The Science of Creativity in The Enginee PDF
The Science of Creativity in The Enginee PDF
David H Cropley
Professor of Engineering Innovation
School of Engineering
University of South Australia
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Table of Contents
Kaufman, J. C., Baer, J., Cropley, D. H., Reiter-Palmon, R. and Sinett, S. (2013). Furious
Activity vs. Understanding: How much expertise is needed to evaluate creative work?
Psychology of Aesthetics, Creativity and the Arts, 7:4, pp. 332-340. 50-85
Cropley, D. H. (2014). Engineering, ethics, and creativity: N’er the twain shall meet? In S.
Moran, D. H. Cropley and J. C. Kaufman (Eds.), The Ethics of Creativity, Chapter 8 (pp. 152-
169). Basingstoke, UK: Palgrave MacMillan Ltd. 86-103
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Cropley, D. H., Cropley, A. J. and Sandwith, B. L. (2017). Creativity in the Engineering
Domain. In J. Kaufman, V. P. Glaveanu, and J. Baer (Eds.), The Cambridge Handbook of
Creativity Across Domains, Chapter 15 (pp. 261-275), New York, NY: Cambridge University
Press. 233-255
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Pre-publication Version - Cropley D. H. and Cropley A. J. (2000). Fostering creativity in engineering undergraduates,
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David H. Cropley
University of South Australia
and
Arthur J. Cropley
University of Hamburg
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Pre-publication Version - Cropley D. H. and Cropley A. J. (2000). Fostering creativity in engineering undergraduates,
High Ability Studies, Vol. 11, No. 2, pp. 207-219.
Summary
A total of 64 male engineering undergraduates received three lectures on creativity at the beginning
of a course on engineering innovation. Some of them (N = 37) also completed a “creativity” test
and were individually counselled on the basis of test scores. A separate control group (N = 21) took
the test together with these students, but otherwise did not participate in any way in the study. Upon
retesting six weeks later the counselled students were more innovative, whereas the control group
were simply less inhibited. In addition, machines constructed by the counselled students were more
elegant and creative than those of the 27 students who merely attended the lectures. Thus, the
training was associated with changes in behaviour not only on the test, but in a practical activity
too.
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Pre-publication Version - Cropley D. H. and Cropley A. J. (2000). Fostering creativity in engineering undergraduates,
High Ability Studies, Vol. 11, No. 2, pp. 207-219.
Almost from the beginning, modern research has demonstrated that although students with high
IQs usually obtain good grades both at school and university, they are consistently outstripped by
those with not only a high IQ but also high creativity (see Cropley & Urban, in press, for a recent
summary). In the specific case of engineering, Facaoaru (1985) showed that engineers rated most
highly by their colleagues displayed, among other things, factual knowledge, rapid recall, and
logical thinking (central aspects of conventional intelligence) combined with properties such as
having unusual ideas, tolerating the unconventional, and seeing unexpected implications (elements
of creativity). Apparently, creativity adds something to intelligence. Indeed, Sternberg and Lubart
(1992) concluded that “contrarianism” (going against the conventional way) is a characteristic of all
gifted individuals.
Hassenstein (1988) argued that Klugheit (literally cleverness, but used by Hassenstein as a
label for a more encompassing concept of giftedness) incorporates both factual knowledge, accurate
observation, good memory, logical thinking, and speed of information processing (e.g., intelligence)
and inventiveness, unusual associations, fantasy, and flexibility (e.g., creativity). Following this
approach, Cropley (1995) argued that creativity is indispensable for “true” giftedness. In the present
The call for education to foster creativity in engineers was one of the main reactions to the
“Sputnik shock” of 1957, when the then Soviet Union succeeded in launching the first successful
earth satellite, and was widely regarded as having beaten the United States in the first event of the
space race. This perceived failure of American science and engineering was attributed to lack of
engineering was widely regarded as indifferent or even hostile to creativity, and empirical studies
supported this view. Snyder (1967), for instance, showed that students at an American university
who preferred trying new solutions dropped out of engineering courses three times more frequently
than those who preferred conventional solutions. Gluskinos (1971) found no correlation between
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Pre-publication Version - Cropley D. H. and Cropley A. J. (2000). Fostering creativity in engineering undergraduates,
High Ability Studies, Vol. 11, No. 2, pp. 207-219.
creativity as measured by a creativity test and GPA’s in engineering courses. Despite this, the
literature over the years demonstrates the existence of a continuing interest in fostering the
creativity of engineering students (e.g., Gawain, 1974; Masi, 1989; Olken, 1964).
More recently, many corporations have rediscovered creativity: According to Munroe (1995),
70% of the cost of a product is determined by its design, so that creative design can lead to
substantial cost savings. As a result, creativity training for employees is becoming widespread
(Clapham, 1997; Thakray, 1995). According to the 1995 US Industry Report, corporations are now
budgeting billions of US Dollars for creativity training programs, and demand for training is said to
At the level of the individual engineer, considerations of the global marketplace and the creative
skills regarded as essential for a successful career in engineering (Dekker, 1995) have also raised
the issue of fostering creativity in engineering education (e.g., Steiner, 1998). A recent survey in
Australia (Government of Australia, 1999), however, suggests that this training is not taking place,
Australia are “unsuitable” for employment because of “skill deficiencies” in creativity, problem-
Attempts in the past to train engineering students to be more creative have produced mixed
results. Rubinstein (1980) and Woods (1983) reported some success in training them in problem-
solving. More recently, in a pretest-posttest study, Basadur, Graen and Scandura (1986) showed that
students for generating new solutions, although the study did not report any changes in actual
performance. Clapham and Schuster (1992) administered creativity tests to engineering students
from a variety of majors. About half of them then received creativity training that emphasized
remainder acted as controls. The statistical analysis showed that the test scores of the trained
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Pre-publication Version - Cropley D. H. and Cropley A. J. (2000). Fostering creativity in engineering undergraduates,
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Clapham (1997) reviewed possible mechanisms through which beneficial effects of training
might occur, and concluded that they can be attributed to programs’ ability to foster: (a)
development of appropriate thinking skills; (b) acquisition of positive attitudes to creativity and
creative performance; (c) motivation to be creative; (d) perception of oneself as capable of being
creative; (e) reduction of anxiety about creativity; (f) experience of positive mood in problem-
solving situations. It is apparent that this list goes beyond simply thinking skills, and encompasses
Despite a certain degree of success, as just reported, comprehensive analyses of the effects of
short-term training on creativity (e.g., Mansfield, Busse & Krepelke, 1978) indicated that effects do
not persist over time and do not transfer to situations markedly different from the original training.
Nonetheless, Feldhusen and Goh (1995) concluded that it is possible to teach students to be
“creative,” for instance to seek new ideas and try novel approaches. In a discussion of creativity and
motivation Eisenberger and Armeli (1997) made a further important point by emphasizing that
creativity can be fostered, even via external rewards (extrinsic motivation), provided that it is made
clear to students what it is that they are required to do differently or better, and that they are given
specific feedback based on their own behaviour. This is inconsistent with Amabile’s (1983) widely
In the present study an attempt was made to encourage engineering undergraduates to come
up with innovative ideas, not simply in a paper and pencil test situation, however, but also in a
practical exercise (“Build a wheeled vehicle powered by the energy stored in a mouse trap”). The
course the students attended emphasized not merely thinking, but also noncognitive aspects of
creating novelty such as image of the successful engineer, the need for courage, and tolerance of
unusual or unexpected ideas. This was done both by offering three lectures specifically on creativity
as well as by incorporating case studies of creative breakthroughs in engineering into the remaining
lectures. The students also received specific, individual, psychological feedback on their own
performance, in the form of “creativity counselling” based on test scores, something that has seldom
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occurred in earlier projects (see below for more details). The “creativity” test employed in the study
(see below) was a multidimensional instrument that made it possible to differentiate between
novelty produced by unconventional elaboration of existing ideas and novelty resulting from
production of new ideas. Finally, the project was carried out within the framework of a course taken
for credit as a normal part of the participants’ undergraduate program. The students’ received
grades in this course, and their machines were assigned marks (i.e., there was a strong element of
extrinsic motivation, theoretically fatal to creativity). Thus, the material reported here possesses the
education settings.
Method
Instruments
Data were collected by means of two procedures: a “creativity” test, on the one hand, ratings of the
creativity of a working machine constructed by students, on the other. The key difference between
the two assessments is that scores on creativity tests are an abstraction, whereas a machine actually
built by participants is a behavioural measure bearing some relation to the real-life work of
engineers.
The test. Urban and Jellen’s (1996) Test for Creative Thinking—Drawing Production (TCT—
DP) was used to assess creative potential. The wisdom of referring to procedures such as this one as
“creativity” tests is unclear (i.e., their validity has been questioned). Recently, Helson (1999)
distinguished between “creative potential” and “creative productivity,” and pointed out that the
former—measured by tests—may or may not lead to the latter. For this reason, we prefer to write
“creativity” in quotation marks (as above) when referring to the tests, or to label them “tests of
creative potential.”
According to the manual, this instrument is suitable for use with a very wide range of ages,
including tertiary students, and for several purposes over and above simple assessment, including
counselling. At its core is what the test constructors call “image production.” Persons taking the test
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Pre-publication Version - Cropley D. H. and Cropley A. J. (2000). Fostering creativity in engineering undergraduates,
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are required to complete figural fragments, as in several other creativity tests. However, scoring is
not based on statistical uncommonness of the figures produced but on a number of criteria derived
from Gestalt psychology. In all, the test yields 14 dimensions including “Boundary Breaking,”
“Unconventionality,” and “New Elements.” There is also a “Total” score, the sum of the various
sub-dimensions. The test has two forms, A and B, that can be regarded as equivalent.
The authors reported validity coefficients of about 0.80 for correlations of test scores with
teacher ratings, and test-retest reliabilities of the order of 0.70. In the present study, correlating
Form A “Total” of the control group with Form B six weeks later yielded a test-retest reliability of
.75
(N = 21, p = .01), a satisfactory level in view of Hocevar and Bachelor’s (1989) report that test-
retest reliabilities of about .70 are typical for creativity tests. Interrater reliability was estimated by
having 36 randomly chosen Form A protocols rescored by a second rater (without knowledge of the
scores assigned by the first). An interrater reliability of 0.94 was obtained (N = 36, p = 0.01).
The creative product. Almost from the beginning of the modern era of creativity research, raters’
assessments of products of various kinds have been employed as a way of measuring creative
productivity. This approach has been supported in principle by recent theorizing and research.
Hennessey (1994) emphasized that a product can be regarded as creative when competent judges
apply this label, and suggested the method of “consensual assessment.” When judges agree that it is,
a product is creative. In Hennessey’s study, untrained undergraduates were able to make consistent
judgements about the creativity of products by simply applying their own subjective understanding
of creativity. Interrater agreements were up to .93, and reliabilities of the ratings ranged from .73 to
.93.
In the present study, the vehicles were rated on four dimensions according to the subjective
judgement of the rater: Effectiveness (distance travelled), Novelty (originality and surprisingness),
Elegance (understandability and workmanlike finish), and Germinality (usefulness, ability to open
up new perspectives). These four dimensions are a fusion of the scales of Taylor’s (1975) Creative
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“Relevance,” “Hedonics,” ‘Complexity,” and “Condensation,” and the dimensions of Besemer and
O’Quin’s (1987) Creative Product Analysis Matrix, including “Novelty,” “Resolution,” and
“Elaboration and Synthesis.” In addition, each vehicle was awarded points for the Overall
Impression it made, bearing in mind that the students had been urged to make their vehicles as
creative as possible (see below). In all five categories, a vehicle could receive from 0 to 5 points,
with intervals of 0.25 points between ratings being possible (i.e., scores such as 3.50 or 2.75 could
occur). The machines were assessed blind (without knowledge of the group to which a particular
student belonged) by an engineering instructor. Unfortunately, because the models were part of the
students’ exams and had to be returned to them quickly, there was only time for a single rater to
assess them, so that the level of agreement between raters (interrater reliability) could not be
determined.
Procedure
Innovation and Practice” (EIP). Because of the well-known gender differences in creativity test
scores and effects of creativity training, possible confounding by gender needed to be controlled.
The small number of female students in EIP meant that this could only be done by confining the
study to males. During the first week of semester, the purpose of EIP was explained to the students
enrolled in it, as well as the various activities involved in the course. Of particular interest here are
the creativity testing, the creativity counselling, the creativity lectures and the construction of the
mousetrap-powered vehicle. In the second week the students were given the opportunity of taking
the TCT—DP and receiving the counselling. It was emphasized that participation was voluntary.
About 60% of the 64 male students in the course did in fact volunteer (N = 37). They are referred to
in the following as the “experimental” group. Of these people, 3 did not submit the model, leaving a
reduced experimental group of 34.The remaining EIP students (N=27) attended the lectures and
submitted the vehicle, but did not do the test or receive counselling. They comprise the “lecture”
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group. In the same week, male volunteers were also recruited in a different engineering course that
included none of the elements of EIP. These students (N = 21) did the test with the EIP students, but
neither attended EIP lectures nor received counselling, and formed the “control” group. The 85 men
in the three groups ranged in age from 18—25. It is important to note that the experimental and
control groups consisted of volunteers (i.e., they were self-selected), while the men in the lecture
group, who simply submitted the model, were “refusers.” Thus, the possibility cannot be discounted
that the experimental and control groups contained men particularly receptive to material on
creativity, the lecture group men particularly unreceptive. Indeed, the mean TCT-DP scores of
experimentals and controls that are reported below were considerably higher than scores for similar
Measuring creative potential. Members of both groups of volunteers took Form A of the
TCT—DP in the second week of the semester. Their protocols were scored by three female
graduate students of psychology according to the procedures outlined in the test manual (Urban &
Jellen, 1996). These raters had been trained to score the test in a half-day workshop. Protocols were
identified by code numbers only, and the raters were not informed which group the men whose
work they were rating belonged to. In the eighth week of semester the students took Form B of the
test, and their protocols were once again scored blind by the same raters.
Creativity counselling. On the basis of scores on 13 of the subtests of the TCT—DP (time
taken was excluded), a profile was constructed for each of the 37 EIP students who had taken the
of subscales that experience with the TCT-DP suggested belong together. Subsequently, however,
the dimensions were empirically confirmed by a factor analysis of the Form A protocols of 111
male, second-year engineering students (the men who completed Form A in connection with the
present study, regardless of the group they belonged to or whether they also completed Form B,
plus additional students who took EIP in the next semester). The factor analysis (principal-axis
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method followed by rotation of factors with eigenvalues greater than unity to the Varimax criterion
of simple structure) yielded three “significant” factors, as anticipated. The first (eigenvalue = 2.30,
17.7% of total variance) was defined by Boundary Breaking, Continuations, and Completions, and
was labelled “Productivity,” the second (eigenvalue = 1.98, 15.2% of total variance) by New
Elements, Thematic Connections, and Perspective, and labelled “Novelty.” The third factor
Fragments. It was labelled “Unconventionality.” Bearing in mind that the reliabilities of the
individual subtests were on average about 0.70, these three factors accounted for about 90% of the
In the third week of semester, each student was individually counselled by one of the three
psychologists already mentioned, the sessions typically taking about 15 minutes. The counsellors
had received training in using the test for creativity counselling in the workshop mentioned above.
Each participant was shown his own profile, and attention was drawn to areas of relative strength
and weakness, not in a normative but in an ideographic fashion. This was done without reference to
the actual test or to scoring criteria. To take a concrete example that illustrates what the procedure
was like, a student might be advised, “You produced plenty of ideas. However, only a few of them
were novel or unconventional.” The student might then specifically thematize issues such as
unwillingness to risk doing something “foolish,” whereupon the counsellor would encourage the
The creativity lectures. In the second, third, and fourth weeks of semester the students
enrolled in EIP received three lectures from a psychology specialist (the second author) on (a) What
has creativity got to do with engineering students? (b) Why do engineers have problems with
creativity? (c) What are the psychological elements of creativity? (d) What are the characteristics of
a creative product? (e) How can you solve problems creatively? (f) What blocks creativity?
Lectures emphasized the importance of creativity in modern engineering practice and as a factor in
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developing a career in the field, and attempted to provide students with an understandable, practical
model of creativity that stressed cognitive, motivational, affective, and social aspects. It emphasized
that creative products must not only be novel and germinal, but must also reflect a high level of
engineering knowledge (be effective and relevant). As will be discussed below, this stress on
building a model that really worked caused difficulty for some students.
The behavioural measure. The course outline indicated that one of the assignments to be
completed and scored as part of the assessment for the course was to build “a wheeled vehicle
powered by a mousetrap.” This had to be submitted in the 8th week of semester. It was emphasized
to the students that the creativity of their vehicle would be an important source of points, although
they were also reminded that it would have to be capable of propelling itself. When students asked
for clarification of either “a wheeled vehicle,” or “powered by a mousetrap,” they were advised that
the words in question were a sufficient definition of the task, and would not be elaborated upon by
the instructor. They were, however, reminded that the course was about creativity, and were also
reminded of the four dimensions on which their products would be evaluated (Effectiveness,
Results
The results are presented in two parts: Those relating to TCT—DP scores and involving
comparisons of the experimental group (N = 37) with the control group (N = 21), and those relating
to the assessment of the vehicle and involving comparison of the reduced experimental group (N =
The first results are derived from a comparison of the test scores of the experimental group with
those of the control group. The members of both groups were tested with the TCT—DP and retested
six weeks later. At the time of the second testing the experimental group’s members had received
counselling based on their creativity profiles (see above) and had attended the lectures on creativity.
The control group had simply waited six weeks. Both groups consisted of volunteers, a fact that is
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likely to hav reduced the possible confounding effects of self-selection. Indeed, since the controls
were not even in EIP, but responded to a general appeal in second-year courses, the volunteer effect
may well have been stronger in their case than in that of the experimentals, and would thus be
conservative (i.e., it would reduce the chance of creativity differences in favour of the
experimentals).
The TCT—DP scores of the groups, both total scores and also scores on the various dimensions,
were compared using a two-way analysis of variance, the dimension “experimental group vs.
control group“ (counselled versus not counselled) defining one independent variable, the dimension
“first testing versus second testing” the other. Naturally, there were repeated measures on the time
of testing factor, since the same people were tested on two occasions. This design permitted both
The analyses of variance indicated that there was already a significant difference between the
total score of the experimentals (M = 40.92, SD = 12.26) and that of the controls (M = 36.76, SD =
9.78) at the time of the first testing, F(1, 56) = 6.15, p = .02, i.e., even before the lectures and
counselling. There was a significant interaction between group and time of testing, F(1,56) = 4.94, p
= .03. This was caused by a large increase in the mean (M = 47.27, SD = 10.56) of the
experimentals (40.92 vs. 47.27), whereas the mean of the controls (M = 37.33, SD = 12.89) had
remained almost constant (36.76 vs. 37.33). Thus, it can be argued that whereas simply waiting six
weeks for the second testing had no effect on the mean score of the controls, lectures and
This greater increase in total scores of experimentals than of controls was largely attributable to
significant increases in three of the subdimensions of the TCT—DP, New Elements, F(1,56) = 7.51,
Unconventionality via Manipulation of the Materials, F(1,56) = 5.65, p = .02. Although there were
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by correspondingly large increases for the controls, these differences were not statistically
significant and are thus to be regarded as tendencies rather than significant differences. The most
notable example is Boundary Breaking (Fragment Independent), where the mean of the
experimental group increased from 2.43 (SD = 2.99) to 4.38 (SD = 2.41), as against the control
group, where the increase was from 1.71 (SD = 2.78) to 2.57 (SD = 2.87). In the case of
Continuations and Completions, there were actually numerical decreases in scores of both groups
The second set of results was derived from a comparison of the creativity of the mouse trap-
powered vehicles submitted by the members of the experimental group (who had taken the test,
been counselled and received the lectures) with that of the vehicles constructed by the lecture
group—who had not taken the test and had not been counselled.
All participants succeeded in constructing a vehicle that met the minimum formal requirements
(it had wheels and was capable of moving itself). Several of the resulting models were elegantly
designed and well-finished. However, most students assumed that the vehicle had to be four-
wheeled and had to run on the ground like a car or truck. In addition, most focused on the energy
stored in the trap’s spring as the source of power, as well as consciously opting for a vehicle that
was effective in that it could cover a metre or more, and was socially acceptable in that it looked
like existing vehicles. Only a few were able to achieve a dramatic breakaway from conventional
mousetrap’s spring (the plane had wheels and covered a considerable distance), or by building a
large hollow wheel set rolling by a weight mounted in its interior and wound into position by the
mousetrap’s spring. More radical in some ways was a wheeled cart attached to the mousetrap by a
string. When the mousetrap was thrown off the table on which the vehicle stood, its weight pulled
the vehicle along as the trap fell to the floor, thus using the gravitational force acting on the
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mousetrap’s mass as the source of energy. The only limit on the distance this method could propel
the vehicle was the height of the surface from which the mousetrap was thrown. One group set fire
to the mousetrap and used the heat generated by the flames to generate steam that moved the
vehicle a short distance, thus using the chemical energy stored in the wood. A final group thought
of using the mousetrap’s spring to compress a bellows and inflate a balloon, that would then deflate
violently and drive the vehicle by its jet action, but abandoned this approach as too risky, since it
Correlations among the five dimensions showed that Effectiveness and Elegance correlated
substantially with each other, r = 0.54, N = 61, p = .00, not surprising in view of the fact that both
dimensions emphasized whether or not the vehicle worked. Novelty correlated substantially with
Germinality, r = 0.92, N = 61, p = .00, but not with Effectiveness, r = -0.11, N = 61, ns, or
Elegance, r = 0.12, N = 61, ns, while Germinality had only low correlations with Effectiveness, r = -
0.09, N = 61, ns, or Elegance r = 0.26, N = 61, p = .05. In other words, ratings defined two
relatively independent dimensions, one characterized by Effectiveness and Elegance, the other by
Novelty and Germinality. The Overall Impression score correlated substantially with Novelty, r =
0.87, N = 61, p = .00, and Germinality, r = 0.89, N = 61, p = .00, but far less with Effectiveness, r =
0.16, N = 61, ns, or Elegance, r = 0.38, N = 61, p = .01, so that the rater’s subjective impression was
formed on the basis of Novelty and Germinality, scarcely surprising in view of the fact that the rater
Comparison of the means of the two groups showed that the mean of the experimental group on
Elegance (M = 3.46, SD = 0.39) was significantly different from the mean (M = 3.15, SD = 0.48) of
the lecture group, t(59) = 2.80, p = .00. The difference between the mean of the experimentals on
Overall Impression (M = 3.59, SD = 0.43) and that of the lecture group (M = 3.34, SD = 0.46) was
also statistically significant, t(59) = 2.18, p = .04. In all other cases (Novelty, Germinality and even
Effectiveness), the means of the experimentals were numerically higher than those of the lecture
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group (i.e., it is possible to speak of a tendency for the counselled group to surpass the group
Discussion
The subdimensions of the TCT—DP on which the experimentals obtained significantly greater
increases than the controls were in essence tasks requiring either production of something new (as
against extending or altering something that already existed), or using the materials in a radically
unconventional way, for instance by rotating or folding the answer sheet (as against retaining the
usual spatial orientation, even though in some cases giving unexpected answers). The controls
sometimes constructed more unconventional figures, but tended to stick within the conventional
framework. For instance, on the retest they elaborated existing figures in a more ingenious fashion
than before. This can be attributed to the fact that on the second occasion the test materials were
familiar and the unstructured nature of the task less inhibiting. By contrast, the experimentals went
further. As a group, they were more prepared to introduce new material out of their own heads or
change the existing structure. The untrained students increased their scores to be sure, but did this
by being less inhibited, whereas the people in the experimental group increased theirs by being
more innovative. This interpretation is supported by the fact that the variance of the experimental
group decreased at the second testing, whereas that of the control group increased. In the “treated”
group weaknesses were reduced, thus homogenizing performance, whereas in the “untreated” group
those with higher initial scores became more adept with experience of the test, whereas those with
lower scores to start with remained limited in their answers. Thus, the quantitative differences
between the counselled students and the control group seem to reflect a qualitative effect of
counselling on behaviour.
The results show that, in addition to producing more novelty in the test setting, the experimentals
transferred this to the actual building of a vehicle. This finding is of considerable interest, because it
involves a criterion intuitively resembling the actual work of engineers, raising the hope that the
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effects obtained in this study might persist in real-life settings. This was achieved despite the fact
that the students were working for grades (extrinsic motivation), and supports the position of
Eisenberger and Armeli (1997) rather than Amabile (1983). The “counselling” described here gives
practical hints on implementing Eisenberger and Armeli’s recommendation for clear feedback to
When their instructors ask engineering students to create novelty, they expose them to a
dilemma. Engineering requires high levels of expertise— mastery of basic knowledge, skills and
techniques. The public wants machines to work and bridges to continue standing. Mastery of what
already exists thus has a high value for students, and production of novelty runs directly counter to
this tradition. Paradoxically, however, it is highly prized. Somehow, a compromise must be found
between two apparently contradictory ways of behaving. Focusing on people who had achieved
high public acclaim for their expertise, Root-Bernstein (1989) described the “novice effect”: This is
seen in experts who display high command of orthodoxy, but are still able to break out of the
straitjacket of their own expertise and look at their subject with the openness and freshness of
beginners. The present study can be seen as looking at this issue from the other end of the scale: It
is concerned with how to encourage students to seek to develop expertise, but at the same time to
Ericsson and Smith (1991) pointed out that expertise is typically conceived of as arising from a
and primarily acquired attributes such as special cognitive strategies or domain-specific knowledge.
It is scarcely conceivable that the brief training provided in the present study would bring about
profound and longlasting changes in participants’ ability or personality structure (i.e., in the sense
possible to show them a different way that they found enjoyable of solving an engineering problem,
as well as to give them a convincing demonstration of their own ability to come up with ideas. In
this sense, the study offers hints about how to influence the emergence of acquired attributes, in the
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present case specific knowledge about creativity, divergent cognitive strategies, and a positive
attitude to novelty. However, there seems little likelihood that such attributes will persist unless
References
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Besemer, S. P. & O'Quin, K. (1987). Creative product analysis: Testing a model by developing a
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Clapham, M. M. (1997). Ideational skills training: A key element in creativity training programs.
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Freeman, P. Span, & H. Wagner (Eds.), Actualizing talent: A lifelong challenge (pp.99-114).
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Cropley, A. J., & Urban, K. K. (in press). Programs and strategies for nurturing creativity. In K. A.
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Eisenberger, R. & Armeli, S. (1997). Can salient reward increase creative performance without
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Hocevar, D., & Bachelor, P. (1989). A taxonomy and critique of measurements used in the study of
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Mansfield, R. S., Busse, T. V., & Krepelka, (1978). The effectiveness of creativity training. Review
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Munroe, A. S. (1995, January 26). Is your design a life sentence? Machine Design, p. 156.
Olken, H. (1964, December). Creativity training for engineers–its past, present and future.
course. In D. T. Turna & F. Reif (Eds.), Problem solving and education (pp. 35-48). Hillsdale,
NJ: Erlbaum.
Snyder, B. (1967). Creative students in science and engineering. Universities Quarterly, 21, 205-
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Tannenbaum (Eds.), To be young and gifted (pp. 33-51). Norwood, NJ: Ablex.
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Woods, D. R. (1983). Introducing explicit training in problem solving into our courses. Higher
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High Ability Studies, Vol. 11, No. 2, pp. 207-219.
Biographical Notes
David H. Cropley completed undergraduate studies at the University of Salford, UK and obtained
his PhD in Australia. He is lecturer in electronic engineering at the University of South Australia
his interest in fostering creativity in engineers he has conducted research on innovative approaches
Arthur J. Cropley was initially a schoolteacher in Australia, England and Canada. He completed
his PhD at the University of Alberta and has since been a university teacher in Canada, Australia
and Germany. In 1999 he became professor emeritus. He has published extensively on creativity
and learning in adults, and is now combining these areas in studies of creativity in engineering
education.
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Pre-Publication Version - Cropley, D. H. and Cropley, A. J. (2005). Engineering creativity: A systems concept
of functional creativity. In J. C. Kaufman and J. Baer (Eds.), Creativity Across Domains: Faces of the Muse,
Chapter 10 (pp. 169-185). New Jersey: Lawrence Erlbaum Associates Inc.
Creativity has been a topic of interest to writers in different areas for many years, stretching
back to antiquity. However, earlier discussions focused mainly on art, literature, music, dance
and similar areas, what we will refer to later in this chapter as “aesthetic” or “artistic”
creativity. This situation changed drastically about 50 years ago. The turning point was the
successful launching in 1957 by the then Soviet Union of the first artificial earth satellite,
Sputnik I. In the United States of America and most North American-Western European
societies this event led to a wave of self-criticism that centered mainly on the argument that
At first it was not clear where the cause of their failure lay. However, the 1949 address
of the incoming president of the American Psychological Association (Guilford, 1950) had
already laid the groundwork for an answer that was quickly seized upon when the crisis
occurred. Guilford argued that psychologists (and as a result teachers, educational theorists,
parents, even politicians) had in their definitions of human intellectual functioning placed too
reapplying it in a logical manner in order to find the single best answer to a problem, applying
existing skills in a well-practiced, economical and tidy way in new situations, having clearly
defined and concretely specified goals, working quickly, resisting distractions, following
instructions, and similar processes. According to Guilford these define “convergent” thinking.
They are undoubtedly of great value. Indeed, as Sternberg (1997) pointed out, abilities of this
kind have dominated the definition of intelligence from the beginning of its widespread use in
about 1920.
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Pre-Publication Version - Cropley, D. H. and Cropley, A. J. (2005). Engineering creativity: A systems concept
of functional creativity. In J. C. Kaufman and J. Baer (Eds.), Creativity Across Domains: Faces of the Muse,
Chapter 10 (pp. 169-185). New Jersey: Lawrence Erlbaum Associates Inc.
However, Guilford argued that people are capable of applying their intellect in a
different way by using what he called “divergent” thinking. This involves branching out from
the given to envisage previously unknown possibilities and arrive at unexpected or even
surprising answers, and thus generate novelty. By the time of the Sputnik shock the idea that
convergent thinking leads to conventional products (even if they are useful in a limited way),
whereas divergent thinking leads to novelty, was well established among theorists, and
introducing the idea of convergent thinking was entitled “Creativity”. An intense discussion
was already under way, and the failure of American engineers to make the breakthrough the
Soviets had achieved was quickly attributed to defects in their creativity. Thus, from the very
beginning of the modern era creativity was seen as a practical problem centering on engineers.
The general argument is easy to summarize: In the face of rapid change that is
breakdown of the family, ageing of the population), social (e.g., adaptation of immigrants,
relations), societies will stagnate, even perish, unless their leaders in all fields become more
creative. Thus, creativity is no longer seen as purely the domain of aesthetes and intellectuals
concerned with questions of truth and beauty (as important as these issues may be), but as a
pathway to national prosperity and as a means for making the nation strong and safe.
new perspectives on the topic. Adopting a human capital approach (e.g., Walberg and Stariha,
1992), writers have given considerable attention to creativity in applied and theoretical
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Pre-Publication Version - Cropley, D. H. and Cropley, A. J. (2005). Engineering creativity: A systems concept
of functional creativity. In J. C. Kaufman and J. Baer (Eds.), Creativity Across Domains: Faces of the Muse,
Chapter 10 (pp. 169-185). New Jersey: Lawrence Erlbaum Associates Inc.
the one hand, administration and even the military, on the other (“survival/prosperity”
have been lower during the second half of the twentieth century than during the first, because
the stock of capital was rising faster than the workforce. However, the fact is that they were
considerably higher. The decisive factor that defeated the law of diminishing returns is now
seen to be the addition to the system of new knowledge and technology (Economist
the first decade of the 21st century. These challenges, which include the accelerating rate of
change of all facets of business, increasing competition, globalization and the transformation
problems and opportunities. Higgins proposed that the mechanism that will enable businesses
to survive and prosper in this new environment (to solve the problems and utilize the
Creativity has thus come to be seen as a vital factor in “good” engineering, which is
now viewed as “a career full of discovery, creativity and excitement [our italics]” (Horenstein,
2002, p.1). Burghardt (1995, p.2) defined it as “… a professional life devoted to the creative
solution of problems [our italics]”. At the level of the individual engineer, this means that
creativity is seen as essential for a successful career (Dekker, 1995). One result is that
creativity training is becoming widespread (Clapham, 1997; Thakray, 1995). According to the
1995 US Industry Report, corporations are now budgeting billions of US Dollars for creativity
training programs, and demand for training is even outstripping the supply of trainers
(Hequet, 1995). Among other things, this indicates the importance of creativity in the early
education of engineers (see below). We turn now to the question of what engineering
creativity is.
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of functional creativity. In J. C. Kaufman and J. Baer (Eds.), Creativity Across Domains: Faces of the Muse,
Chapter 10 (pp. 169-185). New Jersey: Lawrence Erlbaum Associates Inc.
elements to creativity in all domains, creativity in engineering clearly differs from creativity
in, for instance, fine arts. Horenstein (2002, p.2) defined these differences succinctly by
pointing out that engineers “produce devices or systems that perform tasks or solve problems
[our italics]”. Burghardt (1995, p.4) made this contrast explicit: According to him, fine art is
“a manifestation of creativity with no functional purpose [our italics], only aesthetic purpose”.
By contrast, engineering creativity “results from creativity with a purpose [our italics]”. This
purpose is to create products (in the broadest sense of the word – including physical objects,
complex systems and processes), that, to repeat Horenstein’s definition, “perform tasks or
solve problems”. We refer to this as “functional” creativity. Its most important aspect is the
devices or systems that perform tasks or solve problems, i.e. its practically useful products.
products (e.g., Clifford, 1958; Gordon, 1961; Roe, 1952; Rossman, 1931), this aspect of
creativity has not received as much attention as might be expected in recent years, perhaps
because modern research has been dominated by psychologists and educators. Writers such as
Albert (1990) have even concluded that it is too difficult to define creative products in a
practical, objective way, because the concept is so subjective, and have recommended
focusing instead on creative processes and characteristics of the creative person. Amabile
(1983) and Csikszentmihalyi (1996) gave support to this view by suggesting that “creativity”
observers, a term that they use to praise products that they find exceptionally good. This view
can be seen as a warning against reifying “creativity”, thus repeating the mistake made by
treating “intelligence” as though it were a real and tangible entity rather than simply an
explanatory construct used to make sense of observable behavior. Despite this, we will show
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of functional creativity. In J. C. Kaufman and J. Baer (Eds.), Creativity Across Domains: Faces of the Muse,
Chapter 10 (pp. 169-185). New Jersey: Lawrence Erlbaum Associates Inc.
below that the creativity of products is not as diffuse a concept as might at first appear to be
the case. We believe that in a certain sense there really is creativity. The purpose of this
Burghardt, 1995; Dekker, 1995; Horenstein, 2002; Steiner, 1998) that (a) engineers must
produce products, and (b) creativity is a vital component of engineering practice and therefore
of the products they produce. Of course paintings, musical compositions, poems or novels, or
even systems of ideas as in, let us say, philosophy or mathematics are products. Some writers
would also argue that such products “perform tasks or solve problems” of their own kind,
creativity [our italics]”. Functional creativity involves as product either an effective complex
system of some kind such as a submarine or a business information system, or a process in the
logistics service). Each of these examples is drawn directly from a particular sub-
The idea of product thus has a particular quality in engineering that is different from its
meaning in the context of aesthetic creativity. We turn now to the issue of defining the
In principle, creativity can be regarded as either a cause (i.e., some power or capacity
in people that causes them to produce creative products), or as an effect (i.e., a property of
certain products that makes them creative and sets them off from other, noncreative ones). It
makes intuitive sense to examine creativity by looking at its effects (i.e., to focus on products)
in order to work out a model of functional creativity, although we will subsequently apply the
results in order to make suggestions for how to encourage engineers to be more creative (i.e.,
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of functional creativity. In J. C. Kaufman and J. Baer (Eds.), Creativity Across Domains: Faces of the Muse,
Chapter 10 (pp. 169-185). New Jersey: Lawrence Erlbaum Associates Inc.
creativity as cause). In essence we will work from specific products to develop general rules
(inductive thinking) and then reapply these rules to make specific suggestions (deductive
thinking). As Cropley (2002) argued, this way of working seems to be common in physical
and applied science, but is less common in social sciences, where the hypothetico-deductive
paradigm is more common (i.e., the general rule already exists at the beginning of research).
It seems more or less self-evident that the first characteristic of a creative product is
novelty—creativity always leads to something new. As the psychologist Bruner (e.g., 1962)
put it, creativity must create “surprise”. However, novelty (surprisingness) is not sufficient on
its own. If it were, every crazy idea or absurd suggestion would be creative. Thus, creative
products must be not only novel, but also relevant and effective (Bruner, 1962). This is
especially true of engineering: Bridges or buildings are not supposed to collapse, no matter
how unusual they are (although of course, some do). Thus, the first two criteria of functional
creativity are (a) relevance and effectiveness and (b) novelty. The order of these criteria is not
irrelevant: Although novelty seems intuitively to take precedence over effectiveness, our view
is that in the case of functional creativity there can be no discussion of creativity without first
dealing with the issue of effectiveness. To take a simple example, a bridge must first solve the
problem of getting traffic across a river. If it does not do what the engineers were hired to
build it for it is a bad product, no matter how beautiful or how surprising it is. Higgins (1994,
p.6) reiterates this is a more general, business sense when he states that “to be a true creative
product it must have value and not just be original. To be innovative, it must have significant
In this sense, functional creativity differs from other forms such as aesthetic creativity,
where novelty may have precedence. There may even be a conflict between the two ways of
looking at creativity. A famous example in our homeland is the Sydney Opera House. After
its high level of novelty. Its only fault is that it is a less than optimal venue for the large-scale
staging of operas, the purpose for which it was originally commissioned! Critics who
emphasize the criteria of functional creativity and insist that it should be capable of solving
the problem for which it was built (i.e., who place relevance and effectiveness before novelty)
are dismissed as soulless curmudgeons by those who give preference to the criteria of
aesthetic creativity.
