Creativity Training in Organizations
Description of the creativity training
The creativity training is designed for up to 40 participants, depending on the space available and takes about a day. It comprises a check in (1), a theoretical input phase (2), an energizer (3), a practical workshop session (4) and presentation of results afterwards (5), ending with a retrospective and feedback as a check out (6). Fig. 1 is intended to give an overview of the training day.
Fig. 1 Creativity Training Schedule

Check in
Participants
are welcomed to the training. The schedule and a brief introduction to
the topic of innovation are provided by displaying a linear innovation
process model consisting of four stages:
1. idea generation
2. idea enhancement
3. idea selection
4. prototyping
Then
a playful way of introducing each other is suggested: an activating
game - "Say something unique" - is played, meant to raise the
participants' attention and also to perform an initial ideation as an
introductory exercise in which participants learn something interesting
about each other.
The whole group is standing. To sit down,
people are to reveal an asset about themselves that no one else in the
room shares with them, their "unique selling proposition" so to speak.
If someone else in the room shares the same asset, participants must
continue self-revelations until they hit upon something unique to the
group.
Theory input for participants: creativity based on spreading activation network theory by Collins and Loftus
The
input session begins with an introduction to innovation processes and
creativity techniques. The spreading activation network theory provides an understanding of how idea generation relies
on the so-called spreading activation from concepts closely related to
the ideation task to other concepts that are also strongly associated
with these first activated concepts. In time, as activation spreads,
concepts are activated that have less associative strength with the
ideation task. Hence, associative strength decreases, which enables more
original ideas to pop up.
Moreover, by way of the spreading
activation theory, the principle of the semantic-cognitive jumping
(S-CJ)-techniques is explained: S‑CJ describes the process of activating
such concepts that are only weakly related to the ideation task. Hence,
when activation spreads from these weakly related concepts to solve the
given ideation task, new ideas might evolve that are more original.
Design-by-Analogy
Analogical
thinking encompasses mapping and transferring information from one
domain to another based on similarities between the stimulus and the
target. For example, when searching for something
that is difficult to find, we often refer to the analogy of finding a
needle in a haystack.
In the context of creative thinking,
analogy - considered the core of cognition - is also known to be a basis for creativity and design.
Analogies are the basic principle of synectics - the term stemming from
Greek, meaning "the joining together of different and apparently
irrelevant elements".
Analogical reasoning moves
from a known example to an abstraction and from an abstraction to a new
idea to solve a problem. It is a process of establishing correspondence
between concepts from different fields of knowledge. Regarding creativity, Kao argues the
more distant the analogies the more creative the outcomes.
Step-by-step-Instruction of the Analogy-technique:
1. Consider precise assets of the issue/problem/task
2. Abstract from the precise issue/problem/task
3. Find analogies with similar problems/solutions/tasks
4. Apply the analogous solution to your issue/problem/task
Example
For example, a large automotive manufacturing company was searching for a new design of a machine that would be able to handle large, cubicle metallic items as well as small, delicate workpieces and that would hold on to these very tightly so that working tools could apply high pressure on the items to form them into parts of a car engine. Applying Design-by-Analogy during a Design Thinking workshop, the engineers used the octopus as their biomimetic analogy and designed a machine based on how an octopus would handle his prey.
Ideal final result
In
the ideal-final-result (IFR) technique, the ideal case is imagined. IFR
is a variant of the design-by-analogy technique, because here again, the
S‑CJ is performed when searching for analogies that have already
reached a desirable state. The fictitious ideal case is imagined as a
system performing its function without negative side effects (Hipple
2012), granting benefits, doing no harm, costing nothing, occupying no
space, and requiring no maintenance. The technique is also
included in TRIZ - the Russian acronym for theory of inventive
problem solving.
Step-by-step-Instruction of the IFR:
- Consider the IFR related to your issue/problem/task.
- Find analogies that have already accomplished the IFR in their domain.
- Apply the analogous solution to your issue/problem/task.
Example
In 2017, the Frankfurt airport was looking for new services for waiting passengers. Applying the IFR technique one would look for situations in which passengers would not have to wait or in which it would not feel as if they were waiting because they would be enjoying their time. What kinds of places or services already offer such fun times? Answers to that question: Time flies by in wellness hotels or while we sleep. People enjoy dancing or riding roller coasters in amusement parks. Using these airport-unrelated stimuli helps form novel solutions: Airports might offer amusement departments with roller coasters, or if only one feature of the amusement park can be applied, the escalators and moving staircases can be complemented by slides or ropes courses (see Fig. 2).
