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Technological innovation in group creativity

Author

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  • Stéphanie Buisine

    (LINEACT - Laboratoire d'Innovation Numérique pour les Entreprises et les Apprentissages au service de la Compétitivité des Territoires - CESI - CESI : groupe d’Enseignement Supérieur et de Formation Professionnelle - HESAM - HESAM Université - Communauté d'universités et d'établissements Hautes écoles Sorbonne Arts et métiers université)

  • Jérôme Guegan

    (LaPEA - UMR_T 7708 - Laboratoire de Psychologie et d’Ergonomie Appliquées - UPCité - Université Paris Cité - Université Gustave Eiffel)

  • Frédéric Vernier

    (LISN - Laboratoire Interdisciplinaire des Sciences du Numérique - Inria - Institut National de Recherche en Informatique et en Automatique - CentraleSupélec - Université Paris-Saclay - CNRS - Centre National de la Recherche Scientifique)

Abstract

This chapter presents ongoing research dedicated to augmenting creativity through innovative technologies. Our hypotheses draw on the pros and cons of the brainstorming paradigm to strengthen the former and overcome the latter. The main efficiency factors we are trying to support are Cognitive stimulation, Social comparison, and Group facilitation, while trying to circumvent Production blocking, Social loafing, and Self-censorship. The first technology reviewed is electronic brainstorming systems: It was shown that such devices enable groups, even large ones, to avoid production blocking. However, it may also increase social loafing, which is detrimental to creativity. We then introduce interactive tabletop brainstorming with which groups can conciliate individual reflection, idea sharing, and social setting. We show that this technology reduces social loafing, and we provide interface designs that further support cognitive stimulation, social comparison, and group facilitation. This series of experiments also highlights a new efficiency factor for creativity, namely the Fun factor: The use of innovative technology in itself introduces playfulness, which seems to increase engagement and creative performance. Finally, we report on a recent series of experiments exploring avatar-mediated creativity as a means to counter self-censorship through anonymity and enhance creativity through avatars' appearance. The results confirm that the choice of avatars in virtual brainstorming greatly influences creativity through processes such as self-perception, priming, and social identity. In many respects, avatars and virtual environments offer a new promising tool to support group creativity. We conclude on the potential impact of these findings on real-world innovation challenges.

Suggested Citation

  • Stéphanie Buisine & Jérôme Guegan & Frédéric Vernier, 2017. "Technological innovation in group creativity," Post-Print hal-04097680, HAL.
  • Handle: RePEc:hal:journl:hal-04097680
    DOI: 10.1007/978-981-10-7524-7_12
    Note: View the original document on HAL open archive server: https://hal.science/hal-04097680
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    References listed on IDEAS

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    1. David S. Kerr & Uday S. Murthy, 2004. "Divergent and Convergent Idea Generation in Teams: A Comparison of Computer-Mediated and Face-to-Face Communication," Group Decision and Negotiation, Springer, vol. 13(4), pages 381-399, July.
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    Keywords

    Interactive Tabletop System; Avatar;

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