Professional Documents
Culture Documents
Human Resources
http://adh.sagepub.com/
Published by:
http://www.sagepublications.com
On behalf of:
Additional services and information for Advances in Developing Human Resources can be found at:
Email Alerts: http://adh.sagepub.com/cgi/alerts
Subscriptions: http://adh.sagepub.com/subscriptions
Reprints: http://www.sagepub.com/journalsReprints.nav
Permissions: http://www.sagepub.com/journalsPermissions.nav
Citations: http://adh.sagepub.com/content/13/3/248.refs.html
424263
er and CushenberyAdvances in Developing Human Resources
ADHR13310.1177/1523422311424263Hunt
Abstract
Despite growing interest in developing and producing creative products, much remains
unknown about how to best facilitate the innovative process. Through a review
and integration of creativity, innovation, and leadership literatures, we propose that
leaders are one of the primary driving forces in increasing innovative output. To help
clarify how leaders achieve this influence, we offer a model of leading for innovation
where creativity and innovation are depicted as series of interrelated processes that
span multiple levels of analysis (individual, team, and organization). The proposed
framework illustrates the direct and indirect ways direct leaders enhance innovation
with the resulting discussion helping to highlight the range of behaviors and activities
that leaders might engage in to help encourage creative productivity. The implications
of our model for HRD scholars, professionals, and other stakeholderssuch as
executive level leaders, retailers, investors, and consumersare also discussed.
Keywords
creativity, innovation, leadership
Creativity and innovation are responsible for many of the advances and amenities we
enjoy in modern society (Christensen & Raynor, 2009; Estrin, 2009; Kao, 2007).
Despite current and increasing interest in these phenomena, however, much remains to
be understood about how to best facilitate innovative performance in organizations. In
this manuscript, we draw on leading for innovation research and suggest that leaders
play a primary role in helping to facilitate original thinking as well as guiding instantiation of those novel ideas that are worthy of exploration. Specifically, we review
previous literature and propose a model whereby leaders are depicted as having both
direct and indirect influences on the innovation process. Moreover, we integrate
1
Corresponding Author:
Samuel T. Hunter, PhD, Assistant Professor of Psychology, Industrial & Organizational Area,
Pennsylvania State University, 111 Moore Building, State College, PA 16802, USA
Email: samhunter@psu.edu
249
250
251
Figure 1. Model of direct and indirect leadership influences on the processes of innovation
the project may move toward the third box in the model, implementation at the
organizational level. It is at this point that the team-based project may shift to other
teams for greater refinement, begin testing and evaluation for targeted markets, or
even move toward initial large-scale production. We see a shift from creativity (i.e.,
generation) to innovation (implementation).
Before turning to other components of the model, two key features warrant explicit
discussion. First, no one stage of the innovative process is independent of the next.
That is, successful innovation is the result of a series of processes and cannot come to
fruition without a host of activities preceding it. A second point to bear in mind is that
stages are not depicted in lock-step fashion. Rather, each level of analysis feeds into
the stages that precede and follow it, a process of backward influence and forward
influence. Scholars such as Finke, Ward, and Smith (1992), and Estes and Ward
(2002) have made a strong case that successful innovation is the result of a host of
back-and-forth activities, where ideas are proposed, refined, and tested only to feed
information back to the system to start the process again. A thought provoking teambrainstorming session, for example, will likely affect thinking and idea generation of
individuals in that team. Similarly, although organizational innovation requires team
252
253
often require numerous failed attempts before success is found. Put simply, creative
ideas are high risk and often run counter to traditional forms of organizational
functioning (Hunter, Cassidy, & Ligon, in press; Hunter, Thoroughgood, Myer, &
Ligon, in press).
What is necessary to change a natural trajectory is a force that can counteract these
normative trends. Growing evidence suggests that this force is often leadership.
Leaders can guide behaviors and actions toward a less typical and usual end. Innovation
rarely occurs spontaneously and will most often require a new route taken. Without
explicit guidance, an organization will tend toward the less original, well-worn path.
A leader can provide the guidance necessary to blaze a new trail as well as ensure
that progress is made on that trail. In the sections below, we describe how leaders may
accomplish this via indirect methods such as the establishment of an environment
that permits novel thinking (i.e., indirectly) or through more direct methods such as
resource allocation or explicit creative idea generation themselves. We begin our
discussion with the indirect influences leaders may have on innovation and then move
toward a review of direct influences.
