I don't have a creative bone in my body. Where's your proof?
So what do you think creativity is? Building a skyscraper? Painting a Mona Lisa? Writing
Sonnets? Sure, all of these are creative. But so is choosing what to wear in the morning. So is
choosing what to eat. Creativity is coming up with something new and different - even if it is just
new and different for you. You have a thousand little quirks that separate you from everyone else on this
planet. And every quirky thing you do writes another line in your unique biography. You have family
stories, jokes and laughter. You have had suffering in your life, drama and suspense. You have been writing
a fascinating autobiography since the day you were born. You just never bothered to write it down.
You are being creative every moment of your life with every word you speak, every thing you see, and
every thought you have.
Still not convinced? Go take a look at
Theory of Creativity.
If I was born creative, what happened?
What happened?! "Do-Gooders" happened! The do-gooders tell you the right way to do things.
They tell you to follow the rules. Heck, they make up the rules! They call them laws, regulations,
formulae, recipes, instructions, scripts, and lots more. Your creativity has been stomped on from
the first time you heard, "Don't do that!" and "Stop that!" In fact, "No!" was the beginning of your
creative downward spiral. Your creativity was a swan in flight which got shot with thousands
of "No!"s. (Don't like my grammar? That's another one of them rules - grammar! syntax!
Get over it! You're free now! You're CREATIVE!)
How can I play The New Creativity Game with friends and colleagues?
You can play The New Creativity Game by yourself or, even better, with a friend.
Frequently, the ideas of one person spark ideas in another. By playing with another
person, you are likely to expand your overall creativity than when playing alone. And
through the internet, your friend can be virtually anywhere in the world. As for the game
itself, the rules are really only guidelines, so you can make up whatever you like. Here
are just a few ideas to spark your creativity:
- DOUBLE UP. You could phone your friend or use a "chat room."
Instant messaging of any sort should work. (Talking right through a cubicle wall is wonderful
"instant messaging.") Of course, you can sit side-by-side, too. Together, you can play any of
the playlines of the guidelines.
- MAKE UP A STORY. The first player begins a story based upon one card.
When the cards change, the player will call out, "AND THEN." With this, the
next player adds to the story based upon the new cards. Play will then alternate between
players ("... and then," "... and then," "... and then," etc.) until the cards come back to
the original pair.
- LET'S PARTY - HIGH SCORE WINS. If you cannot easily communicate with the other
player(s), have each player use the same card pair and list all creative relationships found.
When the the game ends, each player sends a copy of his or her list to the other player(s).
Relationships duplicated on any two or more lists are stricken; ideas appearing soley on one list
will give that player a point. After tallying for all players, the highest score wins. (A point
penalty and/or time deadline may be used to encourage players to submit their lists to the other
players promptly.)
- ADD DIFFICULTY. As you become more and more creative and innovative, you may
find the cards less challenging. You can increase the challenge by selecting only parts of the
cards to play. For instance, in the pelican card, you can choose the wing as the sole target. On
the adjoining locomotive card, the wheels could be the target. Only relationships using those
two parts of the cards would be legal. Another way to increase difficulty is by adding objects
or activities going around you. These could be from your desk, from anything seen through a
window, or caught on a TV just to name a few. Using family snapshots or pictures in magazines
are other great and easy ways to enhance play and add challenge.
- WORK REAL ISSUES. Try using the cards to form analogies to solve real problems. For
example, "The order-entry system is just like a pelican. It should scoop up large amounts of
orders at one time and then funnel them into the order processing system." "The order-processing
system should be just like a locomotive. In a locomotive, water transfers from the tank,
through the fired tubes, converts to steam, and then goes into the pistons. This is a
standardized workflow. If the locomotive's workflow breaksdown, the engine stops. Our
orders need to follow a standard workflow, too. If order-processing breaks down, the business
stops." This ability to create analogies has at least two uses. First, it may help solve a
technical or other problem. Second, it can be useful in communicating with others. The exact
issue may be too complex to quickly relate to another person. Analogies can help facilitate
any communication - especially of complex ideas. "The problem is like a locomotive on display
in a park. As powerful as it may be, the track is limited, and the train has nowhere to go. You
need an effective distribution plan before we will invest in this technology."
- PLAY "BREAK THE RULE!" For what ever card you pull, write down what
you understand about it. For the "Pelican" card, what do you know about pelicans? What is
the pelican doing? Where is the pelican? Each answer you give is one of your "rules." The
object of this game is to break every rule. "It's a pelican. No, no! It's a bird with a
head made from a carpet bag!" "A pelican eats fish. Why NO! A pelican eats leprechauns!
No again! The pelican runs on solar cells and doesn't need to eat!" Whatever comes to mind
is perfect. The object is to break through your habits of thought. The more habits of
thought you can break, the better.
- MERGE THE CARDS. Many creative solutions are born of analogies. Use
one card as an analogy for the other. "The pelican is like a steam locomotive. It travels
fast or slow. It can stop and start. It stokes fuel (fish as opposed to coal or wood)."
Or try making one out of the other - make a locomotive shaped like a pelican or covered in feathers.
Perhaps a locomotive painted with a pelican motif. How about a pelican with wheels instead of
webbed feet? Perhaps a pelican that whistles like a locomotive as it dives into the ocean.
Apply anything and everything from one card to the other. Mix and match, merge and smash.
The more outrageous and unlikely your concoctions, the better.
- BE CREATIVE!!! The rules are for you to break, bend, enhance, or modify.
How ever you want to play the game, have at it. If you have a fun variant that you and friends
enjoy, tell me about it! I'll post it on this site for others to enjoy!
©2005 John A. Keeran
website prepared by JAK Creative Consulting