In the case of aesthetic creativity, the relationship in products between relevance and
effectiveness, on the one hand, and novelty, on the other, may be more or less open, or even
optional. To take a simple example: A book might be acclaimed by critics for opening new
perspectives in literature and also sell well (i.e., be both novel and functionally effective).
However, it might sell well without critical acclaim (i.e., effectiveness without novelty), or be
critically acclaimed without good sales (novelty without effectiveness). All three
combinations might be regarded as involving creativity, only the combination of poor sales
creativity, the sequence is not optional. This can be demonstrated by a second Australian
example.
problems associated with the performance of a new class of diesel-electric submarine (the
Collins class) under construction for the Royal Australian Navy (RAN). By 1999 three of the
planned six submarines had been delivered to the RAN, yet there were serious and widely
publicized problems with the submarines. Aside from substantial delays in their completion
(the third boat was 28 months late in delivery) the report (MacIntosh and Prescott, 1999, p.6)
found that the submarines “cannot perform at the levels required for military operations”.
They further determined that six years after the launch of the first boat there were still many
outstanding deficiencies. Among the most serious problems were several that related
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of functional creativity. In J. C. Kaufman and J. Baer (Eds.), Creativity Across Domains: Faces of the Muse,
Chapter 10 (pp. 169-185). New Jersey: Lawrence Erlbaum Associates Inc.
specifically to the functional performance of the submarines (as military systems, rather than
simply as underwater vehicles). These included problems with the diesel engines, with the
submarines’ noise signature, with the propellers, the periscopes and the masts, and with the
combat systems. At the same time the report determined that “there has been much high
quality work carried out and the internal layout and the housekeeping of the boats are of a
This represents a clear case where relevance and effectiveness, in terms of the
fundamental purpose of the submarines, were lacking. The designers’ task was to provide a
system for seeking out and destroying enemy ships and submarines, something the Collins
class boats could not do effectively with defects such as an easily detectable noise signature
and defective combat systems. The aspects that received praise—for example the internal
and thus involve production of substantial novelty. However, the boats seem to offer an
example of novelty without effectiveness. According to the discussion above, this might be
would have literally fatal results. Thus, novelty is of necessity secondary to the functional
purpose of the system. Because of a lack of clarity on this, informed opinion in Australia is
sharply divided on whether the submarines are a success or not: The two sets of criteria
(aesthetic vs. functional) lead to different assessments of the boats, although because of lack
of clarity on the issues there is poor understanding in public discussions of how it is possible
1The situation is made more difficult by the fact that both politicians and senior officers in
the RAN have a vested interest in obfuscation, since they do not wish to be seen as having
made costly mistakes.
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Pre-Publication Version - Cropley, D. H. and Cropley, A. J. (2005). Engineering creativity: A systems concept
of functional creativity. In J. C. Kaufman and J. Baer (Eds.), Creativity Across Domains: Faces of the Muse,
Chapter 10 (pp. 169-185). New Jersey: Lawrence Erlbaum Associates Inc.
product is original, surprising and germinal), “resolution” (the product is valuable, logical,
useful, and understandable), and “elaboration and synthesis” (the product is organic, elegant,
complex, and well-crafted). Resolution refers to what we call relevance and effectiveness,
while elaboration and synthesis involve not the presence or absence of novelty but the nature
of the novelty. Taylor (1975) also emphasized relevance and originality. However, he went
“condensation” and “hedonics.” Generation and reformulation are related to novelty, but—
like elaboration and synthesis—complexity and condensation involve the nature of the
distinction between external criteria of the effectiveness of a novel product (i.e., does it
work?) and internal criteria such as logic, harmony among the elements of the product, and
pleasingness (i.e., is it beautiful?). Paradoxically, Taylor thus added what are to some extent
It is interesting to note that even untrained judges can agree on whether such criteria
are present in a product, and can do it in a consistent (reliable) way (e.g., Besemer and
O’Quin, 1987), while there is substantial agreement among raters, especially those who are
understanding of novelty, complexity, elegance, and the like, and can recognize them when
they see them. This is the phenomenon of consensus described by Amabile (1983). We will
Cropley and Cropley (2000) rated products designed and built by engineering students
(wheeled vehicles propelled by the energy stored in a mouse trap) on four dimensions:
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Pre-Publication Version - Cropley, D. H. and Cropley, A. J. (2005). Engineering creativity: A systems concept
of functional creativity. In J. C. Kaufman and J. Baer (Eds.), Creativity Across Domains: Faces of the Muse,
Chapter 10 (pp. 169-185). New Jersey: Lawrence Erlbaum Associates Inc.
new perspectives). They found that these dimensions could be assessed by an engineer acting
as rater with a substantial degree of reliability and with satisfactory validity (ratings of the
four dimensions had low correlations with each other and correlated with scores on a
creativity test in a logical way). In this chapter we propose a similar four-dimensional model
for defining the creativity of engineering products, i.e. of functional creativity. The four
dimensions are:
1. Relevance and effectiveness (the product solves the problem it was intended to
solve)
effective)
situations other than the present one and opens up perspectives for solving other
problems)2
problems. Indeed, the idea of solving a problem was emphasized by both Horenstein and also
Burghardt. The systematic relationships among the four criteria just stated becomes apparent
when they are related to a hierarchical model of problem solutions ranging from the “routine”
solution (characterized by relevance and effectiveness alone) at one pole to the “innovative”
with “original” and “elegant” solutions between these poles. This relationship is shown in
Table 1. The schematic in Table 1 can also be used to demonstrate the position of what we
2
Finally, most writers nowadays accept that a product must be ethical if it is to be acclaimed as creative (e.g.,
Grudin, 1990). Ethical issues are readily recognizable in areas such as biotechnology.
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Pre-Publication Version - Cropley, D. H. and Cropley, A. J. (2005). Engineering creativity: A systems concept
of functional creativity. In J. C. Kaufman and J. Baer (Eds.), Creativity Across Domains: Faces of the Muse,
Chapter 10 (pp. 169-185). New Jersey: Lawrence Erlbaum Associates Inc.
call “aesthetic” creativity. The table shows that each solution higher in the hierarchy
incorporates all the properties of solutions at lower levels, but adds something to them.
According to our criteria (see above) routine solutions are not creative, because the second
necessary criterion (novelty) is missing. This does not mean, however, that such solutions are
useless.
---------------------------------------
Insert Table 1 about here
---------------------------------------
For our purposes, the most important aspect of the four dimensional model of functional
creativity is that the dimensions form a hierarchy. Relevance and effectiveness, on the one
hand, and novelty on the other are fundamental and necessary conditions for a creative
product, but neither is sufficient on its own. Only when both are present is it possible to talk
about creativity. Furthermore, the first criterion (effectiveness) must be met before the second
(novelty) becomes relevant. Elegance and generalizability come higher in the hierarchy: It is
possible to talk about creativity without them and they are only interesting when the first two
The relationship among the criteria is also dynamic. To put this slightly differently, addition
of the criteria higher in the hierarchy adds value to those below them. To take the most
obvious example, novelty increases effectiveness. Elegance adds to both novelty and
effectiveness. Thus, although elegance and generalizability are not absolutely indispensable
for creativity, they add value to the creativity of a product. For an example of how
There is an interesting nexus of aesthetic values (e.g., elegance) and effectiveness that
reinforces the idea that elegant products tend to be more effective than inelegant ones. In our
terminology, elegance adds value. Rechtin and Maier (1997) quoted Wernher von Braun’s
aphorism: “The eye is a fine architect. Believe it!” This principle captures what is intuitively
understood by many engineers, namely that good engineering solutions usually look like good
solutions. In the language of functional creativity they are elegant and understandable. A
similar point was made by Einstein. He argued that it is not difficult to find solutions to
problems: The difficult part is finding solutions that are elegant (see Miller, 1992). Grudin
(1990) reinforced this idea when he gave his book the title “the grace of great things [our
italics]”. Such solutions not infrequently cause a more or less instantaneous “shock of
recognition” (Cropley, 1967, p. 21) when they occur, and provoke a “Why didn’t I think of
that?” reaction. To return to an earlier point, there is “consensus” among observers. Indeed,
an elegant solution may look so simple and obvious—after the fact—that viewers may
A further important point is that products do not occur in a vacuum. As both Miller
(2000) and Sternberg (1999) emphasized, creativity most commonly involves what Sternberg
called “propelling a field”, usually by adding to what already exists, seeing it in a new light,
transferring it to a new context, and so on. Bolts from the blue are the exception. A simple
example occurred when practices well known in the refueling of commercial aircraft were
transferred to Formula One motor racing. Although commonplace at the previous place of
work the practices were unknown at the new (i.e., in that context they were novel). Thus, the
generalizability of the practices added value to them and made them capable of being applied
in a new setting, where they were regarded as novel. Importantly, a change in the context or
particular purpose can also have the opposite effect, destroying the relevance and
effectiveness of a product, as can be seen in the Falklands War case study below. Thus, the
context determines creativity by defining not only a product’s relevance and effectiveness, but
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Pre-Publication Version - Cropley, D. H. and Cropley, A. J. (2005). Engineering creativity: A systems concept
of functional creativity. In J. C. Kaufman and J. Baer (Eds.), Creativity Across Domains: Faces of the Muse,
Chapter 10 (pp. 169-185). New Jersey: Lawrence Erlbaum Associates Inc.
also its degree of novelty. In a sense, creativity is not an aspect of the product at all, but of the
A case study
The dynamic nature of functional creativity can be illustrated by the following example from
produces many examples of engineering creativity. These examples are particularly valuable
for the present discussion because the criterion of effectiveness is often starkly obvious. As a
result, examples from war are very instructive, although we do not want to create the
impression that we are admirers of armed conflict. As the fighting in the Falklands developed,
both sides used high performance fighter jets. In the case of the British this was the “Harrier”
V/STOL (Vertical/Short Take-Off and Landing) aircraft operating from aircraft carriers, while
for the Argentineans it was “Mirage” and “Dagger” jets. Considered in isolation each
country’s aircraft met a particular need defined for that country’s anticipated military
operations. In the British case this was for jet aircraft capable of operating from aircraft
carriers within a given framework of cost and performance. In the case of Argentina it was for
supersonic land-based fighters to counter similar aircraft from potential adversaries. There is
little doubt that both countries considered the aircraft that they possessed to be relevant and
effective for their particular needs. Of course, if these aircraft had been intended for some
quite different task such as transporting passengers they would have been irrelevant and
ineffective, immediately changing the nature of their claims to engineering creativity. This
by what happened when the British and Argentinean aircraft met in combat. The British
aircraft quickly achieved superiority over the Argentineans, to the point that no British
Harriers were lost in air-to-air combat in the conflict, while they accounted for eleven
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Pre-Publication Version - Cropley, D. H. and Cropley, A. J. (2005). Engineering creativity: A systems concept
of functional creativity. In J. C. Kaufman and J. Baer (Eds.), Creativity Across Domains: Faces of the Muse,
Chapter 10 (pp. 169-185). New Jersey: Lawrence Erlbaum Associates Inc.
Argentinean fighters and a number of other, lesser aircraft. The particular capabilities of the
Harriers, on paper inferior to the Mirages and Daggers, became assets, because the context of
aircraft operations in the Falklands War forced the Argentinean aircraft to operate at low
altitudes, where their superior speed could not be capitalized upon. Although they would have
been relevant and effective in meeting a threat from other, similar, land-based fighter jets,
they were ineffective under the particular conditions of the fighting in the Falklands. The
context for which the Argentinean aircraft had been designed was not the one in which they
had to fight. This immediately rendered them far less relevant and effective than had been
thought to be the case. At the same time, the context enhanced the Harrier’s relevance and
effectiveness, since they were ideally suited to the actual combat conditions encountered. In
other words, the ability of the Harriers to function well in a setting that had not been foreseen
(i.e., their generalizability) added value to their novelty. Possibly more interesting, the
Harriers’ generalizability subtracted value from the Mirages and Daggers. Subtraction of
value is a special issue that becomes relevant when there are competing solutions, a situation
The case study also illustrates the dynamic nature of the other dimensions that define
functional creativity. The Harrier is regarded, in a general sense, as a novel aircraft. It has, for
example, the ability to fly backwards and to take off and land vertically. This is a quality that
is certainly original and surprising in fixed-wing aircraft. The Harrier possesses other
characteristics that were also hailed as highly innovative when it was first introduced into the
market. These qualities distinguish it from other aircraft. It is unique, unusual and at the time
it was introduced its capabilities would not have been anticipated by competing
manufacturers. The Mirages and Daggers, on the other hand, are routine high performance jet
aircraft. They have no particular features that set them apart from competing products. They
certainly do not evoke surprise. In fact it is likely that when introduced they represented a
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Pre-Publication Version - Cropley, D. H. and Cropley, A. J. (2005). Engineering creativity: A systems concept
of functional creativity. In J. C. Kaufman and J. Baer (Eds.), Creativity Across Domains: Faces of the Muse,
Chapter 10 (pp. 169-185). New Jersey: Lawrence Erlbaum Associates Inc.
combination of design factors that was entirely predictable and commonplace. This takes
nothing away from their ability to solve a particular problem (their relevance and
effectiveness in a given context), but means that they exhibit very little, if any, novelty, and as
we now know, a fatal lack of generalizability. We see then that relevance and effectiveness
generalizable creative product is capable of solving a given problem in a novel manner, even
The greater novelty of the Harrier had important consequences in the context of the
particular problem defined by operations in the Falklands War. Specifically the unusual and
surprising ability of the Harrier to use a maneuver known as VIFFing (Vectoring In Forward
Flight) made a significant improvement to its relevance and effectiveness. In air-to-air combat
the Harrier was able turn disadvantage into decisive advantage when being pursued by an
Argentinean jet, by suddenly VIFFing, or using the controllable exhaust nozzles of the engine
to alter speed and direction radically. This maneuver enabled the Harrier to jump out of the
path of a pursuing aircraft and rapidly reposition itself behind the attacker, and was almost
impossible for the conventional, routine Argentinean jets to counter. It thus transferred the
Harriers from a position of danger into a one where they could destroy the attacking aircraft.
There can be little doubt of the surprise that this tactic must have caused Argentinean pilots
who succumbed to it. The addition of generalizable novelty in the design of the Harrier added
value to its relevance and effectiveness. Furthermore, this novelty in the Harrier had the effect
of reducing the relevance and effectiveness of the Mirage and Dagger jets (i.e., it subtracted
displaying novelty, may or may not involve other criteria such as effectiveness. This raises the
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Pre-Publication Version - Cropley, D. H. and Cropley, A. J. (2005). Engineering creativity: A systems concept
of functional creativity. In J. C. Kaufman and J. Baer (Eds.), Creativity Across Domains: Faces of the Muse,
Chapter 10 (pp. 169-185). New Jersey: Lawrence Erlbaum Associates Inc.
possibility that, despite our earlier insistence on the necessity of effectiveness, even in the
case of functional creativity there may be two kinds of novelty that are worth taking seriously,
one kind that is actually observed to add value to the product (in terms of solving a particular
given problem) and another kind that has not yet been seen to do this, but may eventually do
so if and when appropriate problem conditions are encountered—a kind of abstract novelty
that yields potential creativity. We cannot dismiss large numbers of products as lacking
creativity simply because they fail to solve a particular problem in a given context. If we did
this, we would have had to rate the Harrier as lacking creativity if, for instance, it had chanced
effectiveness in this particular context, despite the fact that we have shown that the aircraft
has a great deal of novelty that gives it creative merit in an engineering sense, regardless of
the problem context, and that proved to be extremely effective when the right circumstances
occurred.
fundamental categories: (a) functional creativity and (b) “latent” functional creativity. If
neither of these applies, then any creative merit must, by definition, be (c) aesthetic creativity.
particular functional purpose, although this novelty has the potential to become
potential. “Functional” purpose is used here with the particular meaning worked out
above.
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Pre-Publication Version - Cropley, D. H. and Cropley, A. J. (2005). Engineering creativity: A systems concept
of functional creativity. In J. C. Kaufman and J. Baer (Eds.), Creativity Across Domains: Faces of the Muse,
Chapter 10 (pp. 169-185). New Jersey: Lawrence Erlbaum Associates Inc.
This distinction means that despite its lack of effectiveness as, let us say, a passenger
transport aircraft, the Harrier was not relegated to the status of “art”, but had latent functional
creativity that was realized when the product was placed in the appropriate context, i.e., used
as a low level fighter aircraft. It does not lose its novel abilities in the “wrong” context (e.g.,
as a means of mass passenger transport), but simply realizes no benefit from them, because of
an absence of relevance and effectiveness to the particular situation, which nullifies the
usefulness of its novelty in the setting in question, but not in absolute terms.
compete with a rival solution. In a sense this was the problem faced by the pilots of the
Indeed, this may be one of the main practical ways in which functional creativity differs from
aesthetic creativity. Although there are many examples of highly “commercial” aesthetic
creators such as some of the Italian painting masters or 5 cents a word authors, the artist does
not usually compete directly for market shares and the like, and many are reluctant to sell
their work at all. However, in the case of functional creativity, a novel product may have its
effectiveness and thus its functional creativity destroyed by its rival, in the way that, to take a
single example, the vacuum tube’s relevance was destroyed by the silicon chip. Nonetheless,
the vacuum tube continues to have been creative in its day, although it is no longer in general
use because of the existence of a more effective rival. The need to make a product’s value
robust in the face of a rival product or even capable of subtracting value from the rival
supports the importance of “loading” new products with novelty, and suggests several reasons
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Pre-Publication Version - Cropley, D. H. and Cropley, A. J. (2005). Engineering creativity: A systems concept
of functional creativity. In J. C. Kaufman and J. Baer (Eds.), Creativity Across Domains: Faces of the Muse,
Chapter 10 (pp. 169-185). New Jersey: Lawrence Erlbaum Associates Inc.
2. The product’s novelty may also give it the capacity to subtract value from a rival
However, since the nature of the rival may be unknown at the time a product is being
developed (i.e., the exact problem the product must solve may be unknown), added value
1999) showed that three-quarters of new graduates there are “unsuitable” for employment
thinking. A UK study (Cooper, Altman and Garner, 2002) concluded that the education
widely regarded as indifferent or even hostile to creativity, and empirical studies support this
view. Snyder (1967), for instance, showed that students at an American university who
preferred trying new solutions dropped out of engineering courses three times more frequently
than those who preferred conventional solutions. Gluskinos (1971) found no correlation
between creativity as measured by a creativity test and GPAs in engineering courses. Despite
this, the literature over the years demonstrates the existence of a continuing interest in
fostering the creativity of engineering students (e.g., Gawain, 1974; Masi, 1989; Olken,
1964).
Attempts in the past to train engineering students to be more creative have produced
mixed results. Rubinstein (1980) and Woods (1983) reported some success in training them in
(1986) showed that a program emphasizing divergent thinking increased the preference of
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Pre-Publication Version - Cropley, D. H. and Cropley, A. J. (2005). Engineering creativity: A systems concept
of functional creativity. In J. C. Kaufman and J. Baer (Eds.), Creativity Across Domains: Faces of the Muse,
Chapter 10 (pp. 169-185). New Jersey: Lawrence Erlbaum Associates Inc.
manufacturing engineering students for generating new solutions, although the study did not
report any changes in actual performance. Clapham and Schuster (1992) administered
creativity tests to engineering students from a variety of majors. About half of them then
and idea-getting techniques, while the remainder acted as controls. The statistical analysis
showed that the test scores of the trained students had increased significantly more than those
of the controls.
training might occur, and concluded that they can be attributed to programs’ ability to foster:
creativity and creative performance; (c) motivation to be creative; (d) perception of oneself as
capable of being creative; (e) reduction of anxiety about creativity; (f) experience of positive
mood in problem-solving situations. It is apparent that this list goes beyond simply thinking
Cropley and Cropley (2000) pursued Clapham’s analysis further in a study in which
engineering students received three lectures from a psychology specialist (the second author
of this chapter) on (a) What is creativity? (b) What has creativity got to do with engineering
students? (c) Why do engineers have problems with creativity? (d) What are the
psychological elements of creativity? (e) What are the characteristics of a creative product? (f)
How can you solve problems creatively? (g) What blocks creativity? Lectures also
practice and as a factor in developing a career in the field, nature of engineering creativity).
Finally, it was emphasized that creative products must not only be novel and germinal but
must also reflect a high level of engineering knowledge (i.e., be effective and relevant).
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Pre-Publication Version - Cropley, D. H. and Cropley, A. J. (2005). Engineering creativity: A systems concept
of functional creativity. In J. C. Kaufman and J. Baer (Eds.), Creativity Across Domains: Faces of the Muse,
Chapter 10 (pp. 169-185). New Jersey: Lawrence Erlbaum Associates Inc.
mousetrap.” It was emphasized that the novelty of their vehicle would be an important source
of points, although they were also reminded that it would have to be capable of propelling
itself, i.e., effective. They were also reminded of the four dimensions on which their products
the students were given individual “creativity counseling” based on the connection between
taking and their own behavior on a creativity test, for instance drawing their attention to
unfavorable aspects of their own personality such as fear of taking a risk or excessive
conformity.
Both longitudinal comparisons of test scores (before and after training) as well as
comparisons with the work of a control group indicated that the program had had beneficial
effects on participants’ originality of thinking and willingness to depart from the conventional,
as well as on the novelty of the machines they built. However, it is scarcely conceivable that the
brief training provided in this project would bring about profound and long-lasting changes in
show them a different way of solving an engineering problem that they found enjoyable, as
well as to give them a convincing demonstration of their own ability to come up with ideas. In
this sense, the study offers hints about how to influence the development of knowledge about
creativity and divergent cognitive strategies, as well as a positive attitude to novelty. However,
there seems little likelihood that such attributes will persist unless they are further developed by
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Pre-Publication Version - Cropley, D. H. and Cropley, A. J. (2005). Engineering creativity: A systems concept
of functional creativity. In J. C. Kaufman and J. Baer (Eds.), Creativity Across Domains: Faces of the Muse,
Chapter 10 (pp. 169-185). New Jersey: Lawrence Erlbaum Associates Inc.
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of functional creativity. In J. C. Kaufman and J. Baer (Eds.), Creativity Across Domains: Faces of the Muse,
Chapter 10 (pp. 169-185). New Jersey: Lawrence Erlbaum Associates Inc.
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Pre-Publication Version - Cropley, D. H. and Cropley, A. J. (2005). Engineering creativity: A systems concept
of functional creativity. In J. C. Kaufman and J. Baer (Eds.), Creativity Across Domains: Faces of the Muse,
Chapter 10 (pp. 169-185). New Jersey: Lawrence Erlbaum Associates Inc.
Kind of Solution
Criterion Original
Routine Elegant Innovative Aesthetic
Effectiveness + + + + ?
Novelty - + + + +
Elegance - - + + ?
Generalizabilit - - - + ?
y
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Pre-Publication Version - Kaufman, J. C., Baer, J., Cropley, D. H., Reiter-Palmon, R. and Sinett, S. (2013).
Furious Activity vs. Understanding: How much expertise is needed to evaluate creative work? Psychology of
Aesthetics, Creativity and the Arts, 7:4, pp. 332-340.
James C. Kaufman
John Baer
Rider University
David H. Cropley
Roni Reiter-Palmon
Sarah Nienhauser
Abstract
What is the role of expertise in evaluating creative products? Novices and experts do not
We describe two studies that examine how quasi-experts (people who have more experience
in a domain than novices but also lack recognized standing as experts) compare to novices
and experts in rating creative work. In Study One, we compare different types of quasi-
experts with novices and experts in rating short stories. In Study Two, we compared experts,
experts (regardless of type) seem to be appropriate raters for short stories, yet results were
mixed for the engineers quasi-experts. Some domains may require more expertise than others
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Pre-Publication Version - Kaufman, J. C., Baer, J., Cropley, D. H., Reiter-Palmon, R. and Sinett, S. (2013).
Furious Activity vs. Understanding: How much expertise is needed to evaluate creative work? Psychology of
Aesthetics, Creativity and the Arts, 7:4, pp. 332-340.
-- H. H. Williams
Popular and critical tastes in the arts occasionally align (such as the hit movie Avatar),
but more often are in opposition. For example, actors who have won the People’s Choice
Award include Adam Sandler, Kate Hudson, Vince Vaughn, and other stars who are unlikely
to impress film critics. In contrast, past acting winners of the National Board of Review
Awards include Lesley Manville, Jackie Weaver, Emile Hirsch, and other acclaimed but
Why does this discrepancy exist? One possibility is that it is a reflection of “highbrow
culture” and “lowbrow culture.” Rentfrow, Goldberg, and Zilca (2011) studied film, music,
book, and television preferences and found the high-low culture split regardless of the
entertainment medium. They also found a five-factor solution, with two factors relating to the
highbrow preference (aesthetic and cerebral) and three for lowbrow (communal, dark, and
thrilling). Notably, these preferences were related to cognitive and personality factors.
Measured intelligence was significantly and positively related to dark and aesthetic
preferences, and significantly negatively related to communal. The intellect personality factor
was positively correlated with aesthetic, cerebral, and dark, and negatively related to
communal and thrilling (Rentfrow et al., 2011). North and Hargreaves (2007) uncovered a
with higher incomes, intellect, and education. Winston and Cupchik (1992) found a
highbrow/lowbrow split in visual art; people with more artistic training preferred highbrow
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Furious Activity vs. Understanding: How much expertise is needed to evaluate creative work? Psychology of
Aesthetics, Creativity and the Arts, 7:4, pp. 332-340.
art. In the marketing world, Holbrook, Lacher, and LaTour (2006) studied why critically
acclaimed works tend to meet with tepid audience response and found that audience
judgment served as a mediating factor (i.e., laypeople and experts disagree aesthetically).
products. For example, the movie critics who vote on the National Board of Review awards
(and the industry members who vote on the Academy Awards) have a much higher level of
expertise than the average layperson. Both the critics and the professionals have spent years
either making or evaluating movies, comparable to the ten years of deliberate practice needed
to make a substantial contribution to a field (Ericsson, Roring, & Nandagopal, 2007). Most
laypeople, however, are novices. Somewhere in the middle are quasi-experts, such as amateur
movie buffs or people in the film industry who might be more removed from actual
Plucker, Holden, and Neustadter (2008) compared movie reviews from professional
critics (experts) to scores on user-driven websites such as the International Movie Database
(IMDb; these raters could be considered quasi-experts). Plucker, Kaufman, Temple, and Qian
(2009) extended the original study with a group of college students with no particular
experience with film. The critics showed the strongest reliability, followed by IMDb users,
and then the students. The IMDb users were highly correlated with both students (.65) and
critics (.72). However, the correlation between critics and students was notably lower (.43).
The question of how expert, quasi-expert, and novice aesthetic judgments are related
goes far beyond film, of course. There are also important implications for creativity. For
example, extensive work has looked at differences in actual creative performance and
problem-solving. Some research has examined the actual creative process (e.g., Voss, Wolfe,
Lawrence, & Engle, 1991), whereas other studies have investigated the relationship between
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Furious Activity vs. Understanding: How much expertise is needed to evaluate creative work? Psychology of
Aesthetics, Creativity and the Arts, 7:4, pp. 332-340.
expertise and rigidity in problem-solving (e.g., Bilalic, McLeod, & Gobet, 2008; Schooler &
Melcher, 1995).
The impact of expertise on a person’s reaction to a creative product has been less
examined. In one classic study, Hull, Tessner, and Diamond (1978) studied the ages of both
early accepters and continued rejecters of Darwin’s Theory of Evolution as proposed in The
Origin of Species. Based on these results, they proposed Planck’s Principle, which argues that
younger scientists are more likely to accept new ideas than older scientists (a subsequent
study, however, found contradictory results; see Levin, Stephan, & Walker, 1995).
common way to measure creativity is to ask raters to evaluate actual creative work. Initially
called “aesthetic judgment” and emphasizing the arts, this work initially started nearly 100
years ago (Cattell, Glascock, & Washburn, 1918; Child, 1962). More recently, Amabile
(1982, 1983, 1996) has established specific guidelines for using raters to evaluate creativity,
which she dubs the Consensual Assessment Technique (CAT). The CAT is typically used for
artistic efforts, including collages (Amabile, 1996; Hennessey, Kim, Guomin, & Weiwei,
2008), short stories and poetry (Baer, Kaufman, & Gentile, 2004; Baer, Kaufman, & Riggs,
2008; Kaufman, Gentile, & Baer, 2005), photo captions (Kaufman, Lee, Baer, & Lee, 2007),
photographic essays (Dollinger, 2007), designs (Haller, Courvoisier, & Cropley, 2010),
dramatic performance (Myford, 1989), and music compositions (Hickey, 2001). It is less
common to apply the CAT to non-artistic work, although there have been several studies
(Kaufman, Evans, & Baer, 2010), or solving everyday problems (Reiter-Palmon, Mumford,
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Aesthetics, Creativity and the Arts, 7:4, pp. 332-340.
Conceivably, the CAT could be used on any type of creative product and can be
thought of as a more formalized version of the kinds of ratings that many prize and grant
committees do when they invite groups of experts in a field to rank order a group of
According to the CAT, creative work should be assessed by experts. The question of
what type of expert should be used is its own debatable topic. Conceivable experts for
judging high school poetry could include professional poets, creative writing teachers,
literary journal editors, and perhaps even experienced English teachers or creativity
researchers. Most research has found that different types of experts have solid-to-strong inter-
rater reliability (Amabile, 1996; Baer et al., 2004; Cheng, Wang, Liu, & Chen, 2010). In
addition, different expert groups (i.e., teachers and writers) tend to agree with each other,
with correlations typically higher than r = .40 and often above r = .70 (Amabile, 1996; Baer
The relationship between expert and novice ratings of creative work is less
convergent. Lee, Lee, and Young (2005) applied generalizability theory techniques to expert
and novice ratings of flower designs. Their experts were professional artists who worked in
flower design and their novices were undergraduate students. They found low levels of inter-
rater reliability among the novices. They also calculated that the variance due to raters was
much lower for the experts, also indicating a higher level of agreement. Finally, Lee et al.
(2005) found that product-based variance — differences between the ratings given to
different products — was twice as high in experts as in novices. In other words, novices were
much less likely to be able to discriminate between different types of flower designs.
Hickey (2001) conducted an extensive study of novice and expert ratings of children’s
musical compositions. Her three composers did not agree with each other (and their ratings
could therefore not be used), but she did get agreement for theorists, three types of teachers
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Aesthetics, Creativity and the Arts, 7:4, pp. 332-340.
(instrumental, mixed, and general/choral), and samples of 2nd and 7th grade children. The
three types of teachers agreed with each other and with the music theorists. The two groups
of children agreed with each other. However, the children’s ratings did not correlate with
A series of studies investigated this question by domain. Kaufman, Niu, Sexton and
Cole (2010) collected both poetry and short stories by more than 200 college students. Both
samples of work were then rated by two different groups of judges: experts and novices.
There were poetry experts (all accomplished in publishing, critiquing, or teaching poetry)
who rated the poems and fiction experts (equally accomplished in their field) who rated the
short stories. The novices were more than 100 college students (separate from those who had
The novices were not found to be comparable to the experts, although the extent of
divergence related to the domain. For poetry, the correlation between the two sets of raters
was just r =.22 (Kaufman, Cole, Baer, & Sexton, 2008). The experts' ratings of the poems
were fairly consistent, with a coefficient alpha of .83. The novices' ratings were far less
consistent. Because coefficient alpha increases with the size of the group, the authors
assessed what the average inter-rater reliability would have been for any randomly selected
set of ten novice raters. The inter-rater reliability of groups of 10 novices was just .58. The
coefficient alpha for the full group of novice raters was .94, but getting this level of inter-rater
agreement required 106 raters. Even with the full contingent of 100+ novice raters and their
high coefficient alpha inter-rater reliability, however, the correlation between expert and
novice ratings was still quite low. Whatever one might argue was the basis of the novices’
The results were better for the short story ratings (Kaufman, Baer, & Cole, 2009). The
correlation between expert and novice ratings was .71. This indicates moderate levels of
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Aesthetics, Creativity and the Arts, 7:4, pp. 332-340.
agreement, certainly not acceptable for any kind of high-stakes individual assessment, but
possibly high enough for group comparisons in research. The experts had high levels of inter-
rater reliability (coefficient alpha of .92). The mean inter-rater reliability of randomly
selected groups of 10 novice raters was just .53, but using all 106 novice raters it reached .93.
It should be noted that even the moderate level of agreement (.71) between expert and novice
raters required more than 100 novices. Thus a very large number of novice raters managed to
produce creativity ratings somewhat similar to experts — good enough, perhaps, for some
Why might novices and experts disagree on creative work? Much of the work on this
question has focused on visual art and emphasizes different emotional and intellectual
responses. Leder, Gerger, Dressler, and Schabmann (2012) found that experts and novices
have different emotional responses to art, and emotion played a bigger role for novices in
their appraisal of art. Silvia (2006) compared novices to quasi-experts (people with some
background and training in the arts). He found that quasi-experts were better able to
understand complex pictures and, thus, also found them more interesting (Mills, 2001, found
comparable results). Locher, Smith, and Smith (2001) compared experts (art teachers) to
novices and found the experts better able to see paintings as being complex.
Brattico, and Jacobsen’s (2010) study of novices and expert approaches to music. They
physiologically measured how experts and novices responded to music. Müller et al (2010)
found that experts and novices showed different brain responses to different types of chord
progressions. Their results suggested that experts are better at perceiving music and can more
Most creativity researchers would prefer to use novices instead of experts if possible
because of very practical reasons (Kaufman, 2009). Experts are hard to find, may expect
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Aesthetics, Creativity and the Arts, 7:4, pp. 332-340.
payment, and may be less likely to agree to rate a large number of items. Yet the research
suggests that simply using novices is not an appropriate substitute. One possible compromise
experience in a domain than novices but also lack recognized standing as experts. If an expert
poet has published in many literary journals and given multiple readings, a quasi-expert
might be an MFA candidate in creative writing emphasizing poetry. The studies on the use of
quasi-experts are encouraging to those who want to use expert raters but are encumbered by
Hekkert and van Wieringen (1996) looked at expert, quasi-expert, and novice
aesthetic preference. They found that the three groups tended to agree about some types of art
(figurative) but not others (abstract). Indeed, expert and novice judges were far apart in how
much they liked abstract paintings, with the quasi-experts in the middle. Amabile (1996)
reports a series of studies looking at experts, quasi-experts, and novices; although there is
often not enough information about the specific level of expertise of the raters to make
sweeping conclusions (see Kaufman & Baer, 2012, for a detailed discussion), quasi-experts
generally show agreement with experts. Kaufman et al. (2005) used gifted novices and
experts to rate stories and poetry; they found strong (if lower) inter-rater reliabilities for the
gifted novices, with correlations of r = .78 for poetry and r = .77 for short stories.
The purpose of the first study reported in this paper was to investigate how quasi-
expert judgments of creative work compared to both novice and expert judgments. We
predict that quasi-experts, regardless of their nature of expertise, will give more reliable
ratings than novices (H1). Further, these ratings will be more highly correlated with expert
ratings than novice ratings (H2). Finally, expert ratings will continue to show the highest
The second study will then see how these findings transfer to another domain.
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Study One
Method
Participants/Procedure
Four groups of quasi-experts were recruited for this study. The first group, Creativity
Students, consisted of 12 advanced undergraduate and graduate students (eight women and
four men) actively involved in creativity research. All 12 students had training in creativity
research, had participated in conducting experiments in creativity, and in most cases (nine of
have been used as experts in past work (Baer et al, 2004), and their ratings strongly correlated
There were three other groups of quasi-experts whose quasi-expertise was based on
their connection to the field of teaching. One of these groups consisted of 10 Elementary
Education majors (all sophomore and juniors, and all women) who were preparing to be
elementary teachers. Although not English majors, this group had at least some experience in
reading and grading student papers and in the study of creativity in their educational
expertise included 10 junior and senior Secondary Education/English double majors (one
man, nine women) who were preparing to be English teachers. The third group of teacher
quasi-experts consisted of nine currently employed English teachers with at least two years of
experience teaching English (six women, three men). Each of these quasi-expert raters
The material was taken from a past study (Kaufman et al., 2010) and consisted of 205
short stories written by college students. The sample that generated the stories included 54
men and 151 women, with a mean age of 24.20 years (SD = 8.73 years).
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Expert and novice ratings were taken from a past study (Kaufman et al., 2009). The
expert raters from the past study were ten professional writers (seven women, three men).
Five had MFAs in creative writing and three others had Ph.D.’s in English; all ten had been
published. Consistent with Amabile’s (1996) Consensual Assessment Technique, they never
Novice raters consisted of 106 college students from a California public university
who participated in the study for course credit. The novice sample included 25 men and 81
women, with a mean age of 21.17 years (SD = 6.21 years). Like the expert raters, the novice
1. There were two prompts: “Execution" and “2305.” Students could choose
either one and were asked to write a story with one of the two prompts as its
title.
2. Please rate each story for creativity on a scale of 1-10, with 1 being least
3. Please compare the stories to one another, not to some other standard.
These are not stories written by students who identify themselves as writers.
5. There is no need to explain or justify your ratings. Use your expert sense
to judge each story for its creativity (not for spelling, punctuation, etc. -- just
creativity).
