsic rewards (B = .29, p < .01) were significant predictors of effort.
Here, the two antecedents work independently to yield a higher level of effort in designers.
Notably, the effect of intrinsic motivation is higher than that of the extrinsic reward
manipulation.
The Effects of Antecedent Variables and Design Process on the Design Outcomes
Regression analysis was also used to test Hypotheses 5-8, which pertained to the factors
that influence a design’s perceived originality and usefulness. In order to make the most
effective use of the data, the dependent variable in these analyses was the judge’s rating of each
design on the relevant outcome measure (originality index or usefulness index (Hutchinson,
Kamakura, and Lynch 2000). Thus, the sample size in these analyses is 976
(8 judges X 122 designs). To control for heterogeneity among the eight judges, seven judge-
18
specific dummy variables were included as predictors in each regression. According to Nunnally
(1978, p.232), judges “often develop their own idiosyncratic methods of scoring, and although
each individual is consistent in employing his or her method, the individuals do not agree with
one another. This works like other sources of measurement error to attenuate relations found
between variables in research.”
Originality. Hypothesis 5 predicts a positive relationship between task enjoyment and
the design’s perceived originality, and as shown in Table 1, this hypothesis is supported. In the
full model, task enjoyment positively predicts originality (B = .14, p < .001). The additional
models included in Table 1 (“Antecedents” and “Process”), are provided to show additional
support for the conceptual model in Figure 1 since they allow for tests of mediation. In the
antecedents model, only intrinsic motivation significantly predicts perceived originality
(B= .12, p < .001). The process model then establishes the relationship between task enjoyment
and originality (B = .10, p < .001). When the two models are combined into the full model, the
previously-significant effect of intrinsic motivation is eliminated, thereby demonstrating that task
enjoyment fully mediates the influence of intrinsic motivation on originality (Baron and Kenny
1986).
Hypothesis 6a predicts that task effort will also have a positive influence on the design’s
perceived originality. Both the process and full models provide support for this hypothesis
(B’s = .09 and .10, respectively, p’s < .01). These models also enable us to compare the relative
influence of the two process measures on originality and show that, ceteris paribus, task
enjoyment has a slightly larger influence.
Usefulness. Hypothesis 6b predicts that task effort will also have a positive influence on
the perceived usefulness of the design. Support for this hypothesis is demonstrated in both the
19
process and full models (B’s = .08 and .09, respectively, p’s < .01). When combined with the
antecedents model, the role of effort in the full conceptual model can also be tested.
In the conceptual model, we expected that effort would fully mediate the main effect of
extrinsic rewards on usefulness. The antecedents model establishes this main effect (B = .13,
p < .001), but the full model provides evidence of only partial mediation, with the coefficient of
extrinsic rewards dropping from .13 to .10 (t (961) = 11.54, p < .01) with the inclusion of effort
in the model (Keppel 1991). Even after controlling for the process measures, the offer of an
extrinsic reward prior to the design task continues to significantly increase the perceived
usefulness of the design. Effort does, however, fully mediate the main effect of intrinsic
motivation on perceived usefulness.
Hypotheses 7 and 8 predict that both intrinsic motivation and extrinsic rewards, when
combined with visualization training, will positively influence the perceived usefulness of the
design. Support for these two synergistic relationships are demonstrated in the full model
(B = .06, p < .05 and B = .09, p < .001, respectively). As illustrated in Figures 3 and 4, when
motivation is combined with ability, designers can produce more useful results independently of
both the amount of effort they exert and the extent to which they enjoy the task. Interestingly,
when training was provided to those who were lacking in either intrinsic motivation or extrinsic
reward, perceived usefulness was lower than for those who received no training at all.
--- Insert Figures 3 & 4 about here ---
It is worth noting that there was no effect of task enjoyment on the perceived usefulness
of the design outcome. This finding supports our assertion that it is critical to separate the
creativity construct into its relevant components of originality and usefulness, given that
different antecedents and processes differentially influence them.
20
Aside from the predicted effects, only one effect reached conventional levels of statistical
significance: the interaction term between extrinsic rewards and intrinsic motivation on
originality which emerges in the full model (B=.07, p<.05). While this finding could simply
have resulted by chance, it may also point to a more interesting possibility. The positive synergy
between extrinsic rewards and intrinsic motivation emerged only after task enjoyment was
included as a predictor of originality. Recall that task enjoyment had been negatively impacted
by this same interaction. Once the negative synergy had been controlled for in the model by the
inclusion of task enjoyment, an independent, yet positive synergy between intrinsic motivation
and extrinsic rewards emerged. This finding suggests that the relationship between these two
variables may be even more complex than prior research has noted and highlights an opportunity
for future research.
