draw creativity and innovation out of a development
team, and a capability to lead organizations through
turbulence and uncertainty. They rough out blueprints
(models), but they concentrate on creating working
software. They focus on individuals and their skills
and on the intense interaction of development team
members among themselves and with customers and
management.
The use of software tools for rapid prototyping
of algorithms would save considerable resources. It
would be desirable to employ Agile principles and
reusability to produce software which is easily adapt-
able to changing requirements while also improving
the quality and reduce development efforts. Since
software development is a knowledge intensive activ-
ity, an understanding from a Knowledge Management
perspective offers important insights about reusability
and Software Engineering methods.
By other side, Creativity and innovation are es-
sential skills in almost any teamwork. Having a team
that can solve problems quickly and effectively with a
little creative thinking is beneficial to everyone. The
performance of a team depends not only on the com-
petence of the team itself in doing its work, but also on
the organizational context. The organizational condi-
tions in wich the team is inserted are very important
too. If workers see that their ideas are encouraged and
accepted, they will be more likely to be creative, lead-
ing to potential innovation in the workplace. The cre-
ation of a collaborative work environment will foster
the communication between employees and reward
those that work together to solve problems. Encour-
aging team members to take risks, the opposite of cre-
ativity is fear, then it is necessary to create an envi-
ronment that is free from fear of failure: failures are a
learning tool.
The Extreme Programming methodology includes
implicitly central aspects of a creative teamwork.
These aspects can be organized according to the struc-
ture that the team adopts and the performance that
characterizes to the team. The structure that the
team adopts and specially the different roles that
the methodology advises to define, nearly correspond
with the roles at the interior of a creative team. The
performance that characterizes the team through cer-
tain advisable practices, from the perspective of cre-
ativity, constitutes the necessary basic conditions, al-
though nonsufficient, in order to favor the group cre-
ative performance. These conditions, called practices
in XP methodology, are accompanied by concrete
phases of constituent activities of an agile software
development process, which is possible to correspond
with the creative process, which is fundamental to the
creative performance. In spite of the previous com-
ments, we think that XP methodology should have
a more explicit reference to the provoker role that is
thoroughly described in creativity as a fundamental
factor to generate innovation. This can be explained
because, in general, agile methodologies do not aim,
as a central element, to generate an original software,
but an effective one. Secondly, it is essential the dis-
tinction and formalization of the creative phases to
generate options incubation and option choices. It is
assumed that they take place in the iterative and pro-
duction process, although XP is not focused in ”origi-
nality”. Thirdly, a more direct mention to the physical
atmosphere of work, that in creativity are considered
as highly relevant to enhance the performance. These
aspects should have a greater consideration since soft-
ware development is a special case of product devel-
opment.
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