** Kreativitet/Creativity
**
Practical Purposeful Creativity Constructs
by Tom Gilb,
Independent Consultant and Author,
Iver Holtersvei 2, N-1410
Kolbotn, Norway
Telephones: +47-66-801697, (Agent) +44-81-847-0471
Introduction
This paper is written as an invited contribution to a book
Creativity, Innovation and Cooperation" (Springer)
and a special issue of AI & Society: the Journal of
Human-Centred Systems and machine Intelligence". The editor
is Robert C. Muller (Fax +44-491-579750).
Definitions
Creativity: accessing ideas to improve some values.
Practical (INDUSTRIAL) Creativity: Systematic Identification of ideas which serve useful human purposes
Purposeful Creativity: Identification and validation
of ideas which meet specified objectives
Part One: A Theory of Practical Creativity
Practical Creativity is measurable in practice.
Creativity is judged by speed, cost, accuracy.
The goodness" of a creative process may be described quantitatively in terms of it's multiple attributes. Some creativity attributes are:
Creativity is a result of the creativity process structure and its particular agent.
A creative process is more or less suitable (or good") for its purposes as a result of:
Ten fundamental principles of practical creativity.
Part Two: Practical Creativity Devices
Creativity Objectives
If the objectives of a creative effort are unclear or misunderstood by the participants, then even a perfect effort to reach the misunderstood target will fail to solve the problem which was really on the agenda.
Our current culture has not yet learned to specify its objectives in a clear enough language. A language is clear enough, when:
In my industrial practice I have concluded that for most objectives the following requirements must be met:
I have developed a simple language format to achieve this specification. It has been adopted by many companies for universally recommended use (such as ICL, HP, IBM). Here are some examples and definitions.
Practical trait specification examples.
| RELIABILITY | how often it breaks down" |
| SCALE | mean time to failure |
| METER | operator log time notation |
| PAST | [1992, London] 300 hours |
| RECORD | [1991, Paris] 1000 hours<-Corp. Quality Monthly Reports Europe Sept91. |
| MUST | [1999, USA] 2000 hours<- Corp. Mkt. 95 |
| PLAN | [1998, North America] 1500 Hours? |
This is a simple example of specification.
| <- insert a name tag at left, and a gist here"-> | |
| SCALE | |
| METER | [ ] |
| PAST | [ __-199_, ] |
| RECORD | [ __-199_, ] |
| MUST | [ __- 199_, ] |
| PLAN | [ __- 199_, ] |
This is an example of a blank form to fill
out. Copy it and try to fill it out with some of your goals.
| the trait reference tag, in CAPITALS | the gist of the entire definition, in quote marks, a sort of summary in words of the details in numbers below" |
| SCALE | this is your definition of the scale of measure to which the numbers below are attached. This is the kilometers per hour" part of the definition |
| METER | [ this qualifier allows you to say when a measurement applies ] this is the specification or reference to a specific practical and economic way to measure where your system is along its scale. The speedometer" or voltmeter" |
| PAST | [ day and month data here-1996, <place, project, country, customer>] PAST is one or more existing or past reference points of data for comparison. How bad are things now? |
| RECORD | [ __-199_, ] RECORD is the best number you know in a given area <country, business, technical sphere>. It lets us know the border for excellence. |
| MUST | [ defined future, defined place ] MUST do". MUST is the minimum achievement required in a defined future and place so we avoid system failure ( like breach of contract or the boards expectations) |
| PLAN | [ defined future, defined place] PLAN is one or more points which are required, desired, success" levels. People are not expecting nor willing to pay for more (even if more would be nice and is acceptable). |
Here are some definitions of what we fill out.
