Last updated: 4/2/2000
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Creativity in Context, Chapter 4

Creativity in Context by Teresa Amabile is a possible fourth book for this course, but most people will not be reading this. She has some very good analysis there, so I would like to summarize some of Chapter 4.

She and her coworkers have carried out many experiments investigating the effect of rewards on creative performance. She distinguishes between algorithmic and heuristic tasks. A task is algorithmic if there is, beforehand, a complete set of steps for completing the task, and completing the task is only a question of carrying out the steps. If discovering the steps is part of the task, then the task is heuristic. Following a recipe is algorithmic - the recipe tells the steps. Inventing ice cream is heuristic. If there is no list of steps beforehand, but the person performing the task knows what the steps are, then the task is also algorithmic, not heuristic. Only heuristic tasks are considered creative, and even then the task has to be complex.

For algorithmic tasks, Amabile finds that rewards improve performance, but for heuristic (creative) tasks, rewards generally decrease the quality of the performance and the enjoyment of the task. The only exception is if the reward carries information on the quality of performance The reward must make it seem that the person carrying out the task and the person conferring the reward are working together on a task of interest to both. It is possible to train people to ignore rewards so that rewards do not decrease performance on creative tasks.

Amabile then presents a fairly specific componential model of creativity. By "componential", she means a model that breaks both actions and abilities down into parts that each act in a specific order and time. Many times the value of such models is not whether the are right or wrong, but that they give a basis for discussion and disagreement - you are at least all talking about the same thing. So here is a diagram that corresponds more or less to her model of creativity.

The three main abilities or drivers of action in her model are:

Ability Description What increases this
Task Motivation The level of intrinsic interest in this work. Motivation is increased by a positive social environment, and by earlier success in the task.
Domain-Relevant skills How much do you know about this area of work, and how well can you do the work? Skills can be increased through learning, driven by motivation.
Creativity-Relevant processes (similar to skills, but more activist) General heuristic skills (see below) that carry over from domain to domain These can be increased by concentration, and through willingness to take risks, both driven by motivation

The following creative process is driven by the actors in the table above.

Step Description Driven by
1. Problem or task identification The stimulus to start a task in this area of work. The stimulus can be internal or external. Task motivation
2. Preparation Increasing and/or Reactivating Store of Relevant Information and Response Algorithms. That is, new learning and/or recalling prior learning. Domain-Relevant Skills
3. Response Generation Search Memory and Immediate Environment to Generate Response Possibility. That is, play around with things until you generate a possible solution. Task Motivation and Creativity-Relevant Processes
4. Response Validation and Communication Test Response Possibility (from 3) Against Factual Knowledge and Other Criteria. That is, see if this is an actual solution to the task. Domain-Relevant Skills
5. Outcome (the three possibilities are shown to the right). The outcome can increase or decrease motivation. A. Success - the goal was attained.

OR

Process ends
  B. Failure. This was not a solution. No progress.

OR

Process ends
  C. Some progress towards goal Recycle to 1, 2, 3 or 4

Amabile hypothesizes several ways in which extrinsic motivation can decrease creative performance. First, thinking about the reward can simply distract attention from the task - you are thinking about the $5 when it’s the painting, stupid! Second, the rewards may narrowly focus you on the goal, whereas creativity often requires exploration that may seem to move away from the goal, or at least not directly towards it. A third effect may be that thinking about the reward may convince the person that this is what is motivating them, decreasing their sense of intrinsic interest in the task.

The Domain-relevant skills are regular learning, training or education. But what about the Creativity-relevant processes? You may remember reading about these heuristic skills in Gardner and Csikszentmihalyi. Basically, these are things that you do, when you don’t know what to do; that is, when the task is heuristic rather than algorithmic. Many authors have lists; Amabile has collected several lists, and so has a long list. Many creativity researchers feel that heuristic skills are more informal or internal, and vary from person to person. At any rate, here is Amabile’s list: