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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.

Organizational justice: a potential facilitator or barrier to individual creativity

Simmons, Aneika L. 15 May 2009 (has links)
In an effort to obtain and sustain competitive advantage via creative performance, organizations often seek individuals who possess traits known to improve the likelihood for creativity. Literature suggests that contextual factors may influence the level of creative performance of individuals with creative potential. The influence of organizational justice, a prominent and pervasive environmental factor, on creative output has been largely ignored. I assert that organizational justice (i.e., distributive, procedural, and interactional) may not only moderate the relationship between creativity enhancing traits and creative performance, it may also have a main effect relationship with creative performance. Therefore, I investigate the relationship between variables found to be precursors to individual creativity, distributive justice, procedural justice, interactional justice, and creative performance in a laboratory setting utilizing undergraduate business students. Participants completed an in-basket exercise to help determine how justice issues may influence individuals with creative potential. The empirical evidence for the hypotheses is minimal. I found some support for a main effect relationship between procedural justice and individual creativity. The findings also suggest that distributive justice moderates the relationship between openness to experience and individual creative performance. Thus, there is some evidence that justice factors may have a limited relationship with individual creative performance.


SHI, TIEBING 30 November 2010 (has links)
Drawing on Berman’s (1972, 1988) political-cultural view of creativity, this thesis contextualizes consumer creativity in the context of a consumer community wrought with paradoxes and conflicts. Adopting a netnography methodology and empirically examining how individual free/open source software (FOSS) community members interpret their own creative activities, this thesis finds that consumer creativity is a journey toward a moral destiny, with morality arising from the interplay between rationalism and Romanticism and the cultural, historical baggage of these two ideological systems (e.g., sexism in the domains of science and art). Along this journey, individual FOSS community members (i.e., FOSS programmers) co-create and negotiate their common identity—a craftsperson who is a scientist, artist, and moral warrior, an identity embodied by FOSS, their creative product and a form of technology. This journey is both sweet and bitter and full of paradoxes and conflicts, all of which have rich implications about the power relationships within the community. On the one hand, FOSS programmers recreate a mythologized paradise where they re-merge with the natural world and return to human nature and where they are re-actualizing the moral values of freedom, public interests, and egalitarianism. On the other hand, in this community, sexism against female programmers is rampant; some programmers could perceive that their creativity is constrained and exploited by powerful project owners and thereby feel alienated, frustrated, and trivialized; individual programmers could confront each other due to their different technological preferences and doubt each other’s motivations; and this community’s creative process is infused with politics. This thesis (1) enriches the marketing literature on consumer creativity which is dominated by an instrumental perspective of creativity by introducing the moral dimension of consumer creativity; (2) contributes to the marketing literature which is dominated by the view that the creative process is enjoyable and harmonious by examining paradoxes and conflicts in the creative process; and (3) enriches the marketing literature on the impact of technology on human well-being and the natural environment by illustrating a contextualized view that the impact of a technology depends on the moral values of the creator and the user of this technology. / Thesis (Ph.D, Management) -- Queen's University, 2010-11-30 15:14:49.068

Chasing the White Rabbit: seeking clarity and understanding in advertising creativity

Wyeth, Benjamin Neil 10 August 2015 (has links)
Creativity plays a central role in advertising. From the execution of advertising material to the strategy that drives it and the media used to disseminate it, creativity permeates every phase of the advertising process. However, the literature regarding advertising creativity is messy and somewhat fractured. As such, Phase 1 of this dissertation will be a scoping review, designed to bring the clarity and insight afforded by a “high altitude” exploration the topic. Additionally, advertising—in both construction and delivery—has evolved significantly over the last decade as new technologies and new methods for reaching consumers have become available, but relatively few researchers are examining the way advertising creativity is being taught. As such Phase 2 is a qualitative exploration of creative advertising education in 9 top-ranked advertising schools and portfolio programs. Semi-structured interviews were conducted with creative faculty in these programs and were analyzed using thematic analysis. Findings and major themes are discussed, as well as limitations of the dissertation and suggestions for future research. / text

Differences between High and Low Creative University Students on an Objective Measure of Personality

Williams, Jackson D. 01 1900 (has links)
This study was conducted to determine if high-creative college students differ from low-creative college students on an objective measure of personality. An additional purpose was to determine if university drama majors are more creative than non-drama majors.

Creativity - the relationship of intelligence quotient and adjustment to creativity

Clancy, Richard Joseph January 1962 (has links)
Thesis (M.F.A.)--Boston University

Psychology of the arts: songwriters discuss their creativity

Staggs, Russell Kyle January 1993 (has links)
Boston University. University Professors Program Senior theses. / PLEASE NOTE: Boston University Libraries did not receive an Authorization To Manage form for this thesis. It is therefore not openly accessible, though it may be available by request. If you are the author or principal advisor of this work and would like to request open access for it, please contact us at open-help@bu.edu. Thank you. / 2031-01-02


GATH, Korin, daveyturlz@hotmail.com January 2008 (has links)
No abstract available.