The Value of Originality and Usefulness
To further suggest the importance of the creativity construct, we ran additional analyses
to understand whether the consumer places value on originality and usefulness when assessing
their preference and willingness to pay for the developed designs. Two regression analyses were
used, with each of the eight consumer judges’ preference and willingness-to-pay measures for
each design serving as the dependent measures. Seven dummy variables to control for
heterogeneity among the ten consumer judges were included as additional predictors. The results
of these analyses are provided in Table 2.
--- Insert Table 2 about here ---
Both regression models show a strong effect for both originality and usefulness.
Usefulness was shown to be the most important predictor of customer preferences (B = .17,
p < .001). Originality was also shown to be a significant predictor (B = .07, p < .01). The most
21
important predictor of consumers’ willingness-to-pay was the perceived originality of the design
(B = .16, p < .001). Usefulness, while also important, had a smaller effect on overall perceived
value (B = .13, p < .001). An interaction term, used to capture potential synergy between
originality and usefulness, was not significant.
Discussion
We began this paper stressing the importance of the development of a stream of
successful new products to a company’s survival and growth. A conceptual model for the
creation of new products that would have customer appeal was put forward. In it, customer
appeal was proposed to be a function of both a product’s originality and its usefulness. How can
companies generate new products that are perceived to be both original and useful? The model
and empirical findings suggested that, at least in part, this might be accomplished by increasing
the task enjoyment and task effort of those involved in designing the new products. Our results
show that a product designer’s motivation and ability can play an important role in fostering
enjoyment and effort. Intrinsic motivation would be at the heart of the process. Through its
effects on both enjoyment and effort, intrinsic motivation affected both the new product’s
perceived originality and perceived usefulness. The results also point to the importance of
extrinsic motivation as it was shown to have a positive effect on the resulting usefulness of the
design outcome. Finally, the importance of ability in enabling creative design outcomes was
demonstrated. When motivated, a designer receiving visualization training produced end designs
that were perceived to be more useful by the consumer.
Managerial Implications
These findings carry significant implications for the management of the new product
development process. Foremost is the significance of intrinsic motivation. Clearly, identifying
22
and hiring personnel that are interested and excited about design is of paramount importance.
Given this, companies should spend sufficient resources on finding and screening prospective
employees to ensure that only intrinsically motivated employees are pursued and retained.
Additionally, we can speculate that it is important that the company maintain a work atmosphere
that is conducive to and fosters the inherent intrinsic motivation of design personnel.
Challenging design tasks, non-routinized processes, and an enjoyable work environment would
assist an organization in achieving this goal. Some experts even advise hiring people who are
slow to learn the company culture for positions requiring creative thought (Sutton 2001). These
low self-monitors can retain their independence over time, avoiding the tendency to become
carbon copies of all other employees, and insuring a more continuous supply of new ideas.
Our findings also point to the potential benefits and pitfalls of providing extrinsic
rewards. We observed that the extrinsic rewards enhance effort and this in turn can positively
affect originality and usefulness. However, extrinsic rewards reduce the enjoyment of the task
itself and this is particularly the case for those who are intrinsically motivated. This negative
effect on enjoyment, in turn, reduces the originality of the design outcome. Thus, extrinsic
rewards are a double-edged sword and need to be used with caution. It remains for future
research to explore the impact of extrinsic rewards in more detail such that reward structures can
be designed to maximize the positive effects through enhanced effort while eliminating or
minimizing the negative impact on task enjoyment.
This research also provides an important insight into the effective use of training. Our
findings imply that efforts by management to enhance the abilities of designers, through formal
training programs and other educational activities, will result in better design output only if the
designer is sufficiently motivated. By ensuring that the best employees receive training, or by
23
providing using facilitating extrinsic rewards in conjunction with training programs, companies
can be assured that their training dollars are being effectively invested.
Finally, we are able to provide evidence that the components of creativity, i.e., originality
and usefulness, are both linked to customer preference and a willingness on the part of the
customer to pay more for these characteristics. This finding establishes the validity of this
research and points to the need for management to pursue strategic initiatives to make creativity
in the NPD process a central goal.
Limitations and Future Research
There are several limitations of this research that provide opportunities and direction for
future research. Foremost is the fact that the designers used in our experimental study were
design students rather than actual design practitioners. Professional designers may have been
less susceptible to an extrinsic reward manipulation and the benefits derived from the
visualization training may not have been so easily realized. Thus, the use of design students to
test our theoretical framework may limit the generalizability of our findings. It is interesting to
note however, that a recent article in the Harvard Business Review has indicated that when an
organization seeks creativity - ignorance is bliss (Sutton 2001). The authors argue that creativity
is better fostered by individuals with little to no experience. Comparing the abilities of novice
and expert designers in an experimental context represents an opportunity for future
investigation.
