Chapter 9 Creativity

Mastering Strategies for High Performance

In 2011, a group of biochemistry scientists and researchers at the University of Washington developed an online game called “foldit,” which embodied a protein problem that had stumped the biochemistry community for over a decade. For years, solving protein structures remained one of the most challenging problems in science. Unfortunately, even the most advanced computers couldn’t predict the structures of such large proteins, because there were simply too many possibilities. In an out-of-the-box fashion, the UW researchers invited nonscientist gamers to play foldit, and within 3 weeks, the gamers came up with an accurate model of the protease molecule, guided primarily by intuition. Most gamers have never taken a course, much less received an advanced degree, in biochemistry. So it was rather preposterous to think that nonexperts could solve a problem that had stumped the expert biochemistry community for more than 10 years. Yet, they did. The gamers used their knowledge about how to move through games in order to solve the vexing problem. Because they were not burdened by their knowledge of biochemistry, they had a fresh way of attacking the problem.1

Creativity requires departure from tradition and the appropriate way of conducting business. There is good reason to believe that innovation and insight pay off. For every dollar companies spend on research & development they realize on average, $7.25 in new product sales.2 In the past 20 years through 2011, R&D accounted for 6.3 percent of average annual growth in GDP, as adjusted for inflation.3

In an analysis of 65 sales teams spanning 35 branches, team creativity predicted team financial performance; the most creative teams were those that utilized team knowledge. The positive relationship between team knowledge utilization and team creativity was stronger when the team leader had a high systematic cognitive style and when teams were exposed to high environmental uncertainty.4

In the scientific world, creative breakthroughs often result from intense team collaborations. For example, in physics, the discovery of the “God particle,” or Higgs boson, was the equivalent of Columbus discovering America, and the great majority of the research was conducted by teams of people.5 However, just because the task facing a team calls for creativity, there is no guarantee that the team members will be creative. In fact, many factors inhibit idea exchange in groups.6 Common wisdom holds that creativity in teams is lurking below the surface and that, with the proper intervention or team design, it can be unleashed. This view of creativity as a latent or dormant force is not accurate. Many people believe that teams are more creative than individuals. However, there is no empirical support for this; in fact, the opposite is true!

In this chapter, we explore factors that enhance creativity in teams. Team creativity is one of the least understood aspects of teamwork: Everyone wants it, but very few people know where to look for it or how to set up the conditions to make it happen. We begin by discussing creative realism and describe how creativity can be measured. Next, we explain the differences between individual creativity and team creativity. We describe several types of reasoning, including analogical reasoning and convergent and divergent thinking. Finally, we examine brainstorming techniques and discuss the advantages and disadvantages of each technique.

Creative Realism

Most people think that creative ideas are wild ideas; on the contrary, creativity or ideation is the production of novel and useful ideas—the ability to form new concepts using existing knowledge. A creative act is original and valuable. Innovation is the realization of novel and useful ideas in the form of products and services.

In Finke’s model of creativity, there are two dimensions: creativity and structural connectedness, or usefulness (see Exhibit 9-1).7 With regard to creativity, ideas can

Exhibit 9-1 Four General, Conceptual Domains into Which New Ideas Can Be Classified

Source: Finke, R. A. (1995). Creative realism. In S. M. Smith, T. B. Ward, & R. A. Finke (Eds.), The creative cognition approach (pp. 303–326). Cambridge, MA: MIT Press.

either be conservative or creative. Teams should strive to achieve creative ideas (i.e., highly original and novel ideas) as opposed to conservative, traditional ideas.

The other dimension is structural connectedness. Ideas that work with existing products and services are high in structural connectedness; ideas that cannot work with existing products and services are low in structural connectedness. Structural connectedness distinguishes ideas that are realistic (connected to current ideas and knowledge) from ideas that are idealistic (disconnected from current knowledge). If ideas are not connected to current ideas and knowledge, they probably are not implementable.

The most desirable ideas are those in the upper left quadrant. This domain is called creative realism, because these ideas are highly imaginative and highly connected to current structures and ideas. An excellent example of creative realism was Thomas Edison’s development of the electric light system. Many of Edison’s inventions developed through continuity with earlier inventions (see Exhibit 9-2).8

As for the other quadrants, conservative realism represents ideas that are highly traditional and highly connected to current knowledge and practices. This creates little ambiguity and little uncertainty. Conservative idealism is an extension of a common idea that is unrealistic to begin with. These ideas exhibit little or no imagination and are not connected to existing knowledge. Creative idealism represents highly original, yet highly unrealistic, ideas.

How can teams maximize the probability of generating ideas that will eventually lead to novel and useful products and services? The key is to actively encourage team members to generate ideas in all of the quadrants. This way, it is possible for a great idea

Exhibit 9-2 Analogy in Edison’s Development of an Electric Lighting System

Source: Basalla, G. (1988). The evolution of technology. New York: Cambridge University Press; Weisberg, R. W. (1997). Case studies of creative thinking: Reproduction versus restructuring in the real world. In S. M. Smith, T. B. Ward, & R. A. Finke (Eds.), The creative cognition approach (pp. 53–72). Cambridge, MA: MIT Press.

After Thomas Edison invented the incandescent light, his next project was to develop an entire system whereby the invention could be made commercially successful. At the time, there were two in-place lighting systems (neither developed by Edison): gas lights and electrical arc lights. Gas lights could be directly controlled for brightness; gas fuel was produced offsite and sent through buried gas mains. Arc lighting was produced by an electrical spark between carbon rods, was very hot, and produced fumes. The generating plant was located directly by the user. Edison’s electric lighting system was based on the principles of gas lighting. Edison wrote in his workbooks that he completely imitated the gas system, replacing the gas with electricity. In Edison’s electric system, the source of power was remote from the user, and the wires that brought the power were underground. Furthermore, the individual lights were turned on and off by the user. The light bulb in Edison’s system was called a burner and was designed to produce the same amount of light as a gas burner.

to emerge from a silly one. David Kelley, former CEO of IDEO design, believes that enlightened trial and error beats the planning of the lone genius. 9 According to the IDEO philosophy, people should fail early and fail often. 10 That is why suggesting silly or ridiculous ideas (creative idealism) actually paves the way toward truly innovative ideas.

Measuring Creativity

Creative ideas are highly original and useful. The last part is the challenge—many people can come up with totally bizarre but useless ideas. One common way of evaluating the creativity of a team’s ideas is via three indices: fluency, flexibility, and originality.11

  • Fluency is a simple measure of how many ideas a person (or team) generates. Alex Osborn, the creator of modern brainstorming was right: Quantity often does breed quality.12

  • Flexibility is a measure of how many types of ideas a person (or team) generates.

  • Originality is the ability to generate unusual solutions and unique answers to problems.13

As a way of thinking about these three indices of creativity, do the following exercise: See how many uses you can think of for a cardboard box. (Give yourself about 10 minutes to do this.)

