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Journal articles on the topic 'Creativity support systems'

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1

Wang, Kai, and Jeffrey V. Nickerson. "Designing Individual Creativity Support Systems." Academy of Management Proceedings 2014, no. 1 (2014): 11899. http://dx.doi.org/10.5465/ambpp.2014.11899abstract.

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MANHEIM, MARVIN L. "Creativity-Support Systems for Planning, Design and Decision support*." Computer-Aided Civil and Infrastructure Engineering 1, no. 1 (2008): 14–31. http://dx.doi.org/10.1111/j.1467-8667.1986.tb00110.x.

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Brocco, Michele, Florian Forster, and Marc Frieß. "360° Open Creativity Support." JUCS - Journal of Universal Computer Science 17, no. (12) (2011): 1673–89. https://doi.org/10.3217/jucs-017-12-1673.

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Open Innovation is a new paradigm that suggests including actors from inside as well as outside a company's boundaries in the innovation process. Open creativity refers to the creative phase in this process. In this article we investigate on open creativity support. We conducted interviews within companies in the German ICT sector to analyze the status quo of open creativity and the tools currently used to support it. In a second step we derive design guidelines and an architecture for IT systems supporting open creativity that lead to a holistic, 360ffi support for open creativity.
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Gabriel, A., D. Monticolo, M. Camargo, and M. Bourgault. "Creativity support systems: A systematic mapping study." Thinking Skills and Creativity 21 (September 2016): 109–22. http://dx.doi.org/10.1016/j.tsc.2016.05.009.

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Minas, Randall K., and Alan R. Dennis. "Visual Background Music: Creativity Support Systems with Priming." Journal of Management Information Systems 36, no. 1 (2019): 230–58. http://dx.doi.org/10.1080/07421222.2018.1550559.

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Wang, Kai, and Jeffrey V. Nickerson. "A literature review on individual creativity support systems." Computers in Human Behavior 74 (September 2017): 139–51. http://dx.doi.org/10.1016/j.chb.2017.04.035.

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Chen, Zhibin, Xiping Jia, and Zhenghong Xiao. "A Computational Cognitive Model of User Applying Creativity Technique in Creativity Support Systems." Procedia Computer Science 55 (2015): 818–24. http://dx.doi.org/10.1016/j.procs.2015.07.154.

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GU, JIFA, SUSUMU KUNIFUJI, and XIJIN TANG. "GUEST EDITORS' INTRODUCTION: META-SYNTHESIS AND CREATIVITY SUPPORT SYSTEMS." International Journal of Information Technology & Decision Making 06, no. 03 (2007): 407–10. http://dx.doi.org/10.1142/s0219622007002642.

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Kreminski, Max. "Creativity Support for Story Construction Play Experiences." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 15, no. 1 (2019): 210–12. http://dx.doi.org/10.1609/aiide.v15i1.5246.

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My research involves the design and development of mixed-initiative AI tools that provide players with creativity support in the context of story construction play experiences, especially those driven by malleable simulations that the player has a chance to help design or configure. To that end, I also study existing storytelling practices within game communities as a way of understanding what a desirable computational creative partner might look like; what features of computational systems tend to facilitate and frustrate creativity in their human partners; and what new creative practices mig
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De Nicola, Antonio, Giordano Vicoli, and Maria Villani. "Gamified Software to Support the Design of Business Innovation." Information 9, no. 12 (2018): 324. http://dx.doi.org/10.3390/info9120324.

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Business innovation is a process that requires creativity, and benefits from extensive collaboration. Currently, computational support in creativity processes is low, but modern techniques would allow these processes to be sped up. In this context, we provide such a computational support with software for business innovation design that uses computational creativity techniques. Furthermore, the software enables a gamified process to increase user engagement and collaboration, which mimics evolutionary methods, relying on a voting mechanism. The software includes a business innovation ontology
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Lisovska, L., А. Terebukh, and M. Hatsuk. "GROUNDS OF MODERN MODELS AND SYSTEMS OF ORGANIZATIONAL CREATIVITY SUPPORT." Journal of Lviv Polytechnic National University. Series of Economics and Management Issues. 6, no. 3 (2019): 99–112. http://dx.doi.org/10.23939/semi2019.03.099.