Fig. 2 Example of a solution provided by IFR

Adapt-a-Role-technique
Adapting
the customer's role is at the core of Design Thinking, embodying the
user, observing and empathizing with him/her is the key element to
Design Thinking's success. This is not to be confused with the
adapt-a-role technique used in the Design Thinking ideation phase.
Here,
the S‑CJ is accomplished by embodying a special type of person other
than ourselves or the customer: a movie star, a comic character, a
politician, a soccer player or athlete, etc. That embodying a different
person can increase creativity is backed by research: People come up
with more creative ideas when they embody a distant other than when
embodying a close other or creating ideas for themselves. And thinking of how a car would need to be that the Dalai
Lama would want to buy is fun.
Step-by-step-Instruction of the Adapt-a-role-technique:
- Choose any superhero/comic character/celebrity/scientist/famous athlete
- Imagine the persona solving your issue/problem/task. Or imagine you would solve the issue/problem/task for the persona - imagining her/him as the customer
- Solve the issue/problem/task for the persona or by means of embodying the persona
Example
How would Arthur Conan Doyle prefer to fly? What kind of seats would he need to write a novel while up in the air? What kind of lighting, sound suppression? How much interaction with other passengers would he want to balance the need between being inspired by human culture and the need to concentrate? These questions enable a new kind of airplane design: retro style, heavy red curtains, intimate illumination, flight attendants in Sherlock Holmes wardrobe etc.
Reverse technique
Assumptions
that people have about problems, the status-quo, or constraints hinder
innovative thinking and generating novel ideas. Therefore, questioning
assumptions is another S‑CJ technique. S‑CJ is achieved by picturing
things or assumptions functioning the other way around: water flows
upstream instead of downstream, a bottle is inside the soda, the
audience is on the stage while the singers are listening, etc.
Step-by-step-Instruction of the Reverse technique:
- List all assumptions that you hold true about the issue/problem/task
- Reverse each of these assumptions
- Use these reversed, sometimes awkward and unrealistic images as a basis
for a more realistic solution to the issue/problem/task
Example
To be coherent on the automotive and traveling topic, let us imagine a family planning a vacation and packing their car for the trip. The father does not enjoy packing his car. He starts that packing process two days before the actual trip because he has experienced fitting all the stuff into the trunk a highly challenging task. Using the reverse technique one would say: the car is not packed by the father, the car is packing itself. Based on a tracking system linked to online shopping websites, the smart car "knows" both the amount and the size of all the family's suitcases. A smartphone app - using virtual reality - tells the father exactly where to put each suitcase so that the trunk space is ideally used. In fact, it is so much fun, that the children love helping their dad with that endeavor.
Provocation
Another technique
also based on the reversal of assumptions is the provocation technique and is known to lead to higher levels of creativity. Again, all assumptions are listed and then
each assumption is questioned by introducing a counter statement. This
counter statement is marked by a "PO" - identifying it as the
provocation.
Step-by-step-Instruction of the Provocation Technique:
- The ideation facilitator introduces counterintuitive statements marked with a PO
- Use these awkward and unrealistic images as a basis for a solution to the issue/problem/task
Example
Another mechanical engineering task related to the automotive sector: usually, to improve the precision of a metal cutting machine, engineers had assumed that in order to cut precise holes into workpieces, either the work piece or the tool must be kept in place. One must stay in place while the other one moves. Provocation/PO: both move. Ideas generated from it: the two pieces move towards each other flexibly like robots.
Exaggeration
Exaggeration
requires overdoing one of the assumptions about a problem or an
ideation task and then imagining the state in which a product or service
would be that has these overdone features. Exaggeration is commonly
used in advertising.
Step-by-step-Instruction of Exaggeration technique:
- Consider one or more assets about the issue/problem/task
- Take the asset to the utmost extreme - imagine the asset to be, for instance, ridiculously strong or extremely weak
- From this exaggerated asset, consider consequences that can be useful and apply them to your issue/problem/task
Example
When it comes to exaggeration in advertising, the Mercedes Benz slogan "The best or nothing" is an example to be quoted.
