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1 SUPPORTING CREATIVITY IN INTERDISCIPLINARY TEAMWORK: EXAMINING RELATIONSHIPS AMONG INDIVIDUAL TRAITS, GROUP CHARACTERISTICS, TEAM PROCESS, AND CREATIVE PERFORMANCE IN AN APPLIED SETTING By SUNG EUN CHUNG A THESIS PRESENTED TO THE GRADUATE SCHOOL OF THE UNIVERSITY OF FLORIDA IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF INTERIOR DESIGN UNIVERSITY OF FLORIDA 2009

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SUPPORTING CREATIVITY IN INTERDISCIPLINARY TEAMWORK: EXAMINING RELATIONSHIPS AMONG INDIVIDUAL TRAITS, GROUP CHARACTERISTICS, TEAM

PROCESS, AND CREATIVE PERFORMANCE IN AN APPLIED SETTING

By

SUNG EUN CHUNG

A THESIS PRESENTED TO THE GRADUATE SCHOOL OF THE UNIVERSITY OF FLORIDA IN PARTIAL FULFILLMENT

OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF INTERIOR DESIGN

UNIVERSITY OF FLORIDA

2009

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© 2009 Sung Eun Chung

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To my family and all who have contributed their support and prayers

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ACKNOWLEDGMENTS

This thesis would not have been possible without the dedication and support of many

people. First, I would like to thank my supervisory committee chair, Jason Meneely, for all his

insight and effort in this work. His guidance, encouragement, and feedback helped me generate

this thesis and complete it. Dr. Margaret Portillo, my other committee member, stimulated this

thesis by introducing me to the field of creativity in a creativity seminar. Her valuable comments

and ideas kept the whole process challenging. Dr. Nam-kyu Park contributed her research

knowledge and thoughtful insight. She is a great mentor and has guided me to explore my

research interests and passion. All interior design faculty members have challenged me in this

profession and helped me to discover my capabilities, potential, and future direction.

Also, this thesis could not have existed if not the assistance given by ACRA and Dr.

Hyunjoo Oh, the Research Director of University of Florida David F. Miller Center for Retailing

Education and Research. Thank you for the opportunity to work alongside the charrette and

understand interdisciplinary teamwork in a real-world situation. I have a wider perspective and

appreciation towards other disciplines through the whole experience.

Furthermore, I would like to thank all my friends who supported me throughout this

process in many ways. Thank you for all your encouragement, advice, and of course, all your

prayers. Especially, the love and support of my family has empowered me all through my life.

Time and distance is of no matter when it comes to family—there are truly no words that can

describe how grateful I am for your love, support, and prayers.

Above all, I thank God. May you be glorified through not just this thesis, but through the

whole process that came before it and through all that will come afterwards. You alone are

worthy of praise, for if not of your grace, this thesis would not have existed.

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TABLE OF CONTENTS page

ACKNOWLEDGMENTS.................................................................................................................... 4

LIST OF TABLES................................................................................................................................ 8

LIST OF FIGURES .............................................................................................................................. 9

ABSTRACT ........................................................................................................................................ 10

CHAPTER

1 INTRODUCTION ....................................................................................................................... 12

Gaps in Previous Research ......................................................................................................... 13 Scope of Study and Research Questions.................................................................................... 15

2 LITERATURE REVIEW ........................................................................................................... 19

Introduction ................................................................................................................................. 19 Creativity ..................................................................................................................................... 19

Four Ps in Creativity: Person, Process, Press, Product ..................................................... 19 Person ............................................................................................................................ 20 Process .......................................................................................................................... 21 Press .............................................................................................................................. 22 Product .......................................................................................................................... 23

Fifth P: Persuasion ............................................................................................................... 23 Assessing Creativity ............................................................................................................ 24 Domain ................................................................................................................................. 24 Systems Approach to Creativity ......................................................................................... 25

Teamwork .................................................................................................................................... 27 Systems Approach to Teamwork ........................................................................................ 28

Team Composition (Inputs) ........................................................................................................ 29 Individual Characteristics .................................................................................................... 30

Knowledge, skills, and abilities ................................................................................... 30 Problem solving styles or roles ................................................................................... 30 Personality traits ........................................................................................................... 32

Group Characteristics .......................................................................................................... 34 Diversity........................................................................................................................ 35 Goal specification ......................................................................................................... 36

Team Process ............................................................................................................................... 37 Team Problem Solving ........................................................................................................ 38

Application .................................................................................................................................. 44 Multidisciplinary Real-Problem Approach ........................................................................ 44

3 METHODS .................................................................................................................................. 50

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Introduction ................................................................................................................................. 50 Setting for the Study ................................................................................................................... 50 Sample.......................................................................................................................................... 51 Instruments .................................................................................................................................. 53

Assessing Problem Solving Style: The CPSP .................................................................... 53 Assessing Personality: The ACL ........................................................................................ 56 Assessing Team Process: The Self-Constructed Survey ................................................... 59 Assessing Team Outcome: The Judge’s Scores & Team Self-Evaluation ...................... 59

Procedure ..................................................................................................................................... 60 ACRA Charrette Process ..................................................................................................... 60 Research Steps ..................................................................................................................... 62

4 RESULTS .................................................................................................................................... 66

Sample Characteristics ................................................................................................................ 66 Comparison to Normative Populations .............................................................................. 66 Comparisons within the Sample ......................................................................................... 67

Question 1: What Problem Solving Styles and Personality Traits Characterizes Each Team’s Composition? How Do These Vary From Normative Populations? ...................... 68

Problem Solving Style ......................................................................................................... 68 Personality Traits ................................................................................................................. 69

Question 2: How do Teams Differ in their Perception of Team Process?............................... 70 Question 3: How Do Problem Solving Styles and Personality Traits Relate to

Perceptions of the Team Process? .......................................................................................... 72 Question 4: What Team Composition and Process Characteristics Describe the Winning

Team? ....................................................................................................................................... 73 Question 5: What are the Main Factors that Relate to Creative Team Performance? ............ 73

5 DISCUSSION .............................................................................................................................. 86

Individual Creativity vs. Team Creativity ................................................................................. 86 Creative Abrasion ........................................................................................................................ 88 The Holistic Team ....................................................................................................................... 91 Optimization of Team Performance ........................................................................................... 93 Alternative Views of the Findings ............................................................................................. 94 Limitations ................................................................................................................................... 96 Future Study ................................................................................................................................ 98

APPENDIX

A UF IRB APPROVAL ................................................................................................................ 101

B COPY OF INSTRUMENTS ..................................................................................................... 103

Creative Problem Solving Profile (CPSP) ............................................................................... 103 Team Process Survey (TPS) ..................................................................................................... 104 Judge’s Score Sheet – Presentation Feedback ......................................................................... 106

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C ACRA CHARRETTE SCHEDULE ........................................................................................ 107

D RESIDUAL HISTOGRAMS FOR NORMAL DISTRIBUTION ......................................... 109

Creative Problem Solving Profile (CPSP) ............................................................................... 109 Adjective Check List (ACL)..................................................................................................... 113

E FIRST PLACE PRESENTATION .......................................................................................... 118

Release Permission.................................................................................................................... 118 First Place Team’s Presentation ............................................................................................... 119

LIST OF REFERENCES ................................................................................................................. 120

BIOGRAPHICAL SKETCH ........................................................................................................... 131

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LIST OF TABLES

Table page 3-1 Discipline distribution by teams according to outcome rankings ....................................... 63

4-1 Sample personality variables compared to ACL normative data for males ....................... 75

4-2 Sample personality variables compared to ACL normative data for females .................... 75

4-3 Sample creative personality traits compared to ACL-Cr normative data ........................... 75

4-4 Problem solving styles by occupation in CPSP normative data.......................................... 75

4-5 Problem solving styles by discipline ..................................................................................... 76

4-6 Descriptive summary of ACL-Cr and problem solving scales by gender .......................... 75

4-7 Descriptive summary of ACL-Cr and problem solving scales by discipline ..................... 76

4-8 ANOVA for comparison of problem solving scales by discipline ..................................... 76

4-9 Post-Hoc test in comparing mean differences among problem solving scales .................. 76

4-10 Discipline distribution by team ............................................................................................. 75

4-11 Problem solving style distribution by team .......................................................................... 77

4-12 Composite team problem solving style scales ...................................................................... 75

4-13 Team departure from an idealized problem solving style profile ....................................... 75

4-14 ANOVA for comparison of ACL personality traits by team .............................................. 75

4-15 Post-Hoc test in comparing mean differences among ACL-Cr ........................................... 78

4-16 Descriptive summary of ACL personality trait scores ......................................................... 78

4-17 Descriptive summary of perception of team processes (TPS)............................................. 78

4-18 ANOVA for comparison of perception of team processes (TPS) ....................................... 79

4-19 Post-Hoc test in comparing mean differences among process variables ............................ 79

4-20 Coefficient values from linear regression models of CPSP problem solving styles and ACL personality traits in relation to perception of team processes (TPS) ......................... 79

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LIST OF FIGURES

Figure page 1-1 An input-process-output framework for analyzing group behavior and performance ...... 18

1-2 Relationships between variables in the present study .......................................................... 18

2-1 Simplex model ........................................................................................................................ 47

2-2 Interactionist model for organizational creativity ................................................................ 48

2-3 Traditional input-process-output (I-P-O) model. ................................................................ 49

2-4 I-P-O model alternative. ....................................................................................................... 49

2-5 I-P-O model with synergy. ................................................................................................... 49

3-1 A sample plot of the Creative Problem Solving Profile (CPSP) ......................................... 64

3-2 Summary of present study methodology .............................................................................. 64

3-3 Research steps in relation to the ACRA charrette schedule for the study procedure ........ 65

4-2 Content analysis of challenges in team processes ................................................................ 82

4-3 Composite problem solving profile for the winning team ................................................... 83

4-4 Scatter plot with regression for thinking by team ranking .................................................. 83

4-5 Scatter plot with regression for evaluation by team ranking ............................................... 84

4-6 Scatter plot with regression for degree of variation in problem solving by team ranking .................................................................................................................................... 84

4-7 Plot of canonical analysis by team ranking .......................................................................... 85

5-1 Composite team problem solving profile comparison of 1st place and 6th place ............. 100

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Abstract of Thesis Presented to the Graduate School of the University of Florida in Partial Fulfillment of the

Requirements for the Degree of Master of Interior Design

SUPPORTING CREATIVITY IN INTERDISCIPLINARY TEAMWORK: EXAMINING RELATIONSHIPS AMONG INDIVIDUAL TRAITS, GROUP CHARACTERISTICS, TEAM

PROCESS, AND CREATIVE PERFORMANCE IN AN APPLIED SETTING

By

Sung Eun Chung

December 2009 Chair: Jason Meneely Major: Interior Design

Teamwork and creativity are vital components for businesses to stay competitive.

Although there has been incessant research on both teamwork and creativity, only a few studies

have focused on team creativity and even fewer from a systems approach. The purpose of this

study is to understand the individual and group characteristics that form the team composition

and the process that enhances the quality of creative outcome through a systemic approach.

Creative team processes were examined in forty-two business and interior design students

who were participating in a focused five-day competition held at a large university campus.

Participants were divided into six teams of seven in a charrette challenge of solving a real-world

retail design problem. The participants were profiled on their problem solving styles using the

Creative Problem Solving Profile (CPSP) and their personalities through the Adjective Check

List (ACL) with Domino’s creativity (Cr) scale used to profile creative personalities. To

understand the team process during the problem solving task, participating students completed a

locally developed team process survey. A panel of expert judges consisting of noted retailers,

designers, and the client assessed the teams’ outcomes to award a winning submission.

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Teams differed in the distribution of discipline and problem solving styles, with the

winning team being the most diverse, yet balanced team. Teams that perceived team processes

positively were more successful than those that assessed the processes negatively. The winning

team as well as the least preferred team both had the highest score for creativity (ACL-Cr), yet

had opposing outcomes. The winning team also perceived the conflicts in their process to be

positive, while the least preferred team had not.

Results suggest that individual creativity is necessary for creative team performance yet

not sufficient. Although team creativity may benefit from the individual contributions, it is not

the simple aggregate of individuals that impacts team performances. The findings of this study

imply that teams that are diverse, yet well-balanced in problem solving styles, and have the

ability to transform conflict in the process to creative abrasion have the potential for creative

performance.

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CHAPTER 1 INTRODUCTION

Today, many businesses are challenged to generate and implement creative ideas to remain

competitive. In a time when businesses are trying to keep up with the rapid social and

technological change, creativity paves the way for success. ‘Creativity’ is indeed a necessity in a

variety of fields, and whether we recognize it or not; we live in a culture that is hungry for

creative solutions.

Many businesses incorporate teamwork as a fundamental component of creative problem

solving. Teamwork is a dynamic that emerges between individuals working cooperatively to

accomplish a goal that is beyond their individual capabilities (Marks, Mathieu, & Zaccaro, 2001;

Osborn & Moran, 2000). Organizations utilize teamwork from the belief that group interaction

stimulates others and results in increased productivity, efficiency (Levi, 2001), and even

creativity (Hargadon & Bechky, 2006). The potential of teamwork is that the whole is greater

than the sum of its parts; the collective work of a team is more than what the individuals could

accomplish alone. Consequently, businesses are now focusing on how to optimize creative

potential in teamwork.

Organizations must rely on group creativity for the reason that the problems they face are

often too complex and multifaceted for the scope of an individual’s expertise. The problems that

businesses contend with cut across organizational boundaries and demand multidisciplinary

perspectives to develop creative solutions (Levi, 2001; Brown & Eisenhardt, 1998; Eisenhardt,

1990). Efficacy is not only achieved through the number of people in the team, but incorporating

the right mix of people. Individuals with knowledge, skills, and abilities in a variety of fields and

specializations need to come together to fully maximize the problem solving process. Nowadays,

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the call for both creativity and teamwork is of the essence as the demands in society rapidly

change.

The purpose of this study is to better understand how individual traits, and group

characteristics, and team processes interact to support creative performance. While prior research

has primarily employed unidimensional approaches in controlled experimental settings (e.g.,

Hambrick, Cho & Chen, 1996; Barrick, Stewart, Neubert, & Mount, 1998; Pegels & Yang, 2000;

Schepers & van den Berg, 2007) little to no work has elucidated a systems understanding of

creative teamwork in real world settings. In contrast, the current study examines systemic

relationships among individual problem solving styles, personality traits, and team process

variables in relation to creative performance on a real world business problem.

Gaps in Previous Research

Scholarly research on creativity has primarily focused on individual creativity (Oldham &

Cummings, 1996; Woodman & Schoenfeldt, 1989; Barron & Harrington, 1981) with little

attention paid to the creative synergy generated by teams during the collective process

(Kurtzberg & Amabile, 2001). However, the growing effort to explore creativity in interpersonal

settings suggests that teamwork may bring additional synergies to support creative outcomes

(Barlow, 2000; Kasl, Marskcik, & Dechant, 1997). As a result, there has been a recent shift in

perspective and many researchers are beginning to focus on elucidating team creativity

(Hargadon & Bechky, 2006).

The present study addresses this gap by focusing on the aspects of creativity in teamwork.

It acknowledges individual creativity as the basis for creative performance, although, does not

perceive it to be the sole contribution. In order to most effectively turn an individual’s creativity

into a productive team process, it is important to understand how individuals work, think, and

interact with each other when working towards a creative outcome (Kurtzberg, 2000). Each

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individual can contribute their knowledge, skills, and abilities to the team; however, a team is

only successful when teamwork, the intra-group process, is in play. A basis for creativity in

teamwork can be achieved when there is an understanding of individual behaviors and

interpersonal relations. Team creativity, is in fact a function of individual creative behavior that

looks into the interaction of the members within the team, team characteristics, team processes,

and environmental influences (Jackson, 2005). When organizations comprehend these elements,

they will be able to compose, manage, and train creative teams according to their organizational

goals.

Businesses in particular, must understand the diversity of the components that drive

creativity in teamwork in order to remain competitive. Today, creative teams are a vital

component of a competitive organization. Teams are effective at generating innovation because

they bring together far more concepts and bodies of knowledge than any one individual can

(Leonard & Swap, 1999). Composing a team with the appropriate knowledge and skills is

essential for team performance (Spreitzer, Cohen, & Ledford, Jr., 1999; Stewart & Barrick,

2000). In fact, diversity among individual characteristics may influence the very nature of social

and cognitive interactions within the team.

Most prior research on teamwork have employed unidimensional approaches that primarily

focused on the inputs to team problem solving (Watson, 2007; Mumford, Campion, & Morgeson,

2006), the process of teamwork (West, 1994; Simons & Peterson, 2000), or team outputs (Guzzo

& Dickson, 1996; Sundstrom, DeMeuse, & Futrell, 1990). While some researchers examined

relationships between team inputs and processes (Eysenck, 1994; Heckhausen, 1989) and

relationships between team processes and outputs (Forbes & Milliken, 1999; Davis, 1969), few

studies have examined systemic relationships among team inputs, team processes, and team

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outcomes simultaneously. Most systemic approaches in this field have theoretically connected

the relationship between variables without conducting data collection across them (McGrath,

1964; Hackman 1987; Steiner, 1972; Schweiger & Sandberg, 1989).

Another significant gap in the study of creativity and teamwork lies between research and

practice. Apart from accessibility issues of research findings to the general public, the biggest

gap between research and practice lies in the applicability of the findings to real world settings

(Morrison, 1995). The application of knowledge is just as important as the generation of

knowledge, yet research has not extended or supplied knowledge applicable to the questions that

organizations face. Prior research has primarily examined teamwork in experimental settings

(e.g., Hambrick, Cho & Chen, 1996; Barrick, Stewart, Neubert, & Mount, 1998; Pegels & Yang,

2000; Schepers & van den Berg, 2007). However, increasingly, researchers are making an effort

to put their work in the context of applied business settings (e.g., Ely, 1995). Researchers and

practitioners should consistently work hand in hand to break down the barriers to the applied use

of research and close the gap between research and applications by becoming more proactive in

building partnerships that encourage field research and practical application of the findings

(Morrison, 1995).