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Data Analysis
The effectiveness of different rater groups was evaluated using two methodologies.
The first method evaluated the reliability of the ratings for each of the groups. Interrater
reliabilities were evaluated using Cronbach’s alpha. In addition, as the number of novice
raters was exceedingly large (which would increase their inter-rater reliability), the
reliabilities of random smaller samples were evaluated. Specifically, using a random number
generator, 10 novices were selected at random (equal to the number of expert raters), and the
interrater reliability was calculated on this subsample. The random sampling was repeated
100 times.
The three groups of raters were compared using correlations to determine whether the
rank order of the rated targets was similar across groups of raters. High correlations would
indicate that the raters across the different groups rated the targets (stories) in a similar
fashion. The same random samples were used to calculate correlations. To determine the
average across the random samples, Pearson correlation coefficients (r) were transformed
using Fisher’s Z, then averaged, and then the average was transformed back to the Pearson
Results
Reliabilities were high across all rater groups when using the full group (experts .93;
quasi-experts .97; and novices .99). When the 41 quasi-experts were broken down into the
four specific sub groups, reliabilities were somewhat lower (likely due to the smaller sample
sizes of 12, 10, 10, and 9) but were still high (.86 to .92). When evaluating the reliabilities for
the novices using random samples of 10 novices3, however, a very different picture emerged.
The reliabilities ranged from .35 to .75, with an average reliability across the 100 samples of
.53. These results indicate that a very large sample of novices may be as reliable as experts;
3
This analysis is new and more detailed than the original analysis presented in Kaufman et al, 2009.
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however, when smaller sample sizes are used (as is the case in most creativity studies),
novices are not reliable. In fact, novices perform fairly poorly. The highest inter-rater
reliability of the novice samples that was obtained was .75, but this occurred in just one of the
100 samples.
The correlations between the rater groups are presented in Table 1. All the
correlations are high indicating some degree of overlap in the rank order of ratings. As can be
seen, the correlation between experts and full group of quasi-experts was high (r = .89),
indicating that the two groups rate in a similar fashion. The lowest correlation was seen
between the experts and the 106 novices (r = .72). Further, when the specific subgroups of
quasi-experts were examined, the relationships between expert ratings and quasi-expert
ratings remained strong, especially for English teachers and Creativity Students. It is notable
that these relationships continued to be high, despite the fact that the specific groups were
smaller (about 10-12 quasi-experts, comparable to the number of experts in this study and
The results obtained using the 100 random samples of 10 novices provide a quite
different picture. The lowest correlation between experts and novices was .22 and the highest
was .76, with an average of .56. The correlation between quasi-experts and novices ranged
from .32 to .85, with an average of .66. These results indicate that while experts and quasi-
experts have a high degree of agreement regarding the creativity of the stories as indicated by
the correlations, novices’ judgments are not similar to those of experts. The overall
correlation (using the full novice sample) was still lower than quasi-experts. When smaller
samples were used, the correlations between experts and novices were even lower. Taken
together, this study suggests that novices are not appropriate substitutes for experts in
providing creativity ratings (consistent with Kaufman et al., 2009). However, quasi-experts
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seem to provide similar ratings to those of experts, both in terms of reliability and rank order,
Study Two
creative writing (Study 1), there is an extensive literature on how creativity differs across
domains (see Kaufman & Baer, 2005). It is important to explore whether these findings
would transfer to other domains. In particular, one key question is whether these results
would vary in a domain that requires a different level of expertise to become accomplished.
Although most domains take ten years of deliberate practice to become a creative
expert (Simonton, 1997), Simonton (2004, 2009) argues for a hierarchy within domains, with
“hard sciences” at one end of the extreme (highest), “soft sciences” in the middle, and arts
and humanities at the other end (lowest). Some of the variables that Simonton uses in his
model include the level of domain consensus. If people agree about the key components
needed to produce new work – in other words, if both the body of knowledge for the domain
is well-defined, and the means by which expertise is achieved is codified – then it is likely
that most, if not all, experts possess this knowledge. Novices without such expertise would
likely be at an even greater disadvantage for these domains than for domains in which there is
a high level of disagreement even at the expert level. Put simply, the differences between
novice, quasi-expert and expert, in domains in the “hard sciences,” are likely to be both larger
in magnitude, and more sharply delineated, than the differences in a domain at the lower end
of Simonton’s spectrum. This concept is also in accord with Amabile's (1983) suggestion that
the more esoteric or specialized the field, the more narrow the range of possible experts.
Simonton (2009) places the sciences higher than the arts and “hard” sciences (e.g.,
physics, chemistry) higher than “soft sciences (e.g., sociology, psychology). Klavans and
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Boyack (2009), in their mapping of the sciences, place both physics and chemistry as being
strongly tied to engineering. Indeed, the nature of the domain of engineering includes very
strong consensus about what is part of its body of knowledge. This is controlled, and
codified, in two ways in countries like the United States and Australia. First, national
accreditation bodies like the Accreditation Board for Engineering and Technology (ABET) in
the United States set out what knowledge is required to turn novices into (quasi) experts
and/or state-based professional bodies then certify practitioners at one or more levels of
and expert. Entry into any one of these requires a formal assessment of the candidate’s
fluency (their level of familiarity with the domain’s body of knowledge), their domain-
This may be contrasted with the process by which a creative writer achieves expertise.
That is not to say that one is any more or less expert than the other; only that the manner in
which the body of knowledge in each domain is defined is very different, and the means by
which a person moves from one level (novice, quasi-expert and expert) to another is very
distinctive.
The manner in which creativity is understood across the spectrum of domains may
also be very different. In domains like engineering, the greater level of consensus and
codification of the body of knowledge imposes constraints on creativity that may not be
present in domains like creative writing. Cropley and Cropley (2005, 2008, 2010) sought to
creativity. They argued that, in the practical world of engineered products, processes,
systems, and services, the most important aspect of an artifact that excites admiration in the
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beholder is not novelty, but the product’s ability to meet customer needs, i.e. its effectiveness.
An automobile, for example, must transport people quickly, economically and comfortably
over long distances. If it fails to satisfy requirements like these, then it lacks effectiveness and
thus cannot be regarded as creative, no matter how novel it is. This reflects the constraints
engineering is permitted, and valued, but only in certain ways, and at certain times.
The purpose of Study 2, then, was to explore the nature of judgments of creative work
the findings from domains such as creative writing transfer to a domain such as engineering
where the boundaries between levels are thought to be greater and more sharply delineated?
In Study 2 we predict that quasi-experts will give more reliable rating than novices (H1) and
that these rating will be more highly correlated with experts than with novices (H2). We
further predict that expert rating will show the highest levels of reliability (H3).
Method
Participants/Procedure
Three groups were recruited for this study: a small group (N=15, all male) of
large group (N=274, 34 males, 226 females, 14 did not provide gender information) of
American students taking a psychology class at a California public university, who served as
novices.
Two key characteristics of judges emerge as the criteria by which experts, quasi-experts
and novices are differentiated from each other in this study. Amabile (1996) notes the
importance of “experience with the domain in question” (p. 41), while Stein (1974) highlights
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the acceptance of the product by an organized group within a domain. For the purposes of
Study 2, novices were therefore selected on the basis that they possessed neither domain-
relevant experience (in this case “engineering”) nor were they members of an organized,
Membership of the expert group was restricted to participants who had a minimum of a
(satisfying the requirement for experience within the domain) and who held a professional
membership (CPEng) with Engineers Australia (satisfying the requirement for membership of
a domain-relevant group).
Membership of the quasi-expert group was restricted to participants who were enrolled in
the first year of a Bachelor of Engineering degree. While the quasi-experts also satisfy the
differ from the experts primarily by virtue of the degree of their experience. It seems
reasonable to assume that first-year engineering students possess greater domain experience
engineers. The question of whether this is sufficient to distinguish quasi-experts from novices
Participants were directed to a website where the measures were hosted online.
Participants were presented, sequentially, with an image of one of five different mousetraps
of varying designs. Images of the mousetraps were selected from Google image search to
represent a diverse range of possible mousetraps. Participants were asked to rate each of the
Overall Creativity – the degree to which the mousetrap is creative, using your own
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Relevance /Effectiveness – the degree to which the mousetrap fulfills the function for
Elegance – the degree to which the mousetrap is well-made, complete and pleasing to
the eye.
Genesis – the degree to which the mousetrap opens up new perspectives and the
problem.
Each item was rated using a 5-point Likert-type scale (ranging from “very low” through
“medium” to “very high”) to indicate the degree to which the item applies to the given
mousetrap.
Data Analysis
In a similar fashion to Study 1, the effectiveness of the different rater groups (novice,
quasi-expert and expert) was evaluated by assessing both the reliability of the ratings for each
group, and the correlations between groups. Also, consistent with Study 1, the reliabilities of
100 random sub-groups of 10 novices were selected to filter out the effects of group size on
reliability. Table 2 shows the results for reliability. The table shows values both for Overall
Creativity (comparable to the ratings of creative writing made in Study 1) as well as values
for the four dimensions of a creative product, defined by Cropley and Cropley (2010) in their
model of functional creativity. Table 3 presents the correlations between pairs of groups
results are shown for the full group of Novices, as well as for random samples. Similar to
study 1, to obtain the average correlation between the novice random samples and the other
two groups (experts and quasi-experts), these correlations were first transformed using
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Fisher’s Z, then averaged, and the value was then transformed into a correlation which was
used in Table 3.
In relation to Overall Creativity, reliabilities for the three groups showed the same
pattern as Study 1. Novices had the highest level of reliability (.98), followed closely by
quasi-experts (.93). Experts had an acceptable level of reliability (.86), but lower than that of
the other two groups, likely as a result of the low number of raters relative to the other two
groups. Using random samples of novices, the results shifted, and the average reliability was
considerably lower (.66) and now well below that of the other groups. Of particular note is
the range of values of average reliability in the samples of novices. The lowest average
reliability for Overall Creativity for the novices was close to zero (.06).
The correlations for Overall Creativity, between experts and quasi-experts, were
moderate (r = .52), indicating that for this task, experts and quasi-experts differ to some
extent in their ratings. The correlations indicated that novices (when using the full sample)
were very similar to quasi-experts (r = .96). When random samples of novices were used, the
range of correlations with quasi-experts was large (r = .27 to r = .99), however the average
Correlations between experts and novices were more discrepant. The correlation between
novices and experts, using the full sample of novices, was low (r = .29) indicating little
overlap between expert and novice ratings, further, using the random samples of novices,
When evaluating the reliabilities for the other rating scales (Table 2), the full sample
of novices performed reliably (> .94); indeed, they typically outperformed experts and quasi-
experts by a small margin. Overall, all three groups showed good interrater reliability as
measured by Cronbach’s alpha. However, when random samples for novices were analyzed,
as in Study 1, a different picture emerged. As with the reliability for Overall Creativity, the
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minimum value obtained for reliability for each of the scales was close to zero. While the
maximum reliability was adequate, this level of reliability was seen in only a fraction of
random samples. The average reliabilities based on all 100 samples ranged from .48 to .63 –
most would not be considered adequate for ratings of creativity. In contrast to the reliability
measures for Overall Creativity, a less stable picture emerges for the comparison of
reliabilities between experts and quasi-experts. In two cases (Elegance, Novelty) the
reliability of experts exceeded that of quasi-experts, while in the remaining two cases
The correlation data for the other rating scales (Table 3) indicate, in general, that
quasi-experts provided ratings that were more similar to those of novices than those of
experts. The relationships between expert ratings and those of quasi-experts and novices
were, however, somewhat varied depending on the specific scale that was used. For each
rating scale, experts tended to show a higher correlation with quasi-experts than with novices
(concentrating on the full samples), however the magnitudes of these correlations were highly
the random samples of novices were used to evaluate correlations, the range of correlations
was very large, with all scales having negative correlations between novices and experts as
well as quasi-experts at the minimum values. Based on these random samples of novices, all
correlations between experts and quasi-experts were higher than between experts and
novices. Again, these results indicated, in general, stronger similarities in ratings between the
quasi-experts and novices, likely due to the large number of novices used as raters in this
study; however there were some noteworthy exceptions that will be discussed below.
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Discussion
The results for Study 2 support the argument that the differences between novices,
quasi-experts, and experts are larger and sharper for a more highly structured and codified
domain (i.e. hard sciences in Simonton’s hierarchy). The net effect of this is that, in contrast
to Study 1, quasi-experts, as defined in this study, were poor substitutes for experts for the
purpose of evaluating overall creativity. The evaluations of overall creativity of the quasi-
experts in Study 2 showed a much higher correlation with the evaluations of novices (.85)
than with experts (.52). In both studies, however, it should be noted that there were
A somewhat more varied picture emerges for the evaluation of the four characteristics
of creativity. Two of these characteristics (Elegance and Genesis) showed the same pattern as
for Overall Creativity, namely, that quasi-experts were a poor substitute for experts. For
Genesis, in particular, the correlation between experts and both quasi-experts (.02) and
novices (-.05) was, in effect, non-existent. Conversely, one characteristic (Novelty) showed a
different pattern when compared to Overall Creativity. In this case, quasi-expert ratings
correlated quite highly with those of experts (.71) and did so more strongly than with novices
(.55). Novelty also showed high reliability (.90). Finally, the correlations for
Relevance/Effectiveness showed a third variation. In this case, ratings for all three groups
were moderately strong and broadly comparable (.78, .71, .65). This also suggests that quasi-
experts could function as substitutes for experts (noting also a reliability of .97 for quasi-
experts for this characteristic). Indeed, it suggests that of all the measured criteria,
Relevance/Effectiveness is the only one where an argument can be made that novices are
capable of substituting for experts, to a limited degree. While these results support previous
findings on the evaluation of overall creativity, and are consistent with hypotheses based on
Simonton’s hierarchy of domains, they provide some interesting insights into the role that
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criteria of creativity. There is widespread agreement (for example, Kaufman 2009) that the
two key components of creativity are novelty and appropriateness to the task at hand (likely
overall construct creativity, quasi-experts may be much closer to experts in their ability to
recognize what is new, original, and surprising. This finding may suggest that at least some
general predisposition to the domain, to form accurate judgments of novelty. Even more
interesting is the fact that very little domain knowledge may be required to form a reasonable
recognize if an artifact will do what it is supposed to do. By contrast, the criteria Elegance
and Genesis are more sophisticated and nuanced characteristics of creativity and the results of
Study 2 suggest that quasi-experts and novices are not able form judgments of these that are
comparable to experts.
for experts in relation to the evaluation of creativity in domains require lower levels of
domain-based knowledge to acquire expertise, Study 2 suggests that the larger and sharper
delineations of expertise, quasi-expertise, and absence of expertise found at the higher end of
the hierarchy of domains precludes the use of quasi-experts as substitutes for experts in the
evaluation of creativity. However, when creativity is broken down into more highly
more complex picture emerges. It appears that the core criteria that defines creativity (novelty
and appropriateness), may be more independent of the level of expertise of the observer,
while more sophisticated (and domain-dependent) criteria such as elegance and genesis
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Future research might investigate both the transferability of the latter finding back to
other domains such as creative writing. Many studies have had experts (Müller et al, 2010;
Amabile, 1996) and novices (Rawlings, Barrantes i Vidal, & Furnham, 2000; Turner &
Silvia, 2006) rate nuanced aspects of artistic work, from emotional response to technical
quality. Amabile (1996), for example, had experts rate artistic work on such dimensions as
Another area for future work might be to investigate the role that different levels of
quasi-expertise might play. In other words, is there a specific range of knowledge that is
needed to serve as a proxy for an expert rater? Does this amount of knowledge vary by
domain? Some of this work has been done on how people evaluate their own work. Silvia
(2008) asked people to pick their best responses to a divergent thinking task and then
examined if the chosen responses were the same as the responses chosen by outside raters.
Silvia found that people were able to discern their more creative responses reasonably well;
in addition, people more open to experience were more likely to choose accurately. At the
Big-C end of the spectrum, Kozbelt's (2007) analysis of Beethoven's self-critiques found that
research impacts ratings. There has been extensive work that examines how instructions
impact creative performance. Several studies have found that simply telling people to be
creative leads to more creative performance (e.g., O’Hara & Sternberg, 2001). Chen, Kasof,
Himsel, Dmitrieva, Dong, and Xue (2005) found these instructions improved creativity across
mathematical, verbal, and artistic domains (although to a lower degree for verbal).
Runco, Illies, and Reiter-Palmon (2005) found that telling someone to be creative in a
specific way (i.e., "think of things that will be thought of by no one else") resulted in higher
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divergent thinking scores than simply telling them to be more creative in a general way.
Runco, Illies, and Eisenman (2005) found an interaction between the instructions
(emphasizing originality, appropriateness, both or neither) and the type of DT task (realistic
appropriate ideas, and unrealistic tasks with originality-focused instructions produced more
original ideas. Niu and Liu (2009) compared three types of instructions: a control group (no
examples of how participants could be creative. They found that only the detailed instructions
However, this line of research has not been fully extended to seeing how people rate
creativity. Although one of the core tenets of the Consensual Assessment Technique is to not
provide training (Kaufman, Plucker, & Baer, 2008), the question has broader implications.
Dollinger and Shafran (2005) trained novice judges4 on aesthetic judgment by showing them
drawings from an entirely different study and the ratings that these drawings had received
from a panel of expert judges. They then compared the trained novice ratings and expert
ratings, and found the novices had strong reliability and generally agreed with the experts.
The question of whether such training could be done on-line (thereby using less resources)
and how much training is needed to increase novice or quasi-expert judgments has yet to be
answered.
Conclusion
On a practical level, expense of getting expert raters to look at creative work has
largely limited the Consensual Assessment Technique to research use. Finding a happy
medium might encourage more work with this technique, which allows a domain-specific
4
Possibly quasi-expert using our definitions
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levels of expertise leads to similar or divergent perceptions of creative work can yield insight
This study compared novice, quasi-expert, and expert ratings of creativity in two
domains, creative writing (short stories) and engineering (product design). Novices,
consistent with extensive past work (see, e.g., Kaufman & Baer, 2012) only showed
acceptable levels of reliability and expert agreement when used in excessively large numbers.
When the level of analysis was lowered to groups of 10, reliability and agreement was
drastically reduced. The utility of quasi-experts varied by domain. For creative writing, quasi-
experts showed strong reliability and expert agreement; in engineering, the results were
inconsistent and generally did not support the use of quasi-experts as raters.
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Aesthetics, Creativity and the Arts, 7:4, pp. 332-340.
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Furious Activity vs. Understanding: How much expertise is needed to evaluate creative work? Psychology of
Aesthetics, Creativity and the Arts, 7:4, pp. 332-340.
[email protected]. The authors would like to thank Alexander S. McKay, Kristen Ramos,
Paul Silvia, Dean Keith Simonton, and Arielle White for their assistance and suggestions
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Aesthetics, Creativity and the Arts, 7:4, pp. 332-340.
Table 1
Scale 1 2 3 4 5 6
1. Experts ---
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Table 2
Study 2 Reliabilities.
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Table 3
Overall Creativity .52 .96 .27 .99 .85 .29 -.45 .89 .35
Elegance .60 .96 -.38 .99 .86 .38 -.30 .70 .42
Genesis .02 .92 -.48 .99 .71 -.16 -.78 .99 -.05
Novelty .71 .75 -.80 .98 .55 .08 -.90 .96 .15
Relevance/Effectiveness .78 .88 -.79 .99 .71 .79 -.82 .99 .65
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In S. Moran, D. H. Cropley and J. C. Kaufman (Eds.), The Ethics of Creativity, Chapter 8 (pp. 152-169).
Basingstoke, UK: Palgrave MacMillan Ltd.
Creativity has, since J P Guilford first suggested divergent thinking as a component of human
cognition (Guilford, 1950), long been associated with positive qualities, characteristics and outcomes.
On the one hand, Bruner (1962) saw creativity as a defining characteristic of human intelligence,
distinguishing it from impersonal, cold, machine intelligence. A. J. Cropley (2010) drew together
these positive views which he suggested see creativity as “a principle of nature and that it is, by
definition, a universal beneficial force fostering growth and rebuilding in all organic systems” (p.2). In
parallel with this view, creativity has also long been seen as good for the individual, and is associated
with many positive personal properties such as courage, openness to experience and flexibility, as
well as offering beneficial effects for mental health (A. J. Cropley, 1990). Adding to these positive
perspectives, creativity is also understood to be vital culturally and organizationally (Oral, 2006) “for
shaping…future orientations and actualizing reforms in political, economic and cultural areas” (p.65)
and economically (A. J. Cropley, 2010) “as the key to meeting challenges…arising from technological
advances, social change, globalization, and now the global financial crisis” (p.3). In fact, whether
creativity is defined and studied in relation to the person, the process, the product or the press
(environment) – namely, the 4Ps (Rhodes, 1961) – there is a great deal of attention paid to the
However, more recent attention that has been given to the contrasting, dark side of
creativity (e.g., D. H. Cropley, Cropley, Kaufman, & Runco, (2010); D. H. Cropley, Kaufman, & Cropley,
(2008)) serves, among other things, to shift focus to why most creativity is good. If malevolent
creativity is (D.H. Cropley, et al., 2008) “…creativity that is deliberately planned to damage others”
(p.106), why is a very significant proportion not like this? D. H. Cropley (2010) grouped personal
properties, including feelings and motivation, under the banner of intent, to explain why some
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In S. Moran, D. H. Cropley and J. C. Kaufman (Eds.), The Ethics of Creativity, Chapter 8 (pp. 152-169).
Basingstoke, UK: Palgrave MacMillan Ltd.
creative endeavors are malevolent while others are benevolent. It is not difficult to see that an
individual’s ethics and morals play a role in setting the direction that this intent takes. Equally, the
nature of the environment, or press, within which creativity takes place also influences the outcome.
An organization’s framework of ethics and morals – an aspect of its culture – can reinforce, or
The purpose of this chapter is to examine the role that ethics and morals, both individual and
organizational, play in shaping creativity, in particular in engineering design. While that purpose and
focus is predominantly benevolent, the possibility of bad outcomes, whether accidental (negative
individual and organizational ethics and morals, in engineering design, it is inevitable that cases such
as exploding automobile fuel tanks (e.g. the Ford Pinto) and collapsing hotel walkways (e.g. the
Kansas City Hyatt) will enter the discussion and blur the lines between benevolent creativity and
malevolent creativity in engineering design. What role, if any, did individual and organizational ethics
and morals play in these outcomes? Are they examples of benevolent creativity gone wrong, or
deliberate, malevolent creativity? Regardless of how we classify them, what role did ethics and
morals play in the path from the first identification of a technological problem, to the
The ethical framework necessary to steer creative efforts in the right direction, however, generates a
paradox that forms the key idea of this chapter. Put simply, creativity requires freedom, openness
and flexibility, while ethical behavior implies constraint, limitation and control. How can the former
flourish in the presence of the latter? The two appear, on the surface, to be mutually exclusive.
A simple example of the paradoxical role of ethics in creativity can be found in the case of
the artist Andres Serrano’s infamous “Piss Christ”. If Serrano had felt bound by a code of ethics that
dictated that artists should not offend the religious sensibilities of the public, then it is likely that he
would not have created his notorious, and highly novel, work. Unfettered by such an ethical/moral
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In S. Moran, D. H. Cropley and J. C. Kaufman (Eds.), The Ethics of Creativity, Chapter 8 (pp. 152-169).
Basingstoke, UK: Palgrave MacMillan Ltd.
constraint, Serrano’s art was able to explore a much larger range of ideas that encompassed such
novel possibilities as “immerse a religious icon in a glass of your own urine”. The real or perceived
absence of an ethical constraint allowed Serrano to maximize his creativity. Even if we argue that a
real ethical rule was broken by the artist (as opposed to what we might think of as a softer
“guideline”), we cannot deny that his willingness to overlook this constraint had only a degree of
negative consequences for Serrano – his art was, in at least one case, defaced during an exhibition
(Silvia & Brown, 2007) and he was accused of blasphemy (D. H. Cropley & Cropley, 2013). Even for
those who were offended by it, we can argue that the negative consequences were relatively
innocuous – nobody was killed or injured as a result of the production of this work of art. Conversely,
it could be argued that the artist himself has been richly rewarded for his willingness to break rules,
and deviate from accepted norms – many saw it as daring, paradigm-breaking and highly effective (D.
H. Cropley & Cropley, 2013) and Serrano won a visual arts award for the work. Silvia and Brown
(2007) offer some insight into why Serrano’s piece might be viewed as creative. Citing Martindale
and Moore (1988), they explain that people exhibit a preference for art that is prototypical for its
category (let us assume, in this case, that the category is religious iconography). Where a work is not
prototypical for its category, people exhibit negative reactions. Non-prototypicality can be seen,
therefore, as synonymous with non-conformity and deviance from norms – qualities that are good
indicators of novelty, and thus creativity. In simple terms, the adverse reaction of many viewers can
be taken as an indicator of the creativity of Serrano’s work. The point of this example is that
By way of contrast, it is difficult to imagine the same kind of scenario (Serrano) playing out in
technological domain such as engineering design. An engineer, for example, will generally ignore the
prevailing rules and standards of behavior only at his or her peril. Not only does the engineer risk
personal sanction by breaking these rules, but the likelihood of negative consequences resulting from
uncontrolled novelty is greater. The case of the collapsed walkways at the Kansas City Hyatt, in 1980,
is a case in point. The engineer of record for the design of the hotel was charged with negligence,
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In S. Moran, D. H. Cropley and J. C. Kaufman (Eds.), The Ethics of Creativity, Chapter 8 (pp. 152-169).
Basingstoke, UK: Palgrave MacMillan Ltd.
incompetence and misconduct, and ultimately lost his license to practice engineering – all because of
a failure to check a design change and assess its risk (Horenstein, 2002; Voland, 2004). Thus, while
the design change that was made can be looked at as a novel solution to a particular problem, it was
not effective, as demonstrated by the collapse. Cropley and Cropley (2005) have argued that it is the
exhibited positive rewards and few negative consequences, engineering creativity, with a strong
dependence on effectiveness and usually a strong coupling to human users, is much more tightly
constrained. In terms familiar to researchers working with human subjects, the potential for harm
resulting from engineering products is much greater than that resulting from artistic products. In
engineering this idea of potential for harm is more commonly expressed in terms of risk. It’s hard to
see the designer of a breast implant, for example, being lauded by the public as a bold innovator for
her willingness to move outside of the ethical and safe design space and use, for example, pebbles
encased in an old gym sock as an implant, simply because this is novel. Even a cursory assessment of
risk – the potential for harm – would rule out this solution, no matter how novel.
ethics. Any ethical framework – any set of rules governing human conduct – imposes constraints on
what can and can’t be done in any given field of Endeavour. Where that field of Endeavour is the
“production of a perceptible product that is both novel and useful as defined within a social context”
(Plucker, Beghetto, & Dow, 2004, p. 49), i.e. creativity, then it seems self-evident that ethics will limit
what can be produced. In particular, where those products, and the social context, carry any
potential for harm, as is usually the case in engineering, the ethical considerations drive a process of
risk assessment and analysis that places severe constraints on what can and cannot be done.
between what is legal and what is ethical. Salcedo-Albaran et al. (2009) describe the differences
between statutory rules (i.e. laws) and customary rules (i.e. norms). Creativity, of course, involves
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Basingstoke, UK: Palgrave MacMillan Ltd.
rule-breaking, and rules constrain creativity, however when the rules that are broken are statutory in
nature we are more likely to perceive the product as illegal or criminal, while breaking customary
rules is more likely to be seen as positive and creative (p.155-156). The design novelty in the case of
the Kansas City Hyatt walkways was not, in itself, unethical or illegal. It was perfectly reasonable to
consider alternative ways of supporting the walkways. The failure was in the application of a
framework of ethical behavior – checking design changes, assessing their risk, certifying them as safe.
Ethics does not tell us what is statutory and what is customary, but instead tells us how we
The paradox that has been described – creativity requires freedom, but takes place within a
framework of rules that are inherently constraining – can now be examined in the specific case of
engineering design.
While it is true to say that engineering encompasses many varied activities, an essential core
– indeed, a defining characteristic – of engineering is design. Dieter and Schmidt (2012) remind us
that “… it is true that the professional practice of engineering is largely concerned with design; it is
often said that design is the essence of engineering” (p.1). Citing Blumrich (1970), they characterize
the process of design as “to pull together something new or to arrange existing things in a new way
to satisfy a recognized need of society” (p.1). Dieter and Schmidt (2012) describe the essence of
design as synthesis.
Horenstein (2002) contrasted design with other essential activities in engineering by focusing
on the process of solving problems. He stated that “If only one answer to a problem exists, and
finding it merely involved putting together the pieces of the puzzle, then the activity is probably
analysis … if more than one solution exists, and if deciding upon a suitable path demands being
creative, making choices, performing tests, iterating and evaluating, then the activity is most
certainly design. Design can include analysis, but it must also involve at least one of these latter
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In S. Moran, D. H. Cropley and J. C. Kaufman (Eds.), The Ethics of Creativity, Chapter 8 (pp. 152-169).
Basingstoke, UK: Palgrave MacMillan Ltd.
elements” (p.23). The core of engineering practice is therefore design, but that design activity
involves two stages: a stage of creative synthesis, followed by a stage of logical analysis. The first
stage is synonymous with divergent thinking (Guilford, 1950), while the second is synonymous with
convergent thinking. This may be illustrated as shown in Figure 1. Expressed in this way we can see
X1
..
Problem/Need Solution = X3
..
Xn
Figure 1 reminds us that the process of engineering design begins with divergent thinking. A
problem or a need – for example, “how can I distribute baked beans to consumers?” – arises, for
which we desire to create a technological solution. Traditional definitions of divergent thinking – for
example “thinking…that generates a variety of ideas” (Russ & Fiorelli, 2010, p.236) – as captured in
the Torrance Tests of Creative Thinking (Torrance, 1966), usually illustrate this process in the
following way. As part of an Alternate Uses test participants may be invited to think of as many uses
as they can for a tin can. Although there is no doubt that such a question does test divergent thinking
(e.g. it can be used as: a suit of armor for a mouse; a cup for drinking; one end of a communication
device), divergent thinking in engineering design (and, arguably, in any practical problem-solving
context) is manifest in a subtly different way. To illustrate the difference consider the fact that
engineers rarely select an object, for example a tin can, and ask “what are all the possible things I
could do with this object?” Instead, the more typical design process is that a question is asked, or a
problem posed – for example, “how can I distribute baked beans to consumers?” and a variety of
possible solutions are proposed (in a plastic bag; in my hand; in a tin can). Both examples represent
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In S. Moran, D. H. Cropley and J. C. Kaufman (Eds.), The Ethics of Creativity, Chapter 8 (pp. 152-169).
Basingstoke, UK: Palgrave MacMillan Ltd.
divergent thinking in the sense that a variety of ideas is generated in response to a question or
problem. However, in the former case the progression is really from solution (tin can) to possible
needs, akin to a version of the game-show Jeopardy in which there are many correct questions in
response to the given answer. By contrast, in the engineering design example, the progression is
from need (distribute baked beans) to possible solutions (including, among other things, a tin can). In
engineering parlance we can regard this as the difference between bottom-up design (“what need
can I satisfy with this object?”) and top-down design (“how can I satisfy this need?”).
The difference may seem trivial, and indeed, it is of little consequence to the definition of
divergent thinking. However, in the context of the complete design (or creative problem-solving)
process, where divergent thinking is followed by convergent thinking, it highlights an element that is
critical to any discussion of the interaction between engineering design, creativity and ethics.
Divergent thinking, in isolation, is free to consider any possible solution that enters the mind of the
designer. Thus there is, for example, no limit on the possible uses of a tin can, and no limit to the
number of ways that baked beans could be distributed to consumers. However, divergent thinking, as
the precursor to convergent thinking, and taking place within a creative problem-solving (or top-
down engineering design) process, does not have the same freedom. While it is true that there may
be an infinite number of ways that baked beans could be distributed to consumers, achieving a
practical solution dictates that many of these will be rejected during the stage of convergent
The reasons for rejecting solution options in the engineering design process may range from
cost (a solution is too expensive) and technical feasibility (a solution is impossible to implement) to
safety (a solution is demonstrably unsafe) and risk (a solution poses an unacceptably high likelihood
of a serious negative outcome). Each of these parameters introduces constraints that, in effect, limit
the available range of solutions from all possible solutions to a subset of feasible, practical solutions.
Furthermore, considerations of safety and risk are, at their core, questions of ethics and morality.
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In S. Moran, D. H. Cropley and J. C. Kaufman (Eds.), The Ethics of Creativity, Chapter 8 (pp. 152-169).
Basingstoke, UK: Palgrave MacMillan Ltd.
The preceding discussion once again highlights the paradox that is central to this chapter. At the
heart of top-down engineering design specifically, and creative problem-solving more generally, is
the ability to generate (Guilford, 1950, 1967) many different ideas (fluency), of different types
(flexibility), that are unusual (originality) and to develop these ideas (elaboration). This divergent
thinking characterizes creativity and depends for its success on freedom from constraint. The only
way that we hope to identify and develop effective, competitive, technological solutions to
engineering problems is to explore the largest possible design space, that is, to maximize fluency,
flexibility, originality and elaboration. At the same time, however, and in practice, we are bound by
constraints that place limits on that design space. Successful design is contingent on maximizing the
design space, while practical limitations act to minimize the design space. It would appear, therefore,
that it is not possible ever to realize fully successful design, because constraints do not permit the
designer to explore the unfettered, maximum theoretical design space (Figure 2) in which reside the
highly effective and novel solutions that satisfy needs and capture new markets. The designer must,
instead, settle for a limited and unsatisfactory available design space (Figure 2) that is more likely to
be filled with routine solutions that, while probably effective, lack the novelty that opens up new
Theoretical Design
Space
Constraint
Freedom
Available Design
Space
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In S. Moran, D. H. Cropley and J. C. Kaufman (Eds.), The Ethics of Creativity, Chapter 8 (pp. 152-169).
Basingstoke, UK: Palgrave MacMillan Ltd.
The literature of creativity rightly devotes a great deal of attention to the range of factors that can
inhibit or foster the generation of effective novelty. From early in the modern creativity era,
following Guilford’s seminal work (Guilford, 1950), research has examined four main facets of
creativity: Person, Product, Process and Press (e.g. Rhodes (1961) and MacKinnon (1978)). The
constraints that inhibit creativity can be therefore be grouped under these categories.
Osborn (1953), for example, described the importance of Process and sought to address the
constraints associated with the misapplication of divergent and convergent thinking by defining a
strict process in the form of Brainstorming. Indeed Osborn’s description of the creative problem-
solving process could be characterized as a model of stage-specific constraints, the sources of which
are the 4Ps (Rhodes, 1961) of creativity: Person, Product, Process and Press. More recent work on
Process, and descriptions of more recent versions of the creative problem-solving process, includes
that of Puccio and Cabra (2009), Puccio at al. (2005) and also Isaksen and Treffinger (2004).
Cropley and Cropley (2012) have described a phase model of the process of innovation that
illustrates the relationship between the stages of creative problem-solving and the 4Ps (Figure 3). For
example, during the stage of Generation, they argue that divergent thinking is the dominant Process,
while in the subsequent stage of Illumination, convergent thinking is most active. They reason,
therefore, that a stage-specific constraint at this point in the process would be the potential barrier
in transitioning from divergent to convergent thinking. In other words, premature analysis, judgment
and criticism (i.e. convergent thinking applied too early) would interfere with the successful
execution of the Generation stage, preventing the exploration of the fullest range of possible
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In S. Moran, D. H. Cropley and J. C. Kaufman (Eds.), The Ethics of Creativity, Chapter 8 (pp. 152-169).
Basingstoke, UK: Palgrave MacMillan Ltd.
Preparation Activation Generation Illumination Verification Communication Validation
Person
Creative problem-solving, in the general sense, seeks to address this conflict between
freedom and constraint by quarantining the stages of the process from each other, minimizing any
contamination of one by the other. Similarly, it is possible to identify other stage-specific constraints
in this model, derived from the relationship between the 4Ps (Product, Person, Process and Press)
In addition to the stage-specific constraints described in the previous section, we propose that there
are also stage-independent constraints that arise across all stages of the design process, and which
can be traced to aspects of Person, Process, Press and Product. In engineering design, the impact of
morality and ethics is an example of this. To understand how ethics impact on engineering design,
and the role of ethics in constraining the engineering design space, it is necessary to consider four
Utilitarianism
This theory, originating with the philosopher John Stuart Mill (for example, Mill (2007)) seeks the
maximization of human well-being. It is a collectivist approach to ethics in that the focus is on the
well-being of an entire society, and not of individuals. Utilitarianism can be regarded as being
concerned with the balance between good and bad consequences, or benefits and costs, to society
that arise from solutions to engineering problems. Two forms of Utilitarianism: act and rule, have
also been described (Fleddermann, 2004). Act Utilitarianism may be considered to apply to the
outcomes of design (products), and dictates that products should be judged based on whether the
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In S. Moran, D. H. Cropley and J. C. Kaufman (Eds.), The Ethics of Creativity, Chapter 8 (pp. 152-169).