Below, some examples.
| USER-OPINION | How good the actual end user of any age feels about using our system" |
| SCALE | Percentage surveyed actual users of one year or more who like it a lot" |
| METER | [ Customers who sent in the card] Postal survey with big prizes for answering. |
| PAST | [ 1991-3, Western USA, street Gallup] 60% <-- Market Survey 1993 page 33 |
| RECORD | [ 6-1993, Marketing Age July 91, Xerox] 85%<- nearest competitor |
| MUST | [ 1- 1997, USA Market] 90%<- Corporate Policy and Plans this year. |
| PLAN | [ 12-1999 , European Market]<- European Sales Plan Page 2.3 |
| BUDGET-LIMITS | This is an example of specifying a resource limit" |
| SCALE | % deviation from final budget amounts, on average |
| METER | [Europe only ] European Headquarters Financial Accounting reports |
| PAST | [1993, All development projects average ] +15%<- Corporate Accounting. |
| RECORD | [ June1992 , Project Omega ] +50% <- Omega post mortem analysis 4.65 |
| MUST | [by 1997 worldwide ]+1% or less <- The Board's new policy |
| PLAN | [ __- 1999, Texas ] 0% or better <-Trial area for new motivation tactics |
Multidimensional Creativity Objectives
Quality objectives are scalar (can
be expressed with numbers on a defined scale of measure) traits
of a system ( for example project, organization,
product). They can be thought of a arrows (the scale) attached
(traits) to the mission (the traitless core of the system).
The real world rarely gives us problems to solve with regard to a single dimension. Even if one dimension of improvement is the dominating wish, we must be certain to know the other critical dimensions which must not be ruined by negative side-effects from our new creative ideas. All ideas have potential negative, as well as positive side effects in the areas of the complete set of conditions of successful existence of any system.
Consequently even if we have no intention of changing a satisfactory
trait of a system, it must be specified testably so that we can
evaluate whether we are helping or hurting it with new ideas.
Creativity Opportunity Sensing
When there is a gap between the current or past levels (PAST)
of quality or cost of a system and our new required levels for
the future (MUST or PLAN) this effectively defines a problem"
to be solved. It represents an opportunity to apply creativity
to close the gap with new ideas.
Creativity Contribution Estimation
The degree to which an idea is useful can be estimated. The precision of this estimate varies depending on many factors:
In spite of this it can be useful to attempt to make some estimate
of idea goodness in a systematic way ( all ideas versus all objectives
on a table).
For example:
Practical Idea Evaluation by Impact estimation tables.
| IDEA tag---->>> | OMEGA | % way | EVIDEN | Credible? | Adjusted | Who est.? |
| to PLAN | -CE for = | (1.0 ->0) | (% x Cred) | |||
| GOALS (past->plan) | ||||||
| MTBF (100->200 hrs.) | 150 hrs. | 50% |
All 200 at 150->200 |
0.8 | 40% | George |
| LEARN (3min.->1 m.) | 1 min. | 100% | Expert estimate | 0.6 | 60% | Wendy |
| ------------------------- | ------------ | ------------ | ------------ | ----------- | ---------- | --------- |
| COST (1 mill budget) | 100.000 | 10% | contract price | 0.8 | 12% | Group |
| Benefit Impact | 150 | |||||
| Benefit/Cost Ratio | 150/10 |
The above table is an example of some of the
estimations and documentation which can be made for each idea
versus each goal. Not all are always necessary. It depends on
how much control you want over an idea. We are intentionally not
explaining the detail of this table here, as it would be too lengthy
for this article. We hope the reader can deduce the meaning of
most of it.
| IDEA tags ---->>> | OMEGA | DELTA | ALPHA | BETA | GAMMA | Sum ± | SUM | Worst Case |
| GOALS(past->plan) | ||||||||
| MTBF (100->200) | 50% | 10±5 | 30±25 | -20 | ±30 | 70% | 40% | |
| LEARNING(3min->1) | 100% | 70±50 | 40±5 | 80±10 | ±65 | 290% | 225% | |
| COST (1 mill budget) | 10%+30% | 5±5 | -15 | 0 | +35/-5 | 0 | 35% | |
| Benefit Impact | 150 | 80 | 70 | 60 | ||||
| Benefit/Cost Ratio | 150/10 | 80/5 | 70/-15 | 60/0 |
This table shows the use of the goal scale-neutral
percentage of impact on PLAN level. It can be used compute various
useful approximations, such as the best benefit to cost strategy
score, the worst case result etc. Key: 0%=no change on objective
when idea is used, 100% idea will bring us to the planned level
on time. All other numbers are relative to these two.
Creativity Measurement and tracking
The reality, for even apparently small and simple systems, is that they are very complex and defy our ability to predict accurately what will happen.