Overall, there is still insufficient data on creative teamwork, especially in applied settings.

Although many studies have focused on creativity and teamwork separately, little empirical

evidence has advanced a systems understanding of creative teamwork. Therefore, research on

creative teamwork employing a systems approach in an applied setting is in need.

Scope of Study and Research Questions

The current study addresses the need to bridge the gap between research and practice by

conducting a field study with interdisciplinary teams challenged to solve a real world business

problem. While globalization challenges many businesses with international issues the current

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study examined business issues within a North American context. The current study also

employed a systems approach which examines interactions among team inputs, team processes,

and team outcomes.

From a systems approach, creativity can be examined by focusing on the person, the

process, and the product (Amabile, 1996). From these characteristics, creativity can also be

observed at the individual, group, or organizational level. Especially in a complex social setting

that involves all three levels, creativity is defined as, “the creation of a valuable, useful new

product, service, idea, procedure, or process by individuals working together in a complex social

system (Woodman, Sawyer, & Griffin, 1993, p. 293).” Creativity and teamwork are interrelated

in the sense that can both be understood through the connections and interactions between

components of a system. A systems approach can be defined as the interdependency,

interconnectedness, and interrelatedness of a set of components that represent the whole (Tan,

1998). Teams can be seen as part of a system, or an organization, that is also made up of

subsystems of individuals. Particularly in teamwork, teams work in a system that deals with the

individual’s contributions (inputs), the interactions between individuals (processes), and the

results (outputs) described through McGrath’s (1964) input-process-output framework for

analyzing group behavior and performance (Figure 1-1).

Using a systems approach, the current study examined problem solving styles, personality

traits, and process variables at individual and group levels in relation to creative performance

(Figure 1-2). Problem solving style relates to preferred modes of thinking during different stages

of problem solving (generating, conceptualizing, optimizing, and implementing ideas).

Personality traits associated with creativity and interpersonal traits essential to teamwork were

also assessed to further understand an individual’s contribution to the team. Team characteristics

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observe the combination of these individual characteristics, particularly the diversity of problem

solving styles and cohesiveness among team members. The team process is investigated on an

individual’s perception of success and resulting cohesions and conflicts during problem solving.

Finally, team outcomes are evaluated by a panel of expert judges to provide a measure of

creative performance. To accomplish these goals this study asks the following research

questions:

• Question 1: What problem solving styles and personality traits characterizes each team’s composition? How do these vary from normative populations?

• Question 2: How do teams differ in their perception of team process?

• Question 3: How do problem solving styles and personality traits relate to perceptions of the team process?

• Question 4: What team composition and process characteristics describe the winning team?

• Question 5: What are the main factors that relate to creative team performance?

These questions require rationales from the literature reviewed in Chapter Two. Chapter

Three describes the methodology: the setting of the study, sample, instruments, and procedure,

utilized while conducting this thesis study. Chapter Four addresses the research questions by

presenting the results from both quantitative and qualitative analyses. Finally, Chapter Five

interprets and discusses the study, states the research implications, limitations, and future study

suggestions.

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Figure 1-1. An input-process-output framework for analyzing group behavior and performance

Figure 1-2. Relationships between variables in the present study

INPUT PROCESS OUTPUT

Individual Level Factors

(e.g., pattern of member skills, attitudes, personality characteristics)

Group Level Factors (e.g., structure, level of “cohesiveness,” group size)

Environmental Level Factors

(e.g., group task characteristics, reward structure, level of environmental stress)

Performance Outcomes (e.g., performance quality, speed to solution, number of errors)

Other Outcomes (e.g., member satisfaction, group “cohesiveness,” attitude change, sociometric structure)

Group Interaction

Process

Personality Traits Problem Solving

Perception of

Perception of

Creative

Cohesion/Conflict

Role Clarity

Diversity

Goal Specification

Cohesiveness

Team Viability

TEAM COMPOSITION PROCESS

1st

OUTCOME

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CHAPTER 2 LITERATURE REVIEW

Introduction

This chapter reviews the most relevant literature on creativity and teamwork to develop a

theoretical framework for answering the research questions raised in this thesis. This review

contains definitions and contemporary theories of creativity and systems approaches for

examining creativity in a business context. The relation between creativity and teamwork is

examined through understanding the characteristics of team processes within the working

environment. In particular, the review emphasizes the need for creative multidisciplinary

teamwork in business settings.

Creativity

A variety of theoretical and methodological perspectives exist in researching creativity;

however, the challenge of empirically defining the term remains. Finding examples of creative

people, things, or situations seems to come easier than actually defining the term. Although an

exact definition of creativity has not been collectively accepted, a majority of creativity

researchers generally support the concept that creativity involves the creation of novel and yet

appropriate solutions (Amabile, 1983, 1996; Davis, 1999). This definition also acknowledges

that creative people are those who create new and useful products and that creative cognitive

processes occur whenever a new and useful product or idea is created (Mayer, 1999). Based on

this concept of creativity, multiple theoretical approaches are examined to better understand the

construct.

Four Ps in Creativity: Person, Process, Press, Product

The most widely accepted framework for describing creativity identifies the person,

process, press, and product —commonly known as the four Ps in creativity (Mooney, 1963).

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Although prior research on creativity employed different approaches, Mooney stated that prior

studies tended to employ one or a combination of these four foci. Because these four key

elements are expansive and practical, this framework has been widely accepted and recognized

by many researchers (Davis, 1999; Torrance, 1988). The following sections review each focus in

turn.

Person

Creativity begins with the person. The majority of prior research has examined the creative

person by examining the traits, behaviors, and characteristics of individuals. Researchers identify

three primary characteristics which combine to influence one’s creative potential: personality

traits, cognitive abilities, and biographical traits (Davis, 2004). Recurrent creative personality

traits identified through research include: aware of creativeness, original, independent, risk-

taking, high energy, curious, sense of humor, capacity for fantasy, attracted to complexity and

ambiguity, artistic, open minded, thorough, needs alone time, perceptive, emotional, and ethical

(Davis, 2004). As many personality traits there are that relate to creativity, there are also many

cognitive abilities. In fact, it is difficult to determine certain mental abilities that have no

connection with creativity (Davis, 2004). Nevertheless, long-time creativity expert Barron (1988)

lists six important cognitive traits related to creativity: recognizing patterns, making connections,

taking risks, challenging assumptions, taking advantage of chance, and seeing in new ways. As

for biographical characteristics, past experience in creative involvement seems to be a key

indicator of creativity (Torrance, 1962; Renzulli & Reis, 1991). However, not all traits will apply

to all creative persons for the reason that there are too many forms of creativity and creative

people for any specific generalizations to be made (Davis, 2004; Levi, 2001). The person-

oriented approach also has limitations in that creativity varies in degrees and is not purely of

innate nature but can also be nurtured (Levi, 2001).

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Process

The process is also used as a means in defining creativity. Torrance’s (1988) definition of

creativity in particular, describes a process that resembles the steps that are used in scientific

methods. This approach begins by sensing difficulties, problems, gaps in information, or missing

elements. It proceeds in making guesses or formulating hypotheses about these deficiencies, then

testing these guesses and possibly revising and retesting them, and finally communicating the

results. This process definition includes the creative person (someone who can do this), the

creative product (the successful result), and the creative press (the environment that facilitates

the process).

One of the most frequently cited process models is the Creative Problem Solving (CPS)

model. Originally formulated by Osborn (1963) and further developed by Parnes (1981), the

model includes five steps: fact-finding, problem-finding, idea-finding, solution-finding (idea

evaluation), and acceptance-finding (idea implementation). The CPS steps guide the creative

process. A unique feature of this model is that each step involves both divergent and convergent

thinking. Each step first involves a phase that generates lots of ideas (facts, problem definitions,

ideas, evaluation criteria, implementation strategies), and then a phase that selects the most

promising ideas for further exploration (Davis, 2004).

The first step, fact-finding, lists the information about the problem or challenge. The list of

ideas is then narrowed down to those that might be especially productive. The goal of this step is

to explore all the information, impressions, observations, feelings, and questions of the problem.

Parnes (1981) recommended asking who, what, when, where, why, and how questions for

effectiveness at this stage. Problem-finding involves coming up with alternate problem

definitions. Exploring the real problem and asking questions of why the problem is being sought

broadens the problem definition. The step of idea-finding is when the idea generation or

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brainstorming happens. Ideas are freely proposed for each problem defined in the prior stage. It

is vital that one does not employ criticism or evaluation at this stage to allow ideas to fully

surface. During the solution finding stage, criteria for evaluation are listed, ideas are evaluated,

and one or more of the best ideas are selected. Discreet evaluation approaches should be

considered to prevent prematurely discarding ideas with good qualities or accepting those with

faults (Parnes, 1981). Finally, the acceptance-finding step is implementing ideas by thinking of

ways to get solutions accepted by society (Parnes, 1981). Parnes commented that the creative

problem solving process can flexibly and iteratively move from one stage to another (Davis,

2004).

Similarly, Basadur (1992) proposed a model developed from CPS, called Simplex, that

circularly moves through the problem solving process in stages of problem generating, problem

formulating, problem solving, and solution implementation (Figure 2-1). Each stage contains two

steps, summarizing the Simplex model into an eight-step process—identifying the problem,

finding facts, defining the problem finding ideas, evaluating and selecting ideas, planning,

gaining acceptance, and taking action. The two steps in each stage is a mini-process of sequential

divergent and convergent thinking called ideation-evaluation (Basadur & Head, 2001). This

model extended earlier linear process models (Osborn, 1963; Parnes, Noller, & Biondi, 1977)

and was developed through real-world organizational field research and application experience

(Basadur, 1974, 1979, 1992). The model can be distinguished by its circular process, developed

so that each implemented solution can lead to new and useful problems.

Press

The creative press (also known as the creative environment), includes both the social and

the physical aspects of one’s environment. A creative climate encourages creative thinking and

innovation. Leonard and Swap (1999) described this as “a creative ecology,” saying that,

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“organizations need a creativity ecology—an interdependent, interactive, self-sustaining, and

reinforcing system that includes not only people and processes but also settings (p.136).”

Although prior research has generally avoided the environment, interest is growing as

people and organizations are becoming more aware of the influence of climate and culture on

creativity. A social climate open to ideas, absence of threat, and willing to risk are some of the

necessary conditions for supporting creativity (Isaksen, 1987). Physical environmental elements

such as, the aesthetics of the space, structure of the building, use of internal space, or even

furniture may not individually maneuver individuals or teams toward creativity, however all of

these features have the potential to support or block creativity (Leonard & Swap, 1999).

Product

The creativity of the end product of a creative process is difficult to generalize or

determine for the reason that there are too many different forms of it. The ideas, concrete

products, or solutions produced can be assessed differently according to the evaluator or the

specific domain. Instead of trying to generalize product creativity, focus should turn towards

investigating creative products in order to identify what differentiates them from others

(MacKinnon, 1978). Basically, novelty is easily identified in that one can depict what is new or

different from others, whereas, appropriateness is far more difficult to depict contextually. Some

definitions of creativity have also emphasized that criteria in a domain are essential in assessing

creative products.

Fifth P: Persuasion

In addition to the four Ps in creativity, Simonton (1988) added a fifth “P” persuasion, the

role of leadership and selling one’s ideas to others. This emphasizes the importance of the view

that individuals become creative only insofar as they impress or persuade others with their

creativity. Simonton emphasizes that this concept, along with chance, is a factor in both the

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generation of creative ideas and in their social acceptance. The creative idea is only recognized

when others perceive it to be creative as well. It follows that the persuasion process may be just

as important as the generation of ideas.

Assessing Creativity

The complex nature of assessing creativity requires multiple measures of the cognitive

processes, motivations, attitudes, and personality traits associated with the individual, as well as

the products, presentations, and performances that result from the creative process (Feldhusen &

Goh, 1995). Most efforts in creativity assessment have focused on persons and their cognitive

abilities, personality characteristics, motivations, or background experiences such as, the

Torrance Tests of Creative Thinking (TTCT; Torrance, 1975), Kirton Adaptor-Innovator scale

(KAI; Kirton, 1987), and the Adjective Check List (ACL; Gough & Heilbrun, 1983). In

assessing creative products, so far, the most accepted method has been the rating of external

judges, including educators or experts in a domain (Amabile, 1990; Feldhusen & Goh, 1995;

Plucker & Renzulli, 1999). This approach, known as the Consensual Assessment Technique

(CAT) refined by Amabile (1983), uses appropriate observers in the domain of articulation to

independently review products. The product is claimed creative only upon agreement of the

independent responses. The multidimensional construct of creativity requires multiple channels

of measurement and therefore, theoretical models can provide the best frameworks especially in

research (Feldhusen & Goh, 1995).

Domain

The role of a domain is highlighted by many theoretical and empirical studies on creativity

as the body of knowledge moves from generality to domain specificity. The strongest evidence

for domain specificity is provided by the variety in fields that produce creative performance and

that each product is judged by appropriate experts in the field using Amabile’s CAT (Baer,

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1998). In addition, Csikszentmihalyi (1988) proposes a three-part theory of creativity that

includes interactions among the individual, field, and domain. The creative person contributes

the necessary ability, talent, and traits which have potential for creativity; however, an individual

typically receives formal education in a domain, or discipline, which includes exposure to rules,

structure, and practices within a specific area of work. This knowledge interacts with and

influences an individual’s personality, cognitive processes, and motivation. Experts in a given

field, provide judgment on the creativeness of an individual’s products. Without the acceptance

from the field, the person and the product are not recognized as creative. Because field experts in

different domains employ different criteria to evaluate creative products, creativity becomes a

domain-specific construct which has impelled scholars to examine and define creativity in

specific disciplines as opposed to more generalist perspectives.

Systems Approach to Creativity

Csikszentmihalyi (1988) conceptualizes creativity as an act, idea, or product that changes

an existing domain, or transforms the domain into a new one. His three-part theory of creativity

is a systems model that incorporates all aspects that lead to creativity. The model considers the

individual person and the process that they go through, the press or the domain of work, and the

product assessed by gatekeepers in the given field. All of these aspects integrate together for

creativity to take place. Similarly, a systems approach can be defined as the interdependency,

interconnectedness, and interrelatedness of a set of components that represent the whole (Tan,

1998). Tan (1998) argues that complexity of organizations in particular, calls for an integrated

systems approach in order to manage creativity. His theoretical framework suggests that

creativity in organizations can be managed through successful interventions that overcome

barriers to innovation and cultivates creativity, and in turn, encourages the development of

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creative outcomes. Although this total systems approach considers multiple factors impacting

creativity, most of his focus is on the organizational context.

The systems view of creativity in the workplace emphasizes the three levels of individual,

group, and organization (Amabile, 1983; Woodman, Sawyer & Griffin, 1993). This systems

approach explains that creative performance involves interactions among individual personality

traits, cognitive style, ability, relevant knowledge, motivation, and external environmental

factors (Jackson, 2005). Creativity can take place in the individual as a cognitive process,

between individuals as they interact, in teams as a group-level event, or in the context of

organizations (Watson, 2007). Research suggests that social domains influence individual

creativity, and teams and organizations should be analyzed as the agents in creative process and

behaviors (Watson, 2007). Hargadon and Bechky (2006) discovered that individuals contribute

distinct existing ideas within a particular social interaction, and the creative value of those ideas

evolves through their confluence with others. At the team-level, the creative team’s task is to

come up with creative solutions that are built from the recombination of these existing ideas

(Amabile, 1988; Van de Ven, 1986; Weick, 1979; Hargadon & Sutton, 1997).

The interactionist model of creativity, proposed by Woodman, Sawyer, and Griffin (1993),

is an extension of Woodman and Schoenfeldt’s original model (1990) and includes the

individual, group, and organizational levels of creativity (Figure 2-2). Individual components are

expanded into group and organizational factors that include person-situation interaction.

Individual creativity is perceived as the function of antecedent conditions, cognitive style and

ability, personality factors, relevant knowledge, motivation, social influences, and contextual

influences. Antecedent conditions are related to the biographical characteristics of a creative

person such as past experiences and behaviors, while cognitive style and ability include problem

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solving styles, divergent thinking, and ideational fluency. These variables with the addition of

personality factors, relevant knowledge, and motivation are characteristics of the creative person.

These individual creative behavior inputs, the interaction of the individuals involved, group

characteristics, group processes, and contextual influences are the function of group creativity. In

relation to the four Ps in creativity, these elements connect with the creative process and creative

press. Finally, organizational creativity is a function of the creative outputs of the group and

contextual influences which concern the creative process and the creative product. Hence, this

model acknowledges the four Ps in creativity as well as the individual and group contributions to

creativity. Woodman et al. (1993) describes that overall, “the gestalt of creative output . . . for

the entire system stems from the complex mosaic of individual, group, and organizational

characteristics and behaviors occurring within the salient situational influences . . . existing at

each level of social organization (p.296).” Creativity comes from the integration of all

contributing elements: the person, process, press, product, and persuasion. It should be

approached from a holistic view in order to be fully understood and appreciated.

Teamwork

Teams are a widespread phenomenon in society; teams operate as a collective committed

to generating a common output (Watson, 2007). The definition of a team can be organized as two

or more individuals with specific roles interacting adaptively, interdependently, and dynamically

toward a common valued goal (Salas, Sims, & Burke, 2005). A team possesses the potential of

operating beyond the capabilities of an individual. Teams are especially valued when

interpersonal interactions produce a far greater quality than an individual working alone.

