Publication Type

Conference Paper

Version

acceptedVersion

Publication Date

6-2010

Abstract

Creativity is known to be located at both the individual and group levels. We look at the case of videogame development, as an instance of project level creativity. We focus in particular on the design of the artifact. By examining the loci of creativity at the individual and group levels, we shed light on the roles and tasks of the designer, and on the organizational group structure known as the design cabal. In comparing the two extremes, we discover that the lack of organizational resources (namely, well known designers) leads in certain projects to the adoption of cabals or cabal-like approaches. Secondly, we illustrate the variety of design roles. Designers can be classified into three types (based on their roles): prototyping creators, vision creators, and implementing designers. Thus, the seemingly singular role of the designer is shown to be variable, defined by the capability of the designer and the tasks required. In the model that emerges, these roles ultimately interact with the resource requirements of the artifact to produce organizational structures.

Discipline

Technology and Innovation

Research Areas

Strategy and Organisation

Publication

DRUID Summer Conference, London, 16-18 June 2010

First Page

1

Last Page

38

City or Country

London

External URL

http://www2.druid.dk/conferences/viewpaper.php?id=501910&cf=43

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