as flexibility, tolerance of ambiguity or unpredictabil-
ity, and the enjoyment of things heretofore unknown.
Toward an understanding of creativity in organiza-
tions, the use of a creativity management framework
may be useful. Amabile (Amabile, 1996) had pro-
posed a theory for the development of creativity. In
her framework, creativity is hypothesized as a conflu-
ence of three kinds of resources:
• creativity-relevant skills (across domains)
• domain-relevant knowledge and skills (domain-
specific)
• task motivation
Domain-relevant resources include factual knowl-
edge, technical skills and special talents in the do-
main. Creativity-relevant resources include appropri-
ate cognitive style, personality trait, conducive work
style and knowledge of strategies for generating novel
ideas. In specific, the major features of the appropri-
ate cognitive style are the preference of breaking per-
ceptual set and cognitive sets, keeping response op-
tions open, suspending judgment, etc. Furthermore,
Amabile had proposed that intrinsic motivation was
conducive to creativity; whereas extrinsic motivation
was detrimental. Concerning the nurturing of intrin-
sic motivation, she and others highlighted the impor-
tance of promoting a playful attitude in the environ-
ment. Persons who are able to maintain playfulness,
may continue to focus on the interest and enjoyment
they derived from the task. They are more likely to
keep their intrinsic motivation, even under external
constraints.
The importance of creativity has been investi-
gated in all the phases of software development pro-
cess (Glass, 1995; Gu and Tong, 2004) and focused in
the requirements engineering too (Robertson, 2005;
Maiden and Robertson, 2005; Mich et al., 2005).
Nevertheless, the use of techniques to foster creativ-
ity in requirements engineering is still shortly investi-
gated. It is not surprising that the role of communica-
tion and interaction is central in many of the creativ-
ity techniques. The most popular creativity technique
used for requirements identification is the classical
brainstorming and more recently, role-playing-based
scenarios, storyboard-illustrated scenarios, simulat-
ing and visualizing have been applied in an attempt
to bring more creativity to requirements elicitation.
These techniques try to address the problem of iden-
tifying the viewpoints of all the stakeholders (Mich
et al., 2005). However, in requirements engineering
the answers do not arrive by themselves, it is neces-
sary to ask, observe, discover, and increasingly create
requirements. If the goal is to build competitive and
imaginative products, we must make creativity part of
the requirements process. Indeed, the importance of
creative thinking is expected to increase over the next
decade (Maiden and Gizikis, 2001).
The industrial revolution replaced agriculture as
the major economic activity, and then information
technology replaced industrial production. Now, the
information technology will be replaced with a new
dominant economic activity focusing on creativity:
The Conceptual Age. According to (Pink, 2005) we
are moving from High Tech to High Touch and High
Concept. The skill of storytelling is now a mandatory
business skill. The workers in highest demand will
be those with great social skills and a strong drawing
portfolio. With the prevalence of search engines, facts
are abundant and free, what is in demand now is the
ability to put those facts in order and in context. The
shift of IT organizations toward the creative sector
and companies striving to design innovative products
that combine and use existing technologies in unan-
ticipated ways is beginning to justify this prediction.
In (Robertson, 2005; Robertson, 2002) very in-
teresting open questions are proposed: Is inventing
part of the requirements activity? It is if we want
to advance. So who does the inventing? We cant
rely on the customer to know what to invent. The
designer sees his task as deriving the optimal solu-
tion to the stated requirements. We cant rely on pro-
grammers because theyre too far removed from the
clients work to understand what needs to be invented.
Requirements analysts are ideally placed to innovate.
They understand the business problem, have updated
knowledge of the technology, will be blamed if the
new product doesnt please the customer, and know if
inventions are appropriate to the work being studied.
In short, requirements analysts are the people whose
skills and position allows, indeed encourages, creativ-
ity.
In (Boden, 1990) the author, a leading authority on
cognitive creativity, identifies basic types of creative
processes: exploratory creativity explores a possible
solution space and discovers new ideas, combinato-
rial creativity combines two or more ideas that already
exist to create new ideas, and transformational cre-
ativity changes the solution space to make impossible
things possible. Then, most Requirements Engineer-
ing activities are exploratory, acquiring and discover-
ing requirements and knowledge about the problem
domain. And the Requirements Engineering practi-
tioners have explicitly focused on combinatorial and
transformational creativity.
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