Hackman (1987) noted that working in teams has benefits such as, better quality in

decisions, effective execution of those decisions, enhancement in commitment and motivation,

and innovative ideas. However, teams may also pose some disadvantages including the

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possibility of wasting more time and energy, making bad decisions, being destructive through

conflicts, frustrating other team members, and low productivity. These restraints impede teams in

reaching their full potential and usually occur when conflict develops among members or when

time is spent on social interaction rather than the task (VanGundy, 1984). In order for a team to

be optimally effective, all members should achieve their highest potential (VanGundy, 1984).

Systems Approach to Teamwork

A frequently cited framework for understanding team dynamics in business settings is the

input-process-output model (Gladstein, 1984; Guzzo & Shea, 1992; Hackman, 1987; McGrath,

1964). This model examines the factors that individual members bring to the team (input), the

interaction (process), and the product (output). At the same time, this model describes how

individuals affect intra-group processes and outcomes. According to McGrath’s analysis on team

behavior and performance (1964), the inputs in this model can be further grouped into three

categories: individual-level factors, group-level factors, and environmental-level factors. Various

inputs that are combined from the individual, group, and organizational level (McGrath, 1964),

such as team-member attributes, structure and size, task characteristics, and reward structures.

Intra-group processes refer to the interactions that take place among team members and include

communication patterns, cohesion and conflict, and efforts toward leadership and other forms of

influence. Team output refers to team outcomes associated with productivity, as well as the

capability of team members to continue working cooperatively.

Figure 2-3 illustrates the basic concept of the input-process-output model; the team

composition affects the outcome exclusively through the interaction in the team process

(Hackman, 1987). This model disregards the direct impact that individuals in the team have on

the outcome. Individuals are considered as part of a collective unit, where interaction among

members influences team performance. As an alternative, Hackman (1987) suggests that adding

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to the traditional model mentioned above, the team also directly affects the outcome (Figure 2-4).

In this case, both team process and individual influence provides a context which can

systematically drive the outcome.

Hackman (1987) introduces yet another component to this model by introducing the

concept of group synergy. Synergy results from the members’ interactions as they carry out the

task. When group synergy is achieved, process losses are minimized and synergistic gains are

created (Hackman, 1987). This synergy is present when the performance or outcomes of a group

go beyond the capacities of individual members (Schweiger & Sandberg, 1989) as seen in Figure

2-5. This effect can regulate the performance conditions—group design and context—into a

more or less favorable one.

While there is some variation among the models, it is important to note that they all

comprise the same variables: team composition, team process, and team outcome. Similarly,

these reflect the components of the creativity model: person, process, and product. These

variables are all integrated in teamwork and should be examined in detail to better understand

how to cultivate a creative team that generates a successful outcome.

Team Composition (Inputs)

Team composition comprises both individual characteristics and collective group

characteristics that both cultivate the unique team composition. Individuals can be first

distinguished by many variables such as, knowledge, skills, and abilities, personality traits, roles,

and preferences. In addition, individual variables can be combined to explain the characteristics

of a team.

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Individual Characteristics

Knowledge, skills, and abilities

The knowledge, skills, and abilities of an individual differ among disciplines or fields of

interest (Csikszentmihalyi, 1988). Knowledge includes information the individual has acquired

and retained, while skills or abilities refer to what an individual can do competently (VanGundy,

1984). The mixture of an individual’s knowledge, skills, and abilities is a complex and unique

combination of resources accumulated through time. The creativeness of the new combination of

existing ideas can only come from the material that has been previously gathered and deposited

in the individual’s mind. Therefore, many studies hypothesize that higher knowledge, skills, and

abilities of team members predict higher team performance (e.g., Barrick et al., 1998; Stevens &

Campion, 1994; Williams & Sternberg, 1988).

Problem solving styles or roles

Individuals typically take on different roles within a team to complete a task. Roles are

defined as a collection of related and goal-directed behaviors featured within a specific situation

(Stewart, Fulmer, & Barrick, 2005). When individuals understand the problem solving process

and concurrently have knowledge of the role that needs to be taken, effective team performance

can take place.

Many team role typologies exist, however many are similar to one another. For instance,

based on the early work by Benne and Sheats (1948), roles within a team can be sorted into task

roles, maintenance roles, and individual roles. Task roles support and organize the team’s effort

in selecting, defining, and solving common problems; maintenance roles orient toward

strengthening, regulating, and managing the team; and individual roles take interest in satisfying

individual needs that are not related to the team’s task. Similarly, Mumford, Campion, and

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Morgeson (2006) organized and integrated roles into three broad categories: task, social, and

boundary-spanning.

Along these lines, other typologies identify an individual’s primary problem solving role,

such as, the collaborator, contributor, challenger, and communicator (Parker, 1996); the

coordinator, shaper, planter, specialist, completer, implementer, monitor evaluator, teamworker,

and resource investigator (Belbin, 1993); and the contractor, creator, contributor, completer,

critic, cooperator, communicator, calibrator, consul, and coordinator (Mumford et al., 2006).

However, problems may occur when specific roles are named despite individual differences

(McCrimmon, 1995). McCrimmon (1995) opposed team roles for the reason that they do not

allow creative emergence. He finds that individuals with specified roles oftentimes have the

sense of a restrictive obligation and rigidity towards the team process. Instead, individuals should

have the freedom to be flexible according to the situation or problem, and break out of their

defined style and create opportunities for personal development.

Identifying the role one plays on a team can be valuable to team performance (Belbin,

2000). Often these are assigned, but are usually recognized during the team adaption process

through emerging interactions (Carnall, 1999; Heckhausen, 1989). Therefore, instead of focusing

on the role determined prior to interaction, it is important to determine roles by situation. Team

role knowledge and situational contingencies governing their use, can affect team member

performance more than personality because it allows members to review the situation and

acclimatize to the needed role (Mumford, Morgeson, Van Iddekinge, & Campion, 2008). Team

members with adequate knowledge of roles and when they are needed in the problem solving

process brings clarity to the situation and allows individuals to work with flexibility. Fulfillment

and coordination of team roles are thought to be necessary so the team can perform effectively

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and so it can avoid process losses associated with unnecessarily harmful conflict, role ambiguity,

and social loafing (Steiner, 1972).

The knowledge of an individual’s problem solving style makes it possible for that

individual to work along the problem solving process by taking advantage of their strengths and

yielding to their weaknesses. In particular, the Creative Problem Solving Profile (CPSP) is a

psychometric instrument based on the Simplex model, which is an extension of the Creative

Problem Solving (CPS) process (Basadur & Gelade, 2002). The CPSP measures the unique

blend of the individual’s problem solving style according to their preference for ways of gaining

and utilizing knowledge. Peterson’s study (2004) on the success factors for problem-based

learning found that the self-awareness of the CPSP provides students with information in not

only realizing their own thinking process, but also the problem solving process in general.

Students have commented on learning their strengths and appreciating complementary styles of

team members as well.

Personality traits

Personality traits are elements that contribute to how well individuals can perform on the

given task and relates to what kind of interaction they have with team members. In a meta-

analysis by Hough (1992), three personality constructs were correlated with teamwork:

conscientiousness, related to both achievement and dependability; emotional stability; and

agreeableness. Conscientiousness, in particular, found to have consistent and strong relationships

with individual performance in work environments (Barrick & Mount, 1991; Mount & Barrick,

1995). Individuals with high conscientiousness tend to support each team member in

contributing more to the overall team outcome in spite of roles, tasks, or relationships with other

team members. At the team level, high motivation for achievement relates to more concern of

team success (Zander & Forward, 1968), and results in higher team performance (French, 1958).

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Barrick et al. (1998) found that agreeable team members have high potential in cooperation as

they are helpful, friendly, warm, trusting, and tolerant. This gravitation towards cooperation

within the team also improves long-term team viability. Members with similar levels of

agreeableness should also have similar styles in managing conflict, which in turn, facilitates

effective mediation of any differences among the team (Jackson, Stone, & Alvaarez, 1992).

Leonard and Swap (1999) state that in businesses, people are motivated to succeed

(achievement), to be in charge (dominance), and to have relationships with others (affiliation),

yet vary at the extent. However, creativity is hindered when an individual dominates or over-

powers, or is not open to others’ opinions (Sawyer, 2007).

Additionally, Oldham and Cummings (1996) summarize some of the stable characteristics

which relate consistently and positively to measures of creative performance across a variety of

domains: broad interests, attraction to complexity, intuition, aesthetic sensitivity, toleration of

ambiguity, and self-confidence. A group of factors that appear in creative individuals mentioned

by VanGundy (1984) are: self-esteem and self-confidence, independence of judgment,

perseverance, and locus of control. Some factors that stimulate creativity are freedom in carrying

out the work; a sense of positive challenge in the work; work teams that are collaborative,

diversely skilled, and idea focused; and norms of actively sharing ideas across (e.g. Amabile et

al., 1996; Kanter, 1988; West & Anderson, 1996). In addition, autonomy within work groups

greatly increases member motivation and in turn, encourages the innovation process and

enhances productivity (Paulus, 2008). Anything that supports the development of expertise,

creativity-relevant skill, and intrinsic motivation should facilitate creativity (Amabile & Mueller,

2008).

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The personality characteristics of creative individuals and those that support successful

teamwork somewhat interrelate. From the literature reviewed on personality traits, the creative

person and the successful team member both have a sense for achievement, self-control, and are

open to change. Creative individuals tend to prefer an autonomous atmosphere, whereas team

members usually work together according to an order of set plans. Teams generally have a

leader, who has dominant qualities that enables decision making, and members that follow or

support the choice made. With regards to interpersonal relationships, successful team members

have a strong affiliation with their team.

These various personality traits can be measured through psychometric instruments. The

Adjective Check List (ACL), especially, has been employed in research to investigate a wide

range of human behaviors in applied work settings using several standardized scales (McDermid,

1965; Arvey, Dewhirst, & Boling, 1976; Mani, 1995; Oldham & Cummings, 1996). Arvey et al.

(1976) found that the need for achievement, autonomy, and affiliation were significantly related

to employee satisfaction at a multidisciplinary research center. The study concluded that

supervisory goal clarifying and planning activities and participation in goal setting were

positively associated with subordinate satisfaction; however, this study did not observe any

interactions. The ACL also incorporates a separate creative personality scale (ACL-Cr) in

addition to the one provided in the manual. Research in creativity has used the ACL-Cr scale to

examine creativity in specific domains (Davis & Bull, 1978; Domino & Giuliani, 1997; Meneely

& Portillo, 2005) rather than using the scale with normative results from students, professionals,

and randomly selected adults (Gough & Heilbrun, 1983).

Group Characteristics

Team behavior is partly determined by specific combinations of individuals interacting

together (VanGundy, 1984). Although ideas begin in the minds of individuals, they are later

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shaped and changed by the members in the team (Kurtzberg, 2000). When individuals form

teams, they benefit from one another as each brings their own knowledge, skills, abilities, and

perspectives (Bradley & Hebert, 1997). Well-composed groups are made up of individual

members just large enough to do the given task, have high task-relevant expertise, have

interpersonal and task skills, and are moderately diverse (Hackman, 1987).

A variety of behaviors indicate potential to successful teamwork including

interdependence, goal specification, cohesiveness, roles and norms, communication, and trust.

Interdependence is the issue of how each member’s outcomes are determined by the actions of

the other members (Rousseau, 2001). Goal specification and cohesiveness refer to the

attractiveness of the team member relationships, which moderately relates to social and task

cohesiveness (Besser, 1995; Latham, 2001). Each team must also manage its efforts by requiring

members to hold common or overlapping cognitive accounts of the task requirements, goals,

procedures, and role responsibilities (Thompson & Fine, 1999). Communication enables team

goals to be understood by every member of the team, while receiving thoughtful feedback

(Clampitt, DeKock, & Cashman, 2000). Along the way, team members need to trust the people

and process, and be willing to contribute to constructive conflicts (Bryant & Harvey, 2000).

Naturally, team members who are low in social anxiety and who enjoy group interaction will

perform better. The flow of a team also increases when the members feel autonomy, competence,

and relatedness (Sawyer, 2007).

Diversity

Diverse team members bring a wider range of approaches to problem solving due to the

variety of problem solving styles within the team and higher levels of group creativity in finding

solutions (Pegels & Yang, 2000; West & Slater, 1995; West, 1994). Research shows that when

solving complex, non-routine problems, teams are more effective when they’re composed of

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people who have a variety of skills, knowledge, and perspective (Sawyer, 2007). Diversity also

provides an environment which encourages each individual to contribute, which leads to a higher

quality team output (Thompson, 2000; Katzenbach & Smith, 1993).

However, a combination of individuals with different personality traits or cognitive styles

may encounter difficulty in working in harmony. Higher levels of diversity tend to hold a greater

conflict potential, which reduces the quality of problem-solving (Staehle, 1999). In the case of

creativity, too much diversity can cause communication problems to arise and conflicts to grow,

inhibiting the advantages of teamwork. In Kurtzberg’s (2000) investigation on the relationship of

diversity, creativity, and conflict, he showed that a diverse mixture of creative and non-creative

people leads to higher levels of creative performance, but at the expense of team member

satisfaction. On the other hand, if team members are too similar, the flow of a team begins to

wither for the reason that the interaction is no longer challenging (Sawyer, 2007). Team diversity

is most often perceived as an opportunity for creative team outcomes that are not possible by

homogeneous teams (Amabile, 1996; Hambrick, Cho & Chen, 1996). This only enhances the

team’s performance when there is some degree of shared knowledge, a culture of close listening

and open communication, a focus on well-defined goals, autonomy, fairness, and equal

participation (Sawyer, 2007).

Goal specification

Team goals are defined as, “a desirable state of affairs members intend to bring about

through combined efforts (Zander, 1994, p.15).” A clear understanding of a team’s objectives

through well-articulated goals is the most common characteristic of successful teams (Larson &

LeFasto, 1989), improving team performance and internal team processes (McComb, Green, &

Compton, 1999). The value of team goals is to provide direction to the team and motivation for

the team members (Levi, 2001).

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At the team-level, there are constant struggles between the individual perspectives brought

into the group and the amalgamation among team members that is required for well-coordinated

processes and interactions. Nevertheless, team members must synchronize their plans for

accomplishing the given task; they must come to a common understanding of the problem

definition, agree on the evaluation of ideas, and work interpersonally with each other (Kurtzberg,

2000). Team members should develop communication and interaction patterns that aid the team

in working together successfully (Al-Rawi, 2008).

The concept of team employs the properties of sharing goals. As long as it is clear and

shared, a common mission unites people and gives the members a sense of purpose (Leonard &

Swap, 1999). A team’s goal is the task recognized by team members as the purpose of the team’s

existence; the effectiveness of a team depends on the members’ ability to recognize the goal

(Larson & LaFasto, 1989). It is vital for team members to have common goals for team

achievement, as well as to communicate clearly about the individual goals they may share (Al-

Rawi, 2008). Clear goals and immediate feedback through a mutual response in communication

are the critical elements to the flow within a team (Sawyer, 2007). On the other hand, when

objectives are unclear, these become barriers against effective team performance (Sawyer, 2007).

Team goal ambiguity and misinterpretation can lead team members to communicate in ways that

prevent them from accomplishing the team goal. Clarity in the common goals guide the team

members to think about how they can develop this potential and work effectively together to

ensure that everyone plays to their strengths and maximize the team’s effort.

Team Process

The process plays an essential role in team performance. A team’s process is what pulls

together the creative energy from individual minds into a team level outcome. Individuals impact

team problem solving processes by bringing their personality and behavior into the team work

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(James & Asmus, 2001; Osche, 1990; Amabile, 1981; Barron & Harrington, 1981; Eysenck,

1994; Weisberg, 1993). Team members must be able to combine their efforts successfully. Team

members need to communicate well, work cooperatively, and provide support for each other.

Prospective measures of interaction include communication patterns, conflict levels, individual

inputs, and distribution of team-member assignments (Gladstein, 1984). Hargadon and Bechky

(2006) state that creative outcomes are produced through the collective effort of a team. From

this perspective, creative insights emerge during social interaction as ideas are connected across

team members. Collective creativity occurs when interaction enables individuals to come up with

new interpretations or discoveries they could not generate alone. The attention and energy that an

individual commits in the interaction and the feedback given by that individual triggers a

dynamic which transfigures the creative outcome (Hargadon & Bechky, 2006).

Team Problem Solving

In a work environment, teams are given a task or a problem to solve. A problem is

identified as a dilemma with no apparent way out, an undesirable situation without a solution, a

question that cannot currently be answered, the difference between the current situation and a

desired state, or a situation when group members must respond in order to function effectively

(Pokras, 1995). In solving a problem, the process of problem definition, generation,

implementation, and evaluation of issues is addressed, but in general, the most effective way is to

define the problem and then decide how to solve it (Levi, 2001).

Teams go through the same problem solving process as individuals do; however,

interaction among individuals and integration of ideas is added. Brophy (1998) developed a tri-

level matching theory of CPS, which is a systemic view that can help identify relationships

between individual and social influences, CPS components, and outcomes. He considered

individuals, groups, and organizations as the three levels of this theory, and identified the best

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type of problem that can be solved in each level. In particular, the success in group CPS have

additional requirements than that of individuals, for instance, a leader should elicit, organize, and

coordinate the team members’ contributions, members should have varied knowledge and

thinking styles and have positive and tolerant attitudes for the full use of potential contributions.

Brophy (1998) suggested that when the group is comprised of adequate problem solvers, the

group is able to solve single-part problems and several-part problems in need of the complete

CPS process and in-depth knowledge of multiple subjects. Although this theory thoroughly

details each level according to the characteristics of CPS, it does not fully embrace the

characteristics of interpersonal interaction during the process.

An effective team should include intelligent problem solvers, or observant critical thinkers.

Researchers have identified a number of characteristics of effective team problem solving (Beebe

& Masterson, 1994; Janis & Mann, 1977). For example, a successful team considers a variety of

options or alternative before selecting a particular solution; a successful team’s discussion is

focused on the problem; skilled problem solvers test alternative solutions relative to established

criteria. On the other hand, teams that jump too quickly into the solution stage without doing an

adequate job of defining the problem and do not discuss their problem-solving strategies or

develop plans to follow typically fail during the problem solving process.

