• Stimuli (related vs. unrelated): As discussed previously, all of the activities are based on stimuli related to a problem, unrelated, or a combination of both. Arule of thumb is that unrelated stimuli often will yield more unique ideas than related stimuli will. However, this guideline can be affected by the creativity of the participants and factors related to a group’s creative climate (that is, the perception of free and open expression of ideas).
• Potential for idea quantity: Subjectively estimates the probability an activity will result in a relatively large quantity of ideas within the available time. There are a significant number of research studies on the ability of different methods to generate ideas. Brainwriting methods, in particular, have the greatest potential for idea quantity. Time also can be a factor because the more time available, the greater the number of ideas that can be generated, up to a point. Responses are based on low, medium, and high probabilities of occurrence.
• Potential for novel ideas: Subjectively estimates the probability that ideas produced will possess statistical infrequency within the problem-solving domain (for example, ideas for customer service). The less expected an idea is for a domain, the greater the potential
novelty. The research on idea novelty is less clear on what types of activities are likely to spark novelty. In general, novel ideas are more likely when unrelated stimuli are used. Responses for this category are based on low, medium, and high probabilities.
• Difficulty of use: Uses low, medium, and high estimates of how complicated an activity is to implement. Difficulty can be affected by the number of steps involved, tasks unfamiliar to participants, and the trainer’s overall familiarity and experience in using an activity.
• Group energy level required: Group energy typically is lowest right after lunch and near the end of the day. All the activities are rated with respect to how much energy must be invested to complete the activities. Thus, high-energy activities might be reserved for earlier in the day. On the other hand, if an activity involves physical movement (for example, Balloon, Balloon, Balloon [92]), then the activity might help increase a group’s overall energy level and work well in early or late afternoon.
• Potential for creating a fun environment (“Fun Factor”): Subjectively estimates the likelihood that an activity will provoke mirth and humor, which should affect both the quantity and novelty of ideas. Some research indicates that groups with high “positive
affect” tend to be more creative than groups lower in positive affect. Perception of a positive, open climate can do much to bring out creative ideas. High, medium, and low also are used to rate activities on this factor.
Taken From : Pfeiffer 101 Activities for Teaching Creativity and Problem Solving