A second limitation of our research is found in the nature of the design task we utilized.
The experimental nature of the investigation created an atmosphere (e.g., time pressure, scope of
design mission) that might have influenced the relationships observed in this research. Future
24
research should vary the conditions inherent in the design task we used to provide
generalizability to our findings.
As noted earlier, opportunities for future investigation are also presented by the observed
relationship between intrinsic and extrinsic motivation. Another possible extension of this
research is a broadening of the extrinsic motivation construct we chose to explore. Extrinsic
motivation can be achieved by both controlling and facilitative stimuli. While we chose to
examine facilitative extrinsic rewards, it remains to be seen if positive effects for all forms of
extrinsic motivation are possible
The research we have conducted in this investigation has looked only at the importance
of motivation and ability in fostering creative ideation. Motivation and ability are factors that
managers need to understand throughout the entire new product development process.
Opportunities exist to build on the proposed framework and investigate the role of these
constructs throughout the process. Both at the individual level (i.e., as a designer) and in a group
situation (i.e., a design team), the effects of motivation and its relationship to ability can and
should be assessed throughout the various stages of NPD.
25
Endnotes
1 A pre-test confirmed that the judges' evaluations and the monetary rewards were believable extrinsic rewards that did not attempt to limit or control the way in which the designer performed the task, and did not affect intrinsic motivation. 2 In this and all subsequent analyses, we also tested a regression model including a three-way interaction among intrinsic motivation, extrinsic rewards, and visualization training. In no case, did these models outperform the models presented in the results section (all F’s < 1).
26
Table 1 Tests of the Conceptual Model (Standard Coefficient Estimates)
Antecedents Process Measures
Dependent Variable
Intrinsic Motivation
Extrinsic Rewards
Visualization Training
Intrinsic
Motivation X
Visualization Training
Extrinsic Rewards
X Visualization
Training
Extrinsic Rewards
X Intrinsic
Motivation
Task Enjoyment
Effort
R2 Process Measures (n=122)
Task Enjoyment .83c .21 -.04 .04 -.01 -.25 a .43 Effort .38 b .29 b .11 .03 .03 .01 .22 Outcomes (n=976)d
Originality
1) Antecedents 2) Process 3) Full Model
.12c .01
.05 -.01
-.04 -.04
.04 .06
-.01 -.01
.03 .07 a
.10 b .14 c
.09 b
.10b
.19 .13 .23
Usefulness
4) Antecedents 5) Process 6) Full Model
.06a .03
.13 c .10 b
.02 .01
.07 b .06 a
.10 c .09 c
.03 .02
.01 -.01
.08 b
.09 b
.31 .20 .32
a p<.05, b p<.01, c p<.001 d Seven judge dummies were also included as predictors in these analyses to control for any potential heterogeneity across judges. Because any variance that they explain is considered “meaningless” (Nunnally 1978), their standardized coefficients are not presented.
27
Table 2 Predictors of Willingness-to-Pay (Standard Coefficient Estimates)d
Dependent Variable
Original
Useful
R2
Preference
.07b
.17c
.14
Willingness-to-Pay
.16c
.13c
.22
a p<.05, b p<.01, c p<.001 d Seven judge dummies were also included as predictors in these analyses to control for any potential heterogeneity across judges. Because any variance that they explain is considered “meaningless” (Nunnally 1978), their standardized coefficients are not presented. The standardized coefficient for the interaction between originality and usefulness is also omitted given its lack of significance.
28
Figure 1 Conceptual Model and Hypotheses
Antecedents Process Measures Outcomes
H1 H5 H2 H4 H3 H6a H6b
H7 H8
Intrinsic Task
Motivation
Extrinsic Rewards
Visualization Training
Enjoyment
Effort
Originality
Usefulness
29
Figure 2 The Interactive Effects of Extrinsic Rewards and Intrinsic Motivation on Task Enjoyment
-3.47
-1.72
3.73
-2.37
1.08
2.42
-4
-3
-2
-1
0
1
2
3
4
5
low medium high
Intrinsic Motivation
Task
Enj
oym
ent
no extrinsicextrinsic
30
Figure 3 The Interactive Effects of Training and Intrinsic Motivation on Perceived Usefulness
3.33
4.1
3.81
3.713.70
3.95
3
3.2
3.4
3.6
3.8
4
4.2
low medium high
Intrinsic Motivation
Perc
eive
d U
sefu
lnes
s
no trainingtraining
31
Figure 4 The Interactive Effects of Training and Extrinsic Rewards on Perceived Usefulness
3.82
3.43
4.18
3.65
3
3.2
3.4
3.6
3.8
4
4.2
4.4
no yes
Extrinsic Rewards
Perc
eive
d U
sefu
lnes
s
no trainingtraining
32
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