Basingstoke, UK: Palgrave MacMillan Ltd.
greatest good results from a given situation, allowing for rules to be broken to achieve this. Rule
Utilitarianism, by contrast, dictates that moral rules have primacy. In engineering, a moral rule such
as “do not harm people” transforms into a design rule requiring the same, and places a global
constraint on the design process. No matter what stage of the design process is active; Rule
Utilitarianism dictates that no engineering solution will be considered that is likely to lead to death or
injury. Thus it permanently closes off certain regions of the design space, as no-go areas, no matter
how creative they might be. Utilitarianism may be considered a source of stage-independent
Duty Ethics
This ethical theory, regarded as originating with the philosopher Immanuel Kant (Kant, Wood, &
Schneewind, 2002), can be associated with the Person in our stage model of creativity and
innovation. In Duty Ethics, we think of a set of ethical actions that can be written down as a list of
duties. If the individual (and the organization?) follows his or her duties – for example, “be honest”,
“don’t cause harm to others” – then the actions which result, in this case in the design process, will
be ethical. Thus the duty to cause no harm to others leads to both the individual and the organization
developing solutions to problems that are safe. In the context of the design process this represents a
set of constraints that derive from the Person and Press, and which exert their influence across the
entire design process. Certain solution options are never considered because they would violate the
Rights Ethics
This ethical theory is closely associated with Duty Ethics, but is framed from the point of view of the
customer in the context of the engineering design process (Fleddermann, 2004). Whereas Duty Ethics
spells out the fact that individuals (and organizations) have a duty to protect others, Rights Ethics
spells out the rights of individuals that others have a duty to protect. The impact is essentially the
same for the engineering design process – the duties of the individual designer/design organization,
and the rights of consumers of the outcome of design combine to create a set of constraints that
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In S. Moran, D. H. Cropley and J. C. Kaufman (Eds.), The Ethics of Creativity, Chapter 8 (pp. 152-169).
Basingstoke, UK: Palgrave MacMillan Ltd.
limit what can and can’t be considered in the engineering design space. Even if by closing off this part
of the design space we lose access to a range of solutions that meet other criteria, we cannot
consider them at any point because they would violate fundamental, unbreakable constraints.
Virtue Ethics
Virtue Ethics (Hursthouse, 1999) holds that “actions are considered right if they support good
character traits (virtues), and wrong if they support bad character traits (vices)” (Fleddermann, 2004)
(p.38). Responsibility and honesty are important virtues that flow through into engineering design.
Virtue Ethics (Virtuous engineers do not consider options that are irresponsible, dangerous = constraint)
Person
Duty Ethics (Engineers have a duty to protect the rights of consumers = constraint)
Virtue Ethics (Virtuous organizations seek to look after their customers = constraint)
Press
Duty Ethics (Moral agents seek to protect the rights of consumer = constraint)
Fleddermann (2004) raises an important issue that adds a level of complexity to the question of
ethics in engineering design, and constraints on creativity. In simple terms “is there a difference
between the ethics practiced by an individual and the ethics practiced by a corporation?” (p.38). If
we are correct, and Press is a source of stage-independent constraints in engineering design (Figure
4), then organizational behavior must play a role and corporations must have some degree of moral
agency. In other words, it must be possible to hold a corporation to account for its actions. However,
doing so creates further constraints on the available design space in engineering design.
Safety and risk play an especially significant role in constraining engineering design. They represent
an outward manifestation of all of the ethical theories. Whether prompted by Process (i.e. design
rules traced to rule utilitarianism) or Person (i.e. good behaviors traced to virtue and duty ethics) or
Press (good corporate citizenship traced also to virtue and duty ethics in the context of moral
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Basingstoke, UK: Palgrave MacMillan Ltd.
agents), or Product (cost-benefit considerations derived from general utilitarianism), safety and risk
stand out as significant constraints on design, and therefore limiting factors on creativity in
engineering design. For example, if safety and risk were not factors in automobiles then designers
would be free to consider solutions to the underlying need that encompassed much higher speeds,
lighter-weight materials, an absence of safety devices such as seat belts, more aerodynamic shapes,
more energetic fuels, etc. Considerations of safety and risk, however, do exert an influence on the
While there is an implied warranty in engineering design (namely, that products will be safe
to use), a dilemma faced by designers is that nothing can be completely safe. Engineers, however,
are required to make products as safe as reasonably possible. For this reason safety plays a
pervasive, constraining, role in engineering design. To judge whether a design is safe or not
Fleddermann (2004) describes four criteria that must be met. We can see links to the Kansas City
Hyatt walkway collapse in each of these. From the point of view of engineering design and creativity,
these criteria spell out the constraints that exist in the design process. The first is that, as a minimum,
a design must comply with applicable laws. The second is that a design should meet accepted
standards. The third is that “alternative designs that are potentially safer must be explored” (p.65).
This particular criterion is significant because doing so introduces an opportunity for creativity and it
is this reintroduction of creativity that gives us an opportunity to expand the available design space
back into the theoretical design space (see Figure 2). The fourth criterion is that engineers must
attempt to predict the ways that a product might be misused by the consumer and then design a
product to avoid these problems. This criterion also introduces an opportunity for creativity that
The reaction to these latter two criteria is perhaps the most obvious way that engineers can
offset the effects of ethical constraints on the theoretical design space. Although the ethical
constraints initially appear to limit the design space to a subset of the theoretical maximum, the
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Basingstoke, UK: Palgrave MacMillan Ltd.
introduction of new design problems based on these criteria for safety in fact represent a
In the language of system design and requirements, the first step in design is identifying a set
of requirements – a set of statements that express the purpose of the thing to be created and
constraints on that design. In engineering design there are at least two ways that ethics plays a role
here. First, bearing in mind that requirements form a set of criteria by which a product is tested,
ethics drives a move to ensure that a full set of requirements even exists. In other words, a narrow
view would be to say that because there was no explicit, expressed requirement for the system to be
safe, therefore there was no test in relation to safety that was failed; therefore, the system meets all
the requirements and is satisfactory. This is a sin of omission. Just because there is no requirement
for safety, for example, does not mean that the system is therefore inherently safe. An ethical
framework therefore demands that the set of requirements that dictates the design space is, by
definition, complete in all respects, including covering things like safety. Second, there is the specific
introduction of ethically-driven requirements that limit the design space. In the language of
engineering design we talk of non-functional system (NFS) requirements – those specific statements
that spell out constraints on the whole system. These include safety, cost, possibly size, weight, and a
range of other factors often call “ilities”, such as maintainability, reliability, etc. Not only do these
NFS requirements impose constraints, or limitations, on the design space, shrinking it to a subset of
the possible solutions, they also introduce the possibility of trade-offs. The implication of trade-offs is
that certain qualities of the solution – its cost, size, weight and safety –are negotiable and, indeed,
are frequently in conflict. Take as an example the famous case of the Ford Pinto. Fleddermann (2004)
points out that there were, in effect, two competing NFS requirements at odds – cost and safety.
Setting an upper limit on cost, for example, imposed a practical upper limit on safety that fell below
the minimum required for actual safe operation. The only way that designers could balance this was
to violate one of the NFS requirements (in this case, safety). The upper limit on cost then directly
constrained the design space to a subset of solution options that were unsafe.
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Basingstoke, UK: Palgrave MacMillan Ltd.
This situation creates an apparent paradox. The only way to satisfy the requirement for
safety (apart from ignoring it) is to violate the requirement for cost. In the case of the Ford Pinto,
management dictated that cost was the primary consideration, so that the engineers were faced
with the dilemma of how to satisfy the requirement for safety. The solution, in plain terms, was to
soften the requirement for safety to the point that the chosen solution met it. The role of creativity
here is to re-expand the design space (shrunk by the cost and safety constraints) back to the point
that it included safe solutions. However, such a requirement limits the design space to a subset of
the full, potential design space – in other words, only those solutions which meet the ethically-based
Engineering design problems begin with a theoretically unconstrained design space, where the
opportunity for creativity is at a maximum. This is then reduced to an available design space (Figure
2) by a range of ethical and other constraints. Because of a desire to recognize and realize the
benefits of creativity engineers nevertheless seek to offset the effect of those constraints. This can be
done in one of two ways. Either the engineer can ignore the ethical constraints (both statutory and
customary), and there are examples from the history of engineering design where this pathway has
been followed, although fortunately these are relatively rare, or, the engineer can rebalance the
ethical constraints as described previously, by shifting the design problem in new directions. Thus,
what appears at first sight to be a constraint, e.g. safety, in fact can be seen to function more as a
stimulus for redefinition of the problem, for which there is a new and different available design space
that is less constrained than the original design space. This side-step can be illustrated as shown in
Figure 5.
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Basingstoke, UK: Palgrave MacMillan Ltd.
Initial Theoretical
Design Space
Reformulated Available
Design Space
Available Design
Space
Therefore freedom and constraint in the context of engineering design are, in fact, entirely
reconcilable. Constraints, perhaps, need to be seen as highly contextual in nature. A constraint is only
a constraint under a certain set of conditions. It may be possible to remove, or at least side-step, a
constraint in a manner that does not violate overarching ethical considerations. Therefore, it is
entirely possible to devise ethical and creative engineering solutions. The limitations imposed by
ethical frameworks do not constrain design to the point that no creativity is possible and when
engineers reframe the problem it is still possible to generate effective novelty. The requirement for
ethics, although it will always limit to some degree the range of solution options, does not militate
against creativity, but can still serve as a stimulus for creativity provided we understand how the
process operates.
Conclusions
creates an apparent paradox. That paradox is expressed in the tension between a desire for freedom
and a requirement for constraint. In the engineering profession, ethics describes the set of rules and
standards that govern the conduct of engineers in their capacity as professionals. A framework of
ethics and morals in particular addresses the potential for harm that exists when engineering
solutions are created, and limits what can be done. At the same time, the defining creative, and
value-adding, activity of engineering – design – demands patterns of thought and behavior, both in
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Basingstoke, UK: Palgrave MacMillan Ltd.
the individual and the organization, that favor risk-taking, freedom from constraint and tolerance of
uncertainty. How is it possible to balance the need for freedom that creative design requires, with
The solution to this paradox may lie in how we make sense of those constraints. It is
tempting to see constraints only in terms of how they close off and limit the design space (Figure 2).
This view, however, ignores the creativity that can also be applied to how each problem is
formulated. If constraints, whether arising from ethical considerations or not, are first seen as a
stimulus to reformulating the problem, and not simply a barrier to design, then the design space is
not reduced. Instead, the design space shifts, or side-steps, into a region that unconstrained, or less
Thus, the necessity that gives rise to invention is not so much in the original need, as it is in
the flexibility and creativity that engineers apply as they reformulate a problem to accommodate
what can and cannot be done. Once we see constraints as a stimulus to creativity, and not an
impediment, it becomes clear that it is possible to devise ethical, creative engineering solutions, and
that the requirement for ethics does not militate against creativity.
References
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Pre-Publication Version - Cropley, D. H. (2014). Engineering, ethics, and creativity: N’er the twain shall meet?
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Abstract
Why is creativity important to engineering, and engineering education? The value that creativity and
innovation offer lies in their ability to facilitate the development of novel and effective technological
solutions to problems stimulated by change. There is, however, a disconnect between creativity,
innovation and engineering. Educational programs focus excessively on narrow and deep technical
specifications, with little or no room in the curriculum for developing the ability to think and act
creatively. Unless this disconnect is addressed through holistic changes to engineering education, we
risk producing engineers who are ill-equipped to tackle the problems sparked by increasingly rapid
change in society.
It is easy to call for creativity and innovation in engineering. It is rare, however, to see explanations of
why creativity and innovation are valuable to engineering. What do they offer? This question may be
the hardest to answer in engineering education. We can ask our students to embed creativity and
innovation in their designs – we can even teach them what this means – but if students do not see the
value of creativity and innovation to engineering, then our efforts may be in vain. Why should we
expect a student to take the risk inherent in the production of novelty, if they can play it safe with
conventional designs and products? Is it enough to make the rationale for creativity and innovation
simply one of grades – make it creative because you will get a better mark – or do we need to
demonstrate the value of creativity and innovation in a more concrete and practical way?
The value of creativity and innovation to engineering is rooted in the problems that engineers
solve, and the catalyst provided by change. Isaac Asimov wrote, “It is change, continuing change,
inevitable change, that is the dominant factor in society today. No sensible decision can be made any
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longer without taking into account not only the world as it is, but the world as it will be ...”5 Change –
for example, population change, climate change, security change, economic change, technology
change – drives the expression of new needs and the development of new technologies. Engineering –
as a problem solving process – connects those new needs and new technologies together. Because
creativity is concerned with the generation of effective, novel solutions, creativity and engineering are,
in essence, two side of the same coin. In fact, engineering can be characterized as a special case of the
more general process of generating effective, novel solutions to problems – i.e. creativity (D. H.
Cropley, 2015).
Three types of creative engineering problem solving and two types of routine engineering problem
solving can be identified from the preceding discussion, depending on how the process is initiated.
Where problem and solution are old (in the sense of precedented and well-defined) and the
engineering process involves matching these together, then the problem solving paradigm is routine
(but not unimportant) engineering replication (Figure 1). Where new problems remain tied to old
solutions – stagnation – no progress is made and the paradigm remains routine in nature.
In contrast, where new problems and new solutions must be matched, then the problem solving
paradigm shifts from routine to creative. Creative engineering problem solving can be further
characterized as either forward incrementation (where a new solution satisfies an old problem but does
so better, faster or cheaper); redirection (where a new solution opens up new possibilities and thus
satisfies a new problem) and; reinitiation (where a new problem can only be satisfied by a new
solution).
The importance of creativity to engineering now becomes clear. We need engineers who are
equipped – both technically and creatively – to generate the solutions sparked by change. There will
always remain a place for the application of engineering knowledge to the solution of routine – i.e.
well-understood, straightforward – problems. However, the accelerating pace of change in the 21st
5
Isaac Asimov, “My Own View” in The Encyclopedia of Science Fiction (1978) edited by Robert Holdstock; later published
in Asimov on Science Fiction (1981).
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century will drive a growth in new problems that require creative – in other words effective and novel
– technological solutions.
Solution
“Redirection”
“Forward (Technology-Push)
Incrementation”
New Creative
(Better, faster,
cheaper) “Reinitiation”
(Market-Pull)
The value and importance of creativity – the new solutions – also emerges in Buhl’s
discussion (p. 10): “we expend a great deal of effort in modifying modification rather than attacking
the problems at their core”. He notes, “Industries are continually being supplanted, not by
modifications but by innovations.” and illustrates this as follows: “Locomotives were not displaced by
modified locomotives but by a new approach [emphasis added] to transportation needs – the car.” (p.
10).
At a more general, psychological level Sternberg (2007) expressed a similar sentiment: “The
problems we confront, whether in our families, communities, or nations, are novel and difficult, and
we need to think creatively to and divergently to solve these problems.” (p.7). Creativity is of value
because it tells us everything we need to know about generating the solutions to these novel and
difficult problems – how to generate them; who can generate them; how to recognize them, and; how
to stimulate them. The key question is, how to build this into engineering education?
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If society is dependent on the ability of engineers, and other STEM professionals, to develop novel
and effective technological solutions to the problems that result from all forms of change, then it is
curious that there is not a stronger connection between creativity and all aspects of engineering.
Indeed, there appears to be a disconnect that may be most pronounced in engineering education.
There are many reasons that might explain this state of affairs. At a general level, there is the
inertia and resistance to change that constrains many entrenched systems. Engineering education has
done a reasonable job for many decades, and it is human nature to be reluctant to risk changing what
seems to be working (“If it ain’t broke, don’t fix it6”). This is compounded by a trend towards ever-
greater specialization in engineering. Programs proliferate, and it seems inevitable that the only way
they can be differentiated by departments competing for a finite study body, is to drill deeper into
narrow specializations. The danger, as Gandhi warned, is that “The expert knows more and more
about less and less until he knows everything about nothing.” What is lost in this over-specialization
may be general graduate attributes, skills and abilities: things like design, creative problem solving,
and abstract thinking. At a more practical level, there is also the problem that many engineering
faculty, university administrators and other stakeholders do not understand creativity and innovation
sufficiently well to do anything to change the system, even if they are motivated to do so.
In this paper, I first discuss the failure to embed creativity and innovation in engineering
education in more detail. I then attempt provide some practical help in tackling the problem in two
ways. First, at the general level, I state some guiding principles for creativity and engineering
programs. In other words, a set of creativity requirements that would, in an ideal world, drive the
design of engineering programs. Second, at a more concrete, specific level, I suggest elements of an
exemplar curriculum for a course on engineering creativity as a first step towards embedding
6The origins of this sentiment, explicitly stated, can be traced to The Preface to the Book of Common Prayer, dating from
the time of Queen Elizabeth I – “… common experience sheweth, that where a change hath been made of things advisedly
established (no evident necessity so requiring) sundry inconveniences have thereupon ensued; and those many times more
and greater than the evils, that were intended to be remedied by such change”.
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The failure of engineering education to address the need for creativity is reminiscent of the sentiment
stated in the 1996 report of the Alliance of Artists’ Communities (1996) which concluded, “American
creativity” is “at risk”. The problem is neither limited to the United States of America, nor to artistic or
aesthetic domains. Employers surveyed in Australia in 1999 lamented the fact that three-quarters of
new university graduates in that country show “skill deficiencies” in creativity, problem-solving, and
independent and critical thinking. Also in Australia, in 2013, the annual Graduate Outlook Survey
conducted by Graduate Careers Australia7 indicated that “Critical reasoning and analytical
skills/Problem solving/Lateral thinking/Technical skills” was third on the list of top selection criteria
for employers. More alarming, however, was that when asked to rate the employability skills of
graduates actually hired in 2013, employers indicated that only 57.3% exceeded average expectations
in problem solving – a figure that has been declining since 2009! Tilbury, Reid and Podger (2003)
The same trends are also found in other countries. In the United Kingdom, Cooper, Altman
and Garner (2002) concluded that the education system there discourages innovation. The British
General Medical Council, for example, noted that medical education is overloaded with factual
material that discourages higher order cognitive functions such as evaluation, synthesis and problem
solving, and engenders an attitude of passivity. Bateman (2013), meanwhile, reported on results of a
UK employment survey in the area of computer science and IT, and suggested that graduates in this
A similar picture has been reported widely in the United States in various sources. Recent
articles in Time8 and Forbes9 Magazines, for example, suggest that employers are frustrated by the fact
that new graduates are emerging from universities lacking skills in creativity and problem solving.
7 http://www.graduatecareers.com.au/wp-content/uploads/2014/03/Graduate_Outlook_2013.pdf
8 http://business.time.com/2013/11/10/the-real-reason-new-college-grads-cant-get-hired/
9 http://www.forbes.com/sites/ashoka/2014/03/04/two-sides-of-the-same-coin-the-employment-crisis-and-the-education-
crisis/
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The problem does not seem to be confined to universities. Even though research was
indicating, more than 25 years ago, that most teachers claimed to have a positive attitude to creativity,
properties and behaviors actually associated with creativity are frequently frowned upon in 21st century
classrooms in many different countries Evidence summarized by Cropley (2001) suggests that teachers
discourage traits such as boldness, desire for novelty or originality, or even actively dislike children
who display such characteristics. The disconnect is manifest in calls for creativity, coupled with
limited efforts to foster its emergence, or even dislike of people who display it.
The situation in engineering education appears to be similar. The United Kingdom’s Royal
Academy of Engineering published the report Creating Systems that Work: Principles of Engineering
Systems for the 21st Century in 2007. Among six principles that the report presented as necessary for
“understanding the challenges of a system design problem and for educating engineers to rise to those
challenges” (p. 11) is an ability to “be creative”. The report also recognizes the key role that creativity
plays in successful engineering and defines creativity as the ability “to devise novel and … effective
solutions to the real problem” (p. 4). Baillie (2002) similarly noted an “…increasing perception of the
need for graduates of engineering to be creative thinkers…” (p. 185). Despite this, we see little
evidence that creativity and innovation form a core of the engineering curriculum.
education in the United States of America, and concluded that there is little support for creative
students. There has been some effort, in recent years, to encourage creativity in colleges and
universities: For instance, in 1990 the National Science Foundation (NSF) established the Engineering
Coalition of Schools for Excellence and Leadership (ECSEL). This had the goal of transforming
education in the United States (Fasko, 2001) pointed out that the available information indicated that
Kazerounian and Foley (2007) restate the fundamental problem: “If creativity is so central to
engineering, why is it not an obvious part of the engineering curriculum at every university?” They
suggested that this is because it is “not valued in contemporary engineering education” (p. 762), but
the problem runs deeper than that. Why is creativity in engineering education largely overlooked?
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Before discussing specific reasons why creativity has not become a core part of the engineering
curriculum, I would like to examine the views of a key stakeholder – the student. What do they think
of the question of creativity and engineering? Many of the issues facing universities in relation to
creativity and innovation in engineering curricula have been clearly articulated by Wilbur (2013).
In addition, I have also discussed the role of creativity in engineering with undergraduate
students both in the United States and in Australia. The extracts that follow are typical of comments
What is noteworthy about this comment is that the student in question has a clear understanding of the
relationship between engineering, creativity and problem solving. At the same time, she conveys a
sense that her degree fails to prepare her for those activities. This is consistent with the employer
“I feel that engineers need to have open discussions and team projects, rather than
strong basis in the fundamentals is a necessary start, but it should not need to span
forget why they even had a passion for engineering in the first place.”
These comments echo concerns that the current engineering curriculum is dominated by convergent,
analytical work and passive knowledge acquisition. The comments also mirror concerns that
engineering degrees are increasingly focused on narrow specializations. At the same time, the
comments also suggest an appreciation that expert knowledge is a necessary (but not sufficient)
“The same kids who had such excitement for a subject are stuck in a classroom,
being told “In the real world none of this applies”. How are we supposed to trust our
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These comments suggest that students begin their engineering education with high levels of intrinsic
motivation, and are thus predisposed to be creative, yet lose this motivation in programs that they feel
fail to prepare them adequately, and are disconnected from the real world.
have yet to learn. As engineering students, we take a couple of English courses and
dabble in the humanities. Instead, what about a drawing class? By learning to draw,
we can more clearly express our ideas. Da Vinci certainly couldn't have been as
program where I will take a drawing course, a business course, and a project course,
where real local companies ask for each group to come up with an applicable
solution to one of their problems. These types of classes should be mandatory for
engineering students, not a program that often doesn’t work with our schedules.”
This comment may be one of the most significant. It reflects a major reason why creativity is not more
strongly embedded in engineering. In simple terms, even where opportunities to develop some of the
requisite competencies are available, they are usually treated (by engineering departments) at best as
supplementary to the engineering programs. In other words, engineering programs reluctantly tolerate
them provided that: (a) they are the responsibility of some other organization, and; (b) they do not
interfere with the core purpose of the engineering curriculum (which is to ensure that the student is
extensively steeped in the knowledge pertaining to a narrow and convergent specialization). This leads
to a situation in which the development of creativity becomes a remedial action that employers have to
add to correct skill deficiencies embedded in engineering graduates during their time at university!
“It's amazing how many students don't even bother to show up to class, end up
dozing off or fiddling with their phones (myself included) because the subject has lost
its sparkle. In fact, in one class today the professor cut class short because he was
losing so much attention from the students. This past year I have found myself
becoming more and more discouraged by the program I am in. While I will stick with
Engineering until I graduate, I see myself taking it a different direction, one that at
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Can engineering schools really afford to discourage students in this way? Engineering already
struggles with diversity – not least in attracting women into the profession – and cannot afford to drive
students away from pursuing graduate studies. Creativity is not just a necessary component of
engineering education, but it also offers the means to revitalize engineering programs, making them
“Students forget why we are actually here – to learn to become engineers; to see a
new and different perspective of the world; to look at a telephone line and think,
"How does that actually work?" rather than never pausing to wonder or ask
questions. Students often take what their professors say as the truth without sitting
and pondering why it is so, or maybe suggesting another vantage point. We need to
be creative in the classroom and creative with our dreams, not always accepting the
status quo. I really do feel that more people need to hear the message that
engineering should be creative. The curriculum in school should be fun and exciting
This student’s comments reinforce a willingness and enthusiasm to embrace creativity, and a keen
desire to engage in the fundamental engineering problem solving process as described in this paper. I
now turn to three specific problems that are reinforcing the disconnect between creativity, innovation
Employers, industry bodies and students see the value of creativity in engineering. The need has been
education? Buhl (1960) summarized the underlying problem facing engineering education, both in
general, and in relation to creativity, highlighting that “Until the present day we have sought to expose
the student to every conceivable situation he might encounter after he leaves the university” (p. 10). It
is important to understand that Buhl did not mean this as a compliment. Rather, he was drawing
attention to the fact that engineering programs 55 years ago suffered from the problem of breadth at
the expense of depth. The issue that this created was that students and faculty, because of the sheer
volume of topics, could only hope to cover those topics in a relatively superficial manner. The
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superficiality occurred in two senses – a lack of coverage within any given topic, and also a lack of
opportunity to develop deep understanding of any given topic. To put this in plain language, students
were learning an awful lot of relatively superficial material, in a very superficial manner. Biggs (1999)
referred to this as “the inevitable tension between coverage and depth of understanding” (p. 44). Buhl
(1960) made it clear, in engineering, why this approach is inherently flawed. “The present growth of
technical knowledge has placed this goal [exposing students to every conceivable situation that might
be faced as a professional] beyond the reach of a four-year college education. The student may now be
assured that ten or twenty years after graduation many of the problem solutions and “facts” presented
to him will have changed” (p. 10). In the 21st Century, this problem of the half-life of knowledge is
even more severe. In 1960, this situation resulted in a focus on the development of broad, shallow
The reaction to this state of affairs seems to have been to try the opposite – depth at the
expense of breadth. I have previously described a modern trend towards a focus on narrower
specializations, however this proliferation has the same basic impact – no room for creativity, design,
thinking and other soft skills. The solution is not to attempt to cram ever more technical content into
the curriculum, but, as Buhl (1960) noted “…schools must educate the student for change. Students
must not only learn the fundamental ideas upon which the various subjects are based, but they must
Problem-based learning, for example, may be highly effective in theory. However, if the problems
used remain convergent and analytical in nature this approach to learning will do no more to stimulate
creativity than any other paradigm. Walther et al. (2011) suggested that the issue may lie in “persisting
engineering education” (p. 704). Walther and Radcliffe (2007) earlier expressed this as a mismatch
between different kinds of learning outcomes and predominant teaching approaches. In simple terms,
a learning outcome framed around the development of declarative knowledge of, say, engineering
mechanics, may be amenable to a “traditional” teaching approach in a way that a more diffuse
graduate quality such as “the ability to think creatively” is not. A fundamental dilemma faced by
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engineering educators, in preparing students for the “…diversity of competency demands” (Walther &
Radcliffe, 2007) (p. 44) is “…whether to equip students with a broad (and arguably shallow)
knowledge base in many domains, or prepare them for specific job tasks and a contribution to a
narrow subject area (technical depth)” (p. 44). Creativity is, by its nature, a broad, generic
competency. If poorly understood, and perceived as the antithesis of the “serious business” of
engineering (Kazerounian & Foley, 2007), it is hardly surprising that it is not only undervalued, but
Linked to the issue of over-specialization is the kind of knowledge developed. Factual, or declarative,
knowledge is easier to teach, and easier to measure, but is it the right knowledge that students need to
creativity (D. H. Cropley, 2015). DeHaan (2009), citing Bransford et al (2000) and Crawford and
Brophy (2006), also discusses differences between experts and novices, and the role of creative
thinking, suggesting that minimal levels – a threshold in other words – of expertise and fluency are
needed for expertise. Sawyer (2006) describes the fact that experts typically are distinguished by
deeper knowledge, recognition of patterns, ability to see relations among disparate facts, capacity to
organize content and so forth. However, an excessive focus only on factual knowledge – even at a
very deep level – means that students miss out on developing the other qualities needed for expertise.
Such a focus risks creating what Sternberg (2003) called pseudo-experts. Students struggling
with a new subject are taught to solve problems by the application of algorithms and procedural
knowledge (Biggs & Tang, 2011). If they do this a lot it can become routinized and may be considered
expertise. DeHaan (2009), however, contrasts this with the need to move up the scale of what Crowe
et al (2008) refer to as Higher Order Cognitive Skills (HOCS), and which Biggs and Tang (2011)
would describe as higher (or deeper) levels of understanding. In other words, the argument is that true
expertise, or adaptive expertise (Hatano & Oura, 2003; Schwartz, Bransford & Sears, 2005) is
characterized by an ability “to draw on … knowledge to invent or adapt strategies for solving unique
or novel problems within a knowledge domain” (DeHaan, 2009) (p. 175) – not just the blunt-force
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application of algorithms, no matter how adept the “expert” is at their application. The foundation for
creativity in engineering, then, is the development of adaptive expertise, which can only come about
as a result of the development of appropriate relational and extended abstract functioning knowledge
(Biggs & Tang, 2011). Pseudo-expertise, namely expertise characterized by knowledge that is overly
declarative and procedural, and which is more superficial (characterized by uni-structural and/or
engineering.
DeHaan (2009) also discusses university-level teaching and creativity. Passive teaching and
learning approaches, for example, are seen as failing to engender active engagement and cognitive
flexibility. Citing Ausubel and Paul (2000) he links this failure to negative outcomes in creativity and
creative problem-solving because of the key role that cognitive flexibility plays as a core mental
executive function in creative problem solving. Furthermore, the transfer of knowledge that is critical
to the ability to apply ideas creatively in new contexts is facilitated by active learning strategies
All of this suggests the existence of a threshold of adaptive expertise, i.e. a necessary but not
sufficient foundation of engineering creativity. This is why even a move from broad and shallow to
narrow and deep will fail if the depth is only declarative and procedural in nature. Figure 2 shows the
relationships between kinds of knowledge, levels of understanding and three basic forms of expertise.
Engineering programs that fail to develop conditional and functioning knowledge, no matter what
level of understanding is achieved, can only hope to produce pseudo-experts. Adaptive expertise
requires the development of all forms of knowledge (i.e. declarative, procedural, conditional and
functioning). In addition, the potential for professional-level engineering creativity (Pro-C creativity,
in other words) is greatest when a threshold of adaptive expertise has been reached.
It is self-evident, then, that if engineering programs are producing only pseudo-experts, their
ability of these graduates to apply creativity will remain constrained and limited. If adaptive expertise
is has not been developed in these graduates, then it is likely that no amount of training in creativity
will compensate for the deficiency. Conversely, when adaptive expertise has been achieved, then with
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the addition of the requisite processes, personal qualities and press, Pro-C Creativity in the engineering
Level of Understanding
Declarative
Knowledge
Non-expertise
Pseudo-expertise
Adaptive Expertise
Functioning
Knowledge
One of the most pervasive – but also most fixable – problems that may be blocking the addition of
creativity to the engineering curriculum is, quite simply, a lack of knowledge about creativity. Where
discussions of creativity in engineering do occur, they follow a pattern typified by Mishra and
Henriksen (2013), and begin by restating the myth that creativity is poorly defined, before offering
their own definition. Even concerted efforts to explore creativity in engineering seem – almost
willfully – to avoid or ignore the existing body of knowledge. A special issue of European Journal of
Engineering Education published in 1998 provides a salient example. It began with the question “How
does one implement creativity in engineering education?” (Ihsen & Brandt, 1998) (p. 3). While that
education, it also falls victim to some of the pervasive misconceptions about creativity that hold back
progress. The most notable of these is the creativity is hard to define myth. Frustratingly, the editors
seem almost proud to point out that of the 13 papers selected for the special issue, 13 different
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definitions of creativity are given! This situation is made worse by the mindset that “we leave it up to
the readers to think about their own definition of creativity in engineering education and to develop
their own concepts and specific approaches…” (p. 3)! With such a level of misunderstanding, or lack
of knowledge, it is hardly surprising that creativity is not embedded in the engineering curriculum.
Another common myth – not unique to engineering creativity – involves the question: can
creativity be taught? Acar (1998), for example, argues that there is “no universal agreement on
whether creativity can be taught or not”, while Tornkvist (1998) starts his discussion in a more
rhetorical manner, citing Evans (1991) who claimed that “You cannot teach creativity, but you can kill
it”. Benson (2004) reminds us why this lack of knowledge of creativity is problematic: “…unless
misconceptions are identified and addressed, the development of creativity will almost certainly be
hindered.”
Amoussou et al. (2011) provide another informative perspective on the issue of knowledge, or
lack thereof, surrounding creativity in engineering and technology. They surveyed computer science
and engineering faculty in state higher education system in California. Superficially, the study seems
to suggest that faculty are doing well in promoting creativity – however, a number of weaknesses in
the methodology mask underlying problems. It is unclear, for example, if the sample in the study was
representative of the wider population of faculty in engineering and computer science. It is possible
that respondents were largely those who already had a favorable disposition to creativity? The survey
also failed to include items designed to check the honesty or social desirability of responses. For
example, one question asked respondents about the degree to which they explicitly instruct students to
be creative. This was not balanced with a question such as: “I explicitly instruct students to be
analytical in their designs”. We would expect that if the pattern of responses was high for the former,
then it would be low for latter, yet this was not explored. Amoussou et al. (2011) also indicate that
items in survey were “based on psychological literature on creativity that is often unknown to
computer scientists or engineers” (p. S2B-3). While encouraging, the survey included questions that
example of the problem at hand is the question: “Are your students taught about informational social
influence?” For a population of computer scientists and engineers, lacking knowledge of psychology,
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it is likely that a respondent would answer in a socially desirable way – this sounds like a good thing,
so I’ll say “yes”. The study also failed to report reliability data so there is no statistical evidence that
respondents gave consistent answers. It is important that surveys such as this are conducted, as part of
addressing the problem of embedding creativity in engineering, however they must be designed more
rigorously, and tailored to the target population, or they risk compounding the problem. The points
made by Amoussou et al. (2011) about how to encourage creativity are, admittedly, valid but I suspect
that this survey under-reports the extent of the problem. The results suggest that the problem is not as
extensive as I am suggesting, leading to a risk that decision makers will take no action in support of
creativity in engineering, because they feel, and have evidence, there is no problem.
Another recent study that illustrates a similar problem is that of Ahern et al. (2012)
investigating “critical thinking” in engineering education. Their study suggested that engineering
faculty thought critical thinking was important, but found it hard to articulate what it was! In technical
disciplines, faculty equated critical thinking with problem solving and creative thinking, and
“something a little more abstract and conceptual than simply learning facts” (p. 127). While this seems
encouraging, it reveals, once again, a lack of understanding of the topic. In the study, faculty also
reported that subjects like engineering are “so content-driven in the early years that the space for
introducing critical thinking was minimal” (p. 128). Other outcomes from the study included a finding
that “Large class sizes made teaching critical thinking skills harder” (p. 128), while “There may be
lessons that can be learnt by engineering from the humanities in terms of academics themselves
becoming more aware of what critical thinking is” (p. 128). This echoes the theme I have discussed in
earlier sections – a lack of understanding of what creativity is; how to teach it, and; how to embed it in
the curriculum. At the same time, this study does acknowledge that critical thinking (and creativity) is
“an important attribute that universities can engender in graduates” and that “successful careers in
these disciplines would usually require some level of critical thinking [creativity]” (p. 128).
Table 1 summarizes three major problems that hinder the reconnection of creativity and
engineering.
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Lack of Knowledge Faculty focus on “what is creativity?”, Little real progress while the wheel is
“can it be taught?” reinvented
There are other reasons for embedding creativity in the engineering curriculum. Among these is the
value of creativity at the level of the individual. Cropley and Cropley (2000) drew attention to the
benefits of creativity in education: “modern research has demonstrated that although students with
high IQs usually obtain good grades both at school and university, they are consistently outstripped by
those with not only a high IQ but also high creativity” (p. 207). Cropley and Urban (2000) expand
further on this point. Facaoaru (1985), studying professional engineers, determined that those rated by
their peers as the best engineers were not only technically or conventionally better, but had more
characteristics typical of creative people. Cropley (1994) suggests “creativity is indispensable for
“true” giftedness”. In other words, the value of creativity to the individual is that it can be taught and
Fasko (2001) describes other examples of the benefits of creativity in an individual and
educational setting, citing earlier work by Parnes and Noller (1972) who reported data on a study into
the benefits of creativity courses. Fasko (2001) notes that “Parnes and Noller found that students who
students…” (p. 324) across a range of idea generation, evaluation and problem-solving measures, and
that their performance in other courses improved as well. A study by Mohan (1973) found a similar
result for teacher training, while Mack (1987) discussed the perceived need for creativity training
among teachers, and the perception of teachers of the importance of creativity training for children.
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Reconnecting creativity and engineering in an educational setting requires many changes. Some of
these are explored in detail in Cropley (2015, 2015 in press). Even where program design guidelines
exist, for example the ABET (2011) accreditation criteria, these do not give enough explicit direction
and guidance. Among the ABET criteria for accrediting academic programs Curriculum talks about
“carry knowledge further toward creative application” (p. 4). That, however, is the only use of the
terms creativity, innovation, creative or innovative in the criteria. The term design, on the other hand,
is used frequently in the context of problem-solving and meeting needs, suggesting that, while there is
little specific guidance on embedding creativity and innovation in college-level engineering programs,
the need for creativity is implicit in the specified student outcomes (e.g. “an ability to identify,
formulate and solve engineering problems” or “an ability to design a system…to meet desired needs
within realistic constraints…” (p. 3)). If creativity is generally absent in engineering programs it is not
through a failure to articulate that need in the accreditation guidelines, although its specific role could
be articulated much better. The underlying problem seems to be one of how those guidelines are
enacted in practice. The problem therefore returns full circle to issues of a lack of understanding of the
role of creativity and innovation in engineering design and problem solving, and a lack of the requisite
knowledge and skills needed to build creativity into the curriculum. While this may seem like a harsh
I have painted a fairly bleak picture, but this should not draw attention away from the many
attempts that have been made to insert creativity into engineering programs. Acar (1998), for example,
discusses features of an engineering curriculum that might be used specifically to foster creativity. For
example, in describing a new curriculum approach for a masters degree in systems engineering in the
United Kingdom, he highlights the importance of encouraging and rewarding creativity. At a more
specific and practical level, he makes explicit the link between a clear definition of the objectives in a
system design activity and the fact that this will “ease finding alternative ways of looking at the
problem” (p. 136). In other words, divergent thinking in the context of an engineering design activity
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will be facilitated by good problem definition. Acar (1998) also notes the importance of defining
student design projects in an open-ended manner, with problems selected that have no right answer.
