There's been a great deal written (for instance)
on the history of invention, and most of the writing
boils down to something in the neighborhood of six
ingredients necessary in varying degrees to establish
a climate suitable for invention:
- Security. When people are
worried about where their next meal is coming
from, or whether their homes will be standing
in the morning, invention becomes secondary.
This is why places like Chechnya or Afghanistan
or Rwanda are not the hot-beds of high technology.
- Resources. Inventions are lost
to history because there's no money to fund them,
or there are no components on the shelf with which
to build them.
- Market. If there's no place to
sell an invention, it'll be forgotten -- if it's
ever noticed in the first place.
- Reception. Even if there is a
market, new products don't get going if the public
thinks "that's too much like work," or "we've always
gotten along just fine without that."
- Infrastructure. Sometimes you need
to have the government show the world how an invention
is to be used; sometimes you need a judicial system to
protect the rights of creators.
- Reality check. When I worked for a
start-up they once had the attitude that "our technology
is so sexy that surely someone will buy it!" Well, sexy
isn't enough -- sometimes you have to be able to explain
to the market why the product is necessary.
This is worth noting because creativity in all forms
is subject to the same forces (or certainly something
analogous) as invention.
Throughout history, there have been common threads in
the ways inventions have been lost:
- disasters
- non-availability of components; lack of
development funding
- lack of supporting trade activity
- public suspicion & skepticism; "it's too much like
work to use this"
- lack of sufficient documentation
- lack of supporting societal/judicial structure
- inability to separate imagination from invention;
to move from the drawing board to the real thing
- inability to align our explanations with our
observations; to share our visions effectively with
others, especially those who can assist us
- societal evolution
Many people hate writing, because it's a creative
activity and subject in a small way to the historical
forces above. Writing can, however, become
just a little bit less of a chore if writers feel
they have enough of the above ingredients in place
to produce something new.
And what forces can align the historical ingredients
of creativity? History answers us again:
- energy, mechanics, and industry
- changes/improvements suggested by the form of
objects; or by the way things are currently done
- failures (sometimes accompanied by public
outrage/government regulation)
- insufficiency of specialization
- the need people don't know they have (e.g.
"post-its")
- the need to go better/faster/cheaper
I asked students how they know if they're in the
"zone," when they can really accomplish a task
and be creative about it. They almost always
tell me that it's like they're in a time warp
-- they don't have any sense of elapsed time.
One of the references below lists the time warp
among these nine characteristics of creative
motivation:
- clear goals all along the way
- immediate feedback associated with actions
- a balance between task challenge and your
skills
- action and awareness come together
- distractions don't distract you
- no fear of failure
- no self-consciousness
- your sense of time becomes distorted
- what you're doing becomes an end in itself
You could take nearly all of these and condense
them into "you're so focused on what you're
doing that neither time nor anything else
outside the task has meaning." :-) :-) :-)
Do you want to stimulate your own creativity,
and that of others you work with? Here's what
you'll need:
- The freedom to make mistakes. (This of
course has to be exercised with caution,
so failures can be avoided.)
- The freedom of self-expression. (Again,
with caution, especially when dealing
directly with customers.)
- Directly confronting obstacles. Some
creative people can find new ways around
old obstacles given the chance.
- Recognizing "happy accidents." Things
we find that we weren't seeking, yet are
helpful.
- A chance to daydream once in a while.
We can learn a great deal about creativity from
watching kids play:
- The best play stimulates imagination without dictating
where the imagination should go, or taking control of
the imagination in any other way.
- It allows us to do what we couldn't do (and maybe
wouldn't even think of doing) otherwise.
- It promotes an ative response without disrupting other
activities.
- It provides us with exercise, sensory stimulation, and
interaction with people!
Creative Directions
- recognition: of more than you see
- a whole based on a part
- a characteristic based on an appearance
- grouping: of items with a common characteristic
- possibilities: of new recognition and groupings
- judgment: of the possibility that best fits
- alternatives: improving judgment
How to Kill Ideas
- judge them before they have a chance
- deny them care
- start a conflict between creator and potential user(s)
- put them in the wrong place (or time, culture, amount, style)
- put off acting on them
How to Stimulate Your Creativity
- become involved in something outside yourself (volunteerism
or advocacy)
- keep a journal and include
sketches
- attach yourself to some aspect of popular culture
- MAKE things
- have challenging, encouraging friends
- expect struggle, risk,
and even opposition
- recognize that everyone fails
- recognize that individual failure is rare
References
Csikszentmihalyi, M.
Creativity.
NYC: Harper-Collins, 1996.
Messadie, G.
Great
Inventions Through History. Edinburgh: Chambers, 1991.
Petroski, H.
The
Evolution of Useful Things. NYC: Vintage Books, 1992.
Weiner, N.
Invention.
Cambridge, MA: MIT Press, 1993.
Creative Think
is the web site for Roger Von Oech, who wrote
A
Whack in the Side of the Head and
A
Kick in the Seat of the Pants, two excellent
and easy-to-read texts on creativity.
Hanks, K. and J. Parry.
Wake
Up Your Creative Genius. Menlo Park, CA: Crisp
Publications, Inc., 1991. ISBN 1-56052-111-2
The sci.engr.* FAQ on Innovation and
Product Development
DeBono, E. Mind Power. London: Dorling Kindersley, 1995.
What you can do
- If you have difficulty focusing on a task, walk away
from it and try something else, preferably something
that you'll be successful at. The "quick win" will
build your confidence.
- Always keep track of the creative things you've done
in the past. Not everything creative you do will be
something you can move forward with, like a marketable
invention, but if you keep track even of imaginative
failures, you'll stand a better chance of coming up
with a winner next time than if you give up your
creative acts to history.