skip to main content
10.1145/3527927.3533736acmconferencesArticle/Chapter ViewAbstractPublication Pagesc-n-cConference Proceedingsconference-collections
extended-abstract

Creative Virtual Collaboration Through the Lens of Design Science Research

Published:20 June 2022Publication History

ABSTRACT

Creativity is an important driver of innovation and corporate success. Due to the digital transformation, creative collaboration increasingly occurs in virtual teams. This raises the research question how to design digital work environments to foster creative virtual collaboration. Therefore, this PhD project aims to develop design knowledge for virtual collaboration based on the Design Science Research (DSR) approach. The identification of Creativity Drivers (CDs) anchors the descriptive knowledge in a rigorous theoretical foundation. Prescriptive knowledge about design requirements will be derived from expert interviews with creative professionals. To combine both, prescriptive and descriptive knowledge, Design Principles (DPs) will be developed that address creativity drivers in five areas: functionality, process, mood, meaning, and collaboration. The appropriateness of the DPs will be validated by interviews with experts. The results will be used to review the CDs and refine the DPs. Further, the DPs will be used to define an instantiation of a virtual working environment for creative groups, which will be evaluated in an experimental setting. The results contribute to the scientific literature by combining and expanding relevant theories. The practical contribution lies in the applicability of design knowledge in different business-related and educational contexts.