Communication

Communication is the process by which a person or group sends information to another

person or group. This process is comprised by the sender, receiver, and message. Understanding

the characteristics of these three components is the foundation of successful communication but

also creates the opportunity for miscommunication. In order to avoid miscommunications, the

communication climate should be open, supportive, inclusive, and rewarding (Levi, 2001).

Supportive climates in particular, encompass diverse ideas and expressions of both agreement

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and disagreement. This kind of communication climate affects the willingness of team members

to participate, offering members the sense of affiliation, commitment, pride, and trust in their

teams. In addition, supportive communication behaviors include description, problem

orientation, spontaneity, equality, and provisionalism, whereas, defensive behaviors include

evaluation, control, neutrality, superiority, and certainty (Levi, 2001).

The key to good communication within the team is trust. Trust is the expression of the

confidence one has that other team members will honor their commitments (Thompson, 2000).

Trust has a direct relationship to interpersonal communication, cooperation, and teamwork.

People are more willing to commit to team goals, help others in a variety of situations, and

become involved in the team’s activities when trust is high (Levi, 2001).

Cohesion and Conflict

When the whole team is fully engaged, or cohesive, a flow within the team is more likely

to emerge (Sawyer, 2007). Team cohesion refers to the interpersonal bonds that hold a team

together (Levi, 2001). Presumably, when cohesion is strong, the team is motivated to perform

well and is better able to direct activities for successful performance (Cartwright, 1968; Davis,

1969). The more interdependent the members need to be so as to complete the task, the greater

the likelihood that they will feel like part of a cohesive team (Guzzo & Dickson, 1996). The

effects of cohesion are more important when the task requires high levels of interaction,

coordination, and interdependence. However, high cohesiveness endangers the process by

allowing “groupthink” to surface. Groupthink results from illusions among team members that

everyone is in agreement, censoring any doubts, while pressuring team members that dissenter

(Sawyer, 2007; Leonard & Swap, 1999). The emergence of groupthink inhibits the creativity

within the team and further influences the quality of the product.

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Although researchers agree that the importance of teamwork cohesiveness is in sustaining

initiative, empathy, and flexibility; conflict still arises from differences (Al-Rawi, 2008). When

individuals come together in teams, their differences naturally contribute to the creation of

conflict. Conflict is seen as any disagreement among two or more people, and can be

distinguished into task-based, process-based, and relationship-based conflict (West, 1994). The

source of conflict can usually be found in disagreements about objectives or working processes,

often a result of communication problems and differences in working or thinking methods. Based

on this, Staehle (1999) concludes that diverse teams have inherently a higher conflict potential

than homogenous teams. Perceived similarity in homogenous teams increases attractiveness and

result in high cohesion, which can also hurt creativity due to conformity pressure and

domineering members. On the other hand, heterogeneous teams generally demonstrate greater

levels of disagreement, including a reduced common understanding of goals and processes and a

stronger tendency to undergo process-based and relationship-based conflicts.

Process-based and relationship-based conflicts create the most severe damage to

performance in a team (Heckhausen, 1989). Especially when conflicts turn personal, damage is

made in the process as well as the outcome. Teams with frequent personal conflict are relatively

ineffective because their interactions are divisive and angry (Leonard & Swap, 1999). Some also

argue that if cognitive conflict exceeds a limit, it can lead into unproductive actions, and even

take away the trust built within the team (Simons & Peterson, 2000).

Creative Abrasion

Conflict is an integral part of group dynamics, and though it is possible to suppress all

creativity in group work (Thomas, 1992), lack of disagreements of any kind can hinder both the

team’s productivity and their creativity (Nemeth, 1995). Research has also shown that some

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degree of conflict may be beneficial to group process and outcomes. Conflict can be very

productive when competitive and substantive conflict benefit from pushing individuals to higher

standards and clarifying individual perspectives (Eisenhardt & Zbaracki, 1992). Cognitive or

task-based conflict can open thought processes, which then can drive group creativity (Staehle,

1999), and cognitive conflict in particular is essential for effective team performance (Forbes &

Milliken, 1999).

In order to make conflict beneficial, team members need to challenge one another and

welcome differences (Leonard & Swap, 1999). This process, called creative abrasion enables the

team to unleash the creative potential that is hidden in a collection of unlike-minded individuals

(Hirshberg, 1998). Although facilitating creative abrasion in the process may be a challenge,

nonetheless, diversity makes teams more creative because of this friction and the diversity and

multiplicity in ideas drives the team to more original and more complex work (Sawyer, 2007).

Overall, the creativity of a team depends on how the process is managed (Levi, 2001).

Team Outcome

Many factors can be related to measuring the creative team outcome. Hackman (1987)

proposed that a comprehensive assessment of team success must capture both current and future

team effectiveness. The present performance can be evaluated by the success, overall

productivity, or the creativity of the generated idea or product, whereas the viability of the team

can be assessed through team process evaluation.

Performance is defined as realizing the specific outcomes of the people, processes and

programs in an organization (Tregaskis, 2003), in other words, the result of inputs. A successful

team completes its task, maintains good social relations, and promotes its members’ personal and

professional development. The success of a team depends on four conditions: the right group of

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people to perform the task; a task suitable for teamwork; resources to complete the task; and

finally, a supportive context for the team (Levi, 2001). Similarly, Hackman (1987) lists five

factors as necessary for the successful development and use of teams: clear direction and goals,

good leadership, tasks that are suited for teamwork, necessary resources to perform the jobs, and

supportive organizational environment.

Team performance is most commonly assessed through ratings of team effectiveness. In

Barrick et al.’s (1998) study on the relationship of member ability and personality to team

processes and team effectiveness, organizations used eight dimensions that were developed

based on the task in measuring team performance. The dimensions were knowledge of tasks,

quality of work, quantity of work, initiative, interpersonal skills, planning and allocation,

commitment to the team, and an overall evaluation of team performance. Although the task-

based assessment of team performance has its merits, most tasks given to teams are

multidimensional and therefore, cannot be classified as a single type. Rather, the primary focus

of a production team should be on team execution. The final product and the evaluation of team

process should also be examined.

Team Viability

The actual product or the successful result of a team is not the only consideration for

assessing the outcome of team creativity. Consequently, another important factor of the team

outcome is to look at the team viability, the capability of team members to continue working

cooperatively (Barrick et al., 1998). Cooperation is the key to developing a team that is able to

work interdependently in the long run (Hackman, 1990). This team viability criterion should be

influenced by personality traits associated with positive social interaction, which foster

cooperation and trust (Forsyth, 1990). Most research consistently show that liking and

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interpersonal attraction are related to team viability, attraction, and member satisfaction

(Berkowitz, 1954; Haythorn, 1953; Terborg, Castore, & DeNinno, 1976; Tjosvold, 1984; Tziner

& Vardi, 1982). Once team performance and team viability are effectively produced, we can

assess the creativity of the team overall. From the data on team components (team composition,

team process, and team outcome) we may gain insight on the elements that cultivate a

collaborative and creative team.

Application

Multidisciplinary Real-Problem Approach

This literature review demonstrates that extensive research has been conducted on both

creativity and teamwork. Although creativity studies have been focused mostly on the individual

level, interest in the team level has been gradually growing particularly in the business sector.

The importance of creativity in teamwork has also been acknowledged as critical for successfully

competing in this society of constant change. However, research on creativity and teamwork is

still in need for practical application—the gap between research and practice remains.

Special considerations of multidisciplinary teams have typically not been acknowledged in

most of the precedent literature. The studies that do exist tend to focus on the individual

perceptions and variables rather than team outcomes. A notable exception to this is Schepers and

van den Berg’s (2007) study that investigated how work-environment creativity is related to

social factors by administering questionnaires to individuals that had various work experience

with diverse teams. Although results found several factors including adaptable organizational

culture perceptions and knowledge sharing to be related to creativity in hierarchical regression, it

did not have a particular outcome from a team consensus.

Another limitation to the research on creativity and teamwork is that only a few are field-

based. Studies using samples from organizations of businesses exist; however, these assess the

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individual’s overall perception rather than the actual team dynamic that is in play. The focus of

these studies looks at the general picture of the field rather than actual problem solving within

teams. Another exception is Ely’s (2004) study that examined the impact of diversity on

performance by assessing whether employee participation in the organization’s diversity

education program influenced the relationships. This field study was conducted at the individual

level although some reports connected to team processes and performance. Findings from this

study imply that the complexity of the research variables and the organization characteristics

make it difficult for any propositions. Boundaries seem to form when research attempts to

integrate with the organizational characteristics of the practical setting.

The complexity of the many variables contributing to team creativity has limited the

application of research in practical settings. Therefore, the teams that are being observed should

be working on real problems in order to grasp the practical setting of the study. Hargadon and

Bechky (2006) conducted six intensive case studies of organizations that generated creative

solutions to novel problems. The field study relied on ethnographic-research methods in order to

understand the individual perspectives and discover the creative moments within the problem

solving process. Although this study identifies the social interactions that contribute to team

creativity when solving a real problem, it does not fully embrace the systems approach for

creativity in teamwork. The elements that comprise the systems are not examined in detail due to

the limitation of the research environment, and thus, it is difficult to understand the variables that

support creativity. The complexity of conducting research in the actual workplace may be

overcome through examining the real-problem approach in student teams working on projects

that are provided by real clients. Carrano and Thorn (2005) describes the administration of

multidisciplinary student design teams working on a client project for a sustainable product and

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process design. Although this study did not conduct research on the actual team dynamics, it did

find the sequence of student courses to be successful in supporting student teams with the

knowledge and training needed for the design project.

Although research in the theoretical and empirical perspective of teamwork and knowledge

are rich and add to the body of knowledge; however, implications in the applied setting are still

limited. Research should focus on replicating the contextual background and situation of

practical settings in organizations. One way to advance the knowledge base in this area is to use

a multidisciplinary real problem approach that embraces the systems view of creativity in

teamwork. This approach will allow social factors to interact with individual factors and for

creative synergy to emerge from a collective mind, while acknowledging the complexity of

creativity as it spans through the individual, team, and organizational level. Another issue that

should be taken into account of future research design is domain specificity. Each specific

domain has different criteria in determining creativity. As domains change, so do the defining

traits of creativity. All in all, research should incorporate a domain-specific systemic view of

team creativity through a multidisciplinary approach in an applied setting.

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Figure 2-1. Simplex model

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Figure 2-2. Interactionist model for organizational creativity

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Figure 2-3. Traditional input-process-output (I-P-O) model.

Figure 2-4. I-P-O model alternative.

Figure 2-5. I-P-O model with synergy.

TEAM COMPOSITION TEAM PROCESS TEAM OUTCOME

TEAM COMPOSITION

TEAM PROCESS

TEAM OUTCOME

TEAM COMPOSITION

TEAM PROCESS

TEAM OUTCOME SYNERGY

INDIVIDUAL CONTRIBUTIONS

INDIVIDUAL CONTRIBUTIONS

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CHAPTER 3 METHODS

Introduction

This study examines the relationship of individual personality traits to teamwork

processes and successful performance. The methodology includes the completion of two

standardized psychometric instruments and a locally developed survey to describe the

background and process of the participating students. The standardized psychometric instruments

assessed each participant’s individual personality traits and problem solving style, while the self-

constructed survey evaluated team process variables. A panel of expert judges consisting of

noted retailers, designers, and the client evaluated the success of the final team projects. Finally,

each team completed a self-evaluation of their project.

Setting for the Study

This field study was conducted alongside the 3rd Annual ACRA Charrette, where the

sample, project problem statement, results, research environment, and conditions were all under

a controlled environment. The ACRA Charrette is an event sponsored by the American

Collegiate Retailing Association (ACRA) and a client company in the retail field. A real world

problem is presented by a retail company for student teams to solve in a competitive

environment. Previous ACRA Charrette problem statements include a retail concept for the

Toronto International Film Festival Center, and one for the Maple Leaf Square, a sports and

entertainment center in Toronto. In both of the previous charrettes, sponsoring organizations

provided prizes for the first and second place teams.

The 3rd Annual ACRA Charrette, in particular, was sponsored by the client, Ron Jon Surf

Shop, and hosted by the University of Florida’s David F. Miller Center for Retailing Education

and Research. The 2009 challenge was to develop a business plan for Ron Jon Surf Shop’s new

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store in Destin, Florida. The business plan was to include marketing, communication,

merchandising, financial, human resource plans, and a design for the interior of the store. The

Ron Jon Surf Shop was looking for a retail environment that embraced the company’s brand

image and would maximize potential of the new location. The Ron Jon Surf Shop provided

information about their company by offering a tour of their largest store in Cocoa Beach and

through presentations on their corporate strategy, marketing programs, and operations.

Merchandise/assortments and marketing overview documents based on the Cocoa Beach store,

client information from other Ron Jon Surf Shops in Florida, TV and radio spots, and the interior

and exterior store drawings of the Panama City store were provided as well.

Undergraduate students—mostly from the United States with some international

representation (Canada and the United Kingdom)—were invited to the University of Florida to

meet Ron Jon officials and compete in teams for the winning project. Charrette participants work

together in an intense environment in order to reach a solution for the challenge. In an academic

charrette like this, students are given the opportunity to express their creativity, apply learned

skills and knowledge for transferring ideas into appropriate and practical plans, work on real

issues with industry experts, and experience the value of interdisciplinary teamwork—all in a

short period of time.

This study chose to utilize the ACRA Charrette for the reason that it uses

interdisciplinary teams of students who have not worked together before. This charrette also

engages a real world problem solving situation judged by a panel of experts, which provides

ecological validity to this study.

Sample

42 college students from multi-disciplines and various institutions were selected to

participate in the 3rd Annual ACRA Charrette. These students majored in marketing, retailing,

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business administration, finance, merchandising, and interior design. Students came from the

following twelve universities: University of Florida (n=19), Indiana University (n=2), University

of Arkansas (n=1), University of Alabama at Birmingham (n=2), Georgia Southern University

(n=3), Florida State University (n=3), University of Minnesota-Twin Cities (n=1), University of

Wisconsin-Madison (n=2), Albright College (n=3), Michigan State University (n=1), Tampa Art

Institute (n=1), Ryerson University in Canada (n=3), and Brunel University in United Kingdom

(n=1). These students were pre-selected by faculty from their institutions according to ACRA

participant requirements. Applicants attained eligibility through sufficient grades, a

recommendation letter from a sponsoring faculty member, a resume, and a letter of interest for

participation. Due to a limitation on the number of seats (a maximum of 42 students); applicants

were selected by ACRA officials (coordinator of the 3rd Annual ACRA Charrette and related

faculty members) based on their affiliated institution, discipline, and expressed interest.

Students from various institutions were considered to ensure that participants would be in

an environment that was new to them and the team. Interior design students, however, were all

supported by the host university to provide a stable work environment that may lessen the

intensity of the workload required from the discipline. These interior design students were

recommended by faculty members that were in the junior class and similar in knowledge, skills,

and abilities in the area of expertise. All of these interior design students were educated in the

same academic curriculum and thus, had considerable consistency in the level of design ability.

Students were selected from business and retailing disciplines to make certain that each

team had similar distribution in knowledge from different areas of expertise. The general

distribution of disciplines can be divided into three categories: business, merchandising, and

interior design. Business students included business administration, marketing, management, and

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finance. Merchandising students included: retail merchandise, apparel design, fashion retail

management, merchandising, retailing, fashion merchandising, and retail management.

The selected students were divided by ACRA officials into six teams of seven (Table 3-

1). Each team was comprised of two interior design students, at least one merchandising student,

and at least two business students. Students from the same institution were separated by ACRA

officials to ensure that all team members had not met before. All 42 students agreed to

participate in this study when approached prior to the event. The sample was 11 males and 31

females with a mean age of 22.4

The expert judges and judging criteria were provided by ACRA. The panel evaluating the

final presentations consisted of a total of six judges: four from the Ron Jon Surf Shop company

and two experts in design. The judges were the president, chief financial officer, director of

marketing, and director of merchandise buying of the Ron Jon Surf Shop, the designer in charge

of the new Destin store, and another designer related to the project. All of the judges were in one

way or another related to the Ron Jon Surf Shop’s new Destin location.

Instruments

Assessing Problem Solving Style: The CPSP

The Creative Problem Solving Profile (CPSP) was used to inventory each individual’s

problem solving style (see Appendix B). This instrument was designed by Min Basadur in 1981

to help individuals and teams learn how they prefer to think and thereby maximize team

effectiveness (Basadur & Gelade, 2003). Through this inventory, individuals, teams, and

organizations are able to draw resources from each problem-solving style to enhance team

problem solving processes. As individuals learn their problem solving preferences from the

CPSP inventory, they are able to work according to their strengths in the problem solving

process and maximize team performance.

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The CPSP was developed to assess the individual’s problem solving style according to

the problem solving theories of Osborn and Parnes (Basadur & Gelade, 2002). Osborn’s creative

problem solving model consists of fact finding, idea finding, and solution finding (Osborn,

1953). Fact finding is related to problem definition and preparation, idea finding with idea

production and idea development, and solution finding with evaluation and adoption. Parnes

(1977) adds problem finding and acceptance finding into this model of the creative problem

solving process. The CPSP expands this by identifying eight steps in the process: problem

finding, fact finding, problem definition, idea finding, evaluating and selecting potential

solutions, planning for action, gaining acceptance, and taking action (Basadur & Gelade, 2002).

By taking two steps each and grouping them together, the CPSP perceives creative problem-

solving as a four stage process. New problems and opportunities are first generated (generation),

then defined and comprehended in order to craft potentially useful ideas (conceptualization).