These two approaches deserve a more extensive explanation. The former can be seen as an expression
of the importance, both to design and to creativity, of a top-down approach. This is the difference
between asking “what can I do with this brick?” and asking “what are all the ways that I can solve the
problem of building a house?” The latter is an expression of the importance of first defining “what” a
system must do (its function), in terms that are solution-free, followed by “how” the function will be
implemented. Indeed this whole issue of the definition of needs and requirements, and the relationship
of this to creativity, is a topic of some importance (Hoffmann, Cropley, Cropley, Nguyen, & Swatman,
2005). Other examples of work that is seeking to embed creativity in engineering and education,
particularly in a more holistic and systematic manner, includes Baillie and Walker (1998), Chang, Hsu
I now discuss three general principles and twelve specific strategies, based on Sternberg
(2007), that can help drive both program and curriculum design to enhance creativity. These are not
simply statements such as we need to teach engineering students how to brainstorm. There is little
value in a piecemeal approach unless it is placed inside a framework that supports all 4Ps of the
creativity concept. Engineering students will only develop creativity as a genuine graduate quality – as
an emergent property of their education – if these strategies permeate their programs and curricula as a
Sternberg (2007) outlined three things promote the habit of creativity (p. 3). These can be seen
as serving as general principles for curriculum and program design in engineering. First, students must
have the opportunity to engage in creativity. This must be woven, holistically, throughout programs
and courses in an integrated and mutually reinforcing manner. Second, students must receive positive
encouragement as they engage in tasks requiring creativity. Third, students must be rewarded when
Sternberg (2007) (p. 8-15) outlines twelve strategies that guide the development of the
creativity habit and further inform curriculum development for creativity. This is not to suggest that
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every aspect of engineering learning must be transformed. There will remain many areas of the
curriculum that are best served by convergent approaches – there is, after all, still only one right
answer to the question “what is 2+2?”. However, wherever practical, these strategies should be used to
Redefine problems – students need practice at making choices in order to make good choices.
When their choices do not work out, students need the opportunity to try again. To achieve
this engineering students need the opportunity to engage in projects which are presented as
more open-ended and flexible. Highly constrained, or over-specified, projects do not allow the
Question and Analyze Assumptions – students must be encouraged to ask questions, and not
just accept the problem as it is given it to them. This can be achieved partly through the way in
which faculty respond to questioning, as well as the way in which faculty establish a Press in
Sell your creative ideas – students need to learn how to persuade others of the value of their
ideas, i.e. to justify their ideas. Team-based activities, as well as competitive elements to
student projects, engender an environment in which the students must become adept at selling
Encourage idea generation – students need to get practice at generating ideas, coupled with
the activities the student undertakes, and extrinsically, by teaching students specifically how to
engage in divergent thinking. In other words, students need to be taught how to think
competent engineer. Broad preparation is important, and we must caution against over-
specialization. Students should be encouraged to see value in developing other knowledge and
skills. You never know when your knowledge of biology, for example, might give you an idea
for solving a mechanical problem. The growing field of biomimetics suggests that biological
sciences may prove to be an exciting and valuable area for broadening education for
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engineering students. This principle also supports the value of diverse internships and work
Identify and surmount obstacles – students must be given challenging tasks, in order to
build resilience. They must be given the opportunity to fail, and try again. Certainly, in project
work, but also in other courses, students need to develop an understanding that engineering,
for example, is usually not simply a matter of rolling out a pre-determined solution. Every
problem is unique and bound by a unique set of constraints. What worked in another situation
may not work in this one. Students who understand this are able to focus their energies on
finding the new solution, rather than trying to puzzle out why the old solution does not work
Encourage sensible risk-taking – students need the opportunity to try out ideas, even though
they might not work. They need to learn how to assess risks and judge that the risk is
acceptable. This can be encouraged simply by making it clear to students that they will not be
punished for mistakes, both in terms of their grades, and in real terms (for example, if they
damage an integrated circuit in the course of a practical class). They need to be taught which
risks are acceptable, and which are not. Connecting electronic components together on a
breadboard in an unusual way is a sensible risk; forgetting to wear safety gear when testing the
breaking strain of a steel wire cable is not. If we overreact to the former, we encourage a risk-
averse mindset that discourages students from taking sensible, reasonable risks;
Creative people recognize that ambiguity gives them more room to be creative. This can be as
simple as breaking away from a familiar lab paradigm – “Here is the handout for today’s lab
class. Follow the instructions”. Rather than giving students a highly structured menu for a lab
class, give them a more open-ended problem statement that requires them to deal with
ambiguity and think more independently. In an electronics lab, for example, rather than
instructions that state “Put component X on your breadboard. Now connect component Y to
component X. Now touch your voltmeter probe to point Z and write down the number on the
voltmeter”, the same learning outcome can be achieved with the following: “Today I want you
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to find out as much as you can about how transistors work. You have everything you need in
the lab, so go for it!” This may make students uncomfortable at first, but with the right
encouragement and support they will begin take this uncertainty in their stride. When faced
with ambiguity, some people close down and do nothing, while others see the ambiguity as an
opportunity to try different things. We need our creative engineering professionals to be of the
latter mindset;
Build creative self-efficacy – allowing students to see that they can be creative, so they avoid
the “I’m not creative” fallacy. Requiring creativity as an assessable component of project
work allows students to see that they can be creative, and that their creativity is an asset. This
requires faculty to understand creativity, and how it is manifest in engineering products, and to
Finding what excites them – students must be assisted in exploring a broad range of areas of
their chosen discipline so that they have an opportunity to find the specific area that excite
them. Access to a wide variety of broadening subjects, and the opportunity for diverse, real-
world projects, sponsored by real-world organizations, gives students the best chance of
finding their chosen field before they graduate. I do not mean only finding a particular
The Importance of delaying gratification – foster a sense that sometimes you need to work a
little longer and harder to get the reward. Pushing students to the full extent of their abilities is
necessary. Both in regular coursework, and in project work, we must ensure that students have
the opportunity to push boundaries. This may require more flexibility in assessment, so that
each student can be pushed to his or her limit, without always being assessed in a norm-based
fashion. In every case, however, as faculty we should have the option of pushing students
beyond their comfort zones. This does not, however, mean doing twenty convergent
homework problems instead of ten, but pushing students further across all aspects of their
program;
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need to demonstrate our own flexibility, openness, tolerance for ambiguity and resilience –all
twelve of the items mentioned. More simply, we need to demonstrate that we understand what
If, as programs are updated and reaccredited, faculty ensure that students are given the
opportunity to develop the creativity habit by embedding these twelve strategies across the program,
Notwithstanding the arguments presented about the importance of a holistic, program-level approach
to creativity in engineering education, and the twelve strategies for shaping the design of an
engineering program with embedded creativity, it is also useful to discuss the development of specific
courses that tackle this topic. I believe that one way to overcome some of the barriers that I have
described is the development of an exemplar – a model course design that can be used by faculty to
kick-start the process of embedding creativity in engineering education (see also Cropley, 2015).
Curriculum Objectives
The development of a credible, effective and relevant curriculum is founded on solid pedagogy. Biggs’
(1999) (updated in Biggs & Tang (2011)) approach to constructive alignment, provides a cohesive
framework for the development of an Engineering Creativity curriculum. Under that framework, a
curriculum must be stated in the form of clear objectives that specify the level of understanding
required. Teaching and learning activities (TLAs) directly address those objectives. Following this,
assessment tasks must be chosen to allow students the opportunity to demonstrate that they have
The first step in the process of developing an aligned curriculum is to define the kinds of
knowledge that are relevant to the subject and level – in this case, an introductory course in
engineering creativity and innovation. Biggs’s (1999) distinguishes among four kinds of knowledge:
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Knowledge of the applicability of facts and skills (conditional knowledge – “when?” and
“why?”);
functioning knowledge, characterized by Biggs (1999) as the ability to “…put declarative knowledge
to work by solving problems…” (p. 40). He goes on to describe how “functioning knowledge requires
and in the context of engineering creativity, is demonstrated by the ability to develop novel and
knowledge to the student. The primary purpose of the course is to teach engineering students to be
creative, and to embed creativity in the work they do as engineers. However, achieving this in a deep
sense, whereby the student is able not only to execute simple procedures, but also to understand why
those procedures work, and to apply them to different situations, requires a foundation of factual
(declarative) knowledge.
should address:
What is creativity?
The procedural knowledge needed to build on this declarative base will include:
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The Conditional knowledge needed to extend the declarative/procedural base will add further
When and why do different thinking styles play a role in creative problem solving?
When and why are different tools used to support engineering creativity?
The foundation of knowledge outlined then makes possible the practical application of the
knowledge – functioning knowledge – for the purpose of solving real engineering problems in a
creative manner. The matter of selecting topics to achieve the development of the kinds of knowledge
Summary
Creativity plays a central role in engineering problem solving. Without creativity, the process of
developing technological solutions to the problems we face in society is limited to the replication of
old solutions. However, many of the problems we faced are characterized by novelty – new needs
demand new solutions – and cannot be solved by replication. Climate change, for example, means that
trying to solve the world’s energy needs by replicating an old solution – burning coal, for example –
will not work. To find the new solutions that are capable of solving these new problems requires
creativity. It is surprising, therefore, that engineering education has largely failed to address this need.
Engineers are educated principally to solve well-defined, convergent, analytical problems, and little
attention is given, in engineering programs, to the complimentary skills, attitudes and abilities in
creativity that are critical to developing effective and novel solutions. This paper highlights the
problems that are maintaining this disconnect between creativity and engineering education, and
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challenges in STEM disciplines. In R. Wegerif, L. Li and J. Kaufman (Eds.), International Handbook of
Research on Teaching Thinking, Chapter 33 (pp. 402-410). New York, NY: Routledge.
STEM Disciplines
David H Cropley
Abstract: Creativity and creative thinking are frequently acknowledged important elements
in many STEM disciplines. In engineering, for example, the ability to generate novel,
workable solutions to complex technological problems is at the heart of the design process. It
is surprising, therefore, that few programs pay more than lip-service to the importance of
creative thinking as an essential, teachable, core skill. One possible reason for this disconnect
to reconsider the balance of breadth versus depth. The reaction to changes, over the last
twenty to thirty years, in the nature and the quality of students seems to have pushed many
engineering programs to default to what they perceive as the least risky approach. If there are
more students in today's academic environment who are not naturally independent,
successful, "deep" learners, the answer is to pack in more and more prescribed, core technical
material. In other words, many engineering programs seem to be driving towards ever greater
breadth and surface learning in technical topics only. As a result, there is simply no time or
space for allied skills such as creative thinking, even if they are perceived as important. This
is frequently expressed as "we'd love to have more creative thinking in the degree, but what
do you suggest we get rid of?" Few programs, if any, have shown a willingness to reverse this
trend, and focus on deep learning, including in areas such as creative thinking. In this chapter
the author calls, as a first step, for more research to understand the nature of the problem. Put
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challenges in STEM disciplines. In R. Wegerif, L. Li and J. Kaufman (Eds.), International Handbook of
Research on Teaching Thinking, Chapter 33 (pp. 402-410). New York, NY: Routledge.
simply, what is the right mix of technical knowledge and enabling skills - for example,
creative thinking - that makes a capable engineer? The answer to this question will enable us
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challenges in STEM disciplines. In R. Wegerif, L. Li and J. Kaufman (Eds.), International Handbook of
Research on Teaching Thinking, Chapter 33 (pp. 402-410). New York, NY: Routledge.
1. Introduction
Creativity has long been portrayed as an elusive and ill-defined quality of people and things.
Ford and Harris (1992) lamented the lack of attention paid to creativity in the social sciences,
suggesting that it lacked a “universally accepted definition” (p. 186) and was undervalued as
an academic ability. More recently, de Sousa (2008) suggested that creativity remains an
elusive construct. While some might argue this was the case in the early days of the modern
era of creativity research (e.g. in the decade immediately following Guilford (1950)) it seems
being held back by a lack of clarity on what creativity is. This is not to say that the message is
reaching the ears of the people who matter – in this case, teachers at all levels. Benson (2004)
made this point very clearly – her anecdotal evidence suggests that primary school teachers,
for example, express a concern about their own lack of understanding of the nature of
creativity. Benson (2004) also highlights some common misconceptions – what her teachers
did think they know about creativity is that it is simply a matter of letting children “do their
own thing” (p.138) and that creativity, at its core, is “developed mainly through art and
music” (p.138). In an earlier study of university students in the field of apparel design,
Kawenski (1991) saw the same problem also among the students – “In the first place, their
romantic notions led them to believe that creative thinking consisted of just letting their minds
waft about dreamily, waiting for the muse to strike them.” (p. 263).
There seem to be at least two problems that beset attempts to build creativity into
education, and not least, STEM education. First, many researchers active in the field of
creativity encourage a view that creativity is a nebulous, elusive construct. Mishra and
Henriksen (2013), for example, adopt a common pattern, and begin by propagating the myth
that creativity is poorly defined, before offering their own definition. In the same manner,
Leikin and Pitta-Pantazi (2013) talk of “…the lack of a clear, widely accepted definition of
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challenges in STEM disciplines. In R. Wegerif, L. Li and J. Kaufman (Eds.), International Handbook of
Research on Teaching Thinking, Chapter 33 (pp. 402-410). New York, NY: Routledge.
creativity” (p.160). Second, that even as the construct has become clearly and concretely
defined, this message has not filtered down to end-users – teachers and students. Leikin et al
(2013), for example, report data from a large (n= 1,089), multinational (six countries) study of
mathematics teachers, indicating that there remains a highly consistent (α = .740) belief
among mathematics teachers (mean = 4.2 on a scale from 1 “strongly disagree” to 6 “strongly
agree”) that creativity is more innate ability (“he or she is born that way”) than learned. As a
result, creative thinking continues to struggle to establish itself in STEM and engineering
education, even as key stakeholders (for example, the United Kingdom’s Royal Academy of
Four things need to happen to address these problems, so that engineers can be taught
to think creatively. Benson (2004) makes it clear why: “…unless misconceptions are
identified and addressed, the development of creativity will almost certainly be hindered.”
The first step is obvious, and involves communicating a clear understanding of the nature of
creativity. It is also worth noting here that, while the definition may be complex in the sense
of having a number of interconnected facets or dimensions, this does not mean that it must
therefore be unclear or elusive. The second step requires a more detailed effort to explain the
value of creativity in the context of STEM disciplines. Third is the need to identify the
structural impediments in education that act as a barrier to creativity. Fourth is a clear set of
guidelines for how our understanding of creativity can be translated into practical curriculum
design, and learning outcomes in STEM. The following sections briefly address each of these
steps.
10
The Royal Academy of Engineering published the report Creating Systems that Work: Principles of
Engineering Systems for the 21st Century in June 2007. Among six principles that the report presents as
necessary for “understanding the challenges of a system design problem and for educating engineers to rise to
those challenges” (p.11) is an ability to “be creative”. The report further recognises the key role that creativity
plays in successful engineering and defines creativity as the ability “to devise novel and … effective solutions to
the real problem” (p. 4).
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challenges in STEM disciplines. In R. Wegerif, L. Li and J. Kaufman (Eds.), International Handbook of
Research on Teaching Thinking, Chapter 33 (pp. 402-410). New York, NY: Routledge.
2. What is Creativity?
A significant factor that seems to be holding back the development of creativity in the STEM
disciplines is the simple fact that, outside of what can be regarded as its “home” discipline
(arguably, the field of psychology), creativity is often poorly understood. Baillie (2002), for
example, writing about creativity in engineering education, asks (one can only hope
rhetorically) “It is however not clear how creativity can be nurtured or fostered in students or
how it can be assessed. What is creativity? What blocks it and what facilitates it?” What is not
clear is why this should be the case. Each of the questions posed has been studied extensively,
in most cases for 50+ years, and the results are accessible through a range of research journals
and other reputable publications. It is simply not credible that engineering faculty, for
example, can claim that these questions have not been answered adequately!
Even if we accept, as many do, that creativity has been tied too strongly to the arts (D.
H. Cropley & Cropley, 2013) in the public eye (p.12-13), the fact remains that any teacher
“unhooking” creativity from the arts (McWilliam, Dawson, & Tan, 2011) and is primed to
absorb the wealth of material that is available, for example by starting with the search-term
impediment that is blocking its wider acceptance in STEM disciplines. While this persists it is
difficult to see any real progress in the task of teaching engineers to think creatively because
new efforts seem to get stuck in a process of reinventing the wheel. STEM disciplines will
make much more rapid, and meaningful, progress if they first recognise and adopt the
foundation that has been provided by the 60 years of research that followed Guilford’s
Guilford’s call to arms (published as Guilford, 1950), set in motion the modern creativity era
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challenges in STEM disciplines. In R. Wegerif, L. Li and J. Kaufman (Eds.), International Handbook of
Research on Teaching Thinking, Chapter 33 (pp. 402-410). New York, NY: Routledge.
(A. J. Cropley & Cropley, 2009) (p.8) that has resulted in a wealth of empirical research
regarding what creativity is, where it is found, who engages in it, how it is achieved, how it
can be taught, what hinders it, what promotes it, and many other questions of direct relevance
to educators. Volumes such as the Cambridge Handbook of Creativity (Kaufman & Sternberg,
2010) and the Encyclopedia of Creativity (Runco & Pritzker, 2011) are excellent portals into
Two things will help anyone entering the field of creativity to proceed with a
minimum of duplication. These two things tackle the question of “what is creativity?” First is
a well-founded definition that represents the general consensus that has emerged over decades
of creativity research, and is broad enough to satisfy the needs of any domain. Plucker,
Beghetto and Dow (2004) have captured all the essential ingredients in the following:
individual or group produces a perceptible product that is both novel and useful as defined
The second vital ingredient is to recognise that creativity, and the preceding definition,
define the phenomenon in terms of 4Ps: Person, Product, Process and Press (environment).
This conceptual framework was first described by Rhodes (1961) and provides a convenient
way of understanding the who, what, when, where and how of creativity. It is beyond the
scope of the present chapter to describe each of these in any detail, however a brief summary
The Person addresses the factors relating to the psychology of the individual actor
involved in the creation of the perceptible product. Research has shown that personal
properties (e.g. optimism, openness, self-confidence), motivation (both intrinsic and extrinsic)
and feelings (e.g. excitement, hope, fear) are distinct dimensions of the Person that each have
a bearing on creativity (D. H. Cropley & Cropley, 2013) (p.62). Furthermore, these
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challenges in STEM disciplines. In R. Wegerif, L. Li and J. Kaufman (Eds.), International Handbook of
Research on Teaching Thinking, Chapter 33 (pp. 402-410). New York, NY: Routledge.
dimensions of the Person interact with each other in a variety of ways such that different
The Product addresses the output of the creative endeavour. Although it is no surprise
that psychologists are interested in the creative person, it is also widely accepted that an
essential core of creativity, whether in music and poetry, or engineering and science, is the
tangible artefact. In fact, this definition of Product can be extended – any product, process,
system or service that is both novel and useful qualifies as a creative product. Mackinnon
(1978) concluded that “analysis of creative products” is “the bedrock of all studies of
creativity”, and indeed, Morgan (1953) came to a similar conclusion. While more recent
definitions of the creative product debate the existence of higher order characteristics (e.g.
Cropley and Cropley, 2005), the foundation of definitions as far back as Stein (1953) is a
combination of novelty and usefulness. For some thing to be considered creative, it must be
The Process typically addresses the styles of thinking that result in creative products.
Although more complex and nuanced than is suggested here, two main thinking styles are
commonly associated with creativity. It was Guilford (1950) again who laid the groundwork
for understanding the roles that convergent and divergent thinking play in the production of
important to recognise that convergent thinking also plays a critical role, especially when
disciplines. Engineers will immediately recognise this as a feature of the design process.
Horenstein (2002) explained the essence of design as follows: “… if more than one solution
exists, and if deciding upon a suitable path demands being creative, making choices,
performing tests, iterating and evaluating, then the activity is most certainly design. Design
can include analysis, but it must also involve at least one of these latter elements” (p.23). The
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challenges in STEM disciplines. In R. Wegerif, L. Li and J. Kaufman (Eds.), International Handbook of
Research on Teaching Thinking, Chapter 33 (pp. 402-410). New York, NY: Routledge.
core of engineering design therefore involves two stages: a stage of creative synthesis (i.e.
however that is simply a tool to help people recognise and tap into divergent and convergent
thinking. In activities such as engineering it is also possible to think of Process in terms of the
stages that an individual or team undertake as they solve problems and satisfy needs,
creatively or otherwise. However, this should not detract from understanding Process as the
core cognitive activities that underpin creativity: divergent thinking and convergent thinking
Finally, the Press examines the role of environmental and social factors on creativity.
More specifically, Press can be considered to address both: (a) how the “climate” can either
facilitate or inhibit creativity, and; (b) how the “environment” reacts to the production of
creativity. Press therefore touches on not only factors such as management support for
creativity (e.g. rewarding creativity, encouraging risk-taking), and how the physical
environment may foster creativity (e.g. through the provision of plants and adequate lighting
in the workplace), but also on the way that society tolerates radical deviations from norms
(are creative people ridiculed or hailed), and even the rules and standards that govern
Even if well-defined, creativity may still struggle to gain a foothold in STEM education
because its inherent value is not recognised or understood. At a very general level Sternberg
(2007) expresses a sentiment common in discussions of creativity and innovation, and the
value that they bring to society: “The problems we confront, whether in our families,
communities, or nations, are novel and difficult, and we need to think creatively to and
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challenges in STEM disciplines. In R. Wegerif, L. Li and J. Kaufman (Eds.), International Handbook of
Research on Teaching Thinking, Chapter 33 (pp. 402-410). New York, NY: Routledge.
everything we need to know about generating the solutions to these novel and difficult
problems – how to generate them; who can generate them; how to recognise them; how to
stimulate them.
More specifically, Pilzer (1990) builds a compelling, albeit unwitting, explanation for
the importance of creativity in the context of STEM disciplines. Writing on the subject of
economics, he describes the relationship between a society’s wealth, its physical resources,
and its technology. In simple terms, “technology determines what constitutes a physical
resource” (p. 28) and “Technology determines … both the efficiency with which we use
resources and our ability to find, obtain, distribute, and store them.” (p. 32). Without
technology, a society’s wealth is low because it is unable to make productive use of resources
such as iron ore, oil, solar energy, fertile land and even information. Without technology it is
unable to extract greater value from these raw materials, or to turn them into valuable,
tradeable goods and services. The process of the efficient transformation of physical resources
into wealth drives a constant stream new problems that require new technological solutions.
The novelty and effectiveness inherent in these problems and solutions encapsulates the
importance of creativity, and their technological basis highlights the importance of STEM
disciplines in realising the latent wealth of any society. It seems axiomatic, therefore, that
teaching engineers (and other STEM disciplines) to think creatively is absolutely essential to
a society’s ability to generate wealth, and as a result provide a stable, safe, healthy and
Gertner (2012) further illustrates the value of creativity in STEM, describing the
driving force behind the activities of the famous Bell Labs: “…that the growth of the system
problems meant it had an unceasing need for inventive solutions.” (p. 45). The impetus for
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challenges in STEM disciplines. In R. Wegerif, L. Li and J. Kaufman (Eds.), International Handbook of
Research on Teaching Thinking, Chapter 33 (pp. 402-410). New York, NY: Routledge.
creativity, moreover, was not simply technological in nature: “…the engineers weren’t merely
trying to improve the system functionally; their agreements with state and federal
The value of creativity can also be considered at the level of the individual. For
example, Cropley and Cropley (2000) drew attention to the benefits of creativity in education:
“modern research has demonstrated that although students with high IQs usually obtain good
grades both at school and university, they are consistently outstripped by those with not only a
high IQ but also high creativity” (p. 207). Cropley and Urban (2000) expand further on this
point. Facaoaru (1985), studying professional engineers, determined that those rated by their
peers as the best engineers were not only technically or conventionally better, but had more
for “true” giftedness”. In other words, the value of creativity to the individual is that it can be
and educational setting, citing earlier work by Parnes and Noller (1972) who reported data on
a study into the benefits of creativity courses. Fasko (2001) notes that “Parnes and Noller
found that students who completed the sequence of creativity courses significantly
evaluation and problem-solving measures, and that their performance in other courses
improved as well. A study by Mohan (1973) found a similar result for teacher training, while
Mack (1987) discussed the perceived need for creativity training among teachers, and the
Although only touching on the available evidence, it seems reasonable to assert that
creativity is beneficial for society, necessary for effective, technological problem-solving and
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challenges in STEM disciplines. In R. Wegerif, L. Li and J. Kaufman (Eds.), International Handbook of
Research on Teaching Thinking, Chapter 33 (pp. 402-410). New York, NY: Routledge.
curricula.
The “Sputnik Shock” of 1957 was perhaps the first occasion where creativity, science and
engineering were linked together in the context of education. The success of the Soviet
Union’s space program gave rise to a “wave of self-criticism that centred mainly on the
argument that the Western world’s engineers had failed” (D. H. Cropley & Cropley, 2005) (p.
169) and creativity was, perhaps for the first time, seen as a core part of engineering. Indeed
one of the first legislative reactions to the Sputnik Shock was the US National Defense
Education Act of 1958, which provided significant funding to stimulate and support STEM
education. The Act recognised that “The defense of this Nation … depends as well upon the
discovery and development of new principles, new techniques, and new knowledge.”
permeating engineering education. Kazerounian and Foley (2007) encapsulate the problem as
follows: “If creativity is so central to engineering, why is it not an obvious part of the
engineering curriculum at every university?” The reasons for this failure to translate theory
into practice are many and varied. Walther, Kellam, Sochacka and Radcliffe (2011) suggest
that the problem may lie in “persisting difficulties of the construct of outcomes-based
education as the current paradigm of formal engineering education” (p.704). Walther and
Radcliffe (2007) earlier expressed this as a mismatch between different kinds of learning
outcomes and predominant teaching approaches. In simple terms, a learning outcome framed
around the development of declarative knowledge of, say, engineering mechanics, may be
amenable to a “traditional” teaching approach in a way that a more diffuse graduate quality
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challenges in STEM disciplines. In R. Wegerif, L. Li and J. Kaufman (Eds.), International Handbook of
Research on Teaching Thinking, Chapter 33 (pp. 402-410). New York, NY: Routledge.
such as “the ability to think creatively” is not. A fundamental dilemma faced by engineering
educators, in preparing students for the “…diversity of competency demands” (Walther &
Radcliffe, 2007) (p. 44) is “…whether to equip students with a broad (and arguably shallow)
knowledge base in many domains, or prepare them for specific job tasks and a contribution to
a narrow subject area (technical depth)” (p. 44). Creativity is, by its nature, a broad, generic
competency. If poorly understood, and perceived as the antithesis of the “serious business” of
engineering (Kazerounian & Foley, 2007), it is little wonder that it is not only undervalued,
If it is true that creativity is failing to make a mark in STEM, and especially engineering,
education, then what can be done to change this? Like Kazerounian and Foley (2007) I
believe that this is because it is “not valued in contemporary engineering education” (p. 762).
learning, or the debate over broad/shallow versus narrow/deep knowledge, but, because it is
poorly understood. My purpose in this chapter has been to suggest that there is no real reason
research and theoretical understanding that supports it. There remains, however, a failure to
To conclude, I offer twelve strategies that can help drive curriculum and program
design to enhance creativity. It is important that these are pitched at a strategic level. There is
little value, for example, in discussing brainstorming as a specific creativity method unless
this is placed inside a framework that supports all four Ps of the creativity concept. STEM
students will only develop creativity as a genuine graduate quality – as an emergent property
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challenges in STEM disciplines. In R. Wegerif, L. Li and J. Kaufman (Eds.), International Handbook of
Research on Teaching Thinking, Chapter 33 (pp. 402-410). New York, NY: Routledge.
of their education – if these strategies permeate their curricula as a system, and are not simply
creativity as a habit. Three things promote the habit of creativity (Sternberg, 2007) (p. 3) and
should serve as general principles for curriculum and program design in STEM disciplines.
First, students must have the opportunity to engage in creativity. This must be woven
throughout courses in an integrated and mutually reinforcing manner. Second, students must
receive positive encouragement as they engage in tasks requiring creativity. Third, students
Sternberg (2007) (p.8-15) then outlines twelve strategies that guide the development
of the creativity habit. This is not to suggest that every aspect of STEM learning must be
transformed. There will remain many areas of the curriculum that are best served by
convergent approaches – there is, after all, still only one right answer to the question “what is
2+2?”. However, wherever practical, these strategies should be used to guide the development
Redefine problems – to make good choices, students need practice at making choices.
When those choices don’t work out, students need the opportunity to try again. To
achieve this STEM students need the opportunity to engage in projects which are
and not just accept the problem as we as give it to them. This can be achieved partly
through the way in which faculty respond to questioning, as well as the way in which
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challenges in STEM disciplines. In R. Wegerif, L. Li and J. Kaufman (Eds.), International Handbook of
Research on Teaching Thinking, Chapter 33 (pp. 402-410). New York, NY: Routledge.
Sell your creative ideas – students need to learn how to persuade others of the value
of their ideas, i.e. to justify their ideas. Team-based activities, as well as competitive
become adept at selling their ideas, both to each other, and to faculty.
Encourage idea generation – we want students to get practice at generating ideas, but
need to be taught (or perhaps, reminded) how to think divergently, and must also be
engineer. The principle for the student here is about broad preparation and not over-
specialising. In other words, encouraging students to see the value in developing other
knowledge and skills. You never know when your knowledge of biology, for example,
might give you an idea for solving a mechanical problem. Indeed, the growing field of
valuable area for “broadening” education for engineering and other STEM students.
This principle also supports the value of diverse internships and work experience
Identify and surmount obstacles – we must present students with challenging tasks,
so that they build resilience. We need to give them opportunities to fail, and try again.
Certainly in project work, but even in other courses, students need to develop an
understanding that engineering, for example, is usually not simply a matter of rolling
out a pre-determined solution. Every problem is unique and bound by a unique set of
constraints. What worked in another situation may not work in this one. Students who
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challenges in STEM disciplines. In R. Wegerif, L. Li and J. Kaufman (Eds.), International Handbook of
Research on Teaching Thinking, Chapter 33 (pp. 402-410). New York, NY: Routledge.
understand this are able to focus their energies on finding the new solution, rather than
trying to puzzle out why the old solution doesn’t work (and may never work).
even though it might not work. They need to learn how to assess risks and judge that
the risk is acceptable. This can be encouraged as simply as making it clear to students
that they won’t be punished for mistakes, both in terms of their grades, and in real
terms (for example, if they damage an integrated circuit in the course of a practical
class). Clearly, they need to be taught which risks are OK, and which are not.
risk; forgetting to wear safety goggles when operating a drill press is not. However, if
problems. Creative people recognise that ambiguity gives them more space to be
creative. This can be as simple as breaking away from a typical “lab” paradigm of
“here’s the sheet for today’s lab class. Follow the instructions” that is familiar in many
STEM disciplines. Instead of giving students a highly structured “menu” for a lab
class, for example in electronics, give them a more open-ended problem statement that
requires them to deal with the ambiguity and think more independently. Rather than a
set of instructions along the lines of “put component X on your breadboard. Now
write down the number on the voltmeter” we can achieve the same outcomes by
saying to students “Today I want you to find out as much as you can about how
transistors work. You have everything you need in the lab, so go for it!” This may
make students uncomfortable at first, but with the right encouragement they will begin
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challenges in STEM disciplines. In R. Wegerif, L. Li and J. Kaufman (Eds.), International Handbook of
Research on Teaching Thinking, Chapter 33 (pp. 402-410). New York, NY: Routledge.
take this uncertainty in their stride. When faced with ambiguity, some people close
down and do nothing, while others see the ambiguity as an opportunity to try different
Build self-efficacy – allowing students to see that they can be creative, so they don’t
fall into the “I’m not creative” self-fulfilling prophecy. Simply requiring creativity as
an assessable component of, for example, project work, will allow students to see that
they can be creative, and that their creativity is an asset. This requires faculty to
understand creativity, and how it is manifest in engineering products and other STEM
outputs, and to encourage students to build this in to the work they do.
Finding what excites them – help students explore a broad range of areas of their
chosen discipline so that they have a better chance of finding the part that really turns
them on. A wide variety of broadening subjects, as well as the opportunity for diverse,
The Importance of delaying gratification – foster a sense that sometimes you need
to work a little longer and harder to get the reward. Pushing students to the full extent
must ensure that students have the opportunity to push boundaries. This may require
more flexibility in assessment, so that each student can be pushed to his or her limit,
faculty we should have the option of pushing students beyond their comfort zones.
ambiguity and resilience – indeed all twelve of the items mentioned. More simply, we
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challenges in STEM disciplines. In R. Wegerif, L. Li and J. Kaufman (Eds.), International Handbook of
Research on Teaching Thinking, Chapter 33 (pp. 402-410). New York, NY: Routledge.
need to demonstrate that we understand what creativity is, why it’s valuable and why
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(Eds.), Multidisciplinary Contributions to the Science of Creative Thinking, Chapter 10 (pp. 155-173), London,
UK: Springer.
Creativity in Engineering
David H Cropley
Abstract
design has a similar goal, focused on technological solutions. It was the Sputnik Shock of
October 1957 that prompted, for the first time, research into the people who generate creative
solutions, the cognitive processes they employ, the environment in which they undertake
these activities, and the characteristics of the products they create. This chapter summarises
the psychological framework that guides efforts to understand how creativity is fostered so
that engineering organisations can maximise their capacity for innovation. Of special
Keywords
Introduction
The Sputnik Shock that occurred on October 4, 1957 (Dickson, 2001) was pivotal to the
technological solutions to problems) in a systematic and scientific way. After the launch of
Sputnik I, US lawmakers began to look more deeply for the underlying causes of the Soviet
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UK: Springer.
Union’s strategic achievement. The US Government understood that highly skilled people
were essential to technological progress, and the Congress addressed this through the
National Defense Education Act (NDEA11) of 1958. The NDEA was designed to rectify a
shortage of graduates in mathematics and engineering. However, the key step in linking
creativity, innovation, engineering and technology was the hypothesis that the Soviet threat in
space was not only a quantitative problem (e.g. a shortage of engineers in the US) but also a
qualitative one. There was a belief that Soviet engineering achievements, and their Sputnik I
success, resulted from superior creativity (A. J. Cropley & Cropley, 2009). This led to
attention moving, for the first time, from economic issues that underpin the growth and
development of technology, to the particular qualities of a product that make it creative, the
qualities of the people and organizations that make the technology, and the processes by
which they achieve the development of new and effective technological solutions to
research.
The shift to a qualitative explanation for engineering creativity was aided by the fact
that a scientific foundation linking creativity, engineering and technology already existed. In
1950, the psychologist J. P. Guilford delivered a pivotal presidential address to the American
intellectual ability had been defined too narrowly in terms of factors such as speed, accuracy
broader sense, to include factors such as generating alternatives and seeing multiple
possibilities. Guilford saw intellectual ability as involving both convergent and divergent
thinking.
11
http://en.wikipedia.org/wiki/National_Defense_Education_Act
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(Eds.), Multidisciplinary Contributions to the Science of Creative Thinking, Chapter 10 (pp. 155-173), London,
UK: Springer.
Engineers, in fact, are no strangers to the need for both forms of thinking: analysis
and synthesis. Horenstein (2002), for example, reminds us that design requires both: “…if
more than one solution exists, and if deciding upon a suitable path demands … making
choices, performing tests, iterating, and evaluating, then the activity is most certainly design.
Design can include analysis, but it also must involve at least one of these latter elements.” (p.
23).
In fact, the relationship between creativity and engineering runs much deeper.
Creativity is concerned with the generation of effective and novel solutions to problems.
nature – “a common misconception … is that engineering is “just” applied math and science”
(Brockman, 2009) (p. x). It follows that successful engineering design must focus on both
technological solutions. Concentrating on one at the expense of the other risks the integrity of
the solutions (products) themselves, and the skill-base of the engineers involved in the
problem solving.
Few would disagree that creativity is an essential element of 21st century life. In relation to
engineering, this was explicitly identified as long ago as 1959 by Sprecher (1959), while
Mokyr (1990) discusses the more general importance of creativity and innovation to national
prosperity. There is widespread agreement that creativity is a vital component in the success
and prosperity of organizations. Despite this, it is also clear that many leaders, managers,
professional practitioners and educators are either apathetic to creativity or, uncertain of how
to foster and exploit it in practice. This situation is not unique to engineering, and is typically
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(Eds.), Multidisciplinary Contributions to the Science of Creative Thinking, Chapter 10 (pp. 155-173), London,
UK: Springer.
the result of a lack of practical understanding of what creativity is, of how it can add value to
the solution of real problems, and of what needs to be done to foster it. This in turn results
from several misconceptions. For example, creativity has been, in the past, thought of (Olken,
1964) as a trait that people are born with – “you either have it, or you don’t” (p. 149). At the
aesthetics – “creativity is about art, isn’t it?” Creativity is also regarded frequently as simply
a matter of thinking and especially free and unconstrained thinking. Benson (2004), for
example, reports anecdotal evidence suggesting that primary school teachers see creativity as
simply a matter of letting children “do their own thing” (p.138) and that creativity is
“developed mainly through art and music” (p.138). Other researchers have noted similar
conceptual hurdles. Kawenski (1991), for example, writing about students in an apparel
design course, found that “In the first place, their romantic notions led them to believe that
creative thinking consisted of just letting their minds waft about dreamily, waiting for the
muse to strike them.” (p. 263). The result of this is that creativity is often associated with lack
of rigor, impulsive behaviour, free expression of ideas without regard to quality, and other
“soft” factors. In engineering, there is then also the hurdle that these soft factors may be
In recent years, it seems as though there is little cross-fertilization and sharing of ideas
taking place between psychology and engineering. The strong connection between creativity
and engineering, which existed immediately after the Sputnik Shock, seems to have
dissipated. Buhl (1960) exemplifies this, but also highlights the fact that the early cross-
fertilization seemed to fade away, so that from the 1970s onwards the connections between
Engineering, in relation to creativity, may have been a victim of its own success. By
the late 1960s, the success of the Apollo Space Program may have engendered a feeling
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UK: Springer.
among engineers in the United States, as well as other Western countries, that the concerns
identified by the Sputnik Shock had been solved. US and Western engineers had
comprehensively demonstrated their technical abilities, and the West could stop worrying
The challenges of the early 21st century – health, security, climate, population, food –
remain, and finding effective and novel technological solutions is more important than ever.
how, and therefore, the role of creativity is often ignored, especially in engineering education.