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Voigt, Matthias, Ralf Plattfaut, and Björn Niehaves. "Specialisation is king: creativity support systems for service concept development." International Journal of Services Technology and Management 20, no. 4/5/6 (2014): 315. http://dx.doi.org/10.1504/ijstm.2014.068861.

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Rashed, Mahmud Shakil, Nizam Uddin Md., Ferdous Jannatul, and Sorowar Hossen Md. "Perceived support from the organization as a mediating variable between high performance work systems and creativity of employees." International Research Journal of Science, Technology, Education, and Management 3, no. 3 (2023): 44–55. https://doi.org/10.5281/zenodo.8435152.

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Until recently, there has been an abundance of research dedicated to investigating the organisational results of high-performance work systems (HPWSs). But few studies were conducted on the individual results of HPWSs, particularly employee creativity and also the mechanism by which employee creativity is influenced by HPWSs. Drawing on the theory of social exchange, this study is aimed at filling this gap by examining the mediating impact of perceived support from the organisation on the association between HPWSs and creativity of employees. A cross-sectional approach along with a quantitativ
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Kotsari, Konstantina, and Zacharoula Smyrnaiou. "Fostering Creativity and Inclusion." Constructionism Conference Proceedings 8 (June 24, 2025): 543–45. https://doi.org/10.21240/constr/2025/116.x.

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This study investigates the integration of artificial intelligence (AI) into constructionist learning environments to enhance creativity, inclusion, and personalized STEM education, especially for neurodiverse learners. Grounded in Seymour Papert’s theory of Constructionism, it explores how AI tools – like virtual reality, social robots, and intelligent tutors – can support hands-on, learner-centered experiences. A narrative literature review of over 30 studies reveals that AI can personalize content, foster engagement, and support social interaction. However, challenges include access dispari
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Tang, Min. "Revisiting the Systems Approach: Commentary on Glăveanu’s Paper “The Psychology of Creativity: A Critical Reading”." Creativity. Theories – Research - Applications 2, no. 1 (2015): 79–84. http://dx.doi.org/10.1515/ctra-2015-0012.

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AbstractIn responding to Glăveanu’s critical views on the psychology of creativity, this commentary summarizes seminal work that has been carried out on creativity since 1950s. It underscores the value of the systems approach and discusses key methodological issues related to this approach, including creativity assessment, the necessity for multi-level analyses, the bandwidth-fidelity-dilemma, the challenge of operationalizing creativity for empirical studies and the lack of communication across disciplines. It calls for more external support, cross-disciplinary and cross-cultural collaboratio
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Pacauskas, Darius, and Risto Rajala. "Information system users’ creativity." Information Technology & People 30, no. 1 (2017): 81–116. http://dx.doi.org/10.1108/itp-04-2015-0090.

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Purpose Information technology has been recognized as one of the keys to improved productivity in organizations. Yet, existing research has not paid sufficient attention to how information systems (ISs) influence the creative performance of individual users. The paper aims to discuss this issue. Design/methodology/approach This study draws on the theories of flow and cognitive load to establish a model of the predicted influences. The authors hypothesize that the information technology supports creativity by engaging individuals in a creative process and by lowering their cognitive load relate
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Oliveira, Fernando S. "A Creativity Support System Based on Causal Mapping." Journal of Computer Information Systems 58, no. 2 (2016): 99–109. http://dx.doi.org/10.1080/08874417.2016.1202089.

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Forgionne, Guisseppi, and John Newman. "An experiment on the effectiveness of creativity enhancing decision-making support systems." Decision Support Systems 42, no. 4 (2007): 2126–36. http://dx.doi.org/10.1016/j.dss.2006.05.009.

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VAN LANGEN, PIETER H. G., NIEK J. E. WIJNGAARDS, and FRANCES M. T. BRAZIER. "Designing creative artificial systems." Artificial Intelligence for Engineering Design, Analysis and Manufacturing 18, no. 3 (2004): 217–25. http://dx.doi.org/10.1017/s0890060404040156.