254
of influence, others will attend to their behavior and use what they do as a guide for
appropriate actions. Specific to the facilitation of creative behavior, leaders who take
risks and act unconventionally send the message that these activities are acceptable,
thereby increasing the likelihood of subordinates engaging in such behaviors.
Rewards and recognition. In addition to role modeling, leaders can also regulate acceptable employee behaviors via the ideas they recognize, value, and reward. Pioneered by
psychologists such as Thorndike and Skinner, the law of effect proposes that we are
more likely to engage in behaviors that bring us rewards and less likely to engage in
behaviors that result in discomfort or punishment (Skinner, 1953, p. 45; Thorndike,
1911, p. 244). This concept has proven central to many pay-for-performance incentive
systems used in organizations but can often be misused in creative endeavors. If, for
example, a leader would like an employee to produce more widgets per hour or more
sales calls over the course of a week, the leader might provide some form of monetary
incentive for reaching minimum goals. The challenge unique to creativity, however, is
that not all creative projects are successful. In fact, the general rule of thumb is that 19
out of 20 innovative projects will ultimately fail (Hunter, Cushenbery, & Freidrich, in
press). Thus, creative performance is challenging to reward simply on base-rate issues;
it is difficult to provide an incentive if the behavior rarely occurs.
Moreover, successful innovation is often dictated by factors outside the team or
organizations control. A sluggish economy, for example, may limit the expendable
consumer income available for a desired, albeit pricy, new invention. Because of factors such as these, leaders who focus on rewarding success will limit the full range of
employee behaviors necessary for innovation. Thus, leaders must reward and recognize
valid attempts at creative action even if they do not achieve financial success. Many
organizations will even recognize failures as a means to send the message that risk
taking is valued and essential to long-term-innovation goals. Hewlett Packard, for
example, has been known to give a sizable monetary reward for the biggest failure
in their research and development teams. Thus, leaders must move beyond simple
pay-for-performance reward systems to motivate creative work.
Hiring and team composition. A third indirect way that leaders may shape innovation
is through workforce composition. As is the case with many strategies for enhancing
innovation, however, hiring creative employees may be more easily conceived than
accomplished. Outlined by Hunter, Cushenbery, and Freidrich (in press) there are a
number of difficulties inherent to hiring a creative workforce. For example, developing new products requires expertise that the organization may not currently possess
and, more notably, does not currently realize they need. As such, one means to developing a creative workforce is to hire employees with unique skill sets without explicitly planning what projects they may work on. The strategy is to allow the organization
to capitalize on emerging trends rather than trailing competitors when opportunities
surface. Google, for example, hired a team of voice recognition engineers without having an explicit plan for what project they would work on. The leader knew that the skill
set would prove valuable but was not exactly sure in what capacity. Notably, the engineering team made a quick and substantive impact on the emerging
255
voice recognition software used in the burgeoning smart phone market (Hunter,
Cushenbery, & Freidrich, in press). Another challenge unique to innovation is that
successful innovation requires proficiency in skill sets across the range of innovation processes. Thus, an organization cannot be comprised wholly of idea generatorsinnovation dictates that someone in the organization possesses the capacity to
test, market, and sell an idea.
In addition to how leaders choose individuals, which individuals leaders choose to
place on a team can also affect creative outcomes. At a very basic level, team size may
prove important to team-level creative achievement. Too many members on a project
team can limit idea exchanges among individuals; very few members and a team might
lack the diversity in expertise and knowledge necessary for synergistic creative efforts.
Optimal team size tends to be in the 4-to-7 range, although this may be increased as
team members get to know one another and are comfortable sharing ideas. Composition
can also shape creative output. Taggar (2001), for example, found that teams comprised
entirely of creative personalities failed to outproduce those teams that had only one or
two creative individuals. Along similar lines, Nissans head of design found that integrating staff from sales and marketing with members of research and development
improved overall creativity and innovation (Hirschberg, 1999). The theme emerging
appears to suggest that teams should be of manageable size and include individuals
with a range of skills across innovative processes. Differing backgrounds and agendas
for team members, however, may lead to difficulties in social exchanges resulting in
some degree of conflict. Hence, our next method of influence for leaders is establishing an appropriate climate for creative outcomes.