At the same time that engineers forgot about creativity, another factor was conspiring
to make it harder to re-establish the connection. As the study of creativity grew within the
field of psychology, a gradual shift in our understanding of the term creativity took place.
Creativity became tied strongly to the arts (D. H. Cropley & Cropley, 2013) in the public eye
(p.12-13), and this contributed to the difficulty of reconnecting creativity to engineering. Any
manager or teacher working in engineering, and interested in creativity, must now actively
“unhook” creativity from the arts (McWilliam, Dawson, & Tan, 2011) before they can absorb
It seems that before any reconnecting and rebalancing of creativity and engineering
can take place, it is first necessary to dispel some of the myths and misconceptions of
What is Creativity?
The most significant factor that is holding back the development of creativity in engineering
is the fact that, beyond the field of psychology, creativity is poorly understood. Baillie (2002)
illustrates this problem perfectly. She stated, “It is however not clear how creativity can be
nurtured or fostered in students or how it can be assessed. What is creativity? What blocks it
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UK: Springer.
and what facilitates it?” (p. 185). These questions have been the focus of research for more
Florida (2002) noted that creativity involves the production of “meaningful new
systems for understanding the world that are adopted by many people;
Embedded in this approach to creativity is the emphasis on products and the idea that
the product must be public (other people come to know about it and find it useful in some
way) and enduring (its application or use persists for some time – in some cases for a very
long time). This means that the creativity of ephemeral remarks or fleeting ideas is of lesser
interest. The emphasis on meaningful new forms is especially relevant for practical settings
such as engineering.
Two basic components are needed by engineers entering the field of creativity to answer the
question what is creativity? These not only answer the fundamental question, and remove the
basic blocks to reconnecting creativity with engineering, but also ensure that progress is made
with a minimum of duplication. The first component is a clear, and widely accepted,
definition representing the consensus that has emerged over decades of creativity research.
Such a definition should be broad enough to satisfy the needs of any domain. Plucker,
Beghetto and Dow (2004) have captured all the essential ingredients in the following:
individual or group produces a perceptible product that is both novel and useful as defined
The second component needed by engineers for the reconnection with creativity is to
recognise that creativity is characterised in terms of 4Ps: Person, Product, Process and Press
(environment). This conceptual framework was first described by Rhodes (1961) and
provides an excellent framework for understanding the who, what, when, where and how of
creativity in engineering.
Even divided into the 4Ps, this framework for understanding creativity may be still too
solutions engineers devise do not emerge in a single step. Engineers understand that there is a
sequence of stages that is followed starting with the recognition that there is a problem to be
solved, and followed by the determination of possible ways of solving that problem,
narrowing these down to one, or a few, probable solutions, before selecting the best option
how the 4Ps intersect with the stages that we know characterise engineering problem solving.
The answer to this issue is therefore a fifth P – Phases. These are the steps involved
in the generation of novel and effective engineering products. Guilford (1959) described
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(Eds.), Multidisciplinary Contributions to the Science of Creative Thinking, Chapter 10 (pp. 155-173), London,
UK: Springer.
Table 1 sets out these four steps in sequence. Importantly, Guildford’s stages are also
thinking.
Stage 1 2 3 4
model: In the phase of Preparation a person becomes thoroughly familiar with a content area,
in the Incubation phase the person “churns through” or “stews over” the information obtained
in the previous phase, in the phase of Illumination a solution emerges, not infrequently
seeming to the person involved to come like a bolt from the blue, and finally comes the phase
of Verification, in which the person tests the solution thrown up in the phases of Incubation
and Illumination. More recently, the Wallas model has been refined by adding three
additional phases (Activation, Communication, Validation) (A. J. Cropley & Cropley, 2008;
(Figure 1).
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UK: Springer.
Preparation
Activation
Generation
Illumination
Verification
Communication
Validation
The Phases of creativity captured in the Extended Phase Model shown in Figure 1, and the
fundamental oscillation between stages of convergent and divergent thinking, tie strongly to
the steps of Engineering Design as the mechanism by which products and systems are
realised. Dieter and Schmidt (2012) remind us that “… it is true that the professional practice
of engineering is largely concerned with design; it is often said that design is the essence of
engineering” (p.1). Citing Blumrich (1970), they characterize the process of design as “to pull
together something new or to arrange existing things in a new way to satisfy a recognized
need of society” (p.1). Dieter and Schmidt (2012) describe the essence of design as synthesis.
focusing on the process of solving problems. The core of engineering practice is therefore
design, but that design activity involves two stages: a stage of creative synthesis, followed by
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UK: Springer.
a stage of logical analysis. The first stage is synonymous with divergent thinking (Guilford,
1950), while the second is synonymous with convergent thinking. This may be illustrated as
shown in Figure 2 and we usually think of this process proceeding, as illustrated from left to
right.
X1
Problem/Need Solution = X3
…
Xn
(Synthesis) (Analysis)
Buhl (1960) notes many important, and recurrent themes both in creative, and
engineering, problem solving. These include the non-linear progression that the process
frequently follows. However, the most prescient of Buhl’s (1960) points is that “It is
necessary to understand all the factors which tend to prohibit or retard the work at each
phase, and to understand what things tend to increase the possibility of an unusual answer”
(p. 15).
Here is where creativity and engineering come together. As engineering design moves
through a series of stages, these involve either convergent or divergent thinking. We also
know that four factors – Person, Product, Process and Press – either help or hinder creative
problem solving (and therefore engineering problem solving) in each of the phases.
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UK: Springer.
The Person addresses the factors relating to the psychology of the individual actor involved
in the creation of the Product. Research has shown that personal properties (e.g. optimism,
openness, self-confidence), motivation (both intrinsic and extrinsic) and feelings (e.g.
excitement, hope, fear) are distinct dimensions of the Person that each have a bearing on
creativity (D. H. Cropley & Cropley, 2013). Furthermore, these dimensions of the Person
interact with each other in a variety of ways such that different combinations have unique
consequences for creativity. Table 2 summarises these properties mapped to each stage of the
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UK: Springer.
traits that are active in the different phases of the problem solving process.
The Product addresses the output of the creative activity. It is no surprise that psychologists
are interested in the creative person, however, it is also widely accepted that an essential core
of creativity, whether in art and poetry, or engineering and science, is the tangible artefact.
This definition of Product can be extended to any product, process, system or service that is
both novel and useful (Table 3) (D. H. Cropley & Cropley, 2005).
all studies of creativity” (p.187), and indeed, Morgan (1953) came to a similar conclusion.
While more recent definitions of the creative product debate the existence of higher order
characteristics (D. H. Cropley & Cropley, 2005) the foundation of definitions as far back as
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UK: Springer.
Stein (1953) is a combination of novelty and usefulness. For an object, for example, to be
regarded as creative, it must be original and surprising, and it must solve a real problem or
Four criteria define the creativity of a product (D. H. Cropley & Kaufman, 2012; D.
H. Cropley, Kaufman, & Cropley, 2011): relevance and effectiveness; novelty; elegance and
genesis. Products can be classified using these four dimensions arranged in a hierarchy
products (characterised by effectiveness, novelty, elegance and genesis), with “original” and
“elegant” products between these poles (Table 4). In the table, a plus sign means that a
criterion is associated with this kind of product, while a minus sign indicates that it is not.
The classifications in Table 4 also demonstrate the idea of pseudo- and quasi-creativity,
where the only necessary property of products seems to be novelty. The table shows that
products higher in the hierarchy incorporate all of the properties of products at lower levels,
but add something to them. According to this classification, routine products are not creative,
because the second necessary criterion (novelty) is absent. However, this does not mean that
these products are not useful, or that they are not common. In engineering, many products
perform important and valuable functions, yet are devoid of creativity, in the sense that they
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UK: Springer.
Kind of Product
Routine Original Elegant Innovative Pseudo or quasi-
Criterion creativity
Effectiveness + + + + -
Novelty - + + + +
Elegance - - + + ?
Genesis - - - + ?
Process addresses the styles of thinking that result in creative products. Although more
complex than suggested here, two main thinking styles are commonly associated with
creativity. It was Guilford (1950) who laid the groundwork for understanding the roles that
convergent and divergent thinking play in the production of creativity. While divergent
convergent thinking is also critical, particularly in the context of problem solving and
engineering. Engineers will immediately recognize this as a feature of the design process.
The core of engineering design therefore involves two fundamental stages: a stage of creative
synthesis (i.e. divergent thinking), followed by a stage of logical analysis (i.e. convergent
thinking).
Table 5 sets out processes typical of divergent thinking, and lists the associated results
of these processes.
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UK: Springer.
Divergent cognition (Boden, 1994) involves not only the generation of many possible
ideas or solutions, but also involves seeing connections between disparate pieces of
information (e.g., recognizing patterns, relating diverse concepts, combining unrelated ideas).
is the process of making associations. In fact, Mednick (1962) argued that what is necessary
for producing novelty is that such associations go beyond the traditional, conventional or
orthodox, and are remote. He described the formation of remote associates and their
connection to novelty production in the following way: In the course of their lives, people
learn a number of possible responses to any given stimulus. Responses most frequently linked
with a particular stimulus in the past are likely to be selected as appropriate if the stimulus is
encountered again (i.e., they are common). On the other hand, responses seldom paired with
the stimulus in the past have a low probability of being chosen (i.e., they are uncommon or
remote). This means that when a particular stimulus recurs in a new situation, people
typically select a common, familiar response. These responses and quick, reliable and
efficient, but they are routine, and lack creativity. For example, Chicken is a common
associate to the stimulus Egg, since these two ideas often occur together. A person with a
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UK: Springer.
high preference for common associates might associate Green with Grass. This is not a
In engineering problem solving, the impact of both forms of association (common and
remote) can be seen when examining the functions of common objects. A paper clip’s
common association is with the function clip paper. The name of the object reinforces this
common association. When asked to devise alternative uses for a paper clip, engineers must
first overcome functional fixedness – that tendency to associate objects with their customary
They represent the routine solutions that are sufficient for many situations. Standardized
electronic components, for example resistors and capacitors with known values, are
extremely useful in speeding up design and manufacturing processes. The penalty, however,
is that the habit of forming common associates can become so ingrained that it is difficult to
In any discussion of Process, it is also important to recognize the fact that creativity does not
creative engineer, you first need to be a capable, technical engineer! The characteristics of
convergent thinking (A. J. Cropley, 2006) that are vital in supporting the overall process of
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UK: Springer.
Divergent thinking is both necessary and appropriate at certain stages of the engineering
problem solving process. Equally, convergent thinking is necessary and appropriate at other
The Press examines the role of organisational and social factors on creativity. More
specifically, Press can be considered to address both: (a) how the “climate” can either
facilitate or inhibit creativity, and; (b) how the “environment” reacts to the production of
creativity. Press touches on not only factors such as management support for creativity (e.g.
rewarding creativity, encouraging risk-taking), and how the physical environment may foster
creativity (e.g. through the provision of plants and adequate lighting in the workplace), but
also on the way that society tolerates radical deviations from norms (are creative people
ridiculed or hailed), and even the rules and standards that govern professional activities such
as engineering.
define, more precisely, the aspects of the organisation that influence creativity:
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UK: Springer.
found in businesses, factories and the like, but also in schools and universities;
people, not only managers or instructors, but also fellow workers or students;
like.
Social Environment
Institutional Environment
Material People
factors
Psychological Immaterial
factors factors
The Press can act either to foster or to inhibit creativity. A congenial environment
provides the specific conditions that permit, release, encourage or foster the creativity of
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(Eds.), Multidisciplinary Contributions to the Science of Creative Thinking, Chapter 10 (pp. 155-173), London,
UK: Springer.
the resources that are made available (not only material, but also human) to support
production of novelty;
the rewards (or punishments) that are offered to people who diverge from the usual.
Paradoxes of Creativity
To understand the interaction of creativity and engineering, one critical factor must be
acknowledged. Each of the 4Ps described in previous sections is not uniformly good or bad
for creativity (A. J. Cropley, 1997; A. J. Cropley & Cropley, 2008). For example,
Horenstein’s (2002) description of engineering, cited earlier, makes it clear that the steps
appear to be mutually exclusive, are both necessary for creativity. How can creativity in
number of apparent paradoxes: Aspects of the processes of creativity, the personal properties
associated with it, the conditions that foster its emergence and the products it yields seem to
environment may encourage creativity some of the time but inhibit it at other times.
Properties of the individual – a willingness to take risks, for example – may be favourable to
creativity at some points in the process, but unfavourable at other times. The solution to this
paradox lies in the fifth P - Phases. Engineering creativity takes place across distinct phases.
between the Person, the Process, the Product and the Press, at each Phase, and specifies
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(Eds.), Multidisciplinary Contributions to the Science of Creative Thinking, Chapter 10 (pp. 155-173), London,
UK: Springer.
exactly what conditions favour or inhibit creativity, at each point in the problem solving
process.
Resolving the paradoxes of engineering creativity – the apparent need for simultaneous, but
conflicting, qualities of the person for example – is achieved by recognising that each of the
4Ps can move between two poles(D. H. Cropley & Cropley, 2011). The best example is
Process – both convergent and divergent thinking are required at different stages of the
engineering problem solving process (see Table 7). In some stages, for example the
Generation phase, divergent thinking is most favourable to the overall process of creativity.
In other phases, for example Illumination, convergent thinking is most appropriate. Mapping
the creativity-enabling state of each of the 4Ps against the seven Phases of the process
resolves the paradoxes of engineering creativity (see Table 7). Phase by phase, Table 7 shows
that the conditions that foster creativity and innovation change. What is good for creativity
and innovation in, for example, the Activation Phase, may actually hinder innovation in the
Verification Phase. The key to successful engineering creativity and innovation therefore is to
The Innovation Phase Model has been tested empirically through the Innovation
Phase Assessment Instrument (IPAI) described in (D. H. Cropley & Cropley, 2012; D. H.
Cropley, Cropley, Chiera, & Kaufman, 2013). In addition to demonstrating that teams and
organisations may be well-aligned, or misaligned to the different poles that favour creativity
across the different phases, the IPAI also highlights the relationship between creativity and
innovation. The former is a necessary pre-requisite to the latter, and while other researchers
frequently explore innovation from an economic or organizational viewpoint, the focus of the
personality, emotions and motivation help or hinder engineers engaged in creativity and
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UK: Springer.
innovation? What cognitive processes do they draw on to aid in their creativity? What
institutional and social factors help or hinder their efforts to design and develop novel
products and systems? How do we assess whether those novel products and systems are,
indeed, creative?
However, without substantial change to engineering education, these concepts are unlikely to
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Invention Exploitation
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UK: Springer.
The failure of engineering education to adequately address the need for creativity is reflected
in the 1996 report of the Alliance of Artists’ Communities (1996) which concluded, that
American creativity is at risk. The problem is not confined to the United States of America,
and goes beyond the artistic or aesthetic focus areas of the report. For example, employers
surveyed in Australia in 1999 noted that three-quarters of new university graduates there
show skill deficiencies in creativity, problem-solving, and independent and critical thinking.
Also in Australia, in 2013, the annual Graduate Outlook Survey12 indicates that “Critical
the list of selection criteria for employers, and yet, when asked to rate the employability skills
of graduates actually hired in 2013, employers indicated that only 57.3% exceeded average
expectations in problem solving. Tilbury, Reid and Podger (2003) also reported on an
employer survey in Australia which concluded that Australian graduates lack creativity.
In the United Kingdom, Cooper, Altman and Garner (2002) concluded that the
Council noted that medical education is overloaded with factual material that discourages
higher order cognitive functions such as evaluation, synthesis and problem solving, and
employment survey data in the area of computer science and IT, suggesting that graduates in
A similar picture is reported widely in the United States in various sources. Articles in
Time and Forbes Magazines, for example, suggest that employers are frustrated by the fact
that new graduates are emerging from universities lacking skills in creativity and problem
solving.
12
http://www.graduatecareers.com.au/wp-content/uploads/2014/03/Graduate_Outlook_2013.pdf
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UK: Springer.
The problem is not unique to higher education. Over a period of decades, research has
shown that, while most teachers claim to have a positive attitude to creativity, in classrooms
in many different countries, properties and behaviours actually associated with creativity are
frequently frowned upon. The evidence summarized by Cropley (2001) is that teachers
discourage traits such as boldness, desire for novelty or originality, or even actively dislike
children who display such characteristics. Therefore, despite widespread calls for creativity,
there may be limited efforts to foster its emergence, or even dislike of people who display it.
Kingdom’s Royal Academy of Engineering published the report Creating Systems that Work:
Principles of Engineering Systems for the 21st Century in June 2007 (Elliott & Deasley,
2007). Among six principles that the report states are necessary for “understanding the
challenges of a system design problem and for educating engineers to rise to those
challenges” (p.11) is an ability to “be creative”. The report further recognizes the key role that
creativity plays in successful engineering and defines creativity as the ability “to devise novel
and … effective solutions to the real problem” (p. 4)! Baillie (2002) similarly noted an
(p. 185).
education in the United States of America, and concluded that there is little support for
creative students. It is true that there has been some effort in recent years to encourage
creativity in colleges and universities: For instance, in 1990 the National Science Foundation
(NSF) established the Engineering Coalition of Schools for Excellence and Leadership
(ECSEL). This had the goal of transforming undergraduate engineering education. However,
a subsequent review of practice throughout higher education in the United States (Fasko,
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UK: Springer.
2001) pointed out that the available information indicated that deliberate training in creativity
was rare.
Kazerounian and Foley (2007) restate the fundamental problem: “If creativity is so
central to engineering, why is it not an obvious part of the engineering curriculum at every
university?” They suggested that this is because it is “not valued in contemporary engineering
education” (p. 762), but the problem runs deeper than that. Why is the compelling pressure for
creativity in engineering education largely ignored? Cropley (2015) suggests at least three
degrees are focused on narrow specializations; (b) teaching focuses too much on the
(2007) who outlined three things promote the habit of creativity (p. 3). These should serve as
general principles for curriculum and program design in engineering. First, students must
have the opportunity to engage in creativity. These must be embedded throughout programs
and courses in an integrated and mutually reinforcing manner. Second, students must receive
positive encouragement as they engage in tasks requiring creativity. Third, students must be
Sternberg (2007) (p.8-15) further outlines twelve strategies (Table 8) that guide the
development of the creativity habit. This is not to suggest that every aspect of engineering
learning must be transformed. There will remain many areas of the curriculum that are best
served by convergent approaches – there is, after all, still only one right answer to the
question “what is 2+2?”. However, wherever practical, these strategies should be used to
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UK: Springer.
Table 8: Twelve Keys for Developing the Creativity Habit (Sternberg, 2007)
Redefine Problems
the recognition that creativity is already well defined, and that there is an accessible and
useful framework for understanding the factors that foster, and inhibit, creativity. Perhaps the
single most important factor for progress in engineering creativity is to avoid reinventing the
wheel, and to build on the body of knowledge – much of which sits in the discipline of
References
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Bateman, K. (2013, April 18, 2013). IT students miss out on roles due to lack of creativity.
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12(1), 8-14.
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Cropley, A. J., & Cropley, D. H. (2009). Fostering creativity: A diagnostic approach for
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Cropley, D. H., & Cropley, A. J. (2013). Creativity and crime: A psychological approach.
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Cropley, D. H., & Kaufman, J. C. (2012). Measuring functional creativity: Non-expert raters
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Cropley, D. H., Kaufman, J. C., & Cropley, A. J. (2011). Measuring creativity for innovation
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INDEX Terms
Convergent Thinking
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UK: Springer.
Creativity
Design
Divergent Thinking
Education
Effectiveness
Elegance
Engineering
Genesis
Habit
Innovation
Novelty
Paradox
Person
Phases
Press
Process
Product
Sputnik
Technology
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Palgrave MacMillan Ltd.
Abstract
This chapter explores creativity and culture in the domain of engineering. I begin by
recognising that culture is a label for the attitudes, motives, values and beliefs shared by an
organisation. In the literature of creativity, these equate to the 4Ps framework – Person,
innovation. The culture that supports this process is fluid – the attitudes, motives, etc., that
support innovation change from one stage to the next. From this, a cultural baseline is
defined – what aspects of the 4Ps support the generation and exploitation of ideas in an
I then turn to engineering creativity and innovation. How does the culture of
engineering organisations align to the generic cultural baseline for innovation? I will discuss
aspects of the 4Ps that are unique to engineering organisations, and ask if these align
favourably to the generic cultural baseline. Are engineering organisations well aligned to the
culture required for successful creativity and innovation, or not? Are particular aspects of the
organisations?
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(Ed.), The Palgrave Handbook of Creativity and Culture Research, Chapter 27 (pp. 486-506), Basingstoke, UK:
Palgrave MacMillan Ltd.
Introduction
Culture can be interpreted in a variety of ways, not least in the literature on creativity. Lubart
(2010), for example, cites House and Javidan (2004) who described culture as a set of
“…shared motives, values, beliefs and identities…that result from common experiences of
members of collectives…” (p. 15), while Puccio and Cabra (2010) subsume culture as a
component of the broader creative work environment (see Figure 1), defining organisational
culture as a set of “…values, traditions and beliefs…” (p. 155) that is specific to a particular
organisation.
National Culture
External Environment
Organisational Culture
Organisational Structures
Climate
Physical Space
At the same time, creativity research has also focused considerable attention on the
in terms of the external, social environment, and the internal, organisational environment
(e.g. Cropley, 2015). As Puccio and Cabra (2010) note, however, the terms culture and
climate are frequently used interchangeably. This blurring of terms may have the effect of
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(Ed.), The Palgrave Handbook of Creativity and Culture Research, Chapter 27 (pp. 486-506), Basingstoke, UK:
Palgrave MacMillan Ltd.
focusing discussions of culture too narrowly on the Press, in the tradition of the 4Ps (e.g.,
Rhodes, 1961; Barron, 1969), with the result that studies of creativity and culture lose sight of
the role that Person, Product and Process play in shaping, and being shaped by, “the way that
things are done around here” (Lundy & Cowling, 1996, p. 168).
To make this point more explicit – the study of creativity and culture is more than the
study of the Press. A formal definition of culture makes this clear. The Collins Concise
Dictionary (2001) defines culture as “…the attitudes and general behaviour of a particular
social group, profession, etc.” Creativity and culture in engineering is therefore a study of all
facets of creativity – Person, Product, Process and Press – as they pertain to the practice of
engineering.
Lubart (2010) described three aspects of culture and creativity, the first of which is of
special relevance to the present discussion: “does creativity mean the same thing in different
2. By defining a universal cultural baseline of Person, Product, Process and Press across
a. This model describes the particular blend of 4Ps that favour innovation at each
3. By describing the way creativity is done in the engineering domain to show that it is a
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Palgrave MacMillan Ltd.
a. What is the typical engineering culture described in terms of the 4Ps, and
where are the points of difference, and how can these be addressed?
In this way I will be able to establish a basis for studying if, and how, creativity in
thinking. Rather, creativity is the front-end of a larger and more complex process of
innovation. Roberts (1988), for example, divided innovation into two stages or phases:
invention and exploitation. Invention was characterised as the generation of novel products
and processes – ideas, in other words – and is thus synonymous with creativity. Exploitation,
on the other hand, was seen as the implementation of these ideas. Bledow et al. (2009) made a
similar distinction and explicitly linked the first phase (invention) to creativity. D. H. Cropley
and Cropley (2010) distinguished between the generation of effective novelty (i.e. creativity)
and the exploitation of effective novelty (i.e. innovation). These sources help to make two
points clear. First, creativity is a necessary, but not sufficient, part of innovation. Second,
In fact, the process of generating and implementing ideas – innovation – has a history
that pre-dates the modern creativity era and its catalyst (Guilford, 1950). Prindle (1906), for
example, studied inventors, concluding that every invention is the result of a series of small,
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Palgrave MacMillan Ltd.
compounding and linked steps. Wallas (1926), in probably the best known example,
identified), preparation (information is gathered), concentration (an effort is made to solve the
problem), incubation (ideas churn in the person’s head), illumination (what seems to be a
solution becomes apparent), verification (the individual checks out the apparent solution),
and persuasion (the individual attempts to convince others that the product really does solve
the problem). Rossman (1931) formalised the steps in a comparable fashion, proposing seven
phases: observation of a need or difficulty, analysis of the need, survey of all available
solutions for their advantages and disadvantages, the birth of new ideas, and experimentation
to test out the most promising idea. Applying these concepts to a particular field of activity,
Hadamard (1945), writing about the psychology of invention in the field of mathematics,
More recently, D. H. Cropley and Cropley (2012) drew these together to illustrate the
relationship between creativity and innovation, and the stages that are relevant to the
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(Ed.), The Palgrave Handbook of Creativity and Culture Research, Chapter 27 (pp. 486-506), Basingstoke, UK:
Palgrave MacMillan Ltd.
stages involving idea generation and idea exploitation, D. H. Cropley and Cropley (2012,
2015) and Cropley et al (2013) drew on Csikszentmihalyi’s (2006) conclusion that the
creative process includes distinct phases that draw on different psychological resources, to
create a model of the intersection of the 4Ps with each phase (Table 2). In fact, the model
expanded the traditional 4Ps into a more detailed 6Ps by giving greater weight to the
components of the Person – namely motivation, personal properties and feelings. Thus, not
each phase has a unique profile of Person, Product, Process and Press factors that tend to
favour innovation, in that phase. Therefore, an ideal innovation culture – the attitudes and
Person, Product, Process and Press, specific to each phase of the innovation process (Table
2).
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Research, Chapter 27 (pp. 486-506), Basingstoke, UK: Palgrave MacMillan Ltd.
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(Ed.), The Palgrave Handbook of Creativity and Culture Research, Chapter 27 (pp. 486-506), Basingstoke, UK:
Palgrave MacMillan Ltd.
paradoxical nature of innovation and the psychological resources that drive it. Innovation is
not simply a one-size-fits-all process in which favourable aspects of the 4Ps are uniformly
favourable. Instead, different states of the 4Ps – convergent thinking or divergent thinking,
for example – take on special significance depending on the particular phase of the process
that is active at any given point in time. Culture, insofar as it represents a snapshot of those
poles of the 4Ps, is similarly dynamic in nature. In simple terms, the culture that favours
innovation during the phase of generation, for example, is very different from the culture that
favours innovation during the phase of verification (see Table 2). Indeed, we might describe
compare a typical engineering culture, expressed in terms of the 4Ps, with the dynamic
Engineering as Innovation
Although it is implicit in this discussion, some further explanation of why engineering and
that engineers do? What is the common, unifying purpose that defines the activity called
engineering? There is a consistent answer to this question. Jensen (2006), for example, says
that “Engineers solve problems” (p. 17). This process defines steps that include the ability to:
“supplement the standard solution methods with creativity and insight” (p. 18).
Burghardt (1995) described the engineering profession as one “devoted to the creative
solution of problems” (p. 2), while Horenstein (2002) takes a different tack, explaining that
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(Ed.), The Palgrave Handbook of Creativity and Culture Research, Chapter 27 (pp. 486-506), Basingstoke, UK:
Palgrave MacMillan Ltd.
“design” is what engineers do (p. 22), and that “design can be defined as any activity that
results in the synthesis of something that meets a need” (p. 22). Brockman (2009), in
comparison, also links engineering to needs-driven problem solving, noting that problems
arise from a drive to “satisfy mankind’s complex needs and desires” (p. 3). Buhl (1960)
stated that “a designer is one who satisfies mankind’s needs through new answers to old
problems.” (p. 9). He continued this theme stating that “The designer must deliberately create
new products and processes which will fulfil mankind’s needs. He must be creative in all
Before we can examine this match between theory and practice, we must first
(in the sense of the generation of effective novelty) from innovation (in the sense of the
complex and non-linear process of developing technological solutions to the needs and
Schmidt (2012) remind us that “… it is true that the professional practice of engineering is
largely concerned with design; it is often said that design is the essence of engineering” (p.1).
Citing Blumrich (1970), they characterize the process of design as “to pull together
something new or to arrange existing things in a new way to satisfy a recognized need of
society” (p.1). Dieter and Schmidt (2012) describe the essence of design as synthesis.
focusing on the process of solving problems. He stated that “If only one answer to a problem
exists, and finding it merely involved putting together the pieces of the puzzle, then the
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activity is probably analysis … if more than one solution exists, and if deciding upon a
suitable path demands being creative, making choices, performing tests, iterating and
evaluating, then the activity is most certainly design. Design can include analysis, but it must
also involve at least one of these latter elements” (p.23). The core of engineering practice is
therefore design, but that design activity involves two stages: a stage of creative synthesis,
followed by a stage of logical analysis. The first stage is synonymous with divergent thinking
(Guilford, 1950), while the second is synonymous with convergent thinking. This may be
illustrated as shown in Figure 3 and we usually think of this process proceeding, as illustrated
X1
…
Problem/Need Solution = X3
…
Xn
design – is, like innovation, a process of stages. Not only that, but the stages are largely
identical across the two activities (see Cropley, 2015 for a full discussion). Engineering can
be thought of as a special case of the more general process of creative problem solving, or,
innovation.
Engineering Culture
In order to address Lubart’s (2010) fundamental question “does creativity mean the same
characterise the typical engineering culture. To facilitate comparisons with the generic
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innovation culture described previously (i.e. Table 2), the typical engineering culture,
inasmuch as it can be identified, can now be expressed using the framework of the 4Ps.
model of innovation (the 4Ps), and the extant culture of engineering, is that the respective
identify, in engineering literature, research that examines three categories that relate to
engineering culture:
These may then be mapped onto to the psychologically-oriented 4Ps, to facilitate the
comparison on engineering cultures and the more general culture of innovation (Table 3).
Engineering People
gender. The purpose of this chapter is not to explore the underlying issues that have given
rise to a profession, and therefore a culture, dominated by males (Frome, Alfeld, Eccles, &
Barber, 2006; Jagacinski, 1987; McIlwee & Robinson, 1992; Robinson & Mcllwee, 1991),
rather, this pervasive cultural characteristic is taken as fact, and used as a basis for
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Palgrave MacMillan Ltd.
engineering cultures is revealed by research on creativity and gender. Cropley (2002), for
example, explored creativity and gender from a general, psychological perspective along the
These characteristics were then used as the basis for an analysis of the relationship of
gender and creativity. As psychological categories, male and female are probably best
regarded as stereotypes – they describe common and general patterns, but are neither all-
encompassing nor exclusive, and are shaped by culture such that they can be regarded as
descriptors for the purposes of the present discussion, it can be argued that differences exist
between males and females, with regard to creativity. Lipman-Blumen’s (1996) distinction
between male and female “achieving styles”, for example, suggests that there are
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characteristics of cognition and personality that are stereotypically male or female. Table 5
summarizes a selection of these. The contents of the table are based on discussions in
Millward and Freeman (2002), Powell (1993) and Schein (1994), and strongly reflect the
analysis of Maccoby and Jacklin (1974), however, these are mapped into categories more
Female Male
- concrete - abstract
- narrowly focused - broadly focused
Cognition
- convergent - divergent
- intuitive - logical
- irresolute - persistent
- seeks security (avoids risks) - takes risks
Motivation - seeks to avoid failure - seeks success
- reactive - proactive
- pursues long-term goals - pursues short-term goals
- cautious - daring
- empathic - egocentric
- timid - aggressive
Personality - sensitive - insensitive
- oriented towards feelings - oriented towards ideas
- lacking self-confidence - self-confident
- responsible - adventurous
- people-oriented - task-oriented
- wants to be liked - wants to be respected
- communicative - taciturn
Social
- slow to come forward - seeks limelight
Properties
- allows herself to be dominated - tries to dominate others
- gives in to authority - challenges authority
- fears criticism - fights back when criticized
The key point, for a discussion of engineering culture and creativity/innovation, is that
when the general characteristics associated with creativity (Table 4) are mapped onto the
stereotypes of males and females (Table 5), it appears that the male stereotype aligns to the
characteristics associated with creativity better than the female stereotype! There are several
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important issues associated with this that have a direct bearing on the discussion of creativity
3. Therefore, the male stereotype that appears favourable when restricted to creativity
Of course, the issue of stereotypes is more complex both in relation to creativity, and
engineering, than it is possible to convey here. Stereotypes are heavily influenced and, in fact,
determined by the social and, in the case of engineering, organizational environments (Press).
Stereotypes exert a strong influence on aspects of experience, such as the way boys and girls
are educated or treated by their parents, and by society. Millward and Freeman (2002) linked
evidence indicating that the stereotypes have consequences for the way female managers are
regarded by their seniors (and thus for factors like authority and promotion), as well as for
females’ actual management behaviour. In fact, Schein (1994) concluded that the stereotypes
exert a drag on female managers from the very beginning of their careers. It has been
suggested (Cropley, 2015) that in engineering these stereotypes play a negative role even
before a female embarks on an engineering career, and may be the single most important
factor in the poor participation rates by women in engineering degrees, and subsequent
engineering careers. An important mechanism through which stereotypes affect the behaviour
of females and males is also role expectations. Scott and Bruce (1994) showed that these
expectations have direct effects on creative behaviour. For instance, not only do male
managers expect their female colleagues to avoid risks, but the women too are familiar with
the stereotype and the associated role expectations, and often tend to behave accordingly.
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and the way males and females are shaped into different achieving styles during the process
identification with the same gender parent who conforms to the stereotype (Hoffman,
1971);
differential reinforcement by parents, teachers and the like of what are perceived as
the view that acquisition of clear gender roles is vital for healthy psychological
Thus, even if they are no more than stereotypes, a society’s ideas on gender can affect
not only what others regard as normal in men and women, what duties women are assigned,
and so on, but also, through internalization of the stereotypes by women themselves, what
ambitions they develop, what kind of management behaviour they exhibit, and what careers
they choose. More recent research has also addressed this issue through the construct
stereotype threat (Spencer, Steele, & Quinn, 1999). One obvious conclusion from this is that
the benefits that might be gained from the qualities and characteristics of the minority of
female engineers are lost – female participation fails to reach a threshold level that might
creativity, innovation and engineering is that what at first might appear to be an advantage (a
male-dominated profession apparently replete with the characteristics that favour creativity)
is, at best, an advantage in some phases of innovation and, at worst, a serious disadvantage in
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personality, creativity and engineering. Williamson, Lounsbury, and Han (2013), for example,
conducted a large study of both engineers and non-engineers, examining specific personality
characteristics, many of which are relevant to discussions of creativity. Although there are
limitations on the generalizations that can be drawn from the study, it is noteworthy that the
sample of engineers (n=4,876) was comprised of 3,998 males (82%). The study used the
Personal Style Inventory (Lounsbury & Gibson, 1998) to assess a number of relevant aspects of
personal properties, motivation and feelings. When comparing the male-dominated engineers to
a very large sample of non-engineers (for which no demographic breakdown is given beyond
n=75,892), it is possible to conclude that the engineers were significantly more intrinsically
motivated and tough-minded, and equally open-minded and adept at team work as the non-
engineers. Without drawing unwarranted conclusions, these data do suggest that the male-
dominated engineer sample is distinctly different from the non-engineer sample. In many ways,
this is sufficient to make the point that a culture dominated by one gender (engineering) has a
profile of personal characteristics that may align to aspects of those characteristics that favour
some phases of innovation, but not others. In other words, in the context of innovation, a male-
dominated culture is likely to be both a blessing and a curse. In practical terms, this means that
the culture of engineering organisations is facilitatory, in certain phases, but inhibiting in others.
Along with the characteristics of the Engineer – the Person – another important factor
shaping engineering culture is the character of profession itself and the manner in which it is
passed on to those entering the profession. Despite efforts to embed creativity, innovation and
other associated attributes in engineering curricula (e.g. Radcliffe, 2005), and despite the
agencies (see Cropley, 2015 for a discussion of this issue in relation to engineering), it is also
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acknowledged (Kazerounian & Foley, 2007) that creativity has largely failed to make its way
Cropley (2015) offers at least three reasons for this disconnect between creativity and
engineering, each largely stemming from issues in the way that engineers are educated:
specialisations, leaving little room for creativity, and other associated competencies;
understand what makes something and someone creative, and therefore don’t know
employers, professional bodies, and so on, the resulting engineering culture, at least as it
relates to creativity and innovation, is convergent and analytical. I have suggested elsewhere
driving the problems identified above, and leading to the development of i-shaped
professionals (and not the desired T-shaped professionals describe, for example, by Oskam
predominant cognitive style in engineering that favours some phases of innovation, but
inhibits others. Kolb and Wolfe (1981), more than 30 years ago, described this as the
professional deformation of engineers (p. ii), recognising that the mentality of the profession
could lead to an undesirable inflexibility in cognitive style. More recently, Lumsdaine and
Lumsdaine (1995) noted a strong preference for a logical, analytical thinking style among
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Palgrave MacMillan Ltd.
engineering faculty, and their data suggested that students shifted away from a preference for
Like case of gender, the practical result of this dominant professional cognitive style
is a culture that is reasonably well-aligned to some of the phases of innovation – those where
Engineering Places
The third element that characterises an engineering culture is the place where the activity
occurs. The environment, of course, has a number of levels, as alluded to earlier (Puccio &
Cabra, 2010) – ranging from the broad, social environment to the more immediate
organisational environment. One aspect of the latter that is important for shaping engineering
three sub-cultures: executives, engineers and operators. Of particular interest for the present
discussion are his “assumptions of the engineering culture” (p. 14). These include:
“Engineers are safety oriented and overdesign for safety” (p. 14).