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Can artificial systems be creative? Can they be designed to be creative on their own? What are the requirements of such creative artificial systems? To be able to support humans who are expected to deliver creative solutions, or to automate part of their tasks, this paper presents a proposal for creativity requirements that provide a basis for designing creative artificial systems.
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Ford, Nigel. "Information retrieval and creativity: towards support for the original thinker." Journal of Documentation 55, no. 5 (1999): 528–42. http://dx.doi.org/10.1108/eum0000000007156.

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Kukkonen, Tiina, and Benjamin Bolden. "Nurturing Creativity in the Visual Arts Classroom Understanding Teacher Strategies through Amabile's Componential Theory." Canadian Review of Art Education 49, no. 1 (2022): 46–62. http://dx.doi.org/10.26443/crae.v49i1.166.

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Creative skill-building is a major focus of educational systems around the world. In this article, we draw on data from four K-12 visual arts teachers to illustrate pedagogical strategies used to support students’ creative development. We adopt Teresa Amabile’s Componential Theory of Creativity to frame the teachers’ approaches to creative skill-building, identifying how they nurtured students’task motivation, domain-specific skills, and creativity-relevant processes. By presenting the teaching strategies in this way, we hope to enable art educators to recognize, shape, and enhance how their o
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Malaga, Ross A. "The effect of stimulus modes and associative distance in individual creativity support systems." Decision Support Systems 29, no. 2 (2000): 125–41. http://dx.doi.org/10.1016/s0167-9236(00)00067-1.

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23

Massetti, Brenda. "An Empirical Examination of the Value of Creativity Support Systems on Idea Generation." MIS Quarterly 20, no. 1 (1996): 83. http://dx.doi.org/10.2307/249543.

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Miranda de Farias, Flávio, Damián Keller, Victor Lazzarini, and Maria Helena de Lima. "Bringing Aesthetic Interaction into Creativity-Centered Design." Journal of Cases on Information Technology 17, no. 4 (2015): 53–72. http://dx.doi.org/10.4018/jcit.2015100104.

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The authors discuss a series of experimental studies targeting ubiquitous musical activities. The studies explore the application of time tagging as an aesthetically oriented interaction design metaphor. A new support mechanism is proposed: the stripe. The stripe works as an entry point to the sound data providing a functional unit that features both interaction and audio manipulation. A new prototype based on the stripe metaphor was implemented. Twenty four subjects participated in the assessment of three creative sonic products produced with and without support for time tagging. Results indi
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Binamungu, Leonard, and Masoud Mahundi. "Investigating the Support for Agility in Developing Government Software Systems: A Case of Three East African Countries." Tanzania Journal of Engineering and Technology 41, no. 3 (2022): 1–13. http://dx.doi.org/10.52339/tjet.v41i3.839.

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Agile Software Development Methods support an iterative and incremental way of developing software systems while responding to change by prioritising various aspects at different times. This differs from traditional sequential methods like Waterfall, in which one software development stage has to be completed before starting the next stage. To produce software systems that meet the requirements of their institutions, several governments in Africa have issued standards and guidelines to be followed during the development of government software systems. Such standards and guidelines specify the
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Jenkin, Tracy A., David B. Skillicorn, and Yolande E. Chan. "Novel Information Discovery and Collaborative Filtering to Support Group Creativity." ACM SIGMIS Database: the DATABASE for Advances in Information Systems 51, no. 4 (2020): 40–67. http://dx.doi.org/10.1145/3433148.3433152.

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Yoon, Sun Kyung, Jae Hyun Kim, Jung Eun Park, Chan Ju Kim, and Ji Hoon Song. "Creativity and knowledge creation: the moderated mediating effect of perceived organizational support on psychological ownership." European Journal of Training and Development 44, no. 6/7 (2020): 743–60. http://dx.doi.org/10.1108/ejtd-10-2019-0182.

