«Where is the wisdom we have lost in knowledge?
Where is the knowledge we have lost in information?»
T.S. Eliot
As noted in Method and Scope (see page 4), this book is not a scientific monograph.
It is a practical book, informed by surveys on organizing creativity, a decade of work in human-centered design, many more years working in academia in general, the supervision and assessment of student projects, my own creative practice, and through sustained dialogue with ChatGPT. In some sections, that dialogue contributed materially to exploration, structure, and formulation. I kept what I judged sound and integrated it into the book. The responsibility for the framework and its claims remains mine.
At the same time, it draws on scientific research, especially the works of Csikszentmihalyi (1996) and Runco (2007). Where specific models or findings are important, I reference them. But much of the book is a synthesis — an attempt to turn research, experience, and reflection into a usable system.
The definition of creativity used in this book — the deliberate creation of something new and useful — builds on established views that emphasize novelty and usefulness. The focus on deliberate creation is less standard, but it fits the practical aim of the book — making creative work observable and therefore improvable.
Several parts of the framework draw on existing traditions. The five-step circular creativity model on page 95 goes back to Wallas (1926; see also Csikszentmihalyi, 1996). The distinction between individual, domain, and field follows Csikszentmihalyi (1996). The treatment of iterative project development is strongly influenced by human-centered design, especially ISO 9241-210:2010.
Overall, this book is less concerned with defining creativity in the abstract than with identifying the conditions under which creative output can be improved and increased. How creative projects succeed, stall, or die in practice. In that sense, it stands closer to craft and design traditions than to purely theoretical debate.
Creativity is treated here as observable output aligned with intent and shaped through feedback. Insight and inspiration remain part of the picture, but mainly as phenomena whose conditions can be influenced rather than directly controlled.
OC3 Navi
- Home | Front Matter
- Why Organize Creativity
- Creativity as a System: 1. Creativity, 2. Creative System, 3. Application, Meta: Supplemental Materials
- Framework: Foundation: 4. Person, 5. Environment, 6. Capabilities, Meta: Tools
- Framework: Ideas: 7. Generating Ideas, 8. Capturing Ideas, 9. Collecting Ideas
- Framework: Creative Focus: 10. Creative Direction, 11. Creative Energy, 12. Creative Commitment
- Framework: Projects: 13. Project Realization, 14. Project Evaluation, 15. Project Release
- Back Matter: Afterword by the Author, Afterword by AI, Sources and Foundations, References, About the Author, Feedback and Saying Thanks, Glossary, Appendix