Now let’s score your creativity (or your team’s creativity) on the cardboard box challenge. Suppose one person who completed this exercise, Geoff, generated three ideas: using the box as a cage for a hamster, a container for a turtle, and a kennel for a dog. Geoff receives three points for fluency of ideas because these are three different ideas, but only one point for flexibility because the ideas are of the same category (i.e., a home for animals). It seems likely that creative people would generate more novel and unusual ways to use a cardboard box.

Suppose that another person, Avi, generates these unusual ideas for a cardboard box: placing it on an altar, using it as a telephone (e.g., two boxes and some string), and trading it as currency.14 Avi would get a score of three points for fluency (the same as Geoff) and three points for flexibility, because there are three separate categories of ideas for use, one involving religion, another communication, and yet another entirely different idea concerning economics. Think of flexibility as a kind of mental gymnastics—the ability to entertain different types of ideas, all in a short amount of time. Most people, and in particular, most teams, tend to get stuck in one of two types of categories of thought. This is a kind of cognitive arthritis. However, some of Avi’s ideas clearly do not meet the requirements for structural connectedness, but as we will see, Avi and his team are in a much better position to set the stage for creative realism than is Geoff.

It is easy to see how flexibility, or thinking about different categories of use influences originality. Thus, one simple key for enhancing creativity is to simply think of different categories, which can act as “primes” or “stimulants” for more ideas. By listing different categories of use for a cardboard box (containers, shelter, building material, therapy, religion, politics, weaponry, communication, etc.), a person’s score on these three dimensions could increase dramatically. Thus, a key strategy is to think in terms of categories of ideas, not just number of ideas. This can often help teams escape from a narrow perspective on a problem and open up new opportunities for creative solutions. For example, teams generate more diverse ideas when they are exposed to ideas from a wide range of categories.15

Originality refers to creativity on the conservative–creative continuum in Exhibit  9-1. Statistically, for an idea to be considered “original,” less than 5 percent of a given population thinks of it. Thus, if there are 100 people in a company, an originality point is given to a given idea only if five or fewer people think of it.

There is a strong correlation among the three measures of fluency, flexibility, and originality. The people who get the highest scores on originality also get high scores on flexibility and fluency. And creative teams know that quantity is the best predictor of quality. There is a strong relationship between quantity, diversity, and novelty of ideas. According to Guilford, flexibility is the most important.16 This seems to contradict most business notions of creativity, in which diversity of ideas is often not rewarded and quantity is interpreted as poor quality. Rather, in most companies and in most teams, quality is regarded as the most important objective. If flexibility is indeed the most important, how do we set the stage for it?

Convergent and Divergent Thinking

There are two key skills involved in creative thinking: divergent thinking and convergent thinking.17 Convergent thinking is thinking that proceeds toward a single answer. For example, the expected value of a 70 percent chance of earning $1,000 is obtained by multiplying $1,000 by 0.7 to reach $700. Conversely, divergent thinking does not require a single, correct answer; rather, divergent thinking moves outward from the problem in many directions and involves thinking without boundaries.

Once a team generates ideas in a divergent fashion, eventually, they need to select an idea to develop. This is where convergent thinking is necessary. In convergent thinking, a team or person evaluates the various ideas presented as to their feasibility, practicality, and overall merit. For example, when Wikispeed developed a functional 4-door car prototype that traveled at 149 mph and got 100 miles per gallon, the engineers worked in self-organizing teams with 1-week “sprints.” Specifically, the engineers repeated the entire design process every 7 days to reevaluate each part of the car.18

Task conflict stimulates divergent thinking in teams.19 For example, teams in which a single member proposes unusual or even incorrect solutions outperform teams in which no such “deviance” occurs. Teams instructed to “debate” are more creative than teams instructed to “brainstorm.”20 Furthermore, once a team has experienced this type of activity, these performance advantages generalize to subsequent, unrelated tasks, even when the vocal, cognitively deviant member is not present.21 A study of 71 IT project teams revealed that task conflict had curvilinear effect on creativity, with creativity highest at moderate levels of task conflict.22

People working independently excel at divergent thinking because there are no cognitive or social pressures to constrain their thought. In short, there is no conformity pressure. In contrast, teams are much less proficient at divergent thinking. To avoid social censure, people conform to the norms of the team. Divergent thinking is somewhat like Janusian thinking. Janusian thinking refers to the Roman deity Janus, who had two faces looking in opposite directions. Janusian thinking refers to the ability to cope with (and even welcome) conflicting ideas, paradoxes, ambiguity, and doubt. Teams stimulate Janusian thinking in different ways. There are several ways to stimulate divergent thinking, including asking open-ended questions. Divergent thinking is important so that people do not prematurely settle upon a suboptimal solution. At Chicago’s Second City, comedy shows are built in a 10- to 12-week process of generating ideas for sketches, incorporating audience feedback, and determining the best sequence for the show. Shooting ideas down outright is not allowed, but affirming ideas and building upon them is encouraged. To suspend judgment the actors use an exercise known as “point and untell,” where someone will walk around the room pointing at different objects and someone else is charged with saying anything but what the object actually is.23 Impossibilities can also stimulate divergent thinking. For example, challenging participants to think of ideas that are impossible to execute (e.g., living on the moon traveling by satellite) and then identifying conditions that might lead to the idea’s fruition.

Many of the factors that facilitate creative problem solving are related to divergent thinking. However, teams also need to engage in convergent thinking. The common problem is that teams often focus on convergent thinking at the expense of divergent thinking. Teams are better than groups at convergent thinking, but they are worse than them at divergent thinking. Even though the scientific evidence is clear, most people strongly believe that teams are more creative than individuals when, in fact, they aren’t.

Exploration and Exploitation

James March distinguished two types of processes that companies pursue: exploration and exploitation.24 Exploration refers to activities such as search, variation, risk taking, experimentation, play, flexibility, discovery, and innovation. A small team at Unilever was charged with increasing the availability of safe drinking water throughout India. For more than a decade, the team developed a stream of prototypes for a portable water filtration system. Their first working prototypes were too expensive. So, 100 Unilever scientists worldwide collaborated, vowing to crack the problem, and eventually developed a portable filter that produced drinking water at one-half cent per liter. The product is now distributed throughout India.25

Exploration can often come from getting out of one’s usual domain and exploring a new area of study. For example, evolutionary biologist Andrew Parker applied designs from his walks through the Australian outback to solve problems in engineering, materials science, and medicine. In one investigation, the iridescence in butterflies and antireflective coatings in moth eyes led to the development of brighter cellular phone screens and an anticounterfeiting technique.26

Autonomy and freedom are key for creativity. An examination of leadership behaviors in seven companies that extoll creativity revealed that leaders who provide their teams a great deal of autonomy are more creative.27 For example, at Valve Software, all 100 employees devote 100 percent of their work time to self-directed projects and recruit other employees for their projects.28

In contrast, exploitation refers to refinement, choice, production, efficiency, selection, implementation, and execution of an idea. There is a balance between the two activities. Teams that engage in exploration to the exclusion of exploitation are likely to find that they suffer the costs of experimentation without gaining many of its benefits, and will exhibit too many underdeveloped new ideas and too little distinctive competence. Teams and organizations that engage in exploitation to the exclusion of exploration may find themselves trapped in old ways of thinking. For individuals who are high in learning orientation (dispositionally inclined to learn), team learning behavior and exploration bolster creativity.29 Despite the seemingly contradictory tasks of exploration (creativity) and exploitation (standardization), they can be complementary. For example, 90 service technician teams of a large multinational corporation found that standardization leads to greater customer satisfaction, but greater creativity leads to better team performance.30

Creative People or Creative Teams?