The key is, once again, the identification of a general engineering culture with
assumptions tie the engineering culture back to a pattern that is analytical in thinking and
risk-averse in nature, and focused on “designing humans out of the systems rather than into
structure specifically, and citing findings from an ethnographic field study of the engineering
division of a large, high-tech firm, he notes a “…vague, decentralized, chaotic…” (p. 20)
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structure that contributed to “…an aura of ambiguity that, depending on context, is either
celebrated as a source of creativity, or seen as a pain in the neck.” (p. 21). Furthermore,
describing orthogonal formal and informal reporting structures and their impact on individual
and group responsibilities, Kunda (1986) notes a “…highly political and rapidly shifting
social environment that many agree characterizes the industry, its organizations and
Kunda (1986) also describes aspects of the social nature of the work environment in
his study of the engineering firm. Engineers enjoy different levels of status, depending on the
kind of work they do. “Development of new products is the glamorous work. This is seen as
the essence of creative engineering.” (p. 26), while “Other engineering groups in the
Engineering division are involved in lower status support activities…” (p. 27). Flowing on
from this is a variety of incentives and pressures that, echoing Lundy and Cowling (1996),
directly impact on how engineering innovation actually gets done. The practical consequence,
once again, is a culture in engineering organizations that aligns quite well to some phases of
can be identified with particular characteristics that can be expressed in terms of the people,
the profession and the places of engineering. More specifically, this culture can be translated
expressed in terms of the 4Ps – Person, Process, Product and Press. The picture that is
static constellation of particular values of the 4Ps, and an innovation culture that is
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It is now apparent that there are significant points of difference between a typical engineering
culture – the framework of the values, motives, attitudes and beliefs – expressed in terms of
the 4Ps, and the culture associated with innovation. This is all the more surprising given the
general similarity between engineering and innovation – both are focused on the generation
The explanation for this mismatch lies in the fact that the innovation culture defined
in Table 2 is a theoretical ideal. This is how innovation should happen. In contrast, the typical
often risk-averse, linear and quantitative – is only one instantiation of how innovation
actually happens.
We can identify at least three ways in which the real and the theoretical cultures
misalign. The static, engineering culture is characterised by a particular kind of person. That
person is likely to be male, and while reasonably open-minded and motivated, he prefers
analytical approaches to problems that seek to discover the one-right-answer that must exist.
While this is ideal for a phase like Verification (see Table 6, shaded column), it will be
obvious that an organisation full of such people will also struggle, for example, with the
Generation phase.
process – convergent thinking. This is likely to have been ingrained in the mind of the
engineer as part of his education. He has been taught to prefer unambiguous, well-defined
problems that involve finding the right answer, eliminating uncertainty and minimising risk.
As was the case with personality factors, this is ideal for a phase like Verification, but not for
a phase that requires divergent thinking. Even if the organisation itself recognises the need
for divergent thinking, it is constrained by the ability of its engineers to adapt to the styles of
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Palgrave MacMillan Ltd.
often reinforces attitudes and behaviours that favour only some phases. Not only is creativity
ambiguity and so on – it is also challenging for managers responsible for the activities of the
constrained by resource pressures – time and money – and creativity, as Amabile (1996) has
demonstrated, needs adequate resources. Engineering cultures therefore are more likely to be
not exceeded, and scarce resources used efficiently. This high-demand environment will
facilitate some phases – once again, Verification, to take one example – but will hinder
efforts in other phases – Generation, again – that are best served by a low-demand
management environment.
The practical implication of this misalignment is clear. The engineering culture that is
outwards to other phases in a practical, engineering setting (see Table 6. Where that
constellation aligns, either wholly, or largely, with the ideal innovation culture, as it does in
facilitated. However, where the engineering culture fails, wholly or largely, to align
(indicated by the crossed out terms in Table 6), as is the case in Activation, Generation, and
One of the key questions posed early in this chapter was how creativity differs in
engineering from other cultural contexts. The answer lies in the fact that engineering should
be an outstanding example of how the generation of effective and novel ideas – creativity –
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differences arises in how the theoretical ideals of innovation are realised by the day-to-day
realities and constraints of engineering. Real-world engineering has evolved with many
constraints that serve to block some parts of the innovation process. However, creativity itself
is really no different in engineering compared to any other cultural context – the differences
lie in everyday constraints that each cultural context builds for itself. The key to successful
creativity, and innovation, is being able to recognise those constraints for what they are, and
either remove them – for example, by breaking down the gender bias in engineering – or to
steer around them by adapting the culture to stay aligned with the ideal.
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Palgrave MacMillan Ltd.
Summary
Many engineering organisations may feel justified in thinking that their performance with
good for innovation is always good for innovation – do nothing to dispel or challenge this
belief. However, many engineering organisations may be like the proverbial statistician
whose head is in an oven, and whose feet are in a refrigerator. On average, things feel quite
comfortable! However, in this chapter I have explained that the paradoxical nature of
engineering organisations are underperforming with respect to innovation. Probably the most
pervasive reason for this misalignment is the male-dominated nature of the engineering
profession. From this particular structural characteristic stems a unique profile of personal,
management style, influenced by the way engineers are taught, and how they judge and value
creativity and innovation. Where this profile naturally aligns to innovation, engineering
organisations perform well. However, across the full spectrum of the innovation process, it is
almost axiomatic that the engineering culture that is doing well in some phases must be doing
badly in others.
How is this issue to be resolved? There are many possible approaches, each with
merits. A great deal of attention has been given, in recent years, to shifting the emphasis in
graduate qualities (e.g. Radcliffe, 2005; Walther & Radcliffe, 2007; Walther, Kellam,
Sochacka & Radcliffe, 2011). In other words, change the attitudes and behaviours of the men
entering the engineering profession to align better to the requirements for successful
innovation. This is certainly one possible way to tackle the problem. Equally valid, however,
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and perhaps far more beneficial, is to fix the structural problem that constrains engineering
cultures.
Rebalancing gender in the engineering profession is about far more than equity. A
recent report – Innovation by Design: The Case for Investing in Women – published by the
Anita Borg Institute (2014) highlights research findings which make a compelling case that
“diversity powers innovation” (p. 5). Two key advantages of diversity stand out for
engineering organisations:
Increased innovation;
already established why this should be the case. Many of the misalignments identified earlier
– those phases where the 4Ps of a typical engineering organisation fail to align to the ideal –
stem from the influence of the male-dominated gender bias of engineering organisations. The
same misalignments could be addressed not by trying to change the male engineer to be more
stereotypically female at certain points in the process, but instead to draw on the strengths that
A reasonable conclusion that can be drawn from this chapter is that a typical
engineering culture, characterised in in terms of the 4Ps – Person, Process, Product and Press
other words, the attitudes and general behaviours of this particular profession, constrained as
they are by structural factors like gender, are not uniformly favourable to the attitudes and
behaviours required for successful innovation. However, that statement masks important
details. While on average engineering cultures may exhibit modest, or even quite good,
alignment, the paradoxical nature of innovation – what’s good for innovation in one phase
may be bad for innovation in another phase – means that typical engineering cultures are
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strong at some aspects of innovation, but weak at others. The solution, driven by a recognition
that a problem exists, lies in more effective engineering education, better diversity, and more
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Biography
Dr Cropley joined the School of Engineering at the University of South Australia in 1990,
after serving for four years in the United Kingdom’s Royal Navy, including deployments to
the Middle East and West Indies.
Now a recognised expert in creative problem solving and innovation, Dr David Cropley was a
scientific consultant and on-screen expert for the Australian ABC TV Documentaries
Redesign My Brain (2013), Life at 9 (2014) and Redesign My Brain, Series 2 (2015).
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NY: Cambridge University Press.
School of Engineering
Abstract
There is ample evidence that creativity is vital to engineering. Key stakeholders in the process
contributes important elements to the design and production of technological solutions to the
needs of society.
Despite this, engineering does a relatively poor job of nurturing creativity in the
engineering education process. It is often the case that this deficiency is either blamed on the
curricula, however, there is a far more straight-forward reason why the typical engineering
drives engineering education, resulting in program structures that shut out synthetic thinking
and creativity.
The failing of engineering education, however, also contains the seeds of the solution
to the problem, so that can creativity can be nurtured appropriately in the engineering
restructured with a top-down, systems mindset that would make space for synthesis, as well as
analysis, and allow the proper development of creativity alongside technical engineering
expertise.
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Beghetto and J. C. Kaufman (Eds.), Nurturing Creativity in the Classroom, Chapter 13 (pp. 212-226). New York,
NY: Cambridge University Press.
Throughout history, a key factor in human development has been our ability to solve
problems. Those problems take a variety of forms, but many of the most critical have been
problems that are highly amenable to the application of engineering in the sense defined by
the US Accreditation Board for Engineering and Technology (ABET) – that is, solutions that,
at their core, make use of the “…materials and forces of nature for the benefit of mankind”.
Thus, the problem of warmth and shelter was solved by mankind’s ability to create structures
from stone, wood and other materials. The problem of feeding large numbers of people was
tackled by the development of the plough and irrigation. Problems of health were solved by
the creation of systems for removing and processing waste. Our success at solving these
problems through the application of engineering has resulted in rapid growth and
development.
It is important to note, however, that this process of problem solving for human
development is highly dynamic in nature. We are all too familiar with the fact that each
solution that is developed contains the seeds of new problems. The solutions developed and
applied since the industrial revolution – steam engines, the use of coal as a fuel, the
development of internal combustion engines, the exploitation of oil – have provided many
benefits, however they have also given rise to new problems that themselves must be
addressed. Pollution and climate change, for example, are by-products of earlier solutions that
now stimulate both a drive to replace those older technologies with better and more efficient
Where does creativity come into play in this process of engineering solutions to the
needs of mankind? The cycle of problem – solution – problem – solution has one distinct
characteristic that explains why creativity is so vital to engineering, and therefore to society.
Every time a new problem emerges – one that is unprecedented or never seen before – it is
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NY: Cambridge University Press.
axiomatic that previous solutions will not be suitable. The solution, for instance, to the
problem of diesel engines polluting the environment is not to build more diesel engines!
Something has to change! If we keep applying the same old solution, but hope for a different
result, then we are, as Einstein suggested, flirting with insanity. The key ingredient is the
addition of novelty – something new. The diesel engine problem may be solved, therefore, by
the addition of novelty in the form of new components that reduce the emissions of the
engine, or, it may be solved by a completely new paradigm – electric motors instead of diesel
engines. Whichever approach is taken, the key ingredient is novelty, and novelty is a defining
characteristic of creativity.
Our ability to harness the materials and forces of nature for the benefit of mankind –
engineering problem solving – therefore cannot look past the role of creativity. With the
exception of routine replication – solving old problems with old technologies – engineering is
a forward-looking, optimistic pursuit that seeks to develop new technological solutions to the
stream of new and challenging problems that we face as the world continues to develop. It
follows that engineers themselves must have, as a core competency, the ability to find and
develop these novel solutions, and for this reason, creativity must be deliberately and
Both Buhl (1960) and Cropley (2015) have underlined the case that creativity is a vital,
integral and valuable part of engineering, and the preceding discussion touches on the key
engineers are not fully equipped for their role as technological problem solvers. This is
supported by empirical evidence from one of the key stakeholders in the development of
technological solutions – the employers who hire engineers. In fact, not only do these
stakeholders echo the importance of creativity in engineers, but they highlight an alarming
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NY: Cambridge University Press.
concern – that the engineers emerging from the educational pipeline are not equipped with
this core competency to the degree that is required to be fully effective. In fact the problem is
independent and critical thinking. The importance of creativity and related skills was again
confirmed by the 2013 annual Graduate Outlook Survey conducted by Graduate Careers
Australia13, which indicated that “…Problem solving/Lateral thinking…” is third on the list of
top selection criteria for employers. However, of greater significance, and an indicator that all
is not well in the educational process with respect to creativity, was the fact that employers
indicated that only 57.3% of graduates hired exceeded average expectations in problem
solving – a figure that has been declining in recent years! If further evidence of both the
produce creative engineers, is needed, Tilbury, Reid and Podger (2003) also reported on an
employer survey in Australia which concluded, quite simply, that Australian graduates lack
creativity.
Kingdom, Cooper, Altman and Garner (2002) concluded that the education system, in
general, discourages innovation. More specifically, the British General Medical Council noted
that medical education is overloaded with factual material that discourages higher order
cognitive functions such as evaluation, synthesis and problem solving, and engenders an
attitude of passivity – criticisms that could be levelled also at engineering curricula. Closer to
13
http://www.graduatecareers.com.au/wp-content/uploads/2014/03/Graduate_Outlook_2013.pdf
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NY: Cambridge University Press.
data in the area of computer science and IT, suggesting that graduates in this technological
The same picture is also reported in the United States in various sources. Articles in
Newsweek (2010), Time (2013a, 2013b), and Forbes Magazine (2014), for example, reiterate
the fact that not only is creativity vital to economic growth and general societal well-being,
but that employers continue to be frustrated by the fact that new graduates are emerging from
different. The Royal Academy of Engineering (RAE) in the United Kingdom provides a good
example. In 2007, the RAE published the report Creating Systems that Work: Principles of
Engineering Systems for the 21st Century (Elliott & Deasley, 2007) and among six principles
that the report sets out as critical for “understanding the challenges of a system design
problem and for educating engineers to rise to those challenges” (p.11) was an ability to “be
creative”. The report also connected creativity firmly into the engineering process defining it
as the ability “to devise novel and … effective solutions to the real problem” (p. 4)! Baillie
(2002) echoes the same points noting an “…increasing perception of the need for graduates of
Of particular concern is the fact that this conversation has been taking place for
decades, with little to show for it. The same concerns that we see raised currently about a lack
of creativity in school and university education are not new. In a New York Times article
Hechinger (1983) reported on a study finding a lack of creativity in schools, while Cropley
and Cropley (2005) reviewed findings on fostering creativity in engineering education in the
United States of America, concluding that there was little support for creative students in the
curriculum.
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NY: Cambridge University Press.
Even efforts to address the identified deficiencies – for example, the 1990 National
Science Foundation (NSF) Engineering Coalition of Schools for Excellence and Leadership
(ECSEL) – have had little success, if the views of stakeholders are correct. ECSEL had the
practice throughout higher education in the United States (Fasko, 2001) found that the
deliberate training in creativity was rare. Cropley (2015) has summarized many of these
arguments, and also noted an unflattering view amongst engineering students – engineering
curricula continue to focus on traditional topics, taught in traditional ways, and these make
little room for the creativity that almost everyone agrees is critical to engineering education.
There are many ways to look at this problem, but if we are to find ways to address it, so that
creativity is properly nurtured in the [engineering] classroom, then it is helpful if two things
can be achieved. One is to move beyond simply restating the problem. There seems to be no
education. The second is to understand the problem in a holistic sense – put another way, if
we define the problem in a piecemeal way, then it is no surprise if the solutions are similarly
piecemeal. In other words, we need to treat the disease and not merely mask the symptoms. A
helpful starting point along this path is to understand the nature of the graduates that we are
A good way to characterise the ideal engineering graduate is through the construct of
T-shaped professionals. The concept has been attributed to different sources – for example,
Karjalainen, Koria and Salimaki (2009) give credit to Iansiti (1993), while Oskam (2009)
links it to Kelley and Littman’s (2005) work at IDEO. Regardless of the source, the T-shaped
specialist knowledge and skills (the vertical arm of the T) and complementary, extra-
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disciplinary knowledge and skills that facilitate collaboration, communication and creativity
(the horizontal bar of the T). More simply, the ideal T-shaped professional combines breadth
Putting the problem that has been articulated – engineering graduates lack creativity –
professionals, but i-shaped professionals! The vertical component of the “T” – the domain-
specific knowledge and skills – is partly filled, mainly with declarative (what) and procedural
(how) knowledge, and isolated “dots” of complementary skills and abilities – creativity for
example – may be developed, forming the beginnings of the horizontal component, but
lacking integration with the technical (vertical) knowledge (see Figure 1). The domain
knowledge frequently fails to address higher-order conditional (when and why) aspects of the
discipline, and the “dots” often float free from the domain knowledge, added on almost as an
afterthought.
Conditional
Domain
Knowledge Procedural
Declarative
The real problem that must be addressed is not “where do we add in some creativity to
courses?” – both Band-Aid solutions – but “why are engineering programs failing to produce
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T-shaped graduates?”, who, among other things have the necessary skills and abilities in
creativity that complement their domain-specific knowledge, so that they are able to solve,
The evidence at the end of the education pipeline suggests that engineering educators are not
providing what the customer needs, i.e. T-shaped engineering graduates. In Cropley (2015) I
suggested that there are three problems that are contributing to a general misalignment of
engineering education and creativity: (a) over-specialisation; (b) pseudo-expertise; (c) lack of
narrow specialisations (the vertical arm of the “T”). The negative impact of this has
been to focus attention only on the technical content of the specialisation, leaving little
procedural (how) knowledge, not balanced by the development conditional (when and
much in creativity itself, but in a failure to develop fully the domain expertise which
Lack of Knowledge – this pervasive problem is simply the fact that, across many
disciplines, a significant block to creativity is the fact that educators frequently have a
poor understanding of what creativity is, why it is important, how to develop it and
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NY: Cambridge University Press.
how to embed it in their curricula. As a result, the best that can be expected is
I now believe that these problems are, in fact, symptoms of a deeper issue.
Kazerounian and Foley (2007) touched on this when they asked why creativity is “…not an
obvious part of the engineering curriculum at every university?” (p. 762). The real problem
that is preventing creativity from being properly nurtured in the engineering classroom – and
structure of engineering programs may be reinforcing the three problems described above, and
making any transition difficult to achieve, even where the will to do so exists.
engineering is complex, but stems from a reductionist tradition in science. This approach
Analysis is the process by which we apply reductionism, taking apart an object, for example,
to find out how it works. Classical mechanics is a case in point. While it is certainly true that
analysis is a valuable tool and means for gaining knowledge, especially in an engineering
context, it cannot shed any light on the properties of a more complex entity that emerge only
at the level of interacting components, i.e. a system. To illustrate, we cannot find the music
reductionist mindset, ingrained in our thinking through hundreds of years of influence from
the scientific method, des Cartes and the like, still dominates engineering education.
Why is reductionism an issue? First, the reductionist, analytical mindset, when applied
to engineering education, steers us into a curriculum structure that is bottom-up in nature. The
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NY: Cambridge University Press.
“i” is populated from the bottom, focusing first on declarative knowledge. Both an “i” and a
“T” look the same from this perspective, so that it is difficult to see beyond the declarative
component of knowledge. In the same way that a reductionist thinker breaks apart an object
and studies the pieces to gain knowledge, the reductionist educator breaks the end product –
the engineer – into his or her pedagogical parts, gaining knowledge about what needs to be
taught. To the detriment of creativity, those building blocks look predominantly declarative in
nature.
Like the piano, the pieces that remain after taking the engineer apart – the frame, the
strings, the hammers, the keys – are then taken as the building blocks of engineering
education. In engineering these building blocks become: calculus and Laplace transforms;
classical mechanics and Ohm’s law; Boolean algebra and thermodynamics. While they are
not unimportant, the bottom-up approach emphasises these components at the expense of
The second reason that reductionism is an issue is that the reductionist mindset, by
definition, excludes one important element of creative work. Sternberg (1985), Sternberg and
Lubart (1995), Sternberg and Williams (1996) described creative work and three abilities that
are amenable to training and education. They noted the importance of not only analytical and
practical ability – of obvious relevance to engineering – but also of a synthetic ability relating
to the generation of novel and effective ideas. By definition, a reductionist and analytical
mindset shuts out this vital synthetic ability that is a key building block of creativity.
The third issue arising from reductionism can be understood by considering the
only is this a vital element of creative work, as indicated above, but in reductionism we also
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NY: Cambridge University Press.
Like the piano, a complex system exhibits properties – e.g. the ability to produce
music – that only appear when all the components of the system are working together – they
emerge only at the level of the system. By reducing engineering education to its component
parts, we succeed in identifying the building blocks such as those mentioned, but we risk
losing sight of the emergent aspects – those aspects that are only apparent in the integrated,
functioning system – i.e. the working engineer. For engineering, these emergent properties
seem to include not only communication skills and teamwork, but also the creativity that
results from the interaction of all of the building blocks (both analytical and synthetic).
reductionist parameters:
A bottom-up focus that is oriented towards filling the vertical bar of the “i” with the
An analytical emphasis that keeps the attention focused away from synthetic elements
A mindset that excludes the importance of the integration of the building blocks of
knowledge and leaves no room for properties which emerge only at the top of the “T”.
inevitable. At best, this leaves employers with the job of turning the “i” into a “T”, and at
worst, it leaves the engineering graduate without the full set of knowledge and skills needed
How does the real problem – the reductionist paradigm – affect engineering education in
practical terms?
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NY: Cambridge University Press.
First, we see the impact in the structure of typical engineering degrees. A bottom-up,
analytical focus dictates that we begin with the smallest, analytical, declarative and procedural
o learning about (what and how) data types, variables, constants, Boolean
o learning about (what and how) vectors, complex numbers, types of functions,
o learning about (what and how) the analysis of resistive networks, learning
circuits.
Introductory mechanics:
o learning about (what and how) statics and dynamics, forces, moments and
Second, the analytical focus means that these building blocks tend to congregate in the
captured in four phases: problem recognition; idea generation; idea evaluation and solution
validation (see Figure 2), then the bottom-up focus locates the engineering education process
The latter two stages – idea evaluation and solution validation – are the business of the
vertical bar of the T-shaped concept. The education process therefore begins with the idea
evaluation stage, filling the vertical bar from the bottom-up. This is followed by further
convergent knowledge associated with solution validation. The higher order, emergent and
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NY: Cambridge University Press.
conditional (when and why) knowledge of the problem recognition stage may follow unless
blocked by the dominant focus on lower-level building blocks. Finally, although it may
follow sequentially, the key divergent stage of idea generation is impeded both by the fact that
it is synthetic in nature and therefore does not fit into an analytical framework, and simply
because it is left until last, and often is excluded simply through a perceived lack of time and
space. I have seen this occur, in practice, with statements like “you can put in as much of the
creativity stuff as you like, as long as you don’t take out any existing material”. This
reductionist mindset is saying, in effect, “We don’t want any synthetic content in this
program”.
Bottom-Up
Starting Point
education – the bottom-up, analytical, non-emergent characteristics – drive, and are driven by,
a program structure that tends to act to maintain the status quo. That status quo is little or no
creativity.
There is a risk that we can spend all our time debating the cause and effect, and see no
progress made towards the obvious goal of nurturing creativity in engineering education. Is
the program structure that tends to develop i-shaped engineers caused by an reductionist
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NY: Cambridge University Press.
mindset, or does is the mindset the way that we rationalise a long-standing structure? Are both
the mindset and the structure the result of a lack of understanding of what creativity is, and
how it is fostered in people, or do the mindset and structure of programs make it impossible
What seems clear is that something has to change, because the key stakeholders –
employers and students – seem to be unanimous in their view that creativity is both a vital
want to be T-shaped, and employers want T-shaped graduates, but the education process is
manufacturing i-shaped engineers who lack key competencies, in particular with respect to
creativity.
up, analytical and non-emergent approach and structure – then what would the opposite to this
look like? How would an engineering education process achieve the T-shaped result if we had
balance of analysis, practice and synthesis, and seeks to develop both the basic building
blocks of knowledge, as well as higher order, emergent elements, we can speculate that
1. We would need to begin with a realistic, high-level model of the engineering process:
a. This would probably look rather like the core stages of depicted in Figure 2,
but would also recognise that the development of an engineered systems itself
level.
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NY: Cambridge University Press.
b. This would also highlight the fact that there are two core processes that need to
be taught – DT and CT – and that this these recur as engineering design moves
CT
DT
CT Conceptual
level
CT
Intermediate
level
Detailed
level
in Figure 2, first requires us to recognise and define the problem, before generating
solution ideas, then evaluating these and finally validating the solution.
3. We would recognise that engineered systems are progressively refined from a higher,
conceptual level, down to a lower, detailed level (Figure 3), and this would permeate
the way that engineering is taught, breaking a reductionist, bottom-up mindset, and
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NY: Cambridge University Press.
4. This would almost certainly mean that some elements currently taught in Year 1 – for
example, the building blocks mentioned earlier – might in future not be taught until
Year 4, and vice versa. This would also ensure that the higher order knowledge, both
in the vertical component of the T, as well as in the horizontal bar, could not be left
out.
Nurturing creativity in the engineering classroom would flow out of this structure, as a
result of the shift away from the reductionist mindset that cannot help but develop i-shaped
engineers, and towards a systems mindset that leads to the development of T-shaped
individuals.
Domain
Knowledge
Broadening
Knowledge
Creativity,
Communication, etc.
Conditional
Procedural
Declarative
Concluding Thoughts
In writing about nurturing creativity in the engineering classroom, it is tempting, and seems
obvious, to focus on proximate issues. What can an instructor do, here and now, to help his or
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her students generate some novel ideas? Let’s teach them how to brainstorm, or introduce
mind-mapping as a technique. However, this seems too short-sighted, and avoids the more
fundamental question of whether or not the students are being taught the right things, in the
right order, and at the right depth. In more simple terms, there may be little value in knowing
how to execute a process like brainstorming if you do not know when or why this is of value.
Indeed, treating idea generation itself as another declarative or procedural building block –
here is what it is, and here is how to do it – seems doomed to failure. Buhl (1960) probably
captured this notion best when he stated that “…schools must educate the student for change.
Students must not only learn the fundamental ideas upon which the various subjects are based
[the vertical components], but they must learn how to solve problems in a creative way…”
(p.11). It seems clear that if programs start the process of learning how to solve problems in a
creative way by jumping into the mid-point of the process (Figure 2), and if the guiding
philosophy excludes the key synthetic piece of the process, then engineering graduates will
only emerge as i-shaped individuals, knowing, as Gandhi warned more and more about less
and less and unable to actually solve the problems that society needs them to be able to solve
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Engineering Domain. In J. Kaufman, V. P. Glaveanu, and J. Baer (Eds.), The Cambridge Handbook of Creativity
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Abstract
Engineering can claim an important association with the birth of the modern creativity era.
The Sputnik Shock of 1957 led to the identification of creativity not only as a valuable quality
in general, but also as a vital element of practical, successful problem solving. The
engineering domain epitomizes the interdependence of the 4Ps of creativity – Person, Product,
Process and Press – highlighting the necessity of each as a component of generating effective
creativity, and also how important are the core, psychological constructs of creativity to this
products, and the measurement of divergent thinking – where insights from the domain of
The Sputnik Shock – the reaction to the launch of the Soviet satellite in 1957 – launched the
modern creativity era. As Western nations – most notably, the United States – sought to
explain their failure in the first leg of the Space Race, two domains were linked, possibly for
the first time. The deficiency was seen as stemming from both a quantitative source – simply,
2015). The former was addressed, in the United States, through programs such as the National
Defense Education Act of 1958 that provided a funding boost to STEM education, and the
14
*University of South Australia, #University of Hamburg
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Engineering Domain. In J. Kaufman, V. P. Glaveanu, and J. Baer (Eds.), The Cambridge Handbook of Creativity
Across Domains, Chapter 15, (pp. 261-275), New York, NY: Cambridge University Press.
(DARPA). However, the latter required a connection to be made between the psychology of
creativity, and domain of engineering. Despite this obvious connection, creativity has not
always figured prominently in engineering in the years since Sputnik, despite the fact that the
core activity in engineering – design – is, in essence, a process of generating novel and
In this chapter, we explore some key questions surrounding creativity and engineering.
Are there any aspects of creativity that are unique in this domain? How is creativity defined in
engineering? How is creativity measured in the engineering domain, and is there anything we
can learn from creativity placed in this practical, problem solving context? We also ask what
contribution that the engineering domain may make to developing a better understanding of
focused largely, if not exclusively, on creating real, tangible solutions to problems. This
means that it seems natural to focus on the “product” in any study of engineering creativity.
However, this is deceptive, because creativity in the context of engineering is far more a
conditions combine to bring about a specific, novel outcome, or product. Therefore, what may
be unique, and we say this cautiously and provocatively, is that engineering may be the only
domain in which each of Rhodes’s (1961) “Four Ps” – Person, Process, Press and Product –
plays an equally important role in the generation of effective and novel outcomes. In other
contexts, it may be sufficient to look only at what makes a person creative, or what cognitive
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Engineering Domain. In J. Kaufman, V. P. Glaveanu, and J. Baer (Eds.), The Cambridge Handbook of Creativity
Across Domains, Chapter 15, (pp. 261-275), New York, NY: Cambridge University Press.
processes favour the generation of ideas, but in a highly pragmatic, and solution-focused,
domain such as engineering, all four Ps contribute to the successful development of the
outcome. Indeed, the domain of engineering may be unique in that creativity cannot exist – or
cannot be understood properly – without the framework of the 4Ps. In other words, the
Person
Creativity in
Press Product
Engineering
Process
Claiming that engineering is unique in this respect, however, is fraught with danger!
Not only is it likely that other domains will make similar, and valid, claims, but Systems
theories of creativity have been considered for some time (see Kozbelt, Beghetto and Runco,
2010, for a summary) and the concept of creativity “…emerging from a complex system with
interacting subcomponents…” (p. 38) is not new. However, where previous systems models,
such as Gruber and Wallace’s (1999) evolving systems concept or Csikszentmihalyi’s (1988,
1999) systems perspective of creativity, take a particular focus – asking, for example, “What
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Engineering Domain. In J. Kaufman, V. P. Glaveanu, and J. Baer (Eds.), The Cambridge Handbook of Creativity
Across Domains, Chapter 15, (pp. 261-275), New York, NY: Cambridge University Press.
concept of creativity in engineering asks “How?” in the broadest sense. How do all four Ps
important to recognise how much is not different. Too many forays into creativity in specific
domains make the mistake of assuming that either nothing is known about creativity, or that
the current body of knowledge does not apply to a domain like engineering. It is all too
common to see articles on creativity in STEM disciplines begin by stating, for example, that
“…it is imperative that we move … towards a more precise definition” (Mishra & Henriksen,
2013, p. 10) or to “…leave it up to the readers to think about their own definition of creativity
in engineering…” (Ihsen & Brandt, 1998, p. 3). While minor differences in how creativity is
defined in psychology may remain, there is nothing to suggest that the definition by Plucker,
Beghetto and Dow (2004) – “the interaction among aptitude, process and environment by
which an individual or group produces a perceptible product that is both novel and useful as
defined within a social context” (p.90) – fails to capture the essence of creativity in
engineering, both in the definition and in the systems concept, it is the primacy of the outcome
– the perceptible product. Engineering, after all, is about making things, not just thinking
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Engineering Domain. In J. Kaufman, V. P. Glaveanu, and J. Baer (Eds.), The Cambridge Handbook of Creativity
Across Domains, Chapter 15, (pp. 261-275), New York, NY: Cambridge University Press.
Even articles in the engineering domain that fail to draw adequately on the body of
knowledge of creativity (e.g. Badran, 2007) usually do a good job in one important, and
this domain? What value does creativity confer on the process of developing technological
Mokyr (1990) explains that creativity is the key driver of economic and social
and more. Buhl (1960) recognised that the essence of engineering design is the ability to
“…create new products and processes…” (p.9) in response to new needs and problems –
creative solutions, in other words. Cropley (2015) explained that without an injection of
novelty in problem solving processes we are limited, at best to replication, and at worst, to
stagnation. With creativity, engineering problem solving equips society with the means to
move forward, finding solutions to the new problems that arise as a result of constant change.
If creativity – the ability to generate new and effective ideas, defined in a universal sense by
Plucker, Beghetto and Dow (2004) – is same whether we are engaging in engineering or in
musical composition, then it seems axiomatic that creativity will be measured in exactly the
same way, using the same instruments. Questions of domain differences – engineering versus
art, for example – do not change the underlying definition, even if they lead to different
interpretations of the measurements obtained. While this may hold true in a general sense, is it
true as we drill down into the detail of person, process, product and press, as they are manifest
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Engineering Domain. In J. Kaufman, V. P. Glaveanu, and J. Baer (Eds.), The Cambridge Handbook of Creativity
Across Domains, Chapter 15, (pp. 261-275), New York, NY: Cambridge University Press.
With respect to the Person, the question of measurement is unaffected by the domain. We
measure the Person – or personality, more specifically, in the sense of the Big Five (Costa &
McCrae, 1992) – in engineering creativity in exactly the same way that we measure the
conscientiousness, for example (see Baer, 2010, for a discussion) – it is not a question of the
differently in engineers – they answer the same subset of questions as anyone else – rather, it
is the question of how the measured values are associated with creativity that may differ.
Even extending measures in this area to include other personality constructs – for example,
the Dark Triad of psychopathy, narcissism and Machiavellianism (e.g. Paulhus, 2002) – any
argument over domain differences is a question of the interpretation of the measurement, not
the means of measurement (i.e. the instrument). Similarly, the question of the means of
measurement and the Press, or climate, is also not affected by the domain. The interpretation
of data may differ, and the way those data are associated with creativity may also differ, but
the underlying construct, and therefore the instrument that operationalizes that construct,
Measuring Process
Turning to the cognitive Process, it appears that the same issue is at play for this dimension of
creativity. Creativity, while not exclusively defined in terms of divergent thinking (e.g.
Cropley, 2006), is nevertheless strongly linked to divergent production in the realm of testing
and measurement (e.g. Plucker and Makel, 2010). The ability of an individual to generate
many (fluency) ideas in different categories (flexibility) that are unusual (originality) and that
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Engineering Domain. In J. Kaufman, V. P. Glaveanu, and J. Baer (Eds.), The Cambridge Handbook of Creativity
Across Domains, Chapter 15, (pp. 261-275), New York, NY: Cambridge University Press.
are developed in some way (elaboration) remains the foundation of creativity tests, whether
part of the Torrance Tests (Torrance, 1966) or Urban and Jellen’s (1996) Test of Creative
Thinking – Drawing Production. Like Person and Press, there is no disputing the relevance of
the construct divergent thinking to engineering. However, unlike Person and Press, there is
something intuitively unsatisfactory, from the point of view of engineering, about the way
that divergent thinking is measured. It would appear that the issue is not simply one of
themselves define the difference between convergent and divergent thinking. Horenstein
(2002) does this by contrasting two key activities in engineering design – “If only one answer
to a problem exists, and finding it merely involved putting together the pieces of the puzzle,
then the activity is probably analysis … if more than one solution exists, and if deciding upon
a suitable path demands being creative, making choices, performing tests, iterating and
evaluating, then the activity is most certainly design. Design can include analysis, but it must
What this means is that in engineering problem solving processes (i.e. design), there
is, in effect, a directionality to the process. This flow typically proceeds in what is referred to
as a top-down manner, first defining (Blanchard & Fabrycky, 2006) “…what needs to be
proceeds by defining first a function, and then seeks to finds a variety of ways (forms) in
which this function could be satisfied. This is notably different from the typical format of
divergent thinking tests which, for example, ask the test subject to consider a form (e.g. a
shoe) and generate possible functions that could be satisfied by this solution (see Cropley,
2014, for a discussion). Put simply, divergent thinking in the engineering domain is
characterized by function-first problems, in contrast to typical divergent thinking tests that are
structured in a form-first manner. The underlying constructs remain the same – fluency,
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Pre-publication Version - Cropley, D. H., Cropley, A. J. and Sandwith, B. L. (2017). Creativity in the
Engineering Domain. In J. Kaufman, V. P. Glaveanu, and J. Baer (Eds.), The Cambridge Handbook of Creativity
Across Domains, Chapter 15, (pp. 261-275), New York, NY: Cambridge University Press.
flexibility, originality and elaboration – however the stimulus in traditional form-first tests is
unrepresentative of the way that problems are solved (not just in engineering, but probably in
all practical problem solving contexts). This raises at least some questions about the validity
There is other evidence that this may be more than merely a definitional problem. The
ability to generate many different, original and elaborate ideas in response to a function-first
problem has real value. This is because engineers seek not simply any solution to the
problem, but the best solution to the problem. They do so also under conditions of constraint
(e.g. Cropley, 2014) meaning that the ability to find the most diverse set of possible solutions
congruent with problem solving in this domain is that we see the importance of how the
problem is defined. Not only are engineering problems defined in terms that are function-first,
but the way that function is stated may have an impact on the quality of the subsequent
divergent thinking. Dieter and Schmidt (2012) captured this when they discussed the fact that
allow for more abstract thinking about the problem and enhance the possibility of more
creative solutions” (p. 225). Both how divergent thinking is defined in the engineering
domain, and how it is measured, may matter a great deal. We will explore this a little further
Measuring Product
the engineering domain, and Process highlights differences in the way that creativity is
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Pre-publication Version - Cropley, D. H., Cropley, A. J. and Sandwith, B. L. (2017). Creativity in the
Engineering Domain. In J. Kaufman, V. P. Glaveanu, and J. Baer (Eds.), The Cambridge Handbook of Creativity
Across Domains, Chapter 15, (pp. 261-275), New York, NY: Cambridge University Press.
