新颖性
模棱两可
适应(眼睛)
产品(数学)
过程(计算)
创意简报
知识管理
计算机科学
产品设计
社会学
过程管理
创造性工作
面子(社会学概念)
新产品开发
现实主义
产品管理
创意产业
营销
创意技巧
创造力
项目管理
概念框架
创造性破坏
定性研究
工作(物理)
心理学
认识论
创造性地解决问题
创新管理
标识
DOI:10.5465/amj.2024.0418
摘要
Developing new creative products inherently involves ambiguity due to its focus on novelty. When organizations have high ambitions for novelty yet lack a specific product concept, they must coordinate complex work and manage possibilities alongside significant ambiguity. This longitudinal qualitative study of a video game project examines how a large-scale creative project team collaborated in the face of an underspecified product concept. I theorize how project teams employ two interconnected processes: an iterative compositional process that drives product development within periods, and a pragmatic adaptation process that shifts teams from creative idealism to realism across periods. The findings reveal three distinct but interrelated forms of work—product work, contribution framing, and adaptive psychological work—that enable creative workers to develop an ambitious product without a specified product concept. By examining both product work and the psychological experiences of creative workers across hierarchical levels, this research broadens our understanding of creative work beyond more exclusively product-focused perspectives.
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