Is creativity a characteristic of individuals or groups? The answer is both. Some people are more creative than others. Creativity is highly correlated with intelligence, motivation, ambition, persistence, commitment, determination, education, and curiosity. Creative people are passionate about specific things. Perhaps this is why when Professor Joseph Campbell selected postdoctoral students for his laboratory at Sarah Lawrence College, he did not want people who earned straight A’s or B’s. He searched for the student who made both A’s and F’s, because he believed these people are not just smart—they let their passions rule them.31 People who are motivated to understand the world—high in epistemic motivation—are more creative.32 According to Teresa Amabile, the most important aspect of creativity is loving what you do.33 As a case in point, Michael Jordan, who, by the mid-1990s, was the most financially successful basketball player in history, had a “love of the game” clause in his contract, which secured him the right to play in “pick-up games” whenever he wished. Jordan did not always play because it was contracted for him to do so; rather his love of the game guided him. Amabile’s experimental evidence also reveals that evaluation, surveillance, and even offering rewards to people can undermine creativity.34

Creative people work very hard. For example, creative scientists typically work 70 to 80 hours a week. It typically takes people at least 10 years to develop expertise in their domain, no matter what it is—chess, tennis, astrophysics, or management. Skilled chess players undergo years of study before they become “masters.”35 And, no one composes outstanding music without at least 10 years of intensive musical preparation.36 This all adds up to about 10,000 hours of focused practice. Basically, if you have been working hard for years at something, think in terms of decades before you become truly great! Ideally companies should select people who are passionate and skilled in what they do, and then bring those people together with others who are similar (in the sense of being passionate) but different (in terms of ways of thinking). Creative combinations of people can be more effective than trying to select creative people because creativity is much more a function of the right idea at the right time than a chronic disposition. For example, software development teams at Intuit regularly hold 2-day brainstorming sessions called Lean StartIN, in which three to five people with disparate backgrounds work together. One team developed a simple way for Mint personal finance site users to get their friends to reimburse them money owed for various items. The team set up a dummy page with a payback link and tweeted the Web address to thousands of followers, which resulted in a full implementation of the service.37

Brainstorming

Alex Osborn, an advertising executive in the 1950s, believed that one of the main hindrances to organizational creativity was the premature evaluation of ideas. Osborn was convinced that two heads were better than one when it came to generating ideas, but only if people could be trained to defer judgment of their own and others’ ideas during the idea generation process. Therefore, Osborn developed the most widespread strategy used by organizations to encourage creative thought in teams: brainstorming.

In an influential book, Applied Imagination, Osborn suggested that brainstorming could dramatically increase the quality and quantity of ideas produced by group members.38 In short, Osborn believed that the group product could be greater than the sum of the individual parts if certain conditions were met. Hence, Osborn developed rules to govern the conduct of brainstorming. Contrary to corporate lore that brainstorming sessions are wild and crazy free-for-alls where anything goes, Osborn’s rules were specific and simple: (1) criticism is ruled out, (2) freewheeling is welcome, (3) quantity is desired, and (4) combination and improvement of ideas are encouraged (see Exhibit 9-3).

Brainstorming caught on like wildfire in corporations and is a technique that has remained very popular.39 The goal of brainstorming is to maximize the quantity and quality of ideas. Osborn aptly noted that quantity is a good predictor of quality. A team is more likely to discover a really good idea if it has a lot of ideas to choose from. But there is more to brainstorming than mere quantity. Osborn believed that the ideas

Exhibit 9-3 Rules for Brainstorming

Source: Based on Osborn, A. F. (1957). Applied imagination (rev. ed.). New York: Scribner.

Expressiveness:   Group members should express any idea that comes to mind, no matter how strange, weird, or fanciful. Group members are encouraged not to be constrained or timid. They should freewheel whenever possible.
Nonevaluation: Do not criticize ideas. Group members should not evaluate any of the ideas in any way during the generation phase; all ideas should be considered valuable.
Quantity: Group members should generate as many ideas as possible. Groups should strive for quantity, as the more ideas, the better. Quantity of ideas increases the probability of finding excellent solutions.
Building: Because all of the ideas belong to the group, members should try to modify and extend the ideas suggested by other members whenever possible.

generated by one person in a team could stimulate ideas in other people in a synergistic fashion, also known as cognitive stimulation.

Osborn believed, as did others, that the four rules enhanced motivation among team members by stimulating them to higher levels of productivity via establishment of a benchmark or via competitive rivalry to see who could generate the most ideas. Osborn also thought that the social reinforcement of fellow members increased motivation. Finally, Osborn believed in a priming effect, namely, that members would make mutual associations upon hearing the ideas presented by others.

Brainstorming on Trial

Osborn claimed that a team who adopted these four rules could generate twice as many ideas as a similar number of people working independently. But he did not provide any scientific evidence. Consequently, the question that organizational psychologists and management theorists asked of the brainstorming technique was, “Is it effective?” Controlled, scientific studies supported Osborn’s intuition. Brainstorming instructions enhance the generation of ideas within a team, in comparison to teams working without those instructions.40 Thus, following the four brainstorming guidelines increases team creativity as compared to no rules.

However, Osborn’s most controversial claim was that group brainstorming would be more effective—“twice as productive,” in his words—than individual brainstorming, in which group members work independently.41 The research evidence testing this assertion has found that the opposite is true (see Exhibit 9-4). In a typical investigation, the performance of a real group is compared to a control group, the same number of people who work alone and never interact. The control group is called a nominal group because they are a group in number only.

Exhibit 9-4 Performance Data of Brainstorming and Solitary Groups

Source: Based on Diehl, M., & Stroebe, W. (1987). Productivity loss in brainstorming groups: Toward a solution of a riddle. Journal of Personality and Social Psychology, 53(3), 497–509.

