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Creative Genii: Creative Intelligence, Insight and the Six Ps

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Abstract

The brain is the central engine in the creativity machine. It drives all the competencies necessary for creative intelligence (CiQ). Different brains lead to different forms of creativity, and creativity is central to human life. Although CiQ is closely linked to general intelligence, imagination, adaptability, empathy and innovation, creativity is quite distinct from these intelligences. This chapter discusses the various types of minds or intelligences, and how decisions to be creative can offer incremental and disruptive contributions to innovation.

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Notes

  1. 1.

    “Functional fixedness” refers to a situation whereby an individual can only think of using an object for its most common use; e.g., a paper clip can only be used to keep papers together.

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Correspondence to Rouxelle de Villiers .

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CREATiViTY LABORatory

CREATiViTY LABORatory

1.1 Activity I: Divergent Thinking

Divergent thinking questions from Wallach & Kogan [6]:

  • List strong things

  • List square things

  • List uses for a coat hanger

  • List functions for a brick

1.2 Activity II: Domain Intelligence

Compose a list of at least five domains in which you consider yourself to have an adequate or a high level of knowledge to act as valuable team member, when those domains come into play during creative thinking activities. Think back on some brainstorming and other creativity think tanks you were a member of over the past year. Are there any other (subject/discipline) domains you would like to develop your expertise of knowledge in? Look online for some free sources or resources (see YouTube™, TedX™ talks or visit universities to peruse online courses). Look into free community colleges or interest groups that might assist you in this quest.

1.3 Activity III: Personal Development Plan

The set of skills that the American Psychological Association (APA) set out for CiQ incorporates skills to create, invent, discover, explore, imagine, and suppose. Consider the five factors in Table 3.2 and several synonyms for each of these words, as provided by online dictionaries of your choice. (e.g., the MSWord dictionary provides synonyms for suppose as: think, guess, believe, pretend, understand). Look up some words using several online sources. If you were asked to coach someone, what might you suggest as activities or tasks to develop CiQ skills. (Perhaps after reading the entire book, you might have new ideas to update/upgrade this model.) Use the figure below to design a personal development plan for your coachee or yourself (Fig. 3.7).

Fig. 3.7
A net drawing of octagonal box with skills for C i Q. Suppose, create, discover, invent, imagine.

Coaching for CiQ

1.4 Activity IV: Little and Big C Idea Generation Tool

Imagine you are the creative brains of a consulting firm. You have been approached by a client to suggest new uses for two products he has found to be stuck on the shelves in his warehouse. He has millions of rolls of plastic straws (in 200 m rolls of uncut straws of 10 mm diameter) and about five million red stress balls, about the size of a cricket ball. The stress balls are not branded in any way and are soft, durable and made of memory foam – indicating that once a ball has been released from pressure, it will jump back to its original form. This will last for about 300 compressions, after which it will remain flattened, or in the form of the impression that has been made on it.

Use the Creativity Product Output Space below, to list at least 25 uses for these items (Fig. 3.8).

Fig. 3.8
A graph with increasing novelty versus usefulness with an area representing creative product output space. Low usefulness, high novelty, bizarre. High usefulness, high novelty, Big C. High usefulness, low novelty, commonplace. Low usefulness, low novelty, little c, which is outside the area. There are a set of blank boxes under each category.

The Creative Product Output Space: Big-C, Commonplace, Little-c, and Wacky Products

1.5 Activity V: Tinkertables

Dr. Pillay [10, p. 23] contrasts a timetable of frantic wall-to-wall appointments with a tinkertable. This tinkertable is your own self-created and self-managed series of timeslots that are off limits to any daily, compulsory, or routine tasks. These are non-negotiable slots in which to reflect, think, meditate and un-focus the mind. Find regular slots – he suggests 15 minutes – to do something that is undemanding to YOU. Something like doing a crossword, a Sudoko™ number puzzle, listening to music or taking a walk without your phone. Set aside bigger timeslots for once a week and longer time slots like a vacation or “staycation” (no travel, but no work either).

Your only two tasks right now are to (i) block out a slot of 2 hours a week for the next 10 weeks, where you can do exactly what YOU want to do: work, play, sit, think, relax, work hard, read, prepare. This can be ANYTHING YOU want and have utter control over. (ii) Find a pet name for this block like MYTIME or TRU2ME, and select a symbol or icon to help you recall that this is not-negotiable. My symbol is α [66]. What is yours?

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de Villiers, R. (2022). Creative Genii: Creative Intelligence, Insight and the Six Ps. In: de Villiers, R. (eds) The Handbook of Creativity & Innovation in Business. Springer, Singapore. https://doi.org/10.1007/978-981-19-2180-3_3

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