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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A uni ed process model for creativity-technique based problem solving processes</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Florian Forster</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Michele Brocco</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Technische Universitat Munchen</institution>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>In this paper, we present a uni ed model for creativitytechnique based processes that considers the key properties of each of these creativity techniques. For the construction of this model we rst analyze processes of various creativity techniques with respect to their key properties. Afterwards, we use these ndings to formalize a uni ed model and discuss its use for more exible creativity support systems.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Creativity techniques are used in many domains to guide creative problem
solving processes [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Depending on the domains, context, problem type or people
involved in the creative problem solving process, speci c creativity techniques
can be more or less adequate for nding appropriate solutions. Hence, their
e ective use is driven especially according to their strengths and weaknesses.
      </p>
      <p>
        Collaborative tools for the support of creativity-technique based problem
solving processes should address the main shortcomings of theses processes which
may also include typical problems for interacting groups such as the factors
production blocking, group pressure and social loa ng [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. In addition certain
creativity support systems (CSS) allow for the collaboration of distributed groups
and virtual teams in creative problem solving processes.
      </p>
      <p>As of today, CSS are tailored for a speci c creativity technique (e.g.
Mindmanager1) or have a quite limited portfolio of supported techniques for idea
generation (divergent phase) and idea evaluation (convergent phase) (e.g.
Thinktank2). Hence, for a given context (i.e. problem type, group, situation, etc.) the
available techniques may be not appropriate or be less e ective than an
alternative technique. Furthermore, using di erent techniques on the same problem
can be bene cial for the process.</p>
      <p>In order to support a broad set of creativity techniques, CSS need a
unied model of creative processes that considers each of these techniques. As in
any modeling process, the question of the appropriate level of abstraction has
to be faced: A higher level of abstraction increases exibility, but decreases the
semantic information. E.g. a collaborative drawing tool on a virtual whiteboard
may be very exible for the use of creativity techniques. However, because of
1 http://www.mindjet.com
2 http://www.groupsystems.com/technology/thinktank
its high level of abstraction, the key properties of creativity-technique based
processes are not comprehensively supported. This includes e.g. the
possibility to anonymize group members or to set time limits for the divergent phase
as required in speci c techniques. Additionally the semantic of the single user
contributions may be lost (e.g. no di erentiation between ideas, evaluations or
messages in the system).</p>
      <p>In this paper, we present a uni ed model for creativity-technique based
processes that considers the key properties of each of these creativity techniques.
For the construction of this model we rst analyze processes of various creativity
techniques with respect to their key properties. Afterwards, we use these
ndings to formalize a uni ed model. This model can in turn be used to implement
a corresponding software system that can support di erent creative-technique
based problem solving processes.</p>
    </sec>
    <sec id="sec-2">
      <title>Process analysis</title>
      <p>The aim of the process analysis is to examine creative problem solving processes
and to identify the key properties that can have a positive impact on the process
outcomes. Obviously, a process model of a CSS should focus on these properties.</p>
      <p>
        Creative processes are typically seen as a sequence of divergent and
convergent process phases [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. In the divergent phase, the participants try to nd
ideas for a given problem. In the convergent phase, the participants evaluate
the previously generated ideas [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Keeping the two phases strictly separated
improves the e ectiveness of the process [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Hence, a process model for CSS
should comprise both types of process phases and avoid improper mixing of the
phases.
      </p>
      <p>
        The abstract perspective on the process is helpful to set the frame for a model
for creative processes, but no advice is given on how the activities within the
phases can be supported. Since creativity techniques claim to support creative
problem solving processes, they can be regarded as a source for such
parameters. Given their highly practical orientation, it is likely that they can give more
concrete advice than an abstract process model. Based on this idea, we analyzed
a multitude of common creativity techniques [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. First, we wanted to nd out if
the processes the techniques imply actually t in the cyclic model of divergent
and convergent phases. Second, we were interested in the parameters the
techniques impose on the di erent phases. Our analysis con rmed that the creative
problem solving processes implied by the investigated creativity techniques could
all be appropriately modeled as sequence of divergent and convergent process
phases. Furthermore our analysis showed that there is a surprisingly low number
of di erent parameters the various techniques impose on the processes.