Establishing a climate for creativity. In a meta-analysis of more than 40 samples examining creativity, Hunter, Bedell, & Mumford (2007) found that a climate for creativity
had a sizable effect on creative and innovative achievement. As such, one way a leader
can indirectly affect the ideas generated in their organization is to establish an environment that employees see as supporting of innovative endeavors (Amabile, Schatzel,
Moneta, & Kramer, 2004). Precisely, how to do this, however, may vary somewhat
from organization to organization. Hunter et al. (2007) observed 15 different dimensions of creative climate. One critical component of developing a creative environment
is providing levels of autonomy and freedom to accomplish tasks in ways employees
see fit. As an illustration, members of 3M were allowed to work on their own projects
15% of the time (Kanter, Kao, & Wiersema, 1997). Google and other innovative organizations have followed suit, permitting up to one day a week to work on projects of the
employees choosing. The result has been quite successful, helping to spawn products
such as Googles popular email program, Gmail.
Still other methods include establishing an environment that continually challenges
and stimulates employees. The unique workplace of Zappos, an innovative online shoe
retailer, epitomizes a business driven by a stimulating work environment (Chafkin,
2009; Thorton, 2010). Employees are encouraged to radically decorate their cubical;
days are broken up by impromptu in-office parades; and laughter is more common than
hushed business tones. This atmosphere has been established and continues to
256
be promoted by CEO Tony Hseih, who prefers to work in a cubicle alongside his
employees. Although a number of mechanisms may be used to do so, the broader message here is that creative and innovative performance requires a work environment
that supports these unique endeavors. Growing evidence suggests that leaders can significantly shape this work context and should make it their priority to be successfully
innovative (Amabile et al., 2004).
257
258
support and, perhaps more critically, which do not. As an illustration, consider Apple
CEO Steve Jobs acquisition of Pixar in the early 1986 from George Lucas and his
Industrial, Light, and Magic team (Capodogli & Jackson, 2010). Jobs originally
bought the organization as a software and hardware company not fully realizing that
the group had a deeper passion for an emerging form of digital animation. After seeing
early drafts of the film Toy Story, however, Jobs scrambled to acquire resources for the
animation group. Jobs recognized the potential in the innovative team and was willing
to allow them to develop, grow, and evolve over a substantial period of time. Given
the ultimate success of Pixar, its safe to say Jobs judgment in resource allocation has
proven, at least in this account, sound. The conclusion emerging from the resource
literature is that, creativity and innovation are resource intensive activities. Without a
template to follow, new projects often take longer than expected, and their true value
may not be readily apparent. A leaders job is to allocate enough resources for reasonable levels of exploration with the understanding that high-risk endeavors are often a
bit of a gamblealbeit a gamble with a high pay-off if done correctly.
Decision making. The final and perhaps most direct method a leader can have on
innovation is choosing which projects will be pursued and which will not. Such decision making is often tied to resource allocation but also represents a more direct link to
choices regarding innovative outcomes. Consider, for example, the editing process in
producing films. Prior to beginning the editing process, a director and editing team have
a glut of footage available to create the final product. It is during the editing phase that
great performances find their way on-screen or are left unseen on the cutting room
floor. As a second example, consider a novel trick-play in American football such as
the flea-flicker or statue of liberty. Although novel schemes such as these are often
developed by offensive coordinators and practiced multiple times by the team, it is the
coachs (i.e., leaders) job to decide if they are ultimately used in a game setting. Finally,
consider the CEO of a toy company who must decide on the line of toys for the high
profile holiday season, or the head of design at a car company who must choose which
lineup will be introduced at the Detroit auto show. The core theme here is that creative
efforts may be pushing their way through the organizations pipeline, but leaders often
make the final call as to which ideas are presented for public consumption. Decision
making in these later stages of the innovation process is often the final, and at times
largest, hurdle that an innovative project may face.
