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Creativity Toolkit I: Changing Perspectives Quiz Answers

Creativity Toolkit I: Changing Perspectives Quiz Answers

Quiz : Being Creative

Q1. Which of the following is true about creativity?

  • Creativity is a magic moment.
  • Creativity is random and unconceivable.
  • Creativity is a core leadership skill.
  • Creativity is being smart.

Q2. Creativity is about seeing the ______ thing and thinking something ______.

  • Same, different
  • Different, different
  • New, same
  • Different, unique

Q3. Which cue prompts us to change our perspectives by building on our desire to understand?

  • Impasse cue
  • Surprise cue
  • Crosstalk cue
  • Dissatisfaction cue

Q4. Creativity is a skill you can learn.

  • True
  • False

Q5. A chance meeting between a spider expert and a chemist led to the development of antibiotic synthetic spider silk. This is an example of the:

  • Surprise cue
  • Crosstalk cue
  • Dissatisfaction cue
  • Impasse cue

Q6. You go to Walmart thinking of yourself as a homemaker and notice the large variety of products that are available. You also realize that items are available at cheap prices. The next time you go to Walmart thinking of yourself as a supply chain manager, and you see Walmart as an example of one of history’s greatest logistical and operational triumphs. This shows that:

  • Supply chain managers are smarter than homemakers.
  • The way one sees things depends on one’s perspective.
  • Logistics and operations are secondary in comparison to cost.
  • Supply chain managers have a better perspective than homemakers do.

Q7. Combining sensors and streetlights creates “intelligent streetlights” that can sense the environment around them. Crunching data that they collect can help city managers deploy services efficiently, making life safer and easier for residents. Intelligent streetlights can also help cities run cleaner and greener.

Which of the following is/are correct?

  1. There is an inherent tradeoff between creativity and efficiency.
  2. Efficiency implies a break with the status quo.
  3. Creative ideas can boost efficiency.
  4. Efficiency requires adherence to rules and standards.
  • 1, 2, and 4
  • 3
  • All the above
  • None of the above

Q8. The impasse cue takes place when we are unable to use or add to our perspectives to advance our stories.

  • True
  • False

Q9. Creativity can help keep managers from making ethical mistakes.

  • True
  • False

Q10. The discovery of Teflon by chance is an example of the:

  • Dissatisfaction cue
  • Impasse cue
  • Surprise cue
  • Crosstalk cue

Creativity Toolkit I: Changing Perspectives Week 02 Quiz Answers

Quiz : Raw Materials, Tools, and End Products

Q1. Creativity is a leadership skill.

  • True
  • False

Q2. What are the functional roles that comprise a perspective?

  • Actions, Goals, Events, Self-Concept, Parts
  • Actions, Goals, Self-Concept, Events, Problems
  • Parts, Artifacts, Thoughts, Events, Self-Concept
  • Problems, Actions, Events, Goals, Self-Concept

Q3. What is a perspective?

  • The collection of concepts we use to form a story
  • The way you perceive and think about what has happened, is happening, and is likely to happen in the future
  • Neither A nor B
  • Both A and B

Q4. Creativity is about reinforcing our current perspectives.

  • True
  • False

Q5. Creativity usually only happens when we stop relying on habits of mind and our usual ways of behaving.

  • True
  • False

Q6. Sometimes creativity can seem like one is breaking the rules or cheating.

  • True
  • False

Q7. A change in which of the following aspects of our perspective tends to redirect our stories the most?

  • Goals
  • Parts
  • Actions
  • All of the above

Q8. What is not a product of the creative process?

  • Insights
  • Inventions
  • Imaginations
  • Enlightenment

Q9. Which of the following is false?

  • Thoughts that arise slowly are not necessarily insights.
  • Insights can tell us that our stories have hit a dead end.
  • Insight are changes to our perspective.
  • Insights resolve our stories.

Q10. Which of the following is true?

  • Enlightenment: change to my current perspective
  • Enlightenment: resolution to my current story
  • Enlightenment: change to my knowledge
  • None of the above
  • All the above

Creativity Toolkit I: Changing Perspectives Week 03 Quiz Answers

Quiz : The Creative Journey

Q1. All of the following are true except:

  • Creativity doesn’t just happen in easy flashes of insight.
  • Good ideas are often rejected at first because they are untested and unproven.
  • The creative process is random and luck is the main factor that determines it.
  • Persistence is an important part of the creative process.

Q2. The HP Medal of Defiance is an extrinsic motivator that fosters creativity.

  • True
  • False

Q3. Creativity happens quickly and does not take time to evolve.

  • True
  • False

Q4. Creativity can come from adversity.

  • True
  • False

Q5. The story of Henri de Toulouse-Lautrec, the artist who painted, best describes which of the following?

  • Creativity happens by accident.
  • Rejection inspires creativity.
  • Creativity is a slow process.
  • Rejection stunts creativity.

Q6. Which of the following are potential outcomes of rejection?