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Purpose The purpose of this study is to examine the influences of creativity, psychological ownership (PO) and perceived organizational support (POS) on knowledge creation, using the integrative systems model of creativity. Design/methodology/approach A survey was used to collect data from 188 workers in Korean public service organizations. Analyses, including bootstrapping and hierarchical regression analysis, were performed to determine the mediating effect of PO and also the moderating and the moderated mediating effects of POS. Findings The results showed that PO mediates partially between
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Daniel, Ryan. "CREATIVITY AND THE DOCTOR OF PHILOSOPHY: THE CASE FOR CREATIVITY EDUCATION WITHIN DOCTORAL PROGRAMS." Creativity Studies 17, no. 1 (2024): 165–77. http://dx.doi.org/10.3846/cs.2024.17082.

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Doctoral education is an increasingly prevalent part of the worldwide higher education landscape. Although there are variations in how programs are constructed and delivered, there is general agreement that evidence of creativity is expected in the final thesis. Despite the significant attention the supervisory process has received in the literature, students’ views on creativity as it applies to their candidature have not been extensively explored. This article reports on interviews with a sample of 12 current doctoral students in the areas of the arts, social sciences, and education from the
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A Humala, Iris. "Typology on Leadership toward Creativity in Virtual Work." Interdisciplinary Journal of Information, Knowledge, and Management 12 (2017): 209–43. http://dx.doi.org/10.28945/3786.

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Aim/Purpose: This study aims to develop a descriptive typology to better identify leadership toward creativity in virtual work in different types of companies. Background: The study empirically explores how leadership toward creativity occurs in virtual work and uses the theoretical lenses of creativity-conducive leadership and heterarchy to generate a typology. Methodology : A multiple qualitative case study design, interpretivist approach, and abductive analysis are applied. Data is collected by interviewing 21 leaders and employees face-to-face in four companies in the ICT sector and one bu
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Zhang, Mengying, and John Wang. "Exploring the Process of Adaption of Employee Creativity." International Journal of Enterprise Information Systems 12, no. 3 (2016): 18–37. http://dx.doi.org/10.4018/ijeis.2016070102.

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NK model describes a system of N elements. The complexity of the system is modeled as the interdependency among its elements. Such interdependency is represented by parameter K, which denotes the number of elements that affect the function of a particular element. NK model can be used to simulate the adaptive behavior through the fitness landscape. The authors collected data from 217 employees in five organizations from different industries in China. They empirically examine the role of six factors, namely, proactive personality, creative process engagement, coworker support, supervisor suppor
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Li, Molly, and Joshua Wilson. "AI-Integrated Scaffolding to Enhance Agency and Creativity in K-12 English Language Learners: A Systematic Review." Information 16, no. 7 (2025): 519. https://doi.org/10.3390/info16070519.

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This systematic literature review examines how artificial intelligence (AI)-integrated tools are being used to scaffold writing instruction for K-12 English as a Foreign Language (EFL) students, with a particular focus on preserving student agency and creativity. Drawing from sociocultural and cognitive theories of writing, this study synthesizes findings from 14 peer-reviewed empirical studies published between 2018 and 2024. Studies were analyzed using a thematic synthesis approach to identify how AI tools function as cognitive supports, creative collaborators, and language enhancement syste
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Lorenzo, Aurelia De, and Emanuela Rabaglietti. "Creativity Among Adolescents and Emerging Adults in the Post-pandemic Era: A Review of the Role of the School and University System." Creativity. Theories – Research - Applications 11, no. 2 (2024): 20–43. http://dx.doi.org/10.2478/ctra-2024-0009.

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Abstract This literature review, focusing on creativity in the time of the pandemic and post-pandemic, aims to explore the role of creativity in young people’s well-being through the education and university system. The article starts from a redefinition of creativity in the light of a dynamic and interactionist view between person, environment and task as proposed by contemporary studies. A major focus is on the role that creativity has played in well-being in the pandemic and post-pandemic period, especially for vulnerable populations such as adolescents and emerging adults. The article also
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Olszak, Celina M., and Jerzy Kisielnicki. "A conceptual framework of information systems for organizational creativity support. lessons from empirical investigations." Information Systems Management 35, no. 1 (2018): 29–48. http://dx.doi.org/10.1080/10580530.2017.1416945.