Face-to-Face Brainstorming Group Same Number of People Working Independently (Solitary Brainstorming)
Quantity: The number of ideas generated 28 74.5
Quality: Percentage of “good ideas” as judged by independent experts who did not know whose ideas they were evaluating 8.9% 12.7%

Nearly all controlled investigations have found that group brainstorming is less efficient than solitary brainstorming in both laboratory and organizational settings.42 Solitary brainstorming is much more productive than group brainstorming, in terms of quality and quantity of ideas.43

In fact, virtually all of the empirical studies on group brainstorming are strongly (not just mildly) negative in regard to its effectiveness compared with solitary brainstorming.44 Thus, over 50 years of research on brainstorming has found that brainstorming is significantly worse in terms of fostering creativity than having the same number of people work independently on a given task.

These results have been replicated several hundred times with a variety of teams brainstorming about all kinds of things. “It appears particularly difficult to justify brainstorming techniques in terms of any performance outcomes, and the long-lived popularity of brainstorming techniques is unequivocally and substantially misguided.”45 Whereas nominal groups outperform real groups when it comes to idea generation, nominal groups do not outperform real groups when it comes to idea selection.46

Thus, official rules of brainstorming, when followed, enhance team performance, but brainstorming teams still generate fewer ideas than similar numbers of solitary brainstormers (nominal groups). Despite the empirical evidence attesting to the ineffectiveness of brainstorming, teams engaged in brainstorming suffer from an illusion of productivity.47 In short, they believe they are more creative, when in fact they aren’t.

Threats to Team Creativity

Why are individuals more creative than teams? Four major problems stifle the effectiveness of team brainstorming. The problem is not teamwork itself, but rather the social and cognitive processes that operate in teams and how teams are managed. We refer to these problems as social loafing, conformity, production blocking, and performance matching.

Social Loafing

Social loafing is the tendency for people to slack off—for example, not work as hard (either mentally or physically) in a group as they would alone. Indeed, as the number of team members increases, each person is more likely to free ride.48 It is as if members say to themselves, “I don’t need to work really hard when thinking of ideas, because everyone else is working too.” This free-riding tendency may be especially true when members’ outcomes cannot be individually identified or evaluated. Moreover, when team members perceive their own contributions to be unidentifiable and dispensable, they are likely to loaf.49 Contrary to intuition, the degree to which a brainstorming topic is regarded as “enjoyable” does not affect persistence.50

Conformity

A basic human principle is the desire to be liked and accepted by others (in particular, groups). People identify with groups and will sometimes engage in bizarre behaviors to gain acceptance by the group.51 People on a team may be somewhat apprehensive about expressing their ideas because they are concerned about others judging and evaluating them.52 This is the need to be liked, which we discussed in Chapter 7 (decision making). Most people desire to be viewed positively by others.53 This concern for “what others will think of me” may inhibit idea generation in teams.54 Conformity can occur even when group members are concerned that others in the group will be critical of their suggestions, despite instructions designed to minimize such concerns.55 In particular, team members may suggest “appropriate,” traditional, conservative, and highly similar ideas—exactly the kind of behavior that most teams want to avoid. Many social conventions, even those in companies, suggest that in most settings, people should stay “on topic” and not present ideas that diverge greatly from the ones being discussed. Indeed, in interactive teams, there is much more of a tendency to stay on topic than with individual brainstorming. This convergent pattern limits the exchange of ideas that are relatively novel to the team and possibly have the most stimulation value. For example, people make more conventional and clichéd responses to word associations when they are in a group than when they are alone.

Production Blocking

Production blocking occurs when group members cannot express their ideas because others are presenting their ideas. Essentially, research on multitasking unambiguously reveals that trying to do two or more things makes people less productive.56 Production blocking is an example of a coordination problem. A person who is working alone on a problem can enjoy an uninterrupted flow of thought. Participants in a face-to-face brainstorming group must not only think of ideas but also listen to others’ ideas, and they have to wait for their turn to speak and remember to use conventional floor-taking and floor-yielding signals. It is cognitively difficult to maintain a train of thought or remember ideas generated while others are talking.57 Members of teams may be prevented from generating new ideas during a team discussion because they are distracted by hearing the contributions of other members while waiting for their turn to participate. During the waiting period, members may listen to others’ contributions and, in the process, forget to rehearse the ideas they want to mention. Consequently, people may forget their ideas or decide not to present them during the waiting period.58 Furthermore, the inability to express ideas or get floor time may be frustrating and depress motivation. Whereas Osborn theorized that groups could “build on” the ideas suggested by others, there is no evidence for any stimulating impact of unique or rare ideas in brainstorming.59 Production blocking interferes with idea generation in two distinct ways: (1) it disrupts the organization of idea generation when delays are relatively long, and (2) it reduces the flexibility of idea generation when delays are unpredictable.60

Performance Matching

It is commonly observed that the performance of people working within a group tends to converge over time. Social comparison processes may lead team members to converge their performance levels into one another.61 For example, at CDW, salespeople working in the same physical location in the building report monthly sales figures more similar to one another than those working in other buildings and areas.62 There is a pervasive tendency for the lowest performers in a group to dampen the team average. Indeed, people working in brainstorming groups tend to match their performance to that of the least productive members, also known as downward norm setting.63 Performance matching is most likely to occur when there are no strong internal or external incentives for high performance in teams.64 For example, the initial performance level of the two lowest-performing members predicts the performance of a group of four toward the end of the session.65 This performance level may set the benchmark for a team, in that it is seen as an appropriate or typical level of performance. Because groups start their brainstorming by performing at a relatively low level, high performers may feel like “deviants.” As a result, they may move their performance in the direction of the low group standard. For example, participants in interactive dyads or groups of four tend to be more similar in their rate of idea generation than noninteracting groups.66 Unfortunately, the least productive members of the team are often more influential in determining overall team performance than the high performers. When teams are competing against another team, however, they do not fall victim to performance matching.67

What Goes on During a Typical Group Brainstorming Session?

What exactly could we expect to observe in a typical team brainstorming session? Video and audio recordings reveal an interesting set of events. The four problems noted above conspire to cause people in most brainstorming groups to:

  • Fail to follow, or abide by, the rules of brainstorming

  • Experience inhibitions, anxiety, and self-presentational concerns

  • Suffer decreased production, with the majority of the ideas suggested in the first few minutes

  • Participate in nonproductive social rituals, such as telling stories, repeating ideas, and giving positive feedback (a natural pattern of conversation that works well at social events, but that kills creativity)

  • Set their performance benchmarks too low

  • Conform in terms of ideas

  • Conform in terms of rate of idea generation

Most disturbing is that most people on brainstorming teams have no idea that this is occurring, such that their performance is suffering; paradoxically, interactive brainstorming teams feel quite confident about their productivity. Thus, the group suffers from a faulty performance illusion. Brainstorming teams and the companies who use them are their own worst enemy. They fall prey to the illusion that they function very effectively. They suffer from illusions of invulnerability, collective rationalization, belief in the morality of the group, and stereotyping of out-groups. In fact, the illusion of performance is so self-serving that people often take credit for the ideas generated by others.68

Brainstorming is simply not as effective as it was hoped to be. What can be done to restructure the design of brainstorming groups?

