Although creativity research has historically focused on individuals, with more and more employees working in teams, researchers have started to explore the construct of team creativity. Rather than a comprehensive review, this article takes an in-depth look at the most recent team creativity research. To do this, key themes and trends are discussed, which are then tied back to prior reviews, and new avenues for future research are proposed. Team creativity is a challenging construct because it can be conceptualized as both an outcome and a process, and there is no clear definition of either. When considering team creativity as an outcome, research has employed both complex mediation models as well as a more nuanced examination of moderating variables and constructs that may strengthen or attenuate the effects of relationships related to team creativity. This growing avenue of research recognizes the variability in team creativity that is possible in different circumstances and contexts, and seeks to identify what drives different outcomes. These approaches also acknowledge that team creativity is not guaranteed even when enabling conditions are in place, and that other variables may exert forces in different ways. The recognition that team creativity is unlikely to be the simple sum of members’ creative processes is becoming very apparent, with researchers examining ways of encouraging, fostering, and sustaining creativity in teams over time. Researchers have also recognized that team creativity is more likely to unfurl over time as a process, rather than a discrete point-in-time event. To this end, the key areas examined are the roles of member diversity and leadership. For diversity, racio-ethno, cultural, gender, age, political orientation, and diversity training have all been examined. For leadership, the focus has shifted away from the more traditional transformational theories and to newer constructs such as humility, ethical and shared leadership, as well as what it means to have an ideational leader who facilitates idea generation. Taken together, what the most recent research tells us is that creativity in teams remains a growing and evolving area of inquiry. While no longer unexplored, much remains to be clarified such as the barriers to effective team creativity, and practices that may help transcend these barriers. A lot of promising areas for future research are highlighted, which will become more important as workplaces pivot toward cultivating team creativity in a systematic and intentional way.
Lucy L. Gilson, Yuna S. H. Lee, and Robert C. Litchfield
Joan V. Gallos
The arts have played a major role in the development of management theory, practice, and education; and artists’ competencies like creativity, inventiveness, aesthetic appreciation, and a design mindset are increasingly vital for individual and organizational success in a competitive global world. The arts have long been used in teaching to: (a) explore human nature and social structures; (b) facilitate cognitive, socioemotional, and behavioral growth; (c) translate theory into action; (d) provide opportunities for professional development; and (e) enhance individual and systemic creativity and capacities for change. Use of literature and films are curricular mainstays. A review of the history of the arts in management teaching and learning illustrates how the arts have expanded our ways of knowing and defining managerial and leadership effectiveness—and the competencies and training necessary for them. The scholarship of management teaching is large, primarily ‘how-to’ teaching designs and the assessments of them. There is a clear need to expand the research on how and why the arts are and can be used more effectively to educate professionals, enable business growth and new product development, facilitate collaboration and team building, and bring innovative solutions to complex ideas. Research priorities include: the systematic assessments of the state of arts-based management teaching and learning; explorations of stakeholder attitudes and of environmental forces contributing to current educational models and practices; analyses of the learning impact of various pedagogical methods and designs; examining the unique role of the arts in professional education and, especially, in teaching for effective action; mining critical research from education, psychology, creativity studies, and other relevant disciplines to strengthen management teaching and learning; and probing how to teach complex skills like innovative thinking and creativity. Research on new roles and uses for the arts provide a foundation for a creative revisiting of 21st-century management education and training.
Linus Dahlander and Henning Piezunka
Crowdsourcing—a form of collaboration across organizational boundaries—provides access to knowledge beyond an organization’s local knowledge base. There are four basic steps to crowdsourcing: (a) define a problem, (b) broadcast the problem to an audience of potential solvers, (c) take actions to attract solutions, and (d) select from the set of submitted ideas. To successfully innovate via crowdsourcing, organizations must complete all these steps. Each step requires an organization to make various decisions. For example, organizations need to decide whether its selection is made internally. Organizations must take into account interdependencies among these four steps. For example, the choice between qualitative and quantitative selection mechanisms affects how widely organizations should broadcast a problem and how many solutions they should attract. Organizations must make many decisions, and they must take into account the many interdependencies in each key step.