One customary way to find out things work is to just do it". If it fails, we try something else. This method may be too costly or risky for some purposes. In this case the ideas are first explored by means of a prototype using the ideas. If it fails to give appropriate results, we are warned away from investing in a full scale application of our ideas.
Unfortunately, prototypes are never fully realistic and may not give us good enough warning that our ideas will fail on a larger scale.
There is a useful compromise available. It is widely used intuitively
by many of us, but it seems rarely taught in the literature, nor
adopted as a formal project control method by industry. I call
it Evolutionary Result Delivery".
Evolutionary result delivery is a form of process control. It is identical in principle to the currently popular quality ideas of Dr. Shewhart and Dr. W. Edwards Deming, the Plan-Do-Check-Act" cycle.
This idea evaluation process can be controlled by applying
some variation of the following three policy ideas:
Here are some ground rules for finding the evolutionary result steps.
A Planning Form
| IDEA tag---->>> | OMEGA | % | OMEG1 | OMEG2 | OMEG3 | <-step names |
| GOALS (past->plan) | to PLAN | |||||
| MTBF (100->200) | 150 hrs. | 50% | 130 hours | 140hours | 150hours | |
| LEARN (3min->1) | 1 min. | 100% | 1 min. | 1 min. | 1 min. | |
| ------------------------- | ------------ | ------------ | ||||
| COST (1 mill budget) | 100.000 | 10% | 30.000 | 50.000 | 100.000 | |
| Increment COST % | 3% | 2% | 5% | |||
| Benefit/Cost Ratio | 150/10 | 30/3 | 10/2 | 10/5 |
The point of this planning format is to show
the benefit to cost increments for each planned sub-step. In this
case the OMEGA idea alone is too costly for our policy guidelines.
So we have chopped it up into OMEG1 to OMEG3 (which are defined
in detail elsewhere").
Such planning can be, and often is , done intuitively, with
no documentation. Formal guidelines (written planning and formal
evaluation of results-actually-gained versus planned-results)
are appropriate when tight control must be maintained in a larger
project, responsible to many parties.
Why does evolutionary result delivery help the creative process?
The main industrial interest in the evolutionary result delivery method is the tight control it gives over meeting deadlines and budgets while targeting ambitious quality objectives. From a creativity management point of view it can be seen as a method for constantly testing creative ideas in a low risk and controlled way.
If for example 2% steps are used (weekly steps of actual result delivery cumulating through a project year) promising, but risky, ideas can be tried out in a single 2% step. If they work well, they are proven and accepted. If they need adjustment, this can be attempted in the next step. If they are bad, they can be quickly yanked out of the system and replaced with more promising ideas.
It is easy to say no" to a creative new idea if
it is risky and can first be validated at the end of a
costly project, which might fail totally, if the risky idea fails.
It is much more tempting to say yes to a promising, if risky,
idea if it can be tried out in practice, in an early evolutionary
delivery step. There is sufficient promise of gain, coupled with
limitation of risk (worst case being a 2% loss) to encourage more
radical creativity than otherwise allowed.
Creativity Protection
In my industrial practice we can identify a number of mechanisms which protect the creative impulse, some of which have already been discussed. Here is a sample, without any pretense of thorough explanation.
To summarise creativity protection in terms of the methods discussed above:
Creativity Protection in the Software Inspection" method
Here are some other protection mechanisms,
from the idea quality control process known as Software
Inspections" (see References for more detail)
Part Three: Would Computers make a difference to creative thinking?
Not as big a difference as the other above mechanisms. No more
than a word processor might have helped Shakespeare.
As a computer professional for 35 years I find little currently
available from computers which is as effective and stimulating
as the methods described above. I suspect that the notion that
computer software can be used to stimulate creative thinking is
more wishful thinking on the part of those who would gain by some
products, than it is a realistic comparison with the many available
methods for stimulating and evaluating creativity by a simpler
and more direct means.
References
Author Biography
Tom Gilb is an independent international consultant in quality and management to industry. He has authored seven published books and many articles. He was born in California, 1940 and resides in Norway. He is currently amusing himself by applying his methods of creative thinking to applications outside industry such as: personal and career life design, planning the use of relief-aid society third-world activities, environmental protection planning, musical production planning, railway expansion planning, army reduction planning and quantifying the quality attributes of office lamps.
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