References

  1. Mark S. Ackerman. 2000. The intellectual challenge of CSCW: The gap between social requirements and technical feasibility. Human–Computer Interaction 15, 2–3: 179–203.Google ScholarGoogle Scholar
  2. Pekka Alahuhta, Emma Nordbäck, Anu Sivunen, and Teemu Surakka. 2014. Fostering team creativity in virtual worlds. Journal For Virtual Worlds Research 7, 3: 1–17. https://doi.org/10.4101/jvwr.v7i3.7062Google ScholarGoogle ScholarCross RefCross Ref
  3. Teresa Amabile. 2006. How to Kill Creativity. In Creative Management and Development Creative management and development. SAGE Publications Ltd, 1 Oliver's Yard,  55 City Road,  London    EC1Y 1SP  United Kingdom, 18–24. https://doi.org/10.4135/9781446213704.n2Google ScholarGoogle Scholar
  4. Jan Auernhammer, Neeraj Sonalkar, and Manish Saggar. 2020. NeuroDesign: From Neuroscience Research to Design Thinking Practice. Hasso Plattner Design Thinking Research. https://doi.org/10.1007/978-3-030-62037-0_16Google ScholarGoogle Scholar
  5. Michael Mose Biskjaer, Balder Onarheim, and Stefan Wiltschnig. 2011. The ambiguous role of constraints in creativity: A cross-domain exploration. In Proceedings of the First Design, Development and Research Conference.Google ScholarGoogle Scholar
  6. Adriana Martinez Borjas and Pia Gebbing. 2021. Teaching and Learning Creativity in Virtual Settings. In GeNeMe’21 Gemeinschaften in Neuen Medien, 151–158. https://doi.org/10.25368/2022.37Google ScholarGoogle Scholar
  7. Walter Brenner, Falk Uebernickel, and Thomas Abrell. 2016. Design thinking as mindset, process, and toolbox. In Design thinking for innovation. Springer, 3–21.Google ScholarGoogle Scholar
  8. Felix C. Brodbeck, Rudolf Kerschreiter, Andreas Mojzisch, and Stefan Schulz-HARDT. 2007. Group Decision Making Under Conditions of Distributed Knowledge: The Information Asymmetries Model. Academy of Management Review 32, 2: 459–479. https://doi.org/10.5465/amr.2007.24351441Google ScholarGoogle ScholarCross RefCross Ref
  9. Seong Wook Chae. 2016. Perceived Proximity and Trust Network on Creative Performance in Virtual Collaboration Environment. Procedia Computer Science 91: 807–812. https://doi.org/10.1016/j.procs.2016.07.084Google ScholarGoogle ScholarCross RefCross Ref
  10. Petros Chamakiotis, Elies A. Dekoninck, and Niki Panteli. 2013. Factors influencing creativity in virtual design teams: An interplay between technology, teams and individuals. Creativity and Innovation Management 22, 3: 265–279.Google ScholarGoogle ScholarCross RefCross Ref
  11. Fang Chen, Limin Zhang, and Joseph Latimer. 2014. How much has my co-worker contributed? The impact of anonymity and feedback on social loafing in asynchronous virtual collaboration. International Journal of Information Management 34, 5: 652–659. https://doi.org/10.1016/j.ijinfomgt.2014.05.001Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. Frédéric Darbellay, Zoe Moody, and Todd Lubart. 2017. Creativity, design thinking and interdisciplinarity. Springer.Google ScholarGoogle Scholar
  13. Alan R. Dennis, Robert M. Fuller, and Joseph S. Valacich. 2008. Media, tasks, and communication processes: A theory of media synchronicity. MIS quarterly: 575–600.Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. Jan Dul. 2019. The Physical Environment and Creativity: A Theoretical Framework. In The Cambridge Handbook of Creativity (2nd ed.), James C. Kaufman and Robert J. Sternberg (eds.). Cambridge University Press, Cambridge, 481–510. https://doi.org/10.1017/9781316979839.025Google ScholarGoogle Scholar
  15. Nadira Faulmüller, Andreas Mojzisch, Rudolf Kerschreiter, and Stefan Schulz-Hardt. 2012. Do You Want to Convince Me or to Be Understood?: Preference-Consistent Information Sharing and Its Motivational Determinants. Personality and Social Psychology Bulletin 38, 12: 1684–1696. https://doi.org/10.1177/0146167212458707Google ScholarGoogle ScholarCross RefCross Ref
  16. Jennifer Fereday and Eimear Muir-Cochrane. 2006. Demonstrating Rigor Using Thematic Analysis: A Hybrid Approach of Inductive and Deductive Coding and Theme Development. International Journal of Qualitative Methods 5, 1: 80–92. https://doi.org/10.1177/160940690600500107Google ScholarGoogle ScholarCross RefCross Ref