Previous research has developed a broad consensus – the essence of creativity in the
that seem to relate to the ability of the product to do what it is intended to do (see Cropley &
Cropley, 2005 for a discussion) to which must be added, as a minimum, novelty. The
characteristics of creative products have been explored by many researchers (Amabile &
Tighe, 1993; Cattell & Butcher, 1968), and with variations in the higher-order characteristics
(e.g. Besemer & O’Quin, 1987; Cropley & Kaufman, 2012; Miller, 1992; Taylor, 1975;) but it
The rationale for such a hierarchy is simple. Creativity in the engineering domain is
concerned with solving problems. The value that creativity offers is to improve that problem
solving process by generating a wide range of possible solutions. New problems demand new
– i.e. creative – solutions. While novelty seems to be vital, the problem-solving focus should
not draw attention away from the fact that effectiveness is the key. If a product does not solve
the problem for which it was developed, then it is not a solution. In fact, both Heinelt (1974)
and Cattell and Butcher (1968) recognised this, respectively defining quasi-creativity and
pseudo-creativity to differentiate novel and effective solutions from those that are merely
For engineering, if not all creative problem solving domains, a solution must, as a pre-
requisite, be relevant and effective. Once this condition is satisfied, then the addition of
novelty defines a creative product. While this is easily said and may be logical, is this
In two studies of product creativity, Cropley, Kaufman and Cropley (2011) and
Cropley and Kaufman (2012) examined the utility of various product creativity rating scales.
Participants evaluated a range of products (five different designs of mousetraps) both in terms
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Engineering Domain. In J. Kaufman, V. P. Glaveanu, and J. Baer (Eds.), The Cambridge Handbook of Creativity
Across Domains, Chapter 15, (pp. 261-275), New York, NY: Cambridge University Press.
Effectiveness; Novelty; Elegance, and Genesis. These data were used in the evaluation of a
more detailed, thirty-item product scale. However, they also provide an opportunity to explore
the question of the hierarchy of product characteristics. Is there any empirical evidence to
support the claim that effectiveness and novelty are pre-requisites for product creativity?
To test this hypothesis we re-analyzed data from the two previous studies of product
creativity and applied hierarchical multiple regression to the ratings of mean creativity for the
five different products. This technique allowed us to examine the amount of overall creativity
predicted by each product characteristic, across a sample of n = 266, with five different
products. Each product characteristic (e.g. novelty) was entered, in turn, at Step 1, with the
remaining characteristics entered together at Step 2. In each case, the percentage of variance
(R Square) explained by the single product characteristic at Step 1 was recorded (Table 1)
with the dependent variable set as the mean creativity of the product.
Individually, each hierarchical multiple regression test tells us, not surprisingly, that
the four characteristics all contribute to overall creativity. More formally, each test, with each
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Engineering Domain. In J. Kaufman, V. P. Glaveanu, and J. Baer (Eds.), The Cambridge Handbook of Creativity
Across Domains, Chapter 15, (pp. 261-275), New York, NY: Cambridge University Press.
characteristic entered in turn at Step 1, tests a mediation model such as that shown in Figure
2.
Genesis
Novelty
Elegance
Product
R&E
Creativity
To test the hypothesis of interest – effectiveness and novelty are pre-requisites for
product creativity – it was necessary to combine the results of the separate hierarchical
regression tests across the five products. The values of R Square for each product
characteristic were tested for correlations with mean product creativity. The correlation
Mean Creativity
These results suggest, for the first time, that there is empirical support for the assertion
that effectiveness and novelty are pre-requisite characteristics of creativity. The correlation
coefficients in Table 2 suggest that the more creative the product, the more its creativity is
predicted by relevance and effectiveness, and to a slightly lesser extent, by novelty. In other
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Pre-publication Version - Cropley, D. H., Cropley, A. J. and Sandwith, B. L. (2017). Creativity in the
Engineering Domain. In J. Kaufman, V. P. Glaveanu, and J. Baer (Eds.), The Cambridge Handbook of Creativity
Across Domains, Chapter 15, (pp. 261-275), New York, NY: Cambridge University Press.
words, this supports the hypothesis that for a product to be judged creative, it must, as a pre-
At the same time, elegance and genesis are not unimportant – the individual
hierarchical regression models (each row in Table 1) show that these also play a role in
predicting creativity – however, that role is more complex and is the subject of on-going
research. What seems to be emerging from the work reported here is that the characteristics of
a creative product are both systematic and hierarchical. Different characteristics contribute to
creativity in different ways, and some characteristics matter more than others.
The question of key studies in the domain of engineering creativity is overlaid with many
be one that used a test of divergent thinking that better reflected the manner in which
In terms of their utility as a basis for expanding the body of knowledge – regardless of
any specific 4Ps focus – those studies that are firmly grounded in the psychology of creativity
are front-runners for the status of key studies. The work of Buhl (1960) – his book Creative
remarkably prescient. Written early in the modern creativity era, this book is surprisingly
germane to the discussions of engineering design, problem solving and the role of creativity.
Charyton (2008) is one of the few examples of studies published in mainstream creativity
literature that is built on the creativity body of knowledge in psychology, but is specific to the
engineering domain. Similarly, Cropley and Cropley (2000) has emerged as a frequently cited
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Engineering Domain. In J. Kaufman, V. P. Glaveanu, and J. Baer (Eds.), The Cambridge Handbook of Creativity
Across Domains, Chapter 15, (pp. 261-275), New York, NY: Cambridge University Press.
study of a domain-specific sample, utilizing constructs and tests from the psychology of
creativity. More recently, we see other engineering studies emerging that are building on
established concepts in the psychology of creativity (e.g. Berger et al, 2014), and applying
these to the engineering domain. Finally, and most recently, studies of engineers and other
domains are emerging (e.g. Agogué et al, 2015) that are drilling into more specific issues of
The earlier discussion of Process and the validity of current tests of divergent thinking opens
up an exciting area of investigation in the domain of engineering creativity. In fact, the unique
what it means to be creative across all domains. The core question is one of form-first versus
The first issue is that traditional divergent thinking tests – the Alternate Uses Test, for
example – present the test subject with a solution, and fluency, flexibility, etc., are measured
for a range of possible problems that could be satisfied in this form-first task (Figure 3). Thus,
a shoe (the Form) might be associated with “paperweight” (Function A), “doorstop”
Function A
Form Function B
Function C
Not only is this unrepresentative of the way that engineers solve problems, but it may also
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Engineering Domain. In J. Kaufman, V. P. Glaveanu, and J. Baer (Eds.), The Cambridge Handbook of Creativity
Across Domains, Chapter 15, (pp. 261-275), New York, NY: Cambridge University Press.
conventional associations – between form and function – making it harder for the test subject
to find and articulate the remote associations (see Mednick, 1962, for the classic discussion of
In contrast to form-first tasks, function-first tasks present the test subject with a more
open-ended problem statement, and measure fluency, flexibility, originality and elaboration
across the range of solutions that are generated in response (Figure 4). In this case, “how to
store baked beans?” (a Function) might be satisfied by “a ziplock bag” (Form A), “a paper
Form A
Function Form B
Form C
One way to explain the difference between these two problem types is that they
represent different forms of externally imposed structure – i.e. rules and limits inherent in the
Press – that impact on individual creativity. Cropley (2014) described this in terms of the
tension between freedom and constraint, and the so-called design space. If constraint limits
the available design space, then it would seem that high structure must be bad for creativity,
and form-first tasks cannot generate the same variability as low-structure, function-first
15
Functional fixedness was first discussed in detail by Duncker (1945). He used it to refer to the tendency of
people to use objects only in ways that are customary in their experience, which usually means in socially
defined ways; a hammer for example is regarded as useful only for hammering in nails and is not regarded as
providing a weight for the pendulum of a grandfather clock. The divergent thinker has to break this functional
fixedness. However, function is also fixed by other factors apart from social convention such as the laws of
biology or physics. Even for a divergent thinker the function of a tin can remains fixed: The criterion of
relevance and effectiveness means, for instance that it cannot be used as food for a starving baby or burned in a
campfire to provide warmth. Asking people being tested for divergent thinking how many ways they can think of
to use a tin can thus involves giving them a solution (the tin can) and asking them to find problems it could be
used to solve from within the fixed functionality of tin cans.
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Engineering Domain. In J. Kaufman, V. P. Glaveanu, and J. Baer (Eds.), The Cambridge Handbook of Creativity
Across Domains, Chapter 15, (pp. 261-275), New York, NY: Cambridge University Press.
Form-First HI LO
Function-First LO HI
impact of externally imposed structure on creativity. For example, in a task where participants
were asked to design a new toy (in general terms, a function-first task), Moreau and Dahl
(2005) found that participants who were told that they had to include a specific number of
design features (in effect, more explicit function-first tasks) had a higher degree of creative
thought processes, and hence came up with toy designs that were judged as more novel, than
those who were left to choose whether or not they incorporated those features. Similarly,
research conducted by Goldenberg, Mazursky, and Solmon (1999) found that suggestions for
improving existing products (once again, in general, a function-first task) were rated as more
original and practical when participants were given instructions to think about those products
in terms of specific features and functions, and then asked to change or modify these
More recently, Sandwith (2015) found further evidence supporting the beneficial
impact of low structure on product creativity. In her study, product creativity scores on a
form-first, high structure task were uncorrelated with individual participants’ creativity, while
product creativity and individual creativity were positively correlated on a function-first, low-
structure task.
(2010) have also found evidence suggesting that a high structure task can have a positive
influence on creativity. Two factors explain why this might be the case. First, harking back to
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Engineering Domain. In J. Kaufman, V. P. Glaveanu, and J. Baer (Eds.), The Cambridge Handbook of Creativity
Across Domains, Chapter 15, (pp. 261-275), New York, NY: Cambridge University Press.
the statement by Dieter and Schmidt (2012) – the manner in which the function is stated may
have a strong impact on the apparent structure of the problem. Engineers know that the most
concise way to state a function is as a verb-noun pair, e.g. move (verb) a load (noun).
Function-first problem statements then take the form of a question – “How to Verb-Noun?”,
e.g. how to move a load? A form-dependent and solution-specific function is one in which the
verb-noun pair is highly specific, for example, “how to screw screws”. In this example,
another form of fixation may constrain thinking to the point that the only possible solution
function would state the verb-noun pair in the most abstract terms possible, minimizing
fixation and maximizing the range of solutions that can be imagined. “How to apply torque?”
is therefore likely to lead to greater creativity, inviting solutions like “knife blade”, “fingers”,
“coin” and “paper clip”, as well as the more conventional “screwdriver”. The explanation for
the finding of Sagiv et al (2010) is that there are, in fact, three generic task types: Form-First,
Form-First HI LO
Function-First LO HI
(Expansive)
While expansive, abstract, function-first tasks and low structure in general seem likely
to support higher creativity, a question remains over the relative impact of different forms of
more structured task types. This also begs a very important question – are current form-first
divergent thinking tests really the best way to measure individual creativity?
The second factor that explains why some findings (Sagiv et al, 2010) suggest that
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Engineering Domain. In J. Kaufman, V. P. Glaveanu, and J. Baer (Eds.), The Cambridge Handbook of Creativity
Across Domains, Chapter 15, (pp. 261-275), New York, NY: Cambridge University Press.
high structure may be associated with creativity concerns a second form of imposed structure.
type. Individuals with a high Personal Need for Structure are predisposed to think
convergently (Goclowska, Baas, Crisp, & De Dreu, 2014), and thus, the solutions they
produce are constrained by both externally imposed convergent thought (as prompted by the
task type) and internally imposed convergent thought (an intrinsic preference to do so). This
is supported by the finding (Sagiv et al, 2010) that the greatest difference between systematic
and intuitive thinkers (similar to high and low PNS) was found on the function-first (low
structure) task, with the intuitive thinkers (low PNS) producing ideas that were more novel
It is also important here to note the research of, for example, Stokes (2008), Haught and
Johnson-Laird (2003), and also Onarheim (2012), concerning the positive effects of
variety of ways, both in terms of absolute size of the search, or design, space, and also in
terms of where, within that design space the engineer is able to look for solutions.
Conclusions
The engineering domain represents a very practical expression of creativity. The outcome, or
Product, is of special significance, although it is clear that Person, Process and Press are
necessary contributing factors. This means that creativity in the engineering domain is very
much a systems phenomenon, representing the result of the interaction of the 4Ps.
Although there is much that should be shared across engineering and other domains of
creativity, one aspect that is put into a new perspective is the manner in which creativity in
measured – both in the Process and in the Product. The engineering domain highlights the fact
that practical real-world problems, which require divergent thinking for their solution, are
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Engineering Domain. In J. Kaufman, V. P. Glaveanu, and J. Baer (Eds.), The Cambridge Handbook of Creativity
Across Domains, Chapter 15, (pp. 261-275), New York, NY: Cambridge University Press.
usually expressed as functions for which an appropriate form is sought. This is distinctly
different from the traditional test of divergent thinking that places the form first, calling into
question the appropriateness, if not the validity, of divergent thinking tests for studying
engineering creativity. The engineering domain further highlights the importance of the
product creativity is concerned, some matter more than others. To an engineer, it is self-
evident that a product can only be creative if it is both effective and novel, and evidence is
The interest – in a formal sense – for creativity in the engineering domain is growing.
More studies and literature are emerging that build on the body of knowledge of creativity
research, and it seems likely that this will continue to grow as more engineering researchers,
interested in the factors that contribute to engineering problem solving, continue to tap into
the psychology of creativity. A particular area of interest for future research concerns
developing a better understanding of the impact of problem type (i.e. form-first or function-
first) and a range of different manifestations of constraint (e.g. limitations on the absolute size
of a given design space, versus limitations imposed within a given design space) on creativity.
press on engineering creativity, this holds out the prospect of far more efficient methods for
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*Corresponding Author
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Abstract
For many years, researchers have debated the role of “domain” in creativity. Opinion remains
products. Discussions of domains and creativity frequently take place in very broad, thematic
terms, differentiating only between Arts and Sciences, with less attention given to differences
within domains. The goal of this paper is to explore a single technological domain, studying
and Industrial Designers differ when evaluating the creativity of products? If they differ, what
might be the underlying drivers of these differences? Contrary to expectations, not only were
there significant differences between these groups, but evidence presented in this study
suggests that Engineers have difficulty differentiating between aesthetics and functionality, as
aesthetics
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(Online first).
The Siren Song of Aesthetics? Domain Differences and Creativity in
Engineering and Design
1. Introduction
The debate concerning the domain generality or domain specificity of creativity has ebbed
and flowed for at least twenty years. From a classic point-counterpoint, focused on whether
creativity was general (1), or domain-specific (2), to edited volumes (3, 4), this question has
remained at the forefront of creativity research. More than a decade ago, (3) emphasized that
although the domain-general nature of creativity may remain unclear, there seems “no doubt
that domain-specific abilities exist – and that such abilities matter very much in creative
performance in diverse domains” (p. xiii). The field is still discovering and studying the
nature and extent of these domain-specific abilities, evidenced by a new edited volume on the
One possible way to make sense of domains in creativity is through the lens of the 4Ps
(Person, Product, Process, and Press; (6); see also (7)). Past research, such as studies by (8),
(9) and (10) has suggested a strong degree of domain specificity in studies focused on creative
products (e.g. stories, poems, and works of art). In other words, the ability to produce a
creative output in one domain tended to be specific to that domain. Conversely, studies that
focused on the person (e.g. 1, 11, 12) – using both self-assessments of creativity and tests of
The Amusement Park Theoretical (APT) model of creativity (13 – 16) provides a
more systematic and nuanced approach to the question of how domains and the 4Ps intersect,
and helps to untangle the question of domain specificity/generality in creativity. The initial
requirements of the APT model – those factors that are pre-requisites for creativity in any
domain – include elements of person (e.g. intelligence and motivation) and press (i.e. the
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(Online first).
The APT model of creativity proposes three levels that go from more broad to very
specific. First are the General Thematic Areas, akin to slightly more specific variations of the
description of the two cultures of Art and Science (17). These expansive categories may
include the Visual Arts, Creative Writing, Science, Scholarship, Interpersonal Relations, or
Performance (18 – 20). Next come domains (e.g. Psychology, Poetry) and even micro-
domains (e.g. Cognitive Psychology, Sonnets). One of the main applied points of the APT
model is that different general thematic areas, domains, and even micro-domains will have
separate patterns of individual difference variables associated with creativity. In other words,
a creative artist will differ from a creative scientist on personality (21), (19), domain
knowledge (22), emotions (23), creative self-beliefs (24), and cognitive strengths (25).
There have been fewer studies looking at differences by domains and micro-domains,
but some exist; often, college majors are used as a proxy for creative interests. Kaufman (26),
for example, found that creative writers were more open to experience, neurotic, and
intrinsically motivated than journalists. Pringle, DuBose, and Yankey (27) compared eight
different business majors to find that marketing majors were most extraverted and computer
information systems majors were most introverted. Kaufman, Pumacchua, and Holt (28)
surveyed multiple majors; social science majors were most likely to be open and agreeable,
whereas arts majors were most likely to have higher creative self-beliefs.
There are other theories and models similar in concept to the APT model. For
example, fractal geometry (29, 30) suggests that domains follow a pattern of repeating, self-
similar entities. This sentiment is echoed in the many different domains discussed in (31).
Beyond the single super-domain that encompasses creativity in any area or activity, we find
very general thematic areas of arts and science, followed variously by the more specific
domains of poetry and painting, or maths and biology. Plucker and Beghetto (32) have
proposed a “hybrid” model in which creativity is mostly domain-general but appears domain-
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(Online first).
specific in real-world actions. The level of domain-specificity varies depending on social
context, maturing as someone progresses from childhood into adulthood. Further, the Creative
to explore areas in which creative achievement is typically found. Two broad thematic areas –
Arts and Science – decompose into a total of ten domains – Drama, Writing, Humor, Music,
Visual Arts and Dance, on the one hand, and Invention, Science, and Culinary endeavors, on
the other.
Hierarchical models such as the APT can lend insight into how creativity is studied in
different areas. For example, engineering creativity is a rapidly expanding field of interest.
(34 – 36) highlight not only the role that engineering played in defining the modern creativity
era, but also the central importance of creativity to the process of technological problem
solving. Despite this, studies that examine how creativity in engineering differs from other
types of creativity are sparse. Where they exist, most use engineering as a proxy for general
science and compare engineers to people in the arts (e.g., 37, 38).
domains, the differences tend to be large and somewhat predictable. Such comparisons add to
our general knowledge of creativity, but offer little in the way of insight into the subtleties of
creativity across elements of the person, the process, and so forth. These studies also offer
little applied help in guiding people to be creative; students debating between pursuing a
career in engineering versus painting are probably few. However, comparing engineering to a
closely related alternative (as opposed to a general thematic area) could have great practical
impact. For example, many students may be torn between studying the micro-domains
connection. Both are concerned with the development of technological solutions in response
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to an identified need. Both, in other words, seek to create tangible products as their output.
Thus, while they share a parent domain, it is recognized that engineers design products “from
the inside out”, while industrial designers work “from the outside in” (e.g. 34, 39, 40). The
differences between these two micro-domains are simplified for the purposes of this study.
However, as a means for exploring differences in the perception of creativity between closely
related domains, it seems sufficient to highlight major contrasts. Thus, engineers and
industrial designers are concerned with developing solutions to the same design problems, but
work from opposite, yet complimentary, perspectives. Indeed, the close relationship between
the two micro-domains is vital – “a product which functions well but is ugly, or which is
stylish but not well engineered, will not survive in the market” (p.2) (41). The ideal solution
to a technological, design problem is therefore one that draws on the skillsets of both
engineers and industrial designers to maximize both the functional and the aesthetic
It might be expected, therefore, that with respect to creativity, engineers have a greater
focus on performance or effectiveness, while industrial designers are more concerned with the
visual appeal, or elegance, of a solution. In fact, (42) first suggested that creativity in the
hierarchy of relevance and effectiveness, novelty, elegance and genesis, suggesting that both
relevance and effectiveness, and novelty, acted as pre-requisite qualities for engineering
creativity. They suggested, furthermore, that other (micro) domains might place a different
emphasis on the importance of these characteristics, depending on the needs of the domain.
This led to the hypothesis that functionality would be valued above anything else, by
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More recently, (43) supported the complementary nature of engineering and industrial
design in creativity, noting that “engineers would rather express performance creativity …
whereas industrial designers would be more rooted in artistic creativity.” (p. 314). These
authors also noted that differences between engineers and industrial designers might be
explained by cognitive differences (e.g. in divergent thinking) citing evidence from (44) and
also personality differences (e.g. curiosity) citing (45). Agogué et al (43) also noted the value
for the debate on the domain generality or domain specificity of creativity (p. 314). In the
body of design literature, as distinct from creativity research, there are also studies exploring
the experience of the consumer (e.g. 46, 47, 48, 49, and 50).
In this study chair designs were selected as the stimulus because they represent
tangible artefacts that embody elements of a broadly technological problem solving process,
of the type relevant to engineers and industrial designers. For engineers, this process is
understood (51) as harnessing “the laws of nature” and using them “to produce devices or
systems that perform tasks and solve problems” (p. 2), whereas industrial designers consider
this process to be “creating products to optimize function, value and appearance for the
mutual benefit of user and manufacturer” (52). If a design problem is, for example, “how to
support a sitting person’s weight”, then a chair represents both a functional solution (e.g. what
materials, in what physical arrangement, are capable of supporting a person who weighs
100Kg?), and it represents an aesthetic solution (e.g. what materials, in what physical
arrangement, make the chair ergonomically and visually appealing to users?). The former is
traditionally the concern of the engineer, while the latter is the concern of the industrial
designer (53).
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Chair designs are therefore ideal as a means for examining the possible differences in
how engineers and industrial designers recognize, and value, key product characteristics –
functionality (performance) and aesthetics (visual and ergonomics) – and how these may, or
may not, differentially impact on how creativity is recognized and valued in these two related
micro-domains.
In this study, we explore the notion that Engineers’ overall product creativity ratings
will be driven more from their functionality ratings than their aesthetic ratings. Conversely,
Industrial Designers’ overall creativity ratings will be driven more by their aesthetic ratings
than their functionality ratings. From this, we identify three exploratory hypotheses:
Hypothesis 1.1 Engineers will rate the functionality of products higher than do
Industrial Designers;
Hypothesis 1.2 Industrial Designers will rate the aesthetics of products higher than do
Engineers;
Hypothesis 1.3 Engineers and Industrial Designers will rate the creativity of products
differently.
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pp. (Online first).
2. Method
2.1 Participants
The participants in this study of product creativity consisted of 121 junior (3rd year) college
students (120 valid cases) enrolled in either a Bachelor of Engineering degree or a Bachelor
of Design (Industrial Design) degree in one of two universities in Australia. Participants took
part in the study online, as volunteers. The sample included 72 participants (59 male; 13
female; 59.5%) who identified as Engineering students, 48 participants (38 male; 10 female;
39.7%) who identified as Industrial Design students, and one (.8%) who did not indicate a
program of study, and was eliminated from the research study. The most common age group
in the sample was 21-24 years (N=63; 52.1%), followed by 18-20 (N=16; 13.2%).
Participants were directed to a website where the relevant measures and stimulus materials
were hosted online. Two sets of measures were used in this study, one to assess creativity and
one to assess personality. For creativity, the Consensual Assessment Technique (54) was used
as the basis for the ratings of the chairs. This method has qualified experts (which can include
advanced students; see 55, 56) look at a series of creative products and assign ratings based
on their personal definitions of creativity. The raters do not communicate with each other,
and simply compare products with each other, as opposed to an ideal version of the product.
Participants were presented with a series of 10 photographs of chairs (see Appendix A), and
invited to rate these according to the “functional” and “aesthetic” aspects of each chair
design, on 5-point, Likert-type scales, ranging from “Very Low” through “Medium” and up
to “Very High”. Participants were then invited to rate the “overall creativity” of each chair on
a 5-point, Likert-type scale, ranging from “Very Low” through “Medium” and up to “Very
High”. Although other creative product rating scales do exist (e.g. 42, 57) the focus of this
study – differences in how creativity is perceived in related domains – meant that the
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pp. (Online first).
consensual assessment approach was sufficient. In other words, the purpose of the study is
not to measure the creativity of the chairs; rather it is to understand differences in how
In the present study, three related measures of the product were used: Functionality
(scale reliability – Cronbach’s alpha – was .706); Aesthetics (α = .789) and Creativity (α =
.777). Following the criteria set out by (58) these values of scale reliability indicate a good
The five-factor model of personality was measured using the 50-item version of the
International Personality Item Pool (IPIP; 59, 60). This scale is designed to measure
social and expressive a person is. Agreeableness (A) assesses how cooperative, kind and
altruistic a person is. Conscientiousness (C) assesses how organised, prepared and hard-
working a person is. Emotional Stability (ES), often also expressed as its converse,
Neuroticism, assesses anxiety, mood and emotional resilience. Openness (O), finally,
assesses imagination, adventurousness and willingness to try new things. In the Big Five
Factor Markers, participants rate how well each statement describes themselves on a Likert-
type scale, ranging from “1” (very inaccurate) to “5” (very accurate). Sample statements
include: “Am the life of the party,” “Feel little concern for others,” “Am always prepared,”
“Get stressed out easily,” and “Have a rich vocabulary.” The items were presented in a
random order with positive and negative keying. Scale reliabilities (Cronbach’s alpha) in this
.771); Openness (α = .834); Agreeableness (α = .711). These figures also indicate good
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3. Results
Table 1 presents descriptive data for all personality and creativity variables.
Test of normality, including measures of skewness and kurtosis, indicated that the
data distributions fell within accepted limits, and the data are thus suitable for further
parametric analysis.
and Industrial Designers, independent-samples t-tests were conducted for the Functionality,
Aesthetics and Creativity ratings of chairs (Table 2). The t-test is designed to detect
These results indicate the following: (a) that hypothesis H1.1 (Engineers will rate the
functionality of products higher than Industrial Designers) is not supported; (b) that
hypothesis H1.2 (Industrial Designers will rate the aesthetics of products higher than
Engineers) is supported, and; (c) that hypothesis H1.3 (Engineers and Industrial Designers
will rate the creativity of products differently) is supported. Furthermore, the observed
differences are statistically significant (i.e. non-random) and show medium to large effect
sizes (the detected differences are sufficiently large to be meaningful and consequential).
These results prompt two important questions. Firstly, why are there differences
between the micro-domain groups (i.e. between Engineers and Industrial Designers)?
Secondly, what do the differences reveal about how different micro-domains perceive
creativity in products?
Two plausible explanations for the apparent differences between Engineers and Industrial
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pp. (Online first).
personality, and differences in gender, between the two groups. Previous research has found
personality differences at the level of general thematic areas, but does this hold at the level of
these micro-domains?
ANOVAs to explore the impact of micro-domain, gender and age on levels of functionality,
aesthetics, creativity (Table 3), and personality (Table 4). The ANOVA test can be thought of
as an extension of the t-test, designed to explore differences between groups when the groups
have more than one defining characteristic (e.g. they differ on both age and gender).
ANOVAs also have the potential to reveal interaction effects – e.g. where the groups differ
on age, but where this is dependent on gender. In other words, the ANOVA can reveal that
4.1 Functionality
effect for micro-domain, with a medium effect size (see Table 2), however, there were no
4.2 Aesthetics
effect for micro-domain, with a medium-large effect size (see Table 2), however, there were
4.3 Creativity
effect for micro-domain, with a large effect size (see Table 2). In addition, there was a
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statistically significant interaction effect (Table 3) for micro-domain x gender, F(1,111) =
3.91, p = .051, η2 = .0316. Figure 1 shows the interaction effect between micro-domain and
gender.
These results suggest that while Industrial Designers rate functionality, aesthetics and
creativity higher than engineers, it is only the differences in ratings of creativity that may be
explained by gender. More specifically, male engineers rated creativity substantially lower
effect for micro-domain, F(1,101) = 4.73, p = .032, η2 = .05, with Engineers (M = 2.93; SD =
.61) less extraverted than Industrial Designers (M = 3.11; SD = .75). There was also a
statistically significant main effect for age, F(1,101) = 17.40, p = .000, η2 = .15, with 18-24
year old participants (M = 2.83; SD = .62) significantly less extraverted than 25+ year old
effect (Table 4) for micro-domain x age, F(1,101) = 4.95, p = .028, η2 = .05. Figure 2 shows
effect for micro-domain, F(1,103) = 12.25, p = .001, η2 = .11. Results indicated that
16
For readers unfamiliar with statistical analyses of the type used in this paper, the F-statistic tests the equality
of group means. The key figures in the result are the p value, which tells us if the result is non-random (a value
below .05 is usually taken to mean that the result is non-random), and eta-squared (η2) which represents the
“effect size”. A value of around .06 is regarded as a medium effect size, while .14 is regarded as large. The
value M represents the mean of the variable in question, with SD representing the standard deviation.
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Engineers (M = 3.51; SD = .45) were significantly less agreeable than Industrial Designers
(M = 3.82; SD = .57). There was also a statistically significant main effect for age, F(1,103) =
13.05, p = .000, η2 = .11, with results indicating that 18-24 year old participants (M = 3.52;
SD = .53) were significantly less agreeable than 25+ year old participants (M = 3.84; SD =
.46). There were no statistically significant interaction effects for micro-domain x age, micro-
4.6 Conscientiousness
There were no statistically significant main effects or interaction effects for conscientiousness
(Table 4).
There were no statistically significant main effects or interaction effects for emotional
4.8 Openness
effect for micro-domain, F(1,101) = 51.64, p = .000, η2 = .34. Results indicated that
Engineers (M = 3.40; SD = .54) were significantly less open than Industrial Designers (M =
4.09; SD = .42). There was also a statistically significant main effect for age, F(1,101) = 5.00,
p = .028, η2 = .05, with results indicating that 18-24 year old participants (M = 3.52; SD =
.53) were less open than 25+ year old participants (M = 3.84; SD = .46). There were no
Thus, not only do Industrial Designers rate the creativity, functionality and aesthetics
of products higher than Engineers do, but also they are more agreeable, more extraverted, and
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pp. (Online first).
5. What do the differences reveal about how different micro-domains perceive
creativity in products?
Earlier, we speculated that a difference between these micro-domains is that Engineers will
Designers will tend to focus on aesthetics. This suggests that, for both groups, functionality
and aesthetics should correlate strongly to creativity, but less strongly to each other. If this
were not the case, it would suggest that functionality and aesthetics are measuring the same
construct and are therefore redundant (see, for example, (61)). Inter-item correlations of
greater than .8 are generally taken to indicate redundancy. Furthermore, if Engineers are more
correlate more highly to creativity, and aesthetics less highly, while for Industrial Designers,
we would expect aesthetics to correlate more highly to creativity, and functionality less so.
aesthetics and creativity. For both groups – Engineers and Industrial Designers – inter-item
correlations were less than .8, suggesting that functionality and aesthetics are measuring
distinct, but related constructs. For Industrial Designers, as expected, aesthetics correlated
Engineers aesthetics correlated to creativity more strongly than functionality, with a strong
positive correlation also between functionality and aesthetics. It is also possible, of course,
that this finding may differ for more (or less) experienced Engineers and Industrial Designers.
measures of creativity, functionality and aesthetics, we used the Fisher r-to-z transformation
to assess the significance of the difference between the correlation coefficients for the
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independent samples of Engineers and Industrial Designers (i.e. in Table 5). Only
engineers, functionality and aesthetics show a strong positive correlation (Table 5: .757**).
In scale development terms, this is approaching the level (.8) where it might be suggested that
the two measures are measuring the same construct, and are therefore redundant. However, if
we assume that these measures are valid and reliable (see, for example, (62, 63)), then the
explanation may lie not in the scale items, but in the people using them. In other words,
Engineers may struggle to differentiate between functionality and aesthetics in the way that
Industrial Designers can (whose correlation of the two is much more moderate; .428**).
creativity more strongly than do Industrial Designers (.536**), while the latter (.714**)
associate aesthetics with creativity more strongly than do Engineers (.654**). However,
differences between Engineers and Industrial Designers for these comparisons were not
All of this may be interpreted as suggesting that Engineers tend to conflate the two
measures (functionality and aesthetics), compared to Industrial Designers, who seem able to
differentiate more between them. Industrial Designers, in other words, may be more sensitive
to the differences between functionality and aesthetics. In more colloquial terms, for
Engineers, if something looks nice, they see it as functional (and vice versa), whereas for
Industrial Designers, something can look nice, but not be functional, and vice versa. For
Engineers, looking nice and working seem to go hand in hand, while Industrial Designers
have a more discriminating eye. However, who is right? Is the chair that looks nice also the
best chair in functional terms? Is the true answer determined ultimately by the view of the
customer or end-user? If the findings regarding Engineers and Industrial Designers are
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correct, what does this mean for practical design creativity, and for the education of
To attempt to address this issue – who should we believe (is the Engineer correctly
conflating the two, or is the Industrial Designer’s discerning eye correct) – we conducted a
For all participants – both functionality and aesthetics were predictors of creativity,
but for Engineers, only aesthetics was a significant predictor, while for Industrial Designers,
both functionality and aesthetics were significant predictors (Table 6). Previously, we
speculated that Engineers conflate functionality and aesthetics in assessing product creativity,
while Industrial Designers discriminate between them. The regression result supports the
same hypothesis – not only do Engineers’ ratings of aesthetics correlate more strongly to
creativity than their ratings of functionality, but their ratings of aesthetics are the only
predictors of product creativity. This reinforces our earlier assertion that Industrial Designers
Our earlier analysis of group differences suggested that elements of personality may
explain differences between Engineers and Industrial Designers; the latter being more
agreeable, extraverted and open than the former. As a further exploration of the differences
creativity. The results in Table 7 indicate that while openness is a predictor of creativity for
all participants, only agreeableness was a predictor of creativity for Industrial Designers.
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The results of this study indicated statistically significant differences in ratings of
functionality, aesthetics and creativity between the two micro-domain groups. The question
of why these differences exist is more complex. On the one hand, there is evidence to suggest
that gender – in this case males – plays a role in explaining differences between creativity
ratings. On the other hand, differences in personality, possibly linked to age, are evident
between the two micro-domains. There is also a causal question here – does the field of
industrial design attract more agreeable, extraverted and open people, or does the micro-
domain make them so? Conversely, are people who are less sensitive to differences in
Notwithstanding the findings of this study, there are several factors that may limit the
generalizability of these results, and suggest pathways for future research. The stimulus items
selected for this study – the chair designs – may elicit perceptions of functionality, aesthetics
and creativity in different ways than other products. Future research should explore similar
micro-domain differences using a variety of other products, in effect controlling for innate
levels of the variables of interest. A related limitation is the use only of images of the
should explore the use of real, physical artefacts as stimulus items. This might also be
extended with the use of eye-tracking to understand differences in how engineers and
industrial designer attend to product features, and how this might affect judgements of the
variables of interest.
7. Conclusions
Although debate continues, there is broad consensus that creativity involves a blend of
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domain-general and domain-specific factors. There seems little doubt that there is a general
set of person- and press-related pre-requisite requirements for creativity – e.g. motivation and
intelligence. As the hierarchy of domains expands from Scientific versus Artistic into more
highly differentiated categories – e.g. maths, biology and physics versus poetry, music and
dance – there emerge more subtle, domain-specific differences in person and environment. In
contrast, the influence of the product, manifest as the creative performance of the individual,
between Engineering and Industrial Design – with evidence suggesting that these differences
overall creativity perceived by these separate, but related, micro-domains. Exploring possible
drivers of these micro-domain differences, the present study found two possible explanations.
gender, with statistically significant differences found between males in the two micro-
Industrial Designers, we found evidence to suggest that these may be manifest as an inability
the components of creativity. A key question emerging from this study asks why – why
should two related micro-domains perceive key elements of creativity so differently? Are
of the way that they perceive creativity and its components (functionality and aesthetics), or
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do these disciplines shape the individual to conform to certain domain-based norms, and
ways of perceiving the world around them? Regardless of the possible causal patterns, these
findings contain important considerations for how Engineers and Industrial Designers are
educated, and how their skills and abilities with respect to creativity are developed and
about the nature of creativity, and the factors that characterise the creativity of things (e.g.
64). Education programs in Engineering and Industrial Design will benefit from systematic
attempts to teach students not only the characteristics of a creative product, but also the
cognitive thinking skills required to generate and analysis new product ideas, as well as the
personal attributes that can enhance, or inhibit, the production of novel ideas (see 34, 35).
Disclosure Statement
No potential conflict of interest was reported by the authors
Funding
Not Applicable
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Appendix A (Chair Designs)
A.1 Barcelona Chair
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A.3 Sacco Beanbag
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A.5 Credo Chair
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A.7 Louis 20 Chair
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A.9 Wasily Chair
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Table 1: Means and standard deviations for personality and creativity variables
Variable N M SD
Extraversion 105 3.00 .67
Agreeableness 107 3.64 .52
Conscientiousness 105 3.52 .57
Emotional Stability 106 3.14 .73
Openness 105 3.68 .60
Functionality 115 3.20 .51
Aesthetics 115 3.13 .62
Creativity 115 3.46 .57
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1 2 3 1 2 3 1 2 3
Mean .592** .654** --- .536** .714** --- .603** .709** ---
Creativity
** p < .001
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R Square Beta P
*p<.05
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Figure 2: Interaction effect: Micro-domain and age (Extraversion)
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