      </p>
      <p>
        In the meanwhile, we examined 14 additional creativity techniques3 and
further re ned the list of important process phase parameters in
creativitytechnique based processes. The following parameters were found for both phase
types:
3 For descriptions of all mentioned creativity techniques in this article see [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] and [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
{ Anonymity: In divergent phases, shame or fear of rejection can inhibit the
expression of unusual ideas. In convergent phases, group pressure can
inuence the voting behavior. It has been shown that by making anonymous
contributions, this negative e ects can be avoided [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
{ Time limit: Imposing a time limit on a process phase can be necessary due
to organizational reasons, since this way, an upper limit for the duration of
creative processes can be set. Time limits are also helpful for synchronyzing
creative processes in which the initial group is split up in smaller subgroups
(e.g. Brainwriting-6-3-5 ).
      </p>
      <p>The following parameters were found for the divergent phases only:
{ Stimuli: Mental stimuli are pieces of information that are presented to
participants in order to in uence their thinking processes during the convergent
phases. Stimuli are only rarely statically de ned by the creativity technique
itself. Instead, they are often contributed by the participants in previous
phases (e.g. random stimuli technique).
{ Start ideas: Start ideas are available from the beginning of a divergent phase
and can directly be used to combine new ideas with. The ideas are typically
generated in preceding divergent phases (e.g. morphological analysis ).
{ Constraints of idea representations: While for most techniques a verbal or
textual representation of the generated ideas is assumed, a few techniques
restrict the way the participants may express their ideas. The greeting card
technique speci es the use of pictures that should be combined to compose
ideas. During brainsketching, participants can only use sketches to explain
their ideas.
{ Limitation of idea quantity: Looking futile at the rst glance, bounding the
idea quantity may be necessary for practical reasons (e.g.
Brainwriting-6-35 ).</p>
      <p>The following parameters were found for the convergent phases only:
{ Scenarios: A scenario is the description of a plausible future. A scenario
de nes a hypothetical context for the idea evaluation. The scenarios may
be de ned by the technique itself (e.g. four future technique) or may be
generated by the participants in a previous process.
{ Criteria: With criteria, the evaluation of ideas can be restricted to a certain
aspect. Techniques mostly de ne static criteria (e.g. the castle technique
de nes e ectivity, practicality and originality), but the criteria could also be
dynamically generated by the participants in a previous process.
{ Scoring: Scoring refers to assigning numerical values to ideas. Many
techniques for convergent process phases imply using scores of a given range as
evaluation measure (e.g. sticking dots technique). Idea evaluations from
numerous participants expressed as scores can be easily processed and merged
(e.g. by computing average values).
{ Comments: By using comments, participants can evaluate ideas with free
texts. With comments, participants can advance their opinion in a much
more detailed way than with scoring. However, it is harder to aggregate
these pieces of information than in the case of scoring.</p>
    </sec>
    <sec id="sec-3">
      <title>Formalization of a uni ed process model</title>
      <p>The parameters presented in the previous section can be regarded as
requirements for a uni ed process model since we empirically found out that the
processes implied by the techniques can be seen as a sequence of divergent and
convergent phases based on these parameters. For being used in the context of
a computer system, the process model has to be formalized. For the process
phases, we suggest the formalization depicted in gure 1: ProcessPhase acts as</p>
      <p>ProcessPhase
problem : Problem
participants: Set&lt;Person&gt;
ideas : Set&lt;Idea&gt;
timelimit : Integer
anonymous : Boolean</p>
      <p>DivergentPhase
stimuli : Set&lt;Stimulus&gt;
maxIdeas : Integer
allowSketch : Boolean
allowText : Boolean
allowImage : Boolean</p>
      <p>ConvergentPhase
scenario : Scenario
criterion : Criterion
allowComments : Boolean
allowScoring : Boolean
maxScore : Integer
the base class for the two di erent types of process phases. ProcessPhase must
declare the following attributes:
{ problem: The problem that should be solved in the process phase. Problems
are commonly represented as plain text strings, but as concrete
implementations of CSS (e.g. for special domains) may have additional requirements
we suggest to de ne a dedicated class Problem.
{ participants: The persons that are participating in the process phase.
{ ideas: The ideas of the process phase. For divergent phases this attribute
can be initialized with start ideas if needed, but in most cases the set is
empty at the beginning of a divergent phase. In convergent phases, the set is
initialized with the ideas from the precedent divergent phase so the ideas can
be evaluated by the users. The results of the process analysis makes some
implications about the functionality of the Idea class. For the divergent
phases, it should support the expression of ideas as text, with images and
with sketches. For the convergent phases, it should be able to store user
ratings as numerical values and as text. Further adoption to a target domain
of a CSS can be necessary.</p>
      <p>The remaining attributes of ProcessPhase are formalizations of the creativity
technique parameters found for both types of process phases:
{ timelimit: Timelimits in a process phase are represented with an integer
value that stores the remaining seconds for the phase or is unde ned if no
timelimit is set.