  17. Jonas Frich, Midas Nouwens, Kim Halskov, and Peter Dalsgaard. 2021. How Digital Tools Impact Convergent and Divergent Thinking in Design Ideation. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, 1–11. https://doi.org/10.1145/3411764.3445062Google ScholarGoogle ScholarDigital LibraryDigital Library
  18. Lukas Furmanek and Stephan Daurer. 2019. Application of Media Synchronicity Theory to Creative Tasks in Virtual Teams Using the Example of Design Thinking. In Wirtschaftsinformatik 2019 Proceedings. Retrieved from https://aisel.aisnet.org/wi2019/specialtrack01/papers/4Google ScholarGoogle Scholar
  19. Pia Gebbing, Christoph Lattemann, and Dominik Siemon. 2022. Creativity Drivers: Design Principles for Virtual Creative Collaboration.Google ScholarGoogle Scholar
  20. Pia Gebbing, Xingyue Yang, Simon Michalke, and Christoph Lattemann. 2021. Kreativitätsförderung in der virtuellen Gruppenarbeit. HMD Praxis der Wirtschaftsinformatik: 1–14.Google ScholarGoogle Scholar
  21. J. P. Guilford. 1957. Creative abilities in the arts. Psychological Review 64, 2: 110–118. https://doi.org/10.1037/h0048280Google ScholarGoogle ScholarCross RefCross Ref
  22. Julia Gumula. 2018. Ideas are Craftwork Development of an Innovation Training Course and its Evaluation with female and male Journeymen. Georg-August Universität Göttingen, Göttingen. Retrieved June 18, 2021 from http://dx.doi.org/10.53846/goediss-6935Google ScholarGoogle Scholar
  23. Alan Hevner. 2007. A Three Cycle View of Design Science Research. Scandinavian Journal of Information Systems 19, 2: 87–92.Google ScholarGoogle Scholar
  24. Alan R Hevner. 2021. The Duality of Science: Knowledge in Information Systems Research. Journal of Information Technology 36, 1: 72–76. https://doi.org/10.1177/0268396220945714Google ScholarGoogle ScholarCross RefCross Ref
  25. James C. Kaufman, Vlad P. Glăveanu, and Robert J. Sternberg. 2019. What is and what can be: The scope and possibilities of creativity and creativity research. In The Cambridge handbook of creativity, 2nd ed. Cambridge University Press, New York, NY, US, 732–743. https://doi.org/10.1017/9781316979839.037Google ScholarGoogle Scholar
  26. James C. Kaufman and Robert J. Sternberg (eds.). 2019. The Cambridge Handbook of Creativity. Cambridge University Press, Cambridge. https://doi.org/10.1017/9781316979839Google ScholarGoogle Scholar
  27. Terri R. Kurtzberg and Teresa M. Amabile. 2001. From Guilford to Creative Synergy: Opening the Black Box of Team-Level Creativity. Creativity Research Journal 13, 3–4: 285–294. https://doi.org/10.1207/S15326934CRJ1334_06Google ScholarGoogle ScholarCross RefCross Ref
  28. Christoph Lattemann, Dominik Siemon, David Dorawa, and Beke Redlich. 2017. Digitization of the Design Thinking Process Solving Problems with Geographically Dispersed Teams. In Design, User Experience, and Usability: Theory, Methodology, and Management (Lecture Notes in Computer Science), 71–88. https://doi.org/10.1007/978-3-319-58634-2_6Google ScholarGoogle Scholar
  29. Todd Lubart and Branden Thornhill-Miller. 2019. Creativity: An Overview of the 7C's of Creative Thought. The Psychology of Human Thought. https://doi.org/10.17885/HEIUP.470.C6678Google ScholarGoogle Scholar
  30. Luis L. Martins, Lucy L. Gilson, and M. Travis Maynard. 2004. Virtual teams: What do we know and where do we go from here? Journal of management 30, 6: 805–835.Google ScholarGoogle ScholarCross RefCross Ref
  31. Frederik Möller, Tobias Moritz Guggenberger, and Boris Otto. 2020. Towards a Method for Design Principle Development in Information Systems. In Designing for Digital Transformation. Co-Creating Services with Citizens and Industry (Lecture Notes in Computer Science), 208–220. https://doi.org/10.1007/978-3-030-64823-7_20Google ScholarGoogle ScholarDigital LibraryDigital Library
  32. Jill E. Nemiro. 2002. The creative process in virtual teams. Communication Research Journal 14, 1: 69–83.Google ScholarGoogle Scholar
  33. Alexander Newman, Ross Donohue, and Nathan Eva. 2017. Psychological safety: A systematic review of the literature. Human Resource Management Review 27, 3: 521–535. https://doi.org/10.1016/j.hrmr.2017.01.001Google ScholarGoogle ScholarCross RefCross Ref
