TY - JOUR A1 - Cromwell, Johnathan R. A1 - Haase, Jennifer A1 - Vladova, Gergana T1 - The creative thinking profile BT - predicting intrinsic motivation based on preferences for different creative thinking styles JF - Personality and individual differences N2 - Intrinsic motivation is widely considered essential to creativity because it facilitates more divergent thinking during problem solving. However, we argue that intrinsic motivation has been theorized too heavily as a unitary construct, overlooking various internal factors of a task that can shape the baseline level of intrinsic motivation people have for working on the task. Drawing on theories of cognitive styles, we develop a new scale that measures individual preferences for three different creative thinking styles that we call divergent thinking, bricoleurgent thinking, and emergent thinking. Through a multi-study approach consisting of exploratory factor analysis, confirmatory factor analysis, and convergent validity, we provide psychometric evidence showing that people can have distinct preferences for each cognitive process when generating ideas. Furthermore, when validating this scale through an experiment, we find that each style becomes more dominant in predicting overall enjoyment, engagement, and creativity based on different underlying structures of a task. Therefore, this paper makes both theoretical and empirical contributions to literature by unpacking intrinsic motivation, showing how the alignment between different creative thinking styles and task can be essential to predicting intrinsic motivation, thus reversing the direction of causality between the motivational and cognitive components of creativity typically assumed in literature. Y1 - 2023 U6 - https://doi.org/10.1016/j.paid.2023.112205 SN - 0191-8869 SN - 1873-3549 VL - 208 PB - Elsevier Science CY - Amsterdam ER - TY - JOUR A1 - Haase, Jennifer A1 - Hanel, Paul H. P. T1 - Priming creativity: Doing math reduces creativity and happiness whereas playing short online games enhance them JF - Frontiers in Education N2 - Creative thinking is an indispensable cognitive skill that is becoming increasingly important. In the present research, we tested the impact of games on creativity and emotions in a between-subject online experiment with four conditions (N = 658). (1) participants played a simple puzzle game that allowed many solutions (priming divergent thinking); (2) participants played a short game that required one fitting solution (priming convergent thinking); (3) participants performed mental arithmetic; (4) passive control condition. Results show that divergent and convergent creativity were higher after playing games and lower after mental arithmetic. Positive emotions did not function as a mediator, even though they were also heightened after playing the games and lower after mental arithmetic. However, contrary to previous research, we found no direct effect of emotions, creative self-efficacy, and growth- vs. fixed on creative performance. We discuss practical implications for digital learning and application settings. KW - creativity KW - priming KW - enhancement KW - math KW - games KW - happiness Y1 - 2022 U6 - https://doi.org/10.3389/feduc.2022.976459 SN - 2504-284X PB - Frontiers CY - Lausanne, Schweiz ER - TY - JOUR A1 - Schüffler, Arnulf A1 - Thim, Christof A1 - Haase, Jennifer A1 - Gronau, Norbert A1 - Kluge, Annette T1 - Information processing in work environment 4.0 and the beneficial impact of intentional forgetting on change management T1 - Informationsverarbeitung in der Industrie 4.0 und die vorteilhafte Wirkung von intentionalem Vergessen für das Change Management JF - Zeitschrift für Arbeits- und Organisationspsychologie : german journal of work and organizational psychology N2 - Industry 4.0, based on increasingly progressive digitalization, is a global phenomenon that affects every part of our work. The Internet of Things (IoT) is pushing the process of automation, culminating in the total autonomy of cyber-physical systems. This process is accompanied by a massive amount of data, information, and new dimensions of flexibility. As the amount of available data increases, their specific timeliness decreases. Mastering Industry 4.0 requires humans to master the new dimensions of information and to adapt to relevant ongoing changes. Intentional forgetting can make a difference in this context, as it discards nonprevailing information and actions in favor of prevailing ones. Intentional forgetting is the basis of any adaptation to change, as it ensures that nonprevailing memory items are not retrieved while prevailing ones are retained. This study presents a novel experimental approach that was introduced in a learning factory (the Research and Application Center Industry 4.0) to investigate intentional forgetting as it applies to production routines. In the first experiment (N = 18), in which the participants collectively performed 3046 routine related actions (t1 = 1402, t2 = 1644), the results showed that highly proceduralized actions were more difficult to forget than actions that were less well-learned. Additionally, we found that the quality of cues that trigger the execution of routine actions had no effect on the extent of intentional forgetting. N2 - Industrie 4.0 ist basierend auf fortschreitender Digitalisierung eine globale Entwicklung, die in allen Bereichen uns heute bekannter Arbeits- und Lebenswelten Einzug halten wird. Das Internet der Dinge beschleunigt Automatisierung bis hin zu autonomen cyber-physischen Systemen. Dieser Prozess