Given the range, speed, and nature of problems faced by leaders on any given day,
error free decision making is difficult for any leader (Hunter, Tate, Dzieweczynski, &
Bedell-Avers, 2011). Decision making with regard to creativity and innovation represents an even greater challenge. The novel nature of the phenomena makes success
difficult to predict because leaders cannot rely on previous case studies as benchmarks. Lacking a template to help gauge probabilities of success means that leaders
must rely on their own creative thinking skills to imagine how a product might perform (Mumford et al., 2003, 2007). Consider again, for example, the recent introduction of Apples newest gadget, the iPad. Many critics thought the novel product would
fail, largely because it fell between lower end net books and higher end laptops. Early
259
predictions on product sales hovered near the 2 million-unit mark with best estimates
edging toward 7 million. Jobs anticipated much greater success, and through his creative thinking skills, was able to conceive of the potential new tablet market. After 17
million units sold and counting, Jobs once again demonstrated the capacity to envision outcomes many others missed. In addition to creative thinking skills, decision
making can be enhanced vis--vis a keen understanding of an organizations capabilities and capacities. It is conceivable that a car manufacturer might have generated the
idea for an iPad-like product, but would have lacked the organizational capacity to
develop, manufacture, and distribute it. Apple, in contrast, had the network in place
to effectively design, create, and market the product.
One final way a leader can improve decision making in innovation is via expertise,
particularly domain expertise. Andrews and Farris (1972), for example, examined
leader capacities in design teams and found that the leaders technical skill was the best
predictor of team performance. Along related lines, Barnowe (1975) conducted a study
of leadership in more than 80 research and development teams. Creative performance
in these teams was more highly correlated with the technical skills of team leaders than
with other leader behaviors such as support, task emphasis, and supervision closeness.
The emerging message from this literature is that simply having creative ideas percolating in an organization does not ensure successful innovation. There are a series of
choices made by leaders later in the process that affect final innovative outcomes.
These choices are difficult to make and often require a commitment to an established
vision when critics, and even subordinates, may lack confidence. Decision making in
leaders is enhanced if they possess creative thinking skills as well as domain expertise
in the area they are making choices about.
Conclusion
There are three broad conclusions that emerge from the present effort. The first is that
leaders play a multitude of roles when facilitating innovation in organizations. We
chose to discuss eight of these roles and see these eight as particularly important to
creative achievement. The fact remains, however, that leaders influence innovation in
ways not discussed here, further underscoring the broader point: There exists no single
one thing a leader can do to increase innovation in an organization. Instead, there is
a system of activities, actions, and behaviors needed that often operate in concert with
one another. The pursuit of innovative endeavors is not for the faint of heart.
A second broader point that emerges from our discussion is that understanding how
to facilitate innovation depends on an understanding of the processes that preceded the
manufacture of that product. These processes are not linear and often contribute backward and forward to other ongoing innovation activities. They are, moreover, multilevel in nature with various overlapping circles of individuals, teams, divisions,
departments, and organizations shaping each other iteratively and dynamically. Despite
this complexity, a leaders job is readily apparent: Maintain success across this range
of activities if the hope is to produce innovative outcomes.
260
The final point is perhaps more conceptual than the first two, but remains important
nonetheless. Namely, our discussion highlights that a leaders influence on creativity
and innovation varies across the range of activities needed for innovation. Although
somewhat simplified for the sake of brevity, a leaders primary role in early stage processes is to provide the materials and environment that permit original thinking and
novel idea exchange among teammates. As ideas move through the pipeline, often iteratively, a leaders role becomes more direct and critical, requiring decision making about
which ideas receive support and which do not. These two broad influences, labeled
direct and indirect in our model, represent potentially conflicting roles for the leader.
Early on, the leaders job is to encourage noveleven odd or weirdthinking. In
contrast, later in the process a leader must determine market viability and cut ideas not
ready for stakeholders or public consumption; the leader becomes an evaluator of idea
potential. This dual-role tension, termed the generator/evaluator paradox, represents a
notable challenge in leading for innovation (Hunter, Thoroughgood, Myer, & Ligon,
2011). Thus, it is important for leaders to evaluate which stage of innovation they are
leading and consider their role in that stage.