These ideas are then nurtured into practical solutions (optimization), and then finally executed

(implementation). Each stage entails different thinking skills which reflect the individual’s

preferences.

In order to investigate the individual’s preference in the problem solving process,

Basadur (1998) found that in problem solving, individuals attain and utilize knowledge

interchangeably. Knowledge is gained through concrete experience or through reflective

thinking, based on Kolb’s (1976) learning process, and utilized through the creation and

evaluation of new opportunities, based on the divergent-convergent theory (Farnham-Diggory,

1972). The construct of the CPSP combines these theories by perceiving each problem solving

stage to consist a style of gaining knowledge and a style of utilizing knowledge. Combining this

with the Simplex model, each stage of the problem solving process consists of a method of

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gaining knowledge and utilizing it. The bipolar values of experiencing-thinking and ideation-

evaluation overlay the eight-step creative problem solving process and define each quadrant.

The CPSP is a standardized self-report instrument composed of 18 rows of four words.

Respondents rank order each four-item set based on how self-descriptive the word is, for

example, a four is given to the word that most describes the person whereas a one is given to

least descriptive word. When all 18 rows are completely ranked, each column is calculated to

indicate the scores for each problem-solving orientation. The first column is tallied to give the

respondent a score for experiencing (processing information through observation). The second

column gives a score for ideation (the generation of ideas without judgment). The third column

gives a score for thinking (processing information through abstract theorizing). The fourth

column gives a score for evaluation (the judgment and evaluation of ideas).

After all columns are added up, these measures are then plotted onto a two-dimensional

graph which illustrates the respondent’s problem solving profile (see Figure 3-1). The vertical

axis plots the degree of how the individual gains knowledge by experiencing or thinking. The

graph’s horizontal axis shows the individual’s preference in using their knowledge; through

evaluation or ideation. The numeric value of each preference—experiencing, thinking, ideation,

and evaluation —are plotted to form a diamond shape with four quadrants. The four quadrants

represent generating, conceptualizing, optimizing, and implementing ideas. The quadrant that is

the largest can be seen as the individual’s dominant creative problem-solving profile. Generators

have strongest preferences in both experiencing and ideation; Conceptualizers in both ideation

and thinking; Optimizers in both thinking and evaluation; Implementers in both evaluation and

experiencing.

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In developing this instrument Basadur (1998) has found that the opposing scales have

weak correlation and the opposing quadrants have strong negative correlation. Low correlations

exist between adjacent quadrants which demonstrate satisfactory independence among the four

problem solving styles. Basadur (1998) also finds that all subareas are addressed in equal

proportions, validating the content. He also finds relation to the Kirton Adaption-Innovation

Inventory (KAI; Houtz et al., 2003; Basadur, 1998) and the Myers-Briggs Type Indicator

(MBTI; Basadur, 1998 ).

The CPSP not only assessed individuals, but also groups. In a study assessing groups of

MBA students, Basadur and Head (2001) report that although heterogeneous groups

outperformed homogeneous groups, the heterogeneous groups were less satisfied. Basadur and

Gelade (2002) also conducted a study relating the CPSP with occupations (N=3,942). In this

study, Generators were abundant in professions like marketing, teaching, academia, and art;

Conceptualizers in market research, design, and R&D; Optimizers in engineering design and

finance; and Implementers in management, sales, and customer relations.

In addition to the studies that Basadur has conducted exhibiting the validity of the CPSP

(e.g., Basadur, 1998; Basadur, Graen, & Wakabayashi, 1990), independent reviews also exist

(e.g., Isaksen & Geuens, 2006; Higgins, 1996; Houtz & Krug, 1995). The Creative Problem

Solving Group, an independent organization offering research studies on creativity for

application in practice, reviews the construct validity to be sound for the reason that the CPSP is

an assessment tool that directly applies to learning and applying Creative Problem Solving (CPS;

Isaksen & Geuens, 2006).

Assessing Personality: The ACL

The Adjective Check List (ACL) designed by Harrison Gough at the Berkeley Institute of

Personality Assessment and Research in 1949 and further developed by Gough and Heilbrun in

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1980 (Gough & Heilbrun, 1983). In this study, the ACL was used to profile personality traits for

each participant. ACL respondents self-describe themselves by choosing from a list of 300

alphabetically ordered adjectives commonly describing diverse personality attributes, which is

ultimately compiled into a personality profile.

A personality profile is assembled first by the total number of adjectives checked. From

this number, males and females are separately categorized into groups in order to transfer raw

scores into standard scores. According to the subscale used for interpretation, the raw number of

associated adjectives checked is changed into a standard t-score. The conversion to a standard

score removes the influence of the actual number of adjectives selected from any of the

measures.

A total of 37 subscales can be utilized for interpretation from the adjectives that are

checked. Subscales used in this study include: Achievement, the need to be excellent when

pursuing socially recognized significance; Dominance, the need to seek and maintain the role of

a leader; Affiliation, the need to seek and maintain personal friendships; Autonomy, the need to

act independently of others or of social values and expectations; Change, the need to seek

novelty of experience and avoid routine; and Personal adjustment, the ability to adapt to

situations with interpersonal demands, and a feeling of efficacy. These scales were derived from

literature that discovered several personality traits related to teamwork and creativity. For

instance, achievement, dominance, and affiliation were personality traits that were especially

found in businessmen (Leonard & Swap, 1999). While dominance is a trait that is found in

leaders, deference can be seen as the opposing trait that is most commonly found in subordinate

roles. Order is a trait that relates to the success in work and the pursuit of a goal through seeking

objectivity and rationality (Gough & Heilbrun, 1983). Creative teams are usually given tasks that

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need to satisfy the continually changing society, and therefore, team members need to adapt

according to this situation. Autonomy and change are some traits that are essential for teamwork

(Sawyer, 2007; Paulus, 2008). Personal adjustment can be seen as an extension of these traits in

that a high-scorer feels capable of initiating activities and carrying them through to conclusion,

enjoys the company of others, and has a positive attitude towards life (Gough & Heilbrun, 1983).

This study chose to utilize the Adjective Check List (ACL) in that it assesses all the mentioned

traits in one instrument. Independent reviews by Teeter and Zarske (Buros, 1985) report that the

instrument is sound in both reliability and validity.

In addition to these traits, creativity itself is also perceived as an essential personality trait

for creative teamwork. In the case of assessing creative personality traits, this study in particular

chose to use the Domino’s Creativity Scale (ACL-Cr) instead of Gough’s Creative Personality

Scale (ACL-Cps: referred in the ACL manual) for the reason that the ACL-Cr provides more

relevant results to design-based research than the ACL-Cps (Domino, 1970; Davis, 1999;

Meneely & Portillo, 2005). This ACL-Cr scale was formulated by Domino (1970) from the 59

items that were most frequently reported in creative students in a three-year cross-validation

study on creative achievement among 800 art, science, and literature students. In an empirical

creativity study, Domino and Giuliani (1997) employed the ACL-Cr to assess photography

students, novice professionals, and experienced professionals. This study found statistical

differences among the three samples in the ACL-Cr scale; a progression from students having

low scores and experienced professionals having high scores. Davis (1999) also approves this

measure of creativity and includes the scale and scoring guide in the book, Creativity is Forever

(4th ed.).

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Assessing Team Process: The Self-Constructed Survey

The Team Process Survey (TPS) was constructed for the current study in order to assess

team process variables and dynamics (see Appendix B). The first section asked respondents to

rate the overall success or failure of the whole team experience through quantitative and

qualitative items. The second section had several statements related to the respondent’s

preference toward teamwork. These statements relate to the literature found for assessing teams

(VanGundy, 1987), and were rated on a 5-point Likert scale. These statements were: ‘I enjoyed

interacting with my teammates when working on this project,’ ‘I appreciated when my

teammates challenged or questioned my ideas,’ ‘I felt more creative when working with my

team,’ and ‘If I had the choice, I would prefer to work with my team instead of by myself.’

A third section assessed role clarity and team cohesion and/or conflict. Respondents were

asked to explain their role within the team, and to check what their team members’ roles were

during the process. In the case of recognizing cohesion and/or conflict within the team, this

section asked individuals to first list the strengths of the team and then describe the challenges

that occurred during the team process. Individuals were then asked to further expand on whether

these challenges were seen as helpful or harmful towards the final solution.

Assessing Team Outcome: The Judge’s Scores & Team Self-Evaluation

The criteria in the judge’s score sheet were provided by ACRA officials. The scoring

criteria included: creativity, overall concept and branding, marketing/communication plan, store

design (front and interior), store layout, assortment plan and merchandising strategy, use of

technology, human resources, income statements for start-up and growth phases, and use of data

to support recommendations. Each criterion was evaluated on a ten point scale which summed up

to 100 points for the total score. Space for additional written comments was also provided. A

panel of expert judges assessed each team’s solution by filling out the evaluation form. Each

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team also used this score sheet to fill out a self-evaluation of their project in order to understand

the team’s perception of the final outcome.

Procedure

Since the present study used the ACRA Charrette and its participants, data collection

efforts needed to conform to the competition schedule. This section first explains the ACRA

Charrette process and then details the procedure of this study. Figure 3-2 summarizes the

methodology of the present study and in particular, Figure 3-3 illustrates the schedule of the

ACRA Charrette and when each research instrument was used for the study. Administration of

each instrument was particularly planned to adhere to the ACRA Charrette’s schedule.

ACRA Charrette Process

Prior to ACRA: Students received a welcome e-mail from ACRA officials two weeks

prior to the event that was held between March 17th and March 21st, 2009. This e-mail welcomed

students and provided a concise explanation of the charrette challenge. Details of the project

client (Ron Jon) were not exposed to the students until the time of the charrette. However, for the

reason of time constraints, interior design students were given basic information about Ron Jon

in order to conduct some programmatic research on the client. They were also given floor plans

of the new retail store to conduct building analysis prior to the competition.

While interior design students had a head start in the design process, other students

received the contact information of their other team members (excluding the interior design

students to prevent the disclosure of the competition client). These students were also invited to

join a group for the 2009 ACRA Charrette on Facebook to communicate with their team.

Students were to utilize this virtual communication opportunity to form relationships with their

team members and develop a team identity. A copy of the ACRA schedule is included in

Appendix C.

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Day 1: Students arrived at the event site on March 17th for a welcome reception dinner.

After registration, students gathered at a welcome reception and Ron Jon was officially

announced as the client. The 2009 challenge of developing a business plan and a store design for

Ron Jon’s new retail store in Destin, Florida was presented as well. The reception also offered

students the time to get to know their teammates, and discuss the project. Teams were asked to

come up with a team name and introduce their team branding in a short presentation. In the end,

the ACRA officials announced the award for the first place team.

Day 2: On the first official work day of the competition, participants were taken on a

field trip to the Ron Jon headquarters in Cocoa Beach, Florida. On the bus ride to the destination,

a team building exercise directed by ACRA enabled the teams to discuss their goals and

expectations as well as the project in general. Upon arriving at the field trip destination, Ron Jon

officials first took the students on a tour of their largest retail store, explaining each department

and sharing the company’s expectations in store design and layout. During lunch, Ron Jon

formally presented detailed information on the goals for the project and their current business

plans by department. Executive presentations during the Ron Jon store tour included that of the

Ron Jon Surf Shop’s president, chief financial officer, director of marketing, director of

merchandise buying, vice president of operations, and director of distribution. Students were

given the opportunity to ask questions and elaborate on the presented information. Afterwards,

the teams were given time to enjoy the beach or shop at the Ron Jon’s retail store. Teams

continued to discuss their strategies while embracing the Ron Jon’s brand image through

exploration of the store and its surroundings.

Day 3: Teams were given the time to conduct research on Ron Jon. A presentation on

“Design as a Marketing Tool” was given by an expert to help teams generate ideas for the

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challenge. Each team made rotations to meet with the industry panel to ask questions based on

the preceding sessions. This panel included industry experts from various fields, such as, design,

communication and advertising, merchandising, finance, retail technology solution, and human

resources. Only the merchandising expert was affiliated with Ron Jon, other experts were from

outside of the company. Each team was given approximately 25 minutes to discuss their plan for

the project with the allotted expert and ask questions relevant to their field of expertise. After the

teams were through with all of their meetings, they were given the liberty to work on their own

for the rest of the day and into the fourth day.

Day 4: A presentation skill workshop was offered the next day and feedback was

available for one volunteer team. Besides this workshop, teams were allowed to work until an

hour before the final projects were due for submission. Each team was provided a breakout room

to work in; however, teams and individuals were allowed to work in any environment of their

choice.

Day 5: The final day, each team presented their solutions to the panel of judges,

consisting of Ron Jon owners, the panel of experts that assisted the students on the third day, and

to attending faculty members and all the students participating in the ACRA Charrette event.

Team presentations were approximately 20 minutes per team with five minutes allotted for

questions and comments. All teams presented their solutions using the PowerPoint. After all

teams had presented their projects, the panel of judges left the room to discuss their thoughts and

come to a consensus on the winning proposal.

Research Steps

Prior to ACRA: The welcome e-mail sent to the students prior to the event included an

invitation to participate in the present study and a link to the online informed consent form. As

students visited the link to the IRB approved online informed consent (Appendix A), they were

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introduced to the study and given information on the procedures, benefits and risks. Upon

agreement, the webpage automatically directed participants to the online version of the Creative

Problem Solving Profile (CPSP).

Day 1: Although students were required to complete the CPSP prior to arriving to the

event, those who did not have the chance were approached by the researcher upon registration

during the first day of the event. These students were introduced to the study once again, and

were guided to complete the procedure on site. These results were combined with previous data

collection for complete team results.

Day 2: On the bus ride to the Ron Jon headquarters in Cocoa Beach, participants received

individual and team results from the CPSP. This information reviewed their dominant problem

solving style’s characteristics and how their team was placed on a scatter diagram. The results

offered participants insight into their thinking preferences, as well as what roles individuals

might play during the problem-solving process. The Adjective Checklist (ACL) was

administered during the bus trip to the Ron Jon’s retail store. Students were not given a time

limit but completed the instrument within 20 minutes.

Day 5: Research was not conducted on the third or fourth day. On the final day during

presentations, judges evaluated each team’s proposal according to the score sheet’s criteria.

When judges left the room to decide on the winning team, the participants of this study were

asked to complete the Team Process Survey (TPS) individually, and to self-evaluate their

projects on the same judging criteria as a team.

Table 3-1. Discipline distribution by teams according to outcome rankings Discipline 1st 2nd 3rd 4th 5th 6th Total Business 2 3 3 3 4 2 18 Merchandise 3 2 2 2 1 3 12 Interior Design 2 2 2 2 2 2 12 Total 7 7 7 7 7 7 42

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Figure 3-1. A sample plot of the Creative Problem Solving Profile (CPSP)

Figure 3-2. Summary of present study methodology

20.00

25.00

30.00

35.00

40.00Experiencing

Ideation

Thinking

Evaluation

Generating

Conceptualizing

Implementing

Optimizing

TEAM COMPOSITION PROCESS

1st

OUTCOME

Problem Solving Style

Personality Profile

Task

Process Survey

Expert Judging

ACL

CPSP

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Figure 3-3. Research steps in relation to the ACRA charrette schedule for the study procedure

DAY 1

DAY 2

DAY 3

ACRA RESEARCH

- Registration - Welcome Dinner

- Team Building Exercise: Team Presentations

- Bus ride to Cocoa Beach (+Team Building Exercise: Team Goals&Expectations) - Tour of Client Retail Store

- Lunch & Client Presentations by Dept. - Free time (Beach/Shop)

- Dinner - Bus ride back to Gainesville

- Project research by team - “Design as a Marketing

Tool” presentation - Meetings with Industry Experts (team rotation)

- Project work by team - Presentation skill

workshop - Project work by team

- Presentations - Award reception

DAY 4

DAY 5

- Welcome Packet (E-mail) - Team distribution and

contact information

Prior Creative Problem Solving Profile

(CPSP) on-line instrument

Results for CPSP

Team Environment and Process

Survey (TEPS)

Adjective Checklist (ACL)

Judge’s Scores

Team Self-Evaluation

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CHAPTER 4 RESULTS

All data was evaluated to ensure a normal distribution. Histograms generated from the

residuals illustrate normally distributed responses for both the CPSP and the ACL (Appendix D).

Any visually skewed distributions were further evaluated with a log transformation, and all

residuals were within acceptable limits. Responses to the TPS were concluded as normal due to

its Likert-type scale quality. All 42 students participated in the study so there were no missing

data. Problem solving profiles of the sample were based on individual scores from the Creative

Problem Solving Profile (CPSP). Personality profiles of the sample were based on scores

according to the Adjective Check List (ACL) subscales mentioned in the methodology, with the

inclusion of Domino’s creativity scale (ACL-Cr). Perception of process of the sample was

derived from the individual scores of the self-constructed Team Process Survey (TPS).

Sample Characteristics

Comparison to Normative Populations

Z-tests were conducted to compare the sample to ACL normative data (Gough & Heilbrun,

1983) by observed personality variables according to gender, shown in Table 4-1 and Table 4-2.

Both males and females show leadership characteristics through their significantly higher means

in dominance and significantly lower means in deference. This may be due to the fact that

charrette participants were pre-selected by their institutions and therefore display elite

characteristics. The sample is also significantly higher in change which may explain their interest

in participating in a dynamic problem solving competition. Females in particular also had

significantly higher scores in achievement and autonomy. This sample was also compared in the

level of creative personality traits (ACL-Cr) using the normative sample of 147 multidisciplinary

college students according to their ACL-Cr scores (Davis & Bull, 1978). The Z-test score

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demonstrates significantly higher levels of creative personality traits, which confirms the elite

characteristics of the sample (Table 4-3).

