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Guy Parmentier is a professor at Université Grenoble Alpes, France. His research and teaching focus on creativity management and business model management in the digital age. He is also head of the ICO research team for Innovation and Organizational Complexity at CERAG, France.
Foreword ixPatrick COHENDET
Author Biographies xiii
Introduction xviiGuy PARMENTIER
Chapter 1 The Foundations of Organizational Creative Capabilities 1Guy PARMENTIER
1.1 Organizational capabilities 1
1.1.1 The different organizational capabilities 3
1.1.2 Approaches for studying organizational capability 6
1.2 Organizational factors of creative capabilities 7
1.2.1 Factors related to the structure of an organization 10
1.2.2 Factors related to an organization's resources 12
1.2.3 Factors related to an organization's vision 13
1.2.4 Factors related to management methods 14
1.3 Organizational routines of creative capabilities 15
1.4 References 22
Chapter 2 Building Openness to Develop Organizational Creative Capability 31Émilie RUIZ and Guy PARMENTIER
2.1 Open innovation as the beginning of openness 32
2.2 The modalities of openness 34
2.2.1 Boundaries management 34
2.2.2 Managing the governance of openness 38
2.2.3 Knowledge absorption management 39
2.3 The main openness devices that promote creativity 40
2.4 Conclusion 45
2.5 References 47
Chapter 3 Methods, Tools and Spaces for Revealing Employee Creativity 51Romain RAMPA and Guy PARMENTIER
3.1 Cognitively equipping for creativity: training and methods 52
3.1.1 The C-K theory and the DKCP method 54
3.1.2 Creative problem solving (CPS) 58
3.1.3 Design thinking or empathy at the service of creation 60
3.1.4 Cognitively equipping: issues and limits to be taken into account 62
3.2 Establishing and developing fertile spaces for creativity 64
3.2.1 The advent of virtual spaces? 67
3.3 The role of physical tools and equipment 68
3.4 Discussion and conclusion 69
3.5 References 73
Chapter 4 Creative Slack Enabling Ideas to Emerge, to be Stored and Transform 79Romain RAMPA and Guy PARMENTIER
4.1 The origins of the slack concept 80
4.2 Creative slack as a pool of ideas 81
4.2.1 The creative slack as a formal idea pool 84
4.2.2 Creative slack as the informal idea pool 86
4.3 Creative slack as room to maneuver 88
4.3.1 The room for time for creativity 89
4.3.2 The room for material and financial resources for creativity 91
4.3.3 The room for interpretation in processes and routines 92
4.4 The different components of creative slack: implications and limitations 94
4.5 References 96
Chapter 5 Agile Methods and Organizational Creativity 101Florence JEANNOT, Maxime MELLARD and Guy PARMENTIER
5.1 The use of agile methods in the video game industry 104
5.2 The influence of agile methods on the creativity of the video games produced 106
5.3 The central role of organizational creative capability 107
5.3.1 The influence of agile methods on organizational creative capability 108
5.3.2 The influence of organizational creative capability on the creativity of the video games produced 112
5.4 An empirical study 113
5.4.1 Test of the influence of agile methods on the creativity of the video games produced 114
5.4.2 Empirical test of the proposed causal chain 115
5.5 Discussion 117
5.6 References 119
Chapter 6 Idea Management and Idea Socialization in Organizations 127Guy PARMENTIER, Séverine LE LOARNE-LEMAIRE and Romain RAMPA
6.1 The path of ideas 128
6.1.1 Idea generation 129
6.1.2 Idea development 130
6.1.3 Idea promotion 130
6.1.4 Idea deployment 132
6.2 The challenges of the idea path 134
6.2.1 How can idea generation be intensified? The challenge of idea incubation 134
6.2.2 How can ideas be enriched? The stocking issue 135
6.2.3 How can the idea be enriched? The challenge of its socialization 136
6.2.4 How to select the best idea 137
6.2.5 What impact does the transporter of the idea and the form of the presentation have on selection? 138
6.3 Global idea management 139
6.3.1 Informal idea management 139
6.3.2 Formal idea management 142
6.3.3 Synthesis 146
6.4 Conclusion 147
6.5 References 148
Chapter 7 Measuring Organizational Creative Capabilities 155Zeinab SHEET, Florence JEANNOT and Guy PARMENTIER
7.1 Theoretical framework 156
7.1.1 Dimensions of OCC 156
7.1.2 The consequence of OCC 158
7.1.3 The control variables 158
7.2 Methodology and procedure for generating items 159
7.2.1 The procedure for generating items 160
7.3 Results and discussion 162
7.3.1 Interview results: qualitative exploration 162
7.3.2 Expert feedback: quantitative exploration 163
7.3.3 Initial scale 163
7.4 Conclusion 165
7.5 Appendix: scale items 166
7.5.1 Socialization of ideas 166
7.5.2 Creating room to maneuver 166