Enhancing Team Creativity

Fortunately, there are actions that team leaders can take to ward off the typical problems that brainstorming produces.69 We organize our best practices into three areas: cognitive-goal instructions, social-organizational suggestions, and structural-environmental suggestions that all have a strong scientific research basis, but are practical.70

Cognitive-Goal Instructions

Cognitive-goal instructions focus on how to change the mindset and accompanying cognitions of team members.

Set High-Quantity Goals

Brainstorming groups often underperform because they don’t have relevant goals or benchmarks. Information about other members’ activity levels may increase performance as long as the benchmark is not too discrepant.71 Providing brainstormers with high performance standards greatly increases the number of ideas generated.72 Even when members work independently and announce how many ideas they are generating every 5 minutes, the number of ideas generated by the team is enhanced.73 Similarly, a facilitator can periodically call brainstormers’ attention to a graph on a computer screen indicating how the team’s performance compares with that of other teams—this significantly enhances the number of ideas generated by the group.74 Forewarning teams that they will see a display of all ideas at the end of the session increases the number of unique ideas generated.75 Exposure to a high number of ideas increases creativity.76 It is desirable to set goals for quantity, but it is undesirable to set actual production goals. Some teams are focused on reaching certain desirable goals (promotion focused); whereas other teams are focused on preventing disastrous or disappointing outcomes (prevention focused). Teams who have a promotion focus are more innovative.77

Competition

Competition can occur on an individual level (between people in a given team) or a team level (between competing teams). People working on a task perform better when they are paired with a partner who is slightly better (versus slightly worse or the same).78 When power positions in the team are unstable and perhaps lead to competition for power, low-power individuals are more creative than high-power persons.79 Low-to-intermediate competition produces the greatest amount of creativity in groups that do not change members.80 InnoCentive company leverages competition as well as social networking, cloud computing, and crowdsourcing. Specifically, a problem from a real client is posted, such as NASA’s need for a more reliable solar-flare forecast, and the worldwide network of 267,000 registered problem solvers simultaneously researches and offer solutions. InnoCentive’s researchers verify the results of the solutions posted, and the client selects and awards a cash prize to the team whose solution best solves their problem.81

Focus on Categories

When groups generate creative ideas on a particular topic, they can consider many aspects of the problem. Because so many alternatives can be overwhelming, it is helpful to focus on specific categories of a given problem A key question is whether the group should focus on the same component categories at the same time or different members focus on different components. Groups that focus on a small set of categories at the outset of a brainstorming session generate more ideas and explore more categories than do groups whose members have their own category focus.82 Similarly, teams that use paradoxial frames—mental templates that encourage people to recognize and embrace contradictions—are more creative than those who don’t use frames.83

Explicit Set of Rules

Companies that develop and use rules for the creative process report greater gains. Many companies use the original brainstorming rules suggested by Osborn 50 years ago. Teams that follow Osborn’s four rules of brainstorming are more effective than those that don’t.84 For example, at IDEO, seven rules govern every brainstorming session: defer judgment, encourage wild ideas, build on the ideas of others, stay focused on the topic, one conversation at a time, be visual, and go for quantity.85 At Continuum, three rules guide the approach to innovation: (1) managing creative friction (by sharing the experience of working through the ideation process, removing communication barriers that lead to frustration, and engaging in passionate debate); (2) bringing creativity to the center by putting project rooms in a visible location; and (3) designing teams to have stakeholders involved with the process from idea creation to implementation.86

Paulus and his colleagues scientifically examined the effects of four additional brainstorming rules:87

  • Stay focused on the task

  • Do not tell stories or explain ideas

  • When no one is suggesting ideas, restate the problem and encourage each other to generate ideas

  • Encourage those who are not talking to make a contribution

In one investigation, either a trained experimenter or someone selected from the group enforced the rules.88 There was a 40 percent increase in the number of ideas generated using the new rules. These groups generated ideas at a level comparable to that of nominal groups. Other research found clear benefits of the additional rules under a variety of conditions. The benefits of the additional rules also increase the efficiency of ideas, meaning that members are more parsimonious (i.e., use fewer words) to express a given idea.

Increase Individual Accountability

Team members who feel individually accountable for their ideas are more productive than teams in which it is not possible to discern who contributed what. People who have high organizational commitment are less likely to breach psychological contracts (tacit expectations and norms), resulting in more innovation.89 Individual accountability decreases the free-rider (social loafing) effect discussed in Chapter 2.

Energizing States

Energizing moods, which often accompany positive affect, increase creativity. In contrast, deactivating moods decrease creativity. For example, the creativity of a large high-technology firm was studied before, during, and after a major downsizing.90 Obviously, downsizings engender negative mood and, in this case, were accompanied by decreases in project team creativity. In an investigation of 222 employees in seven companies, positive affect is associated with greater creativity.91 With regard to stress, there is a curvilinear relationship between evaluative stress and creativity, such that low-evaluative contexts increase creativity, but highly evaluative contexts decrease creativity.92

Analogical Reasoning

Analogical reasoning is the act of applying one concept or idea from a particular domain to another domain. Consider, for example, Kepler’s application of concepts from light to develop a theory of the orbital motion of planets.93 Similarly, chemist Friedrich Kekulé discovered the closed hexagonal structure of the benzene ring by imagining a snake biting its own tail. Teams at Apple visited a candy factory to study the nuances of jelly bean making and used the jelly bean idea as an analogy for the Apple iMac contained in a translucent blue shell.94

New ideas are often old ideas wrapped in new clothing. Finding innovative solutions by analogy requires (1) in-depth understanding of the problem and (2) searching for something else that has already solved the problem.95 In one demo, business executives were challenged to think about how to engage in their weight-training program while on business travel. It is not practical to travel with 50 pound dumbbells, but Markman suggests thinking about how water contains weight, such as a water mattress. Water weights are small and compact, and they can be filled with tap water from hotel bathrooms. Following is another analogy: When a team of NASA scientists needed to fix the distorted lenses in the Hubble telescope in orbit, one of the experts mentioned that small inversely distorted mirrors would adjust the images. However, they were impossible to fit into the hard-to-reach space inside the telescope. Engineer Jim Crocker noticed the European-style showerhead mounted on adjustable rods in a German hotel and thought to extend the mirrors into the telescope by mounting them on similar folding arms. The following is another use of analogy: A manufacturer of potato chips faced a frequently encountered problem—potato chips took up too much shelf space when they were packed loosely, but they crumbled when packed in smaller packages. The manufacturer found a solution by using a direct analogy: Dried leaves are highly similar to potato chips. They crumble very easily, and they are bulky. Pressed leaves are flat. Could potato chips be shipped flat? As it turned out, they could not. However, the team realized that leaves are not pressed when they are dry, but when they are moist. So they packed potato chips in stacks, moist enough not to crumble, but dry enough to be nearly flat. The result was Pringles.96 Speedo’s Fast Skin Shark Suit, a full body swimsuit with a fabric surface modeled after shark skin, used testing techniques reserved for Formula One race cars and jet planes.97

Analogical reasoning involves the application of diverse categories to a company’s present problem or challenge. When Dyson company founder James Dyson visited a local sawmill, he associated the mechanical analogy of an industrial funnel-shaped dust collector and invented one of the best-selling vacuums in the world.98

Hargadon calls the use of analogy in companies knowledge brokering and notes that the best innovators use old ideas as the raw material for new ideas.99 Moreover, the most dramatic impacts of new technologies often come from industries other than the ones in which they first emerged. For example, the steam engine, developed in the mining industry, revolutionized the railroad and shipping industries. Hargadon and Sutton outline four critical steps in the knowledge brokering cycle: (1) capturing good ideas, (2) keeping ideas alive, (3) imagining new uses for old ideas, and (4) putting promising concepts to the test.100

Social-Organizational Methods

Social-organizational suggestions focus on how to alter the relationships among team members and alter the way in which they interact, often by introducing new norms and strategies.

Trained Facilitators

A trained facilitator can better follow rules of brainstorming (which are often unwittingly violated), help create an organizational memory, and keep teams on track. Indeed, trained facilitators can bring the level of team performance up to that of nominal groups.101 Furthermore, there are long-term benefits to this investment. Teams that are given several sessions in which they are guided by facilitators into productive idea generation patterns demonstrate high levels of productivity in subsequent sessions without the facilitators.102 Apparently, teams can become accustomed to sharing ideas without extensive social interaction or “filler” talk. The nonprofit arm of Rapid Results uses trained facilitators to spur development plans in underdeveloped countries. As a first step, the facilitator interacts with people in a business, organization, or village to decide what needs to be done. Then, they vote on the preferred outcomes, and the facilitator asks if a certain amount of money was provided by a governmental entity—thousands or tens of thousands—how it could be spent to accomplish the goal in 100 days? The village then decides how to get it done. A hard deadline, and lack of filler, gives incentive to plans. The process has resulted in successful development projects in villages in places like the Sudan and Ethiopia.103 As this case study illustrates, trained facilitators who successfully eliminate filler talk, achieve the highest levels of productivity when the most ideas are allowed to be shared.104

Brainwriting

Brainwriting is not brainstorming. Brainwriting is the simultaneous generation of written ideas. Brainwriting works like this: At key intervals during a brainstorming session, group members cease all talking and all interaction and write their ideas silently and independently.105

Writing ideas instead of speaking them eliminates the problem of production blocking because group members do not have to “wait their turn” to generate ideas. It may also reduce conformity because the written format eliminates the need for public speaking and is typically more anonymous than verbal brainstorming. The written ideas can subsequently be shared by the group in a round-robin fashion and summarized on a blackboard or flip chart. Investigations of brainstorming groups of four people revealed that brainwriting, followed by round-robin exchange, eliminated production blocking and social loafing as compared with standard brainwriting.106

Many groups may not welcome the idea of brainwriting, claiming that it ruins the flow of the group process. But the data are incontrovertible: Brainwriting groups consistently generate more and better ideas than groups that follow their instincts. Alternating between team ideation and individual ideation is desirable because it allows teams to circumvent production blocking (coordination problems), and it also sets the stage for divergent thinking. This two-step technique requires a considerable number of conditions to be in place for optimal productivity in group brainstorming. Each member needs to take time out for solitary meditations. Similar benefits can be accomplished through preliminary writing sessions, quotas or deadlines, brief breaks, and the use of specific, simple, and subdivided problems. Thus, by working together, then alone, and then together, teams are more likely to achieve the best in creative thinking.107

Even if brainwriting is not used, at the very least, all talking should be stopped periodically to allow members to think silently; the more pauses and silences that occur during brainstorming, the higher the quality of the ideas. Giving members brief breaks, even if they don’t write anything down, can help.108 Indeed, periods of “incubation” in which group members reflect on ideas can generate additional ideas.109

Brief Breaks

Teams that take a short break (2 to 5 minutes in length) halfway through a 20- or 30-minute brainstorming session increase their productivity following the break compared to teams that brainstorm continuously without a break.110 Breaks also allow brainstorming groups to overcome mental blocks through the process of incubation. Breaks can stimulate a different approach to a problem. In one investigation, individuals and 3-person groups attempted to solve sets of rebus puzzles; following incubation (taking a break from the problem), groups improved.111

Background Noise

A moderate level of background noise improves creativity more than does silence. Why? Because background noise prompts people to focus. People who are exposed to moderate levels of noise need to work harder to process their thoughts, which increases focus and persistence.112

Feedback

People who actively seek feedback are proactive. A study of 456 employees from four organizations revealed that people who sought feedback—either directly or by monitoring the environment—were considered to be more creative.113 Similarly, people who seek help from others in their teams and organization are more creative than those who don’t actively seek help.114 However, because help seekers became indebted to others after receiving help, they tended to give more help to others and this hindered their creativity.

One way of getting feedback is to observe and watch. For example, toy manufacturer Fisher-Price’s PlayLab gets feedback by spelunking, which in the toy world refers to simply watching children play. At PlayLab, infants and toddlers play with phone apps and other electronic toys. Observations about the play patterns and interest level of the kids regarding various products are passed along to toy designers and marketers.115

Nominal Group Technique

A much better method of group brainstorming is to prepare by having a prior session of solitary writing, known as the nominal group technique.116 The nominal group technique, or NGT, is a variation of the standard brainwriting technique117 and involves an initial session of brainwriting prior to interactive teamwork. Thus, NGT separates the idea generation phase from the idea evaluation phase. To use the NGT, it is useful to have a facilitator, but it is not necessary. The facilitator introduces a problem on the board or on a flip chart. Once members understand the topic or issue, they silently write ideas for 10 to 15 minutes. Members state their ideas in a round-robin fashion, and each idea is given an identification number. Once ideas are all listed, the team discusses each item, focusing on clarification. Following this, members privately rank the five solutions or ideas they most prefer. The leader-facilitator collects the cards and averages the rating to yield a group decision.

It is worth noting that the NGT was compared with an interactive brainstorming process and overwhelmingly outperformed the standard brainstorming group.118 Also, nominal groups that perform in the same room generate more ideas than those in separate rooms.119 The advantage of the NGT is that it maximizes information gain, ensures a democratic representation of all members’ ideas (i.e., avoids the lumpy participation effect), and avoids production blocking. Yet members still have an opportunity for face-to-face discussion of issues. Although it might seem that the NGT would run the risk of generating redundant ideas, they are no more common per number of total ideas than in real face-to-face groups. There are some disadvantages of the NGT; it is less spontaneous and may require a separate meeting for each topic.