Using the Creative Problem Solving Profile (CPSP) inventory, creative problem solving

process styles for 3,942 adults in 38 different occupations from a wide variety of organizations

were studied to understand the occupational proportions for each problem solving style (Basadur

& Basadur, in press). The problem solving style proportions for the occupations related to the

current study are noted in Table 4-4. Although the occupations of the normative data and the

disciplines of the current sample did not match entirely, data from similar occupations were used

for comparison. The current study’s sample (Table 4-5) shows that there were far more

Implementers in the field of marketing, and more Generators in finance and merchandising than

the norm. In the design field, the sample had more Generators and less Conceptualizers than the

norm.

Comparisons within the Sample

Table 4-6 summarizes the means of creative personality traits (ACL-Cr) and problem

solving scales by gender. Based on the difference in mean values, females tend to prefer

experiencing than thinking (difference of 6.16) when gaining knowledge compared to males

(difference of 3.18). When comparing these variables by discipline (Table 4-7), some differences

were shown as well. Merchandising and interior design students scored higher on ACL-Cr than

business students. Merchandising students had a somewhat lower score in ideation compared to

the other disciplines; business students had a lower score in thinking and a higher score in

evaluation. However, an analysis of variance (ANOVA) test results found significant differences

in thinking only (Table 4-8) and post-hoc tests further details this (Table 4-9).

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Question 1: What Problem Solving Styles and Personality Traits Characterizes Each Team’s Composition? How Do These Vary From Normative Populations?

Problem Solving Style

The data on team composition comes from demographics reported by ACRA officials,

results from the Creative Problem Solving Profile (CPSP), and Team Process Survey (TPS).

Descriptive summary statistics are reported in Table 4-10 and Table 4-11 showing the number of

students on each team by discipline and problem solving style. Half of the teams (1st, 2nd, and 4th)

had at least one individual in each style, whereas the other half (3rd, 5th, and 6th) were missing

one style each. The winning team had the most even distribution in problem solving styles with

two Generators, one Conceptualizer, two Optimizers, and two Implementers. The 5th place team,

on the other hand, had the most skewed distribution with four Generators, one Conceptualizer,

no Optimizer, and two Implementers. Overall, the 2nd, 4th, and 6th place teams were dominant in

Implementers, whereas the 5th place team was dominant in Generators. The winning team was

triple-dominant with an even number of Generators, Optimizers, and Implementers; and the 3rd

place team was double-dominant with three Generators and three Implementers.

To provide further insight, mean scores for the CPSP scales determining the problem

solving styles—experiencing, ideation, thinking, and evaluation—are included for each team

(Table 4.12). From this summary, all teams preferred thinking the least among the problem

solving style scales. The 1st place team had the highest mean for thinking (29) and the 5th place

team scored the lowest (24.71).

Using the mean scores for each scale from Table 4.12 composite problem solving profiles

were generated for each team. Figure 4-1 illustrates each team’s problem solving style

accordingly. Applying CPSP protocol to determine the dominant style for each team, revealed

that the 2nd, 3rd, 4th, and 6th place teams are most dominant in implementing ideas with strong

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preferences in both experiencing and evaluation and the 1st and 5th place teams are most

dominant in generating ideas with preferences in both experiencing and ideation.

Departing from the CPSP protocol, the researcher assumed that an ideal problem solving

profile would comprise an even 25 % for all problem solving styles. Applying this logic,

dominance is determined when problem solving styles are greater than or equal to 25%. This

departure from normal CPSP protocol was conducted to account for simultaneous dominance

among styles and is consistent with theoretical foundations which identify the role of paradoxical

traits and thinking styles in creative problem solving (Csikszentmihalyi, 1996; Herrmann, 1989).

According to this interpretation, all teams were dominant in both generating and implementing

ideas, while the winning team had additional dominance in conceptualizing.

Further analysis was conducted to assess a team’s departure from an idealized problem

solving profile. A skew factor for each team’s profile was determined by calculating the delta

(positive or negative departures from 25%) for each problem solving style. Delta scores for each

problem solving style were combined to establish the overall skew factor for each team (Table 4-

13). According to this data, the winning team had the lowest skew factor and was somewhat

balanced among delta scores for each problem solving style. On the other hand, the 5th place

team had the highest overall skew and the largest difference between delta values for each

problem solving style.

Personality Traits

The ACL was used to measure personality traits with the sample. An analysis of variance

(ANOVA) was administered to compare means by team. The only significant personality

difference among teams was Domino’s Creative Personality (ACL-Cr) scale (Table 4-14). Post-

Hoc tests presented in Table 4-15 identified that the 4th place team had a significantly lower

mean score for ACL-Cr than the 1st, 2nd, and 6th place teams. It is interesting to note that the 1st

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and 6th place teams were tied with the highest mean score for ACL-Cr. Table 4-16 summarizes

the ACL mean scores and standard deviations for all of the personality variables that were

observed in this study.

Question 2: How do Teams Differ in their Perception of Team Process?

The Team Process Survey (TPS) asked questions to understand each participant’s

perception towards their team’s work. The first section asked how each participant perceived the

overall success of the team (Success). The second section asked whether the individual enjoyed

the interaction with other team members (Interaction); whether the individual appreciated when

team members challenged their ideas (Appreciate Challenge); whether the individual felt more

creative when working with their team (Creative w/team); and whether they preferred working in

their team as opposed to working alone (Preference in Teams). All questions were answered on a

5-point Likert-type scale with 1 indicating strong disagreement and 5 indicating strong

agreement. Table 4-17 summarizes the mean scores and standard deviations of these questions

by team.

Mean scores indicated that the 1st, 2nd and 3rd place teams seemed to be satisfied with their

teams. The 5th and 6th place teams, on the other hand, seemed to have had complications within

their teams. The 6th place team appeared to enjoy the interaction among the team members,

whereas the 5th place team indicated that they did not. ANOVA tests found significant

differences in all process variables (Table 4-18). Post-Hoc tests (Table 4-19) identified a clear

delineation between the teams that had positive perceptions of their teams and teamwork (1st, 2nd,

and 3rd place teams), and those that had lower responses (4th, 5th, and 6th place teams).

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To further understand perceptions of the team processes, a content analysis was conducted

on the qualitative responses from the TPS. Figure 4-2 reports team’s successes, challenges,

conflicts, and resolutions. The 4th, 5th, and 6th place teams appeared to take team conflicts

personally. The 6th place team appeared to take their conflicts most personally which surfaced

from personality conflicts, insensitivity to issues, and unwillingness to share. However, in time,

the team members “we talked and got over it,” and “we worked through them and found each

other’s strengths and weaknesses.” From these perspectives, problems seemed to have surfaced,

and in time were dissolved. Although there were evident conflicts within the team, most of the

members commented that these conflicts first hindered the team but after working through them,

they made the team stronger and helped with the dynamics. The 4th place team also perceived

their conflicts as personal with comments like “a gentleman started picking [on others] and

started deleting all the progress because that specific person didn’t like it,” and “a few people, on

the last night, became very rude and cruel. They could not take on others’ opinions and chose to

separate themselves and ignore the group.” These conflicts caused difficulty within the team and

seemed to have delayed the progress. Although one member felt that the time constraint helped

the team to focus on their work, another member commented that the problems did not get

solved because of the time constraint. The 5th place team also “we struggled with collectively

working together.” Many of the members commented that they had personality conflicts due to

the dominance of some members and felt these arguments made the team lose effectiveness.

In comparison, the 1st, 2nd, and 3rd place teams perceived challenges from external issues

such as, decision conflicts, time constraints, and fatigue. Working against time seemed to be the

only challenge for the 2nd place team. One member had commented that “we didn’t fully set team

expectations which caused us to fall behind an ideal schedule,” and “if we would have stuck to a

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concrete schedule we would have had more time to practice presenting.” Consequently, the lack

of a goal in time management led to perception towards an underachieved success. However,

they turned this challenge around by perceiving the time pressure as a means of motivation

towards progress. The winning team perceived challenges in some conflicting decisions and

trying to deal with the exhaustive workload. Although time constraints were perceived to be

stressful, these challenges seemed to have helped teams to proceed in completing the work

before the given deadline. Additionally, the winning team seemed to agree that these challenges

were solved because “we were on the same page all the time.” One member noted, “we all

balanced each other out very well.” The 3rd place team, on the other hand, identified

communication and honesty as factors that strengthened the team dynamics. In contrast,

members in the 3rd place team were particularly displeased with one member’s constant absence.

They commented, “one of our team members rarely showed up for many of our meeting times or

would show up but leave early;” however, “[this] did not affect us because the six of us became

stronger.” This situation was dealt by stronger cohesion among the remaining members.

Question 3: How Do Problem Solving Styles and Personality Traits Relate to Perceptions of the Team Process?

Individual data from the CPSP, the ACL, and the TPS were analyzed by linear regression

to understand how problem solving styles and personality traits related to perception of the

process (Table 4-20). Only a few significant relationships were discovered. Individuals with

higher mean scores in optimizing, thinking, and creative personality traits (ACL-Cr) seemed to

have a higher perception in success. Individuals with higher creative personality traits also

appeared to feel more creative when working with a team. Individuals with high mean scores in

change also appeared to feel less creative with the team.

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Question 4: What Team Composition and Process Characteristics Describe the Winning Team?

The 1st place team’s presentation was judged as most creative (Appendix E). The winning

team had the most balanced team composition among gender, discipline, and problem solving

style. The composite team problem solving profile was closest to an idealized profile,

approaching 25% in each style (Figure 4.3). The winning team also displayed the lowest skew

factor (refer to Table 4-11).

Comparisons in standardized mean scores for personality traits indicate that the winning

team had the highest standardized mean scores for personality traits in autonomy, change, and

creative personality traits (ACL-Cr) (refer to Table 4-14). The winning team had positive

perception towards their team, commenting that their strengths were in “strong cohesion,” and

that they had a “great work relationship!” They noted that there was “minimal conflict,” and

when there was conflict “we . . . didn’t dwell on [it].” They did not perceive conflicts to be

personal rather they recognized conflicts to be part of the decision making process. For example,

they commented, “we had a hard time putting together all of our ideas into one presentation,”

and noted that the challenge became a driving force, “it helped because it simplified our ideas.”

One member from the team commented, “we were successful because we were able to get along

well and communicated calmly,” and “we collaborated throughout the entire process, passing

ideas around openly.”

Question 5: What are the Main Factors that Relate to Creative Team Performance?

In addition to the characteristics summarized for the winning team, linear regressions were

conducted to further explore factors impacting the outcome. While none of the reported

regressions were significant at the p ≤ .05 level, some of the regressions approaching

significance are included to further understand relationships. Regressions from scatter plots of

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the each variable’s mean score by team ranking found that thinkiing (p = .097) had a positive

relationship to team ranking (Figure 4-4), whereas, evaluation (p = .075) had a negative

relationship (Figure 4-5). Rational thinking seemed to have supported the team outcome while

untimely evaluation in the process seemed to have hindered the team outcome.

Furthermore, the skew or balance of problem solving styles (p = .139) was found to have a

negative relationship (Figure 4-6). Heterogeneity among problem solving styles was a better

predictor of creative outcome than homogeneity, with the addition of balance in all problem

solving styles. Teams having a larger skew factor seemed to have difficulty in producing a

creative outcome in that the differences were greater than what could be apprehended.

A multivariate analysis of variance (MANOVA) using canonical coefficients was

conducted on the data generated from team rankings to further understand the factors relating to

creative team performance (Figure 4-7). Creative personality traits (ACL-Cr) and process

variables were combined to form two classification factors of teamwork characteristics:

performance-based and interpersonal. The horizontal axis explains the process variables related

to performance work characteristics, such as perceiving success and appreciating challenge in

ideas. The vertical axis on the other hand describes the interpersonal process variables such as,

creative personality traits (ACL-Cr) and the enjoyment of interaction. Comparing the responses

of the top three teams and the bottom three teams, significant differences were found in the

performance-based work characteristics. In particular, the 6th place team stands out from the

other teams in both performance-based and interpersonal work characteristics.

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Table 4-1. Sample personality variables compared to ACL normative data for males Personality Variables

Male Population (N=262) Male (n =11) Z p μ SD M SD

Achievement 48.06 9.89 53.18 7.69 1.72 0.086 Dominance 48.4 10.1 57.36 5.87 2.94 0.003* Order 49.79 10.2 49.64 7.16 -0.05 0.960 Affiliation 49.56 8.96 53.82 8.78 1.58 0.115 Autonomy 50.08 10.07 53.91 5.61 1.26 0.207 Change 49.78 10.24 56.09 10.55 2.04 0.041* Deference 49.95 10.1 41.64 6.33 -2.73 0.006* Personal Adjustment 49.26 9.13 52.36 9.10 1.13 0.260

* Significant correlation at the 0.05 level (2-tailed) Table 4-2. Sample personality variables compared to ACL normative data for females

Personality Variables

Female Population (N=261) Female (n =31) Z p μ SD M SD

Achievement 47.62 9.68 54.00 8.31 3.67 0.000* Dominance 48.01 10.06 57.58 7.83 5.30 0.000* Order 47.9 9.58 48.42 7.68 0.30 0.763 Affiliation 50.62 10.3 51.97 8.26 0.73 0.466 Autonomy 49.15 10.34 57.35 9.75 4.42 0.000* Change 51.05 9.8 56.00 7.82 2.81 0.005* Deference 51.28 10.14 40.00 11.14 -6.19 0.000* Personal Adjustment 49.02 10.42 49.94 8.95 0.49 0.625

* Significant correlation at the 0.05 level (2-tailed) Table 4-3. Sample creative personality traits compared to ACL-Cr normative data

Normative Date (Davis & Bull) Present study Z p μ SD M SD

ACL-Cr 45.2 11.5 51.40 9.78 3.50 0.000* * Significant correlation at the 0.05 level (2-tailed) Table 4-4. Problem solving styles by occupation in CPSP normative data Problem Solving Style

Marketing (n =172)

Finance (n =110)

Sales (n =379)

Design (n =73)

Generator 30.2% 10.0% 23.7% 30.1% Conceptualizer 33.7% 26.4% 14.0% 47.9% Optimizer 19.8% 36.4% 15.6% 12.3% Implementer 16.3% 27.3% 46.7% 9.6%

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Table 4-5. Problem solving styles by discipline Problem Solving Style

Business (n =17) Merchandising (n =13)

Interior Design (n =12)

Marketing (n =12)

Finance (n =3)

Other (n =2)

Generator 2 (16.7%) 1.5* (50%) 0 (0%) 5 (38.5%) 5 (41.7%) Conceptualizer 2 (16.7%) 1 (33.3%) 0 (0%) 1 (7.7%) 2 (16.7%) Optimizer 0 (0%) 0 (0%) 0 (0%) 3 (23.1%) 2.5* (20.8%) Implementer 8 (66.6%) 0.5* (16.7%) 2 (100%) 4 (30.7%) 2.5* (20.8%)

* Dual profiles were split into halves Table 4-6. Descriptive summary of ACL-Cr and problem solving scales by gender Variables Male (n =11) Female (n =31) Total (n =42)

M SD M SD M SD ACL-Cr 50.27 8.753 51.81 10.229 53.17 9.666 Experiencing 30.45 7.090 33.10 5.418 32.40 5.927 Ideation 32.00 5.138 29.58 4.241 30.21 4.556 Thinking 27.27 7.682 26.94 4.419 27.02 5.358 Evaluation 30.27 6.310 30.39 4.240 30.36 4.782

Table 4-7. Descriptive summary of ACL-Cr and problem solving scales by discipline Variables Business (n =17) Merchandising (n =13) Interior Design (n =12)

M SD M SD M SD ACL-Cr 48.18 9.678 54.00 9.557 53.17 9.666 Experiencing 32.59 4.651 32.54 6.936 32.00 6.836 Ideation 30.94 3.631 28.92 4.192 30.58 6.007 Thinking 24.00 5.256 29.4 3.406 28.67 5.483 Evaluation 32.47 4.460 29.08 4.030 28.75 5.190

Table 4-8. ANOVA for comparison of problem solving scales by discipline Problem solving scales p Experiencing 0.963 Ideation 0.470 Thinking 0.007* Evaluation 0.057

* Significant correlation at the 0.05 level (2-tailed) Table 4-9. Post-Hoc test in comparing mean differences among problem solving scales Thinking Mean Differences p Business (M = 24.00; SD=4.460)

Merchandising (M = 29.40; SD=3.406)

-5.462 0.004*

Interior Design (M = 28.67; SD=5.483)

-4.667 0.014*

* Significant correlation at the 0.05 level (2-tailed)

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Table 4-10. Discipline distribution by team Discipline 1st place 2nd place 3rd place 4th place 5th place 6th place Total Business 2 3 3 3 4 2 18 Merchandise 3 2 2 2 1 3 12 Interior Design 2 2 2 2 2 2 12 Total 7 7 7 7 7 7 42

Note: n = 42 Table 4-11. Problem solving style distribution by team Problem Solving Style

1st place 2nd place 3rd place 4th place 5th place 6th place Total

Generator 2 2.5* 3 2 4 2 15.5 Conceptualizer 1 1 1 1 1 0 5 Optimizer 2 0.5* 0 1 0 2 5.5 Implementer 2 3 3 3 2 3 16

* Dual profiles were split into halves Table 4-12. Composite team problem solving style scales Problem

Solving Scale 1st 2nd 3rd 4th 5th 6th M M M M M M

Experiencing 29.57 33.14 35.00 32.57 32.29 31.86 Ideation 32.00 29.43 28.57 28.86 33.14 29.29 Thinking 29.00 27.43 27.57 27.71 24.71 25.71 Evaluation 29.43 30.00 28.86 30.86 29.86 33.14

Table 4-13. Team departure from an idealized problem solving style profile Problem Solving Style 1st place 2nd place 3rd place 4th place 5th place 6th place Generator 1.0 2.0 2.8 1.4 4.7 0.7 Conceptualizer 0.9 2.4 3.2 2.7 1.9 3.9 Optimizer 1.5 2.0 2.9 1.8 4.6 1.2 Implementer 0.4 2.4 3.3 3.1 1.8 4.4 Skew Factor (∆) 3.8 8.8 12.2 9.0 13.0 10.2