7.5.3 Creative equipment 167
7.5.4 Idea management 167
7.5.5 External openness 168
7.5.6 Organizational agility 169
7.6 References 169
Chapter 8 The Creative Performance of Organizations 175Bérangère L SZOSTAK
8.1 Proposal of a general framework for creative performance 177
8.1.1 Creative performance: definitions and issues 177
8.1.2 Performance and management of organizational creativity 181
8.2 Measuring performance creativity 184
8.2.1 The creativity ladder 185
8.2.2 Proposal of creative performance indicators: creative KPIs 188
8.3 Conclusion 191
8.4 References 191
Conclusion 195Florence JEANNOT, Séverinne LE LOARNE-LEMAIRE, Maxime MELLARD, Guy PARMENTIER, Romain RAMPA, Émilie RUIZ, Zeinab SHEET and Bérangère L SZOSTAK
List of Authors 203
Index 205
In the last decade, business leaders have realized that creativity has become a major challenge in the organizations who seek to make profound changes within, in order to achieve their strategic goals (IBM CEO study 20101). Just as in the economic field, Nobel laureate in economics Edmund Strother Phelps argues that modern economic growth is a direct result of human initiative and creativity (Phelps 2013). Creativity has thus become an issue for the development of organizations and society in a globalized world, in which ideas and people circulate rapidly, technological change is extremely rapid, competition is increasingly exacerbated, and environmental issues are becoming increasingly prevalent (Parmentier et al. 2017). Thus, organizations must find and implement creative ideas to survive this era; they must constantly reinvent themselves.
After a long history of being confined to the fields of art or great inventions and being the prerogative of exceptional individuals (Kris 1952), creativity is now perceived as a fundamental human capacity (Lubart 2003). Progressively, during the 20th century, work on the processes, methods and cognitive foundations of creativity made it possible to understand how this capacity is activated and developed in the individual. The term creativity itself is a recent one, appearing in the latter part of the 20th century in the work of Baron, "in the narrow sense, creativity refers to the abilities that are most characteristic of creative people" (Baron 1951, p. 444), and Stein, "creative work is a novel work that is accepted as tenable or useful or satisfying by a group in some point in time" (Stein 1953). Previously, authors used the terms "invention" (Poincaré 1908) or "creative thinking" (Wallas 1926; Hutchinson 1931). More recently, Amabile's much-quoted definition, "creativity is the production of novel and useful ideas by an individual or small group of individuals working together" (Amabile 1988a, p. 126), has illustrated this dual dimension of novelty and usefulness, in which "to be creative, an idea must also be appropriate, useful and actionable" (Amabile 1998b, p. 78). This can be summarized as follows: creativity is the activity of producing new, appropriate and actionable ideas, conceived by an individual or a small group of individuals working together.
At the collective and organizational level, research on creativity dates back to the 1990s. The research aimed to describe the individual factors (character traits, emotions, qualities of the person) and contextual factors that are favorable or unfavorable to the expression of creativity (Sarooghi et al. 2015). Thus, since the work of Amabile (1988a, 1988b), who was the first to address the individual and collective levels of creativity in organizations, many works have been developed on the topic of organizational creativity. Amabile has developed a componential approach that identifies three essential composites for creativity: motivation (intrinsic and extrinsic), skills specific to the individual's domain (expertise and knowledge) and skills specific to creativity. She translates this model to the organizational level to qualify innovation. Other works, such as the interactionist approach of Woodman et al. (1993), have emphasized that the performance of an organization in terms of organizational creativity depends on the interactions between individual factors, creative behaviors and creative outcomes (Woodman et al. 1993). Ford's evolutionary approach more specifically identifies the factors that intentionally lead the individual to undertake creative action, i.e. what constrains and facilitates creative action at both the individual and collective levels (Ford 1996). At a more empirical level, the creative environment approach, based on extensive field research, has attempted to identify the organizational factors that create a favorable environment for creative action (Amabile et al. 1996; Ekvall 1996).
