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University of Groningen
Effects of Problem Scope and Creativity Instructions on Idea Generation and SelectionRietzschel, Eric; Nijstad, Bernard; Stroebe, Wolfgang
Published in:Creativity Research Journal
DOI:10.1080/10400419.2014.901084
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Running head: PROBLEM SCOPE AND CREATIVITY INSTRUCTIONS
Effects of Problem Scope and Creativity Instructions on Idea Generation and Selection
Eric F. Rietzschel
Department of Psychology, University of Groningen
Bernard A. Nijstad
Department of HRM & OB, University of Groningen
Wolfgang Stroebe
Department of Psychology, University of Groningen
Department of Psychology, Utrecht University
This research was supported by a grant (NWO grant 410-21-010) from The
Netherlands Organization for Scientific Research. The authors thank Benjamin de Boer for
his assistance in coding the data, and Anna Borleffs for her assistance in collecting the
data. The study reported in this paper was conducted while Dr Eric F. Rietzschel was at the
Department of Work and Organizational Psychology, University of Amsterdam, and is part
of his doctoral dissertation.
Correspondence and reprint requests should be addressed to Dr Eric F. Rietzschel,
Department of Psychology, University of Groningen, Grote Kruisstraat 2/1, 9712 TS
Groningen, The Netherlands (e-mail: [email protected]).
PROBLEM SCOPE AND CREATIVITY INSTRUCTIONS 2
Abstract
The basic assumption of brainstorming is that increased quantity of ideas results in
increased generation as well as selection of creative ideas. Although previous research
suggests idea quantity correlates strongly with the number of good ideas generated,
quantity has been found to be unrelated to the quality of selected ideas. This paper reports
the results of a brainstorming experiment aimed at increasing the average creativity of
ideas and creative idea selection (rather than idea quantity). Problem scope (narrow vs.
broad) and creativity instructions (emphasis on creativity vs. personal relevance) were
manipulated. Results show that both narrow (vs. broad) problems and creativity (vs.
relevance) instructions led to the generation of ideas that were more creative. However,
only under creativity instructions did participants select more creative ideas.
Keywords: creativity; brainstorming; idea selection
PROBLEM SCOPE AND CREATIVITY INSTRUCTIONS 3
Effects of Problem Scope and Creativity Instructions on Idea Generation and Selection
Creativity, or the generation of ideas that are novel and useful (e.g., Barron, 1955;
Runco & Jaeger, 2012; Stein, 1953), is highly valued in many domains, and techniques that
aim to stimulate creativity are highly popular. One of the most popular is Osborn’s (1953)
brainstorming technique. Until a few years ago, brainstorming research focused almost
exclusively on idea quantity, with particular emphasis on the issue of productivity loss in
brainstorming groups (e.g., Diehl & Stroebe, 1987). However, recent studies have also
begun to study the way in which brainstorming contributes to idea quality, both during idea
generation and afterwards, i.e., in idea selection (see Stroebe, Nijstad, & Rietzschel, 2010,
for an overview). One reason for adopting this new perspective is that mere quantity (a
long list of ideas) cannot be the ultimate goal of a brainstorming session. Eventually, what
one needs are a few high-quality ideas that get selected for further development. Research
suggests that this idea selection stage leads to suboptimal results, and that the quality of
selected ideas is not related to idea quantity at all, but only to the average quality of
generated ideas (e.g., Rietzschel, Nijstad, & Stroebe, 2006). Thus, a closer look at idea
quality in brainstorming seems warranted. In the current paper, it is proposed that idea
quality can be enhanced in two ways: by enforcing a focused approach to the
brainstorming problem (during idea generation), and by stressing particular quality criteria
(during generation and selection).
Idea quality in idea generation
Brainstorming operates on the general principle that ‘quantity breeds quality’: The
more ideas are generated, the more high-quality ideas will be found among them. On the
whole, this reasoning is supported by the available research: a higher total output is
associated with higher availability of high-quality creative ideas (ideas that are both
original and feasible; e.g., Diehl & Stroebe, 1987). However, other studies show that even
PROBLEM SCOPE AND CREATIVITY INSTRUCTIONS 4
under brainstorming instructions, people perform less creatively than they could, and that
interventions aimed at increasing idea quality (rather than quantity) can lead to significant
performance gains over and above the effects of the traditional brainstorming rules.
