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Erschienen in: Business & Information Systems Engineering 4/2013

01.08.2013 | Research Paper

Comprehensive Support for Creativity-Intensive Processes

An Explanatory Information System Design Theory

verfasst von: Dipl.-Wirtsch.-Inf. Matthias Voigt, Katrin Bergener, Prof. Dr. Jörg Becker

Erschienen in: Business & Information Systems Engineering | Ausgabe 4/2013

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Abstract

Creativity is an important precondition of innovation. However, the management of creativity-intensive processes (CIPs) is beyond the scope of standard methodologies for business process standardization and automation because of the contradictory properties of CIPs, which require both process structure and creative freedom. We develop an explanatory design theory based on theoretical constructs from BPM theory, creativity research, and collaboration engineering, with the core component of an integrated IS architecture that facilitates the design of systems providing comprehensive support for CIPs. Automated control of structured processes and support of idea development in groups increase process efficiency and creative performance. Evaluation of a sub-portion of an expository instantiation (CreativeFlow) of the architecture in a laboratory experiment suggests that working with CreativeFlow leads to ideas that are more specific, while working without the tool generates ideas that are more feasible. Further, idea evaluation support of CreativeFlow must be improved in order to increase ideas’ feasibility and relevance. The validity of our theory is derived from a deductive development approach. We indicate limitations and further research.

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Metadaten
Titel
Comprehensive Support for Creativity-Intensive Processes
An Explanatory Information System Design Theory
verfasst von
Dipl.-Wirtsch.-Inf. Matthias Voigt
Katrin Bergener
Prof. Dr. Jörg Becker
Publikationsdatum
01.08.2013
Verlag
Springer Fachmedien Wiesbaden
Erschienen in
Business & Information Systems Engineering / Ausgabe 4/2013
Print ISSN: 2363-7005
Elektronische ISSN: 1867-0202
DOI
https://doi.org/10.1007/s12599-013-0272-6

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Catchword

Gamification

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