  34. Bernard A. Nijstad and Carsten K. W. De Dreu. 2002. Creativity and Group Innovation. Applied Psychology 51, 3: 400–406. https://doi.org/10.1111/1464-0597.00984Google ScholarGoogle ScholarCross RefCross Ref
  35. OECD. 2021. OECD Skills Outlook 2021. Retrieved November 16, 2021 from https://www.oecd-ilibrary.org/content/publication/0ae365b4-enGoogle ScholarGoogle Scholar
  36. Paul Paulus, Mary Dzindolet, and Nicholas Kohn. 2012. Collaborative Creativity—Group Creativity and Team Innovation. In Handbook of Organizational Creativity. 327–357. https://doi.org/10.1016/B978-0-12-374714-3.00014-8Google ScholarGoogle Scholar
  37. Raoul Pilcicki, Dominik Siemon, and Christoph Lattemann. 2021. How Virtual Teams Collaborate Creatively under Communication Constraints.Google ScholarGoogle Scholar
  38. Beke Redlich, Felix Becker, Dominik Siemon, Susanne Robra-Bissantz, and Christoph Lattemann. 2018. Nutzerzentrierte Dienstleistungsinnovation durch digitales Design Thinking–Herausforderung und Potenziale für Wissenschaft und Praxis. In Service Business Development. Springer, 83–102.Google ScholarGoogle Scholar
  39. Beke Redlich, David Dorawa, Dominik Siemon, and Christoph Lattemann. 2018. Towards Semi-Virtual Design Thinking - Creativity in Dispersed Multicultural and Multidisciplinary Innovation Project Teams. Hawaii International Conference on System Sciences 2018 (HICSS-51). Retrieved from https://aisel.aisnet.org/hicss-51/cl/virtual_teams/5Google ScholarGoogle Scholar
  40. Mel Rhodes. 1961. An Analysis of Creativity. The Phi Delta Kappan 42, 7: 305–310.Google ScholarGoogle Scholar
  41. Milton J. Rosenberg, R. Rosenthal, and R. Rosnow. 1969. The conditions and consequences of evaluation apprehension.Google ScholarGoogle Scholar
  42. Mark A. Runco and Robert S. Albert. 2010. Creativity research: A historical view. In The Cambridge handbook of creativity. Cambridge University Press, New York, NY, US, 3–19. https://doi.org/10.1017/CBO9780511763205.003Google ScholarGoogle Scholar
  43. Stefan Schulz-Hardt and Andreas Mojzisch. 2012. How to achieve synergy in group decision making: Lessons to be learned from the hidden profile paradigm. European Review of Social Psychology 23, 1: 305–343. https://doi.org/10.1080/10463283.2012.744440Google ScholarGoogle ScholarCross RefCross Ref
  44. Robert J. Sternberg. 2019. Enhancing People's Creativity. In The Cambridge Handbook of Creativity (2nd ed.), James C. Kaufman and Robert J. Sternberg (eds.). Cambridge University Press, Cambridge, 88–104. https://doi.org/10.1017/9781316979839.007Google ScholarGoogle Scholar
  45. Samuel J. Stratton. 2019. Literature Reviews: Methods and Applications. Prehospital and Disaster Medicine 34, 4: 347–349. https://doi.org/10.1017/S1049023X19004588Google ScholarGoogle ScholarCross RefCross Ref
  46. Thiemo Wambsganss, Anne Höch, Naim Zierau, and Matthias Söllner. 2021. Ethical Design of Conversational Agents: Towards Principles for a Value-Sensitive Design. In Innovation Through Information Systems (Lecture Notes in Information Systems and Organisation), 539–557. https://doi.org/10.1007/978-3-030-86790-4_37Google ScholarGoogle Scholar
  47. Xingyue Yang, Pia Gebbing, Christoph Lattemann, and Simon Michalke. 2021. Critical Factors for Improving Creativity in Virtual Teams. In ISPIM Conference Proceedings, 1–10.Google ScholarGoogle Scholar

Recommendations

Comments

Login options

Check if you have access through your login credentials or your institution to get full access on this article.

Sign in
  • Published in

    cover image ACM Conferences
    C&C '22: Proceedings of the 14th Conference on Creativity and Cognition
    June 2022
    710 pages
    ISBN:9781450393270
    DOI:10.1145/3527927

    Copyright © 2022 Owner/Author

    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    • Published: 20 June 2022

    Check for updates

    Qualifiers

    • extended-abstract
    • Research
    • Refereed limited

    Acceptance Rates

    Overall Acceptance Rate108of371submissions,29%
  • Article Metrics

    • Downloads (Last 12 months)34
    • Downloads (Last 6 weeks)5

    Other Metrics

PDF Format

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

HTML Format

View this article in HTML Format .

View HTML Format