{ anonymous: The need of anonymity can be represented by a boolean ag.</p>
      <p>If the ag is set, the CSS must keep all person-related information hidden
during the process phase.</p>
      <p>The divergent phases are represented by the class DivergentPhase, having the
following attributes in addition to the ones from the base class:
{ stimuli: A set of mental stimuli which must be presented to the participants
by the CSS. If the value is not set, no stimuli are used in this divergent phase.
Since stimuli are often generated by the group in previous phases and thus
are formulated as ideas, the Stimuli class should be modeled similar to the
Idea class or the same classes should be used.
{ maxIdeas: Integer value that limits the number of ideas that may be
generated in the process phase. If the value is not set, the number of ideas is not
limited.
{ allowSketch: If the boolean value is set, the users may sketch to express
their ideas.
{ allowText: If the boolean value is set, the users may use text to express
their ideas.
{ allowImage: If the boolean value is set, the users may use images to express
their ideas.</p>
      <p>The convergent phases are represented by the class ConvergentPhase, having
the following attributes in addition to the ones from the base class:
{ scenario: The scenario that should be considered when evaluating the ideas
in the process phase. In most cases it will be su cient to represent
scenarios as a string describing the particular scenario, but a dedicated class is
preferable. If no scenario should be considered, the value is not set.
{ criterion: The criterion that should be evaluated in the process phase. For
the representation of criteria, the same considerations apply as for scenarios.</p>
      <p>If no criterion is set, the idea is to be evaluated as a whole.
{ allowComments: If the boolean value is set, the users may evaluate the ideas
using textual comments.
{ allowScoring: If the boolean value is set, the users may assign scores to the
ideas.
{ maxScore: If scoring is allowed, this value de nes the scoring range (from
0...maxScore).</p>
      <p>The simplicity of the presented formalization for process phases of
creativitytechnique based processes makes it easy to be used in CSS implementations, yet
it is powerful enough to represent creative problem solving processes of
numerous creativity techniques and even combinations, since it contains all the key
properties found in our process analysis.</p>
    </sec>
    <sec id="sec-4">
      <title>Example processes</title>
      <p>To illustrate the use of the uni ed process model, we present formalizations of
creative processes that correspond to some well-known creativity techniques. As
explained beforehand, a creative process is understood as a sequence of divergent
and / or convergent phases, each having a particular set of attribute values. The
complete set of possible attributes was presented in the previous section. In this
example section, for clarity we will omit attributes that are not important for
the given creativity technique. For the not-listed attributes, default values (e.g.
"no restriction" for restricting attributes or "arbitrary number of participants"
for the participant attribute) can be assumed.</p>
      <sec id="sec-4-1">
        <title>Brainstorming (and variants)</title>
        <p>The major principle of the brainstorming technique is
to avoid any idea evaluation during the idea generation</p>
        <p>Begin phase. Since idea evaluation is not possible in divergent
DivergentPhase phases of the proposed model, this principle is achieved
problem: "How could the problem by modeling brainstorming as a divergent phase.
Addii#dPeabseasroelvweedl?coWmiled. aTnrydtuonbuusiuldalon tional information to the given problem (here labeled
tahneoindyemasouosf:ottrhueer participants." #P) in the problem attribute makes the participants
aware of the remaining brainstorming principles (wild
End ideas, building up on ideas of others). The classic
brainstorming needs no further attribute values in the
divergent phase, since no further restrictions are made by
the technique. Alternative brainstorming variants can be achieved by setting
attributes of the phase, e.g. Anonymous Brainstorming by setting the anonymous
attribute (as depicted in the gure on the left) or Brainsketching by setting
allowSketch to true and allowText as well as allowImage to false, so only
sketches can be used for expressing ideas.</p>
      </sec>
      <sec id="sec-4-2">
        <title>Brainwriting 6-3-5</title>
        <p>Begin</p>
        <p>DivergentPhase
problem: "Find three solutions for
the problem #P."
participants: U1
timelimit: 300
maxIdeas: 3</p>
        <p>DivergentPhase
problem: "Find three solutions for
the problem #P."
participants: U2
timelimit: 300
maxIdeas: 3
{I4,I5,I6} {I1,I2,I3}
problem: D"TivryertogeimntpProhvaesethese
three ideas of your group
member."
participants: U1
timelimit: 300
ideas: I1,I2,I3</p>
        <p>End
problem: D"TivryertogeimntpProhvaesethese
three ideas of your group
member."