  • Giving up on the idea due to criticism, trying to fit into society
  • Viewing rejection as a sign of being different
  • Neither A nor B
  • Both A and B

Q7. Engaging in the creative process helps people feel unburdened and liberated.

  • True
  • False

Q8. Why do people persist in the creative process even after facing rejection?

  • For the monetary outcomes and benefits
  • For the sense of achievement and accomplishment
  • They enjoy the process itself and it does not burden them
  • All of the above
  • A and C
  • B and C

Q9. Intrinsic motivation is not an important factor of the creative process.

  • True
  • False

Q10. Controlling extrinsic motivators decreases intrinsic motivation.

  • True
  • False

Creativity Toolkit I: Changing Perspectives Week 04 Quiz Answers

Quiz : Supporting Creativity

Q1. A focus on getting work done efficiently and meeting deadlines can keep employees from taking creative approaches.

  • True
  • False

Q2. To diagnose whether we can expect to generate more of a behavior, such as creativity in our organizations, we can review if we have ________, _________, and ________ suitable for people to do that behavior.

  • Efficiency, quality, productivity
  • Ability, motivation, opportunity
  • Personality, networks, agreement
  • Power, authority, influence

Q3. Leaders should hire creative individuals into a special creativity unit as the best way to form a creative organization.

  • True
  • False

Q4. These elements are necessary and important for an organization’s life, but often discourage creativity: implementation, efficiency, and productivity.

  • True
  • False

Q5. What three tendencies should leaders try to build into their organization’s culture, assessments, and reward systems to support creativity?

  • Ability, motivation, opportunity
  • Awareness, authenticity, quality
  • Openness, playfulness, autonomy
  • Direction, communication, alignment

Q6. Organizational culture can support motivation and provide opportunity for creativity by encouraging:

  • Growth mindsets
  • Tight cultural norms
  • High power distance
  • Agreeableness
  • All of the above

Q7. Everyone believes they can become more creative.

  • True
  • False

Q8. “It never makes a difference how hard I try, I just cannot seem to get it,” “My supervisor is not very creative when it comes to figuring things out,” and “My husband works all day without getting tired,” are all examples of the beliefs of a:

  • Growth mindset
  • Fixed mindset
  • Tight culture
  • Loose culture
  • None of the above

Q9. “It’s ok if I fail, at least I learned something,” “I appreciate constructive criticism,” and “I model my work after others who have been successful in the past,” are all examples of the beliefs of a:

  • Growth mindset
  • Fixed mindset
  • Tight culture
  • Loose culture
  • None of the above

Q10. Which of the following is typical in a Tight Culture?

  • View failures positively
  • Clear sense of right and wrong
  • Support for experimentation
  • Resistance to values
  • None of the above

Q11. Extremely tight and extremely loose cultures are each unlikely to persist for long periods of time.

  • True
  • False

Q12. Which of the following are reasons we are guarded, rather than open, to others?

  • We are afraid of looking dumb
  • We want to avoid disagreeing with powerful people
  • We want to look good
  • We want to maintain control
  • All of the above

Q13. Playful experimentation encourages us to consider all of the following, except:

  • Quality
  • Broader purpose
  • Efficiency
  • Alternative perspectives

Q14. A culture of playfulness can be indicated by which of the following?

  • Style of dress or clothing
  • Formality of conversations or speech
  • Workplace interactions beyond the routine
  • All of the above
  • None of the above

Q15. What patterns in the people we talk to and work with indicate we are likely to encounter new perspectives?

  • Talking to the same people this week as we did last week
  • Inviting visitors to team meetings
  • Maintaining homogenous staff demographics
  • Talking with people who also talk to each other

Q16. Performance feedback is an opportunity to influence the likelihood that people try to be creative.

  • True
  • False

Q17. Leaders who need to assess the ideas of others and provide feedback have an opportunity to demonstrate that they are not listening.

  • True
  • False

Q18. One reason that a leader’s ability to listen is critical is that few people generate their best idea first.

  • True
  • False

Q19. Which of the following is not a source of intrinsic motivation for one’s job?

  • The role one gets to occupy
  • The tasks one gets to do
  • The time one gets to spend
  • The values underlying the work
  • The customers one gets to serve

Q20. Providing monetary rewards for high overall performance discourages creativity.

  • True
  • False

Q21. Moderate constraints are typically good for creativity because

  • They allow for the full use of existing methods to solve problems
  • They force us to take new approaches
  • They make it easy to solve problems
  • They encourage a focus on inputs rather than outputs
  • All of the above

Q22. Because creativity is about how we think, the location in which we happen to be is irrelevant to our creative thinking.

  • True
  • False

Q23. Playful spaces within company offices support creativity mainly by:

  • Being rare, and so encouraging people to think about rare ideas
  • Being informal and so encouraging exploration
  • Being colorful and so encouraging people to think about art
  • Being available and encouraging people to stay at work
Conclusion:

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