Energizer: game "Grandma, Lion, Samurai"
Since
the first part of the creativity training is theory-laden, before
entering the practical ideation phase, participants are asked to join in
another activating game comprising some physical activity. Oppezzo and
Schwartz have shown that physical activity (walking on a
treadmill or outside) prior to ideation has a great effect on creativity.
"Grandma, Lion, and Samurai" is
played like "Rock, Paper, Scissors" but instead of only making hand
gestures, people make a characteristic noise while embodying and
mimicking a grandmother, a lion, or a samurai. The grandmother points
her finger and scolds the samurai, the samurai raises his blade and
beheads the lion, the lion's roar scares the grandmother.
Two
groups are formed, each selects their champion who then opposes the
other team's champion. Champions are selected in round robin fashion so
that each group member has her/his turn.
Workshop session - put theory into practice
Ideation phase
Usually,
scholars testing the effectiveness of different ideation techniques
rely either on standardized tests such as the Alternative Uses Task
(AUT) in which participants come up with unusual uses for everyday
objects or have participants
think of ways to improve their university. Other scholars asked
subjects to think of advantages and disadvantages of an additional thumb. Since the creativity training was not conducted in the
laboratory but was designed as applied research, the ideation task was
not supposed to benefit only scientific rigor by way of replicating
previous methods but was meant to benefit private and public-sector
organizations to improve their competitive edge by training their
employees in effective creativity and innovation thinking.
Therefore,
in the first field test setting of application held with male and
female journeymen, two ideation challenges from this specific
professional domain were presented to participants:
- come up with advertisement for their own (future) business
- identify real-world problems that they themselves or their clients
might face and creatively develop solutions to these problems.
To
ideate on advertising for their businesses (1), attributes and unique
assets of their services, products, and their future companies are
collected in a plenary session. Afterwards, participants work
individually. They choose which ideation technique they want to apply
and create advertisement ideas. Later they stroll through the room, read
and comment on their colleagues' ideas and exchange feedback to further
advance each other's solutions.
The problem identification and
solving-task (2) has two stages - finding a problem, followed by solving
the problem. The problem identification is done in a plenary session to
help participants get started on their task by assisting them in
gathering as many current and potential customer problems as possible.
In
the problem-solving stage they individually list assumptions and
attributes on one problem that they have decided to work on and then
choose which technique they want to apply. Depending on that choice,
they either reverse the listed assumptions or come up with analogies
that also face the same problem. Afterwards, they again stroll through
the room, comment on other people's ideas, combine their innovative
solutions and exchange feedback.
Selection phase
Although each idea may function as an advertisement or may solve the problem task, selecting the highest quality ideas is essential. Instead of selecting ideas based on personal preference, the creativity training provides selection criteria to guide towards the best ideas. Are the advertising ideas feasible, attention grabbing, cost less than 200 Euros and are unique? Are the problem solving ideas feasible, effective and unique? From all ideas that pass these two individual selection processes, the participants may choose their favorite idea each to create prototypes.
Prototyping and final presentation
Participants
enhance the selected ideas and develop them into prototypes. There are
various forms of prototypes such as sketches, 3D-models, storyboards,
mock-ups, etc. Through prototyping, the ideas and the resources they
require become tangible and people gain a mutual understanding of what
they want the idea to look like in terms of which functions are
mandatory. Since in the creativity training field test there were only
limited resources available and standardization between each test was
crucial, participants had to stick to pen and paper to create posters.
In reality, pen and paper prototypes do not suffice. Therefore
organizations are called upon to provide various materials and media
technology so that idea prototyping can utilize the rich supply of
creativity material available today: tape, dough, Lego bricks, pipe
cleaners, duct tape etc.
Towards the end of the training course,
participants present their prototypes to an audience of simulated trade
experts and customers who in fact are fellow participants and the
facilitator. The audience in turn provides feedback on the pitched
solutions. If the feedback is rather negative, new ways to improve the
idea are to be found, serving another iteration.
In applied
settings, it is advisable to have real customers engage with the
prototype and collect feedback from them. If possible, pitching the idea
to the management board might assure early sponsorship and supervisor
support, raising the possibility of the idea being implemented.
Check out - review and retrospective
Following
the final step of the creativity training - the above described
presentation of prototyped ideas - participants are asked to provide
feedback on the course (review) and the interaction between participants
(retrospective) so that the creativity training itself can continuously
be improved to meet customer requirements.
The creativity training ends by thanking the participants for their attendance and feedback.