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Erden, Neşet Vefa. "The Effect of Managerial Support on Employee Creativity: A Study on Aircraft Maintenance Personnel." Journal of Science, Technology and Engineering Research 6, no. 1 (2025): 1–10. https://doi.org/10.53525/jster.1620551.

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This study aims to examine the effect of managerial support on employee creativity in SHY-145 approved aircraft maintenance organizations operating in Turkey and authorized by the Directorate General of Civil Aviation (DGCA). A quantitative research method was adopted in the study and a relational survey model was used. Data were collected from 362 technical personnel selected by convenience sampling method. A questionnaire form consisting of three sections was used as a data collection tool, and in addition to demographic information, Manager Support Scale and Employee Creativity Scale were a
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Pozilova, Sh X., and Komilova Zulxumorxon. "A PEDAGOGICAL REVIEW OF CREATIVITY INTEGRATION IN ACADEMIC SUBJECTS IN INTERNATIONAL CONTEXTS." International Journal of Pedagogics 4, no. 11 (2024): 247–52. https://doi.org/10.37547/ijp/volume04issue11-48.

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This article presents a pedagogical review of creativity integration in academic subjects within international contexts, highlighting its importance in modern education systems. Creativity is recognized as a fundamental 21st-century skill, essential for fostering critical thinking, problem-solving, and adaptability. The article explores the role of creativity in enhancing student engagement, motivation, and overall learning outcomes, emphasizing the need for its integration across various disciplines. Through the examination of global case studies from countries such as Australia, Finland, and
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Thai, Quoc Hoang, and Khuong Ngoc Mai. "Do Entrepreneurial Financial Support and Entrepreneurial Culture Stimulate New Venture Performance through Organizational Creativity and Firm Innovation? Empirical Findings from Ho Chi Minh City Region, Vietnam." Sustainability 16, no. 13 (2024): 5313. http://dx.doi.org/10.3390/su16135313.

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In the COVID-19 pandemic phase, entrepreneurial financial support and entrepreneurial culture play a major part in stimulating entrepreneurship. However, it is still unclear how entrepreneurial financial support and entrepreneurial culture affect organizational creativity and firm innovation, and whether they enhance new venture performance. To answer these timely inquiries, this study adopted the resource-based view (RBV) theory to investigate the influences of entrepreneurial financial support and entrepreneurial culture on new venture performance through organizational creativity and firm i
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Hidayat, Syamsul, Anis Eliyana, Andika Setia Pratama, Alvin Permana Emur, and Bayu Kresna Nugraha. "Building creativity in the television industry: The mediating role of meaning of work." Problems and Perspectives in Management 21, no. 2 (2023): 347–55. http://dx.doi.org/10.21511/ppm.21(2).2023.34.

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Creative human resources are becoming urgent amidst development in recent decades. The television industry has been one that faces the challenge with the emergence of new platforms offering variety and ease of information. Hence this study aims to test the direct effect of perceived organizational support on employee creativity and the mediation role of the meaning of work. This study was conducted on Net Mediatama Television, a private television company, specifically among employees working in the content department, since this division constantly needs creativity to develop concepts and cre
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Martinaityte, Ieva, Claudia Sacramento, and Samuel Aryee. "Delighting the Customer: Creativity-Oriented High-Performance Work Systems, Frontline Employee Creative Performance, and Customer Satisfaction." Journal of Management 45, no. 2 (2016): 728–51. http://dx.doi.org/10.1177/0149206316672532.