Implications for HRD. The results of the present effort reveal four key implications for
Human Resource Development. The first is that successfully leading for innovation is
contingent on building a workforce with at least moderate levels of creative potential
(Hunter, Cushenbery, & Freidrich, in press). Although a skilled leader can create the
appropriate environment to elicit novel thinking, the workforce must be capable of
generating original ideas in that environment. Even in the more rare case where leaders themselves are the generators of creative ideas, it will prove necessary to have
subordinates who are able to refine, further develop, and ultimately implement those
ideas. Moreover, organizations will have a difficult time being innovative over the
long-term if they are reliant only on their leaders to generate creative ideas. Successful, sustained innovation requires a creative workforce as well as the leadership to
support creative efforts (Bilton, 2007).
Second, leaders should understand that the creative process is not linear and learn
how to motivate their employees to innovate. Because of the ambiguous nature of their
tasks, leaders of creative efforts should be patient with projects that stall, start over, or
ultimately fail. Innovation requires a great deal of persistence, and leaders who become
frustrated can hinder their employees progress. Instead, leaders should encourage
effort over performance and reward their employees tenacity. These reward systems
may be less straightforward than other pay-for-performance systems, so leaders should
learn what works in their own companies. Leaders should also keep in mind that creative individuals may value nonfinancial rewards such as greater autonomy over their
work or being assigned to tasks where they can continue to innovate (Amabile, 1985).
Third, leaders must balance the needs of their creative workforce with the expectations of stakeholders such as executive-level leaders, retailers, investors, and consumers. In early stages of the creative process, leaders must protect creative workers from
stakeholders time pressure and expectations for lower costs. At the same time, however, leaders must remain cognizant of the criticality of stakeholder input in the final
261
Funding
The author(s) received no financial support for the research, authorship, and/or publication of
this article.
References
Amabile, T. M. (1985). Motivation and creativity: Effects of motivational orientation on creative
writers. Journal of Personality and Social Psychology, 48, 393-399.
262
Amabile, T., Conti, R., Coon, H., Lazenby, J., & Herron, M. (1996). Assessing the work
environment for creativity. Academy of Management Journal, 39, 1154-1184.
Amabile, T. M., Schatzel, E. A., Moneta, G. B., & Kramer, S. J. (2004). Leader behaviors
and the work environment for creativity: Perceived leader support. Leadership Quarterly,
15, 5-32.
Anderson, N., & West, M. A. (1996). The team climate inventory: Development of the TCI and
its applications in teambuilding for innovativeness. European Journal of Work and Organizational Psychology, 5, 53-66.
Andrews, F. M., & Farris, G. F. (1972). Time pressure and performance of scientists and
engineers: A five-year panel study. Organizational Behavior and Human Performance,
8, 185-200.
Arvey, R. D., Dewhurst, H. D., & Boling, J. C. (1976). Relationships between goal clarity,
participation in goal setting, and personality characteristics on job satisfaction in a scientific
organization. Journal of Applied Psychology, 61, 103-105.
Audia, P. G., & Rider, C. I. (2005). A garage and an idea: What more does an entrepreneur
need? California Management Review, 48, 6-28.
Bandura, A. (1977). Self-efficacy: Toward a unifying theory of behavioral change. Psychological
Review, 84, 191-215.
Barnowe, J. T. (1975). Leadership and performance outcomes in research organizations: The
supervisor of scientists as a source of assistance. Organizational Behavior and Human
Performance, 14, 264-280.
Baughman, W. A., & Mumford, M. D. (1995). Process analytic models of creative capacities:
Operations involves in the combination and reorganization process. Creativity Research
Journal, 8, 37-62.
Bilton, C. (2007). Management and creativity: From creative industries to creative management.
Malden, MA: Blackwell.
Bogoslaw, D. (2010). Tough times spur shifts in corporate R&D spending. Bloomberg Businessweek. Retrieved from http://www.businessweek.com/investor/content/aug2010/
pi2010089_431207.htm
Bunce, D., & West, M. A. (1995). Self perceptions and perceptions of group climate as predictors
of individual innovation at work. Applied Psychology, 44, 199-215.
Capodogli, B., & Jackson, L. (2010). The Pixar way. New York, NY: McGraw-Hill.
Chafkin, M. (2009). The Zappos way of managing. Inc. Retrieved from http://www.inc.com/
magazine/20090501/the-zappos-way-of-managing.html
Christensen, C. M., & Raynor, M. E. (2009). The innovators solution: Creating and sustaining
successful growth. Boston, MA: Harvard Business School Press.