It has been theorized that an important obstacle to the generation of creative ideas is
people’s tendency to follow the ‘path of least resistance’ (Finke, Ward, & Smith, 1992;
Ward, 1994; Ward, Patterson, Sifonis, et al., 2002). According to this theory, people have a
tendency to only generate ideas that come to mind relatively easily, and give up when it
becomes harder to generate ideas. Unfortunately, the most accessible and easily generated
ideas often are the least creative ones, and, according to this perspective, people therefore
need to be induced to leave this path of least resistance. Although the brainstorming
instructions help them to do so by emphasizing quantity and by giving the goal to generate
as many ideas as possible, people nevertheless tend to fall back on ideas that are easily
generated and expressed, even within the context of a brainstorming session.
One way to force people to abandon this path of least resistance and make them
generate less accessible (and more creative) ideas may be to change how the brainstorming
problem is defined. Specifically, it might help to impose narrow boundaries on the
brainstorming problem. While creativity is commonly associated with flexibility (being
able to generate ideas within several semantic categories), the recent Dual Pathway Model
of Creativity (De Dreu, Baas, & Nijstad, 2008; Nijstad, De Dreu, Rietzschel, & Baas,
2010) suggests that creativity can benefit from a focused approach as well as from a
flexible one. That is, rather than stimulating people to come up with ideas across many
semantic categories, it may help to have them think more deeply within semantic
categories. Thus, it might be useful to define the brainstorming problem narrowly, focusing
on a subcategory of the overall problem, rather than on the overall problem in its entirety.
Interestingly, this was also recommended by Osborn (1953), and similar points have been
PROBLEM SCOPE AND CREATIVITY INSTRUCTIONS 5
raised by other researchers. For example, Finke, Ward, and Smith (1992) noted that
“restricting domains of interpretation” in a creative task can stimulate creative
performance, because this “reduces the likelihood that a person will fall back on
conventional lines of thought” (p. 32). Pursuing this line of reasoning, Stokes and Fisher
(2005) argued that effective selection of constraints may even be central to the creative
process.
In line with these predictions, several studies have found that an artificially induced
focus on subproblems of the brainstorming topic can stimulate the generation of creative
ideas. For example, Dennis, Valacich, Connolly, and Wynne (1996) found that participants
generated more ideas when sequentially (as opposed to simultaneously) addressing
subproblems of a problem (also see Coskun, Paulus, Brown, & Sherwood, 2000; Dennis,
Aronson, Heninger, & Walker, 1999). In addition, Rietzschel, Nijstad, and Stroebe (2007)
found that participants who were induced to focus on a subcategory of the brainstorming
problem generated more original ideas within that subcategory.
In terms of the Dual Pathway Model, narrowing down the brainstorming problem
causes people to persist within a semantic subcategory, and hence should lead to the
generation of more original ideas. When people generate ideas about a broad topic, there
are many highly accessible but unoriginal ideas available; getting ‘past’ these ideas may be
very difficult (Jansson & Smith, 1991; Smith & Blankenship, 1991). When people generate
ideas about a narrow brainstorming problem, it requires less effort to deplete the pool of
unoriginal ideas, because there are, by definition, fewer unoriginal ideas to be found in a
narrow problem than in a broad problem. When people continue brainstorming after the
most accessible and least creative ideas have been generated, their subsequent ideas will be
more original. Thus, expending the same amount of cognitive effort, people are more likely
to generate creative ideas about a narrow topic than about a broad one.
