5.3.4 Creative Places (Domains, Fields, and Contexts)
Three ways that a field can be thought of as affecting creativity are via the general contributions and resources available to individuals within the field, through the special effects a particular field may have on its domain and the nature of the creative expressions that result, and by containing specific characteristics that either promote or inhibit creativity.
Wealth an audience's attention, educational and employment opportunities, background knowledge, styles and paradigms, cues for insights, roles, norms, and precedents, and good teachers have all been cited as contributions relevant to the creativity expressed in particular domains, individuals, and processes. Further, fields provide peers to evaluate and confirm creativity in their domains while also protecting and freeing the development of creative products and individuals from the less congenial evaluations that may come from members of the general public. Stimulation and sustenance of creative processes, as well as preservation and selection of ideas have also been proposed as necessary components of any field in which creative endeavour occurs. According to Hennessey and Amabile, fields also affect the motivation of individuals working within them.
Csikszentinitalyi makes two claims that address a small part of the question regarding features of creativity‑inducing fields, provided that evaluation of products is seen as important in creative expression. First, he suggests that a field's internal organization is one factor that attracts interested neophytes to a particular field rather than others. Second, he claims that the ease of evaluation in various domains, and hence agreement among experts as to who and what are going to be defined as creative, is determined by the precision of notational systems within the domains. Other ways that a field can improve its likelihood of creativity, as suggested by Torrance, are by using sound effects to stimulate creative images and by providing warm‑up exercises that are designed to free the imagination, although these techniques probably are more relevant to some types of creativity than to others.
Now look at the differences between the creative individual and creative organizations, see Table 5.1.
Table 5.1: The creative individual and organization
The Creative Individual |
The Creative Organization |
Conceptual fluency… is able to produce a large number of ideas quickly.
Originality… generates unusual ideas
Separates source from content in evaluating information… is motivated by interest in problem… follows wherever it leads
Suspends judgment… avoids early commitment… spends more time in analysis, exploration.
Less authoritarian… has relativistic view of life
Accepts own impulses… playful, undisciplined exploration
Independence of judgment, less conformity Deviant, sees self as different
Rich, “bizarre” fantasy life and superior reality orientation; controls. |
Has idea men Open channels of communication Adhoe devices: Suggestion systems Brain-storming Idea units absolved of other responsibilities Encourages contact with outside sources Heterogeneous personnel policy Includes marginal, unusual types Assigns non-specialists to problems Allows eccentricity Has an objective, fact-founded approach Ideas evaluated on their merits, not status of originator Adhoe approaches: Anonymous communications Blind votes. Selects and promotes on merit only Lack of financial, material commitment to products, policies Invests in basic research; flexible, long-range planning Experiments with new ideas rather than prejudging on “rational” grounds; everything gets a chance More decentralized; diversified Administrative slack; time and resources to absorb errors. Risk-taking ethos… tolerates and expects taking chances. Not run as “tight ship” Employees have fun Allows freedom to choose and pursue problems Freedom to discuss ideas Organizationally autonomous Original and different objectives, not trying to be another “X” Security of routine… allows innovation “Philistines” provide stable, secure environment that allows “creators” to roam. Have separate units or occasions for generating vs. evaluating ideas… separates creative from productive functions. |