Dewey, J. (1910). How we think. New York, NY: Heath.
Dougherty, D., & Hardy, C. (1996). Sustained product innovation in large, mature organizations: Overcoming innovation-to-organization problems. Academy of Management Journal,
39, 1120-1153.
Estes, Z., & Ward, T. B. (2002). The emergence of novel attributes in concept modification.
Creativity Research Journal, 14, 149-156.
263
Estrin, J. (2009). Closing the innovation gap: Reigniting the spark of creativity in a global
economy. New York, NY: McGraw-Hill.
Finke, R. A., Ward, T. B., & Smith, S. M. (1992). Creative cognition: Theory, research, and
applications. Cambridge, MA: MIT Press.
Heath, D., & Heath, C. (2007). Made to stick: Why some ideas survive and others die. New York,
NY: Random House.
Hirschberg, J. (1999). The creative priority: Putting innovation to work in your business.
New York, NY: Harper-Business.
Hunter, S. T., Bedell, K. E., & Mumford, M. D. (2007). Climate for creativity: A quantitative
review. Creativity Research Journal, 19, 69-90.
Hunter, S. T., Cassidy, S. E., & Ligon, G. S. (in press). Planning for innovation: A processoriented perspective. In M. D. Mumford (Ed.), Handbook for organizational creativity.
Oxford, UK: Elsevier.
Hunter, S. T., Cushenbery, L., & Freidrich, T. (in press). The unique challenges of hiring creative
talent. Human Resource Management Review.
Hunter, S. T., Tate, B. W., Dzieweczynski, J. L., & Bedell-Avers, K. E. (2011). Leaders make
mistakes: A multilevel consideration of why. The Leadership Quarterly, 22, 239-258.
Hunter, S. T., Thoroughgood, C. N., Myer, A. T., & Ligon, G. S. (2011). Paradoxes of leading
innovative endeavors: Summary, solutions, and future directions. Psychology of Aesthetics,
Creativity, and the Arts, 5, 54-66.
Jaruzelski, B., & Dehoff, K. (2009). Profits down, spending steady: The global innovation 1000.
Strategy and Business, 57(4), 1-14.
Jaussi, K. S., & Dionne, D. (2003). Leading for creativity: The role of unconventional leader
behavior. Leadership Quarterly, 14, 351-368.
Kanter, R. M., Kao, J., & Wiersema, F. (1997). Innovation: Breakthrough thinking at 3M,
DuPont, GE, Pfizer, and Rubbermaid. New York, NY: HarperCollins.
Kao, J. (1989). Entrepreneurship, creativity, and organization. Englewood Cliffs, NJ: Prentice
Hall.
Kao, J. J. (2007). Innovation nation: How America is losing its innovation edge, why it matters,
and what we can do to get it back. New York, NY: Free Press.
Klein, K. J., Conn, A. B., & Sorra, J. S. (2001). Implementing computerized technology: An
organizational analysis. Journal of Applied Psychology, 86, 811-824.
Koberg, C. S., Uhlenbruck, N., & Sarason, Y. (1996). Facilitators of organizational innovation:
The role of life-cycle stage. Journal of Business Venturing, 11(2), 133-149.
Locke, E. A., & Bryan, J. F. (1967). Performance goals as determinants of level of performance
and boredom. Journal of Applied Psychology, 51, 120-130.
Locke, E. A., & Latham, G. P. (2002). Building a practically useful theory of goal setting and
task motivation. American Psychologist, 57, 705-717.
Madjar, N. (2005). The contributions of different groups of individuals to employees creativity.
Advances in Developing Human Resources, 7, 182-206.
McLean, L. D. (2005). Organizational cultures influence on creativity and innovation: A review
of the literature and implications for human resource development. Advances in Developing
Human Resources, 7, 226-246.
264
Mossholder, K. W., & Dewhurst, H. D. (1980). The appropriateness of management-byobjectives for development and research personnel. Journal of Management, 6, 145-156.
Mumford, M. D., Baughman, W. A., Maher, M. A., Costanza, D. P., & Supinski, E. P. (1997).