PROBLEM SCOPE AND CREATIVITY INSTRUCTIONS 6
Creativity versus Relevance
Another way to force people off the path of least resistance might be to stress the
importance of coming up with creative, rather than ordinary, ideas. Although the
brainstorming instructions encourage participants to refrain from self-censoring, people
find this difficult to do. This is shown by Rickards (1975), who found that organization
members refrained from freely speculating in brainstorming sessions. One reason for this
may be that brainstorming sessions in organizations usually concern a real (organizational)
problem that is highly relevant to the participants, rather than an artificial and unrealistic
problem that is not personally relevant to the participants. Indeed, research has shown that
coming up with creative ideas is more difficult with a ‘relevant’ or realistic problem than
with an irrelevant or unrealistic problem (Dillon, Graham & Aidells, 1972; Harari &
Graham, 1975). Other research shows that explicit instructions to be creative can enhance
idea quality. For example, Harrington (1975) found that participants generated more
creative ideas when explicitly instructed to do so, and Shalley (1991) found that whereas
productivity goals enhanced idea quantity, idea quality was enhanced most by explicit
creativity goals. Thus, stressing the importance of creativity may help people to generate
creative ideas, even when they are brainstorming about a realistic or relevant problem. In
contrast, stressing the personal relevance of the problem should lead to the generation of
ideas that are less original, because people will tend to stick with ‘safe’ ideas that come to
mind easily.
Thus, the generation of creative ideas should be facilitated by providing participants
with a narrow problem, and by stressing the importance of coming up with creative ideas.
The question is what happens when these two interventions are combined. One possibility
is that creativity instructions are sufficient to leave the path of least resistance, and that
problem scope will only affect idea quality in the absence of creativity instructions. When
PROBLEM SCOPE AND CREATIVITY INSTRUCTIONS 7
working under creativity instructions, people may be less likely to rely on highly accessible
ideas, because the goal is to come up with novel ones. Another possibility is that, even
though creativity instructions enhance idea quality, there is still enough room for
improvement by narrowing problem scope; the two manipulations will then have an
additive effect, with participants working on a narrow topic with creativity instructions
generating the best ideas.
Does idea quality breed selection quality?
Although it is important to understand how creative ideas are generated, there is
more to creativity than that. The assumption that ‘quantity breeds quality’ consists of two
notions: a higher total output means higher output of creative ideas, and higher output of
high-quality ideas increases the likelihood of a creative idea being selected. While, as
described above, the first part of this reasoning is supported by research, the second part
has not fared so well (Stroebe, Nijstad, & Rietzschel, 2010). Faure (2004) found that
nominal brainstorming groups, although more productive than interactive groups, selected
ideas of similar quality. Rietzschel, Nijstad, and Stroebe (2006) also failed to find
significant differences in the quality of ideas selected by interactive and nominal groups,
despite the large differences in idea quantity. Moreover, selection performance was not
better than chance. Putman and Paulus (2009) observed that neither nominal nor
interactive groups selected their best ideas, although nominal groups generated and
selected more original ideas than interactive groups.
Rietzschel, Nijstad, and Stroebe (2010) found that the poor selection performance of
their participants was due to a strong tendency to select feasible ideas, at the cost of
originality. Further, Rietzschel et al. observed that participants could be induced to select
more creative ideas by instructing them to select ‘creative’ (rather than ‘the best’) ideas.
However, these instructions apparently did not change participants’ preferences for
PROBLEM SCOPE AND CREATIVITY INSTRUCTIONS 8
practical, rather than creative ideas, since creativity instructions significantly decreased
participants’ satisfaction with their selection. In line with these results, Mueller, Melwani,
and Goncalo (2012) recently reported evidence for an implicit bias against creativity (and
in favor of practicality) under conditions of uncertainty (also see Blair & Mumford, 2007).
Further, Runco and Smith (1992) found that participants were not particularly good at
recognizing their most creative and most popular ideas.
All in all, the results on idea selection can be summarized as follows: in the absence
of specific selection instructions, selection effectiveness (the degree to which people
actually select their most creative ideas) appears to be rather low. As a consequence, the
selection outcome (the quality of the selected ideas) is not a function of idea quantity, but
of (average) idea quality. This raises the question what happens to idea selection when the
idea generation process is enhanced by changing the scope of the brainstorming problem
and by stressing creativity.
Rietzschel et al.’s (2010) results suggest that the idea selection will benefit from
creativity instructions, because these diminish participants’ reliance on feasibility as the
dominant selection criterion. For problem scope, a facilitating effect on idea selection
effectiveness is not likely. Participants using a narrow problem may select more creative
ideas, because they have more creative ideas to choose from, but problem scope does not
affect people’s preference for feasible and unoriginal ideas.
