Organizational Behavior (Stephen Robbins)

(Joyce) #1

decisions using each of the frameworks represented by the individual hats. The hats are
metaphors for different kinds of thinking.^73



  • The white hat represents impartial thinking, focusing strictly on the facts.

  • The red hatrepresents expression of feelings, passions, intuitions, emotions.

  • The black hatstands for a critical, deliberate, evaluating outlook.

  • The yellow hatrepresents an optimistic, upbeat, positive outlook.

  • The green hatrepresents creativity, inspiration, imagination, and the free flow
    of new concepts.

  • The blue hatrepresents control, an overall “managerial” perspective of the process.
    Each hat has its own place in the decision-making process. De Bono suggests that
    we use all six in order to fully develop our capacity to think more creatively. Groups
    could do the same by assigning each person to the role of one of the hats. For more
    suggestions on solving problems creatively, see From Concepts to Skillson page 329–330.


Organizational Factors That Affect Creativity


In two decades of research analyzing the link between the work environment and cre-
ativity, six organizational factors have been found to affect creativity:^74



  • Challenge.When people are matched up with the right assignments, their
    expertise and skills can be brought to the task of creative thinking. Individuals
    should be stretched, but not overwhelmed.

  • Freedom.To be creative, once a person is given a project, he or she needs the
    freedom to determine the process. In other words, let the person decide how
    to tackle the problem. This heightens intrinsic motivation.

  • Resources.Time and money are the two main resources that affect creativity.
    Thus, managers need to allot these resources carefully.


Chapter 9Decision Making, Creativity, and Ethics 311

Videogame maker Electronic Arts
(EA) created an on-site labyrinth
to help employees unleash their
creative potential. EA encourages
video and computer game devel-
opers to wander the maze when
their creativity levels are running
low. While walking the maze,
they can think about their chal-
lenges in divergent ways for
designing innovative products.
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