Table 4-14. ANOVA for comparison of ACL personality traits by team Personality Variables p Achievement 0.071 Dominance 0.304 Order 0.191 Affiliation 0.967 Autonomy 0.440 Change 0.144 Deference 0.604 Personal Adjustment 0.106 ACL-Cr 0.037*

* Significant correlation at the 0.05 level (2-tailed)

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Table 4-15. Post-Hoc test in comparing mean differences among ACL-Cr ACL-Cr Mean Differences p 4th (M = 42.49; SD=7.41) 1st (M = 56.43; SD=10.37) -14.14 0.005* 2nd (M = 54.57; SD=9.20) -12.28 0.014* 3rd (M = 54.57; SD=9.20) -6.86 0.159 5th (M = 54.57; SD=9.20) -7.29 0.135 6th (M = 56.43; SD=10.23) -14.14 0.005*

* Significant correlation at the 0.05 level (2-tailed)

Table 4-16. Descriptive summary of ACL personality trait scores 1st place 2nd place 3rd place 4th place 5th place 6th place Total Personality Variables M SD M SD M SD M SD M SD M SD M SD

Achievement 49.00 6.53 57.86 8.82 48.86 5.27 54.71 7.18 53.43 6.85 58.86 9.62 53.79 8.07 Dominance 55.43 7.19 59.14 6.20 53.14 8.55 56.43 3.41 59.71 4.35 61.29 10.78 57.52 7.30 Order 43.86 6.26 49.43 6.16 48.57 6.27 52.29 6.16 45.86 9.84 52.43 7.89 48.74 7.48 Affiliation 52.71 9.16 55.00 6.98 52.57 8.87 51.14 9.46 51.14 6.34 52.14 11.04 52.45 8.33 Autonomy 60.29 9.59 53.14 6.15 53.43 6.50 53.71 4.99 59.29 8.04 58.86 14.72 56.45 8.92 Change 62.57 5.65 57.00 9.47 52.57 5.44 50.86 9.87 56.57 11.17 56.57 4.58 56.02 8.48 Deference 37.86 10.98 41.71 7.41 45.00 8.79 42.86 4.22 38.86 10.64 36.29 15.60 40.43 10.05 Personal Adjustment 43.14 9.72 54.86 5.99 50.71 8.14 55.57 5.86 50 9.47 49.14 10.42 50.57 8.95 ACL-Cr 56.43 10.37 54.57 9.20 49.14 7.95 42.29 7.41 49.57 7.85 56.43 10.23 51.4 9.78

Table 4-17. Descriptive summary of perception of team processes (TPS)

Process Variables 1st place 2nd place 3rd place 4th place 5th place 6th place n M SD n M SD n M SD n M SD n M SD n M SD

Success 6 4.75 0.42 6 5.00 0.00 6 5.00 0.00 6 4.00 0.63 6 3.67 0.52 7 3.93 0.45 Interaction 7 4.64 0.48 7 5.00 0.00 7 5.00 0.00 6 3.83 1.17 7 3.43 1.13 7 4.14 1.07 Appreciate Challenge 7 4.57 0.53 7 5.00 0.00 7 5.00 0.00 6 4.33 0.52 7 3.86 1.35 7 3.43 0.79 Creative w/Team 7 4.43 0.53 7 4.86 0.38 7 5.00 0.00 6 3.67 1.21 7 3.71 1.60 7 3.29 1.25 Preference in Teams 7 4.71 0.76 7 4.86 0.38 7 5.00 0.00 6 3.33 3.33 7 3.00 1.30 7 3.64 1.50

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Table 4-18. ANOVA for comparison of perception of team processes (TPS) Process Variables p Success 0.000* Interaction 0.003* Appreciate Challenge 0.001* Creative w/Team 0.013* Preference in Teams 0.003*

* Significant correlation at the 0.05 level (2-tailed)

Table 4-19. Post-Hoc test in comparing mean differences among process variables Process Variables Mean Differences p Success 1st (M = 4.75) 4th (M = 4.00) 0.75 0.004* 5th (M = 3.67) 1.08 0.000* 6th (M = 3.93) 0.82 0.001* 2nd (M = 5.00) 4th (M = 4.00) 1.00 0.000* 5th (M = 3.67) 1.33 0.000* 6th (M = 3.93) 1.07 0.000* 3rd (M = 5.00) 4th (M = 4.00) 1.00 0.000* 5th (M = 3.67) 1.33 0.000* 6th (M = 3.93) 1.07 0.000* Interaction 1st (M = 4.64) 5th (M = 3.43) 1.21 0.008* 2nd (M = 5.00) 4th (M = 3.83) 1.17 0.014* 5th (M = 3.43) 1.57 0.001* 3rd (M = 5.00) 4th (M = 3.83) 1.17 0.014* 5th (M = 3.43) 1.57 0.001* Appreciate Challenge 1st (M =4.57) 6th (M = 3.43) 1.14 0.005* 2nd (M = 5.00) 5th (M = 3.86) 1.14 0.005* 6th (M = 3.43) 1.57 0.000* 3rd (M = 5.00) 5th (M = 3.86) 1.14 0.005* 6th (M = 3.43) 1.57 0.000* Creative w/Team 1st (M = 4.43) 6th (M = 3.29) 1.14 0.039* 2nd (M = 4.86) 4th (M = 3.67) 1.19 0.039* 5th (M = 3.71) 1.15 0.039* 6th (M = 3.29) 1.57 0.006* 3rd (M = 5.00) 4th (M = 3.67) 1.33 0.022* 5th (M = 3.71) 1.29 0.021* 6th (M = 3.29) 1.71 0.003* Preference in Teams 1st (M = 4.71) 4th (M = 3.33) 1.38 0.028* 5th (M = 3.00) 1.71 0.005* 2nd (M = 4.86) 4th (M = 3.33) 1.53 0.016* 5th (M = 3.00) 1.86 0.003* 6th (M = 3.64) 1.22 0.043* 3rd (M = 5.00) 4th (M = 3.33) 1.67 0.009* 5th (M = 3.00) 2.00 0.001* 6th (M = 3.64) 1.36 0.025*

* Significant correlation at the 0.05 level (2-tailed)

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Table 4-20. Coefficient values from linear regression models of CPSP problem solving styles and ACL personality traits in relation to perception of team processes (TPS)

Process Variables Problem Solving Style/Personality Trait Beta p Success Optimizer 0.039 0.034* Thinking 5.660 0.008* ACL-Cr 0.060 0.010* Creative w/Team ACL-Cr 0.072 0.043* Change -0.077 0.043*

* Significant correlation at the 0.05 level (2-tailed)

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Figure 4-1. Composite problem solving profile by team

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1st place 2nd place 3rd place Success /Challenges

-respect -excellent group dynamics -common goal -collaboration -openness -did not dwell on conflict -time management -communication -a lot of conflicting ideas

-respective -equal effort -team bonding -good team chemistry -have a good time -communication -too many ideas -fall behind an ideal schedule

-honesty -diversity -funny -commitment to goals -support for each member -collaboration -communication -team leader

Conflicts /Resolutions

-more than one leader -differences in ideas and strategy -stressful and tiring -minimal conflict -strong cohesion -very open and collaborated -someone to drive the process -simplified our ideas -managed to solve it well -delegated work very well and efficiently -always on the same page -just “went with the flow”

-time -tension occurred once due to lack of sleep and overall fatigue

-one team member rarely showed up -constructive debates -brainstorming arguments -time -did not disrupt the dynamic of our group -organized ourselves and assigned tasks -the 6 of us became stronger

4th place 5th place 6th place Success /Challenges

-different methods in research -time use -not open to constructive criticism -arguments

-different attitudes -strong-minded natural leaders -time management -conflict management -did not get along well and did not work well together

-good motives -similar ideas and goals -equal input -honesty -communication -personality conflicts -deadlines -technology difficulties

Conflicts /Resolutions

-picking on people’s work and started deleting all the progress from dislike -became very rude and cruel -did not respect others’ ideas -too critical -chose to separate themselves and ignore the group -delayed progress and completion -time crunch helped people concentrate and focus on the main concept of challenge

-pushed aside -ideas unaccounted for; completely disregarded -a lot of arguing -struggled with collectively working together -personality conflicts -control over everything; dominant -everyone wanted to lead -different ideas about what is considered creative -some were mediated

-personality clashes -insensitivity to issues and people -unwillingness to share/collaborate -stress levels rose and things were taken personally -feelings were hurt, then talked and got over it -different personalities/ways of handling situations -worked through them and found each other’s strengths and weaknesses

Figure 4-2. Content analysis of challenges in team processes

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Figure 4-3. Composite problem solving profile for the winning team

Figure 4-4. Scatter plot with regression for thinking by team ranking

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Figure 4-5. Scatter plot with regression for evaluation by team ranking

Figure 4-6. Scatter plot with regression for degree of variation in problem solving by team

ranking

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Figure 4-7. Plot of canonical analysis by team ranking

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CHAPTER 5 DISCUSSION

Individual Creativity vs. Team Creativity

Much of the existing research on creativity emphasizes individual creativity (e.g., Oldham

& Cummings, 1996; Pirola-Merlo & Mann, 2004). It is only now when the importance of teams

has surfaced that attention has started to steer towards understanding team creativity. In linking

the research between creativity and teams, researchers are taking many different directions in

explaining this phenomenon. One justification entails the debate between whether team creativity

is achieved by individual contributions or from the resultant synergies among collaborators

(Hargadon & Bechky, 2006).

Does individual creativity factor in as a crucial element when achieving a successful

outcome as a team? Some theorize that individuals with high creative personality traits usually

prefer to work alone and have the tendency for being autonomous (Sawyer, 2007; VanGundy,

1984). When these individuals are comprised into a team, do they reach their highest potential?

In relation, this study found that individuals with a high personality score in change, the

characteristic of seeking novelty in experience and avoiding routine, responded negatively

towards feeling creative with a team. These individuals may have felt constrained by the team,

which could have suppressed spontaneous idea generation. Following their preference in

working alone and their spontaneous tendency, would highly creative individuals prefer to ignore

the interaction with team members and independently attempt to complete the task? When

creative individuals do not collectively come together, what becomes of the outcome? Team

members that have lower creative personality traits may benefit from the highly creative

members’ ideas at the beginning of process and standby while waiting to implement their own

strengths later on in the process. When this happens, the team process cannot be considered

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synergistic; rather, individuals are just working independently to complete the task. A creative

product can only be claimed to be originated from teamwork when creative collaboration

emerges from interpersonal interaction.

On the other hand, when all the team members are highly creative individuals, is the team

capable of completing the task to their high expectations? Literature suggests that when too

many creative individuals with different styles come together, friction can occur (Sawyer, 2007;

Staehle, 1999). Success is determined by whether or not individuals can channel this creative

abrasion into a positive force to drive a better solution. Although individual creativity is

important and should be considered when composing a team; it is important to point out that

individual creativity alone is not sufficient. Regardless of a team’s composition, they must have a

great process to reach new levels of creativity. The focus in cultivating a creative outcome is not

solely focused on finding the right combination of individuals to make the best team, but equally

important to manage the team process for maximum synergy.

The present study provides insight to the debate between individual creativity and team

creativity. For example, the 6th place team had the highest score for Domino’s Creative

Personality scale (ACL-Cr); however, their solution was least preferred by the judges. This team

showed high levels of creative personality traits, but appeared to have failed in overcoming

group tensions to synergize their collective creativity. The qualitative responses from the 6th

place team members indicated that they had some personal conflict during the process: “[we had

tensions in] personality clashes, some insensitivity to issues/people, [and] unwillingness to

share/collaborate.” Although they reported to have resolved these conflicts in the end, they did

not note any improvements in team dynamics after resolving these conflicts.

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The 1st place team also had high scores for creativity personality traits (ACL-Cr); in fact

mean scores were identical with the 6th place team. Although the members in the winning team

reported some conflict, they did not perceive it to be personal. Instead, the conflict appeared to

become a force that pushed the team’s ideas to new heights. The winning team commented: “it

[the tension] helped because it simplified our ideas,” “[having more than one leader] caused

conflict however it was good that . . . there was still someone there to drive the process.”

From the comparison between the 1st place team and the 6th place team, can it be assumed

that team processes has a significant impact on the creative performance? Both teams had

individuals with similar levels of creative personality traits, yet their outcomes were radically

different. Leonard & Swap (1999) stated that people renowned for their individual creativity

have cited and emphasized that interaction is important. The findings from this study also

provides data that individuals with high creative personality traits feel more creative when

working in a team (refer to Table 4-18). Hargadon & Bechky (2006) comment that at times, the

locus of creative problem solving shifts from the individual to the interactions of a collective

team. Although team creativity must benefit from the creativity of individuals, team creativity is

not the simple aggregate of all the team members’ creativity (Woodman, Sawyer, & Griffin,

1993).

Creative Abrasion

The team process is a huge component towards a successful outcome. Many social

creativity studies refer to team interaction as a key ingredient in success (e.g., Hackman, 1987;

Steiner, 1972; Hargadon & Bechky, 2006), and identify the team process as the ‘make or break’

component of successful teamwork (Marks, Mathieu, & Zaccaro, 2001; Cohen & Bailey, 1997).

In short, how people interact during the process can either help or hinder the work.

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Successful teams tend to perceive conflicts as creative opportunities. Nemeth (1997)

identified that dissent is key to promote group creativity, commenting that it encourages the team

to view an issue from multiple perspectives. Team members acknowledge personal differences

and respect conflicting views, while using their diverse perspectives as a tool for more creative

solutions. When the team is exposed to contradictory ideas, the team’s thinking process is

stimulated and more creative ideas are produced. Leonard and Straus (1997) call this process

creative abrasion where different approaches of team members produce conflict within the group

but the result of this tension is a successful output. Creative abrasion is what sets free the creative

potential that is latent in a collection of individuals, which is summed in the comment, “Put

enough different individual lenses together, and you have a kaleidoscope of ideas (Leonard &

Swap, 1999, p.21).”

On the other hand, when members take conflicts personally, problems can occur.

Personal conflicts are ineffective because their interactions are divisive and angry (Leonard &

Swap, 1999). These conflicts do not produce any creativity, but rather bring unnecessary

emotions that create process losses. The team not only suffers from the loss in time, but also in

interaction, relationships, communication, respect, and even trust. Personal conflicts lose a lot

while gaining nothing.

This study presented examples where creative abrasion supported the team process, and

personal conflict resulted in failure. The delineation between successful and unsuccessful

creative abrasion was apparent when comparing the 1st, 2nd, and 3rd place teams to the 4th, 5th, and

6th place teams. While the top three teams perceived team conflict to be a positive force, the

bottom three teams took the team conflicts to be personal in nature. Tensions within the top three

teams include: “we had a little tension for the short time we had left but we did [well] in

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organizing ourselves and assigning tasks,” and “[the conflict] helped because it simplified our

ideas.” Conflicts within bottom three teams include: “stress levels rose and things were taken

personally,” “they . . . didn’t like anything and started arguments within our group,” “they . . .

became very rude and cruel; they could not take on other’s opinions and chose to separate

themselves and ignore the group,” and “two members never got along and their personal tension

hurt the team dynamic.”

In addition, through extensive research, evaluation has been found to have a negative

effect on group creativity when introduced too early in the process (Amabile, 1996). People in a

group often evaluate each other’s ideas, and the likelihood of negative evaluation makes team

members uneasy of their inputs; in the end, discouraging creativity (Levi, 2001). The present

study found that team ranking and CPSP evaluation scores had a negative relationship

(approaching significance with a p-value of 0.075)—teams low in ranking had higher scores for

evaluation. The 6th place team in particular, had many Implementers and the highest score for

evaluation. Their composite team profile shows a distortion towards evaluation compared to the

balanced 1st place team (Figure 5-1). Overall, the 6th place team may have struggled in

generating sufficient novel ideas because evaluation was dominant during the process.

Conversely, the 6th place team had a low score in CPSP thinking, another variable that was

approaching significance (positive correlation with a p-value of 0.097) when compared to team

ranking. Although the members of the 6th place team may have been strong in evaluation, their

evaluations may not have been based in rational thinking processes. The MANOVA results

correspond with this interpretation and add that the judgments of the 6th place team may have

been more personal or intuitive in nature rather than verbally expressed (see Figure 4-7). When

compiling this information with the composite team profile, the interpersonal work

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characteristics of the 6th place team may have been implicit rather than explicit and introduced

too early in the process. On the other hand, the 1st place team had a low CPSP evaluation score

and a high CPSP thinking score. This team may have applied rational logic when thinking

through and evaluating their ideas.

In these cases, creative performance may be related to different combinations of problem

solving styles. Benefits resulting in creative performance are attainable when a cross-functional

team appreciates the positive constructive potential of differences in values and attitudes,

personalities and styles, and knowledge and skills, and is more likely to welcome the expression

of those differences (Northcraft, Polzer, Neale, & Kramer, 1995). In what team climate are these

benefits reaped? Do certain combinations of personality traits and problem solving styles support

creative abrasion?

The Holistic Team

Leonard and Swap (1999) note that ‘creative abrasion’ can be more successful within

heterogeneous teams. While a homogenous team may be productive, many studies have shown

that there is more potential for creative solutions in a heterogeneous team composition

(VanGundy, 1984; Amabile, 1996; Kurtzberg, 2000). Leonard and Straus (1997) explain that the

intelligence of the individual team members do not matter as much as finding the right mix of

diverse individuals. It is not just about mixing right-brain and left-brain individuals, but creating

a whole-brained team with several different styles that overlap. Diversity in teams not only offer

more opportunities for abrasion, but also creates more chances for creativity.