In order to address these issues, an experiment was conducted where individual
participants first generated, and then selected ideas. In this experiment, both problem scope
and creativity instructions were manipulated.
Method
PROBLEM SCOPE AND CREATIVITY INSTRUCTIONS 9
Participants
Initially, the sample consisted of 105 participants. However, three participants did
not follow instructions and were excluded from the analyses. Hence, the analyses below
are based on 102 undergraduate university students (76 women and 26 men, mean age =
21.1 years), who were required to participate in psychology research as part of their
undergraduate curriculum. All participants signed up for this study voluntarily. Participants
received course credit or 7 Euros (about 9 US Dollars at the time).
Procedure
Upon arrival in the laboratory, all participants read a general introduction explaining
that they were about to participate in a brainstorming session, and that they would be
required to first generate ideas, and then make a selection from these ideas.
Participants were randomly assigned to conditions. In the creativity conditions, the
instructions then explained that the goal of the study was to find out how creative students
could be in generating and selecting ideas, and that it would be their task to generate ideas
that were as original (i.e., innovative and unusual) as possible. Alternatively, participants
in the relevance conditions were told that the goal of the study was to find out how
students generate and select ideas about a topic that they were personally involved in, and
that it would be their task to generate as many ideas as possible.
Participants in the conditions with a broad problem scope were then told that they
would be generating ideas about “possible improvements in the education at the
department of psychology”; in the conditions with a narrow problem scope, the topic was
“possible improvements in the lectures at the department of psychology”. Note that the
narrow topic essentially is a sub-topic of the broad one. Participants in the creativity
conditions were reminded that they were supposed to generate original ideas; participants
PROBLEM SCOPE AND CREATIVITY INSTRUCTIONS 10
in the relevance conditions were reminded to keep their student experiences in mind while
generating ideas. Participants then generated ideas for 20 minutes.
After the brainstorming task, all participants received the instructions for the
selection task. All participants were instructed to select the best idea from the ideas they
had previously generated. Participants in the creativity conditions were instructed to base
their selection on originality, whereas participants in the relevance conditions were
instructed to base their selection on their experiences as students. A time limit of 15
minutes was set for this task.
After making their selection and completing a short post-experimental questionnaire,
participants were debriefed, thanked and paid.
Measures and Dependent Variables
Idea quantity. Idea quantity was measured as the number of unique (i.e., non-
redundant) ideas generated by each individual.
Idea quality. A trained rater who was blind to conditions rated all ideas for
originality and feasibility. The first author coded a random subset of 250 ideas on both
dimensions. Intraclass correlation coefficients (two-way random model) were .73 for
originality, and .63 for feasibility, which was considered good reliability (Cicchetti &
Sparrow, 1981).
Two originality and feasibility measures were for each participant: the average
originality (feasibility) of the ideas generated by that participant, and the originality
(feasibility) of the idea selected by that participant.
Satisfaction. Two items asked participants to indicate their satisfaction with the
number of ideas they had generated and with the quality of their ideas; one item asked
participants how satisfied they were with the quality of the idea they had selected. All
items were rated on 5-point scales (1 = “not at all”, 5 = “very much”).
PROBLEM SCOPE AND CREATIVITY INSTRUCTIONS 11
Results
For clarity, results with regard to idea generation and idea selection are discussed
separately.
Idea Generation
Idea quantity. On average, participants generated 20.92 ideas (SD = 8.88), but a 2
(Instructions) x 2 (Problem Scope) ANOVA yielded no significant main or interaction
effects, indicating that neither originality instructions nor problem scope had an effect on
the number of ideas that participants generated.
Idea Quality. Means and standard deviations for idea quality are presented in Table
1. The average originality and feasibility of the generated ideas were negatively correlated
(r = -.57, p < .001). A 2 x 2 ANOVA on the originality of the generated ideas (M = 2.25,
SD = 0.34) showed that, as expected, a narrow problem led to the generation of more
original ideas (M = 2.33, SD = 0.41) than a broad problem (M = 2.18, SD = 0.23) (F (1, 98)
= 5.56, p = .02, partial η2 = .054). A marginally significant main effect of instructions (F(1,
98) = 3.81, p = .054, partial η2 = .037) indicated that participants with originality
instructions tended to generate more original ideas (M = 2.31, SD = 0.35) than participants
with relevance instructions (M = 2.19, SD = 0.32). The interaction, however, was not
significant (F(1, 98) = 1.14, p = .288).