wird begleitet von einer weiteren Zunahme von Daten. Gleichzeitig reduziert sich die Aktualität der Daten und damit die Dauer ihrer Relevanz. Die Herausforderungen im Umfeld von Industrie 4.0 zu meistern bedeutet für Menschen in Organisationen diese wachsenden Datenmengen und Anpassung an fortwährende Veränderung zu bewältigen. Intentionales Vergessen kann hier unterstützen. Intentionales Vergessen fokussiert das Vergessen irrelevanter Informationen und Verhaltensweisen zu Gunsten relevanter. In diesem Artikel stellen wir einen experimentellen Ansatz zur Erforschung von Prozessen des intentionalen Vergessens in Organisationen in einer Laborumgebung (Anwendungszentrum Industrie 4.0) vor. Im Fokus der Untersuchung steht dabei das Vergessen einer ungültig gewordenen Produktions-Routine und das Ausführen der neuen, jetzt gültigen. Wir beschreiben dabei zunächst das innovative experimentelle Design zur Untersuchung von Vergessensprozessen. In einer ersten Untersuchung mit N = 18 Personen, die insgesamt 3046 Handlungen zu t1 (1402) und t2 (1644) ausführen, zeigte sich, dass hoch gelernte (prozeduralisierte) Handlungen schwerer zu vergessen sind als ohnehin nicht prozeduralisierte. Es zeigt sich aber kein Unterschied hinsichtlich der Art der Handlungen und der Hinweisreize, durch die sie aufgerufen werden. KW - intentional forgetting KW - retrieval cues KW - production routine KW - intentionales Vergessen KW - Produktions-Routine KW - Hinweisreize Y1 - 2019 U6 - https://doi.org/10.1026/0932-4089/a000307 SN - 0932-4089 SN - 2190-6270 VL - 64 IS - 1 SP - 17 EP - 29 PB - Hogrefe CY - Göttingen ER - TY - JOUR A1 - Haase, Jennifer A1 - Vladova, Gergana A1 - Bender, Benedict T1 - Dating on a different stage, but with the same habits BT - an analysis of offline vs. online dating behavior JF - PsyArXiv N2 - This study aims to compare online vs. offline flirting and dating behavior using the example of the location-based real-time dating (LBRTD) app Tinder, a popular dating platform. We focus on persons' self-descriptions like self-esteem, social desirability, state social anxiety, and adjustment behavior on Tinder and the perceived data privacy of the app. Data was gathered using a survey approach with Tinder users reporting their behavior in offline and online settings. The comparison between offline and online behavior was made using Response Surface Analysis. The results suggest that the different conditions of the natural and digital worlds do not influence the individual's behavior and emotional perception. The results are analyzed and discuss gender, age, motivation to use the app, and the user's relationship status. KW - Online behavior KW - Online Dating KW - Data Privacy KW - Self-esteem KW - Tinder Y1 - 2022 U6 - https://doi.org/10.31234/osf.io/kj68b IS - 245 ER - TY - JOUR A1 - Haase, Jennifer A1 - Hanel, Paul H. P. A1 - Gronau, Norbert T1 - Creativity enhancement methods for adults BT - a meta-analysis JF - Psychology of aesthetics, creativity, and the arts N2 - This meta-analysis synthesizes 332 effect sizes of various methods to enhance creativity. We clustered all studies into 12 methods to identify the most effective creativity enhancement methods. We found that, on average, creativity can be enhanced, Hedges’ g = 0.53, 95% CI [0.44, 0.61], with 70.09% of the participants in the enhancement conditions being more creative than the average person in the control conditions. Complex training courses, meditation, and cultural exposure were the most effective (gs = 0.66) while the use of cognitive manipulation drugs was the least and also noneffective, g = 0.10. The type of training material was also important. For instance, figural methods were more effective in enhancing creativity, and enhancing converging thinking was more effective than enhancing divergent thinking. Study effect sizes varied considerably across all studies and for many subgroup analyses, suggesting that researchers can plausibly expect to find reversed effects occasionally. We found no evidence of publication bias. We discuss theoretical implications and suggest future directions for best practices in enhancing creativity. (PsycInfo Database Record (c) 2023 APA, all rights reserved) KW - manipulation KW - enhancement KW - assessment KW - effectiveness KW - creativity training Y1 - 2023 U6 - https://doi.org/10.1037/aca0000557 SN - 1931-3896 SN - 1931-390X PB - American Psychological Association CY - Washington, DC ER - TY - JOUR A1 - Haase, Jennifer A1 - Thim, Christof T1 - An approach to model forgetting JF - AIS Transactions on Enterprise Systems N2 - This paper aims to investigate the possibility to include aspects of forgetting into business process modeling. To date, there is no possibility to model forgotten or to-be- forgotten elements beyond the mere deletion. On a first attempt, we focus on the individual level and model knowledge transformation within a single person. Using the Knowledge Model Description Language, we propose ways to include different forms of forgetting into the realm of modeling tools. Using data from an experimental setting within an assembly line production environment, the usability of those new modeling tools is tested. So far, the applicability of modeling features for forgetting on the individual level is mostly restricted to a research context. However, clear requirements to transfer the tools onto the team- and organizational level are set out. Y1 - 2020 U6 - https://doi.org/10.30844/aistes.v4i1.17 VL - 4 IS - 1 PB - Gito mbH Verlag für Industrielle Informationstechnik und Organisation CY - Berlin ER -