Progressively, it is therefore a multilevel approach that has been developed to explain the phenomena of organizational creativity and take into account the intertwining of the individual, group and organizational components. However, organizational approaches to creativity are limited in explaining creativity in organizations. Amabile's componential model establishes a process of group creativity, individual and organizational components of creativity, but it focuses, at the organizational level, more on innovation than on creativity. The interactionist model of Woodman and his team tries to link organizational creativity to individual, group and organizational characteristics, but creative processes and the creative act are absent from their model. Ford's evolutionary model proposes a social process of selecting the creative act at the individual level, which, however, is not linked to the process of individual and organizational creativity. The organizational climate approach shows that managers can have a strong influence on organizational creativity with management styles that integrate the KEYS and SOQ2 (Amabile et al. 1996; Ekvall 1996).
Previous research on organizational creativity has therefore mainly focused on creativity in organizations or with the organization. It has been hampered by the complexity of the "organization" object, with a lack of links with strategic management and business models. At the same time as this literature was being developed, a new understanding of the strategic capabilities of an organization was being constructed through the notion of organizational capabilities, in particular to better explain the performance of an organization. The concept of organizational capabilities was developed to better explain the performance of an organization and its ability to innovate and adapt to rapidly changing environments. The organizational capabilities approach thus enriches research on organizational creativity, because it adopts the organizational and strategic level as the starting point of analysis, examining in particular the processes and routines that constitute the foundations of the organization.
The purpose of this book is to develop the concept of organizational creative capabilities and to anchor it both theoretically and empirically so that researchers can more easily apply it to their research and practitioners can integrate it into their management practices. This book is the result of the research project CCO (Capacités créatives des organisations, literally meaning the organizational creative capabilities) supported by the ANR (Agence nationale de la recherche, French Research Agency). The project regularly brought together a dozen researchers, who debated with passion and method the interest, the foundation and the constituents of the concept of organizational creative capability. They went into the field to identify the existence of these capabilities and deployed large-scale surveys among managers of small and large companies around the world to build tools for measuring creative capabilities.
The book consists of eight chapters.
The first chapter establishes the value of a capabilities approach to organizational creativity and explores the concept of organizational capabilities. In this chapter, Guy Parmentier identifies the routines that make up these capabilities and the factors that promote their proper functioning. He proposes a model whose components will be developed in part in the following chapters.
The second chapter develops the link between openness and organizational creative capability. Émilie Ruiz and Guy Parmentier present the origin of the concept of open innovation, the different modalities of openness that support the organizational and key role of absorptive capacities for this openness to be transformed into creative capabilities.
The third chapter explores the critical role of equipment in developing the creativity of individuals and teams. Romain Rampa and Guy Parmentier identify the effects and limitations of equipment on creative abilities. They document methods and present concrete examples of innovative spaces and tools that have been implemented by various companies.
The fourth chapter clarifies the different conceptions of slack and its role in organizational creative capability. Romain Rampa and Guy Parmentier point out that the pool of creative resources and ideas is one of the main levers on which organizations can rely to introduce novelty and support creative capabilities. They give concrete examples of organizational arrangements that enable the deployment of a slack that is favorable to organizational creativity.
The fifth chapter analyzes the effect of agile methods on organizational creativity in video games. Florence Jeannot, Maxime Mellard and Guy Parmentier build and test a model where the agile method has a direct effect on the perceived originality of a video game and an indirect effect via organizational creative capability. The study validates the direct effect of the use of agile methods on the creativity of video games, as well as the mediating effect of creative capabilities between agile methods and the creativity of these video games.
The sixth chapter details the journey of an idea and the formal and informal approaches to managing this journey in an organization. Guy Parmentier, Séverine Le Loarne-Lemaire and Romain Rampa discuss the different challenges of...
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