An ANOVA on the feasibility of the generated ideas (M = 3.31, SD = 0.35) yielded
no significant main or interaction effects (ps > .1). Thus, neither problem scope nor
instructions affected the feasibility of the generated ideas.
Idea Selection
Selection outcome. The average originality and feasibility of the selected ideas were
significantly negatively correlated (r = -.25, p = .012), although this correlation was
significantly smaller than that for the generated ideas (Z = 2.76, p = .003).
PROBLEM SCOPE AND CREATIVITY INSTRUCTIONS 12
A 2 x 2 ANOVA on the originality of the selected ideas showed that participants
with originality instructions selected more original ideas (M = 2.64, SD = 0.83) than
participants with relevance instructions (M = 2.12, SD = 0.83) (F (1, 98) = 9.88, p = .002,
partial η2 = .09); there was no effect of problem scope, nor was the interaction of problem
scope and instructions significant.
An ANOVA on the feasibility of the selected ideas yielded no significant effects (Fs
< 1).
Selection effectiveness. To analyze selection effectiveness, a 2 x 2 mixed model
ANOVA was conducted with the average originality of the generated ideas and the
selected idea as the within-subjects factor originality. This analysis revealed a significant
Originality x Instructions interaction (F (1, 98) = 6.25, p = .014, partial η2 = .06). Simple
effects analysis showed that participants with originality instructions selected ideas that
were more original (M = 2.64, SD = 0.83) than their generated ideas (M = 2.31, SD = 0.35;
F (1, 98) = 8.91, p = .004); this difference was not significant for participants with
relevance instructions (F < 1). In other words, participants with originality instructions
selected above chance level; participants with relevance instructions did not. There was no
effect of problem scope.
A repeated measures ANOVA with the feasibility of the generated and selected ideas
as the within-subjects factor feasibility yielded no significant effects (all ps > .1): the
feasibility of the selected ideas was not different from that of the generated ideas, and this
was the case in all conditions.
Satisfaction
The three items measuring participant satisfaction were analyzed with univariate 2 x
2 ANOVAs (see Table 2). For all three items, only a main effect of instructions was found:
participants with relevance instructions were significantly more satisfied with the number
PROBLEM SCOPE AND CREATIVITY INSTRUCTIONS 13
of ideas they generated (F(1, 98) = 7.87, p = .006, partial η2 = .07), the quality of the ideas
they generated (F(1, 98) = 10.09, p = .002, partial η2 = .09) and the quality of the idea they
selected (F(1, 98) = 7.19, p = .009, partial η2 = .07) than participants with creativity
instructions.
Discussion
The results showed that problem scope and creativity instructions influenced idea
quality. Participants generated more creative ideas when the problem focus was narrow
rather than broad, and when they were instructed to come up with ideas that were original
and unusual rather to think of ideas that were relevant. Interestingly, there was no
interaction between these two manipulations; although the most creative ideas were
generated by participants working under creativity instructions on a narrow problem, this
effect was additive, rather than interactive. Thus, although both manipulations might be
taken to have been successful in forcing participants to abandon ‘the path of least
resistance’ (Finke et al., 1992), both also seem to have left sufficient room for the other
manipulation to improve idea quality as well.
With regard to idea selection, the results of this experiment replicate and extend
earlier findings (e.g., Rietzschel et al., 2010). Originality instructions enhanced idea
quality, and improved the effectiveness and outcome of the selection process. Specifically,
participants with originality instructions made a more effective selection from the ideas
that they had generated (selecting ideas of higher originality and equal feasibility), whereas
participants with relevance instructions performed at chance level. As found in other
research, originality instructions led to a lower satisfaction with the selection. Furthermore,
although participants who generated ideas about a narrow topic generated more original
ideas, this affected neither the selection outcome nor selection effectiveness.
