A Creativity Checklist -- 1500 Variables that Create Creativity
Journal of Policy Studies, Policy Studies Association of Japan, No. 31, 2009
76 Pages Posted: 3 Apr 2013
Date Written: March 1, 2009
RESEARCH QUESTIONS -- 1. How do research and achievement of creativity improve when a tool of much greater comprehensiveness, detail, and level of organization is applied to common assessment, evaluation, and specification tasks? -- The secondary question in this paper. 2. How do you create a checklist vastly more detailed, comprehensive, and ordered than any prior such tools? -- The primary question in this paper. 3. What models of creativity if put into a large checklist format offer enough comprehensibility, diversity, and practicality to motivate people to use, study, and fully apply the checklist tool? This article presents the key variables of each of 20 well-ordered models of creativity in a checklist format. 1500 variables, organized in checklist format, with 0 to 10 point scales and fill in spaces for each variable, are included. Each of the 20 models is explained as well as some important initial uses of the checklist, by the author and other organizations. The significance, for understanding creativity and impacting it practically, of having more detailed, comprehensive, well-ordered, and articulated models of it is examined in the context of an overall program of structural cognition -- applying ordinary cognitive operators not to sets of 3 to 6 ideas at a time but to ordered patterns of 50 to 100 ideas at a time. Research, educative, and work improvement uses of the checklist are described.
METHOD -- A model of 60 models of creativity was used to select 20 models, from diverse original model categories, to balance practicality, diversity, and comprehensibility. The most comprehensive model of creativity models yet published was used to furnish 60 models from which 20 were chosen for this 1500 item checklist. 1500 items were the cut off point because that is the maximum number of items that could be explained and scored by actual groups in a 3 day 8-hour day format. Which of the 60 models was chosen was entirely determined by dozens of consults over a period of years, noting which models were most requested, used, studied, asked about, by hundreds of consulting clients. A count was kept over a five year period of these requests, etc. and a simple summary of it used to pick the models most salient to clients during that time period. This is a non-scientific sampling method that yet has significant practicality.
RESULT -- A checklist of 1500 variables that affect creativity or generate it, from 20 diverse models of what being creative is, in a format that non-professionals can understand and score in a 3 day 8-hour day format, if led by an instructor who explains each of the 1500 items just before each is scored.
Keywords: 20 creativity models, model repertoires, invent, discover, innovate, compose, perform, insight, culture, social processes, tipping points, non-linear system dynamics, punch-line effect
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