One variant of the NGT is the anonymous nominal group technique. In the anonymous NGT, members write down their ideas on individual sheets of paper or note cards. The meeting facilitator (or a group member) collects the note cards, shuffles them, and redistributes them randomly to members, who read the cards aloud or discuss their contents in small groups. This variation creates greater acceptance of others’ ideas because the ideas are semi-anonymous; it also prevents individual members from championing only their own ideas.

Another variation, the rotating nominal group technique, requires members to write their ideas on individual sheets of paper or note cards. The meeting facilitator collects the note cards, shuffles them, and distributes them to individual group members, who read the cards aloud or discuss them in small groups. This variation creates greater acceptance of others’ ideas and prevents individual members from championing their own ideas.

Delphi Technique

Another variant of the NGT is the Delphi technique.120 In this technique, group members do not interact face-to-face at any point. This technique is ideally suited for groups whose members are geographically dispersed (making meetings difficult to attend) and for teams whose members experience such great conflict that it is difficult to meet about sensitive issues. This technique requires a leader or facilitator who is trusted by the team members. The entire process proceeds through questionnaires, followed by feedback that can be computerized. The leader distributes a topic or question to members and asks for responses from each team member. The leader then aggregates the responses, sends them back to the team, and solicits feedback. The process is repeated until there is resolution on the issue in question. The Delphi technique avoids production blocking. The technique is a good alternative for teams who are physically separated but nevertheless need to make decisions. Because members respond independently, conformity pressures and evaluation apprehension are limited. One problem associated with this technique, which is not associated with regular brainstorming or nominal brainstorming, is that it can be quite time consuming. Sessions can last several days, even weeks.

Stepladder Technique

The stepladder technique, a variant of the membership change technique, is a decision-making approach in which members are added one by one to a team.121 The first step involves the creation of a two-person subgroup (the core), which begins preliminary discussion of the group’s task. After a fixed interval, another member joins the core group and presents his or her ideas concerning the task. The three-person group then discusses the task in a preliminary manner. The process continues until all members have systematically joined the core group. When this occurs, the group arrives at a final solution. Each member must have sufficient time to think about the problem before entering into the core group. More important, the entering members must present their preliminary solutions before hearing the core group’s preliminary solutions. A final decision cannot be reached until the group has formed in its entirety. Self-pacing stepladder groups (which proceed through the paces at a self-determined pace) produce significantly higher-quality group decisions than conventional groups.122 Members with the best individual decisions exert more influence in stepladder groups than in free interaction groups.

Structural-Environmental Methods

Structural-environmental methods focus on how to change the environment to improve creativity.

Diversify the Team

The benefits of diversity outlined in Chapter 5 extend to creativity. Indeed, teams in which members are diverse with regard to background and perspective outperform teams with homogeneous members on tasks requiring creative problem solving and innovation.123 This occurs when coworkers experience cognitive conflict (i.e., task conflict) in the absence of conformity pressures and respond by revising fundamental assumptions and generating novel insights.124 As a result, teams with heterogeneous members generate more arguments,125 apply a greater number of strategies,126 detect more novel solutions,127 and are better at integrating multiple perspectives128 than teams without conflicting perspectives. A field study of 39 research teams within a global Fortune 100 Science & Technology company revealed that diverse teams, containing a breadth of research and business unit experience, were more effective when there was a knowledge-sharing climate in the team and when the leader also had breadth.129 Another field study revealed that teams with greater cognitive diversity were more creative than teams with less cognitive diversity, but only when they had high self-efficacy—that is, when they believed in their ability to be creative.130

Fluid Membership

As we saw in Chapter 2, members enter and exit groups. Although maintaining consistent membership increases comfort and the perception of creativity, it does not lead to better creativity.131 Teams that experience membership change (i.e., an entry of a new member and an exit of an old member) generate not only more ideas (high fluency) but also more diverse ones (higher flexibility) than do groups who remain intact.132 Teams that stay together, without any change in membership, develop a sort of cognitive arthritis—they get stuck in a rut when it comes to idea generation. There is a negative relationship between repeat collaboration and creativity.133 In contrast, teams that experience a change in membership are naturally exposed to more ideas due to a greater diversity in task-relevant skills and information. When a group experiences a membership change, they are in a unique position to look at themselves more thoughtfully. The presence of a newcomer can motivate old-timers to revisit their task strategy and develop improved methods for performing group tasks.134 This effect is known as creative abrasion, wherein people who lack a previous collaboration are more likely to generate ideas.135 Successful new product development (NPD) teams have (1) higher project complexity; (2) cross-functionality; (3) temporary membership; (4) fluid team boundaries; and (5) embeddedness in organizational structures.136

Organizational Networking

The extent to which teams and their leaders have weak ties across organizational units and boundaries can positively promote creativity.137 In an investigation of product development in project teams, teams that had fluid team boundaries, allowing cross-team networking, were more creative than those with tight boundaries.138 When teams have fluid group boundaries, team members are forced to make new connections across traditional boundaries. In this way, team members trade the depth and intensity of “strong ties” for a larger number of “weak ties.” For example, at Ziba’s “Ambassador Program,” employees join different “tribes” in the company from other disciplines for 3-month stints.139

Networking also means spending time with customers and clients. A large meta-analysis of team-level antecedents of creativity revealed that organizational support for innovation, vision, task orientation, and external communication were associated with the highest levels of creativity.140

Empowered teams

Teams that are empowered—particularly by their leaders—are more intrinsically motivated and more creatively engaged.141 Conversely, bureaucracy, particularly centralization and formalization, constrains creative expression.142 For example, when Toyota saw rival car companies catching up to them on quality, fuel efficiency, and styling, they empowered their internal teams. Toyota’s chief designer, Tokuo Fukuichi, realized the company’s design process had too many filters and too many people weighing in on the final design. The new framework for vehicle development encouraged parts sharing across vehicle designs during the simultaneous development of multiple models; costs were reduced by 30 percent.143

Electronic Brainstorming

Electronic brainstorming (EBS) uses computers and other forms of information technology to allow members to interact and exchange ideas. In a typical EBS session, members are seated at a table that contains computers or other technology. A large screen projects all ideas generated by members. EBS can also occur among people not physically colocated, and ideas can appear on a common website. The ideas that are generated using EBS are anonymous and, thus, tend to be expressed more freely and in greater quantity.

EBS is used as part of a regular organizational meeting process. It gives organizations the opportunity to gather ideas efficiently, organize those ideas, and subsequently make decisions. It speeds up the meeting at which it is used, increases productivity, and allows the focus to remain on the ideas rather than on the people who spawned them. When members run out of ideas, they access the ideas produced by the team.