PROBLEM SCOPE AND CREATIVITY INSTRUCTIONS 14
Previous research suggests that the selection of creative ideas is not related to idea
quantity; instead, it is idea quality that seems to matter. The current study shows that
improving idea quality (e.g., by using a narrow topic) does not necessarily improve idea
selection either. Similarly to earlier research, in the current study participants only selected
more creative ideas when they were explicitly instructed to take originality into account.
The reason for this pattern is probably the pervasive bias against original ideas (Mueller et
al., 2012; Rietzschel et al., 2010), again indicated by the satisfaction ratings: Participants
with relevance instructions were more satisfied than those with originality instructions.
These results indicate an important discontinuity between idea generation and idea
selection: interventions aimed at improving idea generation (e.g., the use of nominal
groups, limiting problem scope) do not seem to carry over into the selection stage. The
findings thus underscore the role of idea selection as a bottleneck in the innovation
process. This point is exacerbated by findings that, when it comes to idea implementation,
creative ideas may actually be less likely to be implemented than mundane ones (e.g.,
Baer, 2012), and that the outcomes of idea evaluation may be interactively (rather than
additively) influenced by idea quality and evaluation criteria (Lonergan, Scott, &
Mumford, 2004). Future work should delve deeper into this issue; in particular, learning
more about the complex relation between ideational fluency, idea creativity, idea
evaluation, and willingness to invest in creative ideas (e.g., Rubenson & Runco, 1992) is
necessary to come to a more complete understanding of the entire creative process, rather
than single stages of it. What is clear at this moment, is that it is not useful to get people to
come up with more creative ideas in a brainstorming session, if the most creative options
are simply going to be rejected. Future research on group and individual brainstorming
should therefore focus on strategies that improve the process of idea selection, rather than
only idea generation.
PROBLEM SCOPE AND CREATIVITY INSTRUCTIONS 15
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Burlington: Academic Press.
PROBLEM SCOPE AND CREATIVITY INSTRUCTIONS 18
Ward, T. B. (1994). Structured imagination: The role of category structure in exemplar
generation. Cognitive Psychology, 27, 1-40.
Ward, T. B., Patterson, M. J., Sifonis, C. M., Dodds, R. A., & Saunders, K. N. (2002). The
role of graded category structure in imaginative thought. Memory and Cognition, 30,
199-216.
PRO
BLEM
SCO
PE AN
D C
REA
TIVITY
INSTR
UC
TION
S
19
Table 1
Means and Standard D
eviations for Idea Quality
B
road problem
N
arrow problem
Measure
Relevance
Originality
R
elevance O
riginality
Originality of generated ideas
2.15 (0.23) a c 2.21 (0.21) a d
2.23 (0.37) b c
2.43 (0.43) b d
Originality of selected idea
2.12 (0.83) a 2.52 (0.89) b
2.12 (0.85) a
2.77 (0.77) b
Feasibility of generated ideas 3.29 (0.34)
3.25 (0.23)
3.44 (0.33) 3.29 (0.45)
Feasibility of selected idea 3.24 (0.72)
3.19 (0.83)
3.33 (0.82) 3.15 (0.78)
Note. M
aximum
value = 5; N = 85; standard deviations are in parentheses.
a b Means w
ithin a row w
ith different superscripts are different from each other w
ith p < .05.
c d Means w
ithin a row w
ith different superscripts are different from each other w
ith p < .1.
PRO
BLEM
SCO
PE AN
D C
REA
TIVITY
INSTR
UC
TION
S
20
Table 2
Means and Standard D
eviations for Items C
oncerning Satisfaction
B
road problem
N
arrow problem
Measure
Relevance
Originality
R
elevance O
riginality
Satisfaction with num
ber of ideas generated 3.56 (0.92)
3.00 (0.96)
3.67 (0.64) 3.27 (0.87)
Satisfaction with quality of ideas generated
3.88 (0.78) 3.11 (1.19)
3.58 (0.78)
3.19 (0.85)
Satisfaction with quality of selected idea
4.44 (0.65) 3.85 (0.99)
4.21 (0.66)
3.96 (0.77)
Note. M
aximum
value = 5; N = 85; standard deviations are in parentheses.