Process-based measures of creative problem-solving skills: IV. Category combination.
Creativity Research Journal, 10, 59-71.
Mumford, M. D., Baughman, W. A., Threlfall, K. V., Supinski, E. P., & Costanza, D. P.
(1996). Process-based measures of creative problem-solving skills: I. Problem construction. Creativity Research Journal, 9(1), 63-76.
Mumford, M. D., Connelly, S., & Gaddis, B. (2003). How creative leaders think: Experimental
findings and cases. Leadership Quarterly, 14, 411-432.
Mumford, M. D., & Gustafson, S. B. (1988). Creativity syndrome: Integration, application, and
innovation. Psychological Bulletin, 103, 27-43.
Mumford, M. D., & Hunter, S. T. (2005). Innovation in organizations: A multi-level perspective on creativity. In F. J. Yammarino & F. Dansereau (Eds.), Research in multi-level issues
(Vol. IV, pp. 11-74). Oxford, UK: Elsevier.
Mumford, M. D., Hunter, S. T., & Bedell-Avers, K. E. (2008). Research in multi-level issues: A
focus on innovation (Vol. VII). Oxford, UK: Elsevier.
Mumford, M. D., Hunter, S. T., Eubanks, D., Bedell, K., & Murphy, S. (2007). Developing
leaders for creative efforts: A domain-based approach to leadership development. Human
Resource Management Review, 17, 402-417.
Mumford, M. D., Mobley, M. I., Uhlman, C. E., Reiter-Palmon, R., & Doares, L. M. (1991).
Process analytic models of creative capacities. Creativity Research Journal, 4, 91-122.
Mumford, M. D., Supinski, E. P., Baughman, W. A., Costanza, D. P., & Threlfall, K. V. (1997).
Process-based measure of creative problem-solving skills: V. Overall prediction. Creativity
Research Journal, 10, 73-85.
OConnor, G. C. (1998). Market learning and radical innovation: A cross case comparison
of eight radical innovation projects. Journal of Product Innovation Management, 15,
151-166.
Rodan, S. (2002). Innovation and heterogeneous knowledge in managerial contact networks.
Journal of Knowledge Management, 6, 152-163.
Runco, M. A. (2008). Creativity research should be a social science. In M. D. Mumford,
S. T. Hunter, & K. E. Bedell-Avers (Eds.), Multi-level issues in creativity and innovation (Vol. VII, pp. 75-94). Oxford, UK: Elsevier.
Schmidt, E. (2010, May). How I did it: Googles CEO on enduring lessons of a quirky IPO.
Harvard Business Review. Retrieved from http://hbr.org/2010/05/how-i-did-it-googles-ceoon-the-enduring-lessons-of-a-quirky-ipo/ar/1
Shamir, B., Zakay, E., Brainin, E., & Popper, M. (2000). Leadership and social identification
in military units: Direct and indirect relationships. Journal of Applied Social Psychology,
30, 612-640.
Skinner, B. F. (1953). Science and human behavior. New York, NY: Macmillan.
Sternberg, R. J. (Ed.). (1999). Handbook of creativity. Cambridge, UK: Cambridge University
Press.
Taggar, S. (2001). Group composition, creative synergy, and group performance. Journal of
Creative Behavior, 35, 261-286.
265
Bios
Samuel T. Hunter is an Assistant Professor of Industrial and Organizational Psychology at the
Pennsylvania State University. His primary areas of research include leadership and innovation
management. Within these areas, Dr. Hunter has published over 35 journal articles, books, and
book chapters in outlets such as the Leadership Quarterly, the Journal of Applied Psychology,
and the Creativity Research Journal. A recent co-authored article published in 2008 received
the Center for Creative Leaderships award for outstanding publication in the Leadership
Quarterly. Dr. Hunter has also received funding for his work from agencies such as the
National Science Foundation and the Office of Naval Research.
Lily Cushenbery is a fourth year graduate student in the Industrial and Organizational
Psychology program at The Pennsylvania State University. Her primary research topics include
leader error recovery, malevolent creativity, and innovation management. Ms. Cushenbery has
published several articles and book chapters on the topic of innovation in outlets such as the
Leadership Quarterly and the Handbook of Destructive Leadership.