Effects of Group Interactive Brainstorming on Creativity

Park-Gates, Shari Lane 03 September 2001 (has links)
Corporations spend a great deal of time and money trying to facilitate innovation in their employees. The act of introducing something new, a product or a service that is viable and innovative is often increased by enhancing or nurturing creativity.This experimental study investigated the effect of group verbally interactive brainstorming (social interaction) on creativity, not by comparing the number of ideas generated on a simple task in a brainstorming session, but by assessing creativity in the final product of a complex heuristic task. The purpose of this study was to compare the effect of group interactive brainstorming to individual brainstorming on individual creativity assessed in the final product.The hypothesis which was tested in this study was that participation in group verbally interactive brainstorming prior to developing a design solution would not facilitate creativity in the final product more than individual brainstorming. Indeed, it was hypothesized that individuals brainstorming in teams.Participants were 36 interior design students in a FIDER accredited program at Virginia Tech. The Multidimensional Stimulus Fluency Measure (MSFM) was administered before beginning the experiment in order to determine individual differences in creativity. Subjects were randomly assigned to either a treatment group than participated in group verbally interactive brainstorming prior to developing a product individually, or a control group that participated in an individual brainstorming session. All subjects then created a design project individually that was assessed for creativity by judges who were recruited from professional interior design organizations. Creativity was measures using the Consensual Assessment for Interior Design Creativity (Barnard, 1992). A post session questionnaire also was used to measure attitudes and perceptions of the subjects about the creative process.Analysis of variance revealed no significant differences when creativity scores were compared between two brainstorming groups. That is, projects developed by interior design students did not differ significantly in creativity systematically between the two brainstorming techniques. When scores on the two dependent variables of secondary interest (novelty and appropriateness) were compared between groups they also did not differ significantly.Responses to post-session questionnaires indicated that although students found it more difficult to generate ideas in a group, they still believed they would generate more ideas and preferred to generate ideas in a group rather than alone. However, when developing a project students preferred to work independently.This study supports past research which suggests that group verbally interactive brainstorming does not enhance creativity. In this study, interactive brainstorming neither enhanced nor constrained creativity in the final product. The creativity scores were higher for those in the individual brainstorming condition, although not significantly so. This study also supports findings which indicate that people still believe they will generate more ideas in a group and that they prefer to generate ideas as a group. / Ph. D.

The effects of creativity level and creativity style on creative products

Chang, Chien-hua 18 August 2009 (has links)
Creativity has bee discussed for more than a decades, and there are creativity level and creativity style to explain and perceive creativity. Traditionally, researchers perceived creativity as creativity level, since Kirton (1976) brought out the concept of creativity style, researchers began to pay attention to creativity style. Therefore, in this study, I would like to understand creativity level or creativity style play an important role in affecting creative products. The respondents of this study were the workers in the craft hand made industry in south Taiwan. In the end, I found that creativity style, in deed, does affect creative products.

Evaluating and implementing a deliberate creativity framework to enhance retail business performance / Sedick Arendse

Arendse, Sedick January 2013 (has links)
In the postmodern-day organisation, acknowledgement of the facts today is that the retail sector has changed dramatically over the past ten years. Boom periods, surplus shopping and good times have ended. We have entered an era of harsh changes, business collapse, mergers, acquisitions and turbulent competitive environments that demand a constant review of business structure, financial performance, business practices and value creation to provide any hope of the ability to trade sustainably into the future. Responsiveness by retailers in this modern day driven by market need changes causes an almost instantaneous response by retailers to adapt and service the consumer demand. Thus, in evaluation of the underlying reasons for retail market shifts, one starting with the basic premise and rule of the law of natural selection – adapt to the environment, or die. No doubt that customer demand and the competitive landscape dictate effective and quick response from retailers, driving the form, shape, volume and nature of change. Present day marketplace forces are generally forming a worldwide consumer marketplace that will appear dramatically different since 2010, pushing retailers to bring about fundamental improvements to their methods and business models in order to survive. Conventional campaigns will stop being sufficient to deal with trends which may drive the retail markets into the realm of extreme conditions. Retailers in South Africa, albeit not directly, are impacted by global shifts and changes. In an environment with increasing competition and the growing demands for operational efficiencies, sustained profits and customer orientation, SA retailers are looking beyond their traditional business models and organisational boundaries to develop and leverage the resources and capabilities of international best practice to create superior value and drive competitive advantages in the marketplace. Value-add in making things work better for customers, albeit through various business enhancement and improvement initiatives, the longer their relationship will endure with the company. Thus the potential of adopting a deliberate creativity approach within the broader strategic planning process of a company, might well be the value-add activity that provides the catalyst for closing the performance gap, through bridging and integrating the core concepts of creativity and applying these concepts within real business operations, with the explicit aim of improving business profitability. To this end, the study originated from a need for a creativity-driven approach to enhance business performance in a retail organisation and not only challenge current paradigms, but redefine furniture retailing and create new furniture retailing operating models. In so doing, using a deliberate creativity-driven approach, that will catapult furniture retail onto a new performance curve that ultimately creates shareholder value through an enhanced customer proposition. The researcher embarked on a journey to establish whether a structured deliberate creativity change management framework could improve a company’s competitiveness, effectiveness and profitability; and to what degree a creativity framework can be used to enhance performance within a company. The research study results and findings, together with the financial performance results revealed that the creativity interventions deployed did in fact enhance business performance (financial, cultural, productivity and organisational behaviour) over the specific study period. The study also includes the design of a Conceptual Deliberate Creativity Framework, Conceptual Deliberate Creativity Strategy, Conceptual Deliberate Creativity Implementation Plan and an Integrated Beyonder Scorecard, which can be applied to any type of retail business across numerous diverse disciplines. / PhD (Business Administration), North-West University, Potchefstroom Campus, 2014

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