In EBS, people are usually not identified by their contributions. Typically, participants can view subsets of ideas generated by other team members on part of the screen at any time by using a keystroke. Ideas are projected on a large common screen or individual screens, and people are asked to evaluate them. The team may eventually vote on the most preferred ideas. A facilitator guides both the idea generation and the decision processes.144

EBS sessions at IBM, known as Innovation Jams, began as an internal experiment on brainstorming.145 Jams are online conversations and brainstorm sessions that involve thousands of people contributing ideas and building on one another’s contributions. One session included 150,000 people from 104 countries over a 3-day period. The jams have led to numerous innovations, including new businesses, such as growing synthetic body tissue and custom-made clothing designed and fitted in dressing room kiosks.146

Advantages of Electronic Brainstorming

The key advantages of EBS are that it addresses all the blocks to productivity that occur in traditional brainstorming—that is, the threats to performance that occur because people have to compete for floor time; only one person can talk at one time while others listen; members may feel inhibited making suggestions, especially if there are status differences among the team members; people have a difficult time staying focused on idea generation, as opposed to repeating or evaluating someone else’s idea; and the organizational memory for ideas can be cumbersome or incomplete. EBS elegantly circumvents most of these problems.

Parallel Entry of Ideas

Parallel entry of ideas, like brainwriting, means that all members of the team can generate ideas simultaneously. Although it might seem desirable to have members listen attentively to others’ ideas, this in fact is highly inefficient. To be sure, EBS does not mean that members disregard or tune out the ideas of others; rather, it means that they can both contribute and listen in a much more interactive and efficient fashion. The result is that most members regard the entire process to be more egalitarian and satisfying than a traditional brainstorming session, which can be dominated by one person or a subset of members and consequently highly frustrating for others.

Anonymity

In addition to finessing the floor competition that can take place in traditional brainstorming sessions, EBS also has the attractive feature of reducing many people’s inhibitions and concerns about what others think of them. As we saw in Chapter  2, performance pressure can lead to choking, and as we saw in Chapter 7, conformity pressures are extremely strong in teams, even those whose members value independent thought. Because the ideas generated in EBS are anonymous, people can express themselves without having to worry about criticism, and the team, therefore, will be less conforming. This is especially true when teams are composed of members of differing status levels. In this sense, EBS can be a venue for the type of evaluations that we discussed in Chapter 3. That is, managers can get feedback on what others think of their ideas.

Size

Traditional brainstorming groups suffer greatly from coordination and communication problems as the team grows. In contrast, EBS can easily handle large teams. This can be an advantage for the organization, putting more minds to work on the problem and involving several people in the creative process. It also has the potential for improving organizational memory.

Proximity

An important way that EBS clearly dominates traditional brainstorming is that EBS groups can meet synchronously while being physically dispersed. The members do not have to be in the same place, or even in the same country, to interact.

Memory

As noted, the creation and use of organizational memory is greatly facilitated with EBS. The members, whether or not they attended the EBS, have the option of viewing the session via computer. The concept of the idea boneyard is to create a repository for all ideas that are brainstormed.

Refinement and Evaluation of Ideas

EBS allows the use of specialized software to help refine, organize, and evaluate ideas. Some software manufacturers have three types of components in their software: presession planning, in-session management, and postsession organization. Collectively, these tools finesse much of the task-management skills that are needed in meetings. Instead of a person being delegated to perform these activities, they are automated.

Equality

EBS places every participant on a level-playing field. Practically, this means that no individual can dominate the meeting through rank, status, or raised voice. Thus, EBS ensures equality of input. Equality has many virtues in this type of teamwork. When members feel more equal, there is often more participation, which can increase productivity. For example, one company used traditional brainstorming to develop 1-year and 5-year plans.147 The committee, composed of five members, spent 2 days trying to develop a mission statement. In the end, the statement was unacceptable to several key people in the company. When the same team used EBS, they developed a mission statement in 2 hours. Then they developed further objectives, goals, and strategies. This plan was accepted by the board, with no changes. The EBS session was more effective because each member of the team had input into the process.

Disadvantages of Electronic Brainstorming

EBS does have disadvantages. As with most new technologies, the unrealistic expectation is that it will solve all known problems and not create any new ones. Technology cannot replace thinking: Members must generate ideas and then evaluate them. In one investigation, meetings held by 11 groups who used group decision support systems had lower fluency.148

Small Teams

Smaller EBS groups do not generate as many ideas as do larger groups. For example, an 18-person EBS group generated more ideas than a 3-person EBS group.149 This is not really a disadvantage, but rather an admonition to EBS managers that larger teams are more productive—something that is not true in traditional brainstorming. However, this in no way implies that EBS with small teams is less effective than face-to-face brainstorming. Quite the contrary!

Loss of Social Interaction

Probably the most notable disadvantage is that EBS prevents members from interacting socially. Although we have seen that natural social interaction leads to inefficiencies in performance, social interaction does do other (positive) things for teams. Nonverbal communication, such as facial expressions, laughing, and intonation, is important for building feelings of rapport and trust between members. Furthermore, when people do not interact directly, greater misunderstanding and miscommunication can result. EBS may actually promote antisocial behavior; with people being more judgmental, pointed, and abrupt in their communications—something we discuss more in Chapter 13 on virtual teamwork. These drawbacks may leave team members less satisfied than when traditional brainstorming is used. There may be a dissociation between two measures of productivity: actual productivity (quantity and quality of ideas produced) and team satisfaction. The manager (and team) may have to make some hard choices about which objective to prioritize.

Loss of Power

Paralleling the greater equality that EBS creates in the organizations that use it is a resultant loss of power for individuals higher in status. Anonymity and equality of input may very well be regarded to be a disadvantage for managers accustomed to having their own ideas implemented. Thus, there could be a backlash, with organizational members accustomed to greater power attempting to return to traditional status hierarchies.

Lack of Recognition

The downside of the anonymity aspect of EBS is that members who generate ideas don’t receive credit for them. As we saw in Chapter 3, recognition is often the most powerful form of reward. Because EBS is anonymous, this means that members are not accountable for generating and evaluating ideas. This means that some members may work hard, and others may do nothing or free ride on the efforts of others.150 Furthermore, EBS participants may feel that their contribution to the team will not make a difference. In contrast, people in traditional brainstorming groups are keenly aware of the contributions of others, which may promote high levels of participation.

It is important to note that EBS has not proven to be more successful than the NGT. In summary, EBS is extraordinarily useful for managing the discussions of large, physically separated teams. EBS limits the demands of social synchronization—that is, coordination loss—and allows flexibility in accessing one’s own, or others’, ideas. It also creates a transactive memory system by using an external storage system that may limit the potentially debilitating effects of keeping track of ideas generated during the exchange of ideas.151

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