participants: U2
timelimit: 300
ideas: I4,I5,I6</p>
        <p>A creative process with two
participants U1, U2 based on the
Brainwriting 6-3-5 technique can be modeled by
DivergentPhase objects as shown in
the gure to the left. In the rst round
(upper two phases), the participants
are asked to nd three solutions for the
given problem. The participants have
to work separately on their solutions,
so U1 and U2 are in separate phases
(participants attribute). The
technique imposes a timelimit of 5 minutes,
which is modeled with a value of 300
for the timelimit attribute, and sets an upper limit of 3 ideas with the maxIdeas
attribute. When the timelimit has exceeded, the ideas generated by the
participants are exchanged and placed in the ideas attributes of the successive phases.
The participants are now asked to improve the received ideas instead of
generating completely new ones.</p>
      </sec>
      <sec id="sec-4-3">
        <title>SCAMPER</title>
        <p>Begin</p>
        <p>DivergentPhase
problem: "How could you improve an
existing solution for your problem #P
by substituting place, time, material
or people?"</p>
        <p>DivergentPhase
problem: "What materials, features,
processes, people, products etc.
could you combine to find better
solutions for your problem #P?"</p>
        <p>DivergentPhase
problem: "How could you improve an
existing solution for #P by altering or
changing the function of elements?"
...</p>
        <p>End</p>
      </sec>
      <sec id="sec-4-4">
        <title>Castle Technique</title>
        <p>Begin</p>
        <p>ConvergentPhase
criterion : "Effectivity"
allowComments : false
allowScoring : true
maxScore : 1</p>
        <p>ConvergentPhase
criterion : "Practicality"
allowComments : false
allowScoring : true
maxScore : 1</p>
        <p>ConvergentPhase
criterion : "Originality"
allowComments : false
allowScoring : true
maxScore : 1</p>
        <p>End</p>
        <p>The SCAMPER technique can be modeled as a
sequence of divergent phases, where in each phase a
slightly di erent approach towards a solution is
suggested using the problem attribute of the phase
object. The gure on the left shows the rst 3 phases
of the SCAMPER technique (Substitute, Combine,
Adapt), the remaining phases (Modify, Put to
another use, Eliminate and Reverse) are modeled
similarly. This way, all type of checklist-based
technique (e.g. Osborn-checklist, CATWOE) can be
represented. Since the techniques impose no further
restrictions, the remaining phase attributes are not set.</p>
        <p>By setting some of the attributes, combinations of
techniques could be achieved: e.g. setting the
anonymous attribute in the phases leads to an Anonymous
SCAMPER process.</p>
        <p>The Castle Technique is an evaluation technique that
suggests to judge ideas in sense of their e ectivity,
practicality and originality. To speed up the decision
process, the participants may only say if the
criterion is met or not. Formalized by the uni ed
process model, a castle technique process is a sequence
of convergent phases (ConvergentPhase objects). In
each phase, the participants have to decide if the
given ideas (in general coming from a previous
divergent phase) ful ll the criterion de ned by the
attribute criterion. To express their decision,
participants may only use score values (allowScoring is
true while allowComment is false) and can only make
a binary decision, since the maxScore attribute is set
to 1.
In this article we proposed a formalization for creativity-technique based problem
solving processes as sequence of process phases. We rst described how creativity
techniques are currently supported in creative support systems. Then, we argued
why a uni ed process model is a way towards more exible CSS. In the second
section we summarized the results of our analysis of a large set of
creativitytechniques with respect to their key properties. Finally, we presented a formal
uni ed model comprising the key properties of creativity-technique based
problem solving processes and illustrated the approach with some example process
formalizations.</p>
        <p>Since creativity techniques guide creative processes by a ecting the
parameters we identi ed in the process analysis, they can be interpreted as presets
of attribute values in the process model (e.g. a speci c con guration of the
attributes timelimit, stimuli etc.). Following this concept, a formalization of
creativity techniques (in contrast to concrete creative processes) can be achieved.</p>
        <p>Furthermore, the key properties of creativity techniques can be regarded as
a framework for analyzing creativity techniques themselves: by varying single
attribute values of the speci c process phases it is possible to investigate the
e ects on the produced outputs. For instance by varying the timelimit attribute
value in di erent creative processes, a better general understanding on the e ect
of time limits in creative problem solving processes can be gained.</p>
        <p>As a framework for evaluation, we are currently implementing a CSS
prototype which is based on the here discussed uni ed process model. Thereby, our
goal is to assess the completeness of the proposed key components.</p>
      </sec>
    </sec>
  </body>
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