In the present study, the 1st place team was the most heterogeneous team in terms of

discipline and problem solving styles. They had members representing all problem solving styles

on the CPSP, with each of the four styles approaching 25% which resulted in a very balanced

profile and the lowest skew factor (3.8) among teams (refer to Figure 4.3). In addition, the 1st

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place team did not report any personal conflicts during the team processes, but described

tensions that helped push their thinking, “we were successful because we were able to get along

well and communicate calmly, [although] at one time there were a lot of conflicting ideas.”

While the heterogeneity of opposing styles increased problem solving differences, the relative

balance between all styles could have prevented unproductive conflicts.

The 2nd place team was also heterogeneous in discipline and problem solving styles.

Although problem solving styles were not nearly as evenly spread out as the 1st place team, a

unique characteristic of the 2nd place team was that two members had dual-styles (Generator-

Implementer and Optimizer-Implementer) that added to the team’s diversity. The team profile

for the 2nd place team was symmetrically balanced (delta values for generating equals that of

optimizing, and conceptualizing equals implementing), and had the second lowest skew factor of

8.8. The only comments available that the 2nd place team wrote on the tensions during the

process were about the time constraint.

In contrast, the 6th place team was somewhat homogenous in problem solving styles

(refer to Table 4-12). Similarly, the 5th place team had the most uneven distribution of problem

solving styles, with over half the team members dominant in idea generation. The 5th and 6th

place team both had skewed CPSP profiles, and did not come close to the well-balanced shape of

the 1st or 2nd place team. Their skew factors were among the highest (6th place team: 10.2; 5th

place team: 13.0). The 6th place team’s profile was skewed towards evaluation, while the 5th

place team’s profile was skewed toward ideation. Some comments on the tensions that occurred

on the 5th place team included: “everyone wanted to lead,” and “one of the girls was too

dominant which hurt the team’s openness.” The personal conflicts reported during the team

processes by the 5th and 6th place team were not easily solved; “bickering took over ½ hour

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sometimes,” “impact on time management.” It is likely that the conflicts of the 5th place team

resulted from a lack of Implementers and evaluators to assess the potential of proposed ideas.

Although differences commonly result in conflict, when the diversity is a combination of

well-balanced qualities in the team, creative performance may emerge. The whole-brained team

may be the key to successful creative abrasion. Individual creativity is important; however, if

creative abrasion does not occur in the team process, the outcome may not be successful. The

creative abrasion phenomenon can be seen as the group synergy effect when teams go beyond

the individual capabilities (Schweiger & Sandberg, 1989). More study in this area will give

insight to whether creative abrasion occurs mostly in a whole-brained team and whether these

two elements predict creative success.

Optimization of Team Performance

While planning for diverse teams may not always result in successful outcomes,

successful management may optimize team performance. Teams should not only be composed of

diverse individuals, but also learn to respect and value the individual differences that exist

among members. Social identity theory indicates that team education is a potential avenue in

overcoming barriers to successful collaboration in diverse teams (Northcraft et al., 1995). Teams

should work to the advantage of diversity through respecting differences (Thomas, 1990) and

using, rather than merely acknowledging, the ideas and skills of the team members (Morrison,

1992). In order for teams to fully draw on the human resource potential of every member, it is

essential that people learn to acknowledge, embrace, and think critically about the meaningful,

ongoing relationships that can bring such learning (Ely, 1995).

Individuals should be able to grasp the situation they are in. The diverse backgrounds of

team members potentially bring communication and conflict problems (Levi, 2001). Through

training programs, team members can be trained to better communicate and appreciate each other

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(Northcraft et al., 1995). Team members should consistently be aware of the team goal and

communicate to keep all members on the same page. Teams should also be familiar with the

concept of creative abrasion. Team members often are not good at supporting each other’s ideas,

so designating times when they are not being critical is important for creativity (Levi, 2001).

When all members are aware of the different conflicts and its related factors in the team process,

there may be a better chance in avoiding negative conflict and steering it towards a more positive

outcome.

In the present study, all teams reported neutrally or positively when asked if by choice,

they preferred working with a team or working alone. Although there were some individuals that

strongly agreed in preferring to work within their team, the mean scores indicate that a majority

of the members were quite satisfied. Although the short time period of the charrette may have

brought both advantages and disadvantages to the teams, the performance could have been

optimized by applying the methods mentioned above.

Alternative Interpretation of the Findings

Creative performance may only result from a correct understanding of the definition of

creativity. Teams must keep in mind that the solution to the given problem must not only be

novel, but also appropriate. The current study demonstrates an example of team success that

provided a solution according to this definition. The judges’ feedback presents some insight into

the creative outcome. One judge commented that the 1st place team had “lots of examples of

creativity,” and the design and business plans were realistic and thoughtful. The 1st and 6th place

teams had the highest score for creative personality traits and the 2nd place team closely followed.

In contrast, this judge questioned the 4th place team, which had the lowest score for creative

personality, stating “what makes yours’ unique?” and remarked that the project “could have been

more innovative.” The comments of this judge appeared to parallel the findings of the ACL-Cr.

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The 1st place team in particular, differed from the 2nd and 6th place team in that the judges felt the

project was also realistic and thoughtful. Considering that the 1st place team had the highest score

in thinking, reiterates the importance of rational thinking in combination to the novelty of ideas.

The 1st place team appeared to strike a balance between a novel and appropriate idea, the very

definition of creativity.

In looking at the social aspects of creativity, Amabile theorizes that creativity lies at the

intersection of personal and situational factors (1996). In this componential model for creativity,

the main factors are domain-relevant skills, creativity-relevant processes, and task motivation.

Domain-relevant skills imply the knowledge, skills, and abilities in the individual’s particular

area of application. Creativity-relevant processes are the appropriate cognitive styles and

knowledge of the creative techniques needed during the process. Finally, task motivation

incorporates intrinsic motivation of the individual toward the task, and the extrinsic

environmental factors that encourage or discourage creativity. Although the present study

explored the skills and processes, it did not thoroughly investigate intrinsic and extrinsic

motivation. The 3rd Annual ACRA Charrette offered a prize for the winning team. This was

disclosed at the welcome reception dinner at the beginning of the competition. For some

participants, this reward could have influenced an individual’s extrinsic motivation. The

participation of this nationally renowned retail competition also gives the opportunity for

students to record this in their resume which could lead to possible job offers in the future. In

addition, some participants may have been intrinsically motivated by the pure enjoyment of

solving the task problem, working in a team, establishing new relationships, and being in a

competitive environment. Some of the participants had commented that one of their team goals

and expectations was to have fun. In contrast, there were also several students that were not

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interested in the charrette at all with comments such as, “one of the [members] did not want to be

here,” and “I had a lot of other school work” which resulted in absence during the team process.

These forms of motivation may have impacted the team processes; however, was not formally

measured in the present study.

Limitations

The present study had limitations regarding the method of outcome evaluation, data

collection, research conditions, instruments, and the work environment. First, in the evaluation of

the team proposals, the judges were inconsistent in their use of the score sheet provided for

evaluation. None of the judges consistently followed the instructions in assessing the team

presentations and only commented qualitatively without any quantitative scores. For this reason,

direct quantitative comparisons among teams were impossible. Instead the 1st place team was

decided by a verbal consensus among the judges during the time of deliberation. Because of the

controlled environment of the ACRA Charrette, the researcher did not have the time or the

control to emphasize the importance of quantitative evaluation. The judges may have felt that the

judge’s score sheet did not adhere to their evaluation criteria and hence, found an alternative

method in assessment. During the announcement of the final results, the judges commented that

they were all impressed in the quality of all the projects, but the 1st place team had stood out the

most. They did not officially announce the rank ordering of the reaming teams; however, the

ACRA official who observed the judges’ deliberation shared these results with the researcher,

and therefore, the research includes the findings according to the unpublicized rank order that

occurred in the closed judging session.

This study had a total of 42 participants that were divided into six teams. For the reason

that most of the comparisons of this study were by team, the six teams were treated as six

individual samples. Consequently, statistical power due to the sample size was somewhat

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lacking. Nevertheless, the present study contributes in the quality of the sample considering the

elite characteristics compared to normative sample, and the pre-selection process. However, the

absence of a pre-test of domain-specific knowledge does not offer the exact understanding of

each participant’s domain relevant skills.

Teams were also composed by ACRA officials according to discipline and associated

institutions and therefore, the researcher had no control over the distribution of gender, problem-

solving style, or personality traits. Due to the intense time limitation, the researcher had to adhere

to the charrette schedule in collecting data. The data collection environment was not stable or

consistent in that the methods of instrument administration were taken online, during bus transit,

and at the end of the charrette when participants were most fatigued. Especially in the case of the

final instrument, the self-constructed Team Process Survey (TPS), the qualitative questions

asked were designed to encourage participants to give detailed descriptions; however, many of

the students were tired at the conclusion of the project and did not elaborate in their responses.

One student even commented that they were too tired and sleepy to answer the questions in their

right mind (described her self as being delirious). The excitement of being done with the

charrette and awaiting the results could have hindered the concentration that was needed in

completing the overall qualitative survey. Along with the TPS, the team self-evaluation seemed

to have been influenced by the adrenaline for the reason that most teams assessed their projects

to have a perfect score. Thus, data collected from the team self-evaluation has been disregarded.

Control in providing equal circumstances for all the teams was not possible as well. For

example, some teams had faculty assistance during the reception dinner to aid them in team

building or brainstorming in projects. The accessibility to feedback differed among teams

throughout the whole process. There was no control over who gave what kind of guidance.

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Communication with people outside of the charrette was not recommended, although not

monitored either. Especially, team members from the host university were still within their

residency and had many access opportunities during the term of the project. Since the charrette

was held during the semester, members could have gotten outside information or stimulation

during the process, although probably not direct help. Another influence could have been

through the sequence in meetings with the industry panel. The experts might have been able to

give more valuable information towards the end of the rotation since they would have known

more of the commonalities that were being questioned for the project. Teams might also have

more focused questions towards the end of the rotation and have benefitted from that industry in

particular. In contrast, both the experts and the teams may have concentrated less at the end of

the rotation due to fatigue or the monotony of repeating the same information over and over

again.

Finally, physical work space was not equivalent for all teams. Although teams were given

the freedom to choose wherever they wanted to work in, the environments that were provided for

the teams were not necessarily equal. For instance, the breakout rooms that were provided for the

teams were from a large room that was divided by partitions. Some were larger than others, some

had only one division wall while others had two. Some teams had to change rooms while others

were able to use the same room during the whole duration of the project.

Future Research

Many issues were discussed in the present study about cultivating the creative team,

process, and outcome. This study offers many opportunities for future work to advance research

on team creativity in an applied setting. Field research conducting a real problem approach in

this area is especially important for its implication in practice. Opportunities of this type of

research are encouraged to not only add to the growing body of knowledge, but also bridge the

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gap between research and practice. A suggestion for specifically studying the ACRA Charrette

would be to replicate this study and aggregate the results to build the data into a longitudinal

study.

Future study where the teams are composed fairly equally in creativity and/or problem

solving styles may be interesting for research as well. This kind of study will help to further

examine if whole-brained teams are in fact, more likely to have productive creative abrasion and

successful outcomes. Controlling the composition of teams will allow more information on how

much diversity and what type of diversity cultivates innovations.

Another potential study could explore the element of training before team engagement.

Do teams react more successfully when they are better informed? Will training on creative

abrasion support team processes? Leonard and Straus (1997) believe that whole-brained teams

do not naturally understand one another, and often are antagonistic toward one another. When

managers facilitate the team process to enable members to acknowledge differences and potential

contributions each type of thinker brings to the table before the actual teamwork, outcomes are

more likely to end in success. Along those lines, future work on team training on creative

abrasion may be able to resolve conflicts better and even utilize those opportunities to creatively

arrive at a successful outcome.

Additional research of the potential influence of the team’s physical environment may be

interesting to study and add to the growing body of knowledge on the design of the physical

work environment. Studies that compare teams working in controlled environments may give

insight towards what elements are supportive or even synergetic to teamwork, even though

variables that are related to the social dynamics may not be controlled. Exploring design

elements that inhibit creativity in teams would also be useful.

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All in all, more research should be conducted on team creativity. With so many factors

and variables involved in a systems understanding of creativity, it is important to thoroughly

examine all possibilities. These studies on team creativity will add to the body of knowledge so

that all levels—individuals, teams, and organizations—can benefit by insights into optimizing

creative teams.

Figure 5-1. Composite team problem solving profile comparison of 1st place and 6th place

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APPENDIX A UF IRB APPROVAL

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APPENDIX B COPY OF INSTRUMENTS

Creative Problem Solving Profile (CPSP)

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Team Process Survey (TPS)

How well did your team meet the goals and expectations that were agreed upon during the Team Building Exercise? (Please circle according to the scale: 1= Very poor 2= Poor 3= Neutral 4= Good 5= Very good)

What were some aspects that led to the success/challenges of meeting your team’s goals and expectations?

Teamwork Style

The following statements ask about your behavior when working in your team. Please indicate the degree to which you agree or disagree with these statements by circling the appropriate response.

Strongly disagree

Slightly disagree Neutral Slightly

agree Strongly agree

1. I enjoyed interacting with my teammates when working on this project. 1 2 3 4 5

2. I appreciated when my teammates challenged or questioned my ideas. 1 2 3 4 5

3. I felt more creative when working with my team. 1 2 3 4 5

4. If I had the choice, I would prefer to work with my team instead of by myself. 1 2 3 4 5

Role Clarity

Describe the primary role you took with your team during the problem-solving process. How did you fall into that role?

Who was most responsible for each role? (Please check accordingly; multiple roles are possible)

Cohesion/Conflict

What were the strengths of your team?

1 3 2 4 5

Generating Ideas

Conceptualizing Ideas

Optimizing Ideas

Implementing Ideas

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Did your team have any challenges or tensions during the process? If so, what were they?

Did these challenges help or hinder your solution? How?

Team Dynamics

What is your major? Did you find yourself contributing ideas and/or inputs into area outside of your major discipline? How?

How much time was spent during the team process in proportion (Total of 100%)? % % % working alone working in sub-groups working with whole group

Work Environment

How many locations did you work in? Describe each location your team decided to work.

From the list above, which location best supported your work and why? What specific characteristics made the location an ideal place to work in?

= 100 %

1)

2)

3)

4)

5)

6)

7)

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Judge’s Score Sheet – Presentation Feedback

Creativity (based on your own definition): / 10 Overall Concept and Private Label Development: / 10 Store Design (Front & Interior): / 10 Store Layout: / 10 Assortment Plan & Merchandising Strategy: / 10 Income Statements for Start-up and Growth Phases: / 10 Marketing Plan: / 10 Use of Technology: / 10 Evidence-based Research: / 10 Presentation Style: / 10 Additional Comments: TEAM: JUDGE:

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APPENDIX C ACRA CHARRETTE SCHEDULE

March 17, Tuesday 2009 3:00 pm – 5:30 pm Arrival and Hotel (Reitz Union) check-in

Reitz Union Hotel Address: UF Reitz Union (Museum Road) Campus Map: http://campusmap.ufl.edu/?loc=0686&zoom=17 Driving direction: http://www.union.ufl.edu/hotel/directions.asp Hotel contact information: (352) 392-2151 or [email protected]

5:00 pm Registration (Friends Music Room at University Auditorium) 6:00 pm – 8:30 pm Kick-off & Opening reception dinner Team building activities and Team Introduction March 18, Wednesday 2009 (Field trip to Client: ALL Day) 8:00 am Departure from Reitz Union at 8 am Sharp 11:00 am – 4:00 pm Meet the Client (Headquarter) and Store Visit 4:00 pm – 5:30 pm Team meeting for brainstorming and having fun at beach 6:00 pm – 7:00 pm Dinner 10:00 pm Arrival at Reitz Union March 19, Thursday 2009 (Reitz Union Grand Salon A) – 11:00 am Project research by group 11:30 am – 12:30 pm Presentation, “Design as a Marketing Tool”, by Kenneth Walker

from WalkerGroupDesign (Reitz Union Grand Salon A) 12:30 pm – 1:30 pm Lunch 1:30 pm – 1:50 pm Industry Panel Introduction 2:00 pm – 5:00 pm Industry Experts (Group Rotation) Creative Design Kenneth Walker, WalkerGroupDesign Communication/advertising Paul Daigle, President, PYPERPAUL+KENNEY Advertising/Communication

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Merchandising Don Niemann, Director of Merchandise Buying, Client Finance Bill Alcorn, former Sr. Vice President, Controller & CPO – JCPenney Retail technology Julia Arnette, VP in Global Industry, IBM HR Mary Beth Garcia, Director, Novations Group Inc. 5:30 pm – 6:30 pm Dinner 6:30 pm – Project work by group March 20, Friday 2009 (Reitz Union: Break-out room for each group) – 2:00 pm Project work by group 2:00 pm – 3:30 pm Presentation skill workshop (feedback will be provided to one

volunteered team) Reitz Union Rion Room 235 3:30 pm – Project work by group March 21, Saturday 2009 (Bryan 232 Bill Alcorn Room) 9:00 am – 12:30 pm Presentations 12:30 pm – 1:30 pm Lunch/Evaluations by Judges 1:30 pm – 2:30 pm Award reception/closing

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APPENDIX D RESIDUAL HISTOGRAMS FOR NORMAL DISTRIBUTION

Creative Problem Solving Profile (CPSP)

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Adjective Check List (ACL)

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APPENDIX E FIRST PLACE PRESENTATION

Release Permission

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First Place Team’s Presentation

(double click icon below to view presentation)

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BIOGRAPHICAL SKETCH

Chung, S. received her Bachelor of Arts (major in interior design) with high honors from

Michigan State University in 2006. Following her aspiration in bridging the gap between

research and practice in the design field she continued her studies and received her Master of

Interior Design from the University of Florida. Her research interests are focused on nurturing

creativity in interior design education and its relation to cultivating a creative workplace.