D. Christopher Kayes and Anna B. Kayes
Experiential learning describes the process of learning that results from gathering and processing information through direct engagement with the world. In contrast to behavioral approaches to learning, which describe learning as behavioral changes that result from the influence of external factors such as rewards and punishments, learning from experience places the learner at the center of the learning process. Experiential learning has conceptual roots in John Dewey’s pragmatism. One of the most influential approaches to experiential learning in management and management education is David Kolb’s experiential learning theory (ELT) and the learning cycle that describes learning as a four-phase process of direct experience, reflection, abstract thinking, and experimentation. Experiential learning has been influential in management education as well as adult education because it addresses a number of concerns with traditional education and emphasizes the role of the learner in the learning process. It has been adopted by over 30 disciplines across higher education and has been extensively applied to management, organizations, and leadership development. The popularity of the experiential learning approach is due to many factors, including the growing discontent with traditional education, the desire to create more inclusive and active learning environments, and a recognition of the role that individual differences plays in learning. A renewed interest in experiential learning has brought about new and expanded conceptualizations of what it means to learn from experience. Variations on experiential learning include critical approaches to learning, brain science, and dual-processing approaches. While the term “experiential learning” is used by scholars to describe a specific philosophy or theory of learning, it often refers to many management education activities, including the use of experiences outside the classroom such as study abroad, internships, and service learning. Experiential learning also includes educational “experiential” learning activities inside the classroom. Within organizations, experiential learning provides an underlying conceptual framework for popular learning and leadership development programs such as emotional intelligence, strengths-based approaches, and appreciative inquiry. There is a growing recognition that experiential learning is the basis for many management practices such as strategy creation, research and development, and decision-making. Applications of experiential learning and education in management include simulations and exercises, learning style and educator roles, learning as a source of resilience, learning attitudes and other learning-based experiences, learning flexibility, cross-cultural factors, and team learning. Emerging research interest is also found in the relationship between experiential learning and expertise, intuition, mastery, and professional and career development, decision-making, and judgment in organizations.
Gamze Koseoglu and Christina E. Shalley
In the field of management, employee creativity, which is defined as the production of novel and useful ideas concerning products, processes, and services, has been found to be necessary for organizational success and survival. An employee’s relationships with others in the organization affect creativity because employees work in the presence of, and with, their coworkers. A social network approach has been taken to understand how employee relationships can affect creativity. Social networks examine the interaction of individuals with those around them, such as asking them for help or advice. Four components of social networks that have a role in employee creativity have received attention: the nature of the employee’s relationships with coworkers, the structure of the employee’s social network, the position of the employee in the organizational network, and the employee’s network heterogeneity. Regarding the nature of relationships, while some researchers have found that weaker ties are more beneficial for employee creativity, other researchers have found that stronger ties are more advantageous. In order to resolve this conflict, researchers examined the role of strong versus weak ties at different stages of the creativity process and found that, while weak ties might be more useful during idea generation, strong ties come into play during idea elaboration. There are also conflicting findings on the role of the structure of social network. Specifically, a group of researchers found support for a positive relationship between sparse networks and employee creativity, and another group found a positive relationship between dense networks and creativity. Some researchers aimed to resolve this debate, and their findings mirrored the findings on tie strength. They found that density affects different stages of the creative process in unique ways, and while sparse networks are more beneficial during idea generation, dense networks become more important during idea implementation. Compared to the previous two components, the role of network position and network heterogeneity has received less attention from researchers. Researchers found that both central and peripheral positions have certain benefits and costs for creativity. For example, on the one hand, employees located at the periphery of an organization can collect nonredundant information from outside of the organization that has not been shared by others in the organization and has a positive influence on creativity. On the other hand, employees at a central location gain benefits from fast and easy access to information based on many contracts and receiving recognition from many others, thereby improving creativity. Finally, researchers consistently found that different types of network heterogeneity, such as the diversity of one’s contacts in terms of functional background, organizational function, or nationality, positively affects employee creativity. There are many opportunities for future research on the relationship between social networks and creativity, such as examining the role of motivational and cognitive processes as mediational mechanisms, focusing on the role of alter characteristics, studying social networks in a team setting, and taking a temporal approach to understand how changes in social networks over time affect employee creativity.