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Drawing on self-determination theory, we proposed and tested a cross-level model of how perceived creativity-oriented high-performance work systems (HPWS) influence customer satisfaction. Data were obtained from frontline employees (FLEs), their managers, and branch records of two organizations (retail bank and cosmetics) in Lithuania. Results of multilevel structural equation modeling analyses revealed partial support for our model. Although perceived creativity-oriented HPWS related to creative performance at the individual level, this effect was mediated solely by need satisfaction and not
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Filion, Louis Jacques. "Visionary Systems Thinking (VST) as a Support to Creativity in the Quality Management (TQM) Process." Systems Research 11, no. 1 (2007): 125–33. http://dx.doi.org/10.1002/sres.3850110101.

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Porankiewicz-Żukowska, Aleksandra. "CREATIVITY AND IDENTITY. PARTICIPATORY THEATER AS A TOOL IN THE CONSTRUCTION OF REFLECTIVE IDENTITY: THE ROLE OF SOFT SKILLS." Creativity Studies 17, no. 1 (2024): 295–308. http://dx.doi.org/10.3846/cs.2024.12328.

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In this article, I undertake an analysis of issues related to the role played by creativity in the process of identity construction, in particular reflective identity. As I see it, social changes characteristic of late modernity, mean that processes related to creativity and the development of emotional intelligence, have gained in importance in the context of identity development. Contemporary social reality also requires the stimulation of new competences useful for constructing reflective identity within the framework of nurturing and educational systems. Is it possible for participatory th
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Hyysalo, Jarkko, Markku Oivo, and Pasi Kuvaja. "A Design Theory for Cognitive Workflow Systems." International Journal of Software Engineering and Knowledge Engineering 27, no. 01 (2017): 125–51. http://dx.doi.org/10.1142/s0218194017500061.

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This paper addresses the design problem of providing cognitive support for workflow systems in software development. Software development is demanding knowledge work that requires creativity and adaptability to changing requirements and situations. This type of work involves cognitive actions that require substantial support in several forms in order to address needs such as collaboration, communication, knowledge management, awareness and transparency, and the coordination and structuring of the development processes. The literature and our empirical results show that there is a lack of cogni
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Bown, Oliver, Sam Ferguson, Augusto Dias Pereira Dos Santos, and Kurt Mikolajczyk. "Hacking the Medium: Shaping the creative constraints of network architectures in multiplicitous media artworks." Organised Sound 26, no. 3 (2021): 305–16. http://dx.doi.org/10.1017/s135577182100039x.

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In this article we discuss our practice-based research into effective architectures and creative workflows for creatively coding massive multidevice light and sound installation artworks. We discuss the challenges of working with networked multidevice systems and illustrate these challenges with examples of the type of content that one may wish to display on these systems. We then consider how the structuring of a creative framework can strongly influence how an artist approaches the creation of such work, eases the process of creative search and discovery and reduces the time cost and risk of
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Cook, Matt. "Book Review: Managing Creativity: The Innovative Research Library." Reference & User Services Quarterly 56, no. 1 (2016): 52. http://dx.doi.org/10.5860/rusq.56n1.52b.

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In Managing Creativity: The Innovative Research Library, author Ronald Jantz succeeds by expertly weaving together empirically derived theory with public and private sector case studies to elucidate what it takes for academic libraries to remain relevant via innovative leadership. Not only has Jantz conducted original, data-driven research to support his arguments, he has also gone a step further and described for readers where they—as present or future library leaders—might begin looking for programs and projects to kick-start organizational innovation.
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Davila, Antonio, and Angelo Ditillo. "Management Control Systems for Creative Teams: Managing Stylistic Creativity in Fashion Companies." Journal of Management Accounting Research 29, no. 3 (2017): 27–47. http://dx.doi.org/10.2308/jmar-51806.

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ABSTRACT We use a field research design to examine management control systems in creative teams working in fashion firms. The study is structured as an in-depth case study followed by five additional cases. We find management control systems to be deeply embedded in the work environment of creative teams. They are designed to define, negotiate, and legitimize the designs that emerge from the creation process. We identify a set of systems (directional) that define the creative space of design teams and that work as interfaces with the rest of the company. We also find a set of systems (inspirat
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Duke, Tyler, Will Althoff, Dylan Gerard Michel Schouten, et al. "User Support Systems: Lessons Learned from Implementing Multiple Interaction Methods During Testing." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 64, no. 1 (2020): 2070–74. http://dx.doi.org/10.1177/1071181320641501.

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To master the functions and tasks of a game, players must learn how to play the game. When conceptual learning outcomes are expected, additional skills are required to master those concepts. Methods, such as the Wizard of Oz technique, which require users to interact with a computer support tool, have been used to help improve usability and learnability of products and interfaces; however, little attention has been given to how these approaches may help with effective scaffolding with respect to constructionist game design tools. Students created research experiment games in StudyCrafter. We i
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Rahim, Ramita Abdul, Noor Azrin Mohammad Nasir, Marlita Mat Yusof, and Nor Lela Ahmad. "Reward and Employee's Creativity: Case of Manufacturing Organization." Global Journal of Business and Social Science Review (GJBSSR) Vol. 1(4) 2013 1, no. 4 (2013): 10–17. http://dx.doi.org/10.35609/gjbssr.2013.1.4(2).

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Objective - The main objective of this study is to investigatestrategic reward systems that are intrinsic and extrinsic reward for employees. The rewards address four areas that consist of compensation, benefits, recognition and appreciation. This study discussed whether the reward system gives more benefit to the organization and employees such as improving the employee level of creativity or vice versa. Methodology/Technique - This study is a correlational study where the researchers examined the relationship between reward system and employee's creativity among administrative support person
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Nakamori, Yoshiteru, and Andrzej P. Wierzbicki. "Systems Approach to Knowledge Synthesis." International Journal of Knowledge and Systems Science 1, no. 1 (2010): 1–13. http://dx.doi.org/10.4018/jkss.2010010101.

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This article presents a systems approach to knowledge synthesis or construction, starting with a new systems thinking named the informed systems thinking, which should serve as the basic tool of knowledge integration and support creativity. Based on this new systems thinking, a new systems approach to knowledge synthesis or construction has been developed as a systems methodology that consists of three fundamental parts: how to collect and synthesize knowledge, how to use our abilities in collecting knowledge, and how to justify the synthesized knowledge. This article first describes the infor
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Dewangga Pramudita, Dismas Persada, Raden Agoeng Bhimasta, Enggar Sukma Kinanthi, Monica Velicia, and Ester Ani Aprina Siburian. "The Effect of Job Satisfaction, Organizational Commitment, and Employee Creativity on Employee Performance (Survey at PT. Global Intermedia Nusantara, Yogyakarta)." International Journal of Advances in Engineering and Management 7, no. 2 (2025): 827–36. https://doi.org/10.35629/5252-0702827836.

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This study investigates the influence of job satisfaction, organizational commitment, and employee creativity on employee performance. Using a quantitative approach, data were collected via structured questionnaires from 47 employees of PT. Global Intermedia Nusantara, a company specializing in consulting and information systems services. The data were analyzed using SPSS 29 to evaluate the relationships between variables. Findings reveal that while job satisfaction and organizational commitment do not significantly affect employee performance, employee creativity has a positive and significan
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Venkadesh, P., S. V. Divya, and K. Subash Kumar. "Unlocking AI Creativity: A Multi-Agent Approach with CrewAI." Journal of Trends in Computer Science and Smart Technology 6, no. 4 (2024): 338–56. http://dx.doi.org/10.36548/jtcsst.2024.4.002.

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By automating processes that traditionally require human intelligence, such as learning, reasoning, and problem-solving, Artificial Intelligence (AI) has transformed many industries. Even with these developments, System 1 thinking is quick, providing instinctive reactions, while System 2 thinking entails thorough analysis and reasoned decision-making. AI systems still have a long way to go before they can replicate System 2 thinking—deliberate, analytical, and essential for managing complex problems. This study investigates how Multi-Agent Systems (MAS) integrate System 2 thinking into AI, con
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Revaz, Eric, and Yves Pigneur. "A DSS to support the decision process and the creativity in the context of mutations." Journal of Decision Systems 5, no. 3-4 (1996): 329–53. http://dx